CnC_Remastered_Collection/TIBERIANDAWN/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

4415 lines
186 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: F:\projects\c&c\vcs\code\display.cpv 2.16 16 Oct 1995 16:48:24 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : DISPLAY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : August 24, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* DisplayClass::AI -- Handles the maintenance tasks for the map display. *
* 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::Click_Cell_Calc -- Determines cell from screen X & Y. *
* 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::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::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::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::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_View_Dimensions -- Sets the tactical display screen coordinates. *
* 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 -- Writes map data into INI file. *
* DisplayClass::Set_Tactical_Position -- Sets the tactical view position. *
* DisplayClass::Center_Map -- Centers the map about the currently selected objects *
* DisplayClass::Prev_Object -- Searches for the previous object on the map. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.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::FadingLight[256];
unsigned char DisplayClass::RemapTables[HOUSE_COUNT][3][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::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;
/*
** Define "_RETRIEVE" if the palette morphing tables are part of the loaded data. If this
** is undefined, then the files will be created.
*/
#define _RETRIEVE
static int const TEX_X = 0;
static int const TEX_Y = 6;
static int const TEX_W = 14;
extern MixFileClass *TheaterIcons;
//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;
ShadowShapes = 0;
TransIconset = 0;
ZoneCell = 0;
ZoneOffset = 0;
CursorSize = 0;
ProximityCheck = false;
PendingObjectPtr = 0;
PendingObject = 0;
PendingHouse = HOUSE_NONE;
IsRepairMode = false;
IsTargettingMode = false;
IsToRedraw = true;
IsRubberBand = false;
IsTentative = false;
IsSellMode = false;
}
/***********************************************************************************************
* 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)
{
Set_View_Dimensions(0, Map.Get_Tab_Height());
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 = MixFileClass::Retrieve("TRANS.ICN");
ShadowShapes = MixFileClass::Retrieve("SHADOW.SHP");
Set_View_Dimensions(0, Map.Get_Tab_Height());
/*
** Allocate and initialize the remap tables needed for each "house".
*/
HousesType hindex;
int fade;
for (fade = 0; fade < 3; fade++) {
for (hindex = HOUSE_FIRST; hindex < HOUSE_COUNT; hindex++) {
int color;
switch (fade) {
case 0:
for (color = 0; color < 256; color++) {
RemapTables[hindex][fade][color] = color;
}
break;
case 1:
Mem_Copy(FadingLight, RemapTables[hindex][fade], 256);
break;
case 2:
Mem_Copy(FadingShade, RemapTables[hindex][fade], 256);
break;
}
Mem_Copy(&RemapTables[hindex][fade][((int)hindex+11)*16], &RemapTables[hindex][fade][(0+11)*16], 16);
}
}
}
/***********************************************************************************************
* 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 = false;
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. *
*=============================================================================================*/
void DisplayClass::Init_Theater(TheaterType theater)
{
char fullname[16];
char iconname[16];
#ifndef _RETRIEVE
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}
};
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}
};
#endif
/*
---------------------- Invoke parent's init routine ----------------------
*/
MapClass::Init_Theater(theater);
/*
** Save the new theater value
*/
Theater = theater;
#ifndef DEMO
/*
** Unload old mixfiles, and cache the new ones
*/
sprintf(fullname, "%s.MIX", Theaters[Theater].Root);
if (Theater != LastTheater){
if (TheaterData) {
delete TheaterData;
}
TheaterData = new MixFileClass(fullname);
TheaterData->Cache();
}
#endif
/*
** Register the hi-res icons mix file now since it is theater specific
*/
sprintf(fullname, "%s.MIX", Theaters[Theater].Root);
strcpy (iconname, fullname);
strcpy (&iconname[4], "ICNH.MIX");
if (Theater != LastTheater){
if (TheaterIcons) {
delete TheaterIcons;
}
TheaterIcons = new MixFileClass(iconname);
TheaterIcons->Cache();
}
/*
** 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);
void const * ptr = MixFileClass::Retrieve(fullname);
Mem_Copy((void *)ptr, GamePalette, 768);
Mem_Copy(GamePalette, OriginalPalette, 768);
#ifndef _RETRIEVE
/*
** Make sure that remapping doesn't occur on the colors that cycle.
*/
memset(&GamePalette[CYCLE_COLOR_START*3], 0x3F, CYCLE_COLOR_COUNT*3);
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("GREEN", theater)).Read(FadingGreen, sizeof(FadingGreen));
#else
Build_Fading_Table(GamePalette, FadingGreen, GREEN, 110);
CCFileClass(Fading_Table_Name("GREEN", theater)).Write(FadingGreen, sizeof(FadingGreen));
#endif
if (theater == THEATER_DESERT) {
FadingGreen[196] = 160;
}
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("YELLOW", theater)).Read(FadingYellow, sizeof(FadingYellow));
#else
Build_Fading_Table(GamePalette, FadingYellow, YELLOW, 140);
CCFileClass(Fading_Table_Name("YELLOW", theater)).Write(FadingYellow, sizeof(FadingYellow));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("RED", theater)).Read(FadingRed, sizeof(FadingRed));
#else
Build_Fading_Table(GamePalette, FadingRed, RED, 140);
CCFileClass(Fading_Table_Name("RED", theater)).Write(FadingRed, sizeof(FadingRed));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("MOUSE", theater)).Read(MouseTranslucentTable, sizeof(MouseTranslucentTable));
#else
Build_Translucent_Table(GamePalette, &MouseCols[0], 4, MouseTranslucentTable);
CCFileClass(Fading_Table_Name("MOUSE", theater)).Write(MouseTranslucentTable, sizeof(MouseTranslucentTable));
#endif
// MouseDrawPtr = MouseTranslucentTable;
// MouseDrawPtr2 = Add_Long_To_Pointer(MouseTranslucentTable, 256L);
// MouseDrawVal = 1;
// MouseDrawFlags = (int)SHAPE_GHOST;
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("TRANS", theater)).Read(TranslucentTable, sizeof(TranslucentTable));
#else
Build_Translucent_Table(GamePalette, &MagicCols[0], MAGIC_COL_COUNT, TranslucentTable);
CCFileClass(Fading_Table_Name("TRANS", theater)).Write(TranslucentTable, sizeof(TranslucentTable));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("WHITE", theater)).Read(WhiteTranslucentTable, sizeof(WhiteTranslucentTable));
#else
Build_Translucent_Table(GamePalette, &WhiteCols[0], 1, WhiteTranslucentTable);
CCFileClass(Fading_Table_Name("WHITE", theater)).Write(WhiteTranslucentTable, sizeof(WhiteTranslucentTable));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("SHADOW", theater)).Read(ShadowTrans, sizeof(ShadowTrans));
#else
Build_Translucent_Table(GamePalette, &ShadowCols[0], SHADOW_COL_COUNT, ShadowTrans);
CCFileClass(Fading_Table_Name("SHADOW", theater)).Write(ShadowTrans, sizeof(ShadowTrans));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("UNITS", theater)).Read(UnitShadow, sizeof(UnitShadow));
#else
Conquer_Build_Translucent_Table(GamePalette, &UShadowCols[0], USHADOW_COL_COUNT, UnitShadow);
CCFileClass(Fading_Table_Name("UNITS", theater)).Write(UnitShadow, sizeof(UnitShadow));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("SHADE", theater)).Read(FadingShade, sizeof(FadingShade));
#else
Conquer_Build_Fading_Table(GamePalette, FadingShade, BLACK, 150);
CCFileClass(Fading_Table_Name("SHADE", theater)).Write(FadingShade, sizeof(FadingShade));
#endif
#ifdef _RETRIEVE
CCFileClass(Fading_Table_Name("LIGHT", theater)).Read(FadingLight, sizeof(FadingLight));
#else
Conquer_Build_Fading_Table(GamePalette, FadingLight, WHITE, 85);
CCFileClass(Fading_Table_Name("LIGHT", theater)).Write(FadingLight, sizeof(FadingLight));
#endif
/*
** 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;
}
Build_Fading_Table(GamePalette, FadingBrighten, WHITE, 25);
#ifndef _RETRIEVE
/*
** Restore the palette since it was mangled while building the fading tables.
*/
sprintf(fullname, "%s.PAL", Theaters[theater].Root);
ptr = MixFileClass::Retrieve(fullname);
Mem_Copy((void *)ptr, GamePalette, 768);
Mem_Copy(GamePalette, OriginalPalette, 768);
#endif
/*
** 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, int lines)
{
static short _list[30];
if (text) {
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;
}
/*
** Build the list of overlap cell offset values according to the text
** coordinate and the length.
*/
int height = (((FontHeight * lines) + 23) / 24) * 24;
if (x <= right) {
CELL ul = Click_Cell_Calc(x, y-1);
CELL lr = Click_Cell_Calc(x+len-1, Bound(y+height, TacPixelY, SeenBuff.Get_Height() - 1));
if (ul == -1) ul = Click_Cell_Calc(x, y);
// if (lr == -1) lr = Click_Cell_Calc(x+len, 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);
}
}
}
}
*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 pixels). If this parameter is *
* omitted, then the width will be as wide as the screen will allow. *
* *
* height-- The height of the tactial display (in pixels). If this parameter is *
* omitted, then the width wil 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 (1) // This code pulled in from RA1. ST - 1/9/2019 10:53AM
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);
#else //CNC code
if (width == -1) {
width = SeenBuff.Get_Width() - x;
}
TacLeptonWidth = Pixel_To_Lepton(width);
if (height == -1) {
height = SeenBuff.Get_Height() - y;
}
TacLeptonHeight = Pixel_To_Lepton(height);
/*
** Adjust the tactical cell if it is now in an invalid position
** because of the changed dimensions.
*/
int xx = Coord_X(TacticalCoord) - (MapCellX * CELL_LEPTON_W);
int yy = 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 >> 3;
WindowList[WINDOW_TACTICAL][WINDOWY] = y;
WindowList[WINDOW_TACTICAL][WINDOWWIDTH] = width >> 3;
WindowList[WINDOW_TACTICAL][WINDOWHEIGHT] = height;
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);
#endif
}
/***********************************************************************************************
* 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. *
* *
* 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. *
*=============================================================================================*/
bool DisplayClass::Passes_Proximity_Check(ObjectTypeClass const *object)
{
#ifdef USE_RA_AI
return Passes_Proximity_Check(object, PendingHouse, CursorSize, ZoneCell + ZoneOffset);
#else //USE_RA_AI // Replaced by more generic function from RA, for RA AI. ST - 7/24/2019 5:46PM
short const *ptr;
/*
** In editor mode, the proximity check always passes.
*/
if (Debug_Map) {
return(true);
}
if (!object || !CursorSize || object->What_Am_I() != RTTI_BUILDINGTYPE) {
return(true);
}
/*
** 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 = CursorSize;
while (*ptr != REFRESH_EOL) {
CELL cell = ZoneCell + ZoneOffset + *ptr++;
for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) {
CELL newcell = Adjacent_Cell(cell, facing);
if (!In_Radar(cell)) return(false);
TechnoClass * base = (*this)[newcell].Cell_Techno();
/*
** The special cell ownership flag allows building adjacent
** to friendly walls and bibs even though there is no official
** building located there.
*/
if ((*this)[newcell].Owner == PendingHouse) {
return(true);
}
if (base && base->What_Am_I() == RTTI_BUILDING && base->House->Class->House == PendingHouse) {
return(true);
}
}
}
return(false);
#endif
}
#ifdef USE_RA_AI
/*
** Additional version of Passes_Proximity_Check, inspired by RA implementation. Needed for RA AI. ST - 7/24/2019 5:42PM
*/
/***********************************************************************************************
* 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;
/*
** In editor mode, the proximity check always passes.
*/
if (Debug_Map) {
return(true);
}
if (!object || object->What_Am_I() != RTTI_BUILDINGTYPE) {
return(true);
}
/*
** 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;
while (*ptr != REFRESH_EOL) {
CELL cell = trycell + *ptr++;
for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) {
CELL newcell = Adjacent_Cell(cell, facing);
if (!In_Radar(cell)) return(false);
TechnoClass * base = (*this)[newcell].Cell_Techno();
/*
** The special cell ownership flag allows building adjacent
** to friendly walls and bibs even though there is no official
** building located there.
*/
if ((*this)[newcell].Owner == house) {
return(true);
}
if (base && base->What_Am_I() == RTTI_BUILDING && base->House->Class->House == house) {
return(true);
}
}
}
return(false);
}
#endif //USE_RA_AI
/***********************************************************************************************
* 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) {
prevpos = ZoneCell;
ZoneCell = pos;
return(prevpos);
}
/*
** Adjusts the position so that the placement cursor is never partway 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 (x < TacMapX) x = TacMapX;
if (y < Coord_YCell(TacticalCoord)) y = Coord_YCell(TacticalCoord);
// if (y < TacMapY) y = TacMapY;
if (x+w >= Coord_XCell(TacticalCoord) + Lepton_To_Cell(TacLeptonWidth)) x = Coord_XCell(TacticalCoord)+Lepton_To_Cell(TacLeptonWidth)-w;
// if (x+w >= TacMapX+TacWidth) x = TacMapX+TacWidth-w;
if (y+h >= Coord_YCell(TacticalCoord) + Lepton_To_Cell(TacLeptonHeight)) x = Coord_YCell(TacticalCoord)+Lepton_To_Cell(TacLeptonHeight)-h;
// if (y+h >= TacMapY+TacHeight) y = TacMapY+TacHeight-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) {
/*
** 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);
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)
{
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 = MAX(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) {
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)
{
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)
{
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 - 4/17/2019 9:06AM
//if (x < TacLeptonWidth && y < TacLeptonHeight) {
if (IgnoreViewConstraints || (x < TacLeptonWidth && 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::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(char *buffer)
{
char name[16];
int len; // Length of data in buffer.
char *tbuffer; // Accumulation buffer of Trigger names.
char *trigsection = "CellTriggers";
char buf[20]; // trigger name for a cell
int cell;
int i;
/*
** Read the map dimensions.
*/
Set_Map_Dimensions(WWGetPrivateProfileInt("MAP", "X", 1, buffer),
WWGetPrivateProfileInt("MAP", "Y", 1, buffer),
WWGetPrivateProfileInt("MAP", "Width", MAP_CELL_W-2, buffer),
WWGetPrivateProfileInt("MAP", "Height", MAP_CELL_H-2, buffer));
/*
** 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.
*/
WWGetPrivateProfileString("MAP", "Theater", Theaters[THEATER_DESERT].Name, name, 13, buffer);
Theater = Theater_From_Name(name);
if (Theater == THEATER_NONE) {
Theater = THEATER_DESERT;
}
/*
** Remove any old theater specific uncompressed shapes
*/
if (Theater != LastTheater){
Reset_Theater_Shapes();
}
/*
** Now that the theater is known, init the entire map hierarchy
*/
Init(Theater);
/*
** Special initializations occur when the theater is known.
*/
TerrainTypeClass::Init(Theater);
TemplateTypeClass::Init(Theater);
OverlayTypeClass::Init(Theater);
UnitTypeClass::Init(Theater);
InfantryTypeClass::Init(Theater);
BuildingTypeClass::Init(Theater);
BulletTypeClass::Init(Theater);
AnimTypeClass::Init(Theater);
AircraftTypeClass::Init(Theater);
SmudgeTypeClass::Init(Theater);
LastTheater = Theater;
/*
** Read the Waypoint entries.
*/
for (i = 0; i < WAYPT_COUNT; i++) {
sprintf(buf,"%d",i);
Waypoint[i] = WWGetPrivateProfileInt ("Waypoints",buf,-1,buffer);
if (Waypoint[i] != -1) {
(*this)[Waypoint[i]].IsWaypoint = 1;
}
}
/*
** Set the starting position (do this after Init(), which clears the cells'
** IsWaypoint flags).
*/
if (Waypoint[WAYPT_HOME] == -1) {
Waypoint[WAYPT_HOME] = XY_Cell(MapCellX, MapCellY);
}
Set_Tactical_Position(Cell_Coord(Waypoint[WAYPT_HOME])&0xFF00FF00L);
Views[0] = Views[1] = Views[2] = Views[3] = Waypoint[WAYPT_HOME];
/*
** Read the cell trigger names, and assign TriggerClass pointers
*/
len = strlen(buffer) + 2; // len is the length of the INI data
tbuffer = buffer + len; // tbuffer is after the INI data
/*
** Read all entry names into 'tbuffer'.
*/
WWGetPrivateProfileString(trigsection, NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
/*
** Loop through all CellTrigger entries.
*/
while (*tbuffer != '\0') {
/*
** Get a cell trigger assignment.
*/
WWGetPrivateProfileString(trigsection, tbuffer, NULL, buf, sizeof(buf) - 1, buffer);
/*
** Get cell # from entry name.
*/
cell = atoi(tbuffer);
if (cell > 0 && cell < MAP_CELL_TOTAL && !(*this)[cell].IsTrigger) {
/*
** Assign trigger pointer using trigger name.
*/
CellTriggers[cell] = TriggerClass::As_Pointer(buf);
if (CellTriggers[cell]) {
(*this)[cell].IsTrigger = 1;
if (CellTriggers[cell]) {
CellTriggers[cell]->AttachCount++;
}
}
}
/*
** Step to next entry name.
*/
tbuffer += strlen(tbuffer) + 1;
}
}
/***********************************************************************************************
* DisplayClass::Write_INI -- Writes map data into INI file. *
* *
* This routine is used to write the map control data into the INI *
* file. The scenario editor uses this when creating the scenario *
* startup file. *
* *
* INPUT: buffer -- Pointer to INI file data. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/27/1994 JLB : Created. *
*=============================================================================================*/
void DisplayClass::Write_INI(char *buffer)
{
char entry[20];
/*
** Save the map parameters.
*/
WWWritePrivateProfileString("MAP", "Theater", Theaters[Theater].Name, buffer);
WWWritePrivateProfileInt("MAP", "X", MapCellX, buffer);
WWWritePrivateProfileInt("MAP", "Y", MapCellY, buffer);
WWWritePrivateProfileInt("MAP", "Width", MapCellWidth, buffer);
WWWritePrivateProfileInt("MAP", "Height", MapCellHeight, buffer);
/*
** Save the Waypoint entries.
*/
for (int i = 0; i < WAYPT_COUNT; i++) {
sprintf(entry,"%d",i);
WWWritePrivateProfileInt ("Waypoints",entry,Waypoint[i],buffer);
}
/*
** Erase the CellTriggers section.
*/
WWWritePrivateProfileString("CellTriggers",NULL,NULL,buffer);
/*
** Save the cell's triggers.
*/
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
if ((*this)[cell].IsTrigger) {
/*
** Get cell trigger pointer.
*/
TriggerClass const * trig = CellTriggers[cell];
/*
** Generate entry name.
*/
sprintf(entry,"%d",cell);
/*
** Save entry.
*/
WWWritePrivateProfileString("CellTriggers", entry, trig->Get_Name(), buffer);
}
}
}
/***********************************************************************************************
* 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 = Coord_X(coord) - Cell_To_Lepton(MapCellX);
int yy = Coord_Y(coord) - 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);
}
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)
{
if (*list == REFRESH_SIDEBAR) {
list++;
}
while (*list != REFRESH_EOL) {
CELL newcell = cell + *list++;
if (In_Radar(newcell)) {
(*this)[newcell].Redraw_Objects();
}
}
}
/***********************************************************************************************
* 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. *
* 03/06/2019 ST : Added house parameter so we can do this per player *
*=============================================================================================*/
int DisplayClass::Cell_Shadow(CELL cell, HouseClass *house)
{
if (house == NULL) {
return -1;
}
int index;
int value = -1;
CellClass *cellptr;
static char const CardShadow[16] = {-2,0,1,2,3,-1,4,-1,5,6,-1,-1,7,-1,-1,-1};
static char const DiagShadow[16] = {-2,8,9,-1,10,-1,-1,-1,11,-1,-1,-1,-1,-1,-1,-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.
*/
if ((unsigned)(Cell_X(cell)-1) >= MAP_CELL_W-2) return(-2);
if ((unsigned)(Cell_Y(cell)-1) >= MAP_CELL_H-2) return(-2); // Changed > to >= per Red Alert to fix out of bounds crash. ST - 3/25/2020 11:02PM
cellptr = &(*this)[cell];
if (!cellptr->Is_Mapped(house)) {
/*
** Check the cardinal directions first. This will either result
** in a solution or the flag to check the diagonals.
*/
index = 0;
cellptr--;
if (cellptr->Is_Mapped(house)) index |= 0x08;
cellptr += MAP_CELL_W+1;
if (cellptr->Is_Mapped(house)) index |= 0x04;
cellptr -= MAP_CELL_W-1;
if (cellptr->Is_Mapped(house)) index |= 0x02;
cellptr -= MAP_CELL_W+1;
if (cellptr->Is_Mapped(house)) index |= 0x01;
value = CardShadow[index];
/*
** The diagonals must be checked, since the cardinal directions
** did not yield a valid result.
*/
if (value == -2) {
index = 0;
cellptr--;
if (cellptr->Is_Mapped(house)) index |= 0x08;
cellptr += MAP_CELL_W*2;
if (cellptr->Is_Mapped(house)) index |= 0x04;
cellptr += 2;
if (cellptr->Is_Mapped(house)) index |= 0x02;
cellptr -= MAP_CELL_W*2;
if (cellptr->Is_Mapped(house)) index |= 0x01;
value = DiagShadow[index];
}
/*
** Randomizer should go here. Add sets in multiples of 12.
*/
}
return(value);
}
#if (0)
/***********************************************************************************************
* 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)
{
int index;
int value = -1;
CellClass *cellptr;
static char const CardShadow[16] = {-2,0,1,2,3,-1,4,-1,5,6,-1,-1,7,-1,-1,-1};
static char const DiagShadow[16] = {-2,8,9,-1,10,-1,-1,-1,11,-1,-1,-1,-1,-1,-1,-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.
*/
if ((unsigned)(Cell_Y(cell)-1) > MAP_CELL_H-2) return(-2);
cellptr = &(*this)[cell];
if (!cellptr->IsMapped) {
/*
** Check the cardinal directions first. This will either result
** in a solution or the flag to check the diagonals.
*/
index = 0;
cellptr--;
if (cellptr->IsMapped) index |= 0x08;
cellptr += MAP_CELL_W+1;
if (cellptr->IsMapped) index |= 0x04;
cellptr -= MAP_CELL_W-1;
if (cellptr->IsMapped) index |= 0x02;
cellptr -= MAP_CELL_W+1;
if (cellptr->IsMapped) index |= 0x01;
value = CardShadow[index];
/*
** The diagonals must be checked, since the cardinal directions
** did not yield a valid result.
*/
if (value == -2) {
index = 0;
cellptr--;
if (cellptr->IsMapped) index |= 0x08;
cellptr += MAP_CELL_W*2;
if (cellptr->IsMapped) index |= 0x04;
cellptr += 2;
if (cellptr->IsMapped) index |= 0x02;
cellptr -= MAP_CELL_W*2;
if (cellptr->IsMapped) index |= 0x01;
value = DiagShadow[index];
}
/*
** Randomizer should go here. Add sets in multiples of 12.
*/
}
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. *
* 03/06/2019 ST : Use per-player mapping so we can track the shroud for all players *
*=============================================================================================*/
bool DisplayClass::Map_Cell(CELL cell, HouseClass * house, bool and_for_allies)
{
// It's OK to do this if the house isn't the local player. ST - 3/6/2019 11:06AM
//if (house != PlayerPtr || cell >= (CELL)Size) return(false);
if (house == NULL || cell >= (CELL)Size) return(false);
if (!house->IsHuman) {
if (!ShareAllyVisibility || !and_for_allies) {
return false;
}
}
/*
** Maybe also recurse to map for allies
*/
if (ShareAllyVisibility && and_for_allies) {
HousesType first_house = (GameToPlay == GAME_NORMAL) ? HOUSE_FIRST : HOUSE_MULTI1;
for (HousesType house_type = first_house; house_type < HOUSE_COUNT; house_type++) {
HouseClass *hptr = HouseClass::As_Pointer(house_type);
if (hptr && hptr->IsActive) {
if (hptr != house && house->Is_Ally(hptr)) {
Map_Cell(cell, hptr, false);
}
}
}
}
/*
** Don't bother remapping this cell if it is already mapped.
*/
//if ((*this)[cell].IsMapped) {
if ((*this)[cell].Is_Mapped(house)) { // Check by player. ST - 3/6/2019 10:28AM
return(false);
}
/*
** Mark the cell as being mapped.
*/
//(*this)[cell].IsMapped = true;
//(*this)[cell].IsVisible = true;
// Set by player. ST - 3/6/2019 10:29AM
(*this)[cell].Set_Mapped(house);
(*this)[cell].Set_Visible(house);
(*this)[cell].Redraw_Objects();
/*
** 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;
if (c != cell && !(*this)[c].Is_Mapped(house)) { // Check by player. ST - 3/6/2019 10:28AM
shadow = Cell_Shadow(c, house);
/*
** Either map the cell or mark it to be refreshed. It
** will probably change form if it isn't actually mapped.
*/
if (shadow == -1) {
Map_Cell(c, house, false);
} else {
if (shadow != -2) {
//(*this)[c].IsVisible = true;
(*this)[c].Set_Visible(house); // Set by player. ST - 3/6/2019 11:07AM
(*this)[c].Redraw_Objects();
}
}
}
}
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)
{
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 - 4/17/2019 9:07AM
bool DisplayClass::Coord_To_Pixel(COORDINATE coord, int &x, int &y)
{
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 (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 (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)
{
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 heirarchy. *
* 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) {
IsToRedraw = false;
/*
** In rubber band mode, mark all cells under the "rubber band" to be
** redrawn.
*/
Refresh_Band();
/*
** 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 = Messages.Num_Messages();
if (num) {
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 > 3) {
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 > 4) {
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;
/*
** 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
//Colour_Debug(2);
/*
** Blit any replicable block to avoid having to drawstamp.
*/
CachedIconsDrawn=0;
UnCachedIconsDrawn=0;
if (!forced && (oldw != Lepton_To_Pixel(TacLeptonWidth) || oldh != Lepton_To_Pixel(TacLeptonHeight))) {
Set_Cursor_Pos(-1);
/*
** If hid page is in video memory then we may nned to blit from the seen page to
** avoid blitting an overlapped region.
*/
if (HidPage.Get_IsDirectDraw() && !OverlappedVideoBlits){
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--;
}
/*
** 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();
}
//Colour_Debug(3);
/*
** The first order of business is to redraw all the underlying icons that are
** flagged to be redrawn.
*/
//Redraw_Icons(CELL_BLIT_ONLY);
Redraw_Icons(0);
/*
** 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.
*/
//Colour_Debug(4);
#ifdef FIX_ME_LATER
// HidPage.Blit(HidPage, 0, HidPage.Get_Height()-1, 0, HidPage.Get_Height(), HidPage.Get_Width(), 1, false);
#endif //FIX_ME_LATER
if (HidPage.Lock()){
//Redraw_Icons(CELL_DRAW_ONLY);
/*
** 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 altituded.
*/
for (LayerType layer = LAYER_GROUND; layer < LAYER_COUNT; layer++) {
for (int index = 0; index < Layer[layer].Count(); index++) {
Layer[layer][index]->Render(forced);
}
}
/*
** Finally, redraw the shadow overlay as necessary.
*/
//Colour_Debug(5);
Redraw_Shadow();
}
Redraw_Shadow_Rects();
HidPage.Unlock();
//Colour_Debug(8);
/*
** 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();
//Colour_Debug(0);
#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
}
}
/***********************************************************************************************
* 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/colum loops *
* 12/24/1994 JLB : Uses the cell bit flag array to determine what to redraw. *
*=============================================================================================*/
void DisplayClass::Redraw_Icons(int draw_flags)
{
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 = Cell_Coord(cell) & 0xFF00FF00L;
/*
** 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_Cell(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->Is_Visible(PlayerPtr) || Debug_Unshroud) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
cellptr->Draw_It(xpixel, ypixel, draw_flags);
}
/*
** 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->Is_Mapped(PlayerPtr) && !Debug_Unshroud) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
IsShadowPresent = true;
}
}
}
}
}
}
/***********************************************************************************************
* 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 = Cell_Coord(cell) & 0xFF00FF00;
/*
** 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_Cell(coord)];
if (!cellptr->Is_Mapped(PlayerPtr)) { // Pass player pointer since we will only be rendering in single player mode. ST - 3/6/2019 1:36PM
if (cellptr->Is_Visible(PlayerPtr)) { // Pass player pointer since we will only be rendering in single player mode. ST - 3/6/2019 1:36PM
int shadow = Cell_Shadow(cell, PlayerPtr); // Pass player pointer since we will only be rendering in single player mode. ST - 3/6/2019 1:36PM
if (shadow >= 0) {
CC_Draw_Shape(ShadowShapes, shadow, xpixel, ypixel, WINDOW_TACTICAL, SHAPE_GHOST, NULL, ShadowTrans);
}
}
}
}
}
}
}
}
}
/***********************************************************************************************
* 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_Rects(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 = Cell_Coord(cell) & 0xFF00FF00;
/*
** 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_Cell(coord)];
if (!cellptr->Is_Mapped(PlayerPtr)) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
if (!cellptr->Is_Visible(PlayerPtr)) { // Use PlayerPtr since we won't be rendering in MP. ST - 3/6/2019 2:49PM
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)
{
ObjectClass * firstobj = 0;
bool foundmatch = false;
if (!object) {
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 && obj->Is_Techno() && ((TechnoClass *)obj)->Is_Discovered_By_Player() && obj->Class_Of().IsSelectable && obj->Owner() == PlayerPtr->Class->House) {
if (!firstobj) 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)
{
ObjectClass * firstobj = 0;
bool foundmatch = false;
if (!object) {
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 && obj->Is_Techno() && ((TechnoClass *)obj)->Is_Discovered_By_Player() && obj->Class_Of().IsSelectable && obj->Owner() == PlayerPtr->Class->House) {
if (!firstobj) 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)
{
/*
** Normalize the pixel coorindates 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 - 4/17/2019 9:06AM
//if (x < TacLeptonWidth && y < TacLeptonHeight) {
if (IgnoreViewConstraints || (x < TacLeptonWidth && 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. *
* *
* house -- The house to base calculation on. *
* *
* 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. *
*=============================================================================================*/
CELL DisplayClass::Calculated_Cell(SourceType dir, HousesType house)
{
CELL cell = 0; // Working cell number.
while (cell == 0) {
int x,y;
int index;
/*
** Select a candidate cell based on the desired method.
*/
switch (dir) {
/*
** Looks for the northern most straight path shipping lane and returns
** the cell of one of the ends.
*/
case SOURCE_SHIPPING:
for (y = 0; y < MapCellHeight; y++) {
for (x = 0; x < MapCellWidth; x++) {
if ((*this)[XY_Cell(MapCellX+x, MapCellY+y)].Land_Type() != LAND_WATER) break;
}
if (x == MapCellWidth) {
return(XY_Cell(MapCellX+MapCellWidth, MapCellY+y));
}
}
return(0);
/*
** Select a map edge.
*/
case SOURCE_NORTH:
index = Random_Pick(1, MapCellWidth);
for (x = 0; x < MapCellWidth; x++) {
cell = XY_Cell(MapCellX+((x+index)%MapCellWidth), MapCellY-1);
if ((*this)[cell].Is_Generally_Clear() && (*this)[cell+MAP_CELL_W].Is_Generally_Clear()) break;
}
if (x == MapCellWidth) return(0);
break;
case SOURCE_EAST:
index = Random_Pick(1, MapCellHeight);
for (y = 0; y < MapCellHeight; y++) {
cell = XY_Cell(MapCellX+MapCellWidth, MapCellY+((y+index)%MapCellHeight));
if ((*this)[cell].Is_Generally_Clear() && (*this)[cell-1].Is_Generally_Clear()) break;
}
if (y == MapCellHeight) return(0);
break;
case SOURCE_SOUTH:
index = Random_Pick(1, MapCellWidth);
for (x = 0; x < MapCellWidth; x++) {
cell = XY_Cell(MapCellX+((x+index)%MapCellWidth), MapCellY+MapCellHeight);
if ((*this)[cell].Is_Generally_Clear() && (*this)[cell-MAP_CELL_W].Is_Generally_Clear()) break;
}
if (x == MapCellWidth) return(0);
break;
case SOURCE_WEST:
index = Random_Pick(1, MapCellHeight);
for (y = 0; y < MapCellHeight; y++) {
cell = XY_Cell(MapCellX-1, MapCellY+((y+index)%MapCellHeight));
if ((*this)[cell].Is_Generally_Clear() && (*this)[cell+1].Is_Generally_Clear()) break;
}
if (y == MapCellHeight) return(0);
break;
/*
** Drop in at a random location.
*/
case SOURCE_AIR:
cell = Waypoint[WAYPT_REINF];
if (cell < 1) {
cell = Coord_Cell(TacticalCoord);
return(cell);
} else {
if ((*this)[cell].Cell_Techno()) {
for (int radius = 1; radius < 7; radius++) {
CELL newcell = Coord_Cell(Coord_Scatter(Cell_Coord(cell), radius << 8, true));
if (In_Radar(newcell) && !(*this)[newcell].Cell_Techno()) {
cell = newcell;
break;
}
}
}
}
break;
/*
** Dramatic entry point is somewhere on the visible screen as defined
** by the current tactical map position.
*/
case SOURCE_VISIBLE:
cell = XY_Cell(Coord_XCell(TacticalCoord)+Random_Pick(0, Lepton_To_Cell(TacLeptonWidth)-1), Coord_YCell(TacticalCoord)+Random_Pick(0, Lepton_To_Cell(TacLeptonHeight)-1));
if (house == PlayerPtr->Class->House && !In_Radar(cell)) {
cell = 0;
}
break;
/*
** Drop off near friendly base or near a friendly unit or
** just randomly if all else fails.
*/
case SOURCE_ENEMYBASE:
case SOURCE_HOMEBASE:
return(0);
/*
** Find an unoccupied beach cell.
*/
case SOURCE_BEACH: {
CELL cells[MAP_CELL_W];
CELL alternate[MAP_CELL_W];
unsigned counter=0;
for (x = 0; x < MapCellWidth; x++) {
CELL newcell = 0;
if ((*this)[XY_Cell(x + MapCellX, MapCellHeight + MapCellY)].Land_Type() != LAND_WATER) continue;
if ((*this)[XY_Cell(x + MapCellX, MapCellHeight + MapCellY-1)].Land_Type() != LAND_WATER) continue;
for (y = MapCellHeight; y >= 0; y--) {
newcell = XY_Cell(x + MapCellX, y + MapCellY);
if ((*this)[newcell].Cell_Techno()) {
break;
}
if ((*this)[newcell].Land_Type() != LAND_WATER) {
break;
}
}
LandType land = (*this)[newcell].Land_Type();
if (( land == LAND_BEACH || land == LAND_CLEAR || land == LAND_ROAD) &&
!(*this)[newcell].Cell_Techno() &&
!(*this)[newcell].Cell_Terrain() &&
!(*this)[newcell-MAP_CELL_W].Cell_Techno() &&
!(*this)[newcell-MAP_CELL_W].Cell_Terrain() &&
!(*this)[newcell-(MAP_CELL_W*2)].Cell_Terrain() &&
!(*this)[newcell-(MAP_CELL_W*2)].Cell_Techno()) {
cells[counter++] = newcell;
if (counter >= (sizeof(cells) / sizeof(cells[0]))) {
break;
}
}
}
/*
** Fixup entry list so that it doesn't come close to blocking terrain or other
** units.
*/
int counter2 = 0;
for (int index = 1; index < (int)counter-1; index++) {
if (Cell_X(cells[index-1])+1 == Cell_X(cells[index]) && Cell_X(cells[index+1])-1 == Cell_X(cells[index])) {
alternate[counter2++] = cells[index];
}
}
CELL cell = 0;
if (counter2) {
if (counter2 < 4) {
cell = alternate[counter2-1];
} else {
cell = alternate[counter2 - (counter2 / 4)];
}
} else {
if (counter) {
if (counter < 4) {
cell = cells[counter-1];
} else {
cell = cells[counter - (counter / 4)];
}
}
}
if (cell) {
if (Map.Theater == THEATER_DESERT) {
cell += MAP_CELL_W;
}
}
return(cell);
}
case SOURCE_OCEAN:
cell = XY_Cell(Random_Pick(0, MapCellWidth-2)+MapCellX, MapCellHeight+MapCellY);
break;
default:
return(0);
}
/*
** The selected edge cell must be unoccupied and if this is for
** the player, then it must be on an accessible map cell.
*/
cell &= 0x0FFF;
if (cell && (*this)[cell].Cell_Techno()) {
cell = 0;
}
}
return(cell);
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
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 owned by the player, are allowed to be
** selected, and are within the bouding box.
*/
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 = obj->Owner() == PlayerPtr->Class->House;
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 = Coord_Add(aircraft->Center_Coord(), XY_Coord(0, -Pixel_To_Lepton(aircraft->Altitude)));
int x = Coord_X(ocoord);
int y = Coord_Y(ocoord);
/*
** Only try to select objects that are owned by the player, are allowed to be
** selected, and are within the bounding box.
*/
if ( aircraft->Class_Of().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->Owner() == PlayerPtr->Class->House;
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 (CurrentObject[i]->Owner() == PlayerPtr->Class->House) {
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 (CurrentObject[i]->Owner() != PlayerPtr->Class->House) {
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();
}
}
}
/***********************************************************************************************
* 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.
*/
bool edge = false;
if (flags & (LEFTPRESS|LEFTRELEASE|RIGHTPRESS|RIGHTRELEASE)) {
x = _Kbd->MouseQX;
y = _Kbd->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);
// CELL cell = Map.Click_Cell_Calc(x, y);
if (coord) {
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);
}
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
// int xxx = x + Lepton_To_Pixel(Coord_XLepton(Map.TacticalCoord));
// int yyy = y + Lepton_To_Pixel(Coord_YLepton(Map.TacticalCoord));
// object = Map.Cell_Object(cell, xxx % CELL_PIXEL_W, yyy % CELL_PIXEL_H);
object = Map.Close_Object(coord);
/*
** Special case check to ignore cloaked object if not owned by the player.
*/
// if (object && object->Is_Techno() && !((TechnoClass *)object)->IsOwnedByPlayer && ((TechnoClass *)object)->Cloak == CLOAKED) {
// 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) {
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_ION_CANNON) {
action = ACTION_ION;
}
if (Map.IsTargettingMode == SPC_NUCLEAR_BOMB) {
action = ACTION_NUKE_BOMB;
}
if (Map.IsTargettingMode == SPC_AIR_STRIKE) {
action = ACTION_AIR_STRIKE;
}
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(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_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 = _Kbd->MouseQX;
y = _Kbd->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 = _Kbd->MouseQX;
y = _Kbd->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_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 (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) {
IsTargettingMode = false;
} else {
Unselect_All();
}
}
}
}
Set_Default_Mouse(MOUSE_NORMAL, false);
}
/***********************************************************************************************
* 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(bool shadow, ObjectClass * object, ActionType action, bool wwsmall)
{
IsTentative = false;
/*
** 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_GUARD_AREA:
Set_Default_Mouse(MOUSE_AREA_GUARD, wwsmall);
break;
case ACTION_NONE:
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
break;
case ACTION_NO_SELL:
case ACTION_SELL:
case ACTION_SELL_UNIT:
Set_Default_Mouse(MOUSE_NO_SELL_BACK, wwsmall);
break;
case ACTION_NO_REPAIR:
case ACTION_REPAIR:
Set_Default_Mouse(MOUSE_NO_REPAIR, wwsmall);
break;
case ACTION_ION:
Set_Default_Mouse(MOUSE_ION_CANNON, wwsmall);
break;
case ACTION_NUKE_BOMB:
Set_Default_Mouse(MOUSE_NUCLEAR_BOMB, wwsmall);
break;
case ACTION_AIR_STRIKE:
Set_Default_Mouse(MOUSE_AIR_STRIKE, wwsmall);
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, wwsmall);
break;
}
// Fall into next case for non aircraft object types.
default:
Set_Default_Mouse(MOUSE_CAN_MOVE, wwsmall);
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_TOGGLE_SELECT:
case ACTION_SELECT:
Set_Default_Mouse(MOUSE_CAN_SELECT, wwsmall);
break;
case ACTION_MOVE:
Set_Default_Mouse(MOUSE_CAN_MOVE, wwsmall);
break;
case ACTION_GUARD_AREA:
Set_Default_Mouse(MOUSE_AREA_GUARD, wwsmall);
break;
case ACTION_HARVEST:
case ACTION_ATTACK:
Set_Default_Mouse(MOUSE_CAN_ATTACK, wwsmall);
break;
case ACTION_SABOTAGE:
Set_Default_Mouse(MOUSE_DEMOLITIONS, wwsmall);
break;
case ACTION_ENTER:
case ACTION_CAPTURE:
Set_Default_Mouse(MOUSE_ENTER, wwsmall);
break;
case ACTION_NOMOVE:
Set_Default_Mouse(MOUSE_NO_MOVE, wwsmall);
break;
case ACTION_NO_SELL:
Set_Default_Mouse(MOUSE_NO_SELL_BACK, wwsmall);
break;
case ACTION_NO_REPAIR:
Set_Default_Mouse(MOUSE_NO_REPAIR, wwsmall);
break;
case ACTION_SELF:
Set_Default_Mouse(MOUSE_DEPLOY, wwsmall);
break;
case ACTION_REPAIR:
Set_Default_Mouse(MOUSE_REPAIR, wwsmall);
break;
case ACTION_SELL_UNIT:
Set_Default_Mouse(MOUSE_SELL_UNIT, wwsmall);
break;
case ACTION_SELL:
Set_Default_Mouse(MOUSE_SELL_BACK, wwsmall);
break;
case ACTION_ION:
Set_Default_Mouse(MOUSE_ION_CANNON, wwsmall);
break;
case ACTION_NUKE_BOMB:
Set_Default_Mouse(MOUSE_NUCLEAR_BOMB, wwsmall);
break;
case ACTION_AIR_STRIKE:
Set_Default_Mouse(MOUSE_AIR_STRIKE, wwsmall);
break;
case ACTION_TOGGLE_PRIMARY:
Set_Default_Mouse(MOUSE_DEPLOY, wwsmall);
break;
default:
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
break;
}
}
#if 0
/*
** Give a generic help message when over shadow terrain.
*/
if (shadow) {
if (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) {
int text;
int color = LTGREY;
/*
** Fetch the appropriate background color for help text.
*/
if (PlayerPtr->Is_Ally(object)) {
color = CC_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 (!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:
if ( *((BuildingClass*)object) != STRUCT_MISSION) {
text = TXT_ENEMY_STRUCTURE;
}
break;
}
}
}
if (Scenario > 3 || object->What_Am_I() != RTTI_TERRAIN) {
Help_Text(text, -1, -1, color);
} else {
Help_Text(TXT_NONE);
}
} 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 wwsmall)
{
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(XYPixel_Coord(BandX, BandY), XYPixel_Coord(x, y));
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
#ifdef NEVER
if (CurrentObject.Count()) {
if (CurrentObject[0]->Can_Player_Fire()) {
Set_Default_Mouse(MOUSE_CAN_ATTACK, wwsmall);
} else {
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
}
} else {
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
}
#endif
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, wwsmall);
}
#ifdef NEVER
if (object->Can_Player_Fire()) {
Set_Default_Mouse(MOUSE_CAN_ATTACK, wwsmall);
} else {
Set_Default_Mouse(MOUSE_NORMAL, wwsmall);
}
#endif
}
/*
** 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;
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass * tobject = CurrentObject[index];
ActionType action = ACTION_NONE;
if (object) {
action = tobject->What_Action(object);
tobject->Active_Click_With(action, object);
} else {
action = tobject->What_Action(cell);
tobject->Active_Click_With(action, cell);
}
if (action != ACTION_NONE) {
AllowVoice = false;
}
}
AllowVoice = true;
if (action == ACTION_REPAIR && object->What_Am_I() == RTTI_BUILDING) {
OutList.Add(EventClass(EventClass::REPAIR, object->As_Target()));
}
if (action == ACTION_SELL_UNIT && object) {
switch (object->What_Am_I()) {
case RTTI_AIRCRAFT:
case RTTI_UNIT:
OutList.Add(EventClass(EventClass::SELL, object->As_Target()));
break;
default:
break;
}
}
if (action == ACTION_SELL) {
if (object) {
OutList.Add(EventClass(EventClass::SELL, object->As_Target()));
} else {
OutList.Add(EventClass(EventClass::SELL, ::As_Target(cell)));
}
}
if (action == ACTION_ION) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_ION_CANNON, cell));
}
if (action == ACTION_NUKE_BOMB) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_NUCLEAR_BOMB, cell));
}
if (action == ACTION_AIR_STRIKE) {
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_AIR_STRIKE, 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 && !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);
}
}
}
}
// 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;// Coord_X(coord) - Cell_To_Lepton(MapCellX);
int yy = 0;// Coord_Y(coord) - 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
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. *
*=============================================================================================*/
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->House == PlayerPtr) {
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->House == PlayerPtr) {
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->House == PlayerPtr) {
x += (((long)Coord_XCell (bldgp->Coord)) << 4);
y += (((long)Coord_YCell (bldgp->Coord)) << 4);
num += 16;
}
}
/*
** 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)
{
COORDINATE coord = Cell_Coord(cell) & 0xFF00FF00L;
COORDINATE tcoord = TacticalCoord & 0xFF00FF00L;
if ((Coord_X(coord) - Coord_X(tcoord)) > TacLeptonWidth+255) return(false);
if ((Coord_Y(coord) - Coord_Y(tcoord)) > TacLeptonHeight+255) return(false);
return(true);
#ifdef OBSOLETE
int fudgex = Coord_XLepton(TacticalCoord) ? -1 : 0;
int fudgey = Coord_YLepton(TacticalCoord) ? -1 : 0;
if ((unsigned)(Cell_X(cell)-Coord_XCell(TacticalCoord)) > Lepton_To_Cell(TacLeptonWidth)+fudgex) return(false);
if ((unsigned)(Cell_Y(cell)-Coord_YCell(TacticalCoord)) > Lepton_To_Cell(TacLeptonHeight)+fudgey) return(false);
return(true);
#endif
#ifdef OBSOLETE
cell -= TacticalCell;
if (Cell_X(cell) >= TacWidth + (TacPartialX ? 1 : 0)) return(false);
if (Cell_Y(cell) >= TacHeight + (TacPartialY ? 1 : 0)) return(false);
return(true);
#endif
}
COORDINATE DisplayClass::Closest_Free_Spot(COORDINATE coord, bool any) const
{
if (coord & 0xC000C000) {
return(0x00800080);
}
return (*this)[Coord_Cell(coord)].Closest_Free_Spot(coord, any);
}
bool DisplayClass::Is_Spot_Free(COORDINATE coord) const
{
// This doesn't seem right... ST - 12/18/2018 10:09AM
//if (coord & 0xC000C000) {
// return(0x00800080);
//}
return (*this)[Coord_Cell(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: none *
* *
* OUTPUT: The center coordinate. *
* *
* WARNINGS: The map position changes by this routine. *
* *
* HISTORY: *
* 08/22/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE DisplayClass::Center_Map(void)
{
if (CurrentObject.Count()) {
unsigned x = 0;
unsigned y = 0;
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();
Set_Tactical_Position(XY_Coord(x - (TacLeptonWidth/2), y - (TacLeptonHeight/2)));
return XY_Coord(x, y);
}
return 0;
}
static ActionType _priority_actions[] = {
ACTION_ATTACK,
ACTION_ENTER,
ACTION_REPAIR,
ACTION_SABOTAGE,
ACTION_CAPTURE,
ACTION_MOVE
};
static int get_action_priority(ActionType action)
{
for (int i = 0; i < sizeof(_priority_actions) / sizeof(_priority_actions[0]); ++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, 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, 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(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(ObjectClass* object)
{
return Best_Object_Action(CurrentObject.Raw(), object);
}
ActionType Best_Object_Action(CELL cell)
{
return Best_Object_Action(CurrentObject.Raw(), cell);
}