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selection.cpp
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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2019 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file selection.c
* Attempt to rationalise the unit selection procedure and
* also necessary as we now need to return the number of
* units selected according to specified criteria.
* Alex McLean, Pumpkin studios, EIDOS.
*/
#include "lib/framework/frame.h"
#include "lib/framework/math_ext.h"
#include "lib/framework/strres.h"
#include "objects.h"
#include "basedef.h"
#include "droiddef.h"
#include "statsdef.h"
#include "geometry.h"
#include "console.h"
#include "selection.h"
#include "hci.h"
#include "map.h"
#include "selection.h"
#include "display3d.h"
#include "warcam.h"
#include "display.h"
#include "qtscript.h"
#include <functional>
template <typename T>
static unsigned selSelectUnitsIf(unsigned player, T condition, bool onlyOnScreen)
{
unsigned count = 0;
selDroidDeselect(player);
// Go through all.
for (DROID *psDroid = apsDroidLists[player]; psDroid != nullptr; psDroid = psDroid->psNext)
{
bool shouldSelect = (!onlyOnScreen || droidOnScreen(psDroid, 0)) &&
condition(psDroid);
count += shouldSelect;
if (shouldSelect && !psDroid->selected && !psDroid->flags.test(OBJECT_FLAG_UNSELECTABLE))
{
SelectDroid(psDroid);
}
else if (!shouldSelect && psDroid->selected)
{
DeSelectDroid(psDroid);
}
}
return count;
}
template <typename T, typename U>
static unsigned selSelectUnitsIf(unsigned player, T condition, U value, bool onlyOnScreen)
{
return selSelectUnitsIf(player, std::bind2nd(std::ptr_fun(condition), value), onlyOnScreen);
}
static bool selTransporter(DROID *droid)
{
return isTransporter(droid);
}
static bool selTrue(DROID *droid)
{
return !selTransporter(droid);
}
static bool selProp(DROID *droid, PROPULSION_TYPE prop)
{
return asPropulsionStats[droid->asBits[COMP_PROPULSION]].propulsionType == prop && !selTransporter(droid);
}
static bool selPropArmed(DROID *droid, PROPULSION_TYPE prop)
{
return asPropulsionStats[droid->asBits[COMP_PROPULSION]].propulsionType == prop && vtolFull(droid) && !selTransporter(droid);
}
static bool selType(DROID *droid, DROID_TYPE type)
{
return droid->droidType == type;
}
static bool selCombat(DROID *droid)
{
return droid->asWeaps[0].nStat > 0 && !selTransporter(droid);
}
static bool selCombatLand(DROID *droid)
{
PROPULSION_TYPE type = asPropulsionStats[droid->asBits[COMP_PROPULSION]].propulsionType;
return droid->asWeaps[0].nStat > 0 && (type == PROPULSION_TYPE_WHEELED ||
type == PROPULSION_TYPE_HALF_TRACKED ||
type == PROPULSION_TYPE_TRACKED ||
type == PROPULSION_TYPE_HOVER ||
type == PROPULSION_TYPE_LEGGED);
}
static bool selCombatCyborg(DROID *droid)
{
PROPULSION_TYPE type = asPropulsionStats[droid->asBits[COMP_PROPULSION]].propulsionType;
return droid->asWeaps[0].nStat > 0 && type == PROPULSION_TYPE_LEGGED;
}
static bool selDamaged(DROID *droid)
{
return PERCENT(droid->body, droid->originalBody) < REPAIRLEV_LOW && !selTransporter(droid);
}
// ---------------------------------------------------------------------
// Deselects all units for the player
unsigned int selDroidDeselect(unsigned int player)
{
unsigned int count = 0;
for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
count++;
DeSelectDroid(psDroid);
}
}
return count;
}
// ---------------------------------------------------------------------
// Lets you know how many are selected for a given player
unsigned int selNumSelected(unsigned int player)
{
unsigned int count = 0;
for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
count++;
}
}
return count;
}
// ---------------------------------------------------------------------
// sub-function - selects all units with same name as one passed in
static void selNameSelect(char *droidName, unsigned int player, bool bOnScreen)
{
for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
{
if (!psDroid->selected)
{
if (!bOnScreen || droidOnScreen(psDroid, 0))
{
if (!strcmp(droidName, psDroid->aName))
{
SelectDroid(psDroid);
}
}
}
}
}
// ---------------------------------------------------------------------
// Selects all units the same as the one(s) selected
static unsigned int selSelectAllSame(unsigned int player, bool bOnScreen)
{
for (DROID *psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext)
{
if (psDroid->selected)
{
selNameSelect(psDroid->aName, player, bOnScreen);
}
}
return selNumSelected(player);
}
// ffs am
// ---------------------------------------------------------------------
void selNextSpecifiedUnit(DROID_TYPE unitType)
{
static DROID *psOldRD = nullptr; // pointer to last selected repair unit
DROID *psResult = nullptr, *psFirst = nullptr;
bool bLaterInList = false;
for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
{
//exceptions - as always...
bool bMatch = false;
if (unitType == DROID_CONSTRUCT)
{
if (psCurr->droidType == DROID_CONSTRUCT ||
psCurr->droidType == DROID_CYBORG_CONSTRUCT)
{
bMatch = true;
}
}
else if (unitType == DROID_REPAIR)
{
if (psCurr->droidType == DROID_REPAIR ||
psCurr->droidType == DROID_CYBORG_REPAIR)
{
bMatch = true;
}
}
else if (psCurr->droidType == unitType)
{
bMatch = true;
}
if (bMatch)
{
/* Always store away the first one we find */
if (!psFirst)
{
psFirst = psCurr;
}
if (psCurr == psOldRD)
{
bLaterInList = true;
}
/* Nothing previously found... */
if (!psOldRD)
{
psResult = psCurr;
}
/* Only select is this isn't the old one and it's further on in list */
else if (psCurr != psOldRD && bLaterInList)
{
psResult = psCurr;
}
}
}
/* Did we get one? */
if (!psResult && psFirst)
{
psResult = psFirst;
}
if (psResult && !psResult->died)
{
selDroidDeselect(selectedPlayer);
SelectDroid(psResult);
if (getWarCamStatus())
{
camToggleStatus(); // messy - fix this
// setViewPos(map_coord(psCentreDroid->pos.x), map_coord(psCentreDroid->pos.y));
processWarCam(); //odd, but necessary
camToggleStatus(); // messy - FIXME
}
else
{
// camToggleStatus();
/* Centre display on him if warcam isn't active */
setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), true);
}
psOldRD = psResult;
}
else
{
switch (unitType)
{
case DROID_REPAIR:
addConsoleMessage(_("Unable to locate any repair units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
case DROID_CONSTRUCT:
addConsoleMessage(_("Unable to locate any Trucks!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
case DROID_SENSOR:
addConsoleMessage(_("Unable to locate any Sensor Units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
break;
case DROID_COMMAND:
addConsoleMessage(_("Unable to locate any Commanders!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
default:
break;
}
}
}
// ---------------------------------------------------------------------
void selNextUnassignedUnit()
{
static DROID *psOldNS = nullptr;
DROID *psResult = nullptr, *psFirst = nullptr;
bool bLaterInList = false;
for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
{
/* Only look at unselected ones */
if (psCurr->group == UBYTE_MAX)
{
/* Keep a record of first one */
if (!psFirst)
{
psFirst = psCurr;
}
if (psCurr == psOldNS)
{
bLaterInList = true;
}
/* First one...? */
if (!psOldNS)
{
psResult = psCurr;
}
/* Dont choose same one again */
else if (psCurr != psOldNS && bLaterInList)
{
psResult = psCurr;
}
}
}
/* If we didn't get one - then select first one */
if (!psResult && psFirst)
{
psResult = psFirst;
}
if (psResult && !psResult->died)
{
selDroidDeselect(selectedPlayer);
SelectDroid(psResult);
if (getWarCamStatus())
{
camToggleStatus(); // messy - fix this
// setViewPos(map_coord(psCentreDroid->pos.x), map_coord(psCentreDroid->pos.y));
processWarCam(); //odd, but necessary
camToggleStatus(); // messy - FIXME
}
else
{
// camToggleStatus();
/* Centre display on him if warcam isn't active */
setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), true);
}
psOldNS = psResult;
}
else
{
addConsoleMessage(_("Unable to locate any repair units!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// ---------------------------------------------------------------------
void selNextSpecifiedBuilding(STRUCTURE_TYPE structType)
{
STRUCTURE *psResult = nullptr, *psOldStruct = nullptr, *psFirst = nullptr;
bool bLaterInList = false;
/* Firstly, start coughing if the type is invalid */
ASSERT(structType <= NUM_DIFF_BUILDINGS, "Invalid structure type %u", structType);
for (STRUCTURE *psCurr = apsStructLists[selectedPlayer]; psCurr && !psResult; psCurr = psCurr->psNext)
{
if (psCurr->pStructureType->type == structType && psCurr->status == SS_BUILT)
{
if (!psFirst)
{
psFirst = psCurr;
}
if (psCurr->selected)
{
bLaterInList = true;
psOldStruct = psCurr;
}
else if (bLaterInList)
{
psResult = psCurr;
}
}
}
if (!psResult && psFirst)
{
psResult = psFirst;
}
if (psResult && !psResult->died)
{
if (getWarCamStatus())
{
camToggleStatus();
}
setViewPos(map_coord(psResult->pos.x), map_coord(psResult->pos.y), false);
if (psOldStruct)
{
psOldStruct->selected = false;
}
psResult->selected = true;
triggerEventSelected();
jsDebugSelected(psResult);
}
else
{
// Can't find required building
addConsoleMessage("Cannot find required building!", LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
// ---------------------------------------------------------------------
// see if a commander is the n'th command droid
static bool droidIsCommanderNum(DROID *psDroid, SDWORD n)
{
if (psDroid->droidType != DROID_COMMAND)
{
return false;
}
int numLess = 0;
for (DROID *psCurr = apsDroidLists[psDroid->player]; psCurr; psCurr = psCurr->psNext)
{
if ((psCurr->droidType == DROID_COMMAND) && (psCurr->id < psDroid->id))
{
numLess++;
}
}
return (numLess == (n - 1));
}
// select the n'th command droid
void selCommander(int n)
{
for (DROID *psCurr = apsDroidLists[selectedPlayer]; psCurr; psCurr = psCurr->psNext)
{
if (droidIsCommanderNum(psCurr, n))
{
if (!psCurr->selected && !psCurr->flags.test(OBJECT_FLAG_UNSELECTABLE))
{
clearSelection();
psCurr->selected = true;
}
else if (!psCurr->flags.test(OBJECT_FLAG_UNSELECTABLE))
{
clearSelection();
psCurr->selected = true;
// this horrible bit of code is taken from activateGroupAndMove
// and sets the camera position to that of the commander
if (getWarCamStatus())
{
camToggleStatus(); // messy - fix this
processWarCam(); // odd, but necessary
camToggleStatus(); // messy - FIXME
}
else
{
/* Centre display on him if warcam isn't active */
setViewPos(map_coord(psCurr->pos.x), map_coord(psCurr->pos.y), true);
}
}
return;
}
}
}
// ---------------------------------------------------------------------
/*
Selects the units of a given player according to given criteria.
It is also possible to request whether the units be onscreen or not.
*/
unsigned int selDroidSelection(unsigned int player, SELECTION_CLASS droidClass, SELECTIONTYPE droidType, bool bOnScreen)
{
/* So far, we haven't selected any */
unsigned int retVal = 0;
/* Establish the class of selection */
switch (droidClass)
{
case DS_ALL_UNITS:
retVal = selSelectUnitsIf(player, selTrue, bOnScreen);
break;
case DS_BY_TYPE:
switch (droidType)
{
case DST_VTOL:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_LIFT, bOnScreen);
break;
case DST_VTOL_ARMED:
retVal = selSelectUnitsIf(player, selPropArmed, PROPULSION_TYPE_LIFT, bOnScreen);
break;
case DST_HOVER:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_HOVER, bOnScreen);
break;
case DST_WHEELED:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_WHEELED, bOnScreen);
break;
case DST_TRACKED:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_TRACKED, bOnScreen);
break;
case DST_HALF_TRACKED:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_HALF_TRACKED, bOnScreen);
break;
case DST_CYBORG:
retVal = selSelectUnitsIf(player, selProp, PROPULSION_TYPE_LEGGED, bOnScreen);
break;
case DST_ENGINEER:
retVal = selSelectUnitsIf(player, selType, DROID_CYBORG_CONSTRUCT, bOnScreen);
break;
case DST_MECHANIC:
retVal = selSelectUnitsIf(player, selType, DROID_CYBORG_REPAIR, bOnScreen);
break;
case DST_TRANSPORTER:
retVal = selSelectUnitsIf(player, selTransporter, bOnScreen);
break;
case DST_REPAIR_TANK:
retVal = selSelectUnitsIf(player, selType, DROID_REPAIR, bOnScreen);
break;
case DST_SENSOR:
retVal = selSelectUnitsIf(player, selType, DROID_SENSOR, bOnScreen);
break;
case DST_TRUCK:
retVal = selSelectUnitsIf(player, selType, DROID_CONSTRUCT, bOnScreen);
break;
case DST_ALL_COMBAT:
retVal = selSelectUnitsIf(player, selCombat, bOnScreen);
break;
case DST_ALL_COMBAT_LAND:
retVal = selSelectUnitsIf(player, selCombatLand, bOnScreen);
break;
case DST_ALL_COMBAT_CYBORG:
retVal = selSelectUnitsIf(player, selCombatCyborg, bOnScreen);
break;
case DST_ALL_DAMAGED:
retVal = selSelectUnitsIf(player, selDamaged, bOnScreen);
break;
case DST_ALL_SAME:
retVal = selSelectAllSame(player, bOnScreen);
break;
default:
ASSERT(false, "Invalid selection type");
}
break;
default:
ASSERT(false, "Invalid selection attempt");
break;
}
CONPRINTF(ngettext("%u unit selected", "%u units selected", retVal), retVal);
return retVal;
}