CnC_Remastered_Collection/REDALERT/DISPLAY.CPP
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

5140 lines
213 KiB
C++

//
// 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/DISPLAY.CPP 3 3/09/97 8:04p 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 : DISPLAY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : October 20, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* DisplayClass::Compute_Start_Pos -- Computes player's start pos from unit coords. *
* DisplayClass::AI -- Handles the maintenance tasks for the map display. *
* DisplayClass::All_To_Look -- Direct all objects to look around for the player. *
* DisplayClass::Calculated_Cell -- Fetch a map cell based on specified method. *
* DisplayClass::Cell_Object -- Determines what has been clicked on. *
* DisplayClass::Cell_Shadow -- Determine what shadow icon to use for the cell. *
* DisplayClass::Center_Map -- Centers the map about the currently selected objects *
* DisplayClass::Click_Cell_Calc -- Determines cell from screen X & Y. *
* DisplayClass::Closest_Free_Spot -- Finds the closest cell sub spot that is free. *
* DisplayClass::Coord_To_Pixel -- Determines X and Y pixel coordinates. *
* DisplayClass::Cursor_Mark -- Set or resets the cursor display flag bits. *
* DisplayClass::DisplayClass -- Default constructor for display class. *
* DisplayClass::Draw_It -- Draws the tactical map. *
* DisplayClass::Encroach_Shadow -- Causes the shadow to creep back by one cell. *
* DisplayClass::Flag_Cell -- Flag the specified cell to be redrawn. *
* DisplayClass::Flag_To_Redraw -- Flags the display so that it will be redrawn as soon as poss*
* DisplayClass::Get_Occupy_Dimensions -- computes width & height of the given occupy list *
* DisplayClass::Good_Reinforcement_Cell -- Checks cell for renforcement legality. *
* DisplayClass::In_View -- Determines if cell is visible on screen. *
* DisplayClass::Init_Clear -- Clears the display to a known state. *
* DisplayClass::Init_IO -- Creates the map's button list *
* DisplayClass::Init_Theater -- Theater-specific initialization *
* DisplayClass::Is_Spot_Free -- Determines if cell sub spot is free of occupation. *
* DisplayClass::Map_Cell -- Mark specified cell as having been mapped. *
* DisplayClass::Mouse_Left_Held -- Handles the left button held down. *
* DisplayClass::Mouse_Left_Press -- Handles the left mouse button press. *
* DisplayClass::Mouse_Left_Release -- Handles the left mouse button release. *
* DisplayClass::Mouse_Left_Up -- Handles the left mouse "cruising" over the map. *
* DisplayClass::Mouse_Right_Press -- Handles the right mouse button press. *
* DisplayClass::Next_Object -- Searches for next object on display. *
* DisplayClass::One_Time -- Performs any special one time initializations. *
* DisplayClass::Passes_Proximity_Check -- Determines if building placement is near friendly sq*
* DisplayClass::Pixel_To_Coord -- converts screen coord to COORDINATE *
* DisplayClass::Prev_Object -- Searches for the previous object on the map. *
* DisplayClass::Read_INI -- Reads map control data from INI file. *
* DisplayClass::Redraw_Icons -- Draws all terrain icons necessary. *
* DisplayClass::Redraw_Shadow -- Draw the shadow overlay. *
* DisplayClass::Refresh_Band -- Causes all cells under the rubber band to be redrawn. *
* DisplayClass::Refresh_Cells -- Redraws all cells in list. *
* DisplayClass::Remove -- Removes a game object from the rendering system. *
* DisplayClass::Repair_Mode_Control -- Controls the repair mode. *
* DisplayClass::Scroll_Map -- Scroll the tactical map in desired direction. *
* DisplayClass::Select_These -- All selectable objects in region are selected. *
* DisplayClass::Sell_Mode_Control -- Controls the sell mode. *
* DisplayClass::Set_Cursor_Pos -- Controls the display and animation of the tac cursor. *
* DisplayClass::Set_Cursor_Shape -- Changes the shape of the terrain square cursor. *
* DisplayClass::Set_Tactical_Position -- Sets the tactical view position. *
* DisplayClass::Set_View_Dimensions -- Sets the tactical display screen coordinates. *
* DisplayClass::Shroud_Cell -- Returns the specified cell into the shrouded condition. *
* DisplayClass::Submit -- Adds a game object to the map rendering system. *
* DisplayClass::TacticalClass::Action -- Processes input for the tactical map. *
* DisplayClass::Text_Overlap_List -- Creates cell overlap list for specified text string. *
* DisplayClass::Write_INI -- Write the map data to the INI file specified. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "vortex.h"
/*
** These layer control elements are used to group the displayable objects
** so that proper overlap can be obtained.
*/
LayerClass DisplayClass::Layer[LAYER_COUNT];
/*
** Fading tables
*/
unsigned char DisplayClass::FadingBrighten[256];
unsigned char DisplayClass::FadingShade[256];
unsigned char DisplayClass::FadingWayDark[256];
unsigned char DisplayClass::FadingLight[256];
unsigned char DisplayClass::FadingGreen[256];
unsigned char DisplayClass::FadingYellow[256];
unsigned char DisplayClass::FadingRed[256];
unsigned char DisplayClass::TranslucentTable[(MAGIC_COL_COUNT+1)*256];
unsigned char DisplayClass::WhiteTranslucentTable[(1+1)*256];
unsigned char DisplayClass::MouseTranslucentTable[(4+1)*256];
void const * DisplayClass::TransIconset;
unsigned char DisplayClass::UnitShadow[(USHADOW_COL_COUNT+1)*256];
unsigned char DisplayClass::UnitShadowAir[(USHADOW_COL_COUNT+1)*256];
unsigned char DisplayClass::SpecialGhost[2*256];
void const * DisplayClass::ShadowShapes;
unsigned char DisplayClass::ShadowTrans[(SHADOW_COL_COUNT+1)*256];
/*
** Bit array of cell redraw flags
*/
BooleanVectorClass DisplayClass::CellRedraw;
/*
** The main button that intercepts user input to the map
*/
DisplayClass::TacticalClass DisplayClass::TacButton;
//
// We need a way to bypass visible view checks when we are running in the context of GlyphX without using the
// internal C&C renderer. We shouldn't know or care what the user is actually looking at
// ST - 4/17/2019 9:01AM
//
bool DisplayClass::IgnoreViewConstraints = false;
static int const TEX_X = 0;
static int const TEX_Y = 6;
static int const TEX_W = 14;
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
extern bool DLL_Export_Get_Input_Key_State(KeyNumType key);
/***********************************************************************************************
* DisplayClass::DisplayClass -- Default constructor for display class. *
* *
* This constructor for the display class just initializes some of the display settings. *
* Most settings are initialized with the correct values at the time that the Init function *
* is called. There are some cases where default values are wise and this routine fills *
* those particular ones in. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/06/1994 JLB : Created. *
*=============================================================================================*/
DisplayClass::DisplayClass(void) :
TacticalCoord(0),
TacLeptonWidth(0),
TacLeptonHeight(0),
ZoneCell(0),
ZoneOffset(0),
CursorSize(0),
ProximityCheck(false),
PendingObjectPtr(0),
PendingObject(0),
PendingHouse(HOUSE_NONE),
TacPixelX(0),
TacPixelY(0),
DesiredTacticalCoord(0),
IsToRedraw(true),
IsRepairMode(false),
IsSellMode(false),
IsTargettingMode(SPC_NONE),
IsRubberBand(false),
IsTentative(false),
IsShadowPresent(false),
BandX(0),
BandY(0),
NewX(0),
NewY(0)
{
ShadowShapes = 0;
TransIconset = 0;
Set_View_Dimensions(0, 8, 320/CELL_PIXEL_W, 200/CELL_PIXEL_H);
}
/***********************************************************************************************
* DisplayClass::One_Time -- Performs any special one time initializations. *
* *
* This routine is called from the game initialization process. It is to perform any one *
* time initializations necessary for the map display system. It allocates the staging *
* buffer needed for the radar map. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine must be called ONCE and only once. *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 05/31/1994 JLB : Handles layer system now. *
* 06/02/1994 JLB : Takes care of misc display tables and data allocation. *
*=============================================================================================*/
void DisplayClass::One_Time(void)
{
MapClass::One_Time();
/*
** Init the CellRedraw bit array. Do not do this in the constructor, since the
** BooleanVector may not have been constructed yet.
*/
CellRedraw.Resize(MAP_CELL_TOTAL);
for (LayerType layer = LAYER_FIRST; layer < LAYER_COUNT; layer++) {
Layer[layer].One_Time();
}
/*
** Load the generic transparent icon set.
*/
TransIconset = MFCD::Retrieve("TRANS.ICN");
#ifndef NDEBUG
RawFileClass file("SHADOW.SHP");
if (file.Is_Available()) {
ShadowShapes = Load_Alloc_Data(file);
} else {
ShadowShapes = MFCD::Retrieve("SHADOW.SHP");
}
#else
ShadowShapes = MFCD::Retrieve("SHADOW.SHP");
#endif
//PG Set_View_Dimensions(0, 8 * RESFACTOR);
Set_View_Dimensions(0, 0);
}
/***********************************************************************************************
* DisplayClass::Init_Clear -- clears the display to a known state *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/17/1995 BRR : Created. *
*=============================================================================================*/
void DisplayClass::Init_Clear(void)
{
MapClass::Init_Clear();
/*
** Clear any object being placed
*/
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
CursorSize = 0;
IsTargettingMode = SPC_NONE;
IsRepairMode = false;
IsRubberBand = false;
IsTentative = false;
IsSellMode = false;
/*
** Empty all the display's layers
*/
for (LayerType layer = LAYER_FIRST; layer < LAYER_COUNT; layer++) {
Layer[layer].Init();
}
}
/***********************************************************************************************
* DisplayClass::Init_IO -- clears & re-builds the map's button list *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/17/1995 BRR : Created. *
*=============================================================================================*/
void DisplayClass::Init_IO(void)
{
MapClass::Init_IO();
/*
** Re-attach our buttons to the main map button list, only in non-edit mode.
*/
if (!Debug_Map) {
TacButton.Zap();
Add_A_Button(TacButton);
}
}
/***********************************************************************************************
* DisplayClass::Init_Theater -- Performs theater-specific initialization (mixfiles, etc) *
* *
* INPUT: *
* theater new theater *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/17/1995 BRR : Created. *
* 05/07/1996 JLB : Added translucent tables. *
*=============================================================================================*/
void DisplayClass::Init_Theater(TheaterType theater)
{
char fullname[16];
static TLucentType const MouseCols[4] = {
{BLACK, BLACK, 110, 0},
{WHITE, WHITE, 110, 0},
{LTGREY, LTGREY, 110, 0},
{DKGREY, DKGREY, 110, 0}
};
static TLucentType const MagicCols[MAGIC_COL_COUNT] = {
{32,32,110,0},
{33,33,110,0},
{34,34,110,0},
{35,35,110,0},
{36,36,110,0},
{37,37,110,0},
{38,38,110,0},
{39,39,110,0},
{BLACK, BLACK, 200, 0},
{WHITE, BLACK, 40, 0},
{LTGREY, BLACK, 80, 0},
{DKGREY, BLACK, 140, 0},
{LTGREEN, BLACK,130,0}
};
static TLucentType const WhiteCols[1] = {
{1, WHITE, 80, 0}
};
static TLucentType const ShadowCols[SHADOW_COL_COUNT] = {
{WHITE+1, BLACK,130,0},
{WHITE, BLACK,170,0},
{LTGRAY, BLACK,250,0},
{DKGRAY, BLACK,250,0}
};
static TLucentType const UShadowCols[USHADOW_COL_COUNT] = {
{LTGREEN, BLACK,130,0}
};
static TLucentType const UShadowColsAir[USHADOW_COL_COUNT] = {
{LTGREEN, WHITE,0,0}
};
static TLucentType const UShadowColsSnow[USHADOW_COL_COUNT] = {
{LTGREEN, BLACK,75,0}
};
/*
** Invoke parent's init routine.
*/
MapClass::Init_Theater(theater);
/*
** Save the new theater value
*/
Scen.Theater = theater;
/*
** Unload old mixfiles, and cache the new ones
*/
sprintf(fullname, "%s.MIX", Theaters[theater].Root);
#ifndef WIN32
LastTheater = THEATER_NONE;
#endif
if (Scen.Theater != LastTheater) {
if (TheaterData != NULL) {
delete TheaterData;
}
TheaterData = new MFCD(fullname, &FastKey);
assert(TheaterData != NULL);
bool theaterload = TheaterData->Cache(TheaterBuffer);
assert(theaterload);
// LastTheater = Scen.Theater;
}
/*
** Load the custom palette associated with this theater.
** The fading palettes will have to be generated as well.
*/
sprintf(fullname, "%s.PAL", Theaters[theater].Root);
PaletteClass const * ptr = (PaletteClass *)MFCD::Retrieve(fullname);
GamePalette = * ptr;
OriginalPalette = GamePalette;
Build_Fading_Table(GamePalette.Get_Data(), FadingGreen, GREEN, 110);
Build_Fading_Table(GamePalette.Get_Data(), FadingYellow, YELLOW, 140);
Build_Fading_Table(GamePalette.Get_Data(), FadingRed, RED, 140);
Build_Translucent_Table(GamePalette, &MouseCols[0], 4, MouseTranslucentTable);
Build_Translucent_Table(GamePalette, &MagicCols[0], MAGIC_COL_COUNT, TranslucentTable);
Build_Translucent_Table(GamePalette, &WhiteCols[0], 1, WhiteTranslucentTable);
Build_Translucent_Table(GamePalette, &ShadowCols[0], SHADOW_COL_COUNT, ShadowTrans);
Conquer_Build_Translucent_Table(GamePalette, &UShadowColsAir[0], USHADOW_COL_COUNT, UnitShadowAir);
memcpy(&UnitShadowAir[256], ColorRemaps[PCOLOR_GOLD].RemapTable, sizeof(ColorRemaps[PCOLOR_GOLD].RemapTable));
if (theater == THEATER_SNOW) {
Conquer_Build_Translucent_Table(GamePalette, &UShadowColsSnow[0], USHADOW_COL_COUNT, UnitShadow);
} else {
Conquer_Build_Translucent_Table(GamePalette, &UShadowCols[0], USHADOW_COL_COUNT, UnitShadow);
}
if (theater == THEATER_SNOW) {
Conquer_Build_Fading_Table(GamePalette, FadingShade, BLACK, 75);
} else {
Conquer_Build_Fading_Table(GamePalette, FadingShade, BLACK, 130);
}
Conquer_Build_Fading_Table(GamePalette, FadingLight, WHITE, 85);
/*
** Create the shadow color used by aircraft.
*/
Conquer_Build_Fading_Table(GamePalette, &SpecialGhost[256], BLACK, 100);
for (int index = 0; index < 256; index++) {
SpecialGhost[index] = 0;
}
Make_Fading_Table(GamePalette, FadingBrighten, WHITE, 25);
Make_Fading_Table(GamePalette, FadingWayDark, DKGRAY, 192);
/*
** Adjust the palette according to the visual control option settings.
*/
Options.Fixup_Palette();
}
/***********************************************************************************************
* DisplayClass::Text_Overlap_List -- Creates cell overlap list for specified text string. *
* *
* This routine is used to create an overlap list that specifies all the cells that are *
* covered by the specified text string. This overlap list is used to handle map refresh *
* logic. *
* *
* INPUT: text -- Pointer to the text that would appear on the map and must have an *
* overlap list generated. *
* *
* x,y -- The coordinates that the text would appear (upper left corner). *
* *
* OUTPUT: Returns with a pointer to an overlap list that covers all cells "under" the text *
* if were displayed at the coordinates specified. The list is actually a series of *
* offsets from the display's upper left corner cell number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/06/1994 JLB : Created. *
* 12/07/1994 JLB : Sidebar fixup. *
* 08/13/1995 JLB : Optimized for variable sized help text. *
*=============================================================================================*/
short const * DisplayClass::Text_Overlap_List(char const * text, int x, int y) const
{
static short _list[60];
int count = ARRAY_SIZE(_list);
if (text != NULL) {
short * ptr = &_list[0];
int len = String_Pixel_Width(text)+CELL_PIXEL_W;
int right = TacPixelX + Lepton_To_Pixel(TacLeptonWidth);
/*
** If the help text would spill into the sidebar, then flag this fact, but
** shorten the apparent length so that the icon list calculation will
** function correctly.
*/
if (x+len >= TacPixelX+Lepton_To_Pixel(TacLeptonWidth)) {
len = right-x;
*ptr++ = REFRESH_SIDEBAR;
count--;
}
/*
** Build the list of overlap cell offset values according to the text
** coordinate and the length.
*/
if (x <= right) {
CELL ul = Click_Cell_Calc(x, y-1);
CELL lr = Click_Cell_Calc(x+len-1, Bound(y+24, TacPixelY, TacPixelY+Lepton_To_Pixel(TacLeptonHeight) - 1));
if (ul == -1) ul = Click_Cell_Calc(x, y);
if (ul != -1 && lr != -1) {
for (int yy = Cell_Y(ul); yy <= Cell_Y(lr); yy++) {
for (int xx = Cell_X(ul); xx <= Cell_X(lr); xx++) {
*ptr++ = XY_Cell(xx, yy) - Coord_Cell(TacticalCoord);
count--;
if (count < 2) break;
}
if (count < 2) break;
}
}
}
*ptr = REFRESH_EOL;
}
return(_list);
}
/***********************************************************************************************
* DisplayClass::Set_View_Dimensions -- Sets the tactical display screen coordinates. *
* *
* Use this routine to set the tactical map screen coordinates and dimensions. This routine *
* is typically used when the screen size or position changes as a result of the sidebar *
* changing position or appearance. *
* *
* INPUT: x,y -- The X and Y pixel position on the screen for the tactical map upper left *
* corner. *
* *
* width -- The width of the tactical display (in icons). If this parameter is *
* omitted, then the width will be as wide as the screen will allow. *
* *
* height-- The height of the tactical display (in icons). If this parameter is *
* omitted, then the width will be as wide as the screen will allow. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/06/1994 JLB : Created. *
* 06/27/1995 JLB : Adjusts tactical map position if necessary. *
*=============================================================================================*/
void DisplayClass::Set_View_Dimensions(int x, int y, int width, int height)
{
if (width == -1) {
TacLeptonWidth = Pixel_To_Lepton(SeenBuff.Get_Width()-x);
} else {
TacLeptonWidth = width * CELL_LEPTON_W;
}
// ST - 3/1/2019 12:05PM
// Made the below code more consistent with the width calculation. This is needed if we aren't going to draw the tabs at the top of the screen
//
if (height == -1) {
TacLeptonHeight = Pixel_To_Lepton(SeenBuff.Get_Height() - y);
//height = (SeenBuff.Get_Height()-y) / CELL_PIXEL_H;
}
else {
TacLeptonHeight = height * CELL_LEPTON_H;
}
//TacLeptonHeight = height * CELL_LEPTON_H;
/*
** Adjust the tactical cell if it is now in an invalid position
** because of the changed dimensions.
*/
int xx = 0;// Coord_X(TacticalCoord) - (MapCellX * CELL_LEPTON_W);
int yy = 0;// Coord_Y(TacticalCoord) - (MapCellY * CELL_LEPTON_H);
Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, MapCellWidth * CELL_LEPTON_W, MapCellHeight * CELL_LEPTON_H);
Set_Tactical_Position(XY_Coord(xx + (MapCellX * CELL_LEPTON_W), yy + (MapCellY * CELL_LEPTON_H)));
TacPixelX = x;
TacPixelY = y;
WindowList[WINDOW_TACTICAL][WINDOWX] = x;
WindowList[WINDOW_TACTICAL][WINDOWY] = y;
WindowList[WINDOW_TACTICAL][WINDOWWIDTH] = Lepton_To_Pixel(TacLeptonWidth);
WindowList[WINDOW_TACTICAL][WINDOWHEIGHT] = Lepton_To_Pixel(TacLeptonHeight);
if (Window == WINDOW_TACTICAL) {
Change_Window(0);
Change_Window(Window);
}
IsToRedraw = true;
Flag_To_Redraw(false);
TacButton.X = TacPixelX;
TacButton.Y = TacPixelY;
TacButton.Width = Lepton_To_Pixel(TacLeptonWidth);
TacButton.Height = Lepton_To_Pixel(TacLeptonHeight);
}
/***********************************************************************************************
* DisplayClass::Set_Cursor_Shape -- Changes the shape of the terrain square cursor. *
* *
* This routine is used to set up the terrain cursor according to the size of the object *
* that is to be placed down. The terrain cursor looks like an arbitrary collection of *
* hatched square overlays. Typical use is when placing buildings. *
* *
* INPUT: list -- A pointer to the list that contains offsets to the cells that are to *
* be marked. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/03/1994 JLB : Created. *
* 06/26/1995 JLB : Puts placement cursor into static buffer. *
*=============================================================================================*/
void DisplayClass::Set_Cursor_Shape(short const * list)
{
if (CursorSize) {
Cursor_Mark(ZoneCell+ZoneOffset, false);
}
ZoneOffset = 0;
if (list) {
int w,h;
static short _list[50];
memcpy(_list, list, sizeof(_list));
CursorSize = _list;
Get_Occupy_Dimensions (w, h, CursorSize);
ZoneOffset = -(((h/2)*MAP_CELL_W)+(w/2));
Cursor_Mark(ZoneCell+ZoneOffset, true);
} else {
CursorSize = 0;
}
}
/***********************************************************************************************
* DisplayClass::Passes_Proximity_Check -- Determines if building placement is near friendly sq*
* *
* This routine is used by the building placement cursor logic to determine whether the *
* at the current cursor position if the building would be adjacent to another friendly *
* building. In cases where this is not true, then the building cannot be placed at all. *
* This determination is returned by the function. *
* *
* INPUT: object -- The building object that the current placement system is examining. *
* *
* house -- The house to base the proximity check upon. Typically this is the *
* player's house, but in multiplay, the computer needs to check for *
* proximity as well. *
* *
* list -- Pointer to the building's offset list. *
* *
* trycell -- The cell to base the offset list on. *
* *
* OUTPUT: bool; Can the pending building object be placed at the present cursor location *
* checking only for proximity to friendly buildings? If this isn't for a *
* building type object, then this routine always returns true. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/06/1994 JLB : Created. *
* 06/07/1994 JLB : Handles concrete check. *
* 10/11/1994 BWG : Added IsProximate check for ore refineries *
*=============================================================================================*/
bool DisplayClass::Passes_Proximity_Check(ObjectTypeClass const * object, HousesType house, short const * list, CELL trycell) const
{
short const * ptr;
int retval = -1;
bool noradar = false;
//bool nomapped = false; // Not used. ST - 8/6/2019 10:51AM
bool shipyard = false;
if (house == PlayerPtr->Class->House) {
PassedProximity = false;
}
/*
** In editor mode, the proximity check always passes.
*/
if (Debug_Map) {
return(true);
}
if (list == NULL || trycell == 0) {
return(true);
}
if (object == NULL || object->What_Am_I() != RTTI_BUILDINGTYPE) {
return(true);
}
BuildingTypeClass const * building = (BuildingTypeClass const *)object;
/*
** Scan through all cells that the building foundation would cover. If any adjacent
** cells to these are of friendly persuasion, then consider the proximity check to
** have been a success.
*/
ptr = list;
// ptr = CursorSize;
CELL cell = trycell;
// CELL cell = ZoneCell;
if (building->Adjacent == 1) {
while (*ptr != REFRESH_EOL && (retval == -1) ) {
cell = trycell + *ptr++;
// cell = ZoneCell + ZoneOffset + *ptr++;
if (!In_Radar(cell)) {
retval = false;
noradar = true;
break;
}
for (FacingType facing = FACING_FIRST; facing < FACING_COUNT; facing++) {
CELL newcell = Adjacent_Cell(cell, facing);
if (!In_Radar(newcell)) continue;
// Code has no effect. ST - 8/6/2019 10:51AM
//if (!(*this)[newcell].IsMapped) {
// nomapped = true;
//}
BuildingClass * base = (*this)[newcell].Cell_Building();
/*
** The special cell ownership flag allows building adjacent
** to friendly walls and bibs even though there is no official
** building located there.
*/
//BG: Modified so only walls can be placed next to walls - buildings can't.
//JLB: Except for bibs, in which case buildings can be placed next to these.
if (building->IsWall ||
((*this)[newcell].Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference((*this)[newcell].Smudge).IsBib)) {
if ((*this)[newcell].Owner == house) {
retval = true;
break;
}
}
// we've found a building...
if (base != NULL && base->House->Class->House == house && base->Class->IsBase) {
retval = true;
break;
}
/* BG: modifications to allow buildings one cell away from other buildings.
** This is done by scanning each cell that fails the check (hence getting
** to this point) and looking at the n/s/e/w adjacent cells to see if they
** have buildings in them. If they do, and they match us, then succeed.
*/
if (retval != -1) break;
for (FacingType newface = FACING_N; newface < FACING_COUNT; newface++) {
CELL newercell = Adjacent_Cell(newcell, newface);
if (building->IsWall ||
((*this)[newercell].Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference((*this)[newercell].Smudge).IsBib)) {
if ((*this)[newercell].Owner == house) {
retval = true;
break;
}
}
TechnoClass * newbase = (*this)[newercell].Cell_Techno();
// we've found a building...
if (newbase != NULL && newbase->What_Am_I() == RTTI_BUILDING && newbase->House->Class->House == house && ((BuildingClass const *)newbase)->Class->IsBase) {
retval = true;
break;
}
}
if (retval != -1) break;
}
}
}
if (retval == -1) retval = false;
if (house == PlayerPtr->Class->House) {
PassedProximity = (retval != false);
}
/*
** If this object has special dispensation to be placed further than one cell from
** other regular buildings, then check for this case now. Only bother to check if
** it hasn't already been given permission to be placed down.
*/
if (!retval && !noradar && object->What_Am_I() == RTTI_BUILDINGTYPE) {
// For land mines, let's make it check proximity within 10 squares
if (building->Adjacent > 1) {
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * obj = Buildings.Ptr(index);
if (obj != NULL && !obj->IsInLimbo && obj->House->Class->House == house && obj->Class->IsBase) {
int centdist = ::Distance(obj->Center_Coord(), Cell_Coord(cell));
centdist /= CELL_LEPTON_W;
centdist -= (obj->Class->Width() + obj->Class->Height()) / 2;
if (centdist <= building->Adjacent) {
retval = true;
break;
}
}
}
}
}
return((bool)retval);
}
/***********************************************************************************************
* DisplayClass::Set_Cursor_Pos -- Controls the display and animation of the tac cursor. *
* *
* This routine controls the location, display, and animation of the *
* tactical map cursor. *
* *
* INPUT: pos -- Position to move the cursor do. If -1 is passed then *
* the cursor will just be hidden. If the position *
* passed is the same as the last position passed in, *
* then animation could occur (based on timers). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1991 JLB : Created. *
* 06/02/1994 JLB : Converted to member function. *
* 06/08/1994 JLB : If position is -1, then follow mouse. *
* 02/28/1995 JLB : Forces placement cursor to fit on map. *
*=============================================================================================*/
CELL DisplayClass::Set_Cursor_Pos(CELL pos)
{
CELL prevpos; // Last position of cursor (for jump-back reasons).
/*
** Follow the mouse position if no cell number is provided.
*/
if (pos == -1) {
pos = Click_Cell_Calc(Get_Mouse_X(), Get_Mouse_Y());
}
if (CursorSize == NULL) {
prevpos = ZoneCell;
ZoneCell = pos;
return(prevpos);
}
/*
** Adjusts the position so that the placement cursor is never part way off the
** tactical map.
*/
int w,h;
Get_Occupy_Dimensions(w, h, CursorSize);
int x = Cell_X(pos + ZoneOffset);
int y = Cell_Y(pos + ZoneOffset);
if (x < Coord_XCell(TacticalCoord)) x = Coord_XCell(TacticalCoord);
if (y < Coord_YCell(TacticalCoord)) y = Coord_YCell(TacticalCoord);
if (x+w >= Coord_XCell(TacticalCoord) + Lepton_To_Cell(TacLeptonWidth)) x = Coord_XCell(TacticalCoord)+Lepton_To_Cell(TacLeptonWidth)-w;
if (y+h >= Coord_YCell(TacticalCoord) + Lepton_To_Cell(TacLeptonHeight)) y = Coord_YCell(TacticalCoord)+Lepton_To_Cell(TacLeptonHeight)-h;
pos = XY_Cell(x, y) - ZoneOffset;
/*
** This checks to see if NO animation or drawing is to occur and, if so,
** exits.
*/
if (pos == ZoneCell) return(pos);
prevpos = ZoneCell;
/*
** If the cursor is visible, then handle the graphic update.
** Otherwise, just update the global position of the cursor.
*/
if (CursorSize != NULL) {
/*
** Erase the old cursor (if it exists) AND the cursor is moving.
*/
if (pos != ZoneCell && ZoneCell != -1) {
Cursor_Mark(ZoneCell+ZoneOffset, false);
}
/*
** Render the cursor (could just be animation).
*/
if (pos != -1) {
Cursor_Mark(pos+ZoneOffset, true);
}
}
ZoneCell = pos;
ProximityCheck = Passes_Proximity_Check(PendingObject, PendingHouse, CursorSize, ZoneCell+ZoneOffset);
return(prevpos);
}
/***********************************************************************************************
* DisplayClass::Get_Occupy_Dimensions -- computes width & height of the given occupy list *
* *
* INPUT: *
* w ptr to fill in with height *
* h ptr to fill in with width *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/31/1995 BRR : Created. *
*=============================================================================================*/
void DisplayClass::Get_Occupy_Dimensions(int & w, int & h, short const * list) const
{
int min_x = MAP_CELL_W;
int max_x = -MAP_CELL_W;
int min_y = MAP_CELL_H;
int max_y = -MAP_CELL_H;
int x,y;
w = 0;
h = 0;
if (!list) {
/*
** Loop through all cell offsets, accumulating max & min x- & y-coords
*/
while (*list != REFRESH_EOL) {
/*
** Compute x & y coords of the current cell offset. We can't use Cell_X()
** & Cell_Y(), because they use shifts to compute the values, and if the
** offset is negative we'll get a bogus coordinate!
*/
x = (*list) % MAP_CELL_W;
y = (*list) / MAP_CELL_H;
max_x = max(max_x, x);
min_x = min(min_x, x);
max_y = max(max_y, y);
min_y = min(min_y, y);
list++;
}
w = max(1, max_x - min_x + 1);
h = min(1, max_y - min_y + 1);
}
}
/***********************************************************************************************
* DisplayClass::Cursor_Mark -- Set or resets the cursor display flag bits. *
* *
* This routine will clear or set the cursor display bits on the map. *
* If the bit is set, then the cursor will be rendered on that map *
* icon. *
* *
* INPUT: pos -- Position of the upper left corner of the cursor. *
* *
* on -- Should the bit be turned on? *
* *
* OUTPUT: none *
* *
* WARNINGS: Be sure that every call to set the bits is matched by a *
* corresponding call to clear the bits. *
* *
* HISTORY: *
* 09/04/1991 JLB : Created. *
* 06/02/1994 JLB : Converted to member function. *
*=============================================================================================*/
void DisplayClass::Cursor_Mark(CELL pos, bool on)
{
CELL const * ptr;
CellClass * cellptr;
if ((unsigned)pos >= MAP_CELL_TOTAL) return;
/*
** For every cell in the CursorSize list, invoke its Redraw_Objects and
** toggle its IsCursorHere flag
*/
ptr = CursorSize;
while (*ptr != REFRESH_EOL) {
CELL cell = pos + *ptr++;
if (In_Radar(cell)) {
cellptr = &(*this)[cell];
cellptr->Redraw_Objects();
if (on) {
cellptr->IsCursorHere = true;
} else {
cellptr->IsCursorHere = false;
}
}
}
/*
** For every cell in the PendingObjectPtr's Overlap_List, invoke its
** Redraw_Objects routine.
*/
if (PendingObjectPtr && PendingObjectPtr->IsActive) {
ptr = PendingObjectPtr->Overlap_List();
while (*ptr != REFRESH_EOL) {
CELL cell = pos + *ptr++;
if (In_Radar(cell)) {
cellptr = &(*this)[cell];
cellptr->Redraw_Objects();
}
}
}
}
/***********************************************************************************************
* DisplayClass::AI -- Handles the maintenance tasks for the map display. *
* *
* This routine is called once per game display frame (15 times per second). It handles *
* the mouse shape tracking and map scrolling as necessary. *
* *
* INPUT: input -- The next key just fetched from the input queue. *
* *
* x,y -- Mouse coordinates. *
* *
* OUTPUT: Modifies the input code if necessary. When the input code is consumed, it gets *
* set to 0. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/01/1994 JLB : Created. *
* 06/02/1994 JLB : Filters mouse click input. *
* 06/07/1994 JLB : Fixed so template click will behave right. *
* 10/14/1994 JLB : Changing cursor shape over target. *
* 12/31/1994 JLB : Takes mouse coordinates as parameters. *
* 06/27/1995 JLB : Breaks out of rubber band mode if mouse leaves map. *
*=============================================================================================*/
void DisplayClass::AI(KeyNumType & input, int x, int y)
{
if (
IsRubberBand &&
(Get_Mouse_X() < TacPixelX ||
Get_Mouse_Y() < TacPixelY ||
Get_Mouse_X() >= (TacPixelX + Lepton_To_Pixel(TacLeptonWidth)) ||
Get_Mouse_Y() >= (TacPixelY + Lepton_To_Pixel(TacLeptonHeight)))) {
Mouse_Left_Release(-1, Get_Mouse_X(), Get_Mouse_Y(), NULL, ACTION_NONE);
}
MapClass::AI(input, x, y);
}
/***********************************************************************************************
* DisplayClass::Submit -- Adds a game object to the map rendering system. *
* *
* This routine is used to add an arbitrary (but tangible) game object to the map. It will *
* be rendered (made visible) once it is submitted to this function. This function builds *
* the list of game objects that get rendered each frame as necessary. It is possible to *
* submit the game object to different rendering layers. All objects in a layer get drawn *
* at the same time. Using this layer method it becomes possible to have objects "below" *
* other objects. *
* *
* INPUT: object -- Pointer to the object to add. *
* *
* layer -- The layer to add the object to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 05/31/1994 JLB : Improved layer system. *
* 05/31/1994 JLB : Sorts object position if this is for the ground layer. *
*=============================================================================================*/
void DisplayClass::Submit(ObjectClass const * object, LayerType layer)
{
if (object) {
Layer[layer].Submit(object, (layer == LAYER_GROUND));
}
}
/***********************************************************************************************
* DisplayClass::Remove -- Removes a game object from the rendering system. *
* *
* Every object that is to disappear from the map must be removed from the rendering *
* system. *
* *
* INPUT: object -- The object to remove. *
* *
* layer -- The layer to remove it from. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 05/31/1994 JLB : Improved layer system. *
*=============================================================================================*/
void DisplayClass::Remove(ObjectClass const * object, LayerType layer)
{
assert(object != 0);
assert(object->IsActive);
if (object) {
Layer[layer].Delete((ObjectClass *)object);
}
}
/***********************************************************************************************
* DisplayClass::Click_Cell_Calc -- Determines cell from screen X & Y. *
* *
* This routine is used to determine the cell that is located at the *
* screen pixel coordinates given. Typical use is when the player *
* clicks with the mouse on the tactical map. *
* *
* INPUT: x,y -- Screen pixel coordinates. *
* *
* OUTPUT: Returns with cell that is under the coordinates specified. *
* If the coordinate specified is outside of the tactical *
* map, then -1 is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/27/1994 JLB : Created. *
*=============================================================================================*/
CELL DisplayClass::Click_Cell_Calc(int x, int y) const
{
x -= TacPixelX;
x = Pixel_To_Lepton(x);
y -= TacPixelY;
y = Pixel_To_Lepton(y);
// Possibly ignore the view constraints if we aren't using the internal renderer. ST - 8/5/2019 11:56AM
if (IgnoreViewConstraints || (unsigned)x < TacLeptonWidth && (unsigned)y < TacLeptonHeight) {
COORDINATE tcoord = XY_Coord(Pixel_To_Lepton(Lepton_To_Pixel(Coord_X(TacticalCoord))), Pixel_To_Lepton(Lepton_To_Pixel(Coord_Y(TacticalCoord))));
return(Coord_Cell(Coord_Add(tcoord, XY_Coord(x, y))));
}
return(-1);
}
/***********************************************************************************************
* DisplayClass::Scroll_Map -- Scroll the tactical map in desired direction. *
* *
* This routine is used to scroll the tactical map view in the desired *
* direction. It can also be used to determine if scrolling would be *
* legal without actually performing any scrolling action. *
* *
* INPUT: facing -- The direction to scroll the tactical map. *
* *
* distance -- The distance in leptons to scroll the map. *
* *
* really -- Should the map actually be scrolled? If false, *
* then only the legality of a scroll is checked. *
* *
* OUTPUT: bool; Would scrolling in the desired direction be possible? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
* 05/20/1994 JLB : Converted to member function. *
* 08/09/1995 JLB : Added distance parameter. *
* 08/10/1995 JLB : Any direction scrolling. *
*=============================================================================================*/
bool DisplayClass::Scroll_Map(DirType facing, int & distance, bool really)
{
/*
** If the distance is invalid then no further checking is required. Bail
** with a no-can-do flag.
*/
if (distance == 0) return(false);
FacingType crude = Dir_Facing(facing);
if (Coord_X(TacticalCoord) == Cell_To_Lepton(MapCellX) && crude != FACING_W) {
if (crude == FACING_SW) facing = DIR_S;
if (crude == FACING_NW) facing = DIR_N;
}
if (Coord_Y(TacticalCoord) == Cell_To_Lepton(MapCellY) && crude != FACING_N) {
if (crude == FACING_NW) facing = DIR_W;
if (crude == FACING_NE) facing = DIR_E;
}
if (Coord_X(TacticalCoord) + TacLeptonWidth == Cell_To_Lepton(MapCellX+MapCellWidth) && crude != FACING_E) {
if (crude == FACING_NE) facing = DIR_N;
if (crude == FACING_SE) facing = DIR_S;
}
if (Coord_Y(TacticalCoord) + TacLeptonHeight == Cell_To_Lepton(MapCellY+MapCellHeight) && crude != FACING_S) {
if (crude == FACING_SE) facing = DIR_E;
if (crude == FACING_SW) facing = DIR_W;
}
/*
** Determine the coordinate that it wants to scroll to.
*/
COORDINATE coord = Coord_Move(TacticalCoord, facing, distance);
/*
** Clip the new coordinate to the edges of the game world.
*/
int xx = (int)(short)Coord_X(coord) - (short)Cell_To_Lepton(MapCellX);
int yy = (int)(short)Coord_Y(coord) - (short)Cell_To_Lepton(MapCellY);
bool shifted = Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth), Cell_To_Lepton(MapCellHeight));
if (xx < 0) {
xx = 0;
shifted = true;
}
if (yy < 0) {
yy = 0;
shifted = true;
}
coord = XY_Coord(xx + Cell_To_Lepton(MapCellX), yy + Cell_To_Lepton(MapCellY));
/*
** If the desired scroll was bound by the edge of the map, then adjust the distance to more accurately
** reflect the actual distance moved.
*/
if (shifted) {
distance = Distance(TacticalCoord, coord);
}
/*
** If the new coordinate is the same as the old, then no scrolling would occur.
*/
if (!distance || coord == TacticalCoord) return(false);
/*
** Since the new coordinate is different than the old one, possibly adjust the real
** tactical map accordingly.
*/
if (really) {
Set_Tactical_Position(coord);
IsToRedraw = true;
Flag_To_Redraw(false);
/*
** Scrolled map REQUIRES all top layer units to be redrawn.
*/
int index;
for (index = 0; index < Layer[LAYER_TOP].Count(); index++) {
Layer[LAYER_TOP][index]->Mark(MARK_CHANGE);
}
for (index = 0; index < Layer[LAYER_AIR].Count(); index++) {
Layer[LAYER_AIR][index]->Mark(MARK_CHANGE);
}
}
return(true);
}
/***********************************************************************************************
* DisplayClass::Refresh_Cells -- Redraws all cells in list. *
* *
* This routine is used to flag all cells in the specified list for *
* redrawing. *
* *
* INPUT: cell -- The origin cell that the list is offset from. *
* *
* list -- Pointer to a list of offsets from the origin cell. *
* Each cell so specified is flagged for redraw. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine is rather slow (by definition). *
* *
* HISTORY: *
* 05/14/1994 JLB : Created. *
* 08/01/1994 JLB : Simplified. *
*=============================================================================================*/
void DisplayClass::Refresh_Cells(CELL cell, short const * list)
{
short tlist[36];
if (*list == REFRESH_SIDEBAR) {
list++;
}
List_Copy(list, ARRAY_SIZE(tlist), tlist);
short * tt = tlist;
int count = 0;
while (*tt != REFRESH_EOL) {
if (count >= ARRAY_SIZE(tlist)) { // Added overrun check. ST - 8/14/2019 3:14PM
break;
}
CELL newcell = cell + *tt++;
if (In_Radar(newcell)) {
(*this)[newcell].Redraw_Objects();
}
count++;
}
}
/***********************************************************************************************
* DisplayClass::Cell_Shadow -- Determine what shadow icon to use for the cell. *
* *
* This routine will examine the specified cell and adjacent cells to *
* determine what shadow icon to use. *
* *
* INPUT: cell -- The cell to examine. *
* *
* OUTPUT: Returns with the shadow icon to use. -2= all black. *
* -1= map cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/01/1994 JLB : Created. *
* 04/04/1994 JLB : Revamped for new shadow icon method. *
* 04/30/1994 JLB : Converted to member function. *
* 08/05/2019 ST : Added house parameter so we can do this per player **
*=============================================================================================*/
int DisplayClass::Cell_Shadow(CELL cell, HouseClass *house) const
{
static char const _shadow[256]={
-1,33, 2, 2,34,37, 2, 2,
4,26, 6, 6, 4,26, 6, 6,
35,45,17,17,38,41,17,17,
4,26, 6, 6, 4,26, 6, 6,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
32,36,25,25,44,40,25,25,
19,30,20,20,19,30,20,20,
39,43,29,29,42,46,29,29,
19,30,20,20,19,30,20,20,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
1, 1, 3, 3,16,16, 3, 3,
5, 5, 7, 7, 5, 5, 7, 7,
24,24,18,18,28,28,18,18,
5, 5, 7, 7, 5, 5, 7, 7,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
1, 1, 3, 3,16,16, 3, 3,
5, 5, 7, 7, 5, 5, 7, 7,
24,24,18,18,28,28,18,18,
5, 5, 7, 7, 5, 5, 7, 7,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2
};
int index = 0, value = -1;
/*
** Don't map cells that are at the edges. This solves
** problem of accessing cells off the bounds of map and into
** who-knows-what memory.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if ((unsigned)(Cell_X(cell)-1) >= MAP_CELL_W-2) return(-1);
if ((unsigned)(Cell_Y(cell)-1) >= MAP_CELL_H-2) return(-1);
#else
if ((unsigned)(Cell_Y(cell)-1) > MAP_CELL_H-2) return(-1);
#endif
//if ((unsigned)(Cell_Y(cell)-1) > MAP_CELL_H-2) return(-2);
CellClass const * cellptr = &(*this)[cell];
/*
** Presume solid black if that is what is here already.
*/
if (!cellptr->Is_Visible(house) && !cellptr->Is_Mapped(house)) value = -2;
if (cellptr->Is_Mapped(house) /*&& !cellptr->IsVisible*/) {
/*
** Build an index into the lookup table using all 8 surrounding cells.
** We're mapping a revealed cell and we only care about the existence
** of black cells. Bit numbering starts at the upper-right corner and
** goes around the cell clockwise, so 0x80 = directly north.
*/
cell -= MAP_CELL_W + 1; cellptr -= MAP_CELL_W + 1;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x40;
cell++; cellptr++;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x80;
cell++; cellptr++;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x01;
cell += MAP_CELL_W - 2; cellptr += MAP_CELL_W - 2;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x20;
cell += 2; cellptr += 2;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x02;
cell += MAP_CELL_W - 2; cellptr += MAP_CELL_W - 2;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x10;
cell++; cellptr++;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x08;
cell++; cellptr++;
if (!cellptr->Is_Mapped(house) && In_Radar(cell)) index |= 0x04;
value = _shadow[index];
}
return(value);
}
#if (0) // Old code for reference. ST - 8/15/2019 10:25AM
/***********************************************************************************************
* DisplayClass::Cell_Shadow -- Determine what shadow icon to use for the cell. *
* *
* This routine will examine the specified cell and adjacent cells to *
* determine what shadow icon to use. *
* *
* INPUT: cell -- The cell to examine. *
* *
* OUTPUT: Returns with the shadow icon to use. -2= all black. *
* -1= map cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/01/1994 JLB : Created. *
* 04/04/1994 JLB : Revamped for new shadow icon method. *
* 04/30/1994 JLB : Converted to member function. *
*=============================================================================================*/
int DisplayClass::Cell_Shadow(CELL cell) const
{
static char const _shadow[256]={
-1,33, 2, 2,34,37, 2, 2,
4,26, 6, 6, 4,26, 6, 6,
35,45,17,17,38,41,17,17,
4,26, 6, 6, 4,26, 6, 6,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
32,36,25,25,44,40,25,25,
19,30,20,20,19,30,20,20,
39,43,29,29,42,46,29,29,
19,30,20,20,19,30,20,20,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
8,21,10,10,27,31,10,10,
12,23,14,14,12,23,14,14,
1, 1, 3, 3,16,16, 3, 3,
5, 5, 7, 7, 5, 5, 7, 7,
24,24,18,18,28,28,18,18,
5, 5, 7, 7, 5, 5, 7, 7,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
1, 1, 3, 3,16,16, 3, 3,
5, 5, 7, 7, 5, 5, 7, 7,
24,24,18,18,28,28,18,18,
5, 5, 7, 7, 5, 5, 7, 7,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2,
9, 9,11,11,22,22,11,11,
13,13,-2,-2,13,13,-2,-2
};
int index = 0, value = -1;
/*
** Don't map cells that are at the top or bottom edge. This solves
** problem of accessing cells off the top or bottom of the map and into
** who-knows-what memory.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if ((unsigned)(Cell_Y(cell)-1) >= MAP_CELL_H-2) return(-1);
#else
if ((unsigned)(Cell_Y(cell)-1) > MAP_CELL_H-2) return(-1);
#endif
//if ((unsigned)(Cell_Y(cell)-1) > MAP_CELL_H-2) return(-2);
CellClass const * cellptr = &(*this)[cell];
/*
** Presume solid black if that is what is here already.
*/
if (!cellptr->IsVisible && !cellptr->IsMapped) value = -2;
if (cellptr->IsMapped /*&& !cellptr->IsVisible*/) {
/*
** Build an index into the lookup table using all 8 surrounding cells.
** We're mapping a revealed cell and we only care about the existence
** of black cells. Bit numbering starts at the upper-right corner and
** goes around the cell clockwise, so 0x80 = directly north.
*/
cellptr-= MAP_CELL_W + 1;
if (!cellptr->IsMapped) index |= 0x40;
cellptr++;
if (!cellptr->IsMapped) index |= 0x80;
cellptr++;
if (!cellptr->IsMapped) index |= 0x01;
cellptr += MAP_CELL_W - 2;
if (!cellptr->IsMapped) index |= 0x20;
cellptr += 2;
if (!cellptr->IsMapped) index |= 0x02;
cellptr += MAP_CELL_W - 2;
if (!cellptr->IsMapped) index |= 0x10;
cellptr++;
if (!cellptr->IsMapped) index |= 0x08;
cellptr++;
if (!cellptr->IsMapped) index |= 0x04;
value = _shadow[index];
}
return(value);
}
#endif
/***********************************************************************************************
* DisplayClass::Map_Cell -- Mark specified cell as having been mapped. *
* *
* This routine maps the specified cell. The cell must not already *
* have been mapped and the mapping player must be the human. *
* This routine will update any adjacent cell map icon as appropriate. *
* *
* INPUT: cell -- The cell to be mapped. *
* *
* house -- The player that is doing the mapping. *
* *
* OUTPUT: bool; Was action taken to map this cell? *
* *
* WARNINGS: none. *
* *
* HISTORY: *
* 08/05/1992 JLB : Created. *
* 04/30/1994 JLB : Converted to member function. *
* 05/24/1994 JLB : Takes pointer to HouseClass. *
* 02/20/1996 JLB : Allied units reveal the map for the player. *
* 08/05/2019 ST : Use per-player mapping so we can track the shroud for all players *
*=============================================================================================*/
bool DisplayClass::Map_Cell(CELL cell, HouseClass * house, bool check_radar_spied, bool and_for_allies)
{
// OK for house not to be PlayerPtr. ST - 8/6/2019 10:05AM
//if (house != PlayerPtr || !In_Radar(cell)) return(false);
if (house == NULL || !In_Radar(cell)) return(false);
if (!house->IsHuman) {
if (!ShareAllyVisibility || !and_for_allies && !check_radar_spied) {
return false;
}
}
/*
** First check for the condition where we're spying on a house's radar
** facility, to see if his mapping is applicable to us.
*/
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
// Original code. ST - 8/15/2019 10:26AM
if (house && house != PlayerPtr) {
if (house->RadarSpied & (1<<(PlayerPtr->Class->House))) house = PlayerPtr;
if (Session.Type == GAME_NORMAL && house->Is_Ally(PlayerPtr)) house = PlayerPtr;
}
} else {
// Version to work with any human player, not just PlayerPtr
if (house && check_radar_spied) {
for (int i=0 ; i<Session.Players.Count() ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr->IsHuman) {
if (house->RadarSpied & (1<<(player_ptr->Class->House))) {
Map_Cell(cell, player_ptr, false, false);
}
}
}
}
}
/*
** Maybe also recurse to map for allies
*/
if (ShareAllyVisibility && and_for_allies && Session.Type == GAME_GLYPHX_MULTIPLAYER) {
for (int i=0 ; i<Session.Players.Count() ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr && player_ptr->IsActive && player_ptr->IsHuman) {
if (player_ptr != house && house->Is_Ally(player_ptr)) {
Map_Cell(cell, player_ptr, check_radar_spied, false);
}
}
}
}
CellClass * cellptr = &(*this)[cell];
/*
** Don't bother remapping this cell if it is already mapped.
*/
#if (1)
if (cellptr->Is_Mapped(house)) {
if (!cellptr->Is_Visible(house)) {
cellptr->Redraw_Objects();
}
return(false);
}
#else
if (cellptr->IsMapped) {
if (!cellptr->IsVisible) {
cellptr->Redraw_Objects();
}
return(false);
}
#endif
/*
** Mark the cell as being mapped. This must be done first because
** if the IsVisible flag must be set, then it might affect the
** adjacent cell processing.
*/
// Set per player. ST - 8/6/2019 10:18AM
cellptr->Set_Mapped(house);
cellptr->Redraw_Objects();
if (Cell_Shadow(cell, house) == -1) {
cellptr->Set_Visible(house);
}
/*
** Check out all adjacent cells to see if they need
** to be mapped as well. This is necessary because of the
** "unique" method of showing shadowed cells. Many combinations
** are not allowed, and to fix this, just map the cells until
** all is ok.
*/
int xx = Cell_X(cell);
for (FacingType dir = FACING_FIRST; dir < FACING_COUNT; dir++) {
int shadow;
CELL c;
int xdiff;
c = Adjacent_Cell(cell, dir);
/*
** Determine if the map edge has been wrapped. If so,
** then don't process the cell.
*/
if ((unsigned)c >= MAP_CELL_TOTAL) continue;
xdiff = Cell_X(c) - xx;
xdiff = ABS(xdiff);
if (xdiff > 1) continue;
CellClass * cptr = &(*this)[c];
cptr->Redraw_Objects();
#if (1)
// New client/server friendly code
if (c != cell && !cptr->Is_Visible(house)) {
shadow = Cell_Shadow(c, house);
if (shadow == -1) {
if (!cptr->Is_Mapped(house)) {
Map_Cell(c, house, check_radar_spied, false);
} else {
cptr->Set_Visible(house);
}
} else {
if (shadow != -2 && !cptr->Is_Mapped(house)) {
Map_Cell(c, house, check_radar_spied, false);
}
}
}
#else
// Old peer/peer code
if (c != cell && !cptr->IsVisible) {
shadow = Cell_Shadow(c);
if (shadow == -1) {
if (!cptr->IsMapped) {
Map_Cell(c, house);
} else {
cptr->IsVisible = true;
}
} else {
if (shadow != -2 && !cptr->IsMapped) {
Map_Cell(c, house);
}
}
}
#endif
}
TechnoClass * tech = (*this)[cell].Cell_Techno();
if (tech) {
tech->Revealed(house);
}
return(true);
}
/***********************************************************************************************
* DisplayClass::Coord_To_Pixel -- Determines X and Y pixel coordinates. *
* *
* This is the routine that figures out the location on the screen for *
* a specified coordinate. It is one of the fundamental routines *
* necessary for rendering the game objects. It performs some quick *
* tests to see if the coordinate is in a visible region and returns *
* this check as a boolean value. *
* *
* INPUT: coord -- The coordinate to check. *
* *
* x,y -- Reference to the pixel coordinates that this *
* coordinate would be when rendered. *
* *
* OUTPUT: bool; Is this coordinate in a visible portion of the map? *
* *
* WARNINGS: If the coordinate is not in a visible portion of the *
* map, then this X and Y parameters are not set. *
* *
* HISTORY: *
* 05/14/1994 JLB : Created. *
* 12/15/1994 JLB : Converted to member function. *
* 01/07/1995 JLB : Uses inline functions to extract coord components. *
* 08/09/1995 JLB : Uses new coordinate system. *
*=============================================================================================*/
#define EDGE_ZONE (CELL_LEPTON_W*2)
bool DisplayClass::Coord_To_Pixel(COORDINATE coord, int &x, int &y) const
{
int xtac = Pixel_To_Lepton(Lepton_To_Pixel(Coord_X(TacticalCoord)));
int xoff = Pixel_To_Lepton(Lepton_To_Pixel(Coord_X(coord)));
xoff = (xoff + EDGE_ZONE) - xtac;
int ytac = Pixel_To_Lepton(Lepton_To_Pixel(Coord_Y(TacticalCoord)));
int yoff = Pixel_To_Lepton(Lepton_To_Pixel(Coord_Y(coord)));
yoff = (yoff + EDGE_ZONE) - ytac;
x = Lepton_To_Pixel(xoff) - CELL_PIXEL_W * 2;
y = Lepton_To_Pixel(yoff) - CELL_PIXEL_H * 2;
// Possibly ignore the view constraints if we aren't using the internal renderer. ST - 4/17/2019 9:06AM
return(coord && (IgnoreViewConstraints || ((xoff <= TacLeptonWidth + EDGE_ZONE * 2) && (yoff <= TacLeptonHeight + EDGE_ZONE * 2))));
}
#if (0) //reference. ST - 5/8/2019
bool DisplayClass::Coord_To_Pixel(COORDINATE coord, int &x, int &y) const
{
if (coord) {
int xtac = Pixel_To_Lepton(Lepton_To_Pixel(Coord_X(TacticalCoord)));
int xoff = Pixel_To_Lepton(Lepton_To_Pixel(Coord_X(coord)));
xoff = (xoff+EDGE_ZONE) - xtac;
if ((unsigned)xoff <= TacLeptonWidth + EDGE_ZONE*2) {
int ytac = Pixel_To_Lepton(Lepton_To_Pixel(Coord_Y(TacticalCoord)));
int yoff = Pixel_To_Lepton(Lepton_To_Pixel(Coord_Y(coord)));
yoff = (yoff+EDGE_ZONE) - ytac;
if ((unsigned)yoff <= TacLeptonHeight + EDGE_ZONE*2) {
x = Lepton_To_Pixel(xoff)-CELL_PIXEL_W*2;
y = Lepton_To_Pixel(yoff)-CELL_PIXEL_H*2;
return(true);
}
}
}
return(false);
}
#endif
/***********************************************************************************************
* DisplayClass::Push_Onto_TacMap -- Moves x & y coords to being on tactical map *
* *
* This routine expects a line to be drawn between SOURCE & DEST, so it pushes the coords to *
* be within the region bounded by TacMapX,Y - + TacMapW,H. *
* *
* INPUT: source, dest -- References to the coordinates to check. *
* *
* *
* OUTPUT: bool; Are these coordinates in a visible portion of the map? *
* Returns true if the pushed source & dest are visible, but if neither are *
* within the map, then it returns false. *
* *
* *
* HISTORY: *
* 03/27/1995 BWG : Created. *
*=============================================================================================*/
bool DisplayClass::Push_Onto_TacMap(COORDINATE & source, COORDINATE & dest)
{
if (!source || !dest) return(false);
int x1 = Coord_X(source);
int y1 = Coord_Y(source);
int x2 = Coord_X(dest);
int y2 = Coord_Y(dest);
int left = Coord_X(TacticalCoord);
int right = Coord_X(TacticalCoord) + TacLeptonWidth;
int top = Coord_Y(TacticalCoord);
int bottom = Coord_Y(TacticalCoord) + TacLeptonHeight;
if (x1 < left && x2 < left) return(false);
if (x1 > right && x2 > right) return(false);
if (y1 < top && y2 < top) return(false);
if (y1 > bottom && y2 > bottom) return(false);
x1 = Bound(x1, left, right);
x2 = Bound(x2, left, right);
y1 = Bound(y1, top, bottom);
y2 = Bound(y2, top, bottom);
source = XY_Coord(x1, y1);
dest = XY_Coord(x2, y2);
return(true);
}
/***********************************************************************************************
* DisplayClass::Cell_Object -- Determines what has been clicked on. *
* *
* This routine is used to determine what the player has clicked on. *
* It is passed the cell that the click was on and it then examines *
* the cell and returns with a pointer to the object that is there. *
* *
* INPUT: cell -- The cell that has been clicked upon. *
* *
* x,y -- Optional offsets from the upper left corner of the cell to be used in *
* determining exactly which object in the cell is desired. *
* *
* OUTPUT: Returns with a pointer to the object that is "clickable" in *
* the specified cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/14/1994 JLB : Created. *
*=============================================================================================*/
ObjectClass * DisplayClass::Cell_Object(CELL cell, int x, int y) const
{
return(*this)[cell].Cell_Object(x, y);
}
/***********************************************************************************************
* DisplayClass::Draw_It -- Draws the tactical map. *
* *
* This will draw the tactical map at the recorded position. This *
* routine is used whenever the tactical map moves or needs to be *
* completely redrawn. It will handle making the necessary adjustments *
* to accomodate a moving cursor. *
* *
* INPUT: forced -- bool; force redraw of the entire display? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/15/1991 JLB : Created. (benchmark = 292) *
* 04/15/1991 JLB : Added _cell2meta[] reference array (206) *
* 04/15/1991 JLB : Added actual map reference for terrain (207) *
* 04/16/1991 JLB : _cell2meta converted to int (194) *
* 04/16/1991 JLB : References actual CellIcon[] array (204) *
* 04/16/1991 JLB : Cell size increased to 16 x 16 (167) *
* 04/17/1991 JLB : Cell based tactical map rendering (165) *
* 04/22/1991 JLB : Uses Draw_Stamp() for icon rendering (426) *
* 04/22/1991 JLB : Draw_Stamp uses LogicPage now (276) *
* 04/23/1991 JLB : Map active location cursor (334) *
* 05/02/1991 JLB : Added smoothing and 3 icons sets (431) *
* 05/22/1991 JLB : Broken into Draw_Map() and Refresh_Map(). *
* 09/14/1991 JLB : Uses Refresh_Cell when new cells scroll onto display. *
* 05/12/1992 JLB : Destination page support. *
* 02/14/1994 JLB : Revamped. *
* 05/01/1994 JLB : Converted to member function. *
* 12/15/1994 JLB : Updated to work with display hierarchy. *
* 12/24/1994 JLB : Examines redraw bit intelligently. *
* 12/24/1994 JLB : Combined with old Refresh_Map() function. *
* 01/10/1995 JLB : Rubber band drawing. *
*=============================================================================================*/
void DisplayClass::Draw_It(bool forced)
{
int x,y; // Working cell index values.
MapClass::Draw_It(forced);
if (IsToRedraw || forced) {
BStart(BENCH_TACTICAL);
IsToRedraw = false;
/*
** In rubber band mode, mark all cells under the "rubber band" to be
** redrawn.
*/
Refresh_Band();
/*
** Mark all cells under the vortex to be redrawn
*/
ChronalVortex.Set_Redraw();
/*
** If the multiplayer message system is displaying one or more messages,
** flag all cells covered by the messages to redraw. This will prevent
** messages from smearing the map if it scrolls.
*/
int num = Session.Messages.Num_Messages();
if (num > 0) {
CELL cell;
for (cell = Coord_Cell(TacticalCoord); cell < Coord_Cell(TacticalCoord) + Lepton_To_Cell(TacLeptonWidth)+1; cell++) {
(*this)[cell].Redraw_Objects();
}
for (cell = Coord_Cell(TacticalCoord) + MAP_CELL_W;
cell < Coord_Cell(TacticalCoord) + MAP_CELL_W + Lepton_To_Cell(TacLeptonWidth)+1; cell++) {
(*this)[cell].Redraw_Objects();
}
if (num > 1) {
for (cell = Coord_Cell(TacticalCoord) + MAP_CELL_W*2;
cell < Coord_Cell(TacticalCoord) + MAP_CELL_W*2 + Lepton_To_Cell(TacLeptonWidth)+1; cell++) {
(*this)[cell].Redraw_Objects();
}
}
if (num > 2) {
for (cell = Coord_Cell(TacticalCoord) + MAP_CELL_W*3;
cell < Coord_Cell(TacticalCoord) + MAP_CELL_W*3 + Lepton_To_Cell(TacLeptonWidth)+1; cell++) {
(*this)[cell].Redraw_Objects();
}
}
if (num > 3) {
for (cell = Coord_Cell(TacticalCoord) + MAP_CELL_W*4;
cell < Coord_Cell(TacticalCoord) + MAP_CELL_W*4 + Lepton_To_Cell(TacLeptonWidth)+1; cell++) {
(*this)[cell].Redraw_Objects();
}
}
}
/*
** Check for a movement of the tactical map. If there has been some
** movement, then part (or all) of the icons must be redrawn.
*/
if (Lepton_To_Pixel(Coord_X(DesiredTacticalCoord)) != Lepton_To_Pixel(Coord_X(TacticalCoord)) ||
Lepton_To_Pixel(Coord_Y(DesiredTacticalCoord)) != Lepton_To_Pixel(Coord_Y(TacticalCoord))) {
int xmod = Lepton_To_Pixel(Coord_X(DesiredTacticalCoord));
int ymod = Lepton_To_Pixel(Coord_Y(DesiredTacticalCoord));
int oldx = Lepton_To_Pixel(Coord_X(TacticalCoord))-xmod; // Old relative offset.
int oldy = Lepton_To_Pixel(Coord_Y(TacticalCoord))-ymod;
int oldw = Lepton_To_Pixel(TacLeptonWidth)-ABS(oldx); // Replicable width.
int oldh = Lepton_To_Pixel(TacLeptonHeight)-ABS(oldy); // Replicable height.
if (oldw < 1) forced = true;
if (oldh < 1) forced = true;
#ifdef WIN32 //For WIN32 only redraw the edges of the map that move into view
/*
** Work out which map edges need to be redrawn
*/
BOOL redraw_right = (oldx < 0) ? true : false; //Right hand edge
BOOL redraw_left = (oldx > 0) ? true : false; //Left hand edge
BOOL redraw_bottom= (oldy < 0) ? true : false; //Bottom edge
BOOL redraw_top = (oldy > 0) ? true : false; //Top edge
/*
** Blit any replicable block to avoid having to drawstamp.
*/
if (!forced && (oldw != Lepton_To_Pixel(TacLeptonWidth) || oldh != Lepton_To_Pixel(TacLeptonHeight))) {
Set_Cursor_Pos(-1);
/*
** If hid page is in video memory then blit from the seen page to avoid blitting
** an overlapped region.
*/
if (HidPage.Get_IsDirectDraw()) {
Hide_Mouse();
SeenBuff.Blit(HidPage,
((oldx < 0) ? -oldx : 0) +TacPixelX,
((oldy < 0) ? -oldy : 0) +TacPixelY,
((oldx < 0) ? 0 : oldx) +TacPixelX,
((oldy < 0) ? 0 : oldy) +TacPixelY,
oldw,
oldh);
Show_Mouse();
} else {
HidPage.Blit(HidPage,
((oldx < 0) ? -oldx : 0) +TacPixelX,
((oldy < 0) ? -oldy : 0) +TacPixelY,
((oldx < 0) ? 0 : oldx) +TacPixelX,
((oldy < 0) ? 0 : oldy) +TacPixelY,
oldw,
oldh);
}
} else {
forced = true;
}
if (oldx < 0) oldx = 0;
if (oldy < 0) oldy = 0;
/*
** Record new map position for future reference.
*/
ScenarioInit++;
Set_Tactical_Position(DesiredTacticalCoord);
ScenarioInit--;
if (!forced) {
/*
**
** Set the 'redraw stamp' bit for any cells that could not be copied.
**
*/
int startx = -Lepton_To_Pixel(Coord_XLepton(TacticalCoord));
int starty = -Lepton_To_Pixel(Coord_YLepton(TacticalCoord));
oldw -= 24;
oldh -= 24;
if (abs(oldx) < 0x25 && abs(oldy) < 0x25) {
/*
** The width of the area we redraw depends on the scroll speed
*/
int extra_x = (abs(oldx)>=16) ? 2 : 1;
int extra_y = (abs(oldy)>=16) ? 2 : 1;
/*
** Flag the cells across the top of the visible area if required
*/
if (redraw_top) {
for (y = starty; y <= starty+CELL_PIXEL_H*extra_y; y += CELL_PIXEL_H) {
for (x = startx; x <= Lepton_To_Pixel(TacLeptonWidth)+((CELL_PIXEL_W*2)); x += CELL_PIXEL_W) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) (*this)[c].Redraw_Objects(true);
}
}
}
/*
** Flag the cells across the bottom of the visible area if required
*/
if (redraw_bottom) {
for (y = Lepton_To_Pixel(TacLeptonHeight)-CELL_PIXEL_H*(1+extra_y); y <= Lepton_To_Pixel(TacLeptonHeight)+CELL_PIXEL_H*3; y += CELL_PIXEL_H) {
for (x = startx; x <= Lepton_To_Pixel(TacLeptonWidth)+((CELL_PIXEL_W*2)); x += CELL_PIXEL_W) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) (*this)[c].Redraw_Objects(true);
}
}
}
/*
** Flag the cells down the left of the visible area if required
*/
if (redraw_left) {
for (x = startx; x <= startx + CELL_PIXEL_W*extra_x; x += CELL_PIXEL_W) {
for (y = starty; y <= Lepton_To_Pixel(TacLeptonHeight)+((CELL_PIXEL_H*2)); y += CELL_PIXEL_H) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) (*this)[c].Redraw_Objects(true);
}
}
}
/*
** Flag the cells down the right of the visible area if required
*/
if (redraw_right) {
for (x = Lepton_To_Pixel(TacLeptonWidth)-CELL_PIXEL_W*(extra_x+1); x <= Lepton_To_Pixel(TacLeptonWidth)+CELL_PIXEL_W*3; x += CELL_PIXEL_W) {
for (y = starty; y <= Lepton_To_Pixel(TacLeptonHeight)+((CELL_PIXEL_H*2)); y += CELL_PIXEL_H) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) (*this)[c].Redraw_Objects(true);
}
}
}
} else {
/*
** Set the 'redraw stamp' bit for any cells that could not be copied.
*/
int startx = -Lepton_To_Pixel(Coord_XLepton(TacticalCoord));
int starty = -Lepton_To_Pixel(Coord_YLepton(TacticalCoord));
oldw -= 24;
oldh -= 24;
for (y = starty; y <= Lepton_To_Pixel(TacLeptonHeight)+((CELL_PIXEL_H*2)); y += CELL_PIXEL_H) {
for (x = startx; x <= Lepton_To_Pixel(TacLeptonWidth)+((CELL_PIXEL_W*2)); x += CELL_PIXEL_W) {
if (x <= oldx || x >= oldx+oldw || y <= oldy || y >= oldy+oldh) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) {
(*this)[c].Redraw_Objects(true);
}
}
}
}
}
}
} else {
/*
** Set the tactical coordinate just in case the desired tactical has changed but
** not enough to result in any visible map change. This is likely to occur with very
** slow scroll rates.
*/
ScenarioInit++;
if (DesiredTacticalCoord != TacticalCoord) {
Set_Tactical_Position(DesiredTacticalCoord);
}
ScenarioInit--;
}
#else //WIN32
/*
** Blit any replicable block to avoid having to drawstamp.
*/
if (!forced && (oldw != Lepton_To_Pixel(TacLeptonWidth) || oldh != Lepton_To_Pixel(TacLeptonHeight))) {
Set_Cursor_Pos(-1);
HidPage.Blit(HidPage,
((oldx < 0) ? -oldx : 0) +TacPixelX,
((oldy < 0) ? -oldy : 0) +TacPixelY,
((oldx < 0) ? 0 : oldx) +TacPixelX,
((oldy < 0) ? 0 : oldy) +TacPixelY,
oldw,
oldh);
} else {
forced = true;
}
if (oldx < 0) oldx = 0;
if (oldy < 0) oldy = 0;
/*
** Record new map position for future reference.
*/
ScenarioInit++;
Set_Tactical_Position(DesiredTacticalCoord);
ScenarioInit--;
if (!forced) {
/*
** Set the 'redraw stamp' bit for any cells that could not be copied.
*/
int startx = -Lepton_To_Pixel(Coord_XLepton(TacticalCoord));
int starty = -Lepton_To_Pixel(Coord_YLepton(TacticalCoord));
oldw -= 24;
oldh -= 24;
for (y = starty; y <= Lepton_To_Pixel(TacLeptonHeight)+((CELL_PIXEL_H*2)); y += CELL_PIXEL_H) {
for (x = startx; x <= Lepton_To_Pixel(TacLeptonWidth)+((CELL_PIXEL_W*2)); x += CELL_PIXEL_W) {
if (x <= oldx || x >= oldx+oldw || y <= oldy || y >= oldy+oldh) {
CELL c = Click_Cell_Calc(Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1) + TacPixelX,
Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1) + TacPixelY);
if (c > 0) {
(*this)[c].Redraw_Objects(true);
}
}
}
}
}
} else {
/*
** Set the tactical coordinate just in case the desired tactical has changed but
** not enough to result in any visible map change. This is likely to occur with very
** slow scroll rates.
*/
ScenarioInit++;
if (DesiredTacticalCoord != TacticalCoord) {
Set_Tactical_Position(DesiredTacticalCoord);
}
ScenarioInit--;
}
#endif
/*
** If the entire tactical map is forced to be redrawn, then set all the redraw flags
** and let the normal processing take care of the rest.
*/
if (forced) {
CellRedraw.Set();
}
/*
** The first order of business is to redraw all the underlying icons that are
** flagged to be redrawn.
*/
if (HidPage.Lock()) {
Redraw_Icons();
/*
** Draw the infantry bodies in this special layer.
*/
// for (int index = 0; index < Anims.Count(); index++) {
// AnimClass * anim = Anims.Ptr(index);
// if (*anim >= ANIM_CORPSE1 && *anim <= ANIM_CORPSE3) {
// anim->Render(forced);
// }
// }
#ifdef SORTDRAW
/*
** Draw the vortex effect over the terrain
*/
ChronalVortex.Render();
Redraw_OIcons();
#endif
HidPage.Unlock();
}
#ifndef WIN32
/*
** Once the icons are drawn, duplicate the bottom line of the screen into the phantom
** area one line below the screen. This causes the predator effect to work on any
** shape drawn at the bottom of the screen.
*/
HidPage.Blit(HidPage, 0, HidPage.Get_Height()-1, 0, HidPage.Get_Height(), HidPage.Get_Width(), 1, false);
#endif
if (HidPage.Lock()) {
#ifndef SORTDRAW
/*
** Draw the vortex effect over the terrain
*/
ChronalVortex.Render();
#endif
/*
** Redraw the game objects layer by layer. The layer drawing occurs on the ground layer
** first and then followed by all the layers in increasing altitude.
*/
BStart(BENCH_OBJECTS);
for (LayerType layer = LAYER_FIRST; layer < LAYER_COUNT; layer++) {
for (int index = 0; index < Layer[layer].Count(); index++) {
ObjectClass * ptr = Layer[layer][index];
#ifdef SORTDRAW
/*
** Techno objects are drawn as part of the cell redraw process since techno
** objects in the ground layer are handled by the Occupier and Overlapper
** pointer lists.
*/
if (!Debug_Map && ptr->Is_Techno() && layer == LAYER_GROUND && ((TechnoClass*)ptr)->Visual_Character() == VISUAL_NORMAL) continue;
#endif
// if (ptr->What_Am_I() == RTTI_ANIM && *((AnimClass*)ptr) >= ANIM_CORPSE1 && *((AnimClass*)ptr) <= ANIM_CORPSE3) {
// continue;
// }
assert(ptr->IsActive);
ptr->Render(forced);
}
}
BEnd(BENCH_OBJECTS);
//ChronalVortex.Render();
/*
** Finally, redraw the shadow overlay as necessary.
*/
BStart(BENCH_SHROUD);
Redraw_Shadow();
BEnd(BENCH_SHROUD);
}
HidPage.Unlock();
#ifdef SORTDRAW
for (int index = 0; index < Layer[LAYER_GROUND].Count(); index++) {
Layer[LAYER_GROUND][index]->IsToDisplay = false;
}
#endif
/*
** Draw the rubber band over the top of it all.
*/
if (IsRubberBand) {
LogicPage->Draw_Rect(BandX+TacPixelX, BandY+TacPixelY, NewX+TacPixelX, NewY+TacPixelY, WHITE);
}
/*
** Clear the redraw flags so that normal redraw flag setting can resume.
*/
CellRedraw.Reset();
#ifdef SCENARIO_EDITOR
/*
** If we're placing an object (PendingObject is non-NULL), and that object
** is NOT an icon, smudge, or overlay, draw it here.
** Terrain, Buildings & Aircraft aren't drawn at the cell's center coord;
** they're drawn at the upper left coord, so I have to AND the coord value
** with 0xFF00FF00 to strip off the lepton coordinates, but leave the
** cell coordinates.
*/
if (Debug_Map && PendingObjectPtr) {
PendingObjectPtr->Coord = PendingObjectPtr->Class_Of().Coord_Fixup(Cell_Coord(ZoneCell + ZoneOffset));
PendingObjectPtr->Render(true);
}
#endif
BEnd(BENCH_TACTICAL);
}
}
/***********************************************************************************************
* DisplayClass::Redraw_Icons -- Draws all terrain icons necessary. *
* *
* This routine will redraw all of the terrain icons that are flagged *
* to be redrawn. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none. *
* *
* HISTORY: *
* 02/14/1994 JLB : Created. *
* 05/01/1994 JLB : Converted to member function. *
* 06/20/1994 JLB : Uses cell drawing support function. *
* 12/06/1994 JLB : Scans tactical view in separate row/column loops *
* 12/24/1994 JLB : Uses the cell bit flag array to determine what to redraw. *
*=============================================================================================*/
void DisplayClass::Redraw_Icons(void)
{
IsShadowPresent = false;
for (int y = -Coord_YLepton(TacticalCoord); y <= TacLeptonHeight; y += CELL_LEPTON_H) {
for (int x = -Coord_XLepton(TacticalCoord); x <= TacLeptonWidth; x += CELL_LEPTON_W) {
COORDINATE coord = Coord_Add(TacticalCoord, XY_Coord(x, y));
CELL cell = Coord_Cell(coord);
coord = Coord_Whole(Cell_Coord(cell));
/*
** Only cells flagged to be redraw are examined.
*/
if (In_View(cell) && Is_Cell_Flagged(cell)) {
int xpixel;
int ypixel;
if (Coord_To_Pixel(coord, xpixel, ypixel)) {
CellClass * cellptr = &(*this)[coord];
/*
** If there is a portion of the underlying icon that could be visible,
** then draw it. Also draw the cell if the shroud is off.
*/
//if (cellptr->IsMapped || Debug_Unshroud) {
if (cellptr->Is_Mapped(PlayerPtr) || Debug_Unshroud) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
cellptr->Draw_It(xpixel, ypixel);
}
/*
** If any cell is not fully mapped, then flag it so that the shadow drawing
** process will occur. Only draw the shadow if Debug_Unshroud is false.
*/
//if (!cellptr->IsVisible && !Debug_Unshroud) {
if (!cellptr->Is_Visible(PlayerPtr) && !Debug_Unshroud) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
IsShadowPresent = true;
}
}
}
}
}
}
#ifdef SORTDRAW
void DisplayClass::Redraw_OIcons(void)
{
for (int y = -Coord_YLepton(TacticalCoord); y <= TacLeptonHeight; y += CELL_LEPTON_H) {
for (int x = -Coord_XLepton(TacticalCoord); x <= TacLeptonWidth; x += CELL_LEPTON_W) {
COORDINATE coord = Coord_Add(TacticalCoord, XY_Coord(x, y));
CELL cell = Coord_Cell(coord);
coord = Coord_Whole(Cell_Coord(cell));
/*
** Only cells flagged to be redraw are examined.
*/
if (In_View(cell) && Is_Cell_Flagged(cell)) {
int xpixel;
int ypixel;
if (Coord_To_Pixel(coord, xpixel, ypixel)) {
CellClass * cellptr = &(*this)[coord];
/*
** If there is a portion of the underlying icon that could be visible,
** then draw it. Also draw the cell if the shroud is off.
*/
//if (cellptr->IsMapped || Debug_Unshroud) {
if (cellptr->Is_Mapped(PlayerPtr) || Debug_Unshroud) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
cellptr->Draw_It(xpixel, ypixel, true);
}
}
}
}
}
}
#endif
/***********************************************************************************************
* DisplayClass::Redraw_Shadow -- Draw the shadow overlay. *
* *
* This routine is called after all other tactical map rendering takes place. It draws *
* the shadow map over the tactical map. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 08/06/1995 JLB : Clips the fill rect if necessary. *
*=============================================================================================*/
void DisplayClass::Redraw_Shadow(void)
{
if (IsShadowPresent) {
for (int y = -Coord_YLepton(TacticalCoord); y <= TacLeptonHeight; y += CELL_LEPTON_H) {
for (int x = -Coord_XLepton(TacticalCoord); x <= TacLeptonWidth; x += CELL_LEPTON_W) {
COORDINATE coord = Coord_Add(TacticalCoord, XY_Coord(x, y));
CELL cell = Coord_Cell(coord);
coord = Coord_Whole(Cell_Coord(cell));
/*
** Only cells flagged to be redrawn are examined.
*/
if (In_View(cell) && Is_Cell_Flagged(cell)) {
int xpixel;
int ypixel;
if (Coord_To_Pixel(coord, xpixel, ypixel)) {
CellClass * cellptr = &(*this)[coord];
//if (cellptr->IsVisible) continue;
if (cellptr->Is_Visible(PlayerPtr)) continue; // Use PlayerPtr since we won't be rendering in MP. ST - 8/6/2019 10:44AM
int shadow = -2;
//if (cellptr->IsMapped) {
if (cellptr->Is_Mapped(PlayerPtr)) { // Use PlayerPtr since we won't be rendering in MP. ST - 8/6/2019 10:44AM
shadow = Cell_Shadow(cell, PlayerPtr); // Use PlayerPtr since we won't be rendering in MP. ST - 8/6/2019 10:44AM
}
if (shadow >= 0) {
CC_Draw_Shape(ShadowShapes, shadow, xpixel, ypixel, WINDOW_TACTICAL, SHAPE_GHOST, NULL, ShadowTrans);
} else {
if (shadow != -1) {
int ww = CELL_PIXEL_W;
int hh = CELL_PIXEL_H;
if (Clip_Rect(&xpixel, &ypixel, &ww, &hh, Lepton_To_Pixel(TacLeptonWidth), Lepton_To_Pixel(TacLeptonHeight)) >= 0) {
LogicPage->Fill_Rect(TacPixelX+xpixel, TacPixelY+ypixel, TacPixelX+xpixel+ww-1, TacPixelY+ypixel+hh-1, BLACK);
}
}
}
}
}
}
}
}
}
/***********************************************************************************************
* DisplayClass::Next_Object -- Searches for next object on display. *
* *
* This utility routine is used to find the "next" object from the object specified. This *
* is typically used when <TAB> is pressed and the current object shifts. *
* *
* INPUT: object -- The current object to base the "next" calculation off of. *
* *
* OUTPUT: Returns with a pointer to the next object. If there is no objects available, *
* then NULL is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/20/1994 JLB : Created. *
*=============================================================================================*/
ObjectClass * DisplayClass::Next_Object(ObjectClass * object) const
{
ObjectClass * firstobj = NULL;
bool foundmatch = false;
if (object == NULL) {
foundmatch = true;
}
for (unsigned uindex = 0; uindex < (unsigned)Layer[LAYER_GROUND].Count(); uindex++) {
ObjectClass * obj = Layer[LAYER_GROUND][uindex];
/*
** Verify that the object can be selected by and is owned by the player.
*/
if (obj != NULL && obj->Is_Players_Army()) {
if (firstobj == NULL) firstobj = obj;
if (foundmatch) return(obj);
if (object == obj) foundmatch = true;
}
}
return(firstobj);
}
/***********************************************************************************************
* DisplayClass::Prev_Object -- Searches for the previous object on the map. *
* *
* This routine will search for the previous object. Previous is defined as the one listed *
* before the specified object in the ground layer. If there is no specified object, then *
* the last object in the ground layer is returned. *
* *
* INPUT: object -- Pointer to the object that "previous" is to be defined from. *
* *
* OUTPUT: Returns with a pointer to the object previous to the specified one. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/24/1995 JLB : Created. *
*=============================================================================================*/
ObjectClass * DisplayClass::Prev_Object(ObjectClass * object) const
{
ObjectClass * firstobj = NULL;
bool foundmatch = false;
if (object == NULL) {
foundmatch = true;
}
for (int uindex = Layer[LAYER_GROUND].Count()-1; uindex >= 0; uindex--) {
ObjectClass * obj = Layer[LAYER_GROUND][uindex];
/*
** Verify that the object can be selected by and is owned by the player.
*/
if (obj != NULL && obj->Is_Players_Army()) {
if (firstobj == NULL) firstobj = obj;
if (foundmatch) return(obj);
if (object == obj) foundmatch = true;
}
}
return(firstobj);
}
/***********************************************************************************************
* DisplayClass::Pixel_To_Coord -- converts screen coord to COORDINATE *
* *
* INPUT: *
* x,y pixel coordinates to convert *
* *
* OUTPUT: *
* COORDINATE of pixel *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/09/1994 BR : Created. *
* 12/06/1994 JLB : Uses map dimension variables in display class. *
* 12/10/1994 JLB : Uses union to speed building coordinate value. *
*=============================================================================================*/
COORDINATE DisplayClass::Pixel_To_Coord(int x, int y) const
{
/*
** Normalize the pixel coordinates to be relative to the upper left corner
** of the tactical map. The coordinates are expressed in leptons.
*/
x -= TacPixelX;
x = Pixel_To_Lepton(x);
y -= TacPixelY;
y = Pixel_To_Lepton(y);
/*
** If pixel coordinate is over the tactical map, then translate it into a coordinate
** value. If not, then just return with NULL.
*/
// Possibly ignore the view constraints if we aren't using the internal renderer. ST - 8/6/2019 10:47AM
//if ((unsigned)x < TacLeptonWidth && (unsigned)y < TacLeptonHeight) {
if (IgnoreViewConstraints || ((unsigned)x < TacLeptonWidth && (unsigned)y < TacLeptonHeight)) {
return(Coord_Add(TacticalCoord, XY_Coord(x, y)));
}
return(0);
}
/***********************************************************************************************
* DisplayClass::Calculated_Cell -- Fetch a map cell based on specified method. *
* *
* Find a cell meeting the specified requirements. This function is *
* used for scenario reinforcements. *
* *
* INPUT: dir -- Method of picking a map cell. *
* *
* waypoint -- Closest waypoint to use for finding appropriate map edge. *
* *
* cell -- Cell to find closest edge to if waypoint not specified. *
* *
* loco -- The locomotion of the reinforcements that are trying to enter. *
* *
* zonecheck -- Is zone checking required? *
* *
* mzone -- The movement zone type to check against (only if zone checking). *
* *
* OUTPUT: Returns with the calculated cell. If 0, then this indicates *
* that no legal cell was found. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
* 04/11/1994 JLB : Revamped. *
* 05/18/1994 JLB : Converted to member function. *
* 12/18/1995 JLB : Handles edge preference scan. *
* 06/24/1996 JLB : Removed Dune II legacy code. *
* 06/25/1996 JLB : Rewrote and greatly simplified. *
* 10/05/1996 JLB : Checks for zone and crushable status. *
*=============================================================================================*/
CELL DisplayClass::Calculated_Cell(SourceType dir, WAYPOINT waypoint, CELL cell, SpeedType loco, bool zonecheck, MZoneType mzone) const
{
bool vert = false;
bool horz = false;
int x = 0;
int y = 0;
CELL punt = 0; // If all else fails, return this cell location.
int zone = -1; // Tentative zone for legality checking.
/*
** Waypoint edge detection for ground based reinforcements that have a waypoint origin are
** determined by finding the closest map edge to the waypoint. Reinforcement location
** scanning starts from that position.
*/
CELL trycell = -1;
if (waypoint != -1) {
trycell = Scen.Waypoint[waypoint];
}
if (trycell == -1) {
trycell = cell;
}
/*
** If zone checking is requested, then find the correct zone to use.
*/
if (zonecheck && trycell != -1) {
zone = (*this)[trycell].Zones[mzone];
}
/*
** If the cell or waypoint specified as been detected as legal, then set up the map edge
** scanning values accordingly.
*/
if (trycell != -1) {
x = Cell_X(trycell) - MapCellX;
x = min(x, (-Cell_X(trycell) + (MapCellX+MapCellWidth)));
y = Cell_Y(trycell) - MapCellY;
y = min(y, (-Cell_Y(trycell) + (MapCellY+MapCellHeight)));
if (x < y) {
vert = true;
horz = false;
if ((Cell_X(trycell)-MapCellX) < MapCellWidth/2) {
x = -1;
} else {
x = MapCellWidth;
}
y = Cell_Y(trycell) - MapCellY;
} else {
vert = false;
horz = true;
if ((Cell_Y(trycell)-MapCellY) < MapCellHeight/2) {
y = -1;
} else {
y = MapCellHeight;
}
x = Cell_X(trycell) - MapCellX;
}
}
/*
** If no map edge can be inferred from the waypoint, then go with the
** map edge specified by the edge parameter.
*/
if (!vert && !horz) {
switch (dir) {
default:
case SOURCE_NORTH:
horz = true;
y = -1;
x = Random_Pick(0, MapCellWidth-1);
break;
case SOURCE_SOUTH:
horz = true;
y = MapCellHeight;
x = Random_Pick(0, MapCellWidth-1);
break;
case SOURCE_EAST:
vert = true;
x = MapCellWidth;
y = Random_Pick(0, MapCellHeight-1);
break;
case SOURCE_WEST:
vert = true;
x = -1;
y = Random_Pick(0, MapCellHeight-1);
break;
}
}
/*
** Determine the default reinforcement cell if all else fails.
*/
punt = XY_Cell(x + MapCellX, y + MapCellY);
/*
** Scan through the vertical and horizontal edges of the map looking for
** a relatively clear cell for object placement. The cell scanned is
** from the edge position specified by the X and Y variables.
*/
if (vert) {
int modifier = (x > MapCellX) ? -1 : 1;
for (int index = 0; index < MapCellHeight; index++) {
CELL trycell = XY_Cell(x + MapCellX, ((y + index) % MapCellHeight) + MapCellY);
if (Good_Reinforcement_Cell(trycell, trycell+modifier, loco, zone, mzone)) {
return(trycell);
}
}
}
if (horz) {
int modifier = (y > MapCellY) ? -MAP_CELL_W : MAP_CELL_W;
for (int index = 0; index < MapCellWidth; index++) {
CELL trycell = XY_Cell(((x + index) % MapCellWidth) + MapCellX, y + MapCellY);
if (Good_Reinforcement_Cell(trycell, trycell+modifier, loco, zone, mzone)) {
return(trycell);
}
}
}
/*
** If there was no success in finding a suitable reinforcement edge cell, then return
** with the default 'punt' cell location.
*/
return(punt);
}
/***********************************************************************************************
* DisplayClass::Good_Reinforcement_Cell -- Checks cell for renforcement legality. *
* *
* This routine will check the secified cell (given the specified conditions) and determine *
* if that is a good cell for reinforcement purposes. It checks for passability of the cell *
* as well as zone and whether blocking walls can be crushed. *
* *
* INPUT: outcell -- The cell that is just outside the edge of the map. *
* *
* incell -- The cell that is just inside the edge of the map. *
* *
* loco -- The locomotion type of the reinforcement. *
* *
* zone -- The zone that the eventual movement destination lies. A reinforcement *
* edge must fall within the same zone. *
* *
* mzone -- The zone check type to check against (if zone checking required) *
* *
* OUTPUT: bool; Is the specified cell good for reinforcement purposes? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/05/1996 JLB : Created. *
*=============================================================================================*/
bool DisplayClass::Good_Reinforcement_Cell(CELL outcell, CELL incell, SpeedType loco, int zone, MZoneType mzone) const
{
/*
** If the map edge location is not clear for object placement, then this is not
** a good cell for reinforcement purposes.
*/
if (!(*this)[outcell].Is_Clear_To_Move(loco, false, false)) {
return(false);
}
/*
** If it looks like the on-map cell cannot be driven on to, then return with
** the failure code.
*/
if (!(*this)[incell].Is_Clear_To_Move(loco, false, false, zone, mzone)) {
return(false);
}
/*
** If the reinforcement cell is already occupied, then return a failure code.
*/
if ((*this)[outcell].Cell_Techno() != NULL) {
return(false);
}
if ((*this)[incell].Cell_Techno() != NULL) return(false);
/*
** All tests have passed, return with success code.
*/
//Mono_Printf("<%04X>\n", incell);Keyboard->Get();
return(true);
}
/***********************************************************************************************
* DisplayClass::Select_These -- All selectable objects in region are selected. *
* *
* Use this routine to simultaneously select all objects within the coordinate region *
* specified. This routine is used by the multi-select rubber band handler. *
* *
* INPUT: coord1 -- Coordinate of one corner of the selection region. *
* *
* coord2 -- The opposite corner of the selection region. *
* *
* additive -- Does this add to the existing selection or replace it. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 04/25/1995 JLB : Limited to non-building type. *
* 03/06/1996 JLB : Allows selection of aircraft with bounding box. *
*=============================================================================================*/
static bool should_exclude_from_selection(ObjectClass* obj)
{
return (obj->What_Am_I() == RTTI_UNIT) &&
(((UnitClass *)obj)->Class->IsToHarvest ||
*((UnitClass *)obj) == UNIT_MCV);
}
void DisplayClass::Select_These(COORDINATE coord1, COORDINATE coord2, bool additive)
{
COORDINATE tcoord = TacticalCoord; //Cell_Coord(TacticalCell) & 0xFF00FF00L;
coord1 = Coord_Add(tcoord, coord1);
coord2 = Coord_Add(tcoord, coord2);
int x1 = Coord_X(coord1);
int x2 = Coord_X(coord2);
int y1 = Coord_Y(coord1);
int y2 = Coord_Y(coord2);
/*
** Ensure that coordinate number one represents the upper left corner
** and coordinate number two represents the lower right corner.
*/
if (x1 > x2) {
int temp = x1;
x1 = x2;
x2 = temp;
}
if (y1 > y2) {
int temp = y1;
y1 = y2;
y2 = temp;
}
/*
** Sweep through all ground layer objects and select the ones within the
** bounding box.
*/
if (!additive) {
Unselect_All();
}
AllowVoice = true;
for (int index = 0; index < Layer[LAYER_GROUND].Count(); index++) {
ObjectClass * obj = Layer[LAYER_GROUND][index];
COORDINATE ocoord = obj->Center_Coord();
int x = Coord_X(ocoord);
int y = Coord_Y(ocoord);
/*
** Only try to select objects that are allowed to be selected, and are within the bounding box.
*/
HouseClass * hptr = HouseClass::As_Pointer(obj->Owner());
if ( obj->Class_Of().IsSelectable &&
obj->What_Am_I() != RTTI_BUILDING &&
(!obj->Is_Techno() || !((TechnoClass*)obj)->Is_Cloaked(PlayerPtr)) &&
x >= x1 && x <= x2 && y >= y1 && y <= y2) {
bool old_allow_voice = AllowVoice;
bool is_player_controlled = (hptr != NULL) && hptr->IsPlayerControl;
AllowVoice &= is_player_controlled;
if (obj->Select(true)) {
if (is_player_controlled) {
old_allow_voice = false;
}
}
AllowVoice = old_allow_voice;
}
}
/*
** Select any aircraft with the bounding box.
*/
for (int air_index = 0; air_index < Aircraft.Count(); air_index++) {
AircraftClass * aircraft = Aircraft.Ptr(air_index);
COORDINATE ocoord = aircraft->Center_Coord();
int x = Coord_X(ocoord);
int y = Coord_Y(ocoord);
/*
** Only try to select objects that are allowed to be selected, and are within the bounding box.
*/
if ( aircraft->Class->IsSelectable &&
!aircraft->Is_Cloaked(PlayerPtr) &&
!aircraft->Is_Selected_By_Player() &&
x >= x1 && x <= x2 && y >= y1 && y <= y2) {
bool old_allow_voice = AllowVoice;
bool is_player_controlled = aircraft->House->IsPlayerControl;
AllowVoice &= is_player_controlled;
if (aircraft->Select(true)) {
if (is_player_controlled) {
old_allow_voice = false;
}
}
AllowVoice = old_allow_voice;
}
}
/*
** If a mix of player and non-player controlled units were selected, make sure non-player controlled units are de-selected
*/
bool player_controlled_units = false, non_player_controlled_units = false;
for (int i = 0; (i < CurrentObject.Count()) && (!player_controlled_units || !non_player_controlled_units); ++i) {
HouseClass * hptr = HouseClass::As_Pointer(CurrentObject[i]->Owner());
if (hptr->IsPlayerControl) {
player_controlled_units = true;
}
else {
non_player_controlled_units = true;
}
}
if (player_controlled_units && non_player_controlled_units) {
for (int i = 0; i < CurrentObject.Count(); ++i) {
HouseClass * hptr = HouseClass::As_Pointer(CurrentObject[i]->Owner());
if (!hptr->IsPlayerControl) {
int count_before = CurrentObject.Count();
CurrentObject[i]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Select_These failed to remove an object");
CurrentObject.Delete(CurrentObject[i]);
}
--i;
}
}
}
/*
** If player-controlled units are non-additively selected, remove harvesters and MCVs if they aren't the only types of units selected
*/
if (!additive && player_controlled_units) {
bool any_to_exclude = false, all_to_exclude = true;
for (int i = 0; i < CurrentObject.Count(); ++i) {
bool exclude = should_exclude_from_selection(CurrentObject[i]);
any_to_exclude |= exclude;
all_to_exclude &= exclude;
}
if (any_to_exclude && !all_to_exclude) {
for (int i = 0; i < CurrentObject.Count(); ++i) {
if (should_exclude_from_selection(CurrentObject[i])) {
int count_before = CurrentObject.Count();
CurrentObject[i]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Select_These failed to remove an object");
CurrentObject.Delete(CurrentObject[i]);
}
--i;
}
}
}
}
AllowVoice = true;
}
/***********************************************************************************************
* DisplayClass::Refresh_Band -- Causes all cells under the rubber band to be redrawn. *
* *
* Use this routine to flag all cells that are covered in some fashion by the multi-unit *
* select "rubber band" to be redrawn. This is necessary whenever the rubber band changes *
* size or is being removed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Refresh_Band(void)
{
if (IsRubberBand) {
/*
** In rubber band mode, mark all cells under the "rubber band" to be
** redrawn.
*/
int x1 = BandX+TacPixelX;
int y1 = BandY+TacPixelY;
int x2 = NewX+TacPixelX;
int y2 = NewY+TacPixelY;
if (x1 > x2) {
int temp = x1;
x1 = x2;
x2 = temp;
}
if (y1 > y2) {
int temp = y1;
y1 = y2;
y2 = temp;
}
CELL cell;
for (int y = y1; y <= y2+CELL_PIXEL_H; y += CELL_PIXEL_H) {
cell = Click_Cell_Calc(x1, Bound(y, 0, TacPixelY+Lepton_To_Pixel(TacLeptonHeight)));
if (cell != -1) (*this)[cell].Redraw_Objects();
cell = Click_Cell_Calc(x2, Bound(y, 0, TacPixelY+Lepton_To_Pixel(TacLeptonHeight)));
if (cell != -1) (*this)[cell].Redraw_Objects();
}
for (int x = x1; x <= x2+CELL_PIXEL_W; x += CELL_PIXEL_W) {
cell = Click_Cell_Calc(Bound(x, 0, TacPixelX+Lepton_To_Pixel(TacLeptonWidth)), y1);
if (cell != -1) (*this)[cell].Redraw_Objects();
cell = Click_Cell_Calc(Bound(x, 0, TacPixelX+Lepton_To_Pixel(TacLeptonWidth)), y2);
if (cell != -1) (*this)[cell].Redraw_Objects();
}
/*
** Stretching the rubber band requires all objects to be redrawn.
*/
int index;
for (index = 0; index < Layer[LAYER_TOP].Count(); index++) {
Layer[LAYER_TOP][index]->Mark(MARK_CHANGE);
}
for (index = 0; index < Layer[LAYER_AIR].Count(); index++) {
Layer[LAYER_AIR][index]->Mark(MARK_CHANGE);
}
}
}
/***********************************************************************************************
* DisplayClass::TacticalClass::Action -- Processes input for the tactical map. *
* *
* This routine handles the input directed at the tactical map. Since input, in this *
* regard, includes even the presence of the mouse over the tactical map, this routine *
* is called nearly every game frame. It handles adjusting the mouse shape as well as *
* giving orders to units. *
* *
* INPUT: flags -- The gadget event flags that triggered the call to this function. *
* *
* key -- A reference to the keyboard event (if any). *
* *
* OUTPUT: bool; Should processing be aborted on any succeeding buttons in the chain? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/17/1995 JLB : Created. *
*=============================================================================================*/
int DisplayClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
{
int x,y; // Sub cell pixel coordinates.
bool shadow;
ObjectClass * object = 0;
ActionType action = ACTION_NONE; // Action possible with currently selected object.
/*
** 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 = Keyboard->MouseQX;
y = Keyboard->MouseQY;
} else {
x = Get_Mouse_X();
y = Get_Mouse_Y();
}
bool edge = (y == 0 || x == 0 || x == SeenBuff.Get_Width()-1 || y == SeenBuff.Get_Height()-1);
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
if (coord) {
//shadow = (!Map[cell].IsMapped && !Debug_Unshroud);
shadow = (!Map[cell].Is_Mapped(PlayerPtr) && !Debug_Unshroud); // Use PlayerPtr since we won't be rendering in MP. ST - 8/6/2019 10:49AM
x -= Map.TacPixelX;
y -= Map.TacPixelY;
/*
** Cause any displayed cursor to move along with the mouse cursor.
*/
if (cell != Map.ZoneCell) {
Map.Set_Cursor_Pos(cell);
}
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
object = Map.Close_Object(coord);
/*
** Special case check to ignore cloaked object if not allied with the player.
*/
if (object != NULL && object->Is_Techno() && ((TechnoClass *)object)->Is_Cloaked(PlayerPtr, true)) {
object = NULL;
}
}
/*
** 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 != NULL) {
action = Best_Object_Action(object);
} else {
action = Best_Object_Action(cell);
}
} else {
if (object && object->Class_Of().IsSelectable) {
action = ACTION_SELECT;
}
if (Map.IsRepairMode) {
if (object && object->Owner() == PlayerPtr->Class->House && object->Can_Repair()) {
action = ACTION_REPAIR;
} else {
action = ACTION_NO_REPAIR;
}
}
if (Map.IsSellMode) {
if (object && object->Owner() == PlayerPtr->Class->House && object->Can_Demolish()) {
if (object->What_Am_I() == RTTI_BUILDING) {
action = ACTION_SELL;
} else {
action = ACTION_SELL_UNIT;
}
} else {
/*
** Check to see if the cursor is over an owned wall.
*/
if (Map[cell].Overlay != OVERLAY_NONE &&
OverlayTypeClass::As_Reference(Map[cell].Overlay).IsWall &&
Map[cell].Owner == PlayerPtr->Class->House) {
action = ACTION_SELL;
} else {
action = ACTION_NO_SELL;
}
}
}
if (Map.IsTargettingMode == SPC_NUCLEAR_BOMB) {
action = ACTION_NUKE_BOMB;
}
if (Map.IsTargettingMode == SPC_PARA_BOMB) {
action = ACTION_PARA_BOMB;
}
if (Map.IsTargettingMode == SPC_PARA_INFANTRY) {
action = ACTION_PARA_INFANTRY;
}
if (Map.IsTargettingMode == SPC_SPY_MISSION) {
action = ACTION_SPY_MISSION;
}
if (Map.IsTargettingMode == SPC_IRON_CURTAIN) {
action = ACTION_IRON_CURTAIN;
}
if (Map.IsTargettingMode == SPC_CHRONOSPHERE) {
action = ACTION_CHRONOSPHERE;
}
if (Map.IsTargettingMode == SPC_CHRONO2) {
action = ACTION_CHRONO2;
if (shadow) action = ACTION_NOMOVE;
ObjectClass const * tobject = As_Object(PlayerPtr->UnitToTeleport);
/*
** Determine if the object can be teleported to the destination cell.
*/
if (tobject != NULL && tobject->Is_Techno()) {
TechnoClass const * uobject = (TechnoClass const *)tobject;
if (!uobject->Can_Teleport_Here(cell)) {
// if (((UnitClass *)As_Object(PlayerPtr->UnitToTeleport))->Can_Enter_Cell(cell, FACING_NONE) != MOVE_OK) {
action = ACTION_NOMOVE;
}
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
else { // If the object is no longer valid, cancel targetting mode.
action = ACTION_NOMOVE;
Map.IsTargettingMode = SPC_NONE;
}
#endif
}
if (Map.PendingObject) {
action = ACTION_NONE;
}
}
/*
** Move any cursor displayed.
*/
if (cell != Map.ZoneCell) {
Map.Set_Cursor_Pos(cell);
}
/*
** A right mouse button press cancels the current action or selection.
*/
if (flags & RIGHTPRESS) {
Map.Mouse_Right_Press();
}
/*
** Make sure that if the mouse button has been released and the map doesn't know about it,
** then it must be informed. Do this by faking a mouse release event.
*/
if ((flags & LEFTUP) && Map.IsRubberBand) {
flags |= LEFTRELEASE;
}
/*
** 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 (!edge) {
if (flags & LEFTUP) {
Map.Mouse_Left_Up(cell, shadow, object, action);
}
}
/*
** Normal actions occur when the mouse button is released. The press event is
** intercepted and possible rubber-band mode is flagged.
*/
if (flags & LEFTRELEASE) {
Map.Mouse_Left_Release(cell, x, y, object, action);
}
/*
** When the mouse is first pressed on the map, then record the mouse
** position so that a proper check before going into rubber band
** mode can be made. Rubber band mode starts when the mouse is
** held down and moved a certain minimum distance.
*/
if (!edge && (flags & LEFTPRESS)) {
Map.Mouse_Left_Up(cell, shadow, object, action);
Map.Mouse_Left_Press(x, y);
}
/*
** While the mouse is being held down, determine if rubber band mode should
** start. If rubber band mode is already active, then update the size
** and flag the map to redraw it.
*/
if (flags & LEFTHELD) {
Map.Mouse_Left_Held(x, y);
}
}
return(GadgetClass::Action(0, key));
}
/***********************************************************************************************
* DisplayClass::TacticalClass::Selection_At_Mouse -- Object selection *
* *
* Selects any objects at the current mouse position. *
* *
* *
* INPUT: flags -- The gadget event flags that triggered the call to this function. *
* *
* key -- A reference to the keyboard event (if any). *
* *
* OUTPUT: bool; Should processing be aborted on any succeeding buttons in the chain? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 2019/09/17 JAS *
*=============================================================================================*/
int DisplayClass::TacticalClass::Selection_At_Mouse(unsigned flags, KeyNumType & key)
{
int x, y; // Sub cell pixel coordinates.
bool edge = false;
if (flags & (LEFTPRESS | LEFTRELEASE | RIGHTPRESS | RIGHTRELEASE)) {
x = Keyboard->MouseQX;
y = Keyboard->MouseQY;
}
else {
x = Get_Mouse_X();
y = Get_Mouse_Y();
if (x == 0 || y == 199 || x == 319) edge = true;
}
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
if (coord) {
bool shadow = (!Map[cell].Is_Visible(PlayerPtr) && !Debug_Unshroud); // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
x -= Map.TacPixelX;
y -= Map.TacPixelY;
/*
** Cause any displayed cursor to move along with the mouse cursor.
*/
if (cell != Map.ZoneCell) {
Map.Set_Cursor_Pos(cell);
}
ObjectClass* object = nullptr;
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
object = Map.Close_Object(coord);
}
if (object != nullptr)
{
bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT);
if (shiftdown)
{
Map.Mouse_Left_Release(cell, x, y, object, ACTION_TOGGLE_SELECT);
}
else
{
Map.Mouse_Left_Release(cell, x, y, object, ACTION_SELECT);
}
}
else
{
Unselect_All();
}
}
return 0;
}
/***********************************************************************************************
* DisplayClass::TacticalClass::Command_Object -- Commanding Units *
* *
* Issues a command to the currently selected unit. *
* *
* *
* INPUT: flags -- The gadget event flags that triggered the call to this function. *
* *
* key -- A reference to the keyboard event (if any). *
* *
* OUTPUT: bool; Should processing be aborted on any succeeding buttons in the chain? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 2019/09/17 JAS *
*=============================================================================================*/
int DisplayClass::TacticalClass::Command_Object(unsigned flags, KeyNumType & key)
{
int x, y; // Sub cell pixel coordinates.
bool edge = false;
if (flags & (LEFTPRESS | LEFTRELEASE | RIGHTPRESS | RIGHTRELEASE)) {
x = Keyboard->MouseQX;
y = Keyboard->MouseQY;
}
else {
x = Get_Mouse_X();
y = Get_Mouse_Y();
if (x == 0 || y == 199 || x == 319) edge = true;
}
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
ActionType action = ACTION_NONE;
if (coord) {
bool shadow = (!Map[cell].Is_Mapped(PlayerPtr) && !Debug_Unshroud); // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
x -= Map.TacPixelX;
y -= Map.TacPixelY;
/*
** Cause any displayed cursor to move along with the mouse cursor.
*/
if (cell != Map.ZoneCell) {
Map.Set_Cursor_Pos(cell);
}
ObjectClass* object = nullptr;
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
object = Map.Close_Object(coord);
}
if (CurrentObject.Count()) {
if (object) {
action = Best_Object_Action(object);
}
else {
action = Best_Object_Action(cell);
}
}
if (action != ACTION_SELECT)
{
Map.Mouse_Left_Release(cell, x, y, object, action);
}
}
return 0;
}
/***********************************************************************************************
* DisplayClass::Mouse_Right_Press -- Handles the right mouse button press. *
* *
* This routine is called when the right mouse button is pressed. This action is supposed *
* to cancel whatever mode or process is active. If there is nothing to cancel, then it *
* will default to unselecting any units that might be currently selected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/24/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Mouse_Right_Press(void)
{
if (PendingObjectPtr && PendingObjectPtr->Is_Techno()) {
//PendingObjectPtr->Transmit_Message(RADIO_OVER_OUT);
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
Set_Cursor_Shape(0);
} else {
if (IsRepairMode) {
IsRepairMode = false;
} else {
if (IsSellMode) {
IsSellMode = false;
} else {
if (IsTargettingMode != SPC_NONE) {
IsTargettingMode = SPC_NONE;
} else {
Unselect_All();
}
}
}
}
// If it breaks... call 228.
Set_Default_Mouse(MOUSE_NORMAL, Map.IsSmall);
}
/***********************************************************************************************
* DisplayClass::Mouse_Left_Up -- Handles the left mouse "cruising" over the map. *
* *
* This routine is called continuously while the mouse is over the tactical map but there *
* are no mouse buttons pressed. Typically, this adjusts the mouse shape and the pop-up *
* help text. *
* *
* INPUT: shadow -- Is the mouse hovering over shadowed terrain? *
* *
* object -- Pointer to the object that the mouse is currently over (may be NULL). *
* *
* action -- This is the action that the currently selected object (if any) will *
* perform if the left mouse button were clicked at this location. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/24/1995 JLB : Created. *
* 07/05/1995 JLB : Removed pop up help text for shadow and terrain after #3. *
*=============================================================================================*/
void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, ActionType action, bool wsmall)
{
IsTentative = false;
TARGET target = TARGET_NONE;
if (object != NULL) {
target = object->As_Target();
} else {
if (cell != -1) {
target = As_Target(cell);
}
}
/*
** Don't allow selection of an object that is located in shadowed terrain.
** In fact, just show the normal move cursor in order to keep the shadowed
** terrain a mystery.
*/
if (shadow) {
switch (action) {
case ACTION_NO_DEPLOY:
Set_Default_Mouse(MOUSE_NO_DEPLOY, wsmall);
break;
case ACTION_NO_ENTER:
Set_Default_Mouse(MOUSE_NO_ENTER, wsmall);
break;
case ACTION_NO_GREPAIR:
Set_Default_Mouse(MOUSE_NO_GREPAIR, wsmall);
break;
case ACTION_DAMAGE:
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
break;
case ACTION_GREPAIR:
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
break;
case ACTION_GUARD_AREA:
Set_Default_Mouse(MOUSE_AREA_GUARD, wsmall);
break;
case ACTION_NONE:
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
break;
case ACTION_NO_SELL:
case ACTION_SELL:
case ACTION_SELL_UNIT:
Set_Default_Mouse(MOUSE_NO_SELL_BACK, wsmall);
break;
case ACTION_NO_REPAIR:
case ACTION_REPAIR:
Set_Default_Mouse(MOUSE_NO_REPAIR, wsmall);
break;
case ACTION_NUKE_BOMB:
Set_Default_Mouse(MOUSE_NUCLEAR_BOMB, wsmall);
break;
case ACTION_AIR_STRIKE:
case ACTION_PARA_BOMB:
case ACTION_PARA_INFANTRY:
case ACTION_SPY_MISSION:
case ACTION_IRON_CURTAIN:
Set_Default_Mouse(MOUSE_AIR_STRIKE, wsmall);
break;
case ACTION_CHRONOSPHERE:
Set_Default_Mouse(MOUSE_CHRONO_SELECT, wsmall);
break;
case ACTION_CHRONO2:
Set_Default_Mouse(MOUSE_CHRONO_DEST, wsmall);
break;
case ACTION_HEAL:
Set_Default_Mouse(MOUSE_HEAL, wsmall);
break;
case ACTION_NOMOVE:
if (CurrentObject.Count()) {
MouseType mouse_type = MOUSE_NO_MOVE;
for (int i = 0; i < CurrentObject.Count(); ++i) {
if (CurrentObject[i]->What_Am_I() != RTTI_AIRCRAFT) {
mouse_type = MOUSE_CAN_MOVE;
break;
}
}
Set_Default_Mouse(mouse_type, wsmall);
break;
}
// Fall into next case for non aircraft object types.
default:
Set_Default_Mouse(MOUSE_CAN_MOVE, wsmall);
break;
}
} else {
/*
** Change the mouse shape according to the default action that will occur
** if the mouse button were clicked at this location.
*/
switch (action) {
case ACTION_NO_DEPLOY:
Set_Default_Mouse(MOUSE_NO_DEPLOY, wsmall);
break;
case ACTION_NO_ENTER:
Set_Default_Mouse(MOUSE_NO_ENTER, wsmall);
break;
case ACTION_NO_GREPAIR:
Set_Default_Mouse(MOUSE_NO_GREPAIR, wsmall);
break;
case ACTION_DAMAGE:
Set_Default_Mouse(MOUSE_DAMAGE, wsmall);
break;
case ACTION_GREPAIR:
Set_Default_Mouse(MOUSE_GREPAIR, wsmall);
break;
case ACTION_TOGGLE_SELECT:
case ACTION_SELECT:
Set_Default_Mouse(MOUSE_CAN_SELECT, wsmall);
break;
case ACTION_MOVE:
Set_Default_Mouse(MOUSE_CAN_MOVE, wsmall);
break;
case ACTION_GUARD_AREA:
Set_Default_Mouse(MOUSE_AREA_GUARD, wsmall);
break;
case ACTION_ATTACK:
if (Target_Legal(target) && CurrentObject.Count() == 1 && CurrentObject[0]->Is_Techno() && ((TechnoClass *)CurrentObject[0])->In_Range(target, 0)) {
Set_Default_Mouse(MOUSE_STAY_ATTACK, wsmall);
break;
}
// fall into next case.
case ACTION_HARVEST:
Set_Default_Mouse(MOUSE_CAN_ATTACK, wsmall);
break;
case ACTION_SABOTAGE:
Set_Default_Mouse(MOUSE_DEMOLITIONS, wsmall);
break;
case ACTION_ENTER:
case ACTION_CAPTURE:
Set_Default_Mouse(MOUSE_ENTER, wsmall);
break;
case ACTION_NOMOVE:
Set_Default_Mouse(MOUSE_NO_MOVE, wsmall);
break;
case ACTION_NO_SELL:
Set_Default_Mouse(MOUSE_NO_SELL_BACK, wsmall);
break;
case ACTION_NO_REPAIR:
Set_Default_Mouse(MOUSE_NO_REPAIR, wsmall);
break;
case ACTION_SELF:
Set_Default_Mouse(MOUSE_DEPLOY, wsmall);
break;
case ACTION_REPAIR:
Set_Default_Mouse(MOUSE_REPAIR, wsmall);
break;
case ACTION_SELL_UNIT:
Set_Default_Mouse(MOUSE_SELL_UNIT, wsmall);
break;
case ACTION_SELL:
Set_Default_Mouse(MOUSE_SELL_BACK, wsmall);
break;
case ACTION_NUKE_BOMB:
Set_Default_Mouse(MOUSE_NUCLEAR_BOMB, wsmall);
break;
case ACTION_AIR_STRIKE:
case ACTION_PARA_BOMB:
case ACTION_PARA_INFANTRY:
case ACTION_SPY_MISSION:
case ACTION_IRON_CURTAIN:
Set_Default_Mouse(MOUSE_AIR_STRIKE, wsmall);
break;
case ACTION_CHRONOSPHERE:
Set_Default_Mouse(MOUSE_CHRONO_SELECT, wsmall);
break;
case ACTION_CHRONO2:
Set_Default_Mouse(MOUSE_CHRONO_DEST, wsmall);
break;
case ACTION_HEAL:
Set_Default_Mouse(MOUSE_HEAL, wsmall);
break;
case ACTION_TOGGLE_PRIMARY:
Set_Default_Mouse(MOUSE_DEPLOY, wsmall);
break;
default:
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
break;
}
}
#if 0
/*
** Never display help text if the mouse is held over the radar map.
*/
if (wsmall) {
return;
}
/*
** Give a generic help message when over shadow terrain.
*/
if (shadow) {
// if (Scen.Scenario < 4) {
Help_Text(TXT_SHADOW);
// } else {
// Help_Text(TXT_NONE);
// }
} else {
/*
** If the mouse is held over objects on the map, then help text may
** pop up that tells what the object is. This call informs the help
** system of the text name for the object under the mouse.
*/
if (object != NULL) {
int text;
int color = LTGREY;
/*
** Fetch the appropriate background color for help text.
*/
if (PlayerPtr->Is_Ally(object)) {
color = GREEN;
} else {
if (object->Owner() == HOUSE_NONE || object->Owner() == HOUSE_NEUTRAL) {
color = LTGREY;
} else {
color = PINK;
}
}
/*
** Fetch the name of the object. If it is an enemy object, then
** the exact identity is glossed over with a generic text.
*/
text = object->Full_Name();
if (object->Is_Techno() && !((TechnoTypeClass const &)object->Class_Of()).IsNominal) {
if (!((TechnoClass *)object)->House->Is_Ally(PlayerPtr)) {
// if (!PlayerPtr->Is_Ally(object)) {
switch (object->What_Am_I()) {
case RTTI_INFANTRY:
text = TXT_ENEMY_SOLDIER;
break;
case RTTI_UNIT:
text = TXT_ENEMY_VEHICLE;
break;
case RTTI_BUILDING:
text = TXT_ENEMY_STRUCTURE;
break;
}
}
}
if (/*Scen.Scenario > 3 ||*/ object->What_Am_I() != RTTI_TERRAIN) {
Help_Text(text, -1, -1, color);
} else {
Help_Text(TXT_NONE);
}
} else {
if ((*this)[cell].Land_Type() == LAND_TIBERIUM) {
Help_Text(TXT_MINERALS);
} else {
Help_Text(TXT_NONE);
}
}
}
#endif
}
/***********************************************************************************************
* DisplayClass::Mouse_Left_Release -- Handles the left mouse button release. *
* *
* This routine is called when the left mouse button is released over the tactical map. *
* The release event is the workhorse of the game. Most actions occur at the moment of *
* mouse release. *
* *
* INPUT: cell -- The cell that the mouse is over. *
* *
* x,y -- The mouse pixel coordinate. *
* *
* object -- Pointer to the object that the mouse is over. *
* *
* action -- The action that the currently selected object (if any) will *
* perform. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/24/1995 JLB : Created. *
* 03/27/1995 JLB : Handles sell and repair actions. *
*=============================================================================================*/
void DisplayClass::Mouse_Left_Release(CELL cell, int x, int y, ObjectClass * object, ActionType action, bool wsmall)
{
if (PendingObjectPtr) {
/*
** Try to place the pending object onto the map.
*/
if (ProximityCheck) {
OutList.Add(EventClass(EventClass::PLACE, PendingObjectPtr->What_Am_I(), cell + ZoneOffset));
} else {
Speak(VOX_DEPLOY);
}
} else {
if (IsRubberBand) {
Refresh_Band();
Select_These(XYP_Coord(BandX, BandY), XYP_Coord(x, y));
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
IsRubberBand = false;
IsTentative = false;
Map.DisplayClass::IsToRedraw = true;
Map.Flag_To_Redraw(false);
} else {
/*
** Toggle the select state of the object.
*/
if (action == ACTION_TOGGLE_SELECT) {
if (!object || !CurrentObject.Count()) {
action = ACTION_SELECT;
} else {
if (object->Is_Selected_By_Player()) {
object->Unselect();
} else {
object->Select();
}
}
}
/*
** Selection of other object action.
*/
if (action == ACTION_SELECT || (action == ACTION_NONE && object && object->Class_Of().IsSelectable && !object->Is_Selected_By_Player())) {
if (object->Is_Selected_By_Player()) {
object->Unselect();
}
if (object->Select()) {
Unselect_All_Except(object);
Set_Default_Mouse(MOUSE_NORMAL, wsmall);
}
}
/*
** If an action was detected as possible, then pass this action event
** to all selected objects.
*/
if (action != ACTION_NONE && action != ACTION_SELECT && action != ACTION_TOGGLE_SELECT) {
/*
** Pass the action to all the selected objects. But first, redetermine
** what action that object should perform. This, seemingly redundant
** process, is necessary since multiple objects could be selected and each
** might perform a different action when the click occurs.
*/
bool doflash = true;
AllowVoice = true;
FormMove = false;
FormSpeed = SPEED_WHEEL;
FormMaxSpeed = MPH_LIGHT_SPEED;
if ( (action == ACTION_MOVE || action == ACTION_NOMOVE) && CurrentObject.Count()) {
/*
** Scan all units. If any are selected that shouldn't be, or aren't
** selected but should be, then this is not a formation move.
*/
int group = 254; // init to invalid group #
if (CurrentObject[0]->Is_Foot()) {
group = ((FootClass *)CurrentObject[0])->Group;
}
/*
** Presume this is a formation move unless something is detected
** that will prevent it.
*/
FormMove = true;
/*
** First scan through all the selected units to make sure that they
** are all of the same team and have been assigned a particular formation
*/
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tobject = CurrentObject[index];
/*
** Only moveable (i.e., FootClass) objects can ever be in a formation
** so if a selected object isn't of a FootClass type then it can't be
** a formation move.
*/
if (tobject->Is_Foot() == false) {
FormMove = false;
break;
}
/*
** If the object is not part of the same team as the rest of the
** selected group, or it just plain has never been assigned a
** formation offset, then it can't be a formation move.
*/
FootClass const * foot = (FootClass *)tobject;
if (foot->Group != group || foot->XFormOffset == 0x80000000) {
FormMove = false;
break;
}
/*
** Determine the formation speed on the presumption that this
** will turn out to be a formation move.
*/
MPHType maxspeed = foot->Techno_Type_Class()->MaxSpeed;
if (maxspeed < FormMaxSpeed) {
FormMaxSpeed = maxspeed;
FormSpeed = foot->Techno_Type_Class()->Speed;
}
}
/*
** Loop through all objects (that can theoretically be part of a team) and
** if there are any that are part of the currently selected team, but
** are not currently selected themselves, then this will force this move
** to NOT be a formation move.
*/
if (FormMove) {
for (int index = 0; index < ::Logic.Count(); index++) {
ObjectClass const * obj = ::Logic[index];
/*
** If the object is selected, then it has already been scanned
** by the previous loop.
*/
if (obj->Is_Selected_By_Player()) continue;
/*
** Only consider footclass objects.
*/
if (!obj->Is_Foot()) continue;
FootClass const * foot = (FootClass *)obj;
/*
** Only consider objects that are owned by the player.
*/
if (!foot->Is_Owned_By_Player()) continue;
/*
** If another member of this team has been discovered and
** it isn't selected, then the formation move cannot take
** place.
*/
if (foot->Group == group) {
FormMove = false;
break;
}
}
}
}
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass * tobject = CurrentObject[index];
if (object != NULL) {
tobject->Active_Click_With(tobject->What_Action(object), object);
} else {
/*
** Trap for formation moves: if this unit is part of a
** formation (being part of a team qualifies) and they're
** told to move, adjust the target destination so they stay
** in formation when they arrive.
*/
CELL newmove = cell;
int whatami = tobject->What_Am_I();
if (action == ACTION_MOVE && tobject->Is_Foot()) {
int oldisform;
FootClass * foot = (FootClass *)tobject;
oldisform = foot->IsFormationMove;
foot->IsFormationMove = FormMove;
if (FormMove && foot->Group != 255 ) {
newmove = foot->Adjust_Dest(cell);
}
foot->IsFormationMove = oldisform;
}
tobject->Active_Click_With(tobject->What_Action(cell), newmove);
}
AllowVoice = false;
}
AllowVoice = true;
FormMove = false;
if (action == ACTION_REPAIR && object->What_Am_I() == RTTI_BUILDING) {
OutList.Add(EventClass(EventClass::REPAIR, TargetClass(object)));
}
if (action == ACTION_SELL_UNIT && object) {
switch (object->What_Am_I()) {
case RTTI_AIRCRAFT:
case RTTI_UNIT:
OutList.Add(EventClass(EventClass::SELL, TargetClass(object)));
break;
default:
break;
}
}
if (action == ACTION_SELL) {
if (object) {
OutList.Add(EventClass(EventClass::SELL, TargetClass(object)));
} else {
OutList.Add(EventClass(EventClass::SELLCELL, cell));
// OutList.Add(EventClass(EventClass::SELL, ::As_Target(cell)));
}
}
if (action == ACTION_NUKE_BOMB) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_NUCLEAR_BOMB, cell));
}
if (action == ACTION_PARA_BOMB) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_PARA_BOMB, cell));
}
if (action == ACTION_PARA_INFANTRY) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_PARA_INFANTRY, cell));
}
if (action == ACTION_SPY_MISSION) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_SPY_MISSION, cell));
}
if (action == ACTION_IRON_CURTAIN) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_IRON_CURTAIN, cell));
}
if (action == ACTION_CHRONOSPHERE) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_CHRONOSPHERE, cell));
}
if (action == ACTION_CHRONO2) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_CHRONO2, cell));
}
}
IsTentative = false;
}
}
}
/***********************************************************************************************
* DisplayClass::Mouse_Left_Press -- Handles the left mouse button press. *
* *
* Handle the left mouse button press while over the tactical map. If it isn't is *
* repair or sell mode, then a tentative transition to rubber band mode is flagged. If the *
* mouse moves a sufficient distance from this recorded position, then rubber band mode *
* is officially started. *
* *
* INPUT: x,y -- The mouse coordinates at the time of the press. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/24/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Mouse_Left_Press(int x, int y)
{
if (!IsRepairMode && !IsSellMode && IsTargettingMode == SPC_NONE && !PendingObject) {
IsTentative = true;
BandX = x;
BandY = y;
NewX = x;
NewY = y;
}
}
/***********************************************************************************************
* DisplayClass::Mouse_Left_Held -- Handles the left button held down. *
* *
* This routine is called continuously while the left mouse button is held down over *
* the tactical map. This handles the rubber band mode detection and dragging. *
* *
* INPUT: x,y -- The mouse coordinate. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/24/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Mouse_Left_Held(int x, int y)
{
if (IsRubberBand) {
if (x != NewX || y != NewY) {
x = Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1);
y = Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1);
Refresh_Band();
NewX = x;
NewY = y;
IsToRedraw = true;
Flag_To_Redraw(false);
}
} else {
/*
** If the mouse is still held down while a tentative extended select is possible, then
** check to see if the mouse has moved a sufficient distance in order to activate
** extended select mode.
*/
if (IsTentative) {
/*
** The mouse must have moved a minimum distance before rubber band mode can be
** initiated.
*/
if (ABS(x - BandX) > 4 || ABS(y - BandY) > 4) {
IsRubberBand = true;
x = Bound(x, 0, Lepton_To_Pixel(TacLeptonWidth)-1);
y = Bound(y, 0, Lepton_To_Pixel(TacLeptonHeight)-1);
NewX = x;
NewY = y;
IsToRedraw = true;
Flag_To_Redraw(false);
/*
** Stretching the rubber band requires all objects to be redrawn.
*/
int index;
for (index = 0; index < Layer[LAYER_TOP].Count(); index++) {
Layer[LAYER_TOP][index]->Mark(MARK_CHANGE);
}
for (index = 0; index < Layer[LAYER_AIR].Count(); index++) {
Layer[LAYER_AIR][index]->Mark(MARK_CHANGE);
}
}
}
}
}
// Needed to accomodate Glyphx client sidebar. ST - 4/12/2019 5:29PM
extern int GlyphXClientSidebarWidthInLeptons;
/***********************************************************************************************
* DisplayClass::Set_Tactical_Position -- Sets the tactical view position. *
* *
* This routine is used to set the tactical view position. The requested position is *
* clipped to the map dimensions as necessary. *
* *
* INPUT: coord -- The coordinate desired for the upper left corner. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Set_Tactical_Position(COORDINATE coord)
{
/*
** Bound the desired location to fit the legal map edges.
*/
int xx = 0;// (int)Coord_X(coord) - (int)Cell_To_Lepton(MapCellX);
int yy = 0;// (int)Coord_Y(coord) - (int)Cell_To_Lepton(MapCellY);
Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth) + GlyphXClientSidebarWidthInLeptons, Cell_To_Lepton(MapCellHeight)); // Needed to accomodate Glyphx client sidebar. ST - 4/12/2019 5:29PM
// Confine_Rect(&xx, &yy, TacLeptonWidth, TacLeptonHeight, Cell_To_Lepton(MapCellWidth), Cell_To_Lepton(MapCellHeight));
coord = XY_Coord(xx + Cell_To_Lepton(MapCellX), yy + Cell_To_Lepton(MapCellY));
if (ScenarioInit) {
TacticalCoord = coord;
}
DesiredTacticalCoord = coord;
IsToRedraw = true;
Flag_To_Redraw(false);
}
/***********************************************************************************************
* DisplayClass::Compute_Start_Pos -- Computes player's start pos from unit coords. *
* *
* Use this function in multiplayer games, to compute the scenario starting Tactical Pos. *
* *
* INPUT: none *
* *
* OUTPUT: x, y -- Player starting location *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/28/1995 JLB : Commented. *
* 06/26/1995 JLB : Fixed building loop. *
* 10/20/1996 JLB : Doesn't wrap. *
*=============================================================================================*/
void DisplayClass::Compute_Start_Pos(long& x, long& y)
{
/*
** Find the summation cell-x & cell-y for all the player's units, infantry,
** and buildings. Buildings are weighted so that they count 16 times more
** than units or infantry.
*/
x = 0;
y = 0;
long num = 0;
int i;
for (i = 0; i < Infantry.Count(); i++) {
InfantryClass * infp = Infantry.Ptr(i);
if (!infp->IsInLimbo && infp->Is_Owned_By_Player()) {
x += (long)Coord_XCell(infp->Coord);
y += (long)Coord_YCell(infp->Coord);
num++;
}
}
for (i = 0; i < Units.Count(); i++) {
UnitClass * unitp = Units.Ptr(i);
if (!unitp->IsInLimbo && unitp->Is_Owned_By_Player()) {
x += (long)Coord_XCell(unitp->Coord);
y += (long)Coord_YCell(unitp->Coord);
num++;
}
}
for (i = 0; i < Buildings.Count(); i++) {
BuildingClass * bldgp = Buildings.Ptr(i);
if (!bldgp->IsInLimbo && bldgp->Is_Owned_By_Player()) {
x += (((long)Coord_XCell(bldgp->Coord)) * 16);
y += (((long)Coord_YCell(bldgp->Coord)) * 16);
num += 16;
}
}
for (i = 0; i < Vessels.Count(); i++) {
VesselClass * bldgp = Vessels.Ptr(i);
if (!bldgp->IsInLimbo && bldgp->Is_Owned_By_Player()) {
x += (((long)Coord_XCell(bldgp->Coord)));
y += (((long)Coord_YCell(bldgp->Coord)));
num++;
}
}
/*
** Divide each coord by 'num' to compute the average value
*/
if (num > 0) {
x /= num;
} else {
x = 0;
}
if (num > 0) {
y /= num;
} else {
y = 0;
}
}
/***********************************************************************************************
* DisplayClass::Sell_Mode_Control -- Controls the sell mode. *
* *
* This routine will control the sell mode for the player. *
* *
* INPUT: control -- The mode to set the sell state to. *
* 0 = Turn sell mode off. *
* 1 = Turn sell mode on. *
* -1 = Toggle sell mode. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Sell_Mode_Control(int control)
{
bool mode = IsSellMode;
switch (control) {
case 0:
mode = false;
break;
case -1:
mode = (IsSellMode == false);
break;
case 1:
mode = true;
break;
}
if (mode != IsSellMode && !PendingObject) {
IsRepairMode = false;
if (mode && PlayerPtr->BScan) {
IsSellMode = true;
Unselect_All();
} else {
IsSellMode = false;
Revert_Mouse_Shape();
}
}
}
/***********************************************************************************************
* DisplayClass::Repair_Mode_Control -- Controls the repair mode. *
* *
* This routine is used to control the repair mode for the player. *
* *
* INPUT: control -- The mode to set the repair to. *
* 0 = Turn repair off. *
* 1 = Turn repair on. *
* -1= Toggle repair state. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Repair_Mode_Control(int control)
{
bool mode = IsRepairMode;
switch (control) {
case 0:
mode = false;
break;
case -1:
mode = (IsRepairMode == false);
break;
case 1:
mode = true;
break;
}
if (mode != IsRepairMode && !PendingObject) {
IsSellMode = false;
if (mode && PlayerPtr->BScan) {
IsRepairMode = true;
Unselect_All();
} else {
IsRepairMode = false;
Revert_Mouse_Shape();
}
}
}
/***********************************************************************************************
* DisplayClass::In_View -- Determines if cell is visible on screen. *
* *
* Use this routine to determine if the specified cell is visible on *
* the display. This is a useful fact, since many display operations *
* can be skipped if the cell is not visible. *
* *
* INPUT: cell -- The cell number to check. *
* *
* OUTPUT: bool; Is this cell visible on the display? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/30/1994 JLB : Created. *
* 04/30/1994 JLB : Converted to member function. *
*=============================================================================================*/
bool DisplayClass::In_View(register CELL cell) const
{
if (cell & 0xC000) return(false);
COORDINATE coord = Coord_Whole(Cell_Coord(cell));
COORDINATE tcoord = Coord_Whole(TacticalCoord);
if ((Coord_X(coord) - Coord_X(tcoord)) > TacLeptonWidth+CELL_LEPTON_W-1) return(false);
if ((Coord_Y(coord) - Coord_Y(tcoord)) > TacLeptonHeight+CELL_LEPTON_H-1) return(false);
return(true);
}
/***********************************************************************************************
* DisplayClass::Closest_Free_Spot -- Finds the closest cell sub spot that is free. *
* *
* Use this routine to find the sub cell spot closest to the coordinate specified that is *
* free from occupation. Typical use of this is for infantry destination calculation. *
* *
* INPUT: coord -- The coordinate to use as the starting point when finding the closest *
* free spot. *
* *
* any -- Ignore occupation and just return the closest sub cell spot? *
* *
* OUTPUT: Returns with the coordinate of the closest free (possibly) sub cell location. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/22/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE DisplayClass::Closest_Free_Spot(COORDINATE coord, bool any) const
{
if (coord & HIGH_COORD_MASK) {
return(0x00800080);
}
return Map[coord].Closest_Free_Spot(coord, any);
}
/***********************************************************************************************
* DisplayClass::Is_Spot_Free -- Determines if cell sub spot is free of occupation. *
* *
* Use this routine to determine if the coordinate (rounded to the nearest sub cell *
* position) is free for placement. Typical use of this would be for infantry placement. *
* *
* INPUT: coord -- The coordinate to examine for "freeness". The coordinate is rounded to *
* the nearest free sub cell spot. *
* *
* OUTPUT: Is the sub spot indicated by the coordinate free from previous occupation? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/22/1995 JLB : Created. *
*=============================================================================================*/
bool DisplayClass::Is_Spot_Free(COORDINATE coord) const
{
// This can't be right. Copy/paste error, maybe? ST - 5/8/2019
//if (coord & HIGH_COORD_MASK) {
// return(0x00800080);
//}
return Map[coord].Is_Spot_Free(CellClass::Spot_Index(coord));
}
/***********************************************************************************************
* DisplayClass::Center_Map -- Centers the map about the currently selected objects *
* *
* This routine will average the position of all the selected objects and then center *
* the map about those objects. *
* *
* INPUT: center -- The is an optional center about override coordinate. If specified, *
* then the map will be centered about that coordinate. Otherwise it *
* will center about the average location of all selected objects. *
* *
* OUTPUT: The center coordinate. *
* *
* WARNINGS: The map position changes by this routine. *
* *
* HISTORY: *
* 08/22/1995 JLB : Created. *
* 09/16/1996 JLB : Takes coordinate to center about (as override). *
*=============================================================================================*/
COORDINATE DisplayClass::Center_Map(COORDINATE center)
{
int x = 0;
// unsigned x = 0;
int y = 0;
// unsigned y = 0;
bool centerit = false;
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
COORDINATE coord = CurrentObject[index]->Center_Coord();
x += Coord_X(coord);
y += Coord_Y(coord);
}
x /= CurrentObject.Count();
y /= CurrentObject.Count();
centerit = true;
}
if (center != 0L) {
x = Coord_X(center);
y = Coord_Y(center);
centerit = true;
}
if (centerit) {
center = XY_Coord(x, y);
x = x - (int)TacLeptonWidth/2;
if (x < Cell_To_Lepton(MapCellX)) x = Cell_To_Lepton(MapCellX);
y = y - (int)TacLeptonHeight/2;
if (y < Cell_To_Lepton(MapCellY)) y = Cell_To_Lepton(MapCellY);
Set_Tactical_Position(XY_Coord(x, y));
return center;
}
return 0;
}
/***********************************************************************************************
* DisplayClass::Encroach_Shadow -- Causes the shadow to creep back by one cell. *
* *
* This routine will cause the shadow to creep back by one cell. Multiple calls to this *
* routine will result in the shadow becoming more and more invasive until only the sight *
* range of player controlled units will keep the shadow pushed back. *
* *
* INPUT: none *
* house -- Player to apply shroud to *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/16/1995 JLB : Created. *
* 08/06/2019 ST: Added house parameter for multiplayer *
*=============================================================================================*/
void DisplayClass::Encroach_Shadow(HouseClass * house)
{
CELL cell;
for (cell = 0; cell < MAP_CELL_TOTAL; cell++) {
if (!In_Radar(cell)) continue;
CellClass * cellptr = &(*this)[cell];
if (cellptr->Is_Visible(house) || !cellptr->Is_Mapped(house)) continue;
cellptr->IsToShroud = true; // IsToShroud isn't used outside this function. ST - 8/6/2019 2:28PM
}
/*
** Mark all shadow edge cells to be fully shrouded. All adjacent mapped
** cell should become partially shrouded.
*/
for (cell = 0; cell < MAP_CELL_TOTAL; cell++) {
if (!In_Radar(cell)) continue;
if ((*this)[cell].IsToShroud) {
(*this)[cell].IsToShroud = false;
Shroud_Cell(cell, house);
}
}
All_To_Look(house);
Flag_To_Redraw(true);
}
/***********************************************************************************************
* DisplayClass::Shroud_Cell -- Returns the specified cell into the shrouded condition. *
* *
* This routine is called to add the shroud back to the cell specified. Typical of this *
* would be when the shroud is to regenerate. *
* *
* INPUT: cell -- The cell that the shroud is to be regenerated upon. *
* house -- Player to apply shroud to *
* *
* OUTPUT: none *
* *
* WARNINGS: Adjacent cells might be affected by this routine. The affect is determined *
* according to the legality of the partial shadow artwork. In the illegal cases *
* the adjacent cell might become shrouded as well. *
* *
* HISTORY: *
* 10/17/1995 JLB : Created. *
* 06/17/1996 JLB : Modified to handle the new shadow pieces. *
* 08/06/2019 ST: Added house parameter for multiplayer *
*=============================================================================================*/
void DisplayClass::Shroud_Cell(CELL cell, HouseClass * house)
{
if (house->IsGPSActive) {
if ( (*this)[cell].Is_Jamming(house) ) {
return;
}
}
if (!In_Radar(cell)) return;
CellClass * cellptr = &(*this)[cell];
if (cellptr->Is_Mapped(house)) {
cellptr->Set_Mapped(house, false);
cellptr->Set_Visible(house, false);
cellptr->Redraw_Objects();
/*
** Check adjacent cells. There might be some weird combination of
** shrouded cells such that more cells must be shrouded in order for
** this to work.
*/
for (FacingType dir = FACING_FIRST; dir < FACING_COUNT; dir++) {
CELL c = Adjacent_Cell(cell, dir);
CellClass * cptr = &(*this)[c];
/*
** If this adjacent cell must be completely shrouded as a result
** of the map change, yet it isn't already shrouded, then recursively
** shroud that cell.
*/
if (c != cell) {
cptr->Set_Visible(house, false);
}
/*
** Always redraw the cell because, more than likely, the shroud
** edge will change shape because of the map change.
*/
cptr->Redraw_Objects();
}
}
}
/***********************************************************************************************
* DisplayClass::Read_INI -- Reads map control data from INI file. *
* *
* This routine is used to read the map control data from the INI *
* file. *
* *
* INPUT: buffer -- Pointer to the loaded INI file data. *
* *
* OUTPUT: none *
* *
* WARNINGS: The TriggerClass INI data must have been read before calling this function. *
* *
* HISTORY: *
* 05/27/1994 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Read_INI(CCINIClass & ini)
{
/*
** Read the map dimensions.
*/
char const * const name = "Map";
int x = ini.Get_Int(name, "X", 1);
int y = ini.Get_Int(name, "Y", 1);
int w = ini.Get_Int(name, "Width", MAP_CELL_W-2);
int h = ini.Get_Int(name, "Height", MAP_CELL_H-2);
#ifndef FIXIT_VERSION_3 // Map size no longer restricted.
#ifdef FIXIT_CSII // checked - ajw
if(Session.Type >= GAME_MODEM && Session.Type <= GAME_INTERNET && PlayingAgainstVersion < VERSION_AFTERMATH_CS) {
/*
** HACK ALERT:
** Force the map to be limited to the size that 96x96 would be. If the
** size is greater (due to hacking?) then shrink it down to legal size.
** BG Note: only do this for multiplayer games against non-AfterMath.
*/
if (w * h > 96 * 96) {
h -= (((w*h) - (96*96)) / w) + 1;
}
}
#else
/*
** HACK ALERT:
** Force the map to be limited to the size that 96x96 would be. If the
** size is greater (due to hacking?) then shrink it down to legal size.
*/
if (w * h > 96 * 96) {
h -= (((w*h) - (96*96)) / w) + 1;
}
#endif
#endif // !FIXIT_VERSION_3
Set_Map_Dimensions( x, y, w, h );
/*
** The theater is determined at this point. There is specific data that
** is custom to this data. Load the custom data (as it related to terrain)
** at this point.
*/
Scen.Theater = ini.Get_TheaterType(name, "Theater", THEATER_TEMPERATE);
if (Scen.Theater == THEATER_NONE) {
Scen.Theater = THEATER_TEMPERATE;
}
/*
** Remove any old theater specific uncompressed shapes
*/
#ifdef WIN32
if (Scen.Theater != LastTheater) {
Reset_Theater_Shapes();
}
#endif //WIN32
/*
** Now that the theater is known, init the entire map hierarchy
*/
Init(Scen.Theater);
/*
** Special initializations occur when the theater is known.
*/
TerrainTypeClass::Init(Scen.Theater);
TemplateTypeClass::Init(Scen.Theater);
OverlayTypeClass::Init(Scen.Theater);
UnitTypeClass::Init(Scen.Theater);
InfantryTypeClass::Init(Scen.Theater);
BuildingTypeClass::Init(Scen.Theater);
BulletTypeClass::Init(Scen.Theater);
AnimTypeClass::Init(Scen.Theater);
AircraftTypeClass::Init(Scen.Theater);
VesselTypeClass::Init(Scen.Theater);
SmudgeTypeClass::Init(Scen.Theater);
/*
** Read the Waypoint entries.
*/
for (int i = 0; i < WAYPT_COUNT; i++) {
char buf[20];
sprintf(buf, "%d", i);
Scen.Waypoint[i] = ini.Get_Int("Waypoints", buf, -1);
if (Scen.Waypoint[i] != -1) {
(*this)[Scen.Waypoint[i]].IsWaypoint = 1;
}
}
/*
** Set the starting position (do this after Init(), which clears the cells'
** IsWaypoint flags).
*/
if (Scen.Waypoint[WAYPT_HOME] == -1) {
Scen.Waypoint[WAYPT_HOME] = XY_Cell(MapCellX + 5*RESFACTOR, MapCellY + 4*RESFACTOR);
}
Scen.Views[0] = Scen.Views[1] = Scen.Views[2] = Scen.Views[3] = Scen.Waypoint[WAYPT_HOME];
Set_Tactical_Position(Cell_Coord((Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR)) - (5*RESFACTOR)));
/*
** Loop through all CellTrigger entries.
*/
int len = ini.Entry_Count("CellTriggers");
for (int index = 0; index < len; index++) {
/*
** Get a cell trigger and cell assignment.
*/
char const * cellentry = ini.Get_Entry("CellTriggers", index);
TriggerTypeClass * tp = ini.Get_TriggerType("CellTriggers", cellentry);
CELL cell = atoi(cellentry);
if (tp != NULL && !(*this)[cell].Trigger.Is_Valid()) {
TriggerClass * tt = Find_Or_Make(tp);
if (tt) {
tt->AttachCount++;
tt->Cell = cell;
(*this)[cell].Trigger = tt;
}
}
}
/*
** Read the map template data.
*/
static char const * const MAPPACK = "MapPack";
len = ini.Get_UUBlock(MAPPACK, _staging_buffer, sizeof(_staging_buffer));
BufferStraw bstraw(_staging_buffer, len);
Map.Read_Binary(bstraw);
LastTheater = Scen.Theater;
}
/***********************************************************************************************
* DisplayClass::Write_INI -- Write the map data to the INI file specified. *
* *
* This routine will output all the data of this map to the INI database specified. *
* *
* INPUT: ini -- Reference to the INI handler to store the map data to. *
* *
* OUTPUT: none *
* *
* WARNINGS: Any existing map data in the INI database will be replaced by this function. *
* *
* HISTORY: *
* 07/03/1996 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Write_INI(CCINIClass & ini)
{
char entry[20];
/*
** Save the map parameters.
*/
static char const * const NAME = "Map";
ini.Clear(NAME);
ini.Put_TheaterType(NAME, "Theater", Scen.Theater);
ini.Put_Int(NAME, "X", MapCellX);
ini.Put_Int(NAME, "Y", MapCellY);
ini.Put_Int(NAME, "Width", MapCellWidth);
ini.Put_Int(NAME, "Height", MapCellHeight);
/*
** Save the Waypoint entries.
*/
static char const * const WAYNAME = "Waypoints";
ini.Clear(WAYNAME);
for (int i = 0; i < WAYPT_COUNT; i++) {
if (Scen.Waypoint[i] != -1) {
sprintf(entry, "%d", i);
ini.Put_Int(WAYNAME, entry, Scen.Waypoint[i]);
}
}
/*
** Save the cell's triggers.
*/
static char const * const CELLTRIG = "CellTriggers";
ini.Clear(CELLTRIG);
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
if ((*this)[cell].Trigger.Is_Valid()) {
TriggerClass * tp = (*this)[cell].Trigger;
if (tp != NULL) {
/*
** Generate entry name.
*/
sprintf(entry, "%d", cell);
/*
** Save entry.
*/
ini.Put_TriggerType(CELLTRIG, entry, tp->Class);
}
}
}
/*
** Write the map template data out to the ini file.
*/
static char const * const MAPPACK = "MapPack";
BufferPipe bpipe(_staging_buffer, sizeof(_staging_buffer));
int len = Map.Write_Binary(bpipe);
ini.Clear(MAPPACK);
if (len) {
ini.Put_UUBlock(MAPPACK, _staging_buffer, len);
}
}
/***********************************************************************************************
* DisplayClass::All_To_Look -- Direct all objects to look around for the player. *
* *
* This routine will scan through all objects and tell them to look if they are supposed *
* to be able to reveal the map for the player. This routine may be necessary in cases *
* of gap generator reshroud logic. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/23/1996 JLB : Created. *
* 08/06/2019 ST : Added house parameter so it can work for multiple players *
*=============================================================================================*/
void DisplayClass::All_To_Look(HouseClass *house, bool units_only)
{
for (int index = 0; index < Layer[LAYER_GROUND].Count(); index++) {
ObjectClass * object = Layer[LAYER_GROUND][index];
if (object != NULL && object->Is_Techno()) {
TechnoClass * tech = ((TechnoClass *)object);
if (tech->What_Am_I() == RTTI_BUILDING && units_only) continue;
if (tech->House == house) {
if (tech->Is_Discovered_By_Player(house)) {
object->Look();
}
} else {
//if (tech->What_Am_I() == RTTI_BUILDING && Rule.IsAllyReveal && tech->House->Is_Ally(PlayerPtr)) {
if (tech->What_Am_I() == RTTI_BUILDING && Rule.IsAllyReveal && tech->House->Is_Ally(house)) {
tech->Look();
}
}
}
}
}
/*
** Added house parameter for client/server multiplayer. ST - 8/12/2019 11:48AM
**
**
*/
void DisplayClass::Constrained_Look(COORDINATE center, LEPTON distance, HouseClass *house)
{
for (int index = 0; index < Layer[LAYER_GROUND].Count(); index++) {
ObjectClass * object = Layer[LAYER_GROUND][index];
if (object != NULL && object->Is_Techno()) {
TechnoClass * tech = ((TechnoClass *)object);
// if (tech->What_Am_I() == RTTI_BUILDING && units_only) continue;
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
if (tech->House->IsPlayerControl) {
if (tech->IsDiscoveredByPlayer && Distance(tech->Center_Coord(), center) <= (tech->Techno_Type_Class()->SightRange * CELL_LEPTON_W) + distance) {
object->Look();
}
} else {
if (tech->What_Am_I() == RTTI_BUILDING && Rule.IsAllyReveal && tech->House->Is_Ally(PlayerPtr) &&
Distance(tech->Center_Coord(), center) <= (tech->Techno_Type_Class()->SightRange * CELL_LEPTON_W) + distance) {
tech->Look();
}
}
} else {
if (tech->House->IsHuman) {
if (tech->House == house) {
if (tech->Is_Discovered_By_Player(house) && Distance(tech->Center_Coord(), center) <= (tech->Techno_Type_Class()->SightRange * CELL_LEPTON_W) + distance) {
object->Look();
}
} else {
if (tech->What_Am_I() == RTTI_BUILDING && Rule.IsAllyReveal && tech->House->Is_Ally(house) &&
Distance(tech->Center_Coord(), center) <= (tech->Techno_Type_Class()->SightRange * CELL_LEPTON_W) + distance) {
tech->Look();
}
}
}
}
}
}
}
/***********************************************************************************************
* DisplayClass::Flag_Cell -- Flag the specified cell to be redrawn. *
* *
* This will flag the cell to be redrawn. *
* *
* INPUT: cell -- The cell to be flagged. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/20/1996 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Flag_Cell(CELL cell)
{
Flag_To_Redraw(false);
IsToRedraw = true;
CellRedraw[cell] = true;
}
static ActionType _priority_actions[] = {
ACTION_ATTACK,
ACTION_ENTER,
ACTION_HEAL,
ACTION_REPAIR,
ACTION_SABOTAGE,
ACTION_CAPTURE,
ACTION_MOVE
};
static int get_action_priority(ActionType action)
{
for (int i = 0; i < ARRAY_LENGTH(_priority_actions); ++i) {
if (_priority_actions[i] == action) {
return i;
}
}
return INT_MAX;
}
template <typename T>
static int index_of(const DynamicVectorClass<T*>& list, T* object)
{
for (int i = 0; i < list.Count(); i++) {
if (list[i] == object) {
return i;
}
}
return -1;
}
template <typename T>
static ObjectClass* Best_Object_With_ActionT(DynamicVectorClass<ObjectClass*>& objects, T subject)
{
DynamicVectorClass<const ObjectTypeClass*> checked_types;
if (objects.Count()) {
int best_priority = INT_MAX;
ObjectClass* best_object = objects[0];
for (int i = 0; i < objects.Count(); ++i) {
ObjectClass* object = objects[i];
const ObjectTypeClass* type = &object->Class_Of();
if (index_of(checked_types, type) != -1) {
continue;
}
checked_types.Add(type);
ActionType action = object->What_Action(subject);
int priority = get_action_priority(action);
if (priority < best_priority) {
best_priority = priority;
best_object = object;
if (best_priority == 0) {
break;
}
}
}
return best_object;
}
return NULL;
}
ObjectClass* Best_Object_With_Action(DynamicVectorClass<ObjectClass*>& objects, const ObjectClass* object)
{
return Best_Object_With_ActionT(objects, object);
}
ObjectClass* Best_Object_With_Action(DynamicVectorClass<ObjectClass*>& objects, CELL cell)
{
return Best_Object_With_ActionT(objects, cell);
}
ActionType Best_Object_Action(DynamicVectorClass<ObjectClass*>& objects, const ObjectClass* object)
{
ObjectClass* obj = Best_Object_With_Action(objects, object);
return (obj != NULL) ? obj->What_Action(object) : ACTION_NONE;
}
ActionType Best_Object_Action(DynamicVectorClass<ObjectClass*>& objects, CELL cell)
{
ObjectClass* obj = Best_Object_With_Action(objects, cell);
return (obj != NULL) ? obj->What_Action(cell) : ACTION_NONE;
}
ObjectClass* Best_Object_With_Action(const ObjectClass* object)
{
return Best_Object_With_Action(CurrentObject.Raw(), object);
}
ObjectClass* Best_Object_With_Action(CELL cell)
{
return Best_Object_With_Action(CurrentObject.Raw(), cell);
}
ActionType Best_Object_Action(const ObjectClass* object)
{
return Best_Object_Action(CurrentObject.Raw(), object);
}
ActionType Best_Object_Action(CELL cell)
{
return Best_Object_Action(CurrentObject.Raw(), cell);
}