CnC_Remastered_Collection

Command and Conquer: Red Alert
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DISPLAY.H (13389B)


      1 //
      2 // Copyright 2020 Electronic Arts Inc.
      3 //
      4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 
      5 // software: you can redistribute it and/or modify it under the terms of 
      6 // the GNU General Public License as published by the Free Software Foundation, 
      7 // either version 3 of the License, or (at your option) any later version.
      8 
      9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
     10 // in the hope that it will be useful, but with permitted additional restrictions 
     11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
     12 // distributed with this program. You should have received a copy of the 
     13 // GNU General Public License along with permitted additional restrictions 
     14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
     15 
     16 /* $Header: /CounterStrike/DISPLAY.H 1     3/03/97 10:24a Joe_bostic $ */
     17 /***********************************************************************************************
     18  ***              C O N F I D E N T I A L  ---  W E S T W O O D  S T U D I O S               ***
     19  ***********************************************************************************************
     20  *                                                                                             *
     21  *                 Project Name : Command & Conquer                                            *
     22  *                                                                                             *
     23  *                    File Name : DISPLAY.H                                                    *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : May 1, 1994                                                  *
     28  *                                                                                             *
     29  *                  Last Update : May 1, 1994   [JLB]                                          *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef DISPLAY_H
     36 #define DISPLAY_H
     37 
     38 #include	"map.h"
     39 #include	"layer.h"
     40 
     41 
     42 #define	ICON_PIXEL_W	 		24
     43 #define	ICON_PIXEL_H			24
     44 #define	ICON_LEPTON_W			256
     45 #define	ICON_LEPTON_H			256
     46 #define	CELL_PIXEL_W	 		ICON_PIXEL_W
     47 #define	CELL_PIXEL_H			ICON_PIXEL_H
     48 #define	CELL_LEPTON_W			ICON_LEPTON_W
     49 #define	CELL_LEPTON_H			ICON_LEPTON_H
     50 
     51 //	-----------------------------------------------------------
     52 #define	PIXEL_LEPTON_W			(ICON_LEPTON_W/ICON_PIXEL_W)
     53 #define	PIXEL_LEPTON_H			(ICON_LEPTON_H/ICON_PIXEL_H)
     54 
     55 #define	SIDE_BAR_TAC_WIDTH	10
     56 #define  SIDE_BAR_TAC_HEIGHT	8
     57 
     58 extern COORDINATE Coord_Add(COORDINATE coord1, COORDINATE coord2);
     59 
     60 class DisplayClass: public MapClass
     61 {
     62 	public:
     63 		friend class DLLExportClass;	// ST - 5/13/2019
     64 
     65 		/*
     66 		** The tactical map display position is indicated by the cell of the
     67 		**	upper left hand corner. These should not be altered directly. Use
     68 		**	the Set_Tactical_Position function instead.
     69 		*/
     70 		COORDINATE TacticalCoord;
     71 
     72 		/*
     73 		**	The dimensions (in cells) of the visible window onto the game map. This tactical
     74 		**	map is how the player interacts and views the game world.
     75 		*/
     76 		LEPTON TacLeptonWidth;
     77 		LEPTON TacLeptonHeight;
     78 
     79 		/*
     80 		**	These layer control elements are used to group the displayable objects
     81 		**	so that proper overlap can be obtained.
     82 		*/
     83 		static LayerClass Layer[LAYER_COUNT];
     84 
     85 		/*
     86 		**	This records the position and shape of a placement cursor to display
     87 		**	over the map. This cursor is used when placing buildings and also used
     88 		**	extensively by the scenario editor.
     89 		*/
     90 		CELL ZoneCell;
     91 		short ZoneOffset;
     92 		short const *CursorSize;
     93 		short CursorShapeSave[256];	// For save/load
     94 		bool ProximityCheck;				// Is proximity check ok?
     95 
     96 		/*
     97 		** This holds the building type that is about to be placed upon the map.
     98 		**	It is only valid during the building placement state. The PendingLegal
     99 		**	flag is updated as the cursor moves and it reflects the legality of
    100 		**	placing the building at the desired location.
    101 		*/
    102 		ObjectClass * PendingObjectPtr;
    103 		ObjectTypeClass const * PendingObject;
    104 		HousesType PendingHouse;
    105 
    106 		static unsigned char FadingBrighten[256];
    107 		static unsigned char FadingShade[256];
    108 		static unsigned char FadingWayDark[256];
    109 		static unsigned char FadingLight[256];
    110 		static unsigned char FadingGreen[256];
    111 		static unsigned char FadingYellow[256];
    112 		static unsigned char FadingRed[256];
    113 		static unsigned char TranslucentTable[(MAGIC_COL_COUNT+1)*256];
    114 		static unsigned char WhiteTranslucentTable[(1+1)*256];
    115 		static unsigned char MouseTranslucentTable[(4+1)*256];
    116 		static void const *TransIconset;
    117 		static unsigned char UnitShadow[(USHADOW_COL_COUNT+1)*256];
    118 		static unsigned char UnitShadowAir[(USHADOW_COL_COUNT+1)*256];
    119 		static unsigned char SpecialGhost[2*256];
    120 
    121 		//-------------------------------------------------------------------------
    122 		DisplayClass(void);
    123 		DisplayClass(NoInitClass const & x) : MapClass(x) {};
    124 
    125 		virtual void Read_INI(CCINIClass & ini);
    126 		void Write_INI(CCINIClass & ini);
    127 
    128 		/*
    129 		** Initialization
    130 		*/
    131 		virtual void One_Time(void);							// One-time inits
    132 		virtual void Init_Clear(void);						// Clears all to known state
    133 		virtual void Init_IO(void);							// Inits button list
    134 		virtual void Init_Theater(TheaterType theater);	// Theater-specific inits
    135 
    136 		/*
    137 		**	General display/map/interface support functionality.
    138 		*/
    139 		virtual void AI(KeyNumType &input, int x, int y);
    140 		virtual void Draw_It(bool complete=false);
    141 
    142 		/*
    143 		**	Added functionality.
    144 		*/
    145 		void All_To_Look(HouseClass *house, bool units_only=false);										// Added house parameter so it can work for multiple players. ST - 8/6/2019 2:30PM
    146 		void Constrained_Look(COORDINATE coord, LEPTON distance, HouseClass *house);				// Added house parameter for client/server multiplayer. ST - 8/12/2019 3:25PM
    147 		void Shroud_Cell(CELL cell, HouseClass *house);
    148 		void Encroach_Shadow(HouseClass *house);
    149 		COORDINATE Center_Map(COORDINATE center=0L);
    150 		virtual bool Map_Cell(CELL cell, HouseClass *house, bool check_radar_spied = true, bool and_for_allies = true);		// Added check_radar_spied parameter to prevent recursion. ST - 8/6/2019 10:16AM. Added and_for_allies ST - 10/31/2019 1:18PM
    151 		virtual CELL Click_Cell_Calc(int x, int y) const;
    152 		virtual void Help_Text(int , int =-1, int =-1, int =YELLOW, bool =false) {};
    153 		virtual MouseType Get_Mouse_Shape(void) const = 0;
    154 		virtual bool Scroll_Map(DirType facing, int & distance, bool really);
    155 		virtual void Refresh_Cells(CELL cell, short const *list);
    156 		virtual void Set_View_Dimensions(int x, int y, int width=-1, int height=-1);
    157 
    158 		/*
    159 		**	Pending object placement control.
    160 		*/
    161 		virtual void Put_Place_Back(TechnoClass * ) {}; // Affects 'pending' system.
    162 		void Cursor_Mark(CELL pos, bool on);
    163 		void Set_Cursor_Shape(short const * list);
    164 		CELL Set_Cursor_Pos(CELL pos = -1);
    165 		void Get_Occupy_Dimensions(int & w, int & h, short const *list) const;
    166 
    167 		/*
    168 		**	Tactical map only functionality.
    169 		*/
    170 		virtual void Set_Tactical_Position(COORDINATE coord);
    171 		void Refresh_Band(void);
    172 		void Select_These(COORDINATE coord1, COORDINATE coord2, bool additive = false);
    173 		COORDINATE Pixel_To_Coord(int x, int y) const;
    174 		bool Coord_To_Pixel(COORDINATE coord, int & x, int & y) const;
    175 		bool Push_Onto_TacMap(COORDINATE &source, COORDINATE &dest);
    176 		void Remove(ObjectClass const * object, LayerType layer);
    177 		void Submit(ObjectClass const * object, LayerType layer);
    178 		CELL Calculated_Cell(SourceType dir, WAYPOINT waypoint=-1, CELL cell=-1, SpeedType loco=SPEED_FOOT, bool zonecheck=true, MZoneType mzone=MZONE_NORMAL) const;
    179 		bool In_View(register CELL cell) const;
    180 		bool Passes_Proximity_Check(ObjectTypeClass const * object, HousesType house, short const * list, CELL trycell) const;
    181 		ObjectClass * Cell_Object(CELL cell, int x=0, int y=0) const;
    182 		ObjectClass * Next_Object(ObjectClass * object) const;
    183 		ObjectClass * Prev_Object(ObjectClass * object) const;
    184 		int Cell_Shadow(CELL cell, HouseClass *house) const;
    185 		short const * Text_Overlap_List(char const * text, int x, int y) const;
    186 		bool Is_Spot_Free(COORDINATE coord) const;
    187 		COORDINATE Closest_Free_Spot(COORDINATE coord, bool any=false) const;
    188 		void Sell_Mode_Control(int control);
    189 		void Repair_Mode_Control(int control);
    190 
    191 		virtual void Flag_Cell(CELL cell);
    192 		bool Is_Cell_Flagged(CELL cell) const {return CellRedraw.Is_True(cell);};
    193 
    194 		/*
    195 		** Computes starting position based on player's units' Coords.
    196 		*/
    197 		void Compute_Start_Pos(long& x, long& y);
    198 
    199 		/*
    200 		**	File I/O.
    201 		*/
    202 		virtual void Code_Pointers(void);
    203 		virtual void Decode_Pointers(void);
    204 
    205 	protected:
    206 		virtual void Mouse_Right_Press(void);
    207 		virtual void Mouse_Left_Press(int x, int y);
    208 		virtual void Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, ActionType action, bool wsmall = false);
    209 		virtual void Mouse_Left_Held(int x, int y);
    210 		virtual void Mouse_Left_Release(CELL cell, int x, int y, ObjectClass * object, ActionType action, bool wsmall = false);
    211 
    212 	public:
    213 		/*
    214 		**	This is the pixel offset for the upper left corner of the tactical map.
    215 		*/
    216 		int TacPixelX;
    217 		int TacPixelY;
    218 
    219 		/*
    220 		**	This is the coordinate that the tactical map should be in at next available opportunity.
    221 		*/
    222 		COORDINATE DesiredTacticalCoord;
    223 
    224 		/*
    225 		**	If something in the tactical map is to be redrawn, this flag is set to true.
    226 		*/
    227 		unsigned IsToRedraw:1;
    228 
    229 		/*
    230 		**	If the player is currently wielding a wrench (to select buildings for repair),
    231 		**	then this flag is true. In such a state, normal movement and combat orders
    232 		**	are preempted.
    233 		*/
    234 		unsigned IsRepairMode:1;
    235 
    236 		/*
    237 		**	If the player is currently in "sell back" mode, then this flag will be
    238 		**	true. While in this mode, anything clicked on will be sold back to the
    239 		**	"factory".
    240 		*/
    241 		unsigned IsSellMode:1;
    242 
    243 		/*
    244 		**	If the player is currently in ion cannon targeting mode, then this
    245 		** flag will be true.  While in this mode, anything clicked on will be
    246 		** be destroyed by the ION cannon.
    247 		*/
    248 		SpecialWeaponType IsTargettingMode;
    249 
    250 	protected:
    251 
    252 		/*
    253 		**	If it is currently in rubber band mode (multi unit selection), then this
    254 		**	flag will be true. While in such a mode, normal input is preempted while
    255 		**	the extended selection is in progress.
    256 		*/
    257 		unsigned IsRubberBand:1;
    258 
    259 		/*
    260 		**	The moment the mouse is held down, this flag gets set. If the mouse is dragged
    261 		**	a sufficient distance while held down, then true rubber band mode selection
    262 		**	can begin. Using a minimum distance prevents accidental rubber band selection
    263 		**	mode from being initiated.
    264 		*/
    265 		unsigned IsTentative:1;
    266 
    267 		/*
    268 		**	This gadget class is used for capturing input to the tactical map. All mouse input
    269 		**	will be routed through this gadget.
    270 		*/
    271 		class TacticalClass : public GadgetClass {
    272 			public:
    273 				TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
    274 
    275 				int Selection_At_Mouse(unsigned flags, KeyNumType & key);
    276 				int Command_Object(unsigned flags, KeyNumType & key);
    277 
    278 			protected:
    279 				virtual int Action(unsigned flags, KeyNumType & key);
    280 		};
    281 		friend class TacticalClass;
    282 
    283 		/*
    284 		**	This is the "button" that tracks all input to the tactical map.
    285 		** It must be available to derived classes, for Save/Load purposes.
    286 		*/
    287 public:		//ST - 1/21/2019 11:59AM
    288 		static TacticalClass TacButton;
    289 
    290 	private:
    291 
    292 		/*
    293 		**	This is a utility flag that is set during the icon draw process only if there
    294 		**	was at least one shadow icon detected that should be redrawn. When the shadow
    295 		**	drawing logic is to take place, but this flag is false, then the shadow drawing
    296 		**	will be skipped since it would perform no function.
    297 		*/
    298 		unsigned IsShadowPresent:1;
    299 
    300 		/*
    301 		**	Rubber band mode consists of stretching a box from the anchor point (specified
    302 		**	here) to the current cursor position.
    303 		*/
    304 		int BandX,BandY;
    305 		int NewX,NewY;
    306 
    307 		static void const *ShadowShapes;
    308 		static unsigned char ShadowTrans[(SHADOW_COL_COUNT+1)*256];
    309 
    310 		void Redraw_Icons(void);
    311 		void Redraw_OIcons(void);
    312 		void Redraw_Shadow(void);
    313 
    314 		/*
    315 		**	This bit array is used to flag cells to be redrawn. If the icon needs to
    316 		**	be redrawn for a cell, then the corresponding flag will be true.
    317 		*/
    318 		static BooleanVectorClass CellRedraw;
    319 
    320 		bool Good_Reinforcement_Cell(CELL outcell, CELL incell, SpeedType loco, int zone, MZoneType mzone) const;
    321 
    322 		//
    323 		// We need a way to bypass visible view checks when we are running in the context of GlyphX without using the
    324 		// internal C&C renderer. We shouldn't know or care what the user is actually looking at
    325 		// ST - 4/17/2019 9:01AM
    326 		//
    327 		static bool IgnoreViewConstraints;
    328 
    329 		/*
    330 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    331 		*/
    332 		unsigned char SaveLoadPadding[1024];
    333 
    334 };
    335 
    336 
    337 #endif