CnC_Remastered_Collection

Command and Conquer: Red Alert
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SCROLL.CPP (11865B)


      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/SCROLL.CPP 1     3/03/97 10:25a 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 : SCROLL.CPP                                                   *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : 01/08/95                                                     *
     28  *                                                                                             *
     29  *                  Last Update : August 25, 1995 [JLB]                                        *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  *   ScrollClass::AI -- Handles scroll AI processing.                                          *
     34  *   ScrollClass::ScrollClass -- Constructor for the scroll class object.                      *
     35  *   ScrollClass::Set_Autoscroll -- Turns autoscrolling on or off.                             *
     36  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     37 
     38 #include	"function.h"
     39 
     40 #ifdef WIN32
     41 #define	SCROLL_DELAY	1
     42 #else
     43 #define	SCROLL_DELAY	2
     44 #endif
     45 
     46 CDTimerClass<SystemTimerClass> ScrollClass::Counter;
     47 
     48 
     49 /***********************************************************************************************
     50  * ScrollClass::ScrollClass -- Constructor for the scroll class object.                        *
     51  *                                                                                             *
     52  *    This is the constructor for the scroll class object.                                     *
     53  *                                                                                             *
     54  * INPUT:   none                                                                               *
     55  *                                                                                             *
     56  * OUTPUT:  none                                                                               *
     57  *                                                                                             *
     58  * WARNINGS:   none                                                                            *
     59  *                                                                                             *
     60  * HISTORY:                                                                                    *
     61  *   08/10/1995 JLB : Created.                                                                 *
     62  *=============================================================================================*/
     63 ScrollClass::ScrollClass(void) :
     64 	IsAutoScroll(true)
     65 {
     66 	Counter = SCROLL_DELAY;
     67 	Inertia = 0;
     68 }
     69 
     70 
     71 /***********************************************************************************************
     72  * ScrollClass::AI -- Handles scroll AI processing.                                            *
     73  *                                                                                             *
     74  *    This routine is called every game frame for purposes of input processing.                *
     75  *                                                                                             *
     76  * INPUT:   input    -- Reference to the keyboard/mouse event that just occurred.              *
     77  *                                                                                             *
     78  *          x,y      -- The mouse coordinates.                                                 *
     79  *                                                                                             *
     80  * OUTPUT:  none                                                                               *
     81  *                                                                                             *
     82  * WARNINGS:   none                                                                            *
     83  *                                                                                             *
     84  * HISTORY:                                                                                    *
     85  *   08/10/1995 JLB : Created.                                                                 *
     86  *   08/10/1995 JLB : Revamped for free smooth scrolling.                                      *
     87  *   08/25/1995 JLB : Handles new scrolling option.                                            *
     88  *=============================================================================================*/
     89 #define	EVA_WIDTH		80
     90 void ScrollClass::AI(KeyNumType &input, int x, int y)
     91 {
     92 #if 0
     93 	bool		player_scrolled=false;
     94 	static 	DirType	direction;
     95 	int		rate;
     96 
     97 
     98 	/*
     99 	**	If rubber band mode is in progress, then don't allow scrolling of the tactical map.
    100 	*/
    101 	if (!IsRubberBand /*&& !IsTentative*/) {
    102 
    103 		/*
    104 		**	Special check to not scroll within the special no-scroll regions.
    105 		*/
    106 		bool noscroll = false;
    107 
    108 		if (!noscroll) {
    109 			bool at_screen_edge = (y == 0 || x == 0 || x >= SeenBuff.Get_Width()-1 || y >= SeenBuff.Get_Height()-1);
    110 
    111 			/*
    112 			**	Verify that the mouse is over a scroll region.
    113 			*/
    114 			if (Inertia || at_screen_edge) {
    115 				if (at_screen_edge) {
    116 
    117 					player_scrolled=true;
    118 
    119 					/*
    120 					**	Adjust the mouse coordinates to emphasize the
    121 					**	cardinal directions over the diagonals.
    122 					*/
    123 					int altx = x;
    124 					if (altx < 50 * RESFACTOR) altx -= ((50 * RESFACTOR)-altx);
    125 					altx = max(altx, 0);
    126 					if (altx > ((320-50) * RESFACTOR)) altx += altx-((320-50) * RESFACTOR);
    127 					altx = min(altx, (320 * RESFACTOR));
    128 					if (altx > (50 * RESFACTOR) && altx < ((320-50) * RESFACTOR)) {
    129 						altx += (((320/2) * RESFACTOR)-altx)/2;
    130 					}
    131 
    132 					int alty = y;
    133 					if (alty < (50 * RESFACTOR)) alty -= (50 * RESFACTOR)-alty;
    134 					alty = max(alty, 0);
    135 					if (alty > (150 * RESFACTOR)) alty += alty-(150 * RESFACTOR);
    136 					alty = min(alty, 200 * RESFACTOR);
    137 
    138 					direction = (DirType)Desired_Facing256((320/2) * RESFACTOR, (200/2) * RESFACTOR, altx, alty);
    139 				}
    140 
    141 				int control = Dir_Facing(direction);
    142 
    143 				/*
    144 				**	The mouse is over a scroll region so set the mouse shape accordingly if the map
    145 				**	can be scrolled in the direction indicated.
    146 				*/
    147 				static int _rate[9] = {
    148 					0x00E0*RESFACTOR,
    149 					0x00C0*RESFACTOR,
    150 					0x00A0*RESFACTOR,
    151 					0x0080*RESFACTOR,
    152 					0x0060*RESFACTOR,
    153 					0x0040*RESFACTOR,
    154 					0x0020*RESFACTOR,
    155 					0x0010*RESFACTOR,
    156 					0x0008*RESFACTOR
    157 				};
    158 				if (Debug_Map) {
    159 					rate = Options.ScrollRate+1;
    160 				} else {
    161 					rate = 8-Inertia;
    162 				}
    163 
    164 				if (rate < Options.ScrollRate+1) {
    165 					rate = Options.ScrollRate+1;
    166 					Inertia = 8-rate;
    167 				}
    168 
    169 				/*
    170 				**	Increase the scroll rate if the mouse button is held down.
    171 				*/
    172 	//			if (Keyboard->Down(KN_LMOUSE)) {
    173 	//				rate = Bound(rate-3, 0, 4);
    174 	//			}
    175 				if (Keyboard->Down(KN_RMOUSE)) {
    176 					rate = Bound(rate+1, 4, (int)(sizeof(_rate)/sizeof(_rate[0]))-1);
    177 				}
    178 
    179 				/*
    180 				**	If options indicate that scrolling should be forced to
    181 				**	one of the 8 facings, then adjust the direction value
    182 				**	accordingly.
    183 				*/
    184 				direction = Facing_Dir(Dir_Facing(direction));
    185 
    186 				int distance = _rate[rate]/2;
    187 
    188 				if (!Scroll_Map(direction, distance, false)) {
    189 					Override_Mouse_Shape((MouseType)(MOUSE_NO_N+control), false);
    190 				} else {
    191 					Override_Mouse_Shape((MouseType)(MOUSE_N+control), false);
    192 
    193 					/*
    194 					**	If the mouse button is pressed or auto scrolling is active, then scroll
    195 					**	the map if the delay counter indicates.
    196 					*/
    197 					if (Keyboard->Down(KN_LMOUSE) || IsAutoScroll) {
    198 						distance = _rate[rate];
    199 
    200 						if (Debug_Map) {
    201 							Scroll_Map(direction, distance, true);
    202 							Counter = SCROLL_DELAY;
    203 						} else {
    204 							distance = _rate[rate];
    205 							Scroll_Map(direction, distance, true);
    206 
    207 							if (Counter == 0 && player_scrolled) {
    208 								Counter = SCROLL_DELAY;
    209 								Inertia++;
    210 							}
    211 						}
    212 					}
    213 				}
    214 
    215 			}
    216 
    217 			if (!Debug_Map && !player_scrolled) {
    218 				if (!Counter) {
    219 					Inertia--;
    220 					if (Inertia<0) Inertia++;
    221 					Counter = SCROLL_DELAY;
    222 				}
    223 			}
    224 
    225 		}
    226 	}
    227 #endif
    228 	HelpClass::AI(input, x, y);
    229 }
    230 
    231 
    232 /***********************************************************************************************
    233  * ScrollClass::Set_Autoscroll -- Turns autoscrolling on or off.                               *
    234  *                                                                                             *
    235  *    This routine controls the autoscrolling setting. Autoscroll, when active, will cause the *
    236  *    map to scroll if the mouse is held over the scroll region. This is regardless of whether *
    237  *    any mouse button is held down or not.                                                    *
    238  *                                                                                             *
    239  * INPUT:   control  -- Should the autoscroll be turned on?                                    *
    240  *                      0  = turn off                                                          *
    241  *                      1  = turn on                                                           *
    242  *                      -1 = toggle current setting                                            *
    243  *                                                                                             *
    244  * OUTPUT:  Returns with the old setting of the autoscroll flag.                               *
    245  *                                                                                             *
    246  * WARNINGS:   none                                                                            *
    247  *                                                                                             *
    248  * HISTORY:                                                                                    *
    249  *   08/10/1995 JLB : Created.                                                                 *
    250  *=============================================================================================*/
    251 bool ScrollClass::Set_Autoscroll(int control)
    252 {
    253 	bool old = IsAutoScroll;
    254 
    255 	switch (control) {
    256 		case -1:
    257 			IsAutoScroll = !IsAutoScroll;
    258 			break;
    259 
    260 		default:
    261 			IsAutoScroll = control;
    262 			break;
    263 	}
    264 	return(old);
    265 }
    266 
    267