// // 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\sidebar.h_v 2.18 16 Oct 1995 16:45:24 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 : SIDEBAR.H * * * * Programmer : Joe L. Bostic * * * * Start Date : October 20, 1994 * * * * Last Update : October 20, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef SIDEBAR_GLYPHX_H #define SIDEBAR_GLYPHX_H #pragma once #include "function.h" #include "power.h" #include "factory.h" /* ** ST - 3/14/2019 10:49AM ** ** We are going to need one sidebar per player for multiplayer with GlyphX. We can't have different maps / cell arrays per ** player though, so SidebarClass being in the middle of the map/display class hierarchy is a problem. ** ** All the class static data will have to be made non-static so we can have multiple instances. ** ** So, this is a stub sidebar class with the functionality we need just to support the exporting of production data to the ** GlyphX client. ** ** */ class SidebarGlyphxClass { public: enum SideBarClassEnums { COLUMNS=2 // Number of side strips on sidebar. }; SidebarGlyphxClass(void); /* ** Initialization */ void Init_Clear(HouseClass *player_ptr); // Clears all to known state void Init_IO(void); // Inits button list void AI(KeyNumType & input, int x, int y); bool Abandon_Production(RTTIType type, int factory); bool Add(RTTIType type, int ID, bool via_capture = false); void Recalc(void); bool Factory_Link(int factory, RTTIType type, int id); /* ** File I/O. */ void Code_Pointers(void); void Decode_Pointers(void); bool Load(Straw &file); bool Save(Pipe &pipe); /* ** Each side strip is managed by this class. It handles all strip specific ** actions. */ class StripClass : public StageClass { class SelectClass : public ControlClass { public: SelectClass(void); void Set_Owner(StripClass & strip, int index); StripClass * Strip; int Index; protected: int Action(unsigned flags, KeyNumType & key); }; public: StripClass(void); bool Add(RTTIType type, int ID, bool via_capture); bool Abandon_Production(int factory); bool AI(KeyNumType & input, int x, int y); void One_Time(int id); void Init_Clear(void); void Init_IO(int id); void Init_Theater(TheaterType theater); bool Recalc(void); bool Factory_Link(int factory, RTTIType type, int id); void const * Get_Special_Cameo(int type); void Set_Parent_Sidebar(SidebarGlyphxClass *parent) {ParentSidebar = parent;} /* ** File I/O. */ bool Load(FileClass & file); bool Save(FileClass & file); //void Code_Pointers(void); //void Decode_Pointers(void); /* ** Working numbers used when rendering and processing the side strip. */ enum SideBarGeneralEnums { MAX_BUILDABLES = 75 // Maximum number of object types in sidebar. }; SidebarGlyphxClass *ParentSidebar; /* ** This is a unique identifier for the sidebar strip. Using this identifier, ** it is possible to differentiate the button messages that arrive from the ** common input button list. It >MUST< be equal to the strip's index into ** the Column[] array, because the strip uses it to access the stripclass ** buttons. */ int ID; /* ** If construction is in progress (no other objects in this strip can ** be started), then this flag will be true. It will be cleared when ** the strip is free to start production again. */ unsigned IsBuilding:1; /* ** This is the count of the number of sidebar slots that are active. */ int BuildableCount; /* ** This is the array of buildable object types. This array is sorted in the order ** that it is to be displayed. This array keeps track of which objects are building ** and ready to be placed. The very nature of this method precludes simultaneous ** construction of the same object type. */ typedef struct BuildType { int BuildableID; RTTIType BuildableType; int Factory; // Production manager. bool BuildableViaCapture; // Added for new sidebar functionality. ST - 9/24/2019 3:10PM } BuildType; BuildType Buildables[MAX_BUILDABLES]; } Column[COLUMNS]; private: int Which_Column(RTTIType type); HouseClass *SidebarPlayerPtr; }; void Sidebar_Glyphx_Init_Clear(HouseClass *player_ptr = NULL); void Sidebar_Glyphx_Init_IO(HouseClass *player_ptr = NULL); // Inits button list bool Sidebar_Glyphx_Abandon_Production(RTTIType type, int factory, HouseClass *player_ptr = NULL); bool Sidebar_Glyphx_Add(RTTIType type, int ID, HouseClass *player_ptr = NULL, bool via_capture = false); void Sidebar_Glyphx_Recalc(HouseClass *player_ptr = NULL); bool Sidebar_Glyphx_Factory_Link(int factory, RTTIType type, int id, HouseClass *player_ptr = NULL); void Sidebar_Glyphx_AI(HouseClass *player_ptr, KeyNumType & input); bool Sidebar_Glyphx_Save(Pipe &file, SidebarGlyphxClass *sidebar); bool Sidebar_Glyphx_Load(Straw &file, SidebarGlyphxClass *sidebar); void Sidebar_Glyphx_Code_Pointers(SidebarGlyphxClass *sidebar); void Sidebar_Glyphx_Decode_Pointers(SidebarGlyphxClass *sidebar); #endif //SIDEBAR_GLYPHX_H