CnC_Remastered_Collection/REDALERT/RADAR.CPP

2683 lines
109 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/RADAR.CPP 3 3/12/97 2:35p Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : RADAR.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : September 16, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Get_Multi_Color -- Get the multi color offset number *
* RadarClass::AI -- Processes radar input (non-tactical). *
* RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
* RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
* RadarClass::Click_In_Radar -- Check to see if a click is in radar map *
* RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
* RadarClass::Draw_It -- Displays the radar map of the terrain. *
* RadarClass::Draw_Names -- draws players' names on the radar map *
* RadarClass::Get_Jammed -- Fetch the current radar jammed state for the player. *
* RadarClass::Init_Clear -- Sets the radar map to a known state *
* RadarClass::Is_Radar_Active -- Determines if the radar map is currently being displayed. *
* RadarClass::Is_Radar_Existing -- Queries to see if radar map is available. *
* RadarClass::Is_Zoomable -- Determines if the map can be zoomed. *
* RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
* RadarClass::One_Time -- Handles one time processing for the radar map. *
* RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
* RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
* RadarClass::RTacticalClass::Action -- I/O function for the radar map. *
* RadarClass::RadarClass -- Default constructor for RadarClass object. *
* RadarClass::Radar_Activate -- Controls radar activation. *
* RadarClass::Radar_Anim -- Renders current frame of radar animation *
* RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
* RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
* RadarClass::Radar_Position -- Returns with the current position of the radar map. *
* RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
* RadarClass::Render_Infantry -- Displays objects on the radar map. *
* RadarClass::Render_Overlay -- Renders an icon for given overlay *
* RadarClass::Render_Terrain -- Render the terrain over the given cell *
* RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
* RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell.*
* RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
* RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
* RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to*
* RadarClass::Zoom_Mode(void) -- Handles toggling zoom on the map *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
//void const * RadarClass::CoverShape;
RadarClass::RTacticalClass RadarClass::RadarButton;
void const * RadarClass::RadarAnim = NULL;
void const * RadarClass::RadarPulse = NULL;
void const * RadarClass::RadarFrame = NULL;
static bool FullRedraw = false;
static GraphicBufferClass _IconStage(3,3);
static GraphicBufferClass _TileStage(24,24);
/***********************************************************************************************
* RadarClass::RadarClass -- Default constructor for RadarClass object. *
* *
* This default constructor merely sets the radar specific values to default settings. The *
* radar must be deliberately activated in order for it to be displayed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/16/1994 JLB : Created. *
*=============================================================================================*/
RadarClass::RadarClass(void) :
IsToRedraw(false),
RadarCursorRedraw(false),
IsPulseActive(false),
RadarPulseFrame(0),
DoesRadarExist(false),
IsRadarActive(false),
IsRadarActivating(false),
IsRadarDeactivating(false),
IsRadarJammedByPlayerMask(0U),
SpecialRadarFrame(0),
RadarAnimFrame(0),
RadarX(0),
RadarY(0),
RadarCellWidth(0),
RadarCellHeight(0),
RadarCell(0),
BaseX(0),
BaseY(0),
RadarWidth(0),
RadarHeight(0),
IsZoomed(true),
ZoomFactor(0),
IsPlayerNames(false),
IsHouseSpy(false),
SpyingOn(HOUSE_SPAIN),
PixelPtr(0)
{
}
/***********************************************************************************************
* RadarClass::One_Time -- Handles one time processing for the radar map. *
* *
* This routine handles any one time processing required in order for the radar map to *
* function. This actually only requires an allocation of the radar staging buffer. This *
* buffer is needed for those cases where the radar area of the page is being destroyed *
* and it needs to be destroyed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Be sure to call this routine only ONCE. *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
void RadarClass::One_Time(void)
{
RadWidth = 80 * RESFACTOR;
RadHeight = 70 * RESFACTOR;
RadX = SeenBuff.Get_Width() - RadWidth;
RadY = 7 * RESFACTOR;
RadPWidth = 64 * RESFACTOR;
RadPHeight = 64 * RESFACTOR;
#ifdef WIN32
RadOffX = 6;
RadOffY = 7;
RadIWidth = 128+18;//************
RadIHeight = 128+2;//************
#else
RadOffX = 4;
RadOffY = 1;
RadIWidth = 72;
RadIHeight = 69;
#endif
DisplayClass::One_Time();
#ifdef OBSOLETE
RadarButton.X = RadX+RadOffX;
RadarButton.Y = RadY+RadOffY;
RadarButton.Width = RadIWidth;
RadarButton.Height = RadIHeight;
#else
RadarButton.X = RadX;
RadarButton.Y = RadY;
RadarButton.Width = RadWidth;
RadarButton.Height = RadHeight;
#endif
}
/***********************************************************************************************
* RadarClass::Init_Clear -- Sets the radar map to a known state. *
* *
* This routine is used to initialize the radar map at the start of the scenario. It *
* sets the radar map position and starts it in the disabled state. *
* *
* INPUT: theater -- The theater that the scenario is starting (unused by this routine). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
void RadarClass::Init_Clear(void)
{
DisplayClass::Init_Clear();
IsRadarActive = false;
IsToRedraw = true;
RadarCursorRedraw = true;
IsRadarActivating = false;
IsRadarDeactivating = false;
DoesRadarExist = false;
PixelPtr = 0;
IsPlayerNames = false;
/*
** If we have a valid map lets make sure that we set it correctly
*/
if (MapCellWidth || MapCellHeight) {
#ifdef WIN32
IsZoomed = false;
#else
IsZoomed = true;
#endif
Zoom_Mode(Coord_Cell(Map.TacticalCoord));
}
}
/***********************************************************************************************
* RadarClass::Radar_Activate -- Controls radar activation. *
* *
* Use this routine to turn the radar map on or off. *
* *
* INPUT: control -- What to do with the radar map: *
* 0 = Turn radar off. *
* 1 = Turn radar on. *
* 2 = Remove Radar Gadgets *
* 3 = Add Radar Gadgets *
* 4 = Remove radar. *
* -1= Toggle radar on or off. *
* *
* OUTPUT: bool; Was the radar map already on? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Radar_Activate(int control)
{
bool old = IsRadarActive;
switch (control) {
/*
** Toggle the state of the radar map on or off.
*/
case -1:
{
int temp = (IsRadarActive == false);
if (temp) {
Radar_Activate(1);
} else {
Radar_Activate(0);
}
}
break;
/*
** Turn the radar map off properly.
*/
case 0:
if (Map.IsSidebarActive) {
if (IsRadarActive && !IsRadarDeactivating) {
// Sound_Effect(VOC_RADAR_OFF); // MBL 07.20.2020: These are never being sent to the client, so handled there; Disabling here for good measure.
IsRadarDeactivating = true;
IsRadarActive = false;
if (IsRadarActivating == true) {
IsRadarActivating = false;
} else {
RadarAnimFrame = RADAR_ACTIVATED_FRAME;
}
}
} else {
Radar_Activate(2);
}
return(old);
case 1:
if (Map.IsSidebarActive) {
if (!IsRadarActivating && !IsRadarActive) {
// Sound_Effect(VOC_RADAR_ON); // MBL 07.20.2020: These are never being sent to the client, so handled there; Disabling here for good measure.
IsRadarActivating = true;
if (IsRadarDeactivating == true) {
IsRadarDeactivating = false;
} else {
if (DoesRadarExist) {
RadarAnimFrame = MAX_RADAR_FRAMES;
} else {
RadarAnimFrame = 0;
}
}
}
} else {
Radar_Activate(3);
}
return(old);
case 2:
if (Session.Type==GAME_NORMAL) {
SidebarClass::Zoom.Disable();
} else {
SidebarClass::Zoom.Enable();
}
IsRadarActive = false;
IsRadarActivating = false;
IsRadarDeactivating = false;
break;
case 3:
if (Session.Type == GAME_NORMAL && Is_Zoomable()) {
SidebarClass::Zoom.Enable();
}
IsRadarActive = true;
IsRadarActivating = false;
IsRadarDeactivating = false;
break;
case 4:
IsRadarActive = false;
IsRadarActivating = false;
IsRadarDeactivating = false;
DoesRadarExist = false;
Flag_To_Redraw(false);
IsToRedraw = true;
break;
default:
break;
}
if (IsRadarActive != old) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
FullRedraw = IsRadarActive;
return(old);
}
/***********************************************************************************************
* RadarClass::Draw_It -- Displays the radar map of the terrain. *
* *
* This is used to display the radar map that appears in the lower *
* right corner. The main changes to this map are the vehicles and *
* structure pixels. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/24/1991 JLB : Created. *
* 05/08/1994 JLB : Converted to member function. *
*=============================================================================================*/
void RadarClass::Draw_It(bool forced)
{
DisplayClass::Draw_It(forced);
#if (0) // Legacy radar rendering not used. ST - 2/26/2020 3:53PM
static char * _hiresradarnames[]={
"natoradr.shp", //HOUSE_SPAIN,
"natoradr.shp", //HOUSE_GREECE,
"ussrradr.shp", //HOUSE_USSR,
"natoradr.shp", //HOUSE_ENGLAND,
"ussrradr.shp", //HOUSE_UKRAINE,
"natoradr.shp", //HOUSE_GERMANY,
"natoradr.shp", //HOUSE_FRANCE,
"natoradr.shp", //HOUSE_TURKEY,
"natoradr.shp", //HOUSE_GOOD
"ussrradr.shp", //HOUSE_BAD
};
static char * _frames[]={
"nradrfrm.shp", //HOUSE_SPAIN,
"nradrfrm.shp", //HOUSE_GREECE,
"uradrfrm.shp", //HOUSE_USSR,
"nradrfrm.shp", //HOUSE_ENGLAND,
"uradrfrm.shp", //HOUSE_UKRAINE,
"nradrfrm.shp", //HOUSE_GERMANY,
"nradrfrm.shp", //HOUSE_FRANCE,
"nradrfrm.shp", //HOUSE_TURKEY,
"nradrfrm.shp", //HOUSE_GOOD
"uradrfrm.shp", //HOUSE_BAD
};
int radarforced = 0;
/*
** Don't perform any rendering if none is requested.
*/
if (!forced && !IsToRedraw && !FullRedraw) return;
BStart(BENCH_RADAR);
static HousesType _house = HOUSE_NONE;
if (PlayerPtr->ActLike != _house) {
char name[_MAX_FNAME + _MAX_EXT];
// strcpy(name, "NATORADR.SHP" );
// if (Session.Type == GAME_NORMAL) {
strcpy(name, _hiresradarnames[PlayerPtr->ActLike]);
// }
#ifndef NDEBUG
RawFileClass file(name);
if (file.Is_Available()) {
RadarAnim = Load_Alloc_Data(file);
} else {
RadarAnim = MFCD::Retrieve(name);
}
strcpy(name, "PULSE.SHP");
RawFileClass file2(name);
if (file2.Is_Available()) {
RadarPulse = Load_Alloc_Data(file2);
} else {
RadarPulse = MFCD::Retrieve(name);
}
strcpy(name, _frames[PlayerPtr->ActLike]);
RawFileClass file3(name);
if (file3.Is_Available()) {
RadarFrame = Load_Alloc_Data(file3);
} else {
RadarFrame = MFCD::Retrieve(_frames[PlayerPtr->ActLike]);
}
#else
RadarAnim = MFCD::Retrieve(name);
strcpy(name, "PULSE.SHP");
RawFileClass file3(name);
if (file3.Is_Available()) {
RadarPulse = Load_Alloc_Data(file3);
} else {
RadarPulse = MFCD::Retrieve(name);
}
RadarFrame = MFCD::Retrieve(_frames[PlayerPtr->ActLike]);
#endif
_house = PlayerPtr->ActLike;
}
/*
** If in player name mode, just draw player names
*/
if (IsPlayerNames) {
Draw_Names();
IsToRedraw = false;
BEnd(BENCH_RADAR);
return;
}
/*
** If in spy-on-radar facility mode, draw the appropriate info.
*/
if (IsHouseSpy) {
IsToRedraw = false;
if (Draw_House_Info()) {
BEnd(BENCH_RADAR);
return;
}
}
if (IsRadarActivating || IsRadarDeactivating || IsRadarJammed) {
Radar_Anim();
Map.Repair.Draw_Me(true);
Map.Upgrade.Draw_Me(true);
Map.Zoom.Draw_Me(true);
IsToRedraw = false;
BEnd(BENCH_RADAR);
return;
}
if (Map.IsSidebarActive) {
if (IsRadarActive) {
if (RunningAsDLL) {
BEnd(BENCH_RADAR);
return;
}
/*
** If only a few of the radar pixels need to be redrawn, then find and redraw
** only these.
*/
if (!forced && IsToRedraw && !FullRedraw && !IsPulseActive) {
IsToRedraw = false;
if (PixelPtr) {
/*
** Render all pixels in the "to redraw" stack.
*/
if (LogicPage->Lock()) {
for (int index = 0; index < (int)PixelPtr; index++) {
CELL cell = PixelStack[index];
if (Cell_On_Radar(cell)) {
(*this)[cell].IsPlot = false;
Plot_Radar_Pixel(cell);
RadarCursorRedraw |= (*this)[cell].IsRadarCursor;
}
}
LogicPage->Unlock();
}
/*
** Refill the stack if there is pending pixels yet to be plotted.
** This should only process in sections for speed reasons
*/
if (PixelPtr == PIXELSTACK) {
PixelPtr = 0;
for (int y = 0; y < MapCellHeight; y++) {
for (int x = 0; x < MapCellWidth; x++) {
CELL cell = XY_Cell(MapCellX + x, MapCellY + y);
if (Cell_On_Radar(cell)) {
if ((*this)[cell].IsPlot) {
PixelStack[PixelPtr++] = cell;
IsToRedraw = true;
if (PixelPtr == PIXELSTACK) break;
}
}
}
if (PixelPtr == PIXELSTACK) break;
}
} else {
PixelPtr = 0;
}
}
Radar_Cursor(RadarCursorRedraw);
} else {
#ifdef WIN32
GraphicViewPortClass * oldpage = Set_Logic_Page(HidPage);
#else
GraphicBufferClass * oldpage = Set_Logic_Page(HidPage);
#endif
CC_Draw_Shape(RadarFrame, 1, RadX, RadY+(1 * RESFACTOR), WINDOW_MAIN, SHAPE_NORMAL);
if (BaseX || BaseY) {
if (!IsZoomed && BaseX && BaseY && (int)RadarWidth< (RadIWidth-1) && (int)RadarHeight < (RadIHeight-1)) {
#ifdef WIN32
LogicPage->Draw_Rect(RadX + RadOffX + BaseX -1,
RadY + RadOffY + BaseY -1,
RadX + RadOffX + BaseX + RadarWidth,
// RadX + RadOffX + BaseX + RadarWidth +1,
RadY + RadOffY + BaseY + RadarHeight,
// RadY + RadOffY + BaseY + RadarHeight +1,
WHITE);
#endif
}
} else {
LogicPage->Fill_Rect( RadX + RadOffX,
RadY + RadOffY,
RadX + RadOffX + RadIWidth - 1,
RadY + RadOffY + RadIHeight - 1,
BLACK);
}
/*
** Draw the entire radar map.
*/
if (LogicPage->Lock()) {
for (int index = 0; index < MAP_CELL_TOTAL; index++) {
if (In_Radar(index) && Cell_On_Radar(index)) {
Plot_Radar_Pixel(index);
}
}
if (IsPulseActive) {
CC_Draw_Shape(RadarPulse, RadarPulseFrame++, RadX + RadOffX, RadY+1*RESFACTOR, WINDOW_MAIN, SHAPE_NORMAL);
}
LogicPage->Unlock();
}
Radar_Cursor(true);
FullRedraw = false;
IsToRedraw = false;
Map.Repair.Draw_Me(true);
Map.Upgrade.Draw_Me(true);
Map.Zoom.Draw_Me(true);
if (oldpage == &SeenBuff) {
Hide_Mouse();
LogicPage->Blit(SeenBuff, RadX, RadY, RadX, RadY, RadWidth, RadHeight);
Show_Mouse();
}
Set_Logic_Page(oldpage);
}
} else {
/*
** If the radar is not active, then only draw the cover plate if forced to do so.
*/
int val = (DoesRadarExist) ? MAX_RADAR_FRAMES : 0;
CC_Draw_Shape(RadarAnim, val, RadX, RadY + (1 * RESFACTOR), WINDOW_MAIN, SHAPE_NORMAL);
FullRedraw = false;
IsToRedraw = false;
if (RunningAsDLL) {
BEnd(BENCH_RADAR);
return;
}
/*
** Display the country name on the cover plate when in multi play only.
*/
if (Session.Type != GAME_NORMAL) {
Fancy_Text_Print(Text_String(HouseTypeClass::As_Reference(PlayerPtr->ActLike).Full_Name()), RadX+RadWidth/2, RadY+RadHeight-10*RESFACTOR, &ColorRemaps[PlayerPtr->RemapColor], TBLACK, TPF_CENTER|TPF_TEXT|TPF_DROPSHADOW);
}
Map.Repair.Draw_Me(true);
Map.Upgrade.Draw_Me(true);
Map.Zoom.Draw_Me(true);
}
}
BEnd(BENCH_RADAR);
#endif
}
/***************************************************************************
* RadarClass::Render_Terrain -- Render the terrain over the given cell *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/12/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Render_Terrain(CELL cell, int x, int y, int size)
{
TerrainClass * list[4] = {0,0,0,0};
int listidx = 0;
int lp,lp2;
ObjectClass * obj = Map[cell].Cell_Occupier();
/*
** If the cell is occupied by a terrain type, add it to the sortable
** list.
*/
if (obj && obj->What_Am_I() == RTTI_TERRAIN)
list[listidx++] = (TerrainClass *)obj;
/*
** Now loop through all the occupiers and add them to the list if they
** are terrain type.
*/
for (lp = 0; lp < ARRAY_SIZE(Map[cell].Overlapper); lp ++) {
obj = Map[cell].Overlapper[lp];
if (obj && obj->What_Am_I() == RTTI_TERRAIN)
list[listidx++] = (TerrainClass *)obj;
}
/*
** If there are no entries in our list then just get out.
*/
if (!listidx) return;
/*
** If there is terrain in this cell then draw a dark pixel to
** represent it.
*/
if (size == 1) {
LogicPage->Put_Pixel(x, y, 21);
// LogicPage->Put_Pixel(x, y, 60);
return;
}
/*
** Sort the list by its sort Y value so that we can render in the proper
** order.
*/
for (lp = 0; lp < listidx - 1; lp ++) {
for (lp2 = lp + 1; lp2 < listidx; lp2++) {
if (list[lp]->Sort_Y() > list[lp2]->Sort_Y()) {
TerrainClass * terrain = list[lp];
list[lp] = list[lp2];
list[lp2] = terrain;
}
}
}
/*
** loop through the list and take care of rendering the correct icon.
*/
for (lp = 0; lp < listidx; lp ++) {
unsigned char * icon = list[lp]->Radar_Icon(cell);
if (!icon) continue;
#ifdef WIN32
Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
_IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, ZoomFactor, ZoomFactor, TRUE, (char *)&FadingBrighten[0]);
#else
for (int lpy = 0; lpy < 3; lpy++) {
for (int lpx = 0; lpx < 3; lpx++) {
if (*icon) {
LogicPage->Put_Pixel(x + lpx, y + lpy, FadingBrighten[*icon]);
}
icon++;
}
}
#endif //WIN32
}
}
/***********************************************************************************************
* RadarClass::Render_Infantry -- Displays objects on the radar map. *
* *
* This routine will display an object imagery at the location specified according to the *
* condition of the specified cell. *
* *
* INPUT: cell -- The cell to use as reference when drawing the radar pixel. *
* *
* x,y -- The pixel coordinate to render the radar "pixel" at. *
* *
* size -- The size of the "pixel". When zoomed in, this value will be "3". *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/17/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Render_Infantry(CELL cell, int x, int y, int size)
{
ObjectClass * obj;
obj = (ObjectClass *)Map[cell].Cell_Occupier();
while (obj) {
if (obj->Is_Techno() && ((TechnoClass *)obj)->Is_Visible_On_Radar()) {
int color = ColorRemaps[((InfantryClass *)obj)->House->RemapColor].Bar;
// int color = ColorRemaps[((InfantryClass *)obj)->House->RemapColor].BrightColor;
int xoff;
int yoff;
int subsize = max(1, size/3);
switch (obj->What_Am_I()) {
case RTTI_INFANTRY:
xoff = (Coord_XLepton(obj->Coord) / (CELL_LEPTON_W/(size+1))) - subsize/2;
xoff = max(xoff, 0);
xoff = min(xoff, size-subsize);
yoff = (Coord_YLepton(obj->Coord) / (CELL_LEPTON_H/(size+1))) - subsize/2;
yoff = max(yoff, 0);
yoff = min(yoff, size-subsize);
/*
** Draw the infantryman's pixel. If he's a spy, draw in my house color
*/
if (*(InfantryClass *)obj == INFANTRY_SPY) {
color = ColorRemaps[PlayerPtr->RemapColor].Bar;
// color = ColorRemaps[PlayerPtr->RemapColor].BrightColor;
}
LogicPage->Fill_Rect(x+xoff, y+yoff, x+xoff+(subsize-1), y+yoff+(subsize-1), color);
break;
case RTTI_UNIT:
case RTTI_VESSEL:
case RTTI_AIRCRAFT:
LogicPage->Fill_Rect(x, y, x+size-1, y+size-1, color);
break;
default:
break;
}
}
obj = obj->Next;
}
}
/***************************************************************************
* RadarClass::Render_Overlay -- Renders an icon for given overlay *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/18/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Render_Overlay(CELL cell, int x, int y, int size)
{
//int lpx,lpy;
OverlayType overlay = (*this)[cell].Overlay;
if (overlay != OVERLAY_NONE) {
OverlayTypeClass const * otype = &OverlayTypeClass::As_Reference(overlay);
if (otype->IsRadarVisible) {
unsigned char * icon = otype->Radar_Icon((*this)[cell].OverlayData);
if (!icon) return;
#ifdef WIN32
Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
if (otype->IsTiberium) {
if (size == 1) {
LogicPage->Put_Pixel(x, y, DKGREY);
// _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingShade[0]);
} else {
_IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingYellow[0]);
}
// _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingGreen[0]);
// } else {
// _IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingBrighten[0]);
}
#else
for (int lpy = 0; lpy < size; lpy++) {
for (int lpx = 0; lpx < size; lpx++) {
if (size == 1) icon+=4;
if (*icon) {
if (otype->IsTiberium) {
if (size == 1) {
LogicPage->Put_Pixel(x + lpx, y + lpy, DKGREY);
// LogicPage->Put_Pixel(x + lpx, y + lpy, FadingShade[*icon]);
} else {
LogicPage->Put_Pixel(x + lpx, y + lpy, FadingYellow[*icon]);
}
// LogicPage->Put_Pixel(x + lpx, y + lpy, FadingGreen[*icon]);
// } else {
// LogicPage->Put_Pixel(x + lpx, y + lpy, FadingBrighten[*icon]);
}
}
if (size == 1) {
icon+=5;
} else {
icon++;
}
icon++;
}
}
#endif //WIN32
}
}
}
/***************************************************************************
* RadarClass::Zoom_Mode -- Handles toggling zoom on the map *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 05/29/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Zoom_Mode(CELL cell)
{
int map_c_width;
int map_c_height;
/*
** Set all of the initial zoom mode variables to the correct
** setting.
*/
#ifdef WIN32
if (Is_Zoomable()) {
IsZoomed = !IsZoomed;
} else {
IsZoomed = true;
}
#else
IsZoomed = false;
#endif
BaseX = 0;
BaseY = 0;
/*
** Figure out exactly what size we need to zoom the map to.
*/
if (!IsZoomed) {
int xfactor = RadIWidth / MapCellWidth;
int yfactor = RadIHeight / MapCellHeight;
ZoomFactor = max(min(xfactor, yfactor) , 1);
map_c_width = MapCellWidth;
map_c_height = MapCellHeight;
} else {
ZoomFactor = 3;
// ZoomFactor = 6;
map_c_width = RadIWidth / ZoomFactor;
map_c_height = RadIHeight / ZoomFactor;
}
/*
** Make sure we do not show more cells than are on the map.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
#ifdef WIN32
map_c_width = min(map_c_width, RadIWidth);
map_c_width = min(map_c_width, MapCellWidth);
map_c_height = min(map_c_height, RadIHeight);
map_c_height = min(map_c_height, MapCellHeight);
#else
map_c_width = min(map_c_width, 62 * RESFACTOR);
map_c_width = min(map_c_width, MapCellWidth);
map_c_height = min(map_c_height, 62 * RESFACTOR);
map_c_height = min(map_c_height, MapCellHeight);
#endif
#else
map_c_width = min(map_c_width, 62 * RESFACTOR);
map_c_width = min(map_c_width, MapCellWidth);
map_c_height = min(map_c_height, 62 * RESFACTOR);
map_c_height = min(map_c_height, MapCellHeight);
#endif
/*
** Find the amount of remainder because this will let us calculate
** how to center the thing.
*/
int rem_x = RadIWidth - (map_c_width * ZoomFactor);
int rem_y = RadIHeight - (map_c_height * ZoomFactor);
/*
** Finally mark the map so it shows just as much as it is supposed
** to.
*/
BaseX = rem_x / 2;
BaseY = rem_y / 2;
RadarCellWidth = map_c_width;
RadarCellHeight = map_c_height;
RadarWidth = RadIWidth - rem_x;
RadarHeight = RadIHeight - rem_y;
/*
** Set the radar position to the current cell.
*/
Set_Radar_Position(cell);
/*
** When zoom mode changes then we need to redraw the radar
** area.
*/
IsToRedraw = true;
/*
** Notify the map that we need to redraw a portion
*/
Flag_To_Redraw(false);
/*
** Since we have made a vast change we must redraw everything
*/
FullRedraw = true;
}
/***********************************************************************************************
* RadarClass::Is_Zoomable -- Determines if the map can be zoomed. *
* *
* This will check to see if the zoomed mode of the map would be just the same size as *
* the non-zoomed mode. If this is true, then zooming would have no effect, so return *
* false indicating that zooming is not allowed. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is zooming allowed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/16/1996 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Is_Zoomable(void) const
{
int xfactor = RadIWidth / MapCellWidth;
int yfactor = RadIHeight / MapCellHeight;
int factor = max(min(xfactor, yfactor) , 1);
if (factor == 3) {
return(false);
}
return(true);
}
/***********************************************************************************************
* RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
* *
* This will update the radar map with a pixel. It is used to display *
* vehicle positions on the radar map. *
* *
* INPUT: unit -- Pointer to unit to render at the given position. If *
* NULL is passed in, then the underlying terrain is *
* displayed instead. *
* *
* pos -- Position on the map to update. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine does NOT hide the mouse. It is up to you to *
* do so. *
* *
* HISTORY: *
* 06/04/1991 JLB : Created. *
* 06/21/1991 JLB : Large blips for units & buildings. *
* 02/14/1994 JLB : Revamped. *
* 04/17/1995 PWG : Created. *
* 04/18/1995 PWG : Created. *
*=============================================================================================*/
void RadarClass::Plot_Radar_Pixel(CELL cell)
{
if (cell == -1) cell = 1;
int x,y; // Coordinate of cell location.
/*
** Perform any clipping on the cell coordinate.
*/
if (!IsRadarActive || (unsigned)cell > MAP_CELL_TOTAL) {
return;
}
if (!In_Radar(cell) || !Cell_On_Radar(cell)) {
return;
}
/*
** If we are zoomed in then calculate the pixel based off of the portion
** of the map the radar is viewing.
*/
x = Cell_X(cell) - RadarX;
y = Cell_Y(cell) - RadarY;
if ((unsigned)x >= RadarCellWidth || (unsigned)y >= RadarCellHeight) {
return;
}
bool usjamming = false;
if (LogicPage->Lock()) {
CellClass * cellptr = &(*this)[cell];
x = RadX + RadOffX + BaseX + (x * ZoomFactor);
y = RadY + RadOffY + BaseY + (y * ZoomFactor);
/*
** Determine what (if any) vehicle or unit should be rendered in this blip.
*/
int color=TBLACK; // Color of the pixel to plot.
int housebit = (1 << PlayerPtr->Class->House);
int celljammed = (*this)[cell].Jammed;
int jammed = celljammed & (0xFFFF - housebit);
if (!jammed && ((*this)[cell].IsMapped || Debug_Unshroud)) {
// if (!jammed && ((*this)[cell].IsVisible || Debug_Unshroud)) {
color = cellptr->Cell_Color(true);
if ( (celljammed & housebit) && (color == TBLACK) ) {
color = BLACK;//FadingWayDark[color];
usjamming = true;
}
} else {
color = BLACK;
}
/*
** If no color override occurs for this cell, then render the underlying
** terrain.
*/
if (color == TBLACK) {
if (ZoomFactor > 1) {
void const * ptr = NULL;
int icon;
/*
** Fetch the template pointer and template icon number for the
** specified cell.
*/
if (cellptr->TType != TEMPLATE_NONE && cellptr->TType != 255) {
ptr = TemplateTypeClass::As_Reference(cellptr->TType).Get_Image_Data();
icon = cellptr->TIcon;
}
/*
** If the template pointer is still NULL, then this means either a clear
** template or an illegal one. Setup for a clear template.
*/
if (ptr == NULL) {
ptr = TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1).Get_Image_Data();
icon = cellptr->Clear_Icon();
}
IconsetClass const * iconset = (IconsetClass const *)ptr;
unsigned char const * icondata = iconset->Icon_Data();
/*
** Convert the logical icon number into the actual icon number.
*/
icon &= 0x00FF;
icon = *(iconset->Map_Data() + icon);
unsigned char * data = (unsigned char *)icondata + icon*(24*24);
Buffer_To_Page(0, 0, 24, 24, data, _TileStage);
_TileStage.Scale(*LogicPage, 0, 0, x, y, 24, 24, ZoomFactor, ZoomFactor, TRUE);
} else {
// LogicPage->Fill_Rect(x, y, x+ZoomFactor-1, y+ZoomFactor-1, cellptr->Cell_Color(false));
/*BG*/ LogicPage->Put_Pixel(x, y, cellptr->Cell_Color(false));
}
} else {
LogicPage->Fill_Rect(x, y, x+ZoomFactor-1, y+ZoomFactor-1, color);
///*BG*/ LogicPage->Put_Pixel(x, y, color);
}
if (color != BLACK) {
Render_Overlay(cell, x, y, ZoomFactor);
Render_Terrain(cell, x, y, ZoomFactor);
Render_Infantry(cell, x, y, ZoomFactor);
} else {
if(usjamming) {
Render_Infantry(cell, x, y, ZoomFactor);
}
}
LogicPage->Unlock();
}
}
/***********************************************************************************************
* RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
* *
* This routine is used to inform the system that a pixel needs to be *
* rerendered on the radar map. The pixel(s) will be rendered the *
* next time the map is refreshed. *
* *
* INPUT: cell -- The map cell to be rerendered. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/12/1992 JLB : Created. *
* 05/08/1994 JLB : Converted to member function. *
*=============================================================================================*/
void RadarClass::Radar_Pixel(CELL cell)
{
if (IsRadarActive && Map.IsSidebarActive && Cell_On_Radar(cell)) {
IsToRedraw = true;
(*this)[cell].IsPlot = true;
if (PixelPtr < PIXELSTACK) {
PixelStack[PixelPtr++] = cell;
}
}
}
/***********************************************************************************************
* RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
* *
* This routine will examine the X and Y coordinate and convert them into the X and Y *
* cell coordinate value that corresponds to the location. *
* *
* INPUT: x,y -- The X and Y mouse coordinate already normalized to the radar upper left *
* corner. *
* *
* OUTPUT: Returns with success rating in addition, the X and Y values will now hold the *
* cell coordinates of the cell the pixel offsets indicated. *
* Result 1 = click was in radar region *
* Result 0 = click was outside radar region completely *
* Result-1 = click in radar area but not on clickable region of radar. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/30/1995 PWG : Created. *
* 07/16/1995 JLB : Recognizes when sidebar is closed now. *
*=============================================================================================*/
int RadarClass::Click_In_Radar(int &ptr_x, int &ptr_y, bool change) const
{
int x = ptr_x;
int y = ptr_y;
/*
** If radar is not active the click could have been on a radar point
*/
if (!IsRadarActive || !Map.IsSidebarActive) return(0);
x -= (RadX + RadOffX);
y -= (RadY + RadOffY);
if (x < RadIWidth && y < RadIHeight) {
x -= BaseX;
y -= BaseY;
if ((unsigned)x < RadarWidth + (ZoomFactor-1) && (unsigned)y < RadarHeight + (ZoomFactor-1)) {
// if ((unsigned)x < RadarWidth && (unsigned)y < RadarHeight) {
x = RadarX + (x / ZoomFactor);
y = RadarY + (y / ZoomFactor);
if (change) {
ptr_x = x;
ptr_y = y;
}
return(1);
}
return(-1);
}
return(0);
}
/***********************************************************************************************
* RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
* *
* This routine will examine the pixel coordinate provided and determine what cell it *
* represents. If the radar map is not active or the coordinates are not positioned over *
* the radar map, then it will fall into the base class corresponding routine. *
* *
* INPUT: x,y -- The pixel coordinate to convert into a cell number. *
* *
* OUTPUT: Returns with the cell number that the coordinate is over or -1 if not over any *
* cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
CELL RadarClass::Click_Cell_Calc(int x, int y) const
{
int result = Click_In_Radar(x, y, true);
switch (result) {
case 1:
return(XY_Cell(x, y));
case -1:
return(-1);
default:
break;
}
return(DisplayClass::Click_Cell_Calc(x, y));
}
/***********************************************************************************************
* RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
* *
* This routine will update the radar map if a cell becomes mapped. *
* *
* INPUT: cell -- The cell that is being mapped. *
* *
* house -- The house that is doing the mapping. *
* *
* OUTPUT: bool; Was the cell mapped (for the first time) by this routine? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Map_Cell(CELL cell, HouseClass * house, bool check_radar_spied, bool and_for_allies)
{
if (DisplayClass::Map_Cell(cell, house, check_radar_spied, and_for_allies)) {
Radar_Pixel(cell);
return(true);
}
return(false);
}
void RadarClass::Cursor_Cell(CELL cell, int value)
{
/*
** If this cell is not on the radar don't bother doing anything.
*/
if (Cell_On_Radar(cell)) {
int temp = (*this)[cell].IsRadarCursor;
if (temp != value) {
/*
** Record the new state of this cell.
*/
(*this)[cell].IsRadarCursor = value;
/*
** If we are erasing then erase the cell.
*/
if (value == FALSE) {
Plot_Radar_Pixel(cell);
}
}
}
}
void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen)
{
int x, y;
/*
** First step is to convert pixel coordinates back to a CellX and CellY.
*/
x1 = RadarX + (x1 / ZoomFactor);
y1 = RadarY + (y1 / ZoomFactor);
x2 = RadarX + (x2 / ZoomFactor);
y2 = RadarY + (y2 / ZoomFactor);
/*
** Now we need to convert the Pixel length to a cell length.
*/
barlen = (barlen / ZoomFactor) + 1;
/*
** Now lets loop through and mark the map with the proper value.
*/
for (int lp = 0; lp <= barlen; lp++) {
/*
** Do Horizontal action to upper and lower left corners.
*/
x = x1 + lp;
Cursor_Cell(XY_Cell(x, y1), value);
Cursor_Cell(XY_Cell(x, y2), value);
/*
** Do Horizontal Action to upper and lower right corners
*/
x = x2 - lp;
Cursor_Cell(XY_Cell(x, y1), value);
Cursor_Cell(XY_Cell(x, y2), value);
/*
** Do Vertical Action to left and right upper corners
*/
y = y1 + lp;
Cursor_Cell(XY_Cell(x1, y), value);
Cursor_Cell(XY_Cell(x2, y), value);
/*
** Do Vertical action to left and right lower corners.
*/
y = y2 - lp;
Cursor_Cell(XY_Cell(x1, y), value);
Cursor_Cell(XY_Cell(x2, y), value);
}
}
/***********************************************************************************************
* RadarClass::Cell_XY_To_Radar_Pixel-- Adjust the position of the radar map cursor. *
* *
* This routine will adjust the location (and visibility) of the radar *
* map cursor. It handles all restoration, drawing, and flashing. *
* *
* INPUT: pos - Cell position for the cursor. If the value is -1 then *
* the cursor will be hidden. If the value is equal to *
* the last value passed in then cursor flashing will *
* be maintained. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1991 JLB : Created. *
* 11/17/1995 PWG : Created. *
*=============================================================================================*/
void RadarClass::Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y)
{
x = (cellx - RadarX) * ZoomFactor;
y = (celly - RadarY) * ZoomFactor;
}
/***********************************************************************************************
* RadarClass::Jam_Cell -- Updates radar map when a cell becomes jammed. *
* *
* This routine will update the radar map if a cell becomes jammed. *
* *
* INPUT: cell -- The cell that is being jammed. *
* *
* house -- The house that is doing the jamming. *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/09/1995 BWG : Created. *
*=============================================================================================*/
bool RadarClass::Jam_Cell(CELL cell, HouseClass * house/*KO, bool shadeit*/)
{
unsigned short jam = 1 << house->Class->House;
(*this)[cell].Jammed |= jam;
/*
** Updated for client/server multiplayer. ST - 8/12/2019 11:00AM
*/
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
if (house != PlayerPtr) Shroud_Cell(cell, PlayerPtr/*KO, shadeit*/);
} else {
for (int i = 0; i < Session.Players.Count(); i++) {
HouseClass *player_house = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_house->IsHuman && player_house != house && !house->Is_Ally(player_house)) {
Shroud_Cell(cell, player_house);
}
}
}
Radar_Pixel(cell);
return(true);
}
/***********************************************************************************************
* RadarClass::UnJam_Cell -- Updates radar map when a cell becomes jammed. *
* *
* This routine will update the radar map if a cell becomes jammed. *
* *
* INPUT: cell -- The cell that is being jammed. *
* *
* house -- The house that is doing the jamming. *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/09/1995 BWG : Created. *
*=============================================================================================*/
bool RadarClass::UnJam_Cell(CELL cell, HouseClass * house)
{
unsigned short jam = 1 << house->Class->House;
(*this)[cell].Redraw_Objects();
(*this)[cell].Jammed &= (0xFFFF - jam);
Radar_Pixel(cell);
return(true);
}
/***********************************************************************************************
* RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
* *
* This routine will adjust the location (and visibility) of the radar *
* map cursor. It handles all restoration, drawing, and flashing. *
* *
* INPUT: pos - Cell position for the cursor. If the value is -1 then *
* the cursor will be hidden. If the value is equal to *
* the last value passed in then cursor flashing will *
* be maintained. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1991 JLB : Created. *
* 11/17/1995 PWG : Created. *
*=============================================================================================*/
//#pragma argsused
void RadarClass::Radar_Cursor(int forced)
{
static int _last_pos = -1;
static int _last_frame = -1;
#ifdef WIN32
GraphicViewPortClass * oldpage;
#else
GraphicBufferClass * oldpage;
#endif
int x1, y1, x2, y2;
/*
** figure out these function calls as we will need to call them multiple times.
*/
int tac_cell = Coord_Cell(TacticalCoord);
int tac_cell_x = Cell_X(tac_cell);
int tac_cell_y = Cell_Y(tac_cell);
int barlen = 6;
/*
** If the current tactical cell is invalid or we haven't moved and we are not forced to redraw then
** just skip the redraw process.
*/
if (tac_cell != -1 && _last_pos == tac_cell && _last_frame == SpecialRadarFrame && !forced) return;
if ( _last_pos != -1 ) {
/*
** The first thing we need to do is take care of erasing the last radar cell position. We do this
** by converting to pixel coordinates, then adjusting for the pixel coords for the current frame and
** finally taking care of calling the erase procedure which will convert the pixel coordinates back
** to the cells that need to be redraw.
**/
int last_cell_x = Cell_X(_last_pos);
int last_cell_y = Cell_Y(_last_pos);
Cell_XY_To_Radar_Pixel(last_cell_x, last_cell_y, x1, y1);
Cell_XY_To_Radar_Pixel(last_cell_x + Lepton_To_Cell(TacLeptonWidth), last_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
x2--;
y2--;
/*
** Adjust the current coordinates based on the last animation frame.
*/
x1-= _last_frame;
y1-= _last_frame;
x2+= _last_frame;
y2+= _last_frame;
/*
** Finally mark the map (actually remove the marks that indicate the radar cursor was there
*/
Mark_Radar(x1, y1, x2, y2, FALSE, barlen);
}
/*
** Find the upper left and lower right corners of the radar cursor.
** Remember to adjust x2 and y2 back by one pixel as they will not be
** pointing to the right value otherwise. They point one cell ahead
** of where they should.
*/
Cell_XY_To_Radar_Pixel(tac_cell_x, tac_cell_y, x1, y1);
Cell_XY_To_Radar_Pixel(tac_cell_x + Lepton_To_Cell(TacLeptonWidth), tac_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
x2--;
y2--;
/*
** Adjust the coordinates based on the current frame of radar animation.
*/
x1-= SpecialRadarFrame;
y1-= SpecialRadarFrame;
x2+= SpecialRadarFrame;
y2+= SpecialRadarFrame;
Mark_Radar(x1, y1, x2, y2, TRUE, barlen);
/*
** setup a graphic view port class so we can write all the pixels relative
** to 0,0 rather than relative to full screen coordinates.
*/
oldpage = Set_Logic_Page(HidPage);
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
RadX + RadOffX + BaseX + LogicPage->Get_XPos(),
RadY + RadOffY + BaseY + LogicPage->Get_YPos(),
RadarWidth,
RadarHeight);
draw_window.Draw_Line(x1, y1, x1 + barlen, y1, LTGREEN);
draw_window.Draw_Line(x1, y1, x1, y1 + barlen, LTGREEN);
// Draw upper right hand corner
draw_window.Draw_Line(x2 - barlen, y1, x2, y1, LTGREEN);
draw_window.Draw_Line(x2, y1, x2, y1 + barlen, LTGREEN);
// Draw lower left hand corner
draw_window.Draw_Line(x1, y2 - barlen, x1, y2, LTGREEN);
draw_window.Draw_Line(x1, y2, x1 + barlen, y2, LTGREEN);
// Draw lower right hand corner
draw_window.Draw_Line(x2, y2 - barlen, x2, y2, LTGREEN);
draw_window.Draw_Line(x2 - barlen, y2, x2, y2, LTGREEN);
Set_Logic_Page(oldpage);
_last_pos = tac_cell;
_last_frame = SpecialRadarFrame;
RadarCursorRedraw = FALSE;
}
/***************************************************************************
* RadarClass::Radar_Anim -- Renders current frame of radar animation *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/19/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Radar_Anim(void)
{
/*
** Do nothing if we're in player-name mode
*/
if (IsPlayerNames)
return;
if (!Map.IsSidebarActive) return;
#ifdef WIN32
GraphicViewPortClass * oldpage= Set_Logic_Page(HidPage);
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
RadX + RadOffX + LogicPage->Get_XPos(),
RadY + RadOffY + LogicPage->Get_YPos(),
RadIWidth,
RadIHeight);
#else
GraphicBufferClass * oldpage= Set_Logic_Page(HidPage);
GraphicViewPortClass draw_window(LogicPage,
RadX + RadOffX,
RadY + RadOffY,
RadIWidth,
RadIHeight-2);
#endif
//Mono_Set_Cursor(0,0);
#ifdef WIN32
Draw_Box(RadX+RadOffX-1, RadY+RadOffY-1, RadIWidth+2, RadIHeight+2, BOXSTYLE_RAISED, true);
#endif
draw_window.Clear();
CC_Draw_Shape(RadarAnim, RadarAnimFrame, RadX, RadY+1*RESFACTOR, WINDOW_MAIN, SHAPE_NORMAL);
Flag_To_Redraw(false);
Set_Logic_Page(oldpage);
}
/***********************************************************************************************
* RadarClass::AI -- Processes radar input (non-tactical). *
* *
* This routine intercepts any player input that concerns the radar map, but not those *
* areas that represent the tactical map. These are handled by the tactical map AI *
* processor. Primarily, this routine handles the little buttons that border the radar *
* map. *
* *
* INPUT: input -- The player input code. *
* *
* x,y -- Mouse coordinate parameters to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
* 12/26/1994 JLB : Moves tactical map with click or drag. *
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
*=============================================================================================*/
void RadarClass::AI(KeyNumType & input, int x, int y)
{
/*
** Check to see if we need to animate the radar cursor
*/
if (IsRadarActive && Map.IsSidebarActive && SpecialRadarFrame) {
SpecialRadarFrame--;
RadarCursorRedraw = TRUE;
IsToRedraw = TRUE;
Flag_To_Redraw(FALSE);
}
/*
** Check goes here to see if there is enough power to run the radar
*/
if (IsRadarActivating) {
if (!DoesRadarExist) {
RadarAnimFrame++;
if (RadarAnimFrame < RADAR_ACTIVATED_FRAME) {
IsToRedraw = true;
Flag_To_Redraw(false);
} else {
DoesRadarExist = true;
Radar_Activate(3);
}
} else {
RadarAnimFrame--;
if (RadarAnimFrame > RADAR_ACTIVATED_FRAME) {
IsToRedraw = true;
Flag_To_Redraw(false);
} else {
Radar_Activate(3);
}
}
}
/*
** Check goes here to see if there is enough power to run the radar
*/
if (IsRadarDeactivating) {
RadarAnimFrame++;
if (RadarAnimFrame == MAX_RADAR_FRAMES) {
IsRadarDeactivating = false;
} else {
IsToRedraw = true;
Flag_To_Redraw(false);
}
}
/*
** Check here to see if radar is being jammed, so we can update the
** animation with snow.
*/
if (!IsRadarActivating && !IsRadarDeactivating) {
RadarAnimFrame++;
if (RadarAnimFrame < RADAR_ACTIVATED_FRAME) RadarAnimFrame = RADAR_ACTIVATED_FRAME;
if (RadarAnimFrame > (3 + RADAR_ACTIVATED_FRAME)) RadarAnimFrame = RADAR_ACTIVATED_FRAME;
IsToRedraw = true;
Flag_To_Redraw(false);
}
/*
** Check here to see if the sonar pulse is active, and if it is, flag the
** radar to redraw so the pulse ping will display.
*/
if (IsPulseActive) {
Flag_To_Redraw(true);
IsToRedraw = true;
if (RadarPulseFrame >= 8) {
RadarPulseFrame = 0;
IsPulseActive = false;
}
}
DisplayClass::AI(input, x, y);
}
/***********************************************************************************************
* RadarClass::RTacticalClass::Action -- I/O function for the radar map. *
* *
* This is the main action function for handling player I/O on the radar map. It processes *
* mouse clicks as well as mouse moves. *
* *
* INPUT: flags -- The event flags that trigger this function call. *
* *
* key -- Reference the keyboard event that applies to the trigger event. *
* *
* OUTPUT: Should further processing of the input list be aborted? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
int RadarClass::RTacticalClass::Action(unsigned flags, KeyNumType & key)
{
CELL cell; // cell num click happened over
int x,y; // Sub cell pixel coordinates.
int cellx,celly; // Sub cell pixel coordinates.
bool shadow; // is the cell in shadow or not
ObjectClass * object = 0; // what object is in the cell
ActionType action = ACTION_NONE; // Action possible with currently selected object.
/*
** Force any help label to disappear when the mouse is held over the
** radar map.
*/
if (Map.IsSidebarActive) {
Map.Help_Text(TXT_NONE);
}
if (!Map.IsRadarActive) {
if (Map.IsSidebarActive) {
Map.Override_Mouse_Shape(MOUSE_NORMAL);
// Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
}
return(false);
}
/*
** Disable processing if the player names are up
*/
if (Map.Is_Player_Names()) {
GadgetClass::Action(0, key);
return(true);
}
/*
** Set some working variables that depend on the mouse position. For the press
** or release event, special mouse queuing storage variables are used. Other
** events must use the current mouse position globals.
*/
if (flags & (LEFTPRESS|LEFTRELEASE|RIGHTPRESS|RIGHTRELEASE)) {
x = Keyboard->MouseQX;
y = Keyboard->MouseQY;
} else {
x = Get_Mouse_X();
y = Get_Mouse_Y();
}
/*
** See if the mouse is over the radar general area, but not yet
** over the active region of the radar map. In such a case, the
** mouse is overridden to be the normal cursor and no other
** action is performed.
*/
if (x < Map.RadX+Map.RadOffX || x >= Map.RadX+Map.RadIWidth || y < Map.RadY+Map.RadOffY || y >= Map.RadY+Map.RadIHeight) {
Map.Override_Mouse_Shape(MOUSE_NORMAL);
return(false);
}
int result = Map.RadarClass::Click_In_Radar(x, y, false);
if (result == 1) {
cell = Map.RadarClass::Click_Cell_Calc(x, y);
if (cell != -1 && Map.In_Radar(cell)) {
shadow = (!Map[cell].IsMapped && !Debug_Unshroud);
// shadow = (!Map[cell].IsVisible && !Debug_Unshroud);
cellx = 12;
celly = 12;
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
object = Map.Cell_Object(cell, cellx, celly);
}
/*
** If there is a currently selected object, then the action to perform if
** the left mouse button were clicked must be determined.
*/
if (CurrentObject.Count()) {
if (object) {
action = CurrentObject[0]->What_Action(object);
} else {
action = CurrentObject[0]->What_Action(cell);
}
/*
** If this is not a valid radar map action then we are not going to do
** anything.
*/
switch (action) {
case ACTION_MOVE:
case ACTION_NOMOVE:
case ACTION_ATTACK:
case ACTION_ENTER:
case ACTION_CAPTURE:
case ACTION_SABOTAGE:
break;
default:
action = ACTION_NONE;
object = NULL;
break;
}
/*
** On the radar map the only reason we would want the normal cursor to
** appear is if we were over one of our own selected units. Otherwise
** we can't move there.
**/
if (action == ACTION_NONE) {
if (object && object->Is_Selected_By_Player()) {
object = NULL;
} else {
action = ACTION_NOMOVE;
}
}
/*
** A right mouse button press toggles the zoom mode.
*/
if (flags & RIGHTPRESS) {
Map.Mouse_Right_Press();
}
/*
** When the mouse buttons aren't pressed, only the mouse cursor shape is processed.
** The shape changes depending on what object the mouse is currently over and what
** object is currently selected.
*/
if (flags & LEFTUP) {
Map.Mouse_Left_Up(-1, shadow, object, action, true);
}
/*
** Normal actions occur when the mouse button is released. The press event is
** intercepted and possible rubber-band mode is flagged.
*/
if (flags & LEFTPRESS) {
Map.Mouse_Left_Release(cell, cellx, celly, object, action, true);
}
} else {
Map.Set_Default_Mouse(MOUSE_RADAR_CURSOR, !Map.IsZoomed);
if (flags & LEFTPRESS) {
cell = Map.RadarClass::Click_Cell_Calc(x, y);
if (cell != -1) {
int cellx = Cell_X(cell);
int celly = Cell_Y(cell);
cellx -= Lepton_To_Cell(Map.TacLeptonWidth) / 2;
cellx = max(cellx, Map.MapCellX);
celly -= Lepton_To_Cell(Map.TacLeptonHeight) / 2;
celly = max(celly, Map.MapCellY);
cell = XY_Cell(cellx, celly);
shadow = (!Map[cell].IsMapped && !Debug_Unshroud);
// shadow = (!Map[cell].IsVisible && !Debug_Unshroud);
Map.Set_Tactical_Position(Cell_Coord(cell));
cell = Coord_Cell(Map.DesiredTacticalCoord);
Map.DisplayClass::IsToRedraw = true;
Map.Flag_To_Redraw(true);
Map.SpecialRadarFrame = 4;
}
}
/*
** A right mouse button press toggles the zoom mode.
*/
if (flags & RIGHTPRESS) {
Map.Zoom_Mode(cell);
}
}
}
}
if (result == -1) {
Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
}
GadgetClass::Action(0, key);
return(true);
}
/***********************************************************************************************
* RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
* *
* This routine intercepts the refresh cells request and if it detects that the sidebar *
* should be rerendered, it flags the radar map to redraw during the next draw operation. *
* *
* INPUT: cell -- The origin cell that the refresh cell offset list is based upon. *
* *
* list -- Pointer to the list of offsets from the origin cell that specifies the *
* cells to be flagged for redraw. If the list starts with the special *
* code to refresh the sidebar, then this routine recognizes it and flags *
* the radar map to be redrawn accordingly. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Refresh_Cells(CELL cell, short const * list)
{
if (*list == REFRESH_SIDEBAR) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
DisplayClass::Refresh_Cells(cell, list);
}
/***********************************************************************************************
* RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell. *
* *
* This routine will try to center the radar map around the cell position specified. *
* *
* INPUT: cell -- The cell to try and position the radar map around. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Radar_Position(CELL cell)
{
#ifdef WIN32
int oldx, oldy;
int newx, newy;
int newcell;
if (ZoomFactor != 1) {
oldx = (Cell_X(cell) - MapCellX);
oldy = (Cell_Y(cell) - MapCellY);
} else {
oldx = 0;
oldy = 0;
}
Confine_Rect(&oldx, &oldy, RadarCellWidth, RadarCellHeight, MapCellWidth, MapCellHeight);
newx = oldx + MapCellX;
newy = oldy + MapCellY;
newcell = XY_Cell(newx, newy);
if (RadarCell != newcell) {
int forced = FALSE;
int xmod = newx;
int ymod = newy;
int radx = (Cell_X(RadarCell)) - xmod;
int rady = (Cell_Y(RadarCell)) - ymod;
RadarX = newx;
RadarY = newy;
RadarCell = newcell;
if (Map.IsSidebarActive && Map.IsRadarActive) {
int radw = RadarCellWidth-ABS(radx); // Replicable width.
int radh = RadarCellHeight-ABS(rady); // Replicable height.
if (radw < 1) forced = true;
if (radh < 1) forced = true;
if (!forced && (radw != RadarWidth || radh != RadarHeight)) {
/*
** Blit the section that is actually overlapping.
**
** If the video card isnt able to blit overlapped regions then we have
** to do the blit in two stages via an intermediate buffer. The test to allow
** overlapped blits is done in the library at the time of setting the video mode.
*/
if (OverlappedVideoBlits || !HidPage.Get_IsDirectDraw()) {
/*
** Overlapped blits are OK or we dont have a video memory hid page so blits are
** always done in software by the library anyway.
*/
HidPage.Blit(HidPage,
(((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
(((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
(((radx < 0) ? 0 : radx) * ZoomFactor) + RadX+ RadOffX + BaseX,
(((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
radw * ZoomFactor,
radh * ZoomFactor);
} else {
/*
** Create a temporary intermediate surface
*/
GraphicBufferClass temp_surface;
temp_surface.Init((RadarWidth + 16) & 0xfffffff0,
(RadarHeight + 16) & 0xfffffff0,
NULL, 0, (GBC_Enum) GBC_VIDEOMEM);
/*
** Do the blit in 2 stages.
*/
HidPage.Blit(temp_surface,
(((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
(((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
0,
0,
RadarWidth,
RadarHeight);
temp_surface.Blit(HidPage,
0,
0,
(((radx < 0) ? 0 : radx) * ZoomFactor) + RadX+ RadOffX + BaseX,
(((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
radw * ZoomFactor,
radh * ZoomFactor);
}
/*
** Now we need to flag the section of the map that is going to redraw.
*/
if ( radx != 0 ) {
int min;
int max;
if ( radx < 0 ) { // this mean regen the right edge
min = radw;
max = radw+ABS(radx);
} else { // this mean regen the left edge
min = 0;
max = radx;
}
for (int x = min; x < max; x++ ) {
for (int y = 0; y < (int)RadarCellHeight; y++ ) {
Radar_Pixel(XY_Cell(newx + x, newy + y));
}
}
}
if ( newy != 0 ) {
int min;
int max;
if ( rady < 0 ) { // this mean regen the bottom edge
min = radh;
max = radh+ABS(rady);
} else { // this mean regen the top edge
min = 0;
max = rady;
}
for (int y = min; y < max; y++ ) {
for ( int x = 0; x < (int)RadarCellWidth; x++ ) {
Radar_Pixel(XY_Cell(newx + x, newy + y));
}
}
}
}
}
RadarCursorRedraw = IsRadarActive;
IsToRedraw = IsRadarActive;
Flag_To_Redraw(false);
if (ZoomFactor > 4) {
FullRedraw = forced;
}
} else {
RadarCursorRedraw = IsRadarActive;
IsToRedraw = IsRadarActive;
Flag_To_Redraw(false);
}
#else
if (cell != RadarCell) {
int oldx = RadarX;
int oldy = RadarY;
CELL oldcell = RadarCell;
int x = Cell_X(cell);
int y = Cell_Y(cell);
/*
** If the new radar position is not too close to the edge of the
** current radar display, then don't bother to change the radar position.
*/
if ((unsigned)(x - (RadarX+10)) > RadarCellWidth-20) {
oldx = (Cell_X(cell)-MapCellX)-RadarCellWidth/2;
} else {
oldx = Cell_X(RadarCell)-MapCellX;
}
if ((unsigned)(y - (RadarY+10)) > RadarCellHeight-20) {
oldy = (Cell_Y(cell)-MapCellY)-RadarCellHeight/2;
} else {
oldy = Cell_Y(RadarCell)-MapCellY;
}
#ifdef NEVER
if ((unsigned)(x - (RadarX+10)) > RadarWidth-20 || (unsigned)(y - (RadarY+10)) > RadarHeight-20) {
oldx = (Cell_X(cell)-MapCellX)-RadarCellWidth/2;
oldy = (Cell_Y(cell)-MapCellY)-RadarCellHeight/2;
} else {
oldx = Cell_X(RadarCell)-MapCellX;
oldy = Cell_Y(RadarCell)-MapCellY;
}
#endif
Confine_Rect(&oldx, &oldy, RadarCellWidth, RadarCellHeight, MapCellWidth, MapCellHeight);
RadarX = oldx + MapCellX;
RadarY = oldy + MapCellY;
RadarCell = XY_Cell(RadarX, RadarY);
IsToRedraw = true;
Flag_To_Redraw(false);
if (oldcell != RadarCell) {
FullRedraw = IsRadarActive;
}
}
#endif
}
/***********************************************************************************************
* RadarClass::Radar_Position -- Returns with the current position of the radar map. *
* *
* This returns the cell number of the upper left corner of the radar map. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the radar map upper left corner cell position. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
CELL RadarClass::Radar_Position(void)
{
return(RadarCell);
}
/***********************************************************************************************
* RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
* *
* This routine is called when the tactical map changes its dimensions. This occurs when *
* the tactical map moves and when the sidebar pops on or off. *
* *
* INPUT: x,y -- The cell coordinate of the upper left corner of the tactical map. *
* *
* w,y -- The cell width and height of the tactical map. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Map_Dimensions(int x, int y, int w, int h)
{
Set_Radar_Position(XY_Cell(x, y));
DisplayClass::Set_Map_Dimensions(x, y, w, h);
}
/***********************************************************************************************
* RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to *
* *
* This routine is called when the tactical map is to change position. The radar map might *
* be adjusted as well by this routine. *
* *
* INPUT: coord -- The new coordinate to use for the upper left corner of the tactical *
* map. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/17/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Tactical_Position(COORDINATE coord)
{
DisplayClass::Set_Tactical_Position(coord);
Set_Radar_Position(Coord_Cell(TacticalCoord));
}
/***********************************************************************************************
* RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
* *
* This routine will examine the specified cell number and return whether it is visible *
* on the radar map. This depends on the radar map position. *
* *
* INPUT: cell -- The cell number to check. *
* *
* OUTPUT: Is the specified cell visible on the radar map currently? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/03/1995 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Cell_On_Radar(CELL cell)
{
if ((unsigned)cell > MAP_CELL_TOTAL)
return(false);
if (!IsZoomed) {
return(true);
}
return(!(((Cell_X(cell) - RadarX) > RadarCellWidth) || ((Cell_Y(cell) - RadarY) > RadarCellHeight)));
}
/***********************************************************************************************
* RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
* *
* INPUT: *
* on true = turn on; false = turn off *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/07/1995 BRR : Created. *
*=============================================================================================*/
void RadarClass::Player_Names(bool on)
{
IsPlayerNames = on;
IsToRedraw = true;
if (on) {
Flag_To_Redraw(true);
// Flag_To_Redraw(false);
} else {
Flag_To_Redraw(true); // force drawing of the plate
}
}
/***********************************************************************************************
* RadarClass::Spy_Next_House -- advances to the next house we're spying on, or returns NULL *
* *
* INPUT: *
* *
* OUTPUT: *
* 0 = no house to spy on, 1 = found house to spy on *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/20/1996 BWG : Created. *
*=============================================================================================*/
bool RadarClass::Spy_Next_House(void)
{
bool tospy = false;
int spiedby = (1<<(PlayerPtr->Class->House));
IsPlayerNames = false;
IsToRedraw = true;
HousesType maxhouse;
HousesType firsthouse;
HousesType house;
if (Session.Type == GAME_NORMAL) {
firsthouse = HOUSE_SPAIN;
maxhouse = HOUSE_GOOD;
} else {
firsthouse = HOUSE_MULTI1;
maxhouse = HOUSE_COUNT;
}
if (IsHouseSpy) {
house = (HousesType)(SpyingOn+1);
} else {
house = firsthouse;
}
if (house < firsthouse) house = firsthouse;
while (house < maxhouse && !tospy) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive && hptr != PlayerPtr) {
if (hptr->RadarSpied & spiedby) {
tospy = true;
SpyingOn = house;
break;
}
}
house++;
}
IsHouseSpy = tospy;
Flag_To_Redraw(true); // force drawing of the plate
return(tospy);
}
/***********************************************************************************************
* Draw_House_Info -- Print house statistics on the radar map *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/20/1996 BWG : Created. *
*=============================================================================================*/
bool RadarClass::Draw_House_Info(void)
{
int y;
char txt[40];
/*
** Do nothing if the sidebar isn't there
*/
if (!Map.IsSidebarActive) {
return false;
}
CC_Draw_Shape(RadarFrame, 1, RadX, RadY + 1*RESFACTOR, WINDOW_MAIN, SHAPE_NORMAL);
y = RadY + RadOffY + (2*RESFACTOR);
Map.Repair.Draw_Me(true);
Map.Upgrade.Draw_Me(true);
Map.Zoom.Draw_Me(true);
Fancy_Text_Print (TXT_SPY_INFO, RadX + RadOffX + (6 * RESFACTOR), y,
&ColorRemaps[PCOLOR_GREY], TBLACK,
TPF_6PT_GRAD | TPF_NOSHADOW);
y += 7*RESFACTOR;
HouseClass * ptr = HouseClass::As_Pointer(SpyingOn);
if (ptr && (ptr->RadarSpied & (1<<(PlayerPtr->Class->House))) ) {
PlayerColorType c_idx;
RemapControlType * color;
TextPrintType style;
c_idx = ptr->RemapColor;
color = &ColorRemaps[c_idx];
style = TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW;
/*
** Print house's name below 'spy report'
*/
txt[0] = 0;
sprintf(txt, "%s", ptr->IniName);//Text_String(ptr->Class->FullName));
// sprintf(txt, "%s", ptr->Name());//Text_String(ptr->Class->FullName));
if (strlen(txt)) {
if (strlen(txt) > 9) {
txt[9] = '.';
txt[10] = '\0';
}
Fancy_Text_Print (txt, RadX + RadOffX + (6 * RESFACTOR), y, color, BLACK, style);
} else {
strcpy(txt,"________");
}
y += (6 * RESFACTOR) + 1;
Fancy_Text_Print(TXT_BUILDNGS, RadX + RadOffX + (6 * RESFACTOR), y, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD | TPF_NOSHADOW);
y += (6 * RESFACTOR) + 1;
// count & print buildings
itoa(ptr->CurBuildings, txt, 10);
Fancy_Text_Print(txt, RadX + RadOffX + (6 * RESFACTOR), y, color, BLACK, style);
y += (6 * RESFACTOR) + 1;
Fancy_Text_Print(TXT_UNITS, RadX + RadOffX + (6 * RESFACTOR), y, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD | TPF_NOSHADOW);
y += (6 * RESFACTOR) + 1;
// count & print units
itoa(ptr->CurUnits, txt, 10);
Fancy_Text_Print(txt, RadX + RadOffX + 6 * RESFACTOR, y, color, BLACK, style);
y += (6 * RESFACTOR) + 1;
Fancy_Text_Print(TXT_INFANTRY, RadX + RadOffX + (6 * RESFACTOR), y, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD | TPF_NOSHADOW);
y += (6 * RESFACTOR) + 1;
// count & print infantry
itoa(ptr->CurInfantry, txt, 10);
Fancy_Text_Print(txt, RadX + RadOffX + (6 * RESFACTOR), y, color, BLACK, style);
#if(0)
y += (6 * RESFACTOR) + 1;
Fancy_Text_Print(TXT_AIRCRAFT, RADAR_X + RADAR_OFF_X + 6, y,
&ColorRemaps[PCOLOR_GREY], TBLACK,
TPF_6PT_GRAD | TPF_NOSHADOW);
y += (6 * RESFACTOR) + 1;
// count & print aircraft
for (i = AIRCRAFT_NONE+1, count = 0; i < AIRCRAFT_COUNT; i++) {
count += ptr->AQuantity[i];
}
itoa(count, txt, 10);
Fancy_Text_Print(txt, RadX + RadOffX, y,
color, BLACK, style);
#endif
return(true);
} else {
return(false);
}
}
/***********************************************************************************************
* Draw_Names -- draws players' names on the radar map *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/07/1995 BRR : Created. *
*=============================================================================================*/
void RadarClass::Draw_Names(void)
{
PlayerColorType c_idx;
HousesType house;
HouseClass * ptr;
int y;
char txt[40];
HousesType h;
int kills;
RemapControlType * color;
TextPrintType style;
/*
** Do nothing if the sidebar isn't there
*/
if (!Map.IsSidebarActive) {
return;
}
// CC_Draw_Shape(RadarAnim, RADAR_ACTIVATED_FRAME, RADAR_X, RADAR_Y+1,
// WINDOW_MAIN, SHAPE_NORMAL);
CC_Draw_Shape(RadarFrame, 1, RadX, RadY + 1*RESFACTOR, WINDOW_MAIN, SHAPE_NORMAL);
y = RadY + RadOffY+(2*RESFACTOR);
Fancy_Text_Print (TXT_NAME_COLON, RadX + RadOffX, y, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD | TPF_NOSHADOW);
Fancy_Text_Print (TXT_KILLS_COLON, RadX + RadOffX + RadIWidth - 2, y, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_RIGHT | TPF_6PT_GRAD | TPF_NOSHADOW);
y += 6*RESFACTOR+1;
LogicPage->Draw_Line(RadX + RadOffX, y, RadX + RadOffX + RadIWidth - 1, y, LTGREY);
y += 2*RESFACTOR;
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + Session.MaxPlayers); house++) {
ptr = HouseClass::As_Pointer(house);
if (!ptr) continue;
/*
** Decode this house's color
*/
c_idx = ptr->RemapColor;
if (ptr->IsDefeated) {
color = &GreyScheme;
style = TPF_6PT_GRAD | TPF_NOSHADOW;
} else {
color = &ColorRemaps[c_idx];
style = TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW;
}
/*
** Initialize our message
*/
txt[0] = 0;
// sprintf(txt, "%s", ptr->Name());
sprintf(txt, "%s", ptr->IsHuman ? ptr->IniName : Text_String(TXT_COMPUTER));
if (strlen(txt) == 0) {
strcpy(txt,"________");
}
/*
** Print the player name, and the # of kills
*/
#ifdef WIN32
if (strlen(txt) > 9) {
txt[9] = '.';
txt[10] = '\0';
}
#else
if (strlen(txt) > 8) {
txt[8] = '.';
txt[9] = '\0';
}
#endif
Fancy_Text_Print (txt, RadX + RadOffX, y, color, TBLACK, style);
kills = 0;
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
kills += ptr->UnitsKilled[h];
kills += ptr->BuildingsKilled[h];
}
sprintf(txt, "%2d", kills);
Fancy_Text_Print (txt, RadX + RadOffX + RadIWidth - 2, y, color, TBLACK, style | TPF_RIGHT);
y += 6*RESFACTOR+1;
}
Map.Repair.Draw_Me(true);
Map.Upgrade.Draw_Me(true);
Map.Zoom.Draw_Me(true);
}
void RadarClass::Activate_Pulse(void)
{
if (IsRadarActive || PlayerPtr->IsGPSActive) {
IsPulseActive = true;
RadarPulseFrame = 0;
}
}
/***********************************************************************************************
* RadarClass::Is_Radar_Active -- Determines if the radar map is currently being displayed. *
* *
* Determines if the radar map is currently being displayed. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the radar map currently being displayed as active? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Is_Radar_Active(void)
{
return(IsRadarActive || PlayerPtr->IsGPSActive);
// return IsRadarActive || PlayerPtr->IsGPSActive;
}
/***********************************************************************************************
* RadarClass::Is_Radar_Activating -- Determines if the radar map is being activated. *
* *
* Determines if the radar map is being activated. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the radar map currently being activated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/2019 SKY : Created. *
*=============================================================================================*/
bool RadarClass::Is_Radar_Activating(void)
{
return IsRadarActivating;
}
/***********************************************************************************************
* RadarClass::Is_Radar_Existing -- Queries to see if radar map is available. *
* *
* This will determine if the radar map is available. If available, the radar will show *
* representations of terrain, units, and buildings. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the radar map available to be displayed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Is_Radar_Existing(void)
{
return(DoesRadarExist || PlayerPtr->IsGPSActive);
}
/***********************************************************************************************
* RadarClass::Get_Jammed -- Fetch the current radar jammed state for the player. *
* *
* This will fetch the current state of the radar jamming for the player. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the radar currently jammed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Get_Jammed(HousesType house) const
{
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* player = Houses.Ptr(i);
if (player && player->Class->House == house) {
return Get_Jammed(player);
}
}
return false;
}
bool RadarClass::Get_Jammed(HouseClass *player) const
{
assert(player);
if (player->IsGPSActive) return(false);
int shift = (int)player->Class->House;
return (IsRadarJammedByPlayerMask & (1 << shift)) ? true : false;
}
void RadarClass::Set_Jammed(HousesType house, bool jam)
{
int shift = (int)house;
if (jam) {
IsRadarJammedByPlayerMask |= (1 << shift);
}
else {
IsRadarJammedByPlayerMask &= ~(1 << shift);
}
}
void RadarClass::Set_Jammed(HouseClass *player, bool jam)
{
if (player && player->Class) {
Set_Jammed(player->Class->House, jam);
}
}
void RadarClass::Flag_Cell(CELL cell)
{
// Radar_Pixel(cell);
DisplayClass::Flag_Cell(cell);
}