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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name botpanel.cpp - The bottom panel. */
//
// (c) Copyright 1999-2007 by Lutz Sammer, Vladi Belperchinov-Shabanski,
// 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 <ctype.h>
#include <vector>
#include <sstream>
#include "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "upgrade.h"
#include "interface.h"
#include "ui.h"
#include "player.h"
#include "spells.h"
#include "sound.h"
#include "map.h"
#include "actions.h"
#include "commands.h"
#include "video.h"
#include "font.h"
#include "guichan/key.h"
#include "guichan/sdl/sdlinput.h"
/*----------------------------------------------------------------------------
-- Defines
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
/// for unit buttons sub-menus etc.
int CurrentButtonLevel;
/// All buttons for units
std::vector<ButtonAction *> UnitButtonTable;
/// Pointer to current buttons
ButtonAction *CurrentButtons;
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Initialize the buttons.
*/
void InitButtons(void)
{
// Resolve the icon names.
for (int z = 0; z < (int)UnitButtonTable.size(); ++z) {
UnitButtonTable[z]->Icon.Load();
}
delete[] CurrentButtons;
CurrentButtons = NULL;
}
/*----------------------------------------------------------------------------
-- Buttons structures
----------------------------------------------------------------------------*/
/**
** Add a button
*/
int AddButton(int pos, int level, const std::string &icon_ident,
ButtonCmd action, const std::string &value, const ButtonCheckFunc func,
const std::string &allow, const std::string &hint, const std::string &umask)
{
std::string buf;
ButtonAction *ba;
ba = new ButtonAction;
Assert(ba);
ba->Pos = pos;
ba->Level = level;
ba->Icon.Name = icon_ident;
// FIXME: check if already initited
//ba->Icon.Load();
ba->Action = action;
if (!value.empty()) {
ba->ValueStr = value;
switch (action) {
case ButtonSpellCast:
ba->Value = SpellTypeByIdent(value)->Slot;
#ifdef DEBUG
if (ba->Value < 0) {
DebugPrint("Spell %s does not exist?\n" _C_ value.c_str());
Assert(ba->Value >= 0);
}
#endif
break;
case ButtonTrain:
ba->Value = UnitTypeIdByIdent(value);
break;
case ButtonBuild:
ba->Value = UnitTypeIdByIdent(value);
break;
default:
ba->Value = atoi(value.c_str());
break;
}
} else {
ba->ValueStr.clear();
ba->Value = 0;
}
ba->Allowed = func;
ba->AllowStr = allow;
int key = GetHotKey(hint);
if (isascii(key) && isupper(key)) {
key = tolower(key);
}
ba->Key = key;
ba->Hint = hint;
// FIXME: here should be added costs to the hint
// FIXME: johns: show should be nice done?
ba->UnitMask = umask;
UnitButtonTable.push_back(ba);
// FIXME: check if already initialized
//Assert(ba->Icon.Icon != NULL);// just checks, that's why at the end
return 1;
}
/**
** Cleanup buttons.
*/
void CleanButtons(void)
{
// Free the allocated buttons.
for (int z = 0; z < (int)UnitButtonTable.size(); ++z) {
Assert(UnitButtonTable[z]);
delete UnitButtonTable[z];
}
UnitButtonTable.clear();
CurrentButtonLevel = 0;
delete[] CurrentButtons;
CurrentButtons = NULL;
}
/**
** Return Status of button.
**
** @param button button to check status
**
** @return status of button
** @return Icon(Active | Selected | Clicked | AutoCast | Disabled).
**
** @todo FIXME : add IconDisabled when needed.
** @todo FIXME : Should show the rally action for training unit ? (NewOrder)
*/
static int GetButtonStatus(const ButtonAction *button)
{
int res;
int action;
int i;
Assert(button);
Assert(NumSelected);
res = 0;
// cursor is on that button
if (ButtonAreaUnderCursor == ButtonAreaButton && ButtonUnderCursor == button->Pos - 1) {
res |= IconActive;
if (MouseButtons & LeftButton) {
// Overwrite IconActive.
res = IconClicked;
}
}
action = UnitActionNone;
switch (button->Action) {
case ButtonStop:
action = UnitActionStill;
break;
case ButtonStandGround:
action = UnitActionStandGround;
break;
case ButtonAttack:
action = UnitActionAttack;
break;
case ButtonAttackGround:
action = UnitActionAttackGround;
break;
case ButtonPatrol:
action = UnitActionPatrol;
break;
case ButtonHarvest:
action = UnitActionResource;
break;
default:
break;
}
// Simple case.
if (action != UnitActionNone) {
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->Orders[0]->Action != action) {
break;
}
}
if (i == NumSelected) {
res |= IconSelected;
}
return res;
}
// other cases : manage AutoCast and different possible action.
switch (button->Action) {
case ButtonMove:
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->Orders[0]->Action != UnitActionMove &&
Selected[i]->Orders[0]->Action != UnitActionBuild &&
Selected[i]->Orders[0]->Action != UnitActionFollow) {
break;
}
}
if (i == NumSelected) {
res |= IconSelected;
}
break;
case ButtonSpellCast:
// FIXME : and IconSelected ?
// Autocast
for (i = 0; i < NumSelected; ++i) {
Assert(Selected[i]->AutoCastSpell);
if (Selected[i]->AutoCastSpell[button->Value] != 1) {
break;
}
}
if (i == NumSelected) {
res |= IconAutoCast;
}
break;
case ButtonRepair:
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->Orders[0]->Action != UnitActionRepair) {
break;
}
}
if (i == NumSelected) {
res |= IconSelected;
}
// Auto repair
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->AutoRepair != 1) {
break;
}
}
if (i == NumSelected) {
res |= IconAutoCast;
}
break;
// FIXME: must handle more actions
default:
break;
}
return res;
}
/**
** Draw popup
*/
static void DrawPopup()
{
ButtonAction *button = &CurrentButtons[ButtonUnderCursor];
CUIButton *uibutton = &UI.ButtonPanel.Buttons[ButtonUnderCursor];
Uint32 backgroundColor = Video.MapRGB(TheScreen->format, 255, 255, 200);
// Draw hint
if (button->Action != ButtonBuild && button->Action != ButtonTrain) {
int popupWidth = SmallFont->Width(button->Hint) + 10;
int popupHeight = 19;
int x = std::min(uibutton->X, Video.Width - 1 - popupWidth);
int y = uibutton->Y - popupHeight - 10;
std::string nc, rc;
GetDefaultTextColors(nc, rc);
SetDefaultTextColors("black", "red");
// Background
Video.FillRectangle(backgroundColor, x, y, popupWidth, popupHeight);
Video.DrawRectangle(ColorBlack, x, y, popupWidth, popupHeight);
// Hint
VideoDrawText(x + 5, y + 3, SmallFont, button->Hint);
SetDefaultTextColors(nc, rc);
return;
}
int popupWidth = 140;
int popupHeight = 115;
std::string nc, rc;
CUnitType *type;
int x = std::min(uibutton->X, Video.Width - 1 - popupWidth);
int y = uibutton->Y - popupHeight - 10;
type = UnitTypes[button->Value];
GetDefaultTextColors(nc, rc);
SetDefaultTextColors("black", "red");
// Background
Video.FillRectangle(backgroundColor, x, y, popupWidth, popupHeight);
Video.DrawRectangle(ColorBlack, x, y, popupWidth, popupHeight);
// Name
VideoDrawText(x + 5, y + 3, SmallFont, type->Name);
Video.DrawHLine(ColorBlack, x, y + 15, popupWidth);
y += 20;
// Costs
for (int i = 0; i < MaxCosts; ++i) {
if (type->ProductionCosts[i]) {
if (UI.Resources[i].G) {
UI.Resources[i].G->DrawFrameClip(UI.Resources[i].IconFrame,
x + 5 + 60 * i, y);
}
VideoDrawNumber(x + 20 + 60 * i, y, SmallFont, type->ProductionCosts[i] / CYCLES_PER_SECOND);
}
}
y += 15;
// Hit Points
std::ostringstream hitPoints;
hitPoints << "Hit Points: " << type->Variable[HP_INDEX].Value;
VideoDrawText(x + 5, y, SmallFont, hitPoints.str());
y += 15;
if (type->CanAttack) {
// Damage
int min_damage = std::max(1, type->Variable[PIERCINGDAMAGE_INDEX].Value / 2);
int max_damage = type->Variable[PIERCINGDAMAGE_INDEX].Value + type->Variable[BASICDAMAGE_INDEX].Value;
std::ostringstream damage;
damage << "Damage: " << min_damage << "-" << max_damage;
VideoDrawText(x + 5, y, SmallFont, damage.str());
y += 15;
// Attack Range
std::ostringstream attackRange;
attackRange << "Attack Range: " << type->Variable[ATTACKRANGE_INDEX].Value;
VideoDrawText(x + 5, y, SmallFont, attackRange.str());
y += 15;
}
// Armor
std::ostringstream armor;
armor << "Armor: " << type->Variable[ARMOR_INDEX].Value;
VideoDrawText(x + 5, y, SmallFont, armor.str());
y += 15;
if (type->Variable[RADAR_INDEX].Value) {
// Radar Range
std::ostringstream radarRange;
radarRange << "Radar Range: " << type->Variable[RADAR_INDEX].Value;
VideoDrawText(x + 5, y, SmallFont, radarRange.str());
} else {
// Sight Range
std::ostringstream sightRange;
sightRange << "Sight Range: " << type->Variable[SIGHTRANGE_INDEX].Value;
VideoDrawText(x + 5, y, SmallFont, sightRange.str());
}
y += 15;
SetDefaultTextColors(nc, rc);
}
/**
** Draw button panel.
**
** Draw all action buttons.
*/
void CButtonPanel::Draw(void)
{
CPlayer *player;
const ButtonAction *buttons;
char buf[8];
//
// Draw background
//
if (UI.ButtonPanel.G) {
UI.ButtonPanel.G->DrawClip(UI.ButtonPanel.X, UI.ButtonPanel.Y);
}
// No buttons
if (!(buttons = CurrentButtons)) {
return;
}
Assert(NumSelected > 0);
player = Selected[0]->Player;
//
// Draw all buttons.
//
for (int i = 0; i < (int)UI.ButtonPanel.Buttons.size(); ++i) {
if (buttons[i].Pos == -1) {
continue;
}
Assert(buttons[i].Pos == i + 1);
//
// Tutorial show command key in icons
//
if (ShowCommandKey) {
if (CurrentButtons[i].Key == gcn::Key::ESCAPE) {
strcpy_s(buf, sizeof(buf), "ESC");
} else {
buf[0] = toupper(CurrentButtons[i].Key);
buf[1] = '\0';
}
} else {
buf[0] = '\0';
}
//
// Draw main Icon.
//
buttons[i].Icon.Icon->DrawUnitIcon(player, UI.ButtonPanel.Buttons[i].Style,
GetButtonStatus(&buttons[i]),
UI.ButtonPanel.Buttons[i].X, UI.ButtonPanel.Buttons[i].Y, buf);
//
// Update status line for this button
//
if (ButtonAreaUnderCursor == ButtonAreaButton &&
ButtonUnderCursor == i && KeyState != KeyStateInput) {
DrawPopup();
UpdateStatusLineForButton(&buttons[i]);
}
}
}
/**
** Update the status line with hints from the button
**
** @param button Button
*/
void UpdateStatusLineForButton(const ButtonAction *button)
{
Assert(button);
UI.StatusLine.Set(button->Hint);
switch (button->Action) {
case ButtonBuild:
case ButtonTrain:
SetCosts(0, UnitTypes[button->Value]->ProductionCosts);
break;
case ButtonSpellCast:
SetCosts(SpellTypeTable[button->Value]->ChargeCost, NULL);
break;
default:
ClearCosts();
break;
}
}
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Check if the button is allowed for the unit.
**
** @param unit unit which checks for allow.
** @param buttonaction button to check if it is allowed.
**
** @return 1 if button is allowed, 0 else.
**
** @todo FIXME: better check. (dependancy, resource, ...)
*/
bool IsButtonAllowed(const CUnit *unit, const ButtonAction *buttonaction)
{
bool res;
Assert(unit);
Assert(buttonaction);
if (buttonaction->Allowed) {
return buttonaction->Allowed(unit, buttonaction);
}
res = false;
// FIXME: we have to check and if these unit buttons are available
// i.e. if button action is ButtonTrain for example check if
// required unit is not restricted etc...
switch (buttonaction->Action) {
case ButtonStop:
case ButtonStandGround:
case ButtonButton:
case ButtonMove:
case ButtonHarvest:
res = true;
break;
case ButtonRepair:
res = unit->Type->RepairRange > 0;
break;
case ButtonPatrol:
res = CanMove(unit);
break;
case ButtonAttack:
res = ButtonCheckAttack(unit, buttonaction);
break;
case ButtonAttackGround:
if (unit->Type->GroundAttack) {
res = true;
}
break;
case ButtonTrain:
res = UnitIdAllowed(unit->Player, buttonaction->Value) != 0
&& TerrainAllowsTraining(unit, UnitTypes[buttonaction->Value]);
break;
case ButtonBuild:
res = UnitIdAllowed(unit->Player, buttonaction->Value) != 0;
break;
case ButtonSpellCast:
res = SpellIsAvailable(unit->Player, buttonaction->Value);
break;
case ButtonUnload:
res = (Selected[0]->Type->CanTransport && Selected[0]->BoardCount);
break;
case ButtonCancel:
res = true;
break;
case ButtonCancelTrain:
res = unit->Orders[0]->Action == UnitActionTrain;
break;
case ButtonCancelBuild:
res = unit->Orders[0]->Action == UnitActionBuilt;
break;
}
#if 0
// there is a additional check function -- call it
if (res && buttonaction->Disabled) {
return buttonaction->Disabled(unit, buttonaction);
}
#endif
return res;
}
/**
** Update bottom panel for multiple units.
**
** @return array of UI.ButtonPanel.NumButtons buttons to show.
**
** @todo FIXME : make UpdateButtonPanelMultipleUnits more configurable.
** @todo show all possible buttons or just same button...
*/
static ButtonAction *UpdateButtonPanelMultipleUnits(void)
{
std::string unit_ident;
int z;
ButtonAction *res;
bool allow; // button is available for at least 1 unit.
res = new ButtonAction[UI.ButtonPanel.Buttons.size()];
for (z = 0; z < (int)UI.ButtonPanel.Buttons.size(); ++z) {
res[z].Pos = -1;
}
// FIXME: hardcoded race name
unit_ident = ",elites-group,";
for (z = 0; z < (int)UnitButtonTable.size(); ++z) {
if (UnitButtonTable[z]->Level != CurrentButtonLevel) {
continue;
}
// any unit or unit in list
if (UnitButtonTable[z]->UnitMask[0] != '*' &&
UnitButtonTable[z]->UnitMask.find(unit_ident) == std::string::npos) {
continue;
}
allow = true;
for (int i = 0; i < NumSelected; i++) {
if (!IsButtonAllowed(Selected[i], UnitButtonTable[z])) {
allow = false;
break;
}
}
Assert(1 <= UnitButtonTable[z]->Pos);
Assert(UnitButtonTable[z]->Pos <= (int)UI.ButtonPanel.Buttons.size());
// is button allowed after all?
if (allow) {
// OverWrite, So take last valid button.
res[UnitButtonTable[z]->Pos - 1] = *UnitButtonTable[z];
}
}
return res;
}
/**
** Update bottom panel for single unit.
** or unit group with the same type.
**
** @param unit unit which has actions shown with buttons.
**
** @return array of UI.ButtonPanel.NumButtons buttons to show.
**
** @todo FIXME : Remove Hack for cancel button.
*/
static ButtonAction *UpdateButtonPanelSingleUnit(const CUnit *unit)
{
int allow;
std::string unit_ident;
ButtonAction *buttonaction;
ButtonAction *res;
int z;
Assert(unit);
res = new ButtonAction[UI.ButtonPanel.Buttons.size()];
for (z = 0; z < (int)UI.ButtonPanel.Buttons.size(); ++z) {
res[z].Pos = -1;
}
//
// FIXME: johns: some hacks for cancel buttons
//
if (unit->Orders[0]->Action == UnitActionBuilt) {
// Trick 17 to get the cancel-build button
unit_ident = ",cancel-build,";
} else {
unit_ident = "," + unit->Type->Ident + ",";
}
for (z = 0; z < (int)UnitButtonTable.size(); ++z) {
int pos; // keep position, modified if alt-buttons required
buttonaction = UnitButtonTable[z];
Assert(0 < buttonaction->Pos && buttonaction->Pos <= (int)UI.ButtonPanel.Buttons.size());
// Same level
if (buttonaction->Level != CurrentButtonLevel) {
continue;
}
// any unit or unit in list
if (buttonaction->UnitMask[0] != '*' &&
buttonaction->UnitMask.find(unit_ident) == std::string::npos) {
continue;
}
allow = IsButtonAllowed(unit, buttonaction);
pos = buttonaction->Pos;
// is button allowed after all?
if (allow) {
// OverWrite, So take last valid button.
res[pos - 1] = *buttonaction;
}
}
return res;
}
/**
** Update button panel.
**
** @internal Affect CurrentButtons with buttons to show.
*/
void CButtonPanel::Update(void)
{
CUnit *unit;
bool sameType;
// Default is no button.
delete[] CurrentButtons;
CurrentButtons = NULL;
if (!NumSelected) {
return;
}
unit = Selected[0];
// foreign unit
if (unit->Player != ThisPlayer && !ThisPlayer->IsTeamed(unit)) {
return;
}
sameType = true;
// multiple selected
for (int i = 1; i < NumSelected; ++i) {
if (Selected[i]->Type != unit->Type) {
sameType = false;
break;
}
}
// We have selected different units types
if (!sameType) {
CurrentButtons = UpdateButtonPanelMultipleUnits();
} else {
// We have same type units selected
// -- continue with setting buttons as for the first unit
CurrentButtons = UpdateButtonPanelSingleUnit(unit);
}
}
/**
** Handle bottom button clicked.
**
** @param button Button that was clicked.
*/
void CButtonPanel::DoClicked(int button)
{
int i;
CUnitType *type;
Assert(0 <= button && button < (int)UI.ButtonPanel.Buttons.size());
// no buttons
if (!CurrentButtons) {
return;
}
//
// Button not available.
// or Not Teamed
//
if (CurrentButtons[button].Pos == -1 ||
!ThisPlayer->IsTeamed(Selected[0])) {
return;
}
PlayGameSound(GameSounds.Click.Sound, MaxSampleVolume);
//
// Handle action on button.
//
switch (CurrentButtons[button].Action) {
case ButtonUnload:
//
// Unload on coast, transporter standing, unload all units right now.
// That or a bunker.
//
if ((NumSelected == 1 && Selected[0]->Orders[0]->Action == UnitActionStill &&
Map.CoastOnMap(Selected[0]->X, Selected[0]->Y)) || !CanMove(Selected[0])) {
SendCommandUnload(Selected[0],
Selected[0]->X, Selected[0]->Y, NoUnitP,
!(KeyModifiers & ModifierShift));
break;
}
CursorState = CursorStateSelect;
GameCursor = UI.YellowHair.Cursor;
CursorAction = CurrentButtons[button].Action;
CursorValue = CurrentButtons[button].Value;
CurrentButtonLevel = 9; // level 9 is cancel-only
UI.ButtonPanel.Update();
UI.StatusLine.Set(_("Select Target"));
break;
case ButtonSpellCast:
if (KeyModifiers & ModifierControl) {
int autocast;
int spellId;
spellId = CurrentButtons[button].Value;
if (!SpellTypeTable[spellId]->AutoCast) {
PlayGameSound(GameSounds.PlacementError.Sound,
MaxSampleVolume);
break;
}
autocast = 0;
// If any selected unit doesn't have autocast on turn it on
// for everyone
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->AutoCastSpell[spellId] == 0) {
autocast = 1;
break;
}
}
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->AutoCastSpell[spellId] != autocast) {
SendCommandAutoSpellCast(Selected[i],
spellId, autocast);
}
}
break;
}
// Follow Next -> Select target.
case ButtonRepair:
if (KeyModifiers & ModifierControl) {
unsigned autorepair;
autorepair = 0;
// If any selected unit doesn't have autocast on turn it on
// for everyone
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->AutoRepair == 0) {
autorepair = 1;
break;
}
}
for (i = 0; i < NumSelected; ++i) {
if (Selected[i]->AutoRepair != autorepair) {
SendCommandAutoRepair(Selected[i], autorepair);
}
}
break;
}
// Follow Next -> Select target.
case ButtonMove:
case ButtonPatrol:
case ButtonHarvest:
case ButtonAttack:
case ButtonAttackGround:
// Select target.
CursorState = CursorStateSelect;
GameCursor = UI.YellowHair.Cursor;
CursorAction = CurrentButtons[button].Action;
CursorValue = CurrentButtons[button].Value;
CurrentButtonLevel = 9; // level 9 is cancel-only
UI.ButtonPanel.Update();
UI.StatusLine.Set(_("Select Target"));
break;
case ButtonStop:
for (i = 0; i < NumSelected; ++i) {
SendCommandStopUnit(Selected[i]);
}
break;
case ButtonStandGround:
for (i = 0; i < NumSelected; ++i) {
SendCommandStandGround(Selected[i],
!(KeyModifiers & ModifierShift));
}
break;
case ButtonButton:
CurrentButtonLevel = CurrentButtons[button].Value;
UI.ButtonPanel.Update();
break;
case ButtonCancel:
UI.StatusLine.Clear();
ClearCosts();
CurrentButtonLevel = 0;
UI.ButtonPanel.Update();
GameCursor = UI.Point.Cursor;
CursorBuilding = NULL;
CursorState = CursorStatePoint;
break;
case ButtonCancelTrain:
Assert(Selected[0]->Orders[0]->Action == UnitActionTrain);
SendCommandCancelTraining(Selected[0], -1, NULL);
UI.StatusLine.Clear();
ClearCosts();
break;
case ButtonCancelBuild:
// FIXME: johns is this not sure, only building should have this?
Assert(Selected[0]->Orders[0]->Action == UnitActionBuilt);
if (NumSelected == 1) {
SendCommandDismiss(Selected[0]);
}
UI.StatusLine.Clear();
ClearCosts();
break;
case ButtonBuild:
// FIXME: store pointer in button table!
type = UnitTypes[CurrentButtons[button].Value];
UI.StatusLine.Set(_("Select Location"));
ClearCosts();
CursorBuilding = type;
// FIXME: check is this =9 necessary?
CurrentButtonLevel = 9; // level 9 is cancel-only
UI.ButtonPanel.Update();
break;
case ButtonTrain:
// FIXME: store pointer in button table!
type = UnitTypes[CurrentButtons[button].Value];
// FIXME: Johns: I want to place commands in queue, even if not
// FIXME: enough resources are available.
// FIXME: training queue full check is not correct for network.
if (Selected[0]->Player->CheckLimits(type) >= 0) {
SendCommandTrainUnit(Selected[0], type,
!(KeyModifiers & ModifierShift));
UI.StatusLine.Clear();
ClearCosts();
}
break;
}
}
/**
** Lookup key for bottom panel buttons.
**
** @param key Internal key symbol for pressed key.
**
** @return True, if button is handled (consumed).
*/
int CButtonPanel::DoKey(int key)
{
SDL_keysym keysym;
memset(&keysym, 0, sizeof(keysym));
keysym.sym = (SDLKey)key;
gcn::Key k = gcn::SDLInput::convertKeyCharacter(keysym);
key = k.getValue();
if (CurrentButtons) {
// This is required for action queues SHIFT+M should be `m'
if (isascii(key) && isupper(key)) {
key = tolower(key);
}
for (int i = 0; i < (int)UI.ButtonPanel.Buttons.size(); ++i) {
if (CurrentButtons[i].Pos != -1 && key == CurrentButtons[i].Key) {
UI.ButtonPanel.DoClicked(i);
return 1;
}
}
}
return 0;
}
//@}
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