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- /*
- ** Command & Conquer(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: F:\projects\c&c\vcs\code\radar.cpv 2.17 16 Oct 1995 16:49:28 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 : RADAR.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/15/94 *
- * *
- * Last Update : November 17, 1995 [PWG] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Get_Multi_Color -- Get the multi color offset number *
- * RadarClass::AI -- Processes radar input (non-tactical). *
- * RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
- * RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
- * RadarClass::Click_In_Radar -- Check to see if a click is in radar map *
- * RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
- * RadarClass::Draw_It -- Displays the radar map of the terrain. *
- * RadarClass::Draw_Names -- draws players' names on the radar map *
- * RadarClass::Init_Clear -- Sets the radar map to a known state *
- * RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
- * RadarClass::One_Time -- Handles one time processing for the radar map. *
- * RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
- * RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
- * RadarClass::RadarClass -- Default constructor for RadarClass object. *
- * RadarClass::Radar_Activate -- Controls radar activation. *
- * RadarClass::Radar_Anim -- Renders current frame of radar animation *
- * RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
- * RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
- * RadarClass::Radar_Position -- Returns with the current position of the radar map. *
- * RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
- * RadarClass::Render_Infantry -- Displays objects on the radar map. *
- * RadarClass::Render_Overlay -- Renders an icon for given overlay *
- * RadarClass::Render_Terrain -- Render the terrain over the given cell *
- * RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
- * RadarClass::Set_Radar_Position -- Sets the radar map coordinates. *
- * RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell.*
- * RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
- * RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
- * RadarClass::TacticalClass::Action -- I/O function for the radar map. *
- * RadarClass::Zoom_Mode(void) -- Handles toggling zoom on the map *
- * RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to*
- * RadarClass::Coord_To_Radar_Pixel -- Converts a coordinate to a radar pixel position *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include <stdlib.h>
- //void const * RadarClass::CoverShape;
- RadarClass::TacticalClass RadarClass::RadarButton;
- void const * RadarClass::RadarAnim = NULL;
- static bool FullRedraw = false;
- #define _MAX_NAME 13
- static GraphicBufferClass _IconStage(3,3);
- static GraphicBufferClass _TileStage(24,24);
- /***********************************************************************************************
- * RadarClass::RadarClass -- Default constructor for RadarClass object. *
- * *
- * This default constructor merely sets the radar specific values to default settings. The *
- * radar must be deliberately activated in order for it to be displayed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/16/1994 JLB : Created. *
- *=============================================================================================*/
- RadarClass::RadarClass(void)
- {
- IsZoomed = true;
- IsRadarActive = false;
- IsToRedraw = false;
- RadarCursorRedraw = false;
- PixelPtr = 0;
- SpecialRadarFrame = 0;
- IsPlayerNames = false;
- }
- /***********************************************************************************************
- * RadarClass::One_Time -- Handles one time processing for the radar map. *
- * *
- * This routine handles any one time processing required in order for the radar map to *
- * function. This actually only requires an allocation of the radar staging buffer. This *
- * buffer is needed for those cases where the radar area of the page is being destroyed *
- * and it needs to be destroyed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Be sure to call this routine only ONCE. *
- * *
- * HISTORY: *
- * 12/22/1994 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::One_Time(void)
- {
- int factor = Get_Resolution_Factor();
- RadWidth = 80 << factor;
- RadHeight = 70 << factor;
- RadX = SeenBuff.Get_Width() - RadWidth;
- RadY = Map.Get_Tab_Height() - (1 << factor);
- RadPWidth = 64 << factor;
- RadPHeight = 64 << factor;
- if ( factor ) {
- RadOffX = 16;
- RadOffY = 7;
- RadIWidth = 128;
- RadIHeight = 128;
- } else {
- RadOffX = 4 << factor;
- RadOffY = 1 << factor;
- RadIWidth = 72 << factor;
- RadIHeight = 69 << factor;
- }
- DisplayClass::One_Time();
- RadarButton.X = RadX+RadOffX;
- RadarButton.Y = RadY+RadOffY;
- RadarButton.Width = RadIWidth;
- RadarButton.Height = RadIHeight;
- }
- /***********************************************************************************************
- * RadarClass::Init_Clear -- Sets the radar map to a known state. *
- * *
- * This routine is used to initialize the radar map at the start of the scenario. It *
- * sets the radar map position and starts it in the disabled state. *
- * *
- * INPUT: theater -- The theater that the scenario is starting (unused by this routine). *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/22/1994 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Init_Clear(void)
- {
- DisplayClass::Init_Clear();
- IsRadarActive = false;
- IsToRedraw = true;
- RadarCursorRedraw = true;
- IsRadarActivating = false;
- IsRadarDeactivating = false;
- DoesRadarExist = false;
- PixelPtr = 0;
- IsPlayerNames = false;
- /*
- ** If we have a valid map lets make sure that we set it correctly
- */
- if (MapCellWidth || MapCellHeight) {
- IsZoomed = false;
- Zoom_Mode(Coord_Cell(Map.TacticalCoord));
- }
- }
- /***********************************************************************************************
- * RadarClass::Radar_Activate -- Controls radar activation. *
- * *
- * Use this routine to turn the radar map on or off. *
- * *
- * INPUT: control -- What to do with the radar map: *
- * 0 = Turn radar off. *
- * 1 = Turn radar on. *
- * 2 = Remove Radar Gadgets *
- * 3 = Add Radar Gadgets *
- * 4 = Remove radar. *
- * -1= Toggle radar on or off. *
- * *
- * OUTPUT: bool; Was the radar map already on? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/11/1994 JLB : Created. *
- *=============================================================================================*/
- bool RadarClass::Radar_Activate(int control)
- {
- bool old = IsRadarActive;
- switch (control) {
- /*
- ** Toggle the state of the radar map on or off.
- */
- case -1:
- {
- int temp = (IsRadarActive == false);
- if (temp) {
- Radar_Activate(1);
- } else {
- Radar_Activate(0);
- }
- }
- break;
- /*
- ** Turn the radar map off properly.
- */
- case 0:
- if (Map.IsSidebarActive) {
- if (IsRadarActive && !IsRadarDeactivating) {
- Sound_Effect(VOC_RADAR_OFF);
- IsRadarDeactivating = true;
- IsRadarActive = false;
- if (IsRadarActivating == true) {
- IsRadarActivating = false;
- } else {
- RadarAnimFrame = RADAR_ACTIVATED_FRAME;
- }
- }
- } else {
- Radar_Activate(2);
- }
- return(old);
- case 1:
- if (Map.IsSidebarActive) {
- if (!IsRadarActivating && !IsRadarActive) {
- Sound_Effect(VOC_RADAR_ON);
- IsRadarActivating = true;
- if (IsRadarDeactivating == true) {
- IsRadarDeactivating = false;
- } else {
- if (DoesRadarExist) {
- RadarAnimFrame = MAX_RADAR_FRAMES;
- } else {
- RadarAnimFrame = 0;
- }
- }
- }
- } else {
- Radar_Activate(3);
- }
- return(old);
- case 2:
- if (GameToPlay==GAME_NORMAL) {
- Map.Zoom.Disable();
- }
- IsRadarActive = false;
- IsRadarActivating = false;
- IsRadarDeactivating = false;
- break;
- case 3:
- if (GameToPlay==GAME_NORMAL) {
- Map.Zoom.Enable();
- }
- IsRadarActive = true;
- IsRadarActivating = false;
- IsRadarDeactivating = false;
- break;
- case 4:
- IsRadarActive = false;
- IsRadarActivating = false;
- IsRadarDeactivating = false;
- DoesRadarExist = false;
- Flag_To_Redraw(false);
- IsToRedraw = true;
- break;
- }
- if (IsRadarActive != old) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- FullRedraw = IsRadarActive;
- return(old);
- }
- /***********************************************************************************************
- * RadarClass::Draw_It -- Displays the radar map of the terrain. *
- * *
- * This is used to display the radar map that appears in the lower *
- * right corner. The main changes to this map are the vehicles and *
- * structure pixels. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/24/1991 JLB : Created. *
- * 05/08/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- void RadarClass::Draw_It(bool forced)
- {
- DisplayClass::Draw_It(forced);
- // if (!In_Debugger) while (!HidPage.Lock()) {}
- /*
- ** Don't perform any rendering if none is requested.
- */
- if (!forced && !IsToRedraw && !FullRedraw) return;
- static HousesType _house = HOUSE_NONE;
- if (PlayerPtr->ActLike != _house) {
- char name[_MAX_NAME + _MAX_EXT];
- if (Special.IsJurassic && AreThingiesEnabled) {
- strcpy(name, "RADAR.JP");
- } else {
- _makepath(name, NULL, NULL, "RADAR", HouseTypeClass::As_Reference(PlayerPtr->ActLike).Suffix);
- }
- RadarAnim = Hires_Retrieve(name);
- _house = PlayerPtr->ActLike;
- }
- /*
- ** If in player name mode, just draw player names
- */
- if (IsPlayerNames) {
- Draw_Names();
- IsToRedraw = false;
- return;
- }
- if (IsRadarActivating || IsRadarDeactivating) {
- Radar_Anim();
- IsToRedraw = false;
- return;
- }
- if (Map.IsSidebarActive) {
- if (IsRadarActive) {
- //HidPage.Lock();
- // ST 8/13/96 2:24PM
- //forced = true;
- /*
- ** If only a few of the radar pixels need to be redrawn, then find and redraw
- ** only these.
- */
- if (!forced && IsToRedraw && !FullRedraw) {
- IsToRedraw = false;
- if (PixelPtr) {
- /*
- ** Render all pixels in the "to redraw" stack.
- */
- for (int index = 0; index < PixelPtr; index++) {
- CELL cell = PixelStack[index];
- if (Cell_On_Radar(cell)) {
- (*this)[cell].IsPlot = false;
- Plot_Radar_Pixel(cell);
- RadarCursorRedraw |= (*this)[cell].IsRadarCursor;
- }
- }
- /*
- ** Refill the stack if there is pending pixels yet to be plotted.
- ** This should only process in sections for speed reasons
- */
- if (PixelPtr == PIXELSTACK) {
- PixelPtr = 0;
- for (int y = 0; y < MapCellHeight; y++) {
- for (int x = 0; x < MapCellWidth; x++) {
- CELL cell = XY_Cell(MapCellX + x, MapCellY + y);
- if (Cell_On_Radar(cell)) {
- if ((*this)[cell].IsPlot) {
- PixelStack[PixelPtr++] = cell;
- IsToRedraw = true;
- if (PixelPtr == PIXELSTACK) break;
- }
- }
- }
- if (PixelPtr == PIXELSTACK) break;
- }
- } else {
- PixelPtr = 0;
- }
- }
- Radar_Cursor(RadarCursorRedraw);
- } else {
- GraphicViewPortClass *oldpage = Set_Logic_Page(HidPage);
- // if (LogicPage->Lock()) {
- CC_Draw_Shape(RadarAnim, RADAR_ACTIVATED_FRAME, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
- if (BaseX || BaseY) {
- LogicPage->Fill_Rect( RadX + RadOffX,
- RadY + RadOffY,
- RadX + RadOffX + RadIWidth - 1,
- RadY + RadOffY + RadIHeight - 1,
- DKGREY);
- } else {
- LogicPage->Fill_Rect( RadX + RadOffX,
- RadY + RadOffY,
- RadX + RadOffX + RadIWidth - 1,
- RadY + RadOffY + RadIHeight - 1,
- BLACK);
- }
- /*
- ** Draw the entire radar map.
- */
- for (int index = 0; index < MAP_CELL_TOTAL; index++) {
- Plot_Radar_Pixel(index);
- }
- Radar_Cursor(true);
- FullRedraw = false;
- IsToRedraw = false;
- LogicPage->Unlock();
- if (oldpage == &SeenBuff) {
- Hide_Mouse();
- LogicPage->Blit(SeenBuff, RadX, RadY, RadX, RadY, RadWidth, RadHeight);
- Show_Mouse();
- }
- // Set_Logic_Page(oldpage);
- // }
- }
- } else {
- /*
- ** If the radar is not active, then only draw the cover plate if forced to do so.
- */
- // if (forced) {
- int val = (DoesRadarExist) ? MAX_RADAR_FRAMES : 0;
- CC_Draw_Shape(RadarAnim, val, RadX, RadY + 1, WINDOW_MAIN, SHAPE_NORMAL);
- FullRedraw = false;
- IsToRedraw = false;
- // }
- }
- //HidPage.Unlock();
- // Map.Activator.Draw_Me(true);
- }
- }
- /***************************************************************************
- * RadarClass::Render_Terrain -- Render the terrain over the given cell *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/12/1995 PWG : Created. *
- *=========================================================================*/
- void RadarClass::Render_Terrain(CELL cell, int x, int y, int size)
- {
- TerrainClass *list[4];
- int listidx = 0;
- int lp,lp2;
- ObjectClass *obj = Map[cell].Cell_Occupier();
- /*
- ** If the cell is occupied by a terrain type, add it to the sortable
- ** list.
- */
- if (obj && obj->What_Am_I() == RTTI_TERRAIN)
- list[listidx++] = (TerrainClass *)obj;
- /*
- ** Now loop through all the occupiers and add them to the list if they
- ** are terrain type.
- */
- for (lp = 0; lp < 3; lp ++) {
- obj = Map[cell].Overlapper[lp];
- if (obj && obj->What_Am_I() == RTTI_TERRAIN)
- list[listidx++] = (TerrainClass *)obj;
- }
- /*
- ** If there are no entrys in our list then just get out.
- */
- if (!listidx) return;
- /*
- ** If there is terrain in this cell then draw a dark pixel to
- ** represent it.
- */
- if (size == 1) {
- LogicPage->Put_Pixel(x, y, 60);
- return;
- }
- /*
- ** Sort the list by its sort Y value so that we can render in the proper
- ** order.
- */
- for (lp = 0; lp < listidx - 1; lp ++) {
- for (lp2 = lp + 1; lp2 < listidx; lp2++) {
- if (list[lp]->Sort_Y() > list[lp2]->Sort_Y()) {
- TerrainClass *terrain = list[lp];
- list[lp] = list[lp2];
- list[lp2] = terrain;
- }
- }
- }
- /*
- ** loop through the list and take care of rendering the correct icon.
- */
- for (lp = 0; lp < listidx; lp ++) {
- unsigned char *icon = list[lp]->Radar_Icon(cell);
- if (!icon) continue;
- Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
- _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, ZoomFactor, ZoomFactor, TRUE, (char *)&FadingBrighten[0]);
- }
- }
- /***********************************************************************************************
- * RadarClass::Render_Infantry -- Displays objects on the radar map. *
- * *
- * This routine will display an object imagery at the location specified according to the *
- * condition of the specified cell. *
- * *
- * INPUT: cell -- The cell to use as reference when drawing the radar pixel. *
- * *
- * x,y -- The pixel coordinate to render the radar "pixel" at. *
- * *
- * size -- The size of the "pixel". When zoomed in, this value will be "3". *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/17/1995 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Render_Infantry(CELL cell, int x, int y, int size)
- {
- ObjectClass *obj;
- int xoff,yoff;
- obj = (ObjectClass *)Map[cell].Cell_Occupier();
- while (obj) {
- if (obj->Is_Techno() && (((TechnoClass *)obj)->Cloak != CLOAKED || ((TechnoClass *)obj)->House->Is_Ally(PlayerPtr))) {
- switch (obj->What_Am_I()) {
- case RTTI_INFANTRY:
- {
- //int divisor = 255 / ZoomFactor;
- int divisor = 86;
- if ( ZoomFactor >= 3 ) {
- xoff = Coord_XLepton(obj->Coord) / divisor;
- yoff = Coord_YLepton(obj->Coord) / divisor;
- if ( ZoomFactor >= 6 ) {
- xoff<<=1;
- yoff<<=1;
- }
- } else {
- xoff = 0;
- yoff = 0;
- }
- LogicPage->Put_Pixel(x+xoff, y+yoff, ((InfantryClass *)obj)->House->Class->BrightColor);
- }
- break;
- case RTTI_UNIT:
- case RTTI_AIRCRAFT:
- // PWG: Slowdown?
- //if (LogicPage->Lock()){
- Fat_Put_Pixel(x, y, ((UnitClass *)obj)->House->Class->BrightColor, size, *LogicPage);
- //LogicPage->Unlock();
- //}
- break;
- }
- }
- obj = obj->Next;
- }
- }
- /***************************************************************************
- * RadarClass::Render_Overlay -- Renders an icon for given overlay *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/18/1995 PWG : Created. *
- *=========================================================================*/
- void RadarClass::Render_Overlay(CELL cell, int x, int y, int size)
- {
- OverlayType overlay = (*this)[cell].Overlay;
- if (overlay != OVERLAY_NONE) {
- OverlayTypeClass const * otype = &OverlayTypeClass::As_Reference(overlay);
- if (otype->IsRadarVisible) {
- unsigned char *icon = otype->Radar_Icon((*this)[cell].OverlayData);
- if (!icon) return;
- Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
- if (otype->IsTiberium) {
- _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingGreen[0]);
- } else {
- _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingBrighten[0]);
- }
- }
- }
- }
- /***************************************************************************
- * RadarClass::Zoom_Mode -- Handles toggling zoom on the map *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * HISTORY: *
- * 05/29/1995 PWG : Created. *
- *=========================================================================*/
- void RadarClass::Zoom_Mode(CELL cell)
- {
- int map_c_width;
- int map_c_height;
- /*
- ** Set all of the initial zoom mode variables to the correct
- ** setting.
- */
- IsZoomed = !IsZoomed;
- BaseX = 0;
- BaseY = 0;
- /*
- ** Figure out exactly what size we need to zoom the map to.
- */
- if ( !IsZoomed ) {
- int xfactor = RadIWidth / MapCellWidth;
- int yfactor = RadIHeight / MapCellHeight;
- ZoomFactor = MIN(xfactor,yfactor);
- map_c_width = MapCellWidth;
- map_c_height = MapCellHeight;
- } else {
- ZoomFactor = 6;
- map_c_width = RadIWidth / ZoomFactor;
- map_c_height = RadIHeight / ZoomFactor;
- }
- /*
- ** Make sure we do not show more cell then are on the map.
- */
- map_c_width = MIN(map_c_width, 62);
- map_c_height = MIN(map_c_height, 62);
- /*
- ** Find the amount of remainder because this will let us calculate
- ** how to center the thing.
- */
- int rem_x = RadIWidth - (map_c_width * ZoomFactor);
- int rem_y = RadIHeight - (map_c_height * ZoomFactor);
- /*
- ** Finally mark the map so it shows just as much as it is supposed
- ** to.
- */
- BaseX = rem_x / 2;
- BaseY = rem_y / 2;
- RadarCellWidth = map_c_width;
- RadarCellHeight = map_c_height;
- RadarWidth = RadIWidth - rem_x;
- RadarHeight = RadIWidth - rem_y;
- /*
- ** Set the radar position to the current cell.
- */
- Set_Radar_Position(cell);
- /*
- ** When zoom mode changes then we need to redraw the radar
- ** area.
- */
- IsToRedraw = true;
- /*
- ** Notify the map that we need to redraw a portion
- */
- Flag_To_Redraw(false);
- /*
- ** Since we have made a vast change we must redraw everything
- */
- FullRedraw = true;
- }
- /***********************************************************************************************
- * RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
- * *
- * This will update the radar map with a pixel. It is used to display *
- * vehicle positions on the radar map. *
- * *
- * INPUT: unit -- Pointer to unit to render at the given position. If *
- * NULL is passed in, then the underlying terrain is *
- * displayed instead. *
- * *
- * pos -- Position on the map to update. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine does NOT hide the mouse. It is up to you to *
- * do so. *
- * *
- * HISTORY: *
- * 06/04/1991 JLB : Created. *
- * 06/21/1991 JLB : Large blips for units & buildings. *
- * 02/14/1994 JLB : Revamped. *
- * 04/17/1995 PWG : Created. *
- * 04/18/1995 PWG : Created. *
- *=============================================================================================*/
- void RadarClass::Plot_Radar_Pixel(CELL cell)
- {
- if (cell == -1) cell = 1;
- int x,y; // Coordinate of cell location.
- /*
- ** Perform any clipping on the cell coordinate.
- */
- if (!IsRadarActive || (unsigned)cell > MAP_CELL_TOTAL) return;
- if (!In_Radar(cell) || !Cell_On_Radar(cell)) {
- return;
- }
- /*
- ** If we are zoomed in then calculate the pixel based off of the portion
- ** of the map the radar is viewing.
- */
- x = Cell_X(cell) - RadarX;
- y = Cell_Y(cell) - RadarY;
- if (LogicPage->Lock()) {
- CellClass * cellptr = &(*this)[cell];
- x = RadX + RadOffX + BaseX + (x * ZoomFactor);
- y = RadY + RadOffY + BaseY + (y * ZoomFactor);
- /*
- ** Determine what (if any) vehicle or unit should be rendered in this blip.
- */
- int color=TBLACK; // Color of the pixel to plot.
- if ((*this)[cell].IsVisible || Debug_Unshroud) {
- color = cellptr->Cell_Color(true);
- } else {
- color = BLACK;
- }
- // ST 8/13/96 2:24PM
- //if (cellptr->IsRadarCursor){
- // color = WHITE;
- //}
- /*
- ** If no color override occurs for this cell, then render the underlying
- ** terrain.
- */
- if (color == TBLACK) {
- if (ZoomFactor > 1) {
- void const *ptr;
- long offset;
- int icon;
- if (cellptr->TType != TEMPLATE_NONE) {
- ptr = TemplateTypeClass::As_Reference(cellptr->TType).Get_Image_Data();
- icon = cellptr->TIcon;
- } else {
- ptr = TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1).Get_Image_Data();
- icon = cellptr->Clear_Icon();
- }
- /*
- ** Convert the logical icon number into the actual icon number.
- */
- Mem_Copy(Add_Long_To_Pointer((void *)ptr, 28), &offset, sizeof(offset));
- Mem_Copy(Add_Long_To_Pointer((void *)ptr, offset+icon), &icon, sizeof(char));
- icon &= 0x00FF;
- Mem_Copy(Add_Long_To_Pointer((void *)ptr, 12), &offset, sizeof(offset));
- ptr = Add_Long_To_Pointer((void *)ptr, offset + icon*(24*24));
- unsigned char * data = (unsigned char *)ptr;
- Buffer_To_Page(0, 0, 24, 24, data, _TileStage);
- _TileStage.Scale(*LogicPage, 0, 0, x, y, 24, 24, ZoomFactor, ZoomFactor, TRUE);
- } else {
- if (LogicPage->Lock()){
- Fat_Put_Pixel(x, y, cellptr->Cell_Color(false), ZoomFactor, *LogicPage);
- LogicPage->Unlock();
- }
- }
- } else {
- if (LogicPage->Lock()){
- Fat_Put_Pixel(x, y, color, ZoomFactor, *LogicPage);
- LogicPage->Unlock();
- }
- }
- if (color != BLACK) {
- Render_Overlay(cell, x, y, ZoomFactor);
- Render_Terrain(cell, x, y, ZoomFactor);
- Render_Infantry(cell, x, y, ZoomFactor);
- }
- LogicPage->Unlock();
- }
- }
- /***********************************************************************************************
- * RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
- * *
- * This routine is used to inform the system that a pixel needs to be *
- * rerendered on the radar map. The pixel(s) will be rendered the *
- * next time the map is refreshed. *
- * *
- * INPUT: cell -- The map cell to be rerendered. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/12/1992 JLB : Created. *
- * 05/08/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- void RadarClass::Radar_Pixel(CELL cell)
- {
- if (IsRadarActive && Map.IsSidebarActive && Cell_On_Radar(cell)) {
- IsToRedraw = true;
- (*this)[cell].IsPlot = true;
- if (PixelPtr < PIXELSTACK) {
- PixelStack[PixelPtr++] = cell;
- }
- }
- }
- /***********************************************************************************************
- * RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
- * *
- * This routine will examine the X and Y coordinate and convert them into the X and Y *
- * cell coordinate value that cooresponds to the location. *
- * *
- * INPUT: x,y -- The X and Y moouse coordinate already normalized to the radar upper left *
- * corner. *
- * *
- * OUTPUT: Returns with success rating in addition, the X and Y values will now hold the *
- * cell coordinates of the cell the pixel offsets indicated. *
- * Result 1 = click was in radar region *
- * Result 0 = click was outside radar region completly *
- * Result-1 = click in radar area but not on clickable reagion of radar. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/30/1995 PWG : Created. *
- * 07/16/1995 JLB : Recognizes when sidebar is closed now. *
- *=============================================================================================*/
- int RadarClass::Click_In_Radar(int &ptr_x, int &ptr_y, bool change)
- {
- int x = ptr_x;
- int y = ptr_y;
- /*
- ** If radar is not active the click could have been on a radar point
- */
- if (!IsRadarActive || !Map.IsSidebarActive) return(0);
- x -= (RadX + RadOffX);
- y -= (RadY + RadOffY);
- if ((unsigned)x < RadIWidth && (unsigned)y < RadIHeight) {
- x -= BaseX;
- y -= BaseY;
- if ((unsigned)x < RadarWidth && (unsigned)y < RadarHeight) {
- x = RadarX + (x / ZoomFactor);
- y = RadarY + (y / ZoomFactor);
- if (change) {
- ptr_x = x;
- ptr_y = y;
- }
- return(1);
- }
- return(-1);
- }
- return(0);
- }
- /***********************************************************************************************
- * RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
- * *
- * This routine will examine the pixel coordinate provided and determine what cell it *
- * represents. If the radar map is not active or the coordinates are not positioned over *
- * the radar map, then it will fall into the base class corresponding routine. *
- * *
- * INPUT: x,y -- The pixel coordinate to convert into a cell number. *
- * *
- * OUTPUT: Returns with the cell number that the coordinate is over or -1 if not over any *
- * cell. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/22/1994 JLB : Created. *
- *=============================================================================================*/
- CELL RadarClass::Click_Cell_Calc(int x, int y)
- {
- int result = Click_In_Radar(x, y, true);
- switch (result) {
- case 1:
- return(XY_Cell(x, y));
- case -1:
- return(-1);
- }
- return(DisplayClass::Click_Cell_Calc(x, y));
- }
- /***********************************************************************************************
- * RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
- * *
- * This routine will update the radar map if a cell becomes mapped. *
- * *
- * INPUT: cell -- The cell that is being mapped. *
- * *
- * house -- The house that is doing the mapping. *
- * *
- * OUTPUT: bool; Was the cell mapped (for the first time) by this routine? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/22/1994 JLB : Created. *
- *=============================================================================================*/
- bool RadarClass::Map_Cell(CELL cell, HouseClass * house)
- {
- if (DisplayClass::Map_Cell(cell, house)) {
- Radar_Pixel(cell);
- return(true);
- }
- return(false);
- }
- void RadarClass::Cursor_Cell(CELL cell, int value)
- {
- int temp = (*this)[cell].IsRadarCursor;
- /*
- ** If this cell is not on the radar don't botther doing anything.
- */
- if (In_Radar(cell) && temp != value) {
- /*
- ** Record the new state of this cell.
- */
- (*this)[cell].IsRadarCursor = value;
- /*
- ** If we are erasing then erase the cell.
- */
- ////// ST 8/13/96 2:23PM
- if (value == FALSE) {
- Plot_Radar_Pixel(cell);
- //////
- }
- }
- }
- void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen)
- {
- int x, y;
- /*
- ** First step is to convert pixel coordinates back to a CellX and CellY.
- */
- x1 = RadarX + (x1 / ZoomFactor);
- y1 = RadarY + (y1 / ZoomFactor);
- x2 = RadarX + (x2 / ZoomFactor);
- y2 = RadarY + (y2 / ZoomFactor);
- /*
- ** Now we need to convert the Pixel length to a cell length.
- */
- barlen = (barlen / ZoomFactor)+1;
- /*
- ** Now lets loop through and mark the map with the proper value.
- */
- for (int lp = 0; lp <= barlen; lp++) {
- /*
- ** Do Horizontal action to upper and lower left corners.
- */
- x = x1 + lp;
- Cursor_Cell(XY_Cell(x,y1), value);
- Cursor_Cell(XY_Cell(x,y2), value);
- /*
- ** Do Horizontal Action to upper and lower right corners
- */
- x = x2 - lp;
- Cursor_Cell(XY_Cell(x,y1), value);
- Cursor_Cell(XY_Cell(x,y2), value);
- /*
- ** Do Vertical Action to left and right upper corners
- */
- y = y1 + lp;
- Cursor_Cell(XY_Cell(x1,y), value);
- Cursor_Cell(XY_Cell(x2,y), value);
- /*
- ** Do Vertical action to left and right lower corners.
- */
- y = y2 - lp;
- Cursor_Cell(XY_Cell(x1,y), value);
- Cursor_Cell(XY_Cell(x2,y), value);
- }
- }
- /***********************************************************************************************
- * RadarClass::Cell_XY_To_Radar_Pixel-- Adjust the position of the radar map cursor. *
- * *
- * This routine will adjust the location (and visibility) of the radar *
- * map cursor. It handles all restoration, drawing, and flashing. *
- * *
- * INPUT: pos - Cell position for the cursor. If the value is -1 then *
- * the cursor will be hidden. If the value is equal to *
- * the last value passed in then cursor flashing will *
- * be maintained. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/22/1991 JLB : Created. *
- * 11/17/1995 PWG : Created. *
- *=============================================================================================*/
- void RadarClass::Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y)
- {
- x = (cellx - RadarX) * ZoomFactor;
- y = (celly - RadarY) * ZoomFactor;
- }
- /***********************************************************************************************
- * RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
- * *
- * This routine will adjust the location (and visibility) of the radar *
- * map cursor. It handles all restoration, drawing, and flashing. *
- * *
- * INPUT: pos - Cell position for the cursor. If the value is -1 then *
- * the cursor will be hidden. If the value is equal to *
- * the last value passed in then cursor flashing will *
- * be maintained. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/22/1991 JLB : Created. *
- * 11/17/1995 PWG : Created. *
- *=============================================================================================*/
- #pragma argsused
- void RadarClass::Radar_Cursor(int forced)
- {
- static _last_pos = -1;
- static _last_frame = -1;
- GraphicViewPortClass *oldpage;
- int x1, y1, x2, y2;
- /*
- ** figure out these function calls as we will need to call them multiple times.
- */
- int tac_cell = Coord_Cell(TacticalCoord);
- int tac_cell_x = Cell_X(tac_cell);
- int tac_cell_y = Cell_Y(tac_cell);
- int barlen = 6;
- /*
- ** If the current tactical cell is invalid or we haven't moved and we are not forced to redraw then
- ** just skip the redraw process.
- */
- if (tac_cell != -1 && _last_pos == tac_cell && _last_frame == SpecialRadarFrame && !forced) return;
- if ( _last_pos != -1 ) {
- /*
- ** The first thing we need to do is take care of erasing the last radar cell position. We do this
- ** by converting to pixel coordinates, then adjusting for the pixel coords for the current frame and
- ** finally taking care of calling the erase procedure which will convert the pixel coordinates back
- ** to the cells that need to be redraw.
- **/
- int last_cell_x = Cell_X(_last_pos);
- int last_cell_y = Cell_Y(_last_pos);
- Cell_XY_To_Radar_Pixel(last_cell_x, last_cell_y, x1, y1);
- Cell_XY_To_Radar_Pixel(last_cell_x + Lepton_To_Cell(TacLeptonWidth), last_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
- x2--;
- y2--;
- /*
- ** Adjust the current coordinates based on the last animation frame.
- */
- x1-= _last_frame;
- y1-= _last_frame;
- x2+= _last_frame;
- y2+= _last_frame;
- /*
- ** Finally mark the map (actually remove the marks that indicate the radar cursor was there
- */
- Mark_Radar(x1, y1, x2, y2, FALSE, barlen);
- }
- /*
- ** find the upper left and lower right corners of the radar cursor. Remember to adjust x2 and y2 back
- ** by one pixel as they will not be pointing to the right value otherwise. They point one cell ahead
- ** of where they should.
- */
- Cell_XY_To_Radar_Pixel(tac_cell_x, tac_cell_y, x1, y1);
- Cell_XY_To_Radar_Pixel(tac_cell_x + Lepton_To_Cell(TacLeptonWidth), tac_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
- x2--;
- y2--;
- /*
- ** Adjust the coordinates based on the current frame of radar animation.
- */
- x1-= SpecialRadarFrame;
- y1-= SpecialRadarFrame;
- x2+= SpecialRadarFrame;
- y2+= SpecialRadarFrame;
- Mark_Radar(x1, y1, x2, y2, TRUE, barlen);
- /*
- ** setup a graphic view port class so we can write all the pixels relative
- ** to 0,0 rather than relative to full screen coordinates.
- */
- oldpage = Set_Logic_Page(HidPage);
- GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
- RadX + RadOffX + BaseX + LogicPage->Get_XPos(),
- RadY + RadOffY + BaseY + LogicPage->Get_YPos(),
- RadarWidth,
- RadarHeight);
- draw_window.Draw_Line(x1, y1, x1 + barlen, y1, LTGREEN);
- draw_window.Draw_Line(x1, y1, x1, y1 + barlen, LTGREEN);
- // Draw upper right hand corner
- draw_window.Draw_Line(x2 - barlen, y1, x2, y1, LTGREEN);
- draw_window.Draw_Line(x2, y1, x2, y1 + barlen, LTGREEN);
- // Draw lower left hand corner
- draw_window.Draw_Line(x1, y2 - barlen, x1, y2, LTGREEN);
- draw_window.Draw_Line(x1, y2, x1 + barlen, y2, LTGREEN);
- // Draw lower right hand corner
- draw_window.Draw_Line(x2, y2 - barlen, x2, y2, LTGREEN);
- draw_window.Draw_Line(x2 - barlen, y2, x2, y2, LTGREEN);
- #if(0)
- draw_window.Draw_Rect(x1, y1, x2, y2, WHITE);
- #endif
- #if(FALSE)
- if (oldpage == &SeenBuff) {
- Hide_Mouse();
- HidPage.Blit( SeenBuff,
- (int)(RadX + RadOffX + BaseX),
- (int)(RadY + RadOffY + BaseY),
- (int)(RadX + RadOffX + BaseX),
- (int)(RadY + RadOffY + BaseY),
- (int)draw_window.Get_Width(),
- (int)draw_window.Get_Height(),
- (BOOL)FALSE);
- Show_Mouse();
- }
- #endif
- Set_Logic_Page(oldpage);
- _last_pos = tac_cell;
- _last_frame = SpecialRadarFrame;
- RadarCursorRedraw = FALSE;
- }
- /***************************************************************************
- * RadarClass::Radar_Anim -- Renders current frame of radar animation *
- * *
- * *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/19/1995 PWG : Created. *
- *=========================================================================*/
- void RadarClass::Radar_Anim(void)
- {
- /*
- ** Do nothing if we're in player-name mode
- */
- if (IsPlayerNames)
- return;
- if (!Map.IsSidebarActive) return;
- GraphicViewPortClass *oldpage= Set_Logic_Page(HidPage);
- GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
- RadX + RadOffX + LogicPage->Get_XPos(),
- RadY + RadOffY + LogicPage->Get_YPos(),
- RadIWidth,
- RadIHeight);
- Draw_Box(RadX+RadOffX-1, RadY+RadOffY-1, RadIWidth+2, RadIHeight+2, BOXSTYLE_RAISED, true);
- draw_window.Clear();
- CC_Draw_Shape(RadarAnim, RadarAnimFrame, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
- Flag_To_Redraw(false);
- Set_Logic_Page(oldpage);
- }
- /***********************************************************************************************
- * RadarClass::AI -- Processes radar input (non-tactical). *
- * *
- * This routine intercepts any player input that concerns the radar map, but not those *
- * areas that represent the tactical map. These are handled by the tactical map AI *
- * processor. Primarily, this routine handles the little buttons that border the radar *
- * map. *
- * *
- * INPUT: input -- The player input code. *
- * *
- * x,y -- Mouse coordinate parameters to use. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/23/1994 JLB : Created. *
- * 12/26/1994 JLB : Moves tactical map with click or drag. *
- * 12/31/1994 JLB : Uses mouse coordinate parameters. *
- *=============================================================================================*/
- void RadarClass::AI(KeyNumType & input, int x, int y)
- {
- /*
- ** Check to see if we need to animate the radar cursor
- */
- if (IsRadarActive && Map.IsSidebarActive && SpecialRadarFrame) {
- SpecialRadarFrame--;
- RadarCursorRedraw = TRUE;
- IsToRedraw = TRUE;
- Flag_To_Redraw(FALSE);
- }
- /*
- ** Check goes here to see if there is enough power to run the radar
- */
- if (IsRadarActivating) {
- if (!DoesRadarExist) {
- RadarAnimFrame++;
- if (RadarAnimFrame < RADAR_ACTIVATED_FRAME) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- } else {
- DoesRadarExist = true;
- Radar_Activate(3);
- }
- } else {
- RadarAnimFrame--;
- if (RadarAnimFrame > RADAR_ACTIVATED_FRAME) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- } else {
- Radar_Activate(3);
- }
- }
- }
- if (IsRadarDeactivating) {
- RadarAnimFrame++;
- if (RadarAnimFrame == MAX_RADAR_FRAMES) {
- IsRadarDeactivating = false;
- } else {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- }
- DisplayClass::AI(input, x, y);
- }
- /***********************************************************************************************
- * RadarClass::TacticalClass::Action -- I/O function for the radar map. *
- * *
- * This is the main action function for handling player I/O on the radar map. It processes *
- * mouse clicks as well as mouse moves. *
- * *
- * INPUT: flags -- The event flags that trigger this function call. *
- * *
- * key -- Reference the keyboard event that applies to the trigger event. *
- * *
- * OUTPUT: Should further processing of the input list be aborted? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/08/1995 JLB : Created. *
- *=============================================================================================*/
- int RadarClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
- {
- CELL cell; // cell num click happened over
- int x,y; // Sub cell pixel coordinates.
- int cellx,celly; // Sub cell pixel coordinates.
- bool shadow; // is the cell in shadow or not
- ObjectClass *object = 0; // what object is in the cell
- ActionType action = ACTION_NONE; // Action possible with currently selected object.
- /*
- ** Force any help label to disappear when the mouse is held over the
- ** radar map.
- */
- if (Map.IsSidebarActive) {
- Map.Help_Text(TXT_NONE);
- }
- if (!Map.IsRadarActive) {
- if (Map.IsSidebarActive) {
- Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
- }
- return(false);
- }
- /*
- ** Disable processing if the player names are up
- */
- if (Map.Is_Player_Names()) {
- GadgetClass::Action(0, key);
- return(true);
- }
- /*
- ** Set some working variables that depend on the mouse position. For the press
- ** or release event, special mouse queuing storage variables are used. Other
- ** events must use the current mouse position globals.
- */
- if (flags & (LEFTPRESS|LEFTRELEASE|RIGHTPRESS|RIGHTRELEASE)) {
- x = _Kbd->MouseQX;
- y = _Kbd->MouseQY;
- } else {
- x = Get_Mouse_X();
- y = Get_Mouse_Y();
- }
- int result = Map.RadarClass::Click_In_Radar(x, y, false);
- if (result == 1) {
- cell = Map.RadarClass::Click_Cell_Calc(x, y);
- if (cell != -1) {
- shadow = (!Map[cell].IsVisible && !Debug_Unshroud);
- cellx = 12;
- celly = 12;
- /*
- ** Determine the object that the mouse is currently over.
- */
- if (!shadow) {
- object = Map.Cell_Object(cell, cellx, celly);
- }
- /*
- ** If there is a currently selected object, then the action to perform if
- ** the left mouse button were clicked must be determined.
- */
- if (CurrentObject.Count()) {
- if (object) {
- action = CurrentObject[0]->What_Action(object);
- } else {
- action = CurrentObject[0]->What_Action(cell);
- }
- /*
- ** If this is not a valid radar map action then we are not going to do
- ** anything.
- */
- switch (action) {
- case ACTION_MOVE:
- case ACTION_NOMOVE:
- case ACTION_ATTACK:
- case ACTION_ENTER:
- case ACTION_CAPTURE:
- case ACTION_SABOTAGE:
- break;
- default:
- action = ACTION_NONE;
- object = NULL;
- break;
- }
- /*
- ** On the radar map the only reason we would want the normal cursor to
- ** appear is if we were over one of our own selected units. Otherwise
- ** we can't move there.
- **/
- if (action == ACTION_NONE) {
- if (object && object->IsSelected) {
- object = NULL;
- } else {
- action = ACTION_NOMOVE;
- }
- }
- /*
- ** A right mouse button press toggles the zoom mode.
- */
- if (flags & RIGHTPRESS) {
- Map.Mouse_Right_Press();
- }
- /*
- ** When the mouse buttons aren't pressed, only the mouse cursor shape is processed.
- ** The shape changes depending on what object the mouse is currently over and what
- ** object is currently selected.
- */
- if (flags & LEFTUP) {
- Map.Mouse_Left_Up(shadow, object, action, true);
- }
- /*
- ** Normal actions occur when the mouse button is released. The press event is
- ** intercepted and possible rubber-band mode is flagged.
- */
- if (flags & LEFTPRESS) {
- Map.Mouse_Left_Release(cell, cellx, celly, object, action, true);
- }
- } else {
- Map.Set_Default_Mouse(MOUSE_RADAR_CURSOR, !Map.IsZoomed);
- if (flags & LEFTPRESS) {
- cell = Map.RadarClass::Click_Cell_Calc(x, y);
- if (cell != -1) {
- int cellx = Cell_X(cell);
- int celly = Cell_Y(cell);
- cellx -= Lepton_To_Cell(Map.TacLeptonWidth) / 2;
- cellx = MAX(cellx, Map.MapCellX);
- celly -= Lepton_To_Cell(Map.TacLeptonHeight) / 2;
- celly = MAX(celly, Map.MapCellY);
- cell = XY_Cell(cellx, celly);
- shadow = (!Map[cell].IsVisible && !Debug_Unshroud);
- Map.Set_Tactical_Position(Cell_Coord(cell));
- cell = Coord_Cell(Map.DesiredTacticalCoord);
- Map.DisplayClass::IsToRedraw = true;
- //Map.Flag_To_Redraw(false);
- Map.Flag_To_Redraw(true);
- Map.SpecialRadarFrame = 4;
- }
- }
- /*
- ** A right mouse button press toggles the zoom mode.
- */
- if (flags & RIGHTPRESS) {
- Map.Zoom_Mode(cell);
- }
- }
- }
- }
- if (result == -1) {
- Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
- }
- GadgetClass::Action(0, key);
- return(true);
- }
- /***********************************************************************************************
- * RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
- * *
- * This routine intercepts the refresh cells request and if it detects that the sidebar *
- * should be rerendered, it flags the radar map to redraw during the next draw operation. *
- * *
- * INPUT: cell -- The origin cell that the refresh cell offset list is based upon. *
- * *
- * list -- Pointer to the list of offsets from the origin cell that specifies the *
- * cells to be flagged for redraw. If the list starts with the special *
- * code to refresh the sidebar, then this routine recognizes it and flags *
- * the radar map to be redrawn accordingly. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/01/1995 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Refresh_Cells(CELL cell, short const *list)
- {
- if (*list == REFRESH_SIDEBAR) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- DisplayClass::Refresh_Cells(cell, list);
- }
- /***********************************************************************************************
- * RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell. *
- * *
- * This routine will try to center the radar map around the cell position specified. *
- * *
- * INPUT: cell -- The cell to try and position the radar map around. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/08/1995 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Set_Radar_Position(CELL cell)
- {
- int oldx, oldy;
- int newx, newy;
- int newcell;
- if (ZoomFactor != 1) {
- #if(FALSE)
- oldx = (Cell_X(cell) - MapCellX) - (RadarCellWidth / 2);
- oldy = (Cell_Y(cell) - MapCellY) - (RadarCellHeight / 2);
- #else
- oldx = (Cell_X(cell) - MapCellX);
- oldy = (Cell_Y(cell) - MapCellY);
- #endif
- } else {
- oldx = 0;
- oldy = 0;
- }
- Confine_Rect(&oldx, &oldy, RadarCellWidth, RadarCellHeight, MapCellWidth, MapCellHeight);
- newx = oldx + MapCellX;
- newy = oldy + MapCellY;
- newcell = XY_Cell(newx, newy);
- if (RadarCell != newcell) {
- int forced = FALSE;
- int xmod = newx;
- int ymod = newy;
- int radx = (Cell_X(RadarCell)) - xmod;
- int rady = (Cell_Y(RadarCell)) - ymod;
- RadarX = newx;
- RadarY = newy;
- RadarCell = newcell;
- if (Map.IsSidebarActive&& Map.IsRadarActive) {
- int radw = RadarCellWidth-ABS(radx); // Replicable width.
- int radh = RadarCellHeight-ABS(rady); // Replicable height.
- if (radw < 1) forced = true;
- if (radh < 1) forced = true;
- if (!forced && (radw != RadarWidth || radh != RadarHeight)) {
- /*
- ** Blit the section that is actually overlapping.
- */
- if (OverlappedVideoBlits || !HidPage.Get_IsDirectDraw()){
- HidPage.Blit(HidPage,
- (((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
- (((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
- (((radx < 0) ? 0 : radx) * ZoomFactor) + RadX+ RadOffX + BaseX,
- (((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
- radw * ZoomFactor,
- radh * ZoomFactor);
- }else{
- /*
- ** System does not support overlapped blitting of video surfaces.
- ** Blit it in 2 stages using an intermediate buffer.
- */
- GraphicBufferClass temp_surface;
- temp_surface.Init((RadarWidth + 16) & 0xfffffff0,
- (RadarHeight + 16) & 0xfffffff0,
- NULL, 0, (GBC_Enum) GBC_VIDEOMEM);
- HidPage.Blit(temp_surface, (((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
- (((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
- 0,
- 0,
- RadarWidth,
- RadarHeight);
- temp_surface.Blit (HidPage,0,
- 0,
- (((radx < 0) ? 0 : radx) * ZoomFactor) + RadX + RadOffX + BaseX,
- (((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
- radw * ZoomFactor,
- radh * ZoomFactor);
- }
- /*
- ** Now we need to flag the section of the map that is going to redraw.
- */
- if ( radx != 0 ) {
- int min;
- int max;
- if ( radx < 0 ) { // this mean regen the right edge
- min = radw;
- max = radw+ABS(radx);
- } else { // this mean regen the left edge
- min = 0;
- max = radx;
- }
- for (int x = min; x < max; x++ ) {
- for (int y = 0; y < RadarCellHeight; y++ ) {
- Radar_Pixel(XY_Cell(newx + x, newy + y));
- }
- }
- }
- if ( newy != 0 ) {
- int min;
- int max;
- if ( rady < 0 ) { // this mean regen the bottom edge
- min = radh;
- max = radh+ABS(rady);
- } else { // this mean regen the top edge
- min = 0;
- max = rady;
- }
- for (int y = min; y < max; y++ ) {
- for ( int x = 0; x < RadarCellWidth; x++ ) {
- Radar_Pixel(XY_Cell(newx + x, newy + y));
- }
- }
- }
- }
- }
- RadarCursorRedraw = IsRadarActive;
- IsToRedraw = IsRadarActive;
- Flag_To_Redraw(false);
- if (ZoomFactor > 4) {
- FullRedraw = forced;
- }
- } else {
- RadarCursorRedraw = IsRadarActive;
- IsToRedraw = IsRadarActive;
- Flag_To_Redraw(false);
- }
- }
- /***********************************************************************************************
- * RadarClass::Radar_Position -- Returns with the current position of the radar map. *
- * *
- * This returns the cell number of the upper left corner of the radar map. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the radar map upper left corner cell position. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/08/1995 JLB : Created. *
- *=============================================================================================*/
- CELL RadarClass::Radar_Position(void)
- {
- return(RadarCell);
- }
- /***********************************************************************************************
- * RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
- * *
- * This routine is called when the tactical map changes its dimensions. This occurs when *
- * the tactical map moves and when the sidebar pops on or off. *
- * *
- * INPUT: x,y -- The cell coordinate of the upper left corner of the tactical map. *
- * *
- * w,y -- The cell width and height of the tactical map. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/08/1995 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Set_Map_Dimensions(int x, int y, int w, int h)
- {
- Set_Radar_Position(XY_Cell(x, y));
- DisplayClass::Set_Map_Dimensions(x, y, w, h);
- }
- /***********************************************************************************************
- * RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to *
- * *
- * This routine is called when the tactical map is to change position. The radar map might *
- * be adjusted as well by this routine. *
- * *
- * INPUT: coord -- The new coordinate to use for the upper left corner of the tactical *
- * map. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/17/1995 JLB : Created. *
- *=============================================================================================*/
- void RadarClass::Set_Tactical_Position(COORDINATE coord)
- {
- DisplayClass::Set_Tactical_Position(coord);
- Set_Radar_Position(Coord_Cell(DesiredTacticalCoord));
- }
- /***********************************************************************************************
- * RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
- * *
- * This routine will examine the specified cell number and return whether it is visible *
- * on the radar map. This depends on the radar map position. *
- * *
- * INPUT: cell -- The cell number to check. *
- * *
- * OUTPUT: Is the specified cell visible on the radar map currently? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/03/1995 JLB : Created. *
- *=============================================================================================*/
- bool RadarClass::Cell_On_Radar(CELL cell)
- {
- if ((unsigned)cell > MAP_CELL_TOTAL)
- return(false);
- int x = Cell_X(cell) - RadarX;
- int y = Cell_Y(cell) - RadarY;
- return (!((unsigned)x >= RadarCellWidth || (unsigned)y >= RadarCellHeight));
- // if (!IsZoomed) {
- // return(true);
- // }
- // return(!(((Cell_X(cell) - RadarX) > RadarCellWidth) || ((Cell_Y(cell) - RadarY) > RadarCellHeight)));
- }
- /***********************************************************************************************
- * RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
- * *
- * INPUT: *
- * on true = turn on; false = turn off *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 06/07/1995 BRR : Created. *
- *=============================================================================================*/
- void RadarClass::Player_Names(bool on)
- {
- IsPlayerNames = on;
- IsToRedraw = true;
- if (on) {
- Flag_To_Redraw(true);
- // Flag_To_Redraw(false);
- } else {
- Flag_To_Redraw(true); // force drawing of the plate
- }
- }
- /***********************************************************************************************
- * Draw_Names -- draws players' names on the radar map *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 06/07/1995 BRR : Created. *
- *=============================================================================================*/
- void RadarClass::Draw_Names(void)
- {
- int c_idx;
- HousesType house;
- HouseClass *ptr;
- int y;
- char txt[40];
- unsigned char id;
- int i;
- HousesType h;
- int kills;
- int color;
- TextPrintType style;
- int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
- /*
- ** Do nothing if the sidebar isn't there
- */
- if (!Map.IsSidebarActive) {
- return;
- }
- CC_Draw_Shape(RadarAnim, RADAR_ACTIVATED_FRAME, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
- LogicPage->Fill_Rect( RadX + RadOffX,
- RadY + RadOffY,
- RadX + RadOffX + RadIWidth - 1,
- RadY + RadOffY + RadIHeight - 1,
- BLACK);
- y = RadY + RadOffY;
- Fancy_Text_Print (TXT_NAME_COLON, RadX + RadOffX, y, LTGREY, TBLACK,
- TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
- Fancy_Text_Print (TXT_KILLS_COLON, RadX + RadOffX + RadIWidth - 2, y,
- LTGREY, TBLACK, TPF_RIGHT | TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL);
- y += 6*factor+1;
- LogicPage->Draw_Line(RadX + RadOffX, y,
- RadX + RadOffX + RadIWidth - 1, y, LTGREY);
- y += 2*factor;
- for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MPlayerMax); house++) {
- ptr = HouseClass::As_Pointer(house);
- if (!ptr)
- continue;
- /*
- ** Decode this house's color
- */
- c_idx = ptr->RemapColor;
- if (ptr->IsDefeated) {
- color = GREY;
- style = TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL;
- } else {
- color = MPlayerTColors[c_idx];
- style = TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW;
- }
- /*
- ** Initialize our message
- */
- txt[0] = 0;
- /*
- ** If the house is non-human, generate the message
- */
- if (!ptr->IsHuman) {
- sprintf(txt,"%s", Text_String(TXT_COMPUTER));
- } else {
- /*
- ** For a human house:
- ** - Compute the multiplayer ID for this house
- ** - find the name for this player
- */
- id = Build_MPlayerID (c_idx,ptr->ActLike);
- for (i = 0; i < MPlayerCount; i++) {
- if (id == MPlayerID[i]) {
- sprintf(txt,"%s",MPlayerNames[i]);
- break;
- }
- }
- }
- /*
- ** Print the player name, and the # of kills
- */
- if (strlen(txt)) {
- if (strlen(txt) > 9) {
- txt[9] = '.';
- txt[10] = '\0';
- }
- Fancy_Text_Print (txt, RadX + RadOffX, y, color, BLACK, style);
- kills = 0;
- for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
- kills += ptr->UnitsKilled[h];
- kills += ptr->BuildingsKilled[h];
- }
- sprintf(txt, "%2d", kills);
- Fancy_Text_Print (txt, RadX + RadOffX + RadIWidth - 2, y,
- color, BLACK, style | TPF_RIGHT);
- y += 6*factor+1;
- }
- }
- }
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