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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: F:\projects\c&c\vcs\code\power.cpv 2.18 16 Oct 1995 16:52:10 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 : POWER.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/15/94 *
- * *
- * Last Update : August 7, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PowerClass::AI -- Process the power bar logic. *
- * PowerClass::Draw_It -- Renders the power bar graphic. *
- * PowerClass::Init_Clear -- Clears all the power bar variables. *
- * PowerClass::One_Time -- One time processing for the power bar. *
- * PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
- * PowerClass::PowerClass -- Default constructor for the power bar class. *
- * PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
- * Power_Height -- Given a value figure where it falls on bar *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /*
- ** Points to the shape to use for the "desired" power level indicator.
- */
- void const * PowerClass::PowerShape;
- void const * PowerClass::PowerBarShape;
- PowerClass::PowerButtonClass PowerClass::PowerButton;
- /***********************************************************************************************
- * PowerClass::PowerClass -- Default constructor for the power bar class. *
- * *
- * This is the default constructor for the power bar class. It doesn't really do anything. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/20/1994 JLB : Created. *
- *=============================================================================================*/
- PowerClass::PowerClass(void)
- {
- IsToRedraw = false;
- RecordedDrain = -1;
- RecordedPower = -1;
- DesiredDrainHeight = 0;
- DesiredPowerHeight = 0;
- DrainHeight = 0;
- PowerHeight = 0;
- PowerBounce = 0;
- DrainBounce = 0;
- DrainDir = 0;
- PowerDir = 0;
- }
- /***********************************************************************************************
- * PowerClass::Init_Clear -- Clears all the power bar variables. *
- * *
- * This routine is called in preparation for the start of a scenario. The power bar is *
- * initialized into the null state by this routine. As soon as the scenario starts, the *
- * power bar will rise to reflect the actual power output and drain. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/07/1995 JLB : Created. *
- *=============================================================================================*/
- void PowerClass::Init_Clear(void)
- {
- RadarClass::Init_Clear();
- RecordedDrain = -1;
- RecordedPower = -1;
- DesiredDrainHeight = 0;
- DesiredPowerHeight = 0;
- DrainHeight = 0;
- PowerHeight = 0;
- PowerBounce = 0;
- DrainBounce = 0;
- DrainDir = 0;
- PowerDir = 0;
- }
- /***********************************************************************************************
- * PowerClass::One_Time -- One time processing for the power bar. *
- * *
- * This routine is for code that truly only needs to be done once per game run. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/26/1994 JLB : Created. *
- *=============================================================================================*/
- void PowerClass::One_Time(void)
- {
- RadarClass::One_Time();
- int factor = Get_Resolution_Factor();
- PowX = SeenBuff.Get_Width() - Map.RadWidth;
- PowY = Map.RadY+Map.RadHeight + (13 << factor);
- PowWidth = 8 << factor;
- PowHeight = SeenBuff.Get_Height() - PowY;
- PowLineSpace = 5 << factor;
- PowLineWidth = PowWidth - 4;
- PowerButton.X = PowX;
- PowerButton.Y = PowY;
- PowerButton.Width = PowWidth-1;
- PowerButton.Height = PowHeight;
- PowerShape = MixFileClass::Retrieve((factor)? "HPOWER.SHP" :"POWER.SHP");
- PowerBarShape = Hires_Retrieve("PWRBAR.SHP");
- }
- /***********************************************************************************************
- * PowerClass::Draw_It -- Renders the power bar graphic. *
- * *
- * This routine will draw the power bar graphic to the LogicPage. *
- * *
- * INPUT: complete -- Should the power bar be redrawn even if it isn't specifically flagged *
- * to do so? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/20/1994 JLB : Created. *
- * 12/27/1994 JLB : Changes power bar color depending on amount of power. *
- *=============================================================================================*/
- void PowerClass::Draw_It(bool complete)
- {
- static int _modtable[]={
- 0, -1, 0, 1, 0, -1, -2, -1, 0, 1, 2, 1 ,0
- };
- int power_color;
- if (complete || IsToRedraw) {
- // PowX = TacPixelX + TacWidth*ICON_PIXEL_W; // X position of upper left corner of power bar.
- if (LogicPage->Lock()){
- if (Map.IsSidebarActive) {
- IsToRedraw = false;
- /*
- ** 1st get the height of the filled section of the power bar
- */
- int bottom = PowY + PowHeight - 1;
- int power_height = (PowerHeight == DesiredPowerHeight) ? PowerHeight + (_modtable[PowerBounce] * PowerDir) : PowerHeight;
- int drain_height = (DrainHeight == DesiredDrainHeight) ? DrainHeight + (_modtable[DrainBounce] * DrainDir) : DrainHeight;
- power_height = Bound(power_height, 0, PowHeight - 2);
- drain_height = Bound(drain_height, 0, PowHeight - 2);
- /*
- ** Create a clip region to draw the unfilled section of the bar
- */
- WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
- WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
- WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = SeenBuff.Get_Width();
- WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = bottom-power_height;
- /*
- ** Draw the unfilled section
- */
- CC_Draw_Shape(PowerBarShape, 0, PowX, PowY, WINDOW_CUSTOM, SHAPE_WIN_REL);
- CC_Draw_Shape(PowerBarShape, 1 ,PowX, PowY+100, WINDOW_CUSTOM, SHAPE_WIN_REL);
- /*
- ** Set up the clip region for the filled section
- */
- WindowList[WINDOW_CUSTOM][WINDOWY] = bottom-power_height;
- WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = SeenBuff.Get_Height() - WindowList[WINDOW_CUSTOM][WINDOWY];
- /*
- ** What color is the filled section?
- */
- if (power_height) {
- power_color = 0; //green
- if (PlayerPtr->Drain > PlayerPtr->Power) {
- power_color = 2;
- }
- if (PlayerPtr->Drain > (PlayerPtr->Power * 2)) {
- power_color = 4;
- }
- /*
- ** Draw the filled section
- */
- CC_Draw_Shape(PowerBarShape, 2+power_color,
- PowX,
- PowY - WindowList[WINDOW_CUSTOM][WINDOWY],
- WINDOW_CUSTOM,
- SHAPE_WIN_REL);
- CC_Draw_Shape(PowerBarShape, 3+power_color,
- PowX,
- PowY - WindowList[WINDOW_CUSTOM][WINDOWY] + 100,
- WINDOW_CUSTOM,
- SHAPE_WIN_REL);
- }
- /*
- ** Draw the power drain threshold marker.
- */
- CC_Draw_Shape(PowerShape, 0, PowX, bottom - drain_height + 1, WINDOW_MAIN, SHAPE_NORMAL);
- }
- LogicPage->Unlock();
- }
- }
- RadarClass::Draw_It(complete);
- }
- /***********************************************************************************************
- * PowerClass::AI -- Process the power bar logic. *
- * *
- * Use this routine to process the power bar logic. This consists of animation effects. *
- * *
- * INPUT: input -- The player input value to be consumed or ignored as appropriate. *
- * *
- * x,y -- Mouse coordinate parameters to use. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/20/1994 JLB : Created. *
- * 12/31/1994 JLB : Uses mouse coordinate parameters. *
- *=============================================================================================*/
- void PowerClass::AI(KeyNumType &input, int x, int y)
- {
- // if (!IsActive) {
- // IsActive = true;
- // IsToRedraw = true;
- // Flag_To_Redraw(false);
- // }
- if (Map.IsSidebarActive /*IsActive*/) {
- int olddrain = DrainHeight;
- int oldpower = PowerHeight;
- /*
- ** If the recorded power value has changed we need to adjust for
- ** it.
- */
- if (PlayerPtr->Power != RecordedPower) {
- DesiredPowerHeight = Power_Height(PlayerPtr->Power);
- RecordedPower = PlayerPtr->Power;
- PowerBounce = 12;
- if (PowerHeight > DesiredPowerHeight) {
- PowerDir = -1;
- } else if (PowerHeight < DesiredPowerHeight) {
- PowerDir = 1;
- } else {
- PowerBounce = 0;
- }
- }
- /*
- ** If the recorded drain value has changed we need to adjust for
- ** it.
- */
- if (PlayerPtr->Drain != RecordedDrain) {
- DesiredDrainHeight = Power_Height(PlayerPtr->Drain);
- RecordedDrain = PlayerPtr->Drain;
- DrainBounce = 12;
- if (DrainHeight > DesiredDrainHeight) {
- DrainDir = -1;
- } else if (DrainHeight < DesiredDrainHeight) {
- DrainDir = 1;
- } else {
- DrainBounce = 0;
- }
- }
- if (DrainBounce && DrainHeight == DesiredDrainHeight) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- DrainBounce--;
- } else {
- /*
- ** If we need to move the drain height then do so.
- */
- if (DrainHeight != DesiredDrainHeight) {
- DrainHeight += DrainDir;
- }
- }
- if (PowerBounce && PowerHeight == DesiredPowerHeight) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- PowerBounce--;
- } else {
- /*
- ** If we need to move the power height then do so.
- */
- if (PowerHeight != DesiredPowerHeight) {
- PowerHeight += PowerDir;
- }
- }
- if (olddrain != DrainHeight || oldpower != PowerHeight) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- }
- RadarClass::AI(input, x, y);
- }
- /***********************************************************************************************
- * PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
- * *
- * This routine will examine a refresh list request and determine if the sidebar would be *
- * affect. If so, it will flag the sidebar to be redrawn. *
- * *
- * INPUT: cell -- The cell that the offset list is base on. *
- * *
- * list -- The list of cell offset used to flag for redraw. If the special sidebar *
- * affecting cell magic offset number is detected, the sidebar is flagged *
- * for redraw and the magic offset is removed. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/01/1995 JLB : Created. *
- *=============================================================================================*/
- void PowerClass::Refresh_Cells(CELL cell, short const *list)
- {
- if (*list == REFRESH_SIDEBAR) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- RadarClass::Refresh_Cells(cell, list);
- }
- /***************************************************************************
- * PowHeight -- Given a value figure where it falls on bar *
- * *
- * INPUT: int value - the value we are testing *
- * *
- * OUTPUT: int the height of the point that this value is on graph *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/14/1995 PWG : Created. *
- *=========================================================================*/
- int PowerClass::Power_Height(int value)
- {
- int num = value/ POWER_STEP_LEVEL; // figure out the initial num of DRAIN_VALUE's
- int retval = 0; // currently there is no power
- /*
- ** Loop through the diffrent hundreds figuring out the fractional piece
- ** of each.
- */
- for (int lp = 0; lp < num; lp ++) {
- retval = retval + (((PowHeight - 2) - retval) / POWER_STEP_FACTOR);
- value -= POWER_STEP_LEVEL;
- }
- /*
- ** Adjust the retval to factor in the remainder
- */
- if (value) {
- retval = retval + (((((PowHeight - 2) - retval) / POWER_STEP_FACTOR) * value) / POWER_STEP_LEVEL);
- }
- retval = Bound(retval, 0, PowHeight -2);
- return(retval);
- }
- /***********************************************************************************************
- * PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
- * *
- * This routine handles input on the power bar area. Since no input is used for the power *
- * bar, this routine just pops up appropriate help text for the power bar. *
- * *
- * INPUT: flags -- The event flags that triggered this action call. *
- * *
- * key -- The key code (if any) associated with the trigger event. *
- * *
- * OUTPUT: Should further button processing be stopped? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/07/1995 JLB : Created. *
- *=============================================================================================*/
- int PowerClass::PowerButtonClass::Action(unsigned flags, KeyNumType & key)
- {
- if (!Map.IsSidebarActive) {
- return(false);
- }
- /*
- ** Force any help label to disappear when the mouse is held over the
- ** radar map.
- */
- Map.Override_Mouse_Shape(MOUSE_NORMAL);
- if (PlayerPtr->Power_Fraction() < 0x0100 && PlayerPtr->Power > 0) {
- Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, CC_GREEN);
- } else {
- Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, CC_GREEN);
- }
- GadgetClass::Action(flags, key);
- return(true);
- }
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