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

404 lines
23 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\help.cpv 2.18 16 Oct 1995 16:51:02 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 : HELP.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 11/18/94 *
* *
* Last Update : July 16, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* HelpClass::Draw_Help -- Display the help message (if necessary). *
* HelpClass::HelpClass -- Default constructor for the help processor. *
* HelpClass::Help_AI -- Handles the help text logic. *
* HelpClass::Help_Text -- Assigns text as the current help text. *
* HelpClass::Init_Clear -- Sets help system to a known state. *
* HelpClass::Overlap_List -- Returns with offset list for cells under help text. *
* HelpClass::Scroll_Map -- Makes sure scrolling doesn't leave text shards. *
* HelpClass::Set_Cost -- Initiates the second line of help text showing item cost. *
* HelpClass::Set_Tactical_Position -- Sets the tactial map position. *
* HelpClass::Set_Tactical_Position -- Sets the tactical map position. *
* HelpClass::Set_Text -- Determines the overlap list and draw coordinates. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** This is the holding buffer for the text overlap list. This buffer must be in the near
** data segment. It will be filled in by the Set_Text() function.
*/
//short const HelpClass::OverlapList[30] = { // Can't be const - it's expected to be written to. ST - 2/7/2019 5:16PM
short HelpClass::OverlapList[30] = {
REFRESH_EOL
};
char const * HelpClass::HelpText;
CountDownTimerClass HelpClass::CountDownTimer;
/***********************************************************************************************
* HelpClass::HelpClass -- Default constructor for the help processor. *
* *
* The help processor is initialized by this routine. It merely sets up the help engine *
* to the default state. The default state will not display any help text. Call the *
* Help_Text() function to enable help processing. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
*=============================================================================================*/
HelpClass::HelpClass(void)
{
X = 0;
Y = 0;
Width = 0;
Text = TXT_NONE;
Color = LTGREY;
CountDownTimer.Set(0);
IsRight = false;
Cost = 0;
}
/***********************************************************************************************
* HelpClass::Init_Clear -- Sets help system to a known state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void HelpClass::Init_Clear(void)
{
TabClass::Init_Clear();
Set_Text(TXT_NONE);
}
/***********************************************************************************************
* HelpClass::Overlap_List -- Returns with offset list for cells under help text. *
* *
* Use this routine to fetch an offset list for the cells under the text displayed. If *
* there is no text displayed, then the list will consist of just the terminator code. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the offset list for the help text overlap. The offset *
* list is based on the tactical map upper left corner cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
*=============================================================================================*/
short const * HelpClass::Overlap_List(void) const
{
if (Text == TXT_NONE || CountDownTimer.Time()) {
((short &)(OverlapList[0])) = REFRESH_EOL;
}
return(OverlapList);
}
/***********************************************************************************************
* HelpClass::Help_AI -- Handles the help text logic. *
* *
* This routine handles tracking the mouse position to see if the mouse remains stationary *
* for the required amount of time. If the time requirement has been met, then it flags *
* the help system to display the help text the next time the Draw_Help() function is *
* called. *
* *
* INPUT: key -- Keyboard input code. *
* *
* x,y -- Mouse coordinates. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine must be called once and only once per game frame (15 times per *
* second). *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
* 12/31/1994 JLB : Uses mouse coordinates as passed in. *
*=============================================================================================*/
void HelpClass::AI(KeyNumType &key, int x, int y)
{
/*
** If there is any keyboard input, then the help text goes away.
*/
// if (key) {
// Help_Text(TXT_NONE);
// }
if (!CountDownTimer.Time() && !IsRight && (x != X || y != Y)) {
Help_Text(TXT_NONE);
}
/*
** Process the countdown timer only if it hasn't already expired and there is
** a real help text message to display.
*/
if (CountDownTimer.Time() && !HelpText && Text != TXT_NONE) {
/*
** If the mouse has moved, then reset the timer since a moving mouse is not
** supposed to bring up the help text.
*/
if (!IsRight && (X != x || Y != y)) {
X = x;
Y = y;
CountDownTimer.Start();
CountDownTimer.Set(HELP_DELAY);
Set_Text(TXT_NONE);
} else {
/*
** If the delay has expired, then the text must be drawn. Build the help text
** overlay list at this time. Better to do it now, when we KNOW it is needed, then
** to do it earlier when it might not be needed.
*/
Set_Text(Text);
}
}
TabClass::AI(key, x, y);
}
/***********************************************************************************************
* HelpClass::Help_Text -- Assigns text as the current help text. *
* *
* Use this routine to change the help text that will pop up if the cursor isn't moved *
* for the help delay duration. Call this routine as often as desired. *
* *
* INPUT: text -- The text number for the help text to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
*=============================================================================================*/
void HelpClass::Help_Text(int text, int x, int y, int color, bool quick, int cost)
{
if (text != Text) {
/*
** If there is an existing text message, then flag the map to redraw the underlying
** icons so that the text message is erased.
*/
if (Text != TXT_NONE) {
Refresh_Cells(Coord_Cell(TacticalCoord), &OverlapList[0]);
}
/*
** Record the position of the mouse. This recorded position will be used to determine
** if the mouse has moved. A moving mouse prevents the help text from popping up.
*/
X = x;
if (x == -1) X = Get_Mouse_X();
Y = y;
if (y == -1) Y = Get_Mouse_Y();
IsRight = (y != -1) || (x != -1);
if (quick) {
CountDownTimer.Set(1);
} else {
CountDownTimer.Set(HELP_DELAY);
}
Color = color;
Text = text;
Cost = cost;
}
}
/***********************************************************************************************
* HelpClass::Draw_Help -- Display the help message (if necessary). *
* *
* This function will print the help text if it thinks it should. The timer and text *
* message can control whether this occurs. If there is no help text or the countdown timer *
* has not expired, then no text will be printed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
*=============================================================================================*/
void HelpClass::Draw_It(bool forced)
{
TabClass::Draw_It(forced);
if (Text != TXT_NONE && (forced || !CountDownTimer.Time())) {
if (LogicPage->Lock()){
// Fancy_Text_Print(Text, DrawX, DrawY, Color, BLACK, TPF_6POINT|TPF_NOSHADOW);
Fancy_Text_Print(Text, DrawX, DrawY, Color, BLACK, TPF_MAP|TPF_NOSHADOW);
LogicPage->Draw_Rect(DrawX-1, DrawY-1, DrawX+Width+1, DrawY+FontHeight, Color);
if (Cost) {
char buffer[15];
sprintf(buffer, "$%d", Cost);
int width = String_Pixel_Width(buffer);
// Fancy_Text_Print(buffer, DrawX, DrawY+FontHeight, Color, BLACK, TPF_6POINT|TPF_NOSHADOW);
Fancy_Text_Print(buffer, DrawX, DrawY+FontHeight, Color, BLACK, TPF_MAP|TPF_NOSHADOW);
LogicPage->Draw_Rect(DrawX-1, DrawY+FontHeight, DrawX+width+1, DrawY+FontHeight+FontHeight-1, Color);
LogicPage->Draw_Line(DrawX, DrawY+FontHeight, DrawX+MIN(width+1, Width) - 1, DrawY+FontHeight, BLACK);
}
LogicPage->Unlock();
}
}
// if (!In_Debugger) HidPage.Unlock();
}
/***********************************************************************************************
* HelpClass::Set_Text -- Determines the overlap list and draw coordinates. *
* *
* This routine is used to build the overlap list -- used for icon refreshing. It also *
* determines if the text can fit on the screen and makes adjustments so that it will. *
* *
* INPUT: text -- The text number to set the help system to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/18/1994 JLB : Created. *
* 12/11/1994 JLB : Won't draw past tactical map edges. *
*=============================================================================================*/
void HelpClass::Set_Text(int text)
{
if (text != TXT_NONE) {
Text = text;
// Fancy_Text_Print(TXT_NONE, 0, 0, 0, 0, TPF_6POINT|TPF_NOSHADOW);
Fancy_Text_Print(TXT_NONE, 0, 0, 0, 0, TPF_MAP|TPF_NOSHADOW);
Width = String_Pixel_Width(Text_String(Text));
if (IsRight) {
DrawX = X - Width;
DrawY = Y;
} else {
int right = TacPixelX + Lepton_To_Pixel(TacLeptonWidth) - 3;
int bottom = TacPixelY + Lepton_To_Pixel(TacLeptonHeight) - 1;
DrawX = X+X_OFFSET;
DrawY = Y+Y_OFFSET;
if (DrawX + Width > right) {
DrawX -= (DrawX+Width) - right;
}
if (DrawY + FontHeight > bottom) {
DrawY -= (DrawY+FontHeight) - bottom;
}
if (DrawX < TacPixelX+1) DrawX = TacPixelX+1;
if (DrawY < TacPixelY+1) DrawY = TacPixelY+1;
}
int lines = (Cost) ? 2 : 1;
memcpy((void*)OverlapList, Text_Overlap_List(Text_String(Text), DrawX-1, DrawY, lines), sizeof(OverlapList));
}
}
/***********************************************************************************************
* HelpClass::Scroll_Map -- Makes sure scrolling doesn't leave text shards. *
* *
* This routine intercepts the map scrolling request and then makes sure that if, in fact, *
* the map is going to scroll, then reset and erase the help text so that it doesn't *
* mess up the display. *
* *
* INPUT: facing -- The direction to scroll (unused by this routine). *
* *
* really -- If the scroll is actually going to occur, rather than just be examined *
* for legality, then this parameter will be true. If this parameter is *
* true, then the help text is reset. *
* *
* OUTPUT: Returns if it can, or did, scroll in the requested direction. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/15/1994 JLB : Created. *
*=============================================================================================*/
bool HelpClass::Scroll_Map(DirType facing, int & distance, bool really)
{
if (really) {
Help_Text(TXT_NONE);
}
return(TabClass::Scroll_Map(facing, distance, really));
}
/***********************************************************************************************
* HelpClass::Set_Cost -- Initiates the second line of help text showing item cost. *
* *
* Use this routine after the Help_Text() function to activate the second line. The second *
* line displays a cost. Typically, this is used by the sidebar to display the cost of the *
* specified item. *
* *
* INPUT: cost -- The cost to associate with this help text. If this value is zero, then *
* no second line is displayed, so don't pass in zero. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/09/1995 JLB : Created. *
*=============================================================================================*/
void HelpClass::Set_Cost(int cost)
{
Cost = cost;
}
void HelpClass::Set_Tactical_Position(COORDINATE coord)
{
if (TacticalCoord != coord) {
Help_Text(TXT_NONE);
}
TabClass::Set_Tactical_Position(coord);
}