/** ** Handle keys in input mode. ** ** @param key Key scancode. ** @return True input finished. */ static int InputKey(int key) { char ChatMessage[sizeof(Input) + 40]; int i; char *namestart; char *p; char *q; switch (key) { case SDLK_RETURN: case SDLK_KP_ENTER: // RETURN // Replace ~~ with ~ for (p = q = Input; *p;) { if (*p == '~') { ++p; } *q++ = *p++; } *q = '\0'; #ifdef DEBUG if (Input[0] == '-') { if (!GameObserve && !GamePaused) { CommandLog("input", NoUnitP, FlushCommands, -1, -1, NoUnitP, Input, -1); CclCommand(Input + 1, false); } } else #endif if (!IsNetworkGame()) { if (!GameObserve && !GamePaused) { if (HandleCheats(Input)) { CommandLog("input", NoUnitP, FlushCommands, -1, -1, NoUnitP, Input, -1); } } } // Check for Replay and ffw x #ifdef DEBUG if (strncmp(Input, "ffw ", 4) == 0) { #else if (strncmp(Input, "ffw ", 4) == 0 && ReplayGameType != ReplayNone) { #endif FastForwardCycle = atoi(&Input[4]); } if (Input[0]) { // Replace ~ with ~~ for (p = Input; *p; ++p) { if (*p == '~') { q = p + strlen(p); q[1] = '\0'; while (q > p) { *q = *(q - 1); --q; } ++p; } } snprintf(ChatMessage, sizeof(ChatMessage), "~%s~<%s>~> %s", PlayerColorNames[ThisPlayer->Index].c_str(), ThisPlayer->Name.c_str(), Input); // FIXME: only to selected players ... NetworkChatMessage(ChatMessage); } // FALL THROUGH case SDLK_ESCAPE: KeyState = KeyStateCommand; UI.StatusLine.Clear(); return 1; case SDLK_BACKSPACE: if (InputIndex) { if (Input[InputIndex - 1] == '~') { Input[--InputIndex] = '\0'; } InputIndex = UTF8GetPrev(Input, InputIndex); if (InputIndex >= 0) { Input[InputIndex] = '\0'; ShowInput(); } } return 1; case SDLK_TAB: namestart = strrchr(Input, ' '); if (namestart) { ++namestart; } else { namestart = Input; } if (!strlen(namestart)) { return 1; } for (i = 0; i < PlayerMax; ++i) { if (Players[i].Type != PlayerPerson) { continue; } if (!strncasecmp(namestart, Players[i].Name.c_str(), strlen(namestart))) { InputIndex += strlen(Players[i].Name.c_str()) - strlen(namestart); strcpy_s(namestart, sizeof(Input) - (namestart - Input), Players[i].Name.c_str()); if (namestart == Input) { InputIndex += 2; strcat_s(namestart, sizeof(Input) - (namestart - Input), ": "); } ShowInput(); } } return 1; default: if (key >= ' ') { gcn::Key k(key); std::string kstr = k.toString(); if (key == '~') { if (InputIndex < (int)sizeof(Input) - 2) { Input[InputIndex++] = key; Input[InputIndex++] = key; Input[InputIndex] = '\0'; ShowInput(); } } else if (InputIndex < (int)(sizeof(Input) - kstr.size())) { for (size_t i = 0; i < kstr.size(); ++i) { Input[InputIndex++] = kstr[i]; } Input[InputIndex] = '\0'; ShowInput(); } return 1; } break; } return 0; } /** ** Save a screenshot. */ static void Screenshot() { CFile fd; char filename[30]; int i; for (i = 1; i <= 99; ++i) { // FIXME: what if we can't write to this directory? snprintf(filename, sizeof(filename), "screen%02d.png", i); if (fd.open(filename, CL_OPEN_READ) == -1) { break; } fd.close(); } SaveScreenshotPNG(filename); }
/** ** Do next replay */ static void DoNextReplay() { Assert(ReplayStep != 0); NextLogCycle = ReplayStep->GameCycle; if (NextLogCycle != GameCycle) { return; } const int unitSlot = ReplayStep->UnitNumber; const char *action = ReplayStep->Action.c_str(); const int flags = ReplayStep->Flush; const Vec2i pos(ReplayStep->PosX, ReplayStep->PosY); const int arg1 = ReplayStep->PosX; const int arg2 = ReplayStep->PosY; CUnit *unit = unitSlot != -1 ? &UnitManager.GetSlotUnit(unitSlot) : NULL; CUnit *dunit = (ReplayStep->DestUnitNumber != -1 ? &UnitManager.GetSlotUnit(ReplayStep->DestUnitNumber) : NULL); const char *val = ReplayStep->Value.c_str(); const int num = ReplayStep->Num; Assert(unitSlot == -1 || ReplayStep->UnitIdent == unit->Type->Ident); if (SyncRandSeed != ReplayStep->SyncRandSeed) { #ifdef DEBUG if (!ReplayStep->SyncRandSeed) { // Replay without the 'sync info ThisPlayer->Notify("%s", _("No sync info for this replay !")); } else { ThisPlayer->Notify(_("Replay got out of sync (%lu) !"), GameCycle); DebugPrint("OUT OF SYNC %u != %u\n" _C_ SyncRandSeed _C_ ReplayStep->SyncRandSeed); DebugPrint("OUT OF SYNC GameCycle %lu \n" _C_ GameCycle); Assert(0); // ReplayStep = 0; // NextLogCycle = ~0UL; // return; } #else ThisPlayer->Notify("%s", _("Replay got out of sync !")); ReplayStep = 0; NextLogCycle = ~0UL; return; #endif } if (!strcmp(action, "stop")) { SendCommandStopUnit(*unit); } else if (!strcmp(action, "stand-ground")) { SendCommandStandGround(*unit, flags); } else if (!strcmp(action, "defend")) { SendCommandDefend(*unit, *dunit, flags); } else if (!strcmp(action, "follow")) { SendCommandFollow(*unit, *dunit, flags); } else if (!strcmp(action, "move")) { SendCommandMove(*unit, pos, flags); //Wyrmgus start } else if (!strcmp(action, "pick-up")) { SendCommandPickUp(*unit, *dunit, flags); //Wyrmgus end } else if (!strcmp(action, "repair")) { SendCommandRepair(*unit, pos, dunit, flags); } else if (!strcmp(action, "auto-repair")) { SendCommandAutoRepair(*unit, arg1); } else if (!strcmp(action, "attack")) { SendCommandAttack(*unit, pos, dunit, flags); } else if (!strcmp(action, "attack-ground")) { SendCommandAttackGround(*unit, pos, flags); //Wyrmgus start } else if (!strcmp(action, "use")) { SendCommandUse(*unit, *dunit, flags); } else if (!strcmp(action, "trade")) { SendCommandTrade(*unit, *dunit, flags); //Wyrmgus end } else if (!strcmp(action, "patrol")) { SendCommandPatrol(*unit, pos, flags); } else if (!strcmp(action, "board")) { SendCommandBoard(*unit, *dunit, flags); } else if (!strcmp(action, "unload")) { SendCommandUnload(*unit, pos, dunit, flags); } else if (!strcmp(action, "build")) { SendCommandBuildBuilding(*unit, pos, *UnitTypeByIdent(val), flags); } else if (!strcmp(action, "dismiss")) { SendCommandDismiss(*unit); } else if (!strcmp(action, "resource-loc")) { SendCommandResourceLoc(*unit, pos, flags); } else if (!strcmp(action, "resource")) { SendCommandResource(*unit, *dunit, flags); } else if (!strcmp(action, "return")) { SendCommandReturnGoods(*unit, dunit, flags); } else if (!strcmp(action, "train")) { //Wyrmgus start // SendCommandTrainUnit(*unit, *UnitTypeByIdent(val), flags); SendCommandTrainUnit(*unit, *UnitTypeByIdent(val), num, flags); //Wyrmgus end } else if (!strcmp(action, "cancel-train")) { SendCommandCancelTraining(*unit, num, (val && *val) ? UnitTypeByIdent(val) : NULL); } else if (!strcmp(action, "upgrade-to")) { SendCommandUpgradeTo(*unit, *UnitTypeByIdent(val), flags); } else if (!strcmp(action, "cancel-upgrade-to")) { SendCommandCancelUpgradeTo(*unit); //Wyrmgus start } else if (!strcmp(action, "transform-into")) { SendCommandTransformInto(*unit, *UnitTypeByIdent(val), flags); //Wyrmgus end } else if (!strcmp(action, "research")) { //Wyrmgus start // SendCommandResearch(*unit, *CUpgrade::Get(val), flags); SendCommandResearch(*unit, *CUpgrade::Get(val), num, flags); //Wyrmgus end } else if (!strcmp(action, "cancel-research")) { SendCommandCancelResearch(*unit); //Wyrmgus start } else if (!strcmp(action, "learn-ability")) { SendCommandLearnAbility(*unit, *CUpgrade::Get(val)); //Wyrmgus end } else if (!strcmp(action, "spell-cast")) { SendCommandSpellCast(*unit, pos, dunit, num, flags); } else if (!strcmp(action, "auto-spell-cast")) { SendCommandAutoSpellCast(*unit, num, arg1); //Wyrmgus start } else if (!strcmp(action, "rally-point")) { SendCommandRallyPoint(*unit, pos); } else if (!strcmp(action, "quest")) { SendCommandQuest(*unit, GetQuest(val)); } else if (!strcmp(action, "buy")) { SendCommandBuy(*unit, dunit, num); } else if (!strcmp(action, "produce-resource")) { SendCommandProduceResource(*unit, num); } else if (!strcmp(action, "sell-resource")) { SendCommandSellResource(*unit, arg1, num); } else if (!strcmp(action, "buy-resource")) { SendCommandBuyResource(*unit, arg1, num); //Wyrmgus end } else if (!strcmp(action, "diplomacy")) { int state; if (!strcmp(val, "neutral")) { state = DiplomacyNeutral; } else if (!strcmp(val, "allied")) { state = DiplomacyAllied; } else if (!strcmp(val, "enemy")) { state = DiplomacyEnemy; //Wyrmgus start } else if (!strcmp(val, "overlord")) { state = DiplomacyOverlord; } else if (!strcmp(val, "vassal")) { state = DiplomacyVassal; //Wyrmgus end } else if (!strcmp(val, "crazy")) { state = DiplomacyCrazy; } else { DebugPrint("Invalid diplomacy command: %s" _C_ val); state = -1; } SendCommandDiplomacy(arg1, state, arg2); } else if (!strcmp(action, "shared-vision")) { bool state; state = atoi(val) ? true : false; SendCommandSharedVision(arg1, state, arg2); } else if (!strcmp(action, "input")) { if (val[0] == '-') { CclCommand(val + 1, false); } else { HandleCheats(val); } } else if (!strcmp(action, "chat")) { SetMessage("%s", val); PlayGameSound(GameSounds.ChatMessage.Sound, MaxSampleVolume); } else if (!strcmp(action, "quit")) { CommandQuit(arg1); } else { DebugPrint("Invalid action: %s" _C_ action); } ReplayStep = ReplayStep->Next; NextLogCycle = ReplayStep ? (unsigned)ReplayStep->GameCycle : ~0UL; }