// // 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/POWER.H 1 3/03/97 10:25a 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.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 12/15/94 * * * * Last Update : December 15, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef POWER_H #define POWER_H #include "radar.h" class PowerClass : public RadarClass { public: PowerClass(void); PowerClass(NoInitClass const & x) : RadarClass(x), FlashTimer(x) {}; /* ** Initialization */ virtual void One_Time(void); // One-time inits virtual void Init_Clear(void); // Clears all to known state virtual void Draw_It(bool complete=false); virtual void AI(KeyNumType &input, int x, int y); virtual void Refresh_Cells(CELL cell, short const *list); void Flash_Power(void); unsigned IsToRedraw:1; protected: /* ** This gadget is used to capture mouse input on the power bar. */ class PowerButtonClass : public GadgetClass { public: PowerButtonClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {}; protected: virtual int Action(unsigned flags, KeyNumType & key); friend class PowerClass; }; /* ** This is the "button" that tracks all input to the tactical map. ** It must be available to derived classes, for Save/Load purposes. */ static PowerButtonClass PowerButton; enum PowerEnums { POWER_X=10*ICON_PIXEL_W, #ifdef WIN32 POWER_Y= (7+70+13), POWER_HEIGHT=(200-(7+70+13)), #else POWER_Y= (88+9), POWER_HEIGHT=80, #endif POWER_WIDTH=8, POWER_LINE_SPACE=5, POWER_LINE_WIDTH=3, POWER_STEP_LEVEL=100, POWER_STEP_FACTOR=5 }; private: int Power_Height(int value); unsigned IsActive:1; /* ** If the power bar should be rendered with some flash effect then ** this specifies the duration that the flash will occur. */ CDTimerClass FlashTimer; int RecordedDrain; int RecordedPower; int DesiredDrainHeight; int DesiredPowerHeight; int DrainHeight; int PowerHeight; int DrainBounce; int PowerBounce; short PowerDir; short DrainDir; /* ** Points to the shape to use for the "desired" power level indicator. */ static void const * PowerShape; static void const * PowerBarShape; }; #endif