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#include <stdio.h>
#include "constant.h"
/**** x include files ****/
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#include <X11/keysym.h>
#include <X11/keysymdef.h>
#if USE_LONGJMP
#include <setjmp.h>
#endif
#include "extern.h"
#include "edit.h"
/******************************************************************************
edit_board ()
Allows the user to interactively edit the board, placing troops, terrain,
bases, and towns as desired.
******************************************************************************/
edit_board ()
{
XEvent event;
int player,
current_side,
base_side,
value,
textcount,
tdir[MAX_DIRECTIONS];
short max_value;
char text[20];
KeySym key;
cell_type *cell;
player = 0;
current_side = Config->player_to_side[player];
base_side = current_side;
/** Draw the baseline board **/
draw_board (player, TRUE);
/** Loop forever **/
while (TRUE)
{
XNextEvent (XWindow[player]->display, &event);
cell = get_cell (event.xbutton.x, event.xbutton.y, tdir,
base_side, FALSE);
/** Find out what type of action to take **/
switch (event.type)
{
/** Redraw whole board **/
case Expose:
draw_board (player, TRUE);
break;
/** Add terrain **/
case ButtonPress:
/** Decrement/increment terrain with left and middle buttons **/
if (event.xbutton.button == Button1)
cell->level -= 1;
else if (event.xbutton.button == Button2)
cell->level += 1;
else
{
/** Else clear to default terrain with right button **/
cell->level = 0;
}
/** Make sure terrain level within proper bounds **/
if (cell->level < Config->level_min)
cell->level = Config->level_min;
else if (cell->level > Config->level_max)
cell->level = Config->level_max;
if (cell->level < 0)
{
if (cell->side != SIDE_NONE)
{
cell->value[cell->side] = 0;
cell->side = SIDE_NONE;
}
cell->growth = 0;
cell->old_growth = 0;
cell->angle = 0;
}
/** Need to redraw entire polygon, not just erase contents **/
cell->redraw_status = REDRAW_FULL;
/** Draw the newly altered cell **/
draw_cell (cell, player, TRUE);
cell->redraw_status = REDRAW_NORMAL;
break;
case KeyPress:
textcount = XLookupString((XKeyEvent *)&event, text, 10, &key, NULL);
if (textcount == 0)
break;
switch (text[0])
{
/** Create city, town, or village **/
case EDIT_CREATE_CITY:
case EDIT_CREATE_TOWN:
case EDIT_CREATE_VILLAGE:
if (cell->level < 0)
break;
if (text[0] == EDIT_CREATE_CITY)
cell->growth = TOWN_MAX;
else if (text[0] == EDIT_CREATE_TOWN)
cell->growth = (TOWN_MAX-TOWN_MIN)/2 + TOWN_MIN;
else
cell->growth = TOWN_MIN;
cell->old_growth = cell->growth;
cell->angle = ANGLE_FULL;
break;
/** Partially scuttle a town **/
case EDIT_SCUTTLE_TOWN:
if (cell->old_growth > TOWN_MIN)
{
cell->growth = 0;
cell->angle -= EDIT_SCUTTLE_STEP;
if (cell->angle < ANGLE_ROUND_DOWN)
{
cell->growth = 0;
cell->old_growth = 0;
cell->angle = 0;
}
}
break;
/** Partially build a town **/
case EDIT_BUILD_TOWN:
if (cell->old_growth > TOWN_MIN)
{
cell->angle += EDIT_BUILD_STEP;
if (cell->angle > ANGLE_ROUND_UP)
{
cell->growth = cell->old_growth;
cell->angle = ANGLE_FULL;
}
}
break;
/** Shrink a town **/
case EDIT_SHRINK_TOWN:
if (cell->growth > TOWN_MIN)
{
cell->growth *= EDIT_SHRINK_FACTOR;
cell->old_growth = cell->growth;
}
if (cell->growth < TOWN_MIN)
{
cell->growth = 0;
cell->old_growth = 0;
cell->angle = 0;
}
break;
/** Enlarge a town **/
case EDIT_ENLARGE_TOWN:
if (cell->growth > TOWN_MIN)
{
cell->growth *= EDIT_ENLARGE_FACTOR;
cell->old_growth = cell->growth;
}
if (cell->growth > TOWN_MAX)
{
cell->growth = TOWN_MAX;
cell->old_growth = TOWN_MAX;
}
break;
/** Rotate active side to next side **/
case EDIT_ROTATE_SIDE:
current_side += 1;
if (current_side >= Config->side_count)
current_side = 0;
break;
/** Rotate troop in cell to next side **/
case EDIT_ROTATE_TROOPS:
if (cell->side != SIDE_NONE)
{
value = cell->value[cell->side];
cell->value[cell->side] = 0;
cell->side += 1;
if (cell->side >= Config->side_count)
cell->side = 0;
cell->value[cell->side] = value;
}
break;
/** Add (X-'0') troops of current_side to cell **/
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case '0':
case EDIT_INCREMENT_TROOPS:
case EDIT_DECREMENT_TROOPS:
if (cell->level < 0)
break;
if (cell->side == SIDE_NONE)
cell->side = current_side;
max_value =
Board->shapes[cell->side][cell->shape_index]->max_value;
if (text[0] == EDIT_INCREMENT_TROOPS)
cell->value[cell->side] += 1;
else if (text[0] == EDIT_DECREMENT_TROOPS)
{
if (cell->value[cell->side] > 0)
cell->value[cell->side] -= 1;
}
else
cell->value[cell->side] =
(text[0] - '0')*max_value/9;
if (cell->value[cell->side] == 0)
cell->side = SIDE_NONE;
else if (cell->value[cell->side] > max_value)
cell->value[cell->side] = max_value;
break;
/** Dump the board to a file **/
case EDIT_DUMP_BOARD:
dump_board (Config->file_store_map, Config->use_brief_load);
draw_board (player, TRUE);
break;
/** Exit **/
case EDIT_EXIT:
exit (0);
break;
}
/** Draw the newly altered cell **/
if (cell != NULL)
draw_cell (cell, player, TRUE);
break;
}
}
}
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