// // 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/RADAR.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 : RADAR.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 12/15/94 * * * * Last Update : December 15, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef RADAR_H #define RADAR_H #include "display.h" class RadarClass: public DisplayClass { public: RadarClass(void); RadarClass(NoInitClass const & x) : DisplayClass(x) {}; /* ** The dimensions and coordinates of the radar map. */ int RadX; int RadOffX; int RadY; int RadOffY; int RadWidth; int RadHeight; int RadIWidth; int RadIHeight; int RadPWidth; int RadPHeight; /* ** Initialization */ virtual void One_Time(void); // One-time inits virtual void Init_Clear(void); // Clears all to known state virtual void Flag_Cell(CELL cell); 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 bool Jam_Cell(CELL cell, HouseClass * house); virtual bool UnJam_Cell(CELL cell, HouseClass * house); virtual CELL Click_Cell_Calc(int x, int y) const; virtual void AI(KeyNumType &input, int x, int y); virtual void Draw_It(bool complete=false); virtual void Refresh_Cells(CELL cell, short const *list); virtual void Set_Map_Dimensions(int x, int y, int w, int h); virtual void Set_Tactical_Position(COORDINATE coord); void Zoom_Mode(CELL cell); int Click_In_Radar(int &x, int &y, bool change=false) const; void Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y); bool Is_Zoomable(void) const; void Set_Radar_Position(CELL cell); CELL Radar_Position(void); bool Radar_Activate(int control); void Plot_Radar_Pixel(CELL cell); void Radar_Pixel(CELL cell); void Coord_To_Radar_Pixel(COORDINATE coord, int &x, int &y); void Cursor_Cell(CELL cell, int value); void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen); void Radar_Cursor(int forced = false); void Render_Terrain(CELL cell, int x, int y, int size); bool Cell_On_Radar(CELL cell); void Render_Infantry(CELL cell, int x, int y, int size); void Render_Overlay(CELL cell, int x, int y, int size); void Radar_Anim(void); bool Is_Radar_Active(void); bool Is_Radar_Activating(void); bool Is_Radar_Existing(void); /* ** Toggles player names on & off */ void Player_Names(bool on); int Is_Player_Names(void) {return IsPlayerNames;} bool Spying_On_House(void) {return IsHouseSpy;} void Draw_Names(void); bool Draw_House_Info(void); int Is_Zoomed(void) {return IsZoomed;} bool Get_Jammed(HousesType house) const; bool Get_Jammed(HouseClass *player) const; void Set_Jammed(HousesType house, bool jam); void Set_Jammed(HouseClass *player, bool jam); bool Spy_Next_House(void); void Activate_Pulse(void); protected: /* ** Radar map constant values. */ enum RadarClassEnums { RADAR_ACTIVATED_FRAME=22, MAX_RADAR_FRAMES = 41 }; /* ** If the radar map must be completely redrawn, then this flag will be true. ** Typical causes of this would be when the radar first appears, or when the ** screen has been damaged. */ unsigned IsToRedraw:1; unsigned RadarCursorRedraw:1; /* ** If the radar map is visible then this flag is true. */ unsigned DoesRadarExist:1; unsigned IsRadarActive:1; unsigned IsRadarActivating:1; unsigned IsRadarDeactivating:1; /* ** Per-player radar jammed flag. */ unsigned int IsRadarJammedByPlayerMask; /* ** Flag to tell whether sonar pulse should be displayed on radar map */ unsigned IsPulseActive:1; int RadarPulseFrame; /* ** Special radar frame is set when a new location is selected on the ** radar map. It counts down through the special radar cursors until ** either the radar cursor becomes normal or the radar cursor is moved ** again. */ int SpecialRadarFrame; int RadarAnimFrame; static void const * RadarAnim; static void const * RadarPulse; static void const * RadarFrame; /* ** This gadget class is used for capturing input to the tactical map. All mouse input ** will be routed through this gadget. */ class RTacticalClass : public GadgetClass { public: RTacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {}; protected: virtual int Action(unsigned flags, KeyNumType & key); friend class RadarClass; }; friend class RTacticalClass; /* ** This is the "button" that tracks all input to the tactical map. ** It must be available to derived classes, for Save/Load purposes. */ static RTacticalClass RadarButton; private: /* ** The current radar position as the upper left corner cell for the ** radar map display. The width and height is controlled by the ** actual dimensions of the radar map display box (in pixels). */ unsigned RadarX; unsigned RadarY; unsigned RadarCellWidth; unsigned RadarCellHeight; unsigned RadarCell; /* ** This is the origin (pixel offsets) for the upper left corner ** of the radar map within the full radar map area of the screen. ** This is biased so that the radar map, when smaller than full ** size will appear centered. */ unsigned BaseX; unsigned BaseY; unsigned RadarWidth; unsigned RadarHeight; /* ** If the radar map is in zoom mode, then this value will be true. */ unsigned IsZoomed:1; /* ** This flag is true if the radar map is in its special show-the-player ** names mode. */ unsigned IsPlayerNames:1; /* ** This flag is true if the radar map is in its special show-the-units ** of-another-house mode. */ unsigned IsHouseSpy:1; /* ** This is the zoom factor to use. This value is the number of pixels wide ** each cell will occupy on the radar map. Completely zoomed out would be a ** value of 1. */ int ZoomFactor; /* ** If we're spying on a house's radar facility, this field shows the ** name of the house we're spying on. */ HousesType SpyingOn; /* ** This is the list of radar pixels that need to be updated. Only a partial ** list is maintained for maximum speed. */ unsigned PixelPtr; enum PixelStackEnums {PIXELSTACK=400}; CELL PixelStack[PIXELSTACK]; }; #endif