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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name selection.cpp - The units' selection. */
//
// (c) Copyright 1999-2008 by Patrice Fortier, Lutz Sammer, and
// Jimmy Salmon
//
// This program 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; only version 2 of the License.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include "unittype.h"
#include "player.h"
#include "unit.h"
#include "unit_manager.h"
#include "unit_cache.h"
#include "interface.h"
#include "map.h"
#include "ui.h"
#include "commands.h"
#include "network.h"
#include "iolib.h"
#include "script.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
int NumSelected; /// Number of selected units
int TeamNumSelected[PlayerMax]; /// How many units selected
int MaxSelectable; /// Maximum number of selected units
CUnit **Selected; /// All selected units
CUnit **TeamSelected[PlayerMax]; /// teams currently selected units
static int _NumSelected; /// save of NumSelected
static int _TeamNumSelected[PlayerMax]; /// save of TeamNumSelected
static CUnit **_Selected; /// save of Selected
static CUnit **_TeamSelected[PlayerMax]; /// save of TeamSelected
static unsigned GroupId; /// Unique group # for automatic groups
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Save selection to restore after.
*/
void SaveSelection(void)
{
int i;
int j;
for (i = 0; i < PlayerMax; ++i) {
_TeamNumSelected[i] = TeamNumSelected[i];
for (j = 0; j < TeamNumSelected[i]; ++j) {
_TeamSelected[i][j] = TeamSelected[i][j];
}
}
_NumSelected = NumSelected;
for (j = 0; j < NumSelected; ++j) {
_Selected[j] = Selected[j];
}
}
/**
** Restore selection.
*/
void RestoreSelection(void)
{
int i;
int j;
UnSelectAll();
for (i = 0; i < PlayerMax; ++i) {
TeamNumSelected[i] = _TeamNumSelected[i];
for (j = 0; j < _TeamNumSelected[i]; ++j) {
TeamSelected[i][j] = _TeamSelected[i][j];
TeamSelected[i][j]->TeamSelected |= (1 << i);
}
}
NumSelected = _NumSelected;
for (j = 0; j < _NumSelected; ++j) {
Selected[j] = _Selected[j];
Selected[j]->Selected = 1;
}
}
/**
** Unselect all the units in the current selection
*/
void UnSelectAll(void)
{
CUnit *unit;
while (!++GroupId) { // Advance group id, but keep non zero
}
while (NumSelected) {
unit = Selected[--NumSelected];
Selected[NumSelected] = NoUnitP; // FIXME: only needed for old code
unit->Selected = 0;
}
}
/**
** Replace a group of selected units by an other group of units.
**
** @param units Array of units to be selected.
** @param count Number of units in array to be selected.
*/
void ChangeSelectedUnits(CUnit **units,int count)
{
CUnit *unit;
int i;
int n;
Assert(count <= MaxSelectable);
UnSelectAll();
NetworkSendSelection(units, count);
for (n = i = 0; i < count; ++i) {
if (!units[i]->Removed && !units[i]->TeamSelected && !units[i]->Type->IsNotSelectable) {
Selected[n++] = unit = units[i];
unit->Selected = 1;
if (count > 1) {
unit->LastGroup = GroupId;
}
}
}
NumSelected = n;
}
/**
** Change A Unit Selection from my Team
**
** @param player The Player who is selecting the units
** @param units The Units to add/remove
** @param adjust 0 = reset, 1 = remove units, 2 = add units
** @param count the number of units to be adjusted
*/
void ChangeTeamSelectedUnits(CPlayer *player, CUnit **units, int adjust, int count)
{
int i;
int n;
CUnit *unit;
switch (adjust) {
case 0:
// UnSelectAllTeam(player);
while (TeamNumSelected[player->Index]) {
unit = TeamSelected[player->Index][--TeamNumSelected[player->Index]];
unit->TeamSelected &= ~(1 << player->Index);
TeamSelected[player->Index][TeamNumSelected[player->Index]] = NoUnitP; // FIXME: only needed for old code
}
// FALL THROUGH
case 2:
for (i = 0; i < count; ++i) {
Assert(!units[i]->Removed);
if (!units[i]->Type->IsNotSelectable) {
TeamSelected[player->Index][TeamNumSelected[player->Index]++] = units[i];
units[i]->TeamSelected |= 1 << player->Index;
}
}
Assert(TeamNumSelected[player->Index] <= MaxSelectable);
break;
case 1:
for (n = 0; n < TeamNumSelected[player->Index]; ++n) {
for (i = 0; i < count; ++i) {
if (units[i] == TeamSelected[player->Index][n]) {
TeamSelected[player->Index][n] =
TeamSelected[player->Index][TeamNumSelected[player->Index]--];
}
}
}
Assert(TeamNumSelected[player->Index] >= 0);
break;
default:
Assert(0);
}
}
/**
** Add a unit to the other selected units.
**
** @param unit Pointer to unit to add.
**
** @return true if added to selection, false otherwise
** (if NumSelected == MaxSelectable or
** unit is already selected or unselectable)
*/
int SelectUnit(CUnit *unit)
{
if (unit->Type->Revealer) { // Revealers cannot be selected
DebugPrint("Selecting revealer?\n");
return 0;
}
if (unit->Removed) { // Removed cannot be selected
DebugPrint("Selecting removed?\n");
return 0;
}
if (NumSelected == MaxSelectable) {
return 0;
}
if (unit->Selected) {
return 0;
}
if (unit->Type->IsNotSelectable && GameRunning) {
return 0;
}
Selected[NumSelected++] = unit;
unit->Selected = 1;
if (NumSelected > 1) {
Selected[0]->LastGroup = unit->LastGroup = GroupId;
}
return 1;
}
/**
** Select a single unit, unselecting the previous ones
**
** @param unit Pointer to unit to be selected.
*/
void SelectSingleUnit(CUnit *unit)
{
ChangeSelectedUnits(&unit, 1);
}
/**
** Unselect unit
**
** @param unit Pointer to unit to be unselected.
*/
void UnSelectUnit(CUnit *unit)
{
int i;
int j;
if (unit->TeamSelected) {
for (i = 0; i < PlayerMax; ++i) {
if (unit->TeamSelected & (1 << i)) {
for (j = 0; TeamSelected[i][j] != unit; ++j) {
;
}
Assert(j < TeamNumSelected[i]);
if (j < --TeamNumSelected[i]) {
TeamSelected[i][j] = TeamSelected[i][TeamNumSelected[i]];
}
unit->TeamSelected &= ~(1 << i);
}
}
}
if (!unit->Selected) {
return;
}
for (i = 0; Selected[i] != unit; ++i) {
;
}
Assert(i < NumSelected);
if (i < --NumSelected) {
Selected[i] = Selected[NumSelected];
}
if (NumSelected > 1) { // Assign new group to remaining units
while (!++GroupId) { // Advance group id, but keep non zero
}
for (i = 0; i < NumSelected; ++i) {
Selected[i]->LastGroup = GroupId;
}
}
Selected[NumSelected] = NoUnitP; // FIXME: only needed for old code
unit->Selected = 0;
}
/**
** Toggle the selection of a unit in a group of selected units
**
** @param unit Pointer to unit to be toggled.
** @return 0 if unselected, 1 otherwise
*/
int ToggleSelectUnit(CUnit *unit)
{
if (unit->Selected) {
UnSelectUnit(unit);
return 0;
}
SelectUnit(unit);
return 1;
}
/**
** Select units from a particular type and belonging to the local player.
**
** The base is included in the selection and defines
** the type of the other units to be selected.
**
** @param base Select all units of same type.
**
** @return Number of units found, 0 means selection unchanged
**
** FIXME: 0 can't happen. Maybe when scripting will use it?
**
** FIXME: should always select the nearest 9 units to the base!
*/
int SelectUnitsByType(CUnit *base)
{
CUnit *unit;
CUnit *table[UnitMax];
const CUnitType *type;
int r;
int i;
const CViewport *vp;
Assert(UI.MouseViewport);
type = base->Type;
// select all visible units.
// StephanR: should be (MapX,MapY,MapX+MapWidth-1,MapY+MapHeight-1) ???
/* FIXME: this should probably be cleaner implemented if SelectUnitsByType()
* took parameters of the selection rectangle as arguments */
vp = UI.MouseViewport;
r = UnitCache.Select(vp->MapX - 1, vp->MapY - 1, vp->MapX + vp->MapWidth + 1,
vp->MapY + vp->MapHeight + 1, table, UnitMax);
// if unit is a cadaver or hidden (not on map)
// no unit can be selected.
if (base->Removed || base->Orders[0]->Action == UnitActionDie) {
return 0;
}
if (base->Type->IsNotSelectable && GameRunning) {
return 0;
}
if (base->TeamSelected) { // Somebody else onteam has this unit
return 0;
}
UnSelectAll();
Selected[0] = base;
base->Selected = 1;
NumSelected = 1;
// if unit isn't belonging to the player or allied player, or is a static unit
// (like a building), only 1 unit can be selected at the same time.
if (!CanSelectMultipleUnits(base->Player) || !type->SelectableByRectangle) {
return NumSelected;
}
//
// Search for other visible units of the same type
//
// FIXME: peon/peasant with gold/wood & co are considered from
// different type... idem for tankers
for (i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) || unit->Type != type) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit == base) { // no need to have the same unit twice :)
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
Selected[NumSelected++] = unit;
unit->Selected = 1;
if (NumSelected == MaxSelectable) {
break;
}
}
if (NumSelected > 1) {
for (i = 0; i < NumSelected; ++i) {
Selected[i]->LastGroup = GroupId;
}
}
NetworkSendSelection(Selected, NumSelected);
return NumSelected;
}
/**
** Toggle units from a particular type and belonging to the local player.
**
** The base is included in the selection and defines
** the type of the other units to be selected.
**
** @param base Toggle all units of same type.
**
** @return Number of units found, 0 means selection unchanged
**
** FIXME: toggle not written
** FIXME: should always select the nearest 9 units to the base!
*/
int ToggleUnitsByType(CUnit *base)
{
CUnit *unit;
CUnit *table[UnitMax];
const CUnitType *type;
int r;
int i;
type = base->Type;
// select all visible units.
// StephanR: should be (MapX,MapY,MapX+MapWidth-1,MapY+MapHeight-1) ???
// FIXME: this should probably be cleaner implemented if SelectUnitsByType()
// took parameters of the selection rectangle as arguments */
r = UnitCache.Select(UI.MouseViewport->MapX - 1,
UI.MouseViewport->MapY - 1,
UI.MouseViewport->MapX + UI.MouseViewport->MapWidth + 1,
UI.MouseViewport->MapY + UI.MouseViewport->MapHeight + 1, table, UnitMax);
// if unit is a cadaver or hidden (not on map)
// no unit can be selected.
if (base->Removed || base->Orders[0]->Action == UnitActionDie) {
return 0;
}
// if unit isn't belonging to the player, or is a static unit
// (like a building), only 1 unit can be selected at the same time.
if (!CanSelectMultipleUnits(base->Player) || !type->SelectableByRectangle) {
return 0;
}
if (!SelectUnit(base)) { // Add base to selection
return 0;
}
//
// Search for other visible units of the same type
//
// FIXME: peon/peasant with gold/wood & co are considered from
// different type... idem for tankers
for (i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) || unit->Type != type) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit == base) { // no need to have the same unit twice
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
if (!SelectUnit(unit)) { // add unit to selection
return NumSelected;
}
}
NetworkSendSelection(Selected, NumSelected);
return NumSelected;
}
/**
** Change selected units to units from group group_number
** Doesn't change the selection if the group has no unit.
**
** @param group_number number of the group to be selected.
**
** @return number of units in the group.
*/
int SelectGroup(int group_number)
{
int nunits;
Assert(group_number <= NUM_GROUPS);
if (!(nunits = GetNumberUnitsOfGroup(group_number))) {
return 0;
}
ChangeSelectedUnits(GetUnitsOfGroup(group_number), nunits);
return NumSelected;
}
/**
** Add units from group of a particular unit to selection.
**
** @param unit unit belonging to the group to be selected.
**
** @return 0 if the unit doesn't belong to a group,
** or the number of units in the group.
*/
int AddGroupFromUnitToSelection(CUnit *unit)
{
int i;
int group;
if (!(group = unit->LastGroup)) { // belongs to no group
return 0;
}
for (i = 0; i < NumUnits; ++i) {
if (Units[i]->LastGroup == group && !Units[i]->Removed) {
SelectUnit(Units[i]);
if (NumSelected == MaxSelectable) {
return NumSelected;
}
}
}
return NumSelected;
}
/**
** Select units from group of a particular unit.
** Doesn't change the selection if the group has no unit,
** or the unit doesn't belong to any group.
**
** @param unit unit belonging to the group to be selected.
**
** @return 0 if the unit doesn't belong to a group,
** or the number of units in the group.
*/
int SelectGroupFromUnit(CUnit *unit)
{
if (!unit->LastGroup) { // belongs to no group
return 0;
}
UnSelectAll();
return AddGroupFromUnitToSelection(unit);
}
/**
** Select the units selecteable by rectangle in a local table.
** Act like a filter: The source table is modified.
** Return the original table if no unit is found.
**
** @param table Input/Output table of units.
** @param num_units Number of units in input table.
**
** @return the number of units found.
*/
static int SelectOrganicUnitsInTable(CUnit **table, int num_units)
{
CUnit *unit;
int n;
int i;
for (n = i = 0; i < num_units; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) || !unit->Type->SelectableByRectangle) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
table[n++] = unit;
if (n == MaxSelectable) {
break;
}
}
return n;
}
/**
** Selects units from the table whose sprite is at least partially
** covered by the rectangle. The rectangle is determined by coordinates
** of its upper left and lower right corner expressed in screen map
** coordinate system.
**
** @param sx0 x-coord of upper left corner of the rectangle
** @param sy0 y-coord of upper left corner of the rectangle
** @param sx1 x-coord of lower right corner of the rectangle
** @param sy1 y-coord of lower right corner of the rectangle
** @param table table of units
** @param num_units number of units in table
**
** @return number of units found
*/
static int SelectSpritesInsideRectangle (int sx0, int sy0, int sx1, int sy1,
CUnit **table, int num_units)
{
int n;
int i;
for (i = n = 0; i < num_units; ++i) {
int sprite_x;
int sprite_y;
CUnit *unit;
const CUnitType *type;
unit = table[i];
type = unit->Type;
sprite_x = unit->X * TileSizeX + unit->IX;
sprite_x -= (type->BoxWidth - TileSizeX * type->TileWidth) / 2;
sprite_x += type->OffsetX;
sprite_y = unit->Y * TileSizeY + unit->IY;
sprite_y -= (type->BoxHeight - TileSizeY * type->TileHeight) / 2;
sprite_y += type->OffsetY;
if (sprite_x + type->BoxWidth < sx0) {
continue;
}
if (sprite_x > sx1) {
continue;
}
if (sprite_y + type->BoxHeight < sy0) {
continue;
}
if (sprite_y > sy1) {
continue;
}
table[n++] = unit;
}
return n;
}
/**
** Add the units in the rectangle to the current selection
**
** @param x0 X start of selection rectangle in tile coordinates
** @param y0 Y start of selection rectangle in tile coordinates
** @param x1 X start of selection rectangle in tile coordinates
** @param y1 Y start of selection rectangle in tile coordinates
**
** @return the _total_ number of units selected.
*/
int AddSelectedUnitsInRectangle(int x0, int y0, int x1, int y1)
{
CUnit *table[UnitMax];
int toggle_num;
int n;
int i;
// If there is no selected unit yet, do a simple selection.
if (!NumSelected) {
return SelectUnitsInRectangle(x0, y0, x1, y1);
}
// Check if the original selected unit (if it's alone) is ours,
// and can be selectable by rectangle.
// In this case, do nothing.
if (NumSelected == 1 &&
(!CanSelectMultipleUnits(Selected[0]->Player) ||
!Selected[0]->Type->SelectableByRectangle)) {
return NumSelected;
}
// If no unit in rectangle area... do nothing
toggle_num = UnitCache.Select((x0 / TileSizeX) - 2, (y0 / TileSizeY) - 2,
(x1 / TileSizeX) + 2 + 1, (y1 / TileSizeX) + 2 + 1, table, UnitMax);
if (!toggle_num) {
return NumSelected;
}
toggle_num = SelectSpritesInsideRectangle(x0, y0, x1, y1, table, toggle_num);
if (!toggle_num) {
return NumSelected;
}
// Now we should only have mobile (organic) units belonging to us,
// so if there's no such units in the rectangle, do nothing.
if (!(n = SelectOrganicUnitsInTable(table, toggle_num))) {
return NumSelected;
}
for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
SelectUnit(table[i]);
}
return NumSelected;
}
/**
** Select units in a rectangle.
** Proceed in order in none found:
** @li select local player mobile units
** @li select one local player static unit (random)
** @li select one neutral unit (critter, mine...)
** @li select one enemy unit (random)
**
** @param sx0 X start of selection rectangle in tile coordinates
** @param sy0 Y start of selection rectangle in tile coordinates
** @param sx1 X start of selection rectangle in tile coordinates
** @param sy1 Y start of selection rectangle in tile coordinates
**
** @return the number of units found.
*/
int SelectUnitsInRectangle (int sx0, int sy0, int sx1, int sy1)
{
CUnit *unit;
CUnit *table[UnitMax];
CUnitType *type;
int r;
int n;
int i;
int tx0;
int ty0;
int tx1;
int ty1;
tx0 = sx0 / TileSizeX;
ty0 = sy0 / TileSizeY;
tx1 = sx1 / TileSizeX;
ty1 = sy1 / TileSizeY;
r = UnitCache.Select(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table, UnitMax);
r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
//
// 1) search for the player units selectable with rectangle
//
if ((n = SelectOrganicUnitsInTable(table, r))) {
ChangeSelectedUnits(table, n);
return n;
}
//
// 2) If no unit found, try a player's unit not selectable by rectangle
//
for (i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player)) {
continue;
}
// FIXME: Can we get this?
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
SelectSingleUnit(unit);
return 1;
}
}
//
// 3) If no unit found, try a resource or a neutral critter
//
for (i = 0; i < r; ++i) {
unit = table[i];
// Unit visible FIXME: write function UnitSelectable
if (!unit->IsVisibleInViewport(UI.SelectedViewport)) {
continue;
}
type = unit->Type;
// Buildings are visible but not selectable
if (type->Building && !unit->IsVisibleOnMap(ThisPlayer)) {
continue;
}
if ((type->CanHarvestFrom && !unit->Removed)) { // no built resources.
SelectSingleUnit(unit);
return 1;
}
}
//
// 4) If no unit found, select an enemy unit (first found)
//
for (i = 0; i < r; ++i) {
unit = table[i];
// Unit visible FIXME: write function UnitSelectable
if (!unit->IsVisibleInViewport(UI.SelectedViewport)) {
continue;
}
// Buildings are visible but not selectable
if (unit->Type->Building && !unit->IsVisibleOnMap(ThisPlayer)) {
continue;
}
if (!unit->Removed && unit->Orders[0]->Action != UnitActionDie) {
SelectSingleUnit(unit);
return 1;
}
}
return 0;
}
/**
** Select own ground units in a rectangle.
**
** @param sx0 X start of selection rectangle in tile coordinates
** @param sy0 Y start of selection rectangle in tile coordinates
** @param sx1 X start of selection rectangle in tile coordinates
** @param sy1 Y start of selection rectangle in tile coordinates
**
** @return the number of units found.
*/
int SelectGroundUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
{
CUnit *unit;
CUnit *table[UnitMax];
int r;
int n;
int i;
int tx0;
int ty0;
int tx1;
int ty1;
tx0 = sx0 / TileSizeX;
ty0 = sy0 / TileSizeY;
tx1 = sx1 / TileSizeX;
ty1 = sy1 / TileSizeY;
r = UnitCache.Select(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table, UnitMax);
r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
for (n = i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) || !unit->Type->SelectableByRectangle) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit->Type->UnitType == UnitTypeFly) {
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
table[n++] = unit;
if (n == MaxSelectable) {
break;
}
}
if (n) {
ChangeSelectedUnits(table, n);
}
return n;
}
/**
** Select own air units in a rectangle.
**
** @param sx0 X start of selection rectangle in tile coordinates
** @param sy0 Y start of selection rectangle in tile coordinates
** @param sx1 X start of selection rectangle in tile coordinates
** @param sy1 Y start of selection rectangle in tile coordinates
**
** @return the number of units found.
*/
int SelectAirUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
{
CUnit *unit;
CUnit *table[UnitMax];
int r;
int n;
int i;
int tx0;
int ty0;
int tx1;
int ty1;
tx0 = sx0 / TileSizeX;
ty0 = sy0 / TileSizeY;
tx1 = sx1 / TileSizeX;
ty1 = sy1 / TileSizeY;
r = UnitCache.Select(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table, UnitMax);
r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
for (n = i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) || !unit->Type->SelectableByRectangle) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit->Type->UnitType != UnitTypeFly) {
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
table[n++] = unit;
if (n == MaxSelectable) {
break;
}
}
if (n) {
ChangeSelectedUnits(table, n);
}
return n;
}
/**
** Add the ground units in the rectangle to the current selection
**
** @param sx0 X start of selection rectangle in tile coordinates
** @param sy0 Y start of selection rectangle in tile coordinates
** @param sx1 X start of selection rectangle in tile coordinates
** @param sy1 Y start of selection rectangle in tile coordinates
**
** @return the number of units found.
*/
int AddSelectedGroundUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
{
CUnit *unit;
CUnit *table[UnitMax];
int r;
int n;
int i;
int tx0;
int ty0;
int tx1;
int ty1;
// If there is no selected unit yet, do a simple selection.
if (!NumSelected) {
return SelectGroundUnitsInRectangle(sx0, sy0, sx1, sy1);
}
// Check if the original selected unit (if it's alone) is ours,
// and can be selectable by rectangle.
// In this case, do nothing.
if (NumSelected == 1 &&
(!CanSelectMultipleUnits(Selected[0]->Player) ||
!Selected[0]->Type->SelectableByRectangle)) {
return NumSelected;
}
tx0 = sx0 / TileSizeX;
ty0 = sy0 / TileSizeY;
tx1 = sx1 / TileSizeX;
ty1 = sy1 / TileSizeY;
r = UnitCache.Select(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table, UnitMax);
r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
for (n = i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) ||
!unit->Type->SelectableByRectangle) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit->Type->UnitType == UnitTypeFly) {
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
table[n++] = unit;
if (n == MaxSelectable) {
break;
}
}
//
// Add the units to selected.
//
for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
SelectUnit(table[i]);
}
return NumSelected;
}
/**
** Add the air units in the rectangle to the current selection
**
** @param sx0 X start of selection rectangle in tile coordinates
** @param sy0 Y start of selection rectangle in tile coordinates
** @param sx1 X start of selection rectangle in tile coordinates
** @param sy1 Y start of selection rectangle in tile coordinates
**
** @return the number of units found.
*/
int AddSelectedAirUnitsInRectangle(int sx0, int sy0, int sx1, int sy1)
{
CUnit *unit;
CUnit *table[UnitMax];
int r;
int n;
int i;
int tx0;
int ty0;
int tx1;
int ty1;
// If there is no selected unit yet, do a simple selection.
if (!NumSelected) {
return SelectAirUnitsInRectangle(sx0, sy0, sx1, sy1);
}
// Check if the original selected unit (if it's alone) is ours,
// and can be selectable by rectangle.
// In this case, do nothing.
if (NumSelected == 1 &&
(!CanSelectMultipleUnits(Selected[0]->Player) ||
!Selected[0]->Type->SelectableByRectangle)) {
return NumSelected;
}
tx0 = sx0 / TileSizeX;
ty0 = sy0 / TileSizeY;
tx1 = sx1 / TileSizeX;
ty1 = sy1 / TileSizeY;
r = UnitCache.Select(tx0 - 2, ty0 - 2, tx1 + 2 + 1, ty1 + 2 + 1, table, UnitMax);
r = SelectSpritesInsideRectangle(sx0, sy0, sx1, sy1, table, r);
for (n = i = 0; i < r; ++i) {
unit = table[i];
if (!CanSelectMultipleUnits(unit->Player) ||
!unit->Type->SelectableByRectangle) {
continue;
}
if (unit->IsUnusable()) { // guess SelectUnits doesn't check this
continue;
}
if (unit->Type->UnitType != UnitTypeFly) {
continue;
}
if (unit->TeamSelected) { // Somebody else onteam has this unit
continue;
}
table[n++] = unit;
if (n == MaxSelectable) {
break;
}
}
//
// Add the units to selected.
//
for (i = 0; i < n && NumSelected < MaxSelectable; ++i) {
SelectUnit(table[i]);
}
return NumSelected;
}
/**
** Initialize the selection module.
*/
void InitSelections(void)
{
// This could have been initialized already when loading a game
if (!Selected) {
Selected = new CUnit *[MaxSelectable];
_Selected = new CUnit *[MaxSelectable];
}
for (int i = 0; i < PlayerMax; ++i) {
if (!TeamSelected[i]) {
TeamSelected[i] = new CUnit *[MaxSelectable];
_TeamSelected[i] = new CUnit *[MaxSelectable];
}
}
}
/**
** Save current selection state.
**
** @param file Output file.
*/
void SaveSelections(CFile *file)
{
file->printf("\n--- -----------------------------------------\n");
file->printf("--- MODULE: selection\n\n");
file->printf("SetGroupId(%d)\n", GroupId);
file->printf("Selection(%d, {", NumSelected);
for (int i = 0; i < NumSelected; ++i) {
file->printf("\"%s\", ", UnitReference(Selected[i]).c_str());
}
file->printf("})\n");
}
/**
** Clean up the selection module.
*/
void CleanSelections(void)
{
GroupId = 0;
NumSelected = 0;
delete[] Selected;
Selected = NULL;
delete[] _Selected;
_Selected = NULL;
for (int i = 0; i < PlayerMax; ++i) {
delete[] TeamSelected[i];
TeamSelected[i] = NULL;
delete[] _TeamSelected[i];
_TeamSelected[i] = NULL;
TeamNumSelected[i] = 0;
_TeamNumSelected[i] = 0;
}
}
// ----------------------------------------------------------------------------
/**
** Set the current group id. (Needed for load/save)
**
** @param l Lua state.
*/
static int CclSetGroupId(lua_State *l)
{
int old;
LuaCheckArgs(l, 1);
old = GroupId;
GroupId = LuaToNumber(l, 1);
lua_pushnumber(l, old);
return 1;
}
/**
** Define the current selection.
**
** @param l Lua state.
*/
static int CclSelection(lua_State *l)
{
int i;
int args;
int j;
LuaCheckArgs(l, 2);
LuaCheckTable(l, 2);
InitSelections();
NumSelected = LuaToNumber(l, 1);
i = 0;
args = lua_objlen(l, 2);
for (j = 0; j < args; ++j) {
const char *str;
str = LuaToString(l, 2, j + 1);
Selected[i++] = UnitSlots[strtol(str + 1, NULL, 16)];
}
return 0;
}
/**
** Register CCL features for selections.
*/
void SelectionCclRegister(void)
{
lua_register(Lua, "SetGroupId", CclSetGroupId);
lua_register(Lua, "Selection", CclSelection);
}
//@}
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