CnC_Remastered_Collection/TIBERIANDAWN/POWER.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

460 lines
22 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\power.cpv 2.18 16 Oct 1995 16:52:10 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 : POWER.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : August 7, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* PowerClass::AI -- Process the power bar logic. *
* PowerClass::Draw_It -- Renders the power bar graphic. *
* PowerClass::Init_Clear -- Clears all the power bar variables. *
* PowerClass::One_Time -- One time processing for the power bar. *
* PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
* PowerClass::PowerClass -- Default constructor for the power bar class. *
* PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
* Power_Height -- Given a value figure where it falls on bar *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** Points to the shape to use for the "desired" power level indicator.
*/
void const * PowerClass::PowerShape;
void const * PowerClass::PowerBarShape;
PowerClass::PowerButtonClass PowerClass::PowerButton;
/***********************************************************************************************
* PowerClass::PowerClass -- Default constructor for the power bar class. *
* *
* This is the default constructor for the power bar class. It doesn't really do anything. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/20/1994 JLB : Created. *
*=============================================================================================*/
PowerClass::PowerClass(void)
{
IsToRedraw = false;
RecordedDrain = -1;
RecordedPower = -1;
DesiredDrainHeight = 0;
DesiredPowerHeight = 0;
DrainHeight = 0;
PowerHeight = 0;
PowerBounce = 0;
DrainBounce = 0;
DrainDir = 0;
PowerDir = 0;
}
/***********************************************************************************************
* PowerClass::Init_Clear -- Clears all the power bar variables. *
* *
* This routine is called in preparation for the start of a scenario. The power bar is *
* initialized into the null state by this routine. As soon as the scenario starts, the *
* power bar will rise to reflect the actual power output and drain. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
*=============================================================================================*/
void PowerClass::Init_Clear(void)
{
RadarClass::Init_Clear();
RecordedDrain = -1;
RecordedPower = -1;
DesiredDrainHeight = 0;
DesiredPowerHeight = 0;
DrainHeight = 0;
PowerHeight = 0;
PowerBounce = 0;
DrainBounce = 0;
DrainDir = 0;
PowerDir = 0;
}
/***********************************************************************************************
* PowerClass::One_Time -- One time processing for the power bar. *
* *
* This routine is for code that truly only needs to be done once per game run. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
void PowerClass::One_Time(void)
{
RadarClass::One_Time();
int factor = Get_Resolution_Factor();
PowX = SeenBuff.Get_Width() - Map.RadWidth;
PowY = Map.RadY+Map.RadHeight + (13 << factor);
PowWidth = 8 << factor;
PowHeight = SeenBuff.Get_Height() - PowY;
PowLineSpace = 5 << factor;
PowLineWidth = PowWidth - 4;
PowerButton.X = PowX;
PowerButton.Y = PowY;
PowerButton.Width = PowWidth-1;
PowerButton.Height = PowHeight;
PowerShape = MixFileClass::Retrieve((factor)? "HPOWER.SHP" :"POWER.SHP");
PowerBarShape = Hires_Retrieve("PWRBAR.SHP");
}
/***********************************************************************************************
* PowerClass::Draw_It -- Renders the power bar graphic. *
* *
* This routine will draw the power bar graphic to the LogicPage. *
* *
* INPUT: complete -- Should the power bar be redrawn even if it isn't specifically flagged *
* to do so? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/20/1994 JLB : Created. *
* 12/27/1994 JLB : Changes power bar color depending on amount of power. *
*=============================================================================================*/
void PowerClass::Draw_It(bool complete)
{
static int _modtable[]={
0, -1, 0, 1, 0, -1, -2, -1, 0, 1, 2, 1 ,0
};
int power_color;
if (complete || IsToRedraw) {
// PowX = TacPixelX + TacWidth*ICON_PIXEL_W; // X position of upper left corner of power bar.
if (LogicPage->Lock()){
if (Map.IsSidebarActive) {
IsToRedraw = false;
/*
** 1st get the height of the filled section of the power bar
*/
int bottom = PowY + PowHeight - 1;
int power_height = (PowerHeight == DesiredPowerHeight) ? PowerHeight + (_modtable[PowerBounce] * PowerDir) : PowerHeight;
int drain_height = (DrainHeight == DesiredDrainHeight) ? DrainHeight + (_modtable[DrainBounce] * DrainDir) : DrainHeight;
power_height = Bound(power_height, 0, PowHeight - 2);
drain_height = Bound(drain_height, 0, PowHeight - 2);
/*
** Create a clip region to draw the unfilled section of the bar
*/
WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = SeenBuff.Get_Width();
WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = bottom-power_height;
/*
** Draw the unfilled section
*/
CC_Draw_Shape(PowerBarShape, 0, PowX, PowY, WINDOW_CUSTOM, SHAPE_WIN_REL);
CC_Draw_Shape(PowerBarShape, 1 ,PowX, PowY+100, WINDOW_CUSTOM, SHAPE_WIN_REL);
/*
** Set up the clip region for the filled section
*/
WindowList[WINDOW_CUSTOM][WINDOWY] = bottom-power_height;
WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = SeenBuff.Get_Height() - WindowList[WINDOW_CUSTOM][WINDOWY];
/*
** What color is the filled section?
*/
if (power_height) {
power_color = 0; //green
if (PlayerPtr->Drain > PlayerPtr->Power) {
power_color = 2;
}
if (PlayerPtr->Drain > (PlayerPtr->Power * 2)) {
power_color = 4;
}
/*
** Draw the filled section
*/
CC_Draw_Shape(PowerBarShape, 2+power_color,
PowX,
PowY - WindowList[WINDOW_CUSTOM][WINDOWY],
WINDOW_CUSTOM,
SHAPE_WIN_REL);
CC_Draw_Shape(PowerBarShape, 3+power_color,
PowX,
PowY - WindowList[WINDOW_CUSTOM][WINDOWY] + 100,
WINDOW_CUSTOM,
SHAPE_WIN_REL);
}
/*
** Draw the power drain threshold marker.
*/
CC_Draw_Shape(PowerShape, 0, PowX, bottom - drain_height + 1, WINDOW_MAIN, SHAPE_NORMAL);
}
LogicPage->Unlock();
}
}
RadarClass::Draw_It(complete);
}
/***********************************************************************************************
* PowerClass::AI -- Process the power bar logic. *
* *
* Use this routine to process the power bar logic. This consists of animation effects. *
* *
* INPUT: input -- The player input value to be consumed or ignored as appropriate. *
* *
* x,y -- Mouse coordinate parameters to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/20/1994 JLB : Created. *
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
*=============================================================================================*/
void PowerClass::AI(KeyNumType &input, int x, int y)
{
// if (!IsActive) {
// IsActive = true;
// IsToRedraw = true;
// Flag_To_Redraw(false);
// }
if (Map.IsSidebarActive /*IsActive*/) {
int olddrain = DrainHeight;
int oldpower = PowerHeight;
/*
** If the recorded power value has changed we need to adjust for
** it.
*/
if (PlayerPtr->Power != RecordedPower) {
DesiredPowerHeight = Power_Height(PlayerPtr->Power);
RecordedPower = PlayerPtr->Power;
PowerBounce = 12;
if (PowerHeight > DesiredPowerHeight) {
PowerDir = -1;
} else if (PowerHeight < DesiredPowerHeight) {
PowerDir = 1;
} else {
PowerBounce = 0;
}
}
/*
** If the recorded drain value has changed we need to adjust for
** it.
*/
if (PlayerPtr->Drain != RecordedDrain) {
DesiredDrainHeight = Power_Height(PlayerPtr->Drain);
RecordedDrain = PlayerPtr->Drain;
DrainBounce = 12;
if (DrainHeight > DesiredDrainHeight) {
DrainDir = -1;
} else if (DrainHeight < DesiredDrainHeight) {
DrainDir = 1;
} else {
DrainBounce = 0;
}
}
if (DrainBounce && DrainHeight == DesiredDrainHeight) {
IsToRedraw = true;
Flag_To_Redraw(false);
DrainBounce--;
} else {
/*
** If we need to move the drain height then do so.
*/
if (DrainHeight != DesiredDrainHeight) {
DrainHeight += DrainDir;
}
}
if (PowerBounce && PowerHeight == DesiredPowerHeight) {
IsToRedraw = true;
Flag_To_Redraw(false);
PowerBounce--;
} else {
/*
** If we need to move the power height then do so.
*/
if (PowerHeight != DesiredPowerHeight) {
PowerHeight += PowerDir;
}
}
if (olddrain != DrainHeight || oldpower != PowerHeight) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
}
RadarClass::AI(input, x, y);
}
/***********************************************************************************************
* PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
* *
* This routine will examine a refresh list request and determine if the sidebar would be *
* affect. If so, it will flag the sidebar to be redrawn. *
* *
* INPUT: cell -- The cell that the offset list is base on. *
* *
* list -- The list of cell offset used to flag for redraw. If the special sidebar *
* affecting cell magic offset number is detected, the sidebar is flagged *
* for redraw and the magic offset is removed. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/01/1995 JLB : Created. *
*=============================================================================================*/
void PowerClass::Refresh_Cells(CELL cell, short const *list)
{
if (*list == REFRESH_SIDEBAR) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
RadarClass::Refresh_Cells(cell, list);
}
/***************************************************************************
* PowHeight -- Given a value figure where it falls on bar *
* *
* INPUT: int value - the value we are testing *
* *
* OUTPUT: int the height of the point that this value is on graph *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/14/1995 PWG : Created. *
*=========================================================================*/
int PowerClass::Power_Height(int value)
{
int num = value/ POWER_STEP_LEVEL; // figure out the initial num of DRAIN_VALUE's
int retval = 0; // currently there is no power
/*
** Loop through the diffrent hundreds figuring out the fractional piece
** of each.
*/
for (int lp = 0; lp < num; lp ++) {
retval = retval + (((PowHeight - 2) - retval) / POWER_STEP_FACTOR);
value -= POWER_STEP_LEVEL;
}
/*
** Adjust the retval to factor in the remainder
*/
if (value) {
retval = retval + (((((PowHeight - 2) - retval) / POWER_STEP_FACTOR) * value) / POWER_STEP_LEVEL);
}
retval = Bound(retval, 0, PowHeight -2);
return(retval);
}
/***********************************************************************************************
* PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
* *
* This routine handles input on the power bar area. Since no input is used for the power *
* bar, this routine just pops up appropriate help text for the power bar. *
* *
* INPUT: flags -- The event flags that triggered this action call. *
* *
* key -- The key code (if any) associated with the trigger event. *
* *
* OUTPUT: Should further button processing be stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
*=============================================================================================*/
int PowerClass::PowerButtonClass::Action(unsigned flags, KeyNumType & key)
{
if (!Map.IsSidebarActive) {
return(false);
}
/*
** Force any help label to disappear when the mouse is held over the
** radar map.
*/
Map.Override_Mouse_Shape(MOUSE_NORMAL);
if (PlayerPtr->Power_Fraction() < 0x0100 && PlayerPtr->Power > 0) {
Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, CC_GREEN);
} else {
Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, CC_GREEN);
}
GadgetClass::Action(flags, key);
return(true);
}