130 lines
5.5 KiB
C++
130 lines
5.5 KiB
C++
/*
|
|
** Command & Conquer Generals Zero Hour(tm)
|
|
** Copyright 2025 Electronic Arts Inc.
|
|
**
|
|
** 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, either version 3 of the License, or
|
|
** (at your option) any later version.
|
|
**
|
|
** 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, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// //
|
|
// (c) 2001-2003 Electronic Arts Inc. //
|
|
// //
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// FILE: CommandXlat.h ///////////////////////////////////////////////////////////
|
|
// Author: Steven Johnson, Dec 2001
|
|
|
|
#pragma once
|
|
|
|
#ifndef _H_CommandXlat
|
|
#define _H_CommandXlat
|
|
|
|
#include "GameClient/InGameUI.h"
|
|
|
|
enum GUICommandType;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
class CommandTranslator : public GameMessageTranslator
|
|
{
|
|
public:
|
|
|
|
CommandTranslator();
|
|
~CommandTranslator();
|
|
|
|
enum CommandEvaluateType { DO_COMMAND, DO_HINT, EVALUATE_ONLY };
|
|
|
|
|
|
GameMessage::Type evaluateForceAttack( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
|
|
GameMessage::Type evaluateContextCommand( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
|
|
|
|
private:
|
|
|
|
Int m_objective;
|
|
Bool m_teamExists; ///< is there a currently selected "team"?
|
|
|
|
// these are for determining if a drag occurred or it wasjust a sloppy click
|
|
ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start
|
|
ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end
|
|
UnsignedInt m_mouseRightDown; // when the mouse down happened
|
|
UnsignedInt m_mouseRightUp; // when the mouse up happened
|
|
|
|
GameMessage::Type createMoveToLocationMessage( Drawable *draw, const Coord3D *dest, CommandEvaluateType commandType );
|
|
GameMessage::Type createAttackMessage( Drawable *draw, Drawable *other, CommandEvaluateType commandType );
|
|
GameMessage::Type createEnterMessage( Drawable *enter, CommandEvaluateType commandType );
|
|
GameMessage::Type issueMoveToLocationCommand( const Coord3D *pos, Drawable *drawableInWay, CommandEvaluateType commandType );
|
|
GameMessage::Type issueAttackCommand( Drawable *target, CommandEvaluateType commandType, GUICommandType command = (GUICommandType)0 );
|
|
GameMessage::Type issueSpecialPowerCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos, Object* ignoreSelObj );
|
|
GameMessage::Type issueFireWeaponCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
|
|
GameMessage::Type issueCombatDropCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
|
|
|
|
virtual GameMessageDisposition translateGameMessage(const GameMessage *msg);
|
|
};
|
|
|
|
|
|
enum FilterTypes
|
|
{
|
|
FT_NULL_FILTER=0,
|
|
// The following are screen filter shaders, that modify the rendered viewport after it is drawn.
|
|
FT_VIEW_BW_FILTER, //filter to apply a black & white filter to the screen.
|
|
FT_VIEW_MOTION_BLUR_FILTER, //filter to apply motion blur filter to screen.
|
|
FT_VIEW_CROSSFADE, ///<filter to apply a cross blend between previous/current views.
|
|
FT_VIEW_DEFAULT, ///<default filter mode for default filter.
|
|
FT_MAX
|
|
};
|
|
|
|
enum FilterModes
|
|
{
|
|
FM_NULL_MODE = 0,
|
|
|
|
// These apply to FT_VIEW_BW_FILTER
|
|
FM_VIEW_BW_BLACK_AND_WHITE, // BW Filter to black & white
|
|
FM_VIEW_BW_RED_AND_WHITE, // BW Filter to red & white
|
|
FM_VIEW_BW_GREEN_AND_WHITE, // BW Filter to green & white
|
|
|
|
// These apply to FT_VIEW_CROSSFADE
|
|
FM_VIEW_CROSSFADE_CIRCLE, // Fades from previous to current view using expanding circle.
|
|
FM_VIEW_CROSSFADE_FB_MASK, // Fades from previous to current using mask stored in framebuffer alpha.
|
|
|
|
// These apply to FT_VIEW_MOTION_BLUR_FILTER
|
|
FM_VIEW_MB_IN_AND_OUT_ALPHA, // Motion blur filter in and out alpha blur
|
|
FM_VIEW_MB_IN_AND_OUT_SATURATE, // Motion blur filter in and out saturated blur
|
|
FM_VIEW_MB_IN_ALPHA, // Motion blur filter in alpha blur
|
|
FM_VIEW_MB_OUT_ALPHA, // Motion blur filter out alpha blur
|
|
FM_VIEW_MB_IN_SATURATE, // Motion blur filter in saturated blur
|
|
FM_VIEW_MB_OUT_SATURATE, // Motion blur filter out saturated blur
|
|
FM_VIEW_MB_END_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
|
|
|
|
FM_VIEW_DEFAULT, //Default filter that's enabled when all others are off.
|
|
|
|
// NOTE: This has to be the last entry in this enum.
|
|
// Add new entries before this one. jba.
|
|
FM_VIEW_MB_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
|
|
|
|
};
|
|
|
|
class PickAndPlayInfo
|
|
{
|
|
public:
|
|
PickAndPlayInfo::PickAndPlayInfo(); //INITIALIZE THE CONSTRUCTOR IN CPP
|
|
|
|
Bool m_air; //Are we attacking an airborned target?
|
|
Drawable *m_drawTarget; //Do we have an override draw target?
|
|
WeaponSlotType *m_weaponSlot; //Are we forcing a specific weapon slot? NULL if unspecified.
|
|
SpecialPowerType m_specialPowerType; //Which special power are use using? SPECIAL_INVALID if unspecified.
|
|
};
|
|
|
|
extern void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type msgType, PickAndPlayInfo *info = NULL );
|
|
|
|
#endif
|