RADAR.H (7521B)
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: F:\projects\c&c\vcs\code\radar.h_v 2.17 16 Oct 1995 16:48:04 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 : RADAR.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 12/15/94 * 28 * * 29 * Last Update : December 15, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef RADAR_H 36 #define RADAR_H 37 38 #include "display.h" 39 40 class RadarClass: public DisplayClass 41 { 42 public: 43 int RadX; 44 int RadOffX; 45 int RadY; 46 int RadOffY; 47 int RadWidth; 48 int RadHeight; 49 int RadIWidth; 50 int RadIHeight; 51 int RadPWidth; 52 int RadPHeight; 53 54 RadarClass(void); 55 56 /* 57 ** Initialization 58 */ 59 virtual void One_Time(void); // One-time inits 60 virtual void Init_Clear(void); // Clears all to known state 61 62 virtual bool Map_Cell(CELL cell, HouseClass * house, bool and_for_allies); 63 virtual CELL Click_Cell_Calc(int x, int y); 64 virtual void AI(KeyNumType &input, int x, int y); 65 virtual void Draw_It(bool complete=false); 66 virtual void Refresh_Cells(CELL cell, short const *list); 67 virtual void Set_Map_Dimensions(int x, int y, int w, int h); 68 // virtual void Set_Tactical_Position(int x, int y, int leptonx=0, int leptony=0); 69 // virtual void Set_Tactical_Position(CELL cell); 70 virtual void Set_Tactical_Position(COORDINATE coord); 71 void Zoom_Mode(CELL cell); 72 int Click_In_Radar(int &x, int &y, bool change=false); 73 void Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y); 74 75 void Set_Radar_Position(CELL cell); 76 CELL Radar_Position(void); 77 bool Radar_Activate(int control); 78 void Plot_Radar_Pixel(CELL cell); 79 void Radar_Pixel(CELL cell); 80 void Coord_To_Radar_Pixel(COORDINATE coord, int &x, int &y); 81 void Cursor_Cell(CELL cell, int value); 82 void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen); 83 void Radar_Cursor(int forced = false); 84 void Render_Terrain(CELL cell, int x, int y, int size); 85 bool Cell_On_Radar(CELL cell); 86 void Render_Infantry(CELL cell, int x, int y, int size); 87 void Render_Overlay(CELL cell, int x, int y, int size); 88 void Radar_Anim(void); 89 bool Is_Radar_Active(void) {return IsRadarActive;}; 90 bool Is_Radar_Activating(void) {return IsRadarActivating;}; 91 bool Is_Radar_Existing(void) {return(DoesRadarExist);}; 92 93 /* 94 ** File I/O. 95 */ 96 virtual void Code_Pointers(void); 97 virtual void Decode_Pointers(void); 98 99 /* 100 ** Toggles player names on & off 101 */ 102 void Player_Names(bool on); 103 int Is_Player_Names(void) {return IsPlayerNames;} 104 void Draw_Names(void); 105 int Is_Zoomed(void) {return IsZoomed;} 106 107 protected: 108 109 /* 110 ** Radar map constant values. 111 */ 112 enum RadarClassEnums { 113 RADAR_ACTIVATED_FRAME=22, 114 MAX_RADAR_FRAMES = 41 115 }; 116 117 /* 118 ** If the radar map must be completely redrawn, then this flag will be true. 119 ** Typical causes of this would be when the radar first appears, or when the 120 ** screen has been damaged. 121 */ 122 unsigned IsToRedraw:1; 123 unsigned RadarCursorRedraw:1; 124 125 /* 126 ** If the radar map is visible then this flag is true. 127 */ 128 unsigned DoesRadarExist:1; 129 unsigned IsRadarActive:1; 130 unsigned IsRadarActivating:1; 131 unsigned IsRadarDeactivating:1; 132 133 /* 134 ** Special radar frame is set when a new location is selected on the 135 ** radar map. It counts down through the special radar cursors until 136 ** either the radar cursor becomes normal or the radar cursor is moved 137 ** again. 138 */ 139 unsigned SpecialRadarFrame:3; 140 unsigned RadarAnimFrame:6; 141 142 static void const * RadarAnim; 143 144 /* 145 ** This gadget class is used for capturing input to the tactical map. All mouse input 146 ** will be routed through this gadget. 147 */ 148 class TacticalClass : public GadgetClass { 149 public: 150 TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {}; 151 152 protected: 153 virtual int Action(unsigned flags, KeyNumType & key); 154 friend class RadarClass; 155 }; 156 friend class TacticalClass; 157 158 /* 159 ** This is the "button" that tracks all input to the tactical map. 160 ** It must be available to derived classes, for Save/Load purposes. 161 */ 162 static TacticalClass RadarButton; 163 164 private: 165 166 /* 167 ** The current radar position as the upper left corner cell for the 168 ** radar map display. The width and height is controlled by the 169 ** actual dimensions of the radar map display box (in pixels). 170 */ 171 unsigned RadarX; 172 unsigned RadarY; 173 unsigned RadarCell; 174 175 /* 176 ** This is the origin (pixel offsets) for the upper left corner 177 ** of the radar map within the full radar map area of the screen. 178 ** This is biased so that the radar map, when smaller than full 179 ** size will appear centered. 180 */ 181 unsigned BaseX; 182 unsigned BaseY; 183 184 unsigned RadarWidth; 185 unsigned RadarCellWidth; 186 unsigned RadarHeight; 187 unsigned RadarCellHeight; 188 189 /* 190 ** If the radar map is in zoom mode, then this value will be true. 191 */ 192 unsigned IsZoomed:1; 193 194 /* 195 ** This flag is true if the radar map is in its special show-the-player 196 ** names mode. 197 */ 198 unsigned IsPlayerNames:1; 199 200 /* 201 ** This is the list of radar pixels that need to be updated. Only a partial 202 ** list is maintained for maximum speed. 203 */ 204 unsigned PixelPtr; 205 int ZoomFactor; 206 enum PixelStackEnums {PIXELSTACK=200}; 207 CELL PixelStack[PIXELSTACK]; 208 }; 209 210 211 #endif