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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/DISPLAY.H 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : DISPLAY.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : May 1, 1994 *
- * *
- * Last Update : May 1, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef DISPLAY_H
- #define DISPLAY_H
- #include "map.h"
- #include "layer.h"
- #define ICON_PIXEL_W 24
- #define ICON_PIXEL_H 24
- #define ICON_LEPTON_W 256
- #define ICON_LEPTON_H 256
- #define CELL_PIXEL_W ICON_PIXEL_W
- #define CELL_PIXEL_H ICON_PIXEL_H
- #define CELL_LEPTON_W ICON_LEPTON_W
- #define CELL_LEPTON_H ICON_LEPTON_H
- // -----------------------------------------------------------
- #define PIXEL_LEPTON_W (ICON_LEPTON_W/ICON_PIXEL_W)
- #define PIXEL_LEPTON_H (ICON_LEPTON_H/ICON_PIXEL_H)
- #define SIDE_BAR_TAC_WIDTH 10
- #define SIDE_BAR_TAC_HEIGHT 8
- extern COORDINATE Coord_Add(COORDINATE coord1, COORDINATE coord2);
- class DisplayClass: public MapClass
- {
- public:
- friend class DLLExportClass; // ST - 5/13/2019
- /*
- ** The tactical map display position is indicated by the cell of the
- ** upper left hand corner. These should not be altered directly. Use
- ** the Set_Tactical_Position function instead.
- */
- COORDINATE TacticalCoord;
- /*
- ** The dimensions (in cells) of the visible window onto the game map. This tactical
- ** map is how the player interacts and views the game world.
- */
- LEPTON TacLeptonWidth;
- LEPTON TacLeptonHeight;
- /*
- ** These layer control elements are used to group the displayable objects
- ** so that proper overlap can be obtained.
- */
- static LayerClass Layer[LAYER_COUNT];
- /*
- ** This records the position and shape of a placement cursor to display
- ** over the map. This cursor is used when placing buildings and also used
- ** extensively by the scenario editor.
- */
- CELL ZoneCell;
- short ZoneOffset;
- short const *CursorSize;
- short CursorShapeSave[256]; // For save/load
- bool ProximityCheck; // Is proximity check ok?
- /*
- ** This holds the building type that is about to be placed upon the map.
- ** It is only valid during the building placement state. The PendingLegal
- ** flag is updated as the cursor moves and it reflects the legality of
- ** placing the building at the desired location.
- */
- ObjectClass * PendingObjectPtr;
- ObjectTypeClass const * PendingObject;
- HousesType PendingHouse;
- static unsigned char FadingBrighten[256];
- static unsigned char FadingShade[256];
- static unsigned char FadingWayDark[256];
- static unsigned char FadingLight[256];
- static unsigned char FadingGreen[256];
- static unsigned char FadingYellow[256];
- static unsigned char FadingRed[256];
- static unsigned char TranslucentTable[(MAGIC_COL_COUNT+1)*256];
- static unsigned char WhiteTranslucentTable[(1+1)*256];
- static unsigned char MouseTranslucentTable[(4+1)*256];
- static void const *TransIconset;
- static unsigned char UnitShadow[(USHADOW_COL_COUNT+1)*256];
- static unsigned char UnitShadowAir[(USHADOW_COL_COUNT+1)*256];
- static unsigned char SpecialGhost[2*256];
- //-------------------------------------------------------------------------
- DisplayClass(void);
- DisplayClass(NoInitClass const & x) : MapClass(x) {};
- virtual void Read_INI(CCINIClass & ini);
- void Write_INI(CCINIClass & ini);
- /*
- ** Initialization
- */
- virtual void One_Time(void); // One-time inits
- virtual void Init_Clear(void); // Clears all to known state
- virtual void Init_IO(void); // Inits button list
- virtual void Init_Theater(TheaterType theater); // Theater-specific inits
- /*
- ** General display/map/interface support functionality.
- */
- virtual void AI(KeyNumType &input, int x, int y);
- virtual void Draw_It(bool complete=false);
- /*
- ** Added functionality.
- */
- 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
- void Constrained_Look(COORDINATE coord, LEPTON distance, HouseClass *house); // Added house parameter for client/server multiplayer. ST - 8/12/2019 3:25PM
- void Shroud_Cell(CELL cell, HouseClass *house);
- void Encroach_Shadow(HouseClass *house);
- COORDINATE Center_Map(COORDINATE center=0L);
- 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
- virtual CELL Click_Cell_Calc(int x, int y) const;
- virtual void Help_Text(int , int =-1, int =-1, int =YELLOW, bool =false) {};
- virtual MouseType Get_Mouse_Shape(void) const = 0;
- virtual bool Scroll_Map(DirType facing, int & distance, bool really);
- virtual void Refresh_Cells(CELL cell, short const *list);
- virtual void Set_View_Dimensions(int x, int y, int width=-1, int height=-1);
- /*
- ** Pending object placement control.
- */
- virtual void Put_Place_Back(TechnoClass * ) {}; // Affects 'pending' system.
- void Cursor_Mark(CELL pos, bool on);
- void Set_Cursor_Shape(short const * list);
- CELL Set_Cursor_Pos(CELL pos = -1);
- void Get_Occupy_Dimensions(int & w, int & h, short const *list) const;
- /*
- ** Tactical map only functionality.
- */
- virtual void Set_Tactical_Position(COORDINATE coord);
- void Refresh_Band(void);
- void Select_These(COORDINATE coord1, COORDINATE coord2, bool additive = false);
- COORDINATE Pixel_To_Coord(int x, int y) const;
- bool Coord_To_Pixel(COORDINATE coord, int & x, int & y) const;
- bool Push_Onto_TacMap(COORDINATE &source, COORDINATE &dest);
- void Remove(ObjectClass const * object, LayerType layer);
- void Submit(ObjectClass const * object, LayerType layer);
- CELL Calculated_Cell(SourceType dir, WAYPOINT waypoint=-1, CELL cell=-1, SpeedType loco=SPEED_FOOT, bool zonecheck=true, MZoneType mzone=MZONE_NORMAL) const;
- bool In_View(register CELL cell) const;
- bool Passes_Proximity_Check(ObjectTypeClass const * object, HousesType house, short const * list, CELL trycell) const;
- ObjectClass * Cell_Object(CELL cell, int x=0, int y=0) const;
- ObjectClass * Next_Object(ObjectClass * object) const;
- ObjectClass * Prev_Object(ObjectClass * object) const;
- int Cell_Shadow(CELL cell, HouseClass *house) const;
- short const * Text_Overlap_List(char const * text, int x, int y) const;
- bool Is_Spot_Free(COORDINATE coord) const;
- COORDINATE Closest_Free_Spot(COORDINATE coord, bool any=false) const;
- void Sell_Mode_Control(int control);
- void Repair_Mode_Control(int control);
- virtual void Flag_Cell(CELL cell);
- bool Is_Cell_Flagged(CELL cell) const {return CellRedraw.Is_True(cell);};
- /*
- ** Computes starting position based on player's units' Coords.
- */
- void Compute_Start_Pos(long& x, long& y);
- /*
- ** File I/O.
- */
- virtual void Code_Pointers(void);
- virtual void Decode_Pointers(void);
- protected:
- virtual void Mouse_Right_Press(void);
- virtual void Mouse_Left_Press(int x, int y);
- virtual void Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, ActionType action, bool wsmall = false);
- virtual void Mouse_Left_Held(int x, int y);
- virtual void Mouse_Left_Release(CELL cell, int x, int y, ObjectClass * object, ActionType action, bool wsmall = false);
- public:
- /*
- ** This is the pixel offset for the upper left corner of the tactical map.
- */
- int TacPixelX;
- int TacPixelY;
- /*
- ** This is the coordinate that the tactical map should be in at next available opportunity.
- */
- COORDINATE DesiredTacticalCoord;
- /*
- ** If something in the tactical map is to be redrawn, this flag is set to true.
- */
- unsigned IsToRedraw:1;
- /*
- ** If the player is currently wielding a wrench (to select buildings for repair),
- ** then this flag is true. In such a state, normal movement and combat orders
- ** are preempted.
- */
- unsigned IsRepairMode:1;
- /*
- ** If the player is currently in "sell back" mode, then this flag will be
- ** true. While in this mode, anything clicked on will be sold back to the
- ** "factory".
- */
- unsigned IsSellMode:1;
- /*
- ** If the player is currently in ion cannon targeting mode, then this
- ** flag will be true. While in this mode, anything clicked on will be
- ** be destroyed by the ION cannon.
- */
- SpecialWeaponType IsTargettingMode;
- protected:
- /*
- ** If it is currently in rubber band mode (multi unit selection), then this
- ** flag will be true. While in such a mode, normal input is preempted while
- ** the extended selection is in progress.
- */
- unsigned IsRubberBand:1;
- /*
- ** The moment the mouse is held down, this flag gets set. If the mouse is dragged
- ** a sufficient distance while held down, then true rubber band mode selection
- ** can begin. Using a minimum distance prevents accidental rubber band selection
- ** mode from being initiated.
- */
- unsigned IsTentative:1;
- /*
- ** This gadget class is used for capturing input to the tactical map. All mouse input
- ** will be routed through this gadget.
- */
- class TacticalClass : public GadgetClass {
- public:
- TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
- int Selection_At_Mouse(unsigned flags, KeyNumType & key);
- int Command_Object(unsigned flags, KeyNumType & key);
- protected:
- virtual int Action(unsigned flags, KeyNumType & key);
- };
- friend class TacticalClass;
- /*
- ** This is the "button" that tracks all input to the tactical map.
- ** It must be available to derived classes, for Save/Load purposes.
- */
- public: //ST - 1/21/2019 11:59AM
- static TacticalClass TacButton;
- private:
- /*
- ** This is a utility flag that is set during the icon draw process only if there
- ** was at least one shadow icon detected that should be redrawn. When the shadow
- ** drawing logic is to take place, but this flag is false, then the shadow drawing
- ** will be skipped since it would perform no function.
- */
- unsigned IsShadowPresent:1;
- /*
- ** Rubber band mode consists of stretching a box from the anchor point (specified
- ** here) to the current cursor position.
- */
- int BandX,BandY;
- int NewX,NewY;
- static void const *ShadowShapes;
- static unsigned char ShadowTrans[(SHADOW_COL_COUNT+1)*256];
- void Redraw_Icons(void);
- void Redraw_OIcons(void);
- void Redraw_Shadow(void);
- /*
- ** This bit array is used to flag cells to be redrawn. If the icon needs to
- ** be redrawn for a cell, then the corresponding flag will be true.
- */
- static BooleanVectorClass CellRedraw;
- bool Good_Reinforcement_Cell(CELL outcell, CELL incell, SpeedType loco, int zone, MZoneType mzone) const;
- //
- // We need a way to bypass visible view checks when we are running in the context of GlyphX without using the
- // internal C&C renderer. We shouldn't know or care what the user is actually looking at
- // ST - 4/17/2019 9:01AM
- //
- static bool IgnoreViewConstraints;
- /*
- ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
- */
- unsigned char SaveLoadPadding[1024];
- };
- #endif
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