CnC_Remastered_Collection/REDALERT/RADAR.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

251 lines
8.5 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.H 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : RADAR.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : December 15, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef RADAR_H
#define RADAR_H
#include "display.h"
class RadarClass: public DisplayClass
{
public:
RadarClass(void);
RadarClass(NoInitClass const & x) : DisplayClass(x) {};
/*
** The dimensions and coordinates of the radar map.
*/
int RadX;
int RadOffX;
int RadY;
int RadOffY;
int RadWidth;
int RadHeight;
int RadIWidth;
int RadIHeight;
int RadPWidth;
int RadPHeight;
/*
** Initialization
*/
virtual void One_Time(void); // One-time inits
virtual void Init_Clear(void); // Clears all to known state
virtual void Flag_Cell(CELL cell);
virtual bool Map_Cell(CELL cell, HouseClass *house, bool check_radar_spied = true, bool and_for_allies = true); // Added check_radar_spied parameter to prevent recursion. ST - 8/6/2019 10:16AM. Added and_for_allies ST - 10/31/2019 1:18PM
virtual bool Jam_Cell(CELL cell, HouseClass * house);
virtual bool UnJam_Cell(CELL cell, HouseClass * house);
virtual CELL Click_Cell_Calc(int x, int y) const;
virtual void AI(KeyNumType &input, int x, int y);
virtual void Draw_It(bool complete=false);
virtual void Refresh_Cells(CELL cell, short const *list);
virtual void Set_Map_Dimensions(int x, int y, int w, int h);
virtual void Set_Tactical_Position(COORDINATE coord);
void Zoom_Mode(CELL cell);
int Click_In_Radar(int &x, int &y, bool change=false) const;
void Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y);
bool Is_Zoomable(void) const;
void Set_Radar_Position(CELL cell);
CELL Radar_Position(void);
bool Radar_Activate(int control);
void Plot_Radar_Pixel(CELL cell);
void Radar_Pixel(CELL cell);
void Coord_To_Radar_Pixel(COORDINATE coord, int &x, int &y);
void Cursor_Cell(CELL cell, int value);
void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen);
void Radar_Cursor(int forced = false);
void Render_Terrain(CELL cell, int x, int y, int size);
bool Cell_On_Radar(CELL cell);
void Render_Infantry(CELL cell, int x, int y, int size);
void Render_Overlay(CELL cell, int x, int y, int size);
void Radar_Anim(void);
bool Is_Radar_Active(void);
bool Is_Radar_Activating(void);
bool Is_Radar_Existing(void);
/*
** Toggles player names on & off
*/
void Player_Names(bool on);
int Is_Player_Names(void) {return IsPlayerNames;}
bool Spying_On_House(void) {return IsHouseSpy;}
void Draw_Names(void);
bool Draw_House_Info(void);
int Is_Zoomed(void) {return IsZoomed;}
bool Get_Jammed(HousesType house) const;
bool Get_Jammed(HouseClass *player) const;
void Set_Jammed(HousesType house, bool jam);
void Set_Jammed(HouseClass *player, bool jam);
bool Spy_Next_House(void);
void Activate_Pulse(void);
protected:
/*
** Radar map constant values.
*/
enum RadarClassEnums {
RADAR_ACTIVATED_FRAME=22,
MAX_RADAR_FRAMES = 41
};
/*
** If the radar map must be completely redrawn, then this flag will be true.
** Typical causes of this would be when the radar first appears, or when the
** screen has been damaged.
*/
unsigned IsToRedraw:1;
unsigned RadarCursorRedraw:1;
/*
** If the radar map is visible then this flag is true.
*/
unsigned DoesRadarExist:1;
unsigned IsRadarActive:1;
unsigned IsRadarActivating:1;
unsigned IsRadarDeactivating:1;
/*
** Per-player radar jammed flag.
*/
unsigned int IsRadarJammedByPlayerMask;
/*
** Flag to tell whether sonar pulse should be displayed on radar map
*/
unsigned IsPulseActive:1;
int RadarPulseFrame;
/*
** Special radar frame is set when a new location is selected on the
** radar map. It counts down through the special radar cursors until
** either the radar cursor becomes normal or the radar cursor is moved
** again.
*/
int SpecialRadarFrame;
int RadarAnimFrame;
static void const * RadarAnim;
static void const * RadarPulse;
static void const * RadarFrame;
/*
** This gadget class is used for capturing input to the tactical map. All mouse input
** will be routed through this gadget.
*/
class RTacticalClass : public GadgetClass {
public:
RTacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
protected:
virtual int Action(unsigned flags, KeyNumType & key);
friend class RadarClass;
};
friend class RTacticalClass;
/*
** This is the "button" that tracks all input to the tactical map.
** It must be available to derived classes, for Save/Load purposes.
*/
static RTacticalClass RadarButton;
private:
/*
** The current radar position as the upper left corner cell for the
** radar map display. The width and height is controlled by the
** actual dimensions of the radar map display box (in pixels).
*/
unsigned RadarX;
unsigned RadarY;
unsigned RadarCellWidth;
unsigned RadarCellHeight;
unsigned RadarCell;
/*
** This is the origin (pixel offsets) for the upper left corner
** of the radar map within the full radar map area of the screen.
** This is biased so that the radar map, when smaller than full
** size will appear centered.
*/
unsigned BaseX;
unsigned BaseY;
unsigned RadarWidth;
unsigned RadarHeight;
/*
** If the radar map is in zoom mode, then this value will be true.
*/
unsigned IsZoomed:1;
/*
** This flag is true if the radar map is in its special show-the-player
** names mode.
*/
unsigned IsPlayerNames:1;
/*
** This flag is true if the radar map is in its special show-the-units
** of-another-house mode.
*/
unsigned IsHouseSpy:1;
/*
** This is the zoom factor to use. This value is the number of pixels wide
** each cell will occupy on the radar map. Completely zoomed out would be a
** value of 1.
*/
int ZoomFactor;
/*
** If we're spying on a house's radar facility, this field shows the
** name of the house we're spying on.
*/
HousesType SpyingOn;
/*
** This is the list of radar pixels that need to be updated. Only a partial
** list is maintained for maximum speed.
*/
unsigned PixelPtr;
enum PixelStackEnums {PIXELSTACK=400};
CELL PixelStack[PIXELSTACK];
};
#endif