CnC_Remastered_Collection/TIBERIANDAWN/SIDEBAR.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

2560 lines
112 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\sidebar.cpv 2.13 02 Aug 1995 17:03:22 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 : SIDEBAR.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : October 20, 1994 *
* *
* Last Update : January 25, 1996 [] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* SidebarClass::Abandon_Production -- Stops production of the object specified. *
* SidebarClass::Activate -- Controls the sidebar activation. *
* SidebarClass::Activate_Demolish -- Controls the demolish button on the sidebar. *
* SidebarClass::Activate_Repair -- Controls the repair button on the sidebar. *
* SidebarClass::Activate_Upgrade -- Controls the upgrade button on the sidebar. *
* SidebarClass::Add -- Adds a game object to the sidebar list. *
* SidebarClass::AI -- Handles player clicking on sidebar area. *
* SidebarClass::Draw_It -- Renders the sidebar display. *
* SidebarClass::Factory_Link -- Links a factory to a sidebar strip. *
* SidebarClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
* SidebarClass::Init_IO -- Adds buttons to the button list *
* SidebarClass::Init_Theater -- Performs theater-specific initialization *
* SidebarClass::One_Time -- Handles the one time game initializations. *
* SidebarClass::One_Time -- Handles the one time game initializations. *
* SidebarClass::Recalc -- Examines the sidebar data and updates it as necessary. *
* SidebarClass::Refresh_Cells -- Intercepts the refresh, looking for sidebar controls. *
* SidebarClass::SBGadgetClass::Action -- Special function that controls the mouse over the s*
* SidebarClass::Scroll -- Handles scrolling the sidebar object strip. *
* SidebarClass::Set_Current -- Sets a specified object that controls the sidebar display. *
* SidebarClass::SidebarClass -- Default constructor for the sidebar. *
* SidebarClass::StripClass::Abandon_Produ -- Abandons production associated with sidebar. *
* SidebarClass::StripClass::Activate -- Adds the strip buttons to the input system. *
* SidebarClass::StripClass::Add -- Add an object to the side strip. *
* SidebarClass::StripClass::AI -- Input and AI processing for the side strip. *
* SidebarClass::StripClass::Deactivate -- Removes the side strip buttons from the input syst*
* SidebarClass::StripClass::Draw_It -- Render the sidebar display. *
* SidebarClass::StripClass::Factory_Link -- Links a factory to a sidebar button. *
* SidebarClass::StripClass::Flag_To_Redra -- Flags the sidebar strip to be redrawn. *
* SidebarClass::StripClass::Get_Special_Cameo -- Fetches the special event cameo shape. *
* SidebarClass::StripClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
* SidebarClass::StripClass::Init_IO -- Adds buttons to the button list *
* SidebarClass::StripClass::Init_Theater -- Performs theater-specific initialization *
* SidebarClass::StripClass::One_Time -- Performs one time actions necessary for the side str*
* SidebarClass::StripClass::Recalc -- Revalidates the current sidebar list of objects. *
* SidebarClass::StripClass::Scroll -- Causes the side strip to scroll. *
* SidebarClass::StripClass::SelectClass:: -- Action function when buildable cameo is selecte*
* SidebarClass::StripClass::SelectClass:: -- Assigns special values to a buildable select bu*
* SidebarClass::StripClass::SelectClass::SelectClass -- Default constructor. *
* SidebarClass::StripClass::StripClass -- Default constructor for the side strip class. *
* SidebarClass::Which_Column -- Determines which column a given type should appear. *
* sortfunc -- Utility routine that handles 'qsort' the strip buttons. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** 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
/***************************************************************************
** This holds the translucent table for use with the construction clock
** animation.
*/
char SidebarClass::StripClass::ClockTranslucentTable[(1+1)*256];
/***************************************************************************
** This points to the main sidebar shapes. These include the upgrade and
** repair buttons.
*/
TheaterType SidebarClass::StripClass::LastTheater = THEATER_NONE;
typedef enum ButtonNumberType {
BUTTON_RADAR = 100,
BUTTON_REPAIR,
BUTTON_DEMOLISH,
BUTTON_UPGRADE,
BUTTON_SELECT,
BUTTON_ZOOM
} ButtonNumberType;
/*
** Sidebar buttons
*/
SidebarClass::SBGadgetClass SidebarClass::Background;
ShapeButtonClass SidebarClass::Repair;
ShapeButtonClass SidebarClass::Upgrade;
ShapeButtonClass SidebarClass::Zoom;
ShapeButtonClass SidebarClass::StripClass::UpButton[COLUMNS];
ShapeButtonClass SidebarClass::StripClass::DownButton[COLUMNS];
SidebarClass::StripClass::SelectClass
SidebarClass::StripClass::SelectButton[COLUMNS][MAX_VISIBLE];
/*
** Shape data pointers
*/
void const * SidebarClass::StripClass::LogoShapes;
void const * SidebarClass::StripClass::ClockShapes;
void const * SidebarClass::StripClass::SpecialShapes[3];
void const * SidebarClass::SidebarShape1;
void const * SidebarClass::SidebarShape2;
/***********************************************************************************************
* SidebarClass::SidebarClass -- Default constructor for the sidebar. *
* *
* Constructor for the sidebar handler. It basically sets up the sidebar to the empty *
* condition. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/17/1994 JLB : Created. *
*=============================================================================================*/
SidebarClass::SidebarClass(void)
{
IsSidebarActive = false;
IsRepairActive = false;
IsUpgradeActive = false;
IsDemolishActive = false;
IsToRedraw = true;
}
/***********************************************************************************************
* SidebarClass::One_Time -- Handles the one time game initializations. *
* *
* This routine is used to load the graphic data that is needed by the sidebar display. It *
* should only be called ONCE. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this routine once when the game first starts. *
* *
* HISTORY: *
* 10/28/94 JLB : Created. *
*=============================================================================================*/
void SidebarClass::One_Time(void)
{
PowerClass::One_Time();
/*
** Set up the pixel offsets and widths and heights used to render the
** sidebar. They are now variables because we need to change them for
** variable resolutions.
*/
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
SideBarWidth = SIDEBARWIDTH * factor;
SideX = SeenBuff.Get_Width() - SideBarWidth;
SideY = Map.RadY + Map.RadHeight + 1;
SideWidth = SeenBuff.Get_Width() - SideX;
SideHeight = SeenBuff.Get_Height() - SideY;
MaxVisible = 4;
ButtonHeight = 9 * factor;
TopHeight = ButtonHeight + (4 * factor);
Background.X = SideX+8 * factor;
Background.Y = SideY,
Background.Width = SideWidth-1;
Background.Height = SideHeight-1;
/*
** This sets up the clipping window. This window is used by the shape drawing
** code so that as the sidebar buildable buttons scroll, they get properly
** clipped at the top and bottom edges.
*/
WindowList[WINDOW_SIDEBAR][WINDOWX] = (SideX+PowWidth) >> 3;
WindowList[WINDOW_SIDEBAR][WINDOWY] = SideY + 1 + TopHeight;
WindowList[WINDOW_SIDEBAR][WINDOWWIDTH] = SideWidth>>3;
WindowList[WINDOW_SIDEBAR][WINDOWHEIGHT] = (MaxVisible * (StripClass::OBJECT_HEIGHT * factor)) - 1;
/*
** Set up the coordinates for the sidebar strips. These coordinates are for
** the upper left corner.
*/
int width = (SideWidth - PowWidth) - (((StripClass::STRIP_WIDTH ) * factor) << 1);
int spacing = width / 3;
Column[0].X = SideX + PowWidth + spacing;
Column[0].Y = SideY + TopHeight + 1;
Column[1].X = Column[0].X + (StripClass::STRIP_WIDTH * factor) + spacing -1;
Column[1].Y = SideY + TopHeight + 1;
Column[0].One_Time(0);
Column[1].One_Time(1);
SidebarShape1 = Hires_Retrieve("SIDE1.SHP");
SidebarShape2 = Hires_Retrieve("SIDE2.SHP");
}
/***********************************************************************************************
* SidebarClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::Init_Clear(void)
{
PowerClass::Init_Clear();
IsToRedraw = true;
IsRepairActive = false;
IsUpgradeActive = false;
IsDemolishActive = false;
Column[0].Init_Clear();
Column[1].Init_Clear();
Activate(false);
}
/***********************************************************************************************
* SidebarClass::Init_IO -- Adds buttons to the button list *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::Init_IO(void)
{
void *oldfont;
int oldx;
PowerClass::Init_IO();
/*
** Add the sidebar's buttons only if we're not in editor mode.
*/
int buttonspacing = (SideBarWidth - (ButtonOneWidth + ButtonTwoWidth + ButtonThreeWidth)) / 4;
if (!Debug_Map) {
/*
** Set the button widths based on the string that goes in them.
*/
oldfont = Set_Font(Font6Ptr);
oldx = FontXSpacing;
FontXSpacing = -1;
Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_6POINT | TPF_NOSHADOW);
int maxwidth = String_Pixel_Width(Text_String(TXT_REPAIR_BUTTON)) + 8;
maxwidth = MAX((unsigned)maxwidth, String_Pixel_Width(Text_String(TXT_BUTTON_SELL)) + 8);
maxwidth = MAX((unsigned)maxwidth, String_Pixel_Width(Text_String(TXT_MAP)) + 8);
Repair.Width = maxwidth;
Upgrade.Width = maxwidth;
Zoom.Width = maxwidth;
// Repair.Width = String_Pixel_Width(Text_String(TXT_REPAIR_BUTTON)) + 8;
// Upgrade.Width = String_Pixel_Width(Text_String(TXT_BUTTON_SELL)) + 8;
// Zoom.Width = String_Pixel_Width(Text_String(TXT_MAP)) + 8;
/*
** find the spacing between buttons by getting remaining width
** and dividing it between the buttons.
*/
int buttonspacing = (SideBarWidth - (Repair.Width + Upgrade.Width + Zoom.Width)) / 4;
Repair.IsSticky = true;
Repair.ID = BUTTON_REPAIR;
Repair.X = 484;
Repair.Y = 160;
Repair.IsPressed = false;
Repair.IsToggleType = true;
Repair.ReflectButtonState = true;
#if (FRENCH)
Repair.Set_Shape(Hires_Retrieve("REPAIRF.SHP"));
#else
#if (GERMAN)
Repair.Set_Shape(Hires_Retrieve("REPAIRG.SHP"));
#else
Repair.Set_Shape(Hires_Retrieve("REPAIR.SHP"));
#endif
#endif
Upgrade.IsSticky = true;
Upgrade.ID = BUTTON_UPGRADE;
Upgrade.X = 480+57;
Upgrade.Y = 160;
Upgrade.IsPressed = false;
Upgrade.IsToggleType = true;
Upgrade.ReflectButtonState = true;
#if (FRENCH)
Upgrade.Set_Shape(Hires_Retrieve("SELLF.SHP"));
#else
#if (GERMAN)
Upgrade.Set_Shape(Hires_Retrieve("SELLG.SHP"));
#else
Upgrade.Set_Shape(Hires_Retrieve("SELL.SHP"));
#endif
#endif
Zoom.IsSticky = true;
Zoom.ID = BUTTON_ZOOM;
Zoom.X = 480 + 110;
Zoom.Y = 160;
Zoom.IsPressed = false;
#if (FRENCH)
Zoom.Set_Shape(Hires_Retrieve("MAPF.SHP"));
#else
#if (GERMAN)
Zoom.Set_Shape(Hires_Retrieve("MAPG.SHP"));
#else
Zoom.Set_Shape(Hires_Retrieve("MAP.SHP"));
#endif
#endif
if (IsRadarActive || GameToPlay!=GAME_NORMAL) {
Zoom.Enable();
} else {
Zoom.Disable();
}
Set_Font(oldfont);
FontXSpacing = oldx;
FontXSpacing = -1;
Column[0].Init_IO(0);
Column[1].Init_IO(1);
/*
** If a game was loaded & the sidebar was enabled, pop it up now
*/
if (IsSidebarActive) {
IsSidebarActive = false;
Activate(1);
// Background.Zap();
// Add_A_Button(Background);
}
}
}
/***********************************************************************************************
* SidebarClass::Init_Theater -- Performs theater-specific initialization *
* *
* INPUT: theater -- The theater that is being initialized. Sometimes this has an effect on *
* the data that is loaded. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::Init_Theater(TheaterType theater)
{
PowerClass::Init_Theater(theater);
Column[0].Init_Theater(theater);
Column[1].Init_Theater(theater);
}
/***********************************************************************************************
* SidebarClass::Which_Column -- Determines which column a given type should appear. *
* *
* Use this function to resolve what column the specified object type should be placed *
* into. *
* *
* INPUT: otype -- Pointer to the object type class of the object in question. *
* *
* OUTPUT: Returns with the column number that the object should be placed in. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
*=============================================================================================*/
int SidebarClass::Which_Column(RTTIType type)
{
if (type == RTTI_BUILDINGTYPE || type == RTTI_BUILDING) {
return(0);
}
return(1);
}
/***********************************************************************************************
* SidebarClass::Factory_Link -- Links a factory to a sidebar strip. *
* *
* This routine will link the specified factory to the sidebar strip. A factory must be *
* linked to the sidebar so that as the factory production progresses, the sidebar will *
* show the production progress. *
* *
* INPUT: factory -- The factory number to attach. *
* *
* type -- The object type number. *
* *
* id -- The object sub-type number. *
* *
* OUTPUT: Was the factory successfully attached to the sidebar strip? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/19/1995 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Factory_Link(int factory, RTTIType type, int id)
{
return(Column[Which_Column(type)].Factory_Link(factory, type, id));
}
/***********************************************************************************************
* SidebarClass::Refresh_Cells -- Intercepts the refresh, looking for sidebar controls. *
* *
* This routine intercepts the Refresh_Cells call in order to see if the sidebar needs *
* to be refreshed as well. If the special code to refresh the sidebar was found, it *
* flags the sidebar to be redrawn and then removes the code from the list. *
* *
* INPUT: cell -- The cell to base the refresh list on. *
* *
* list -- Pointer to the cell offset list that elaborates all the cells that *
* need to be flagged for redraw. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void SidebarClass::Refresh_Cells(CELL cell, short const *list)
{
if (*list == REFRESH_SIDEBAR) {
IsToRedraw = true;
Column[0].IsToRedraw = true;
Column[1].IsToRedraw = true;
Flag_To_Redraw(false);
}
PowerClass::Refresh_Cells(cell, list);
}
/***********************************************************************************************
* SidebarClass::Activate_Repair -- Controls the repair button on the sidebar. *
* *
* Use this routine to turn the repair sidebar button on and off. Typically, the button *
* is enabled when the currently selected structure is friendly and damaged. *
* *
* INPUT: control -- The controls how the button is to be activated or deactivated; *
* 0 -- Turn button off. *
* 1 -- Turn button on. *
* -1 -- Toggle button state. *
* *
* OUTPUT: bool; Was the button previously activated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Activate_Repair(int control)
{
bool old = IsRepairActive;
if (control == -1) {
control = IsRepairActive ? 0 : 1;
}
switch (control) {
case 1:
IsRepairActive = true;
break;
default:
case 0:
IsRepairActive = false;
break;
}
if (old != IsRepairActive) {
Flag_To_Redraw(false);
IsToRedraw = true;
if (!IsRepairActive) {
Help_Text(TXT_NONE);
Set_Default_Mouse(MOUSE_NORMAL, false);
}
}
return(old);
}
/***********************************************************************************************
* SidebarClass::Activate_Upgrade -- Controls the upgrade button on the sidebar. *
* *
* Use this routine to turn the upgrade sidebar button on and off. Typically, the button *
* is enabled when the currently selected structure can be upgraded and disabled otherwise. *
* *
* INPUT: control -- The controls how the button is to be activated or deactivated; *
* 0 -- Turn button off. *
* 1 -- Turn button on. *
* -1 -- Toggle button state. *
* *
* OUTPUT: bool; Was the button previously activated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Activate_Upgrade(int control)
{
bool old = IsUpgradeActive;
if (control == -1) {
control = IsUpgradeActive ? 0 : 1;
}
switch (control) {
case 1:
IsUpgradeActive = true;
break;
default:
case 0:
IsUpgradeActive = false;
break;
}
if (old != IsUpgradeActive) {
Flag_To_Redraw(false);
IsToRedraw = true;
if (!IsUpgradeActive) {
Set_Default_Mouse(MOUSE_NORMAL, false);
}
}
return(old);
}
/***********************************************************************************************
* SidebarClass::Activate_Demolish -- Controls the demolish button on the sidebar. *
* *
* Use this routine to turn the demolish/dismantle sidebar button on and off. Typically, *
* the button is enabled when a friendly building is selected and disabled otherwise. *
* *
* INPUT: control -- The controls how the button is to be activated or deactivated; *
* 0 -- Turn button off. *
* 1 -- Turn button on. *
* -1 -- Toggle button state. *
* *
* OUTPUT: bool; Was the button previously activated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Activate_Demolish(int control)
{
bool old = IsDemolishActive;
if (control == -1) {
control = IsDemolishActive ? 0 : 1;
}
switch (control) {
case 1:
IsDemolishActive = true;
break;
default:
case 0:
IsDemolishActive = false;
break;
}
if (old != IsDemolishActive) {
Flag_To_Redraw(false);
IsToRedraw = true;
if (!IsDemolishActive) {
Set_Default_Mouse(MOUSE_NORMAL, false);
}
}
return(old);
}
/***********************************************************************************************
* SidebarClass::Add -- Adds a game object to the sidebar list. *
* *
* This routine is used to add a game object to the sidebar. Call this routine when a *
* factory type building is created. It handles the case of adding an item that has already *
* been added -- it just ignores it. *
* *
* INPUT: object -- Pointer to the object that is being added. *
* *
* OUTPUT: bool; Was the object added to the sidebar? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/17/1994 JLB : Created. *
* 9/24/2019 3:17PM : Added via capture parameter for new sidebar functionality *
*=============================================================================================*/
bool SidebarClass::Add(RTTIType type, int id, bool via_capture)
{
int column;
/*
** Add the sidebar only if we're not in editor mode.
*/
if (!Debug_Map) {
column = Which_Column(type);
if (Column[column].Add(type, id, via_capture)) {
Activate(1);
IsToRedraw = true;
Flag_To_Redraw(false);
return(true);
}
return(false);
}
return(false);
}
/***********************************************************************************************
* SidebarClass::Scroll -- Handles scrolling the sidebar object strip. *
* *
* This routine is used to scroll the sidebar strip of objects. The strip appears whenever *
* a building is selected that can produce units. If the number of units to produce is *
* greater than what the sidebar can hold, this routine is used to scroll the other object *
* into view so they can be selected. *
* *
* INPUT: up -- Should the scroll be upwards? Upward scrolling reveals object that are *
* later in the list of objects. *
* *
* OUTPUT: bool; Did scrolling occur? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/28/94 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Scroll(bool up, int column)
{
if (Column[column].Scroll(up)) {
IsToRedraw = true;
Flag_To_Redraw(false);
return(true);
}
return(false);
}
/***********************************************************************************************
* SidebarClass::Draw_It -- Renders the sidebar display. *
* *
* This routine performs the actual drawing of the sidebar display. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the sidebar imagery changed at all? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/28/94 JLB : Created. *
* 12/31/1994 JLB : Split rendering off into the sidebar strip class. *
*=============================================================================================*/
void SidebarClass::Draw_It(bool complete)
{
PowerClass::Draw_It(complete);
if (IsSidebarActive && (IsToRedraw || complete) && !Debug_Map) {
IsToRedraw = false;
if (LogicPage->Lock()){
/*
** Draw the outline box around the sidebar buttons.
*/
//CC_Draw_Shape(SidebarShape1, (int)complete, SideX, 158, WINDOW_MAIN, SHAPE_WIN_REL);
//CC_Draw_Shape(SidebarShape2, (int)complete, SideX, 158+118, WINDOW_MAIN, SHAPE_WIN_REL);
LogicPage->Draw_Line(SideX, 157, SeenBuff.Get_Width()-1, 157, 0);
CC_Draw_Shape(SidebarShape1, 0, SideX, 158, WINDOW_MAIN, SHAPE_WIN_REL);
CC_Draw_Shape(SidebarShape2, 0, SideX, 158+118, WINDOW_MAIN, SHAPE_WIN_REL);
#if (0)
if ( complete ) {
LogicPage->Fill_Rect(SideX+Map.PowWidth, SideY, SideX+SideWidth-1, SideY+SideHeight-1, LTGREY);
}
LogicPage->Fill_Rect(SideX, SideY, SideX+SideWidth-1, SideY+TopHeight-1, LTGREY);
Draw_Box(SideX+Map.PowWidth, SideY+TopHeight, SideWidth-Map.PowWidth, SideHeight-TopHeight, BOXSTYLE_RAISED, false);
#endif //(0)
//Repair.Draw_Me(true);
//Upgrade.Draw_Me(true);
//Zoom.Draw_Me(true);
// } else {
// if (IsToRedraw || complete) {
// LogicPage->Fill_Rect(TacPixelX + Lepton_To_Pixel(TacLeptonWidth), SIDE_Y, 319, SIDE_Y+TOP_HEIGHT, BLACK);
// }
LogicPage->Unlock();
}
}
/*
** Draw the side strip elements by calling their respective draw functions.
*/
if (IsSidebarActive){
Column[0].Draw_It(complete);
Column[1].Draw_It(complete);
Repair.Draw_Me(true);
Upgrade.Draw_Me(true);
Zoom.Draw_Me(true);
}
IsToRedraw = false;
}
/***********************************************************************************************
* SidebarClass::AI -- Handles player clicking on sidebar area. *
* *
* This routine handles the processing necessary when the player clicks on the sidebar. *
* Typically, this is selection of the item to build. *
* *
* INPUT: input -- Reference to the keyboard input value. *
* *
* x,y -- Mouse coordinates at time of input. *
* *
* OUTPUT: bool; Was the click handled? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/28/94 JLB : Created. *
* 11/11/1994 JLB : Processes input directly. *
* 12/26/1994 JLB : Uses factory manager class for construction handling. *
* 12/31/1994 JLB : Simplified to use the sidebar strip class handlers. *
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
* 06/27/1995 JLB : <TAB> key toggles sidebar. *
*=============================================================================================*/
void SidebarClass::AI(KeyNumType & input, int x, int y)
{
bool redraw = false;
//
// We need to process the sidebar differently in multiplayer. ST - 3/22/2019 1:27PM
//
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
PowerClass::AI(input, x, y);
return;
}
/*
** Toggle the sidebar in and out with the <TAB> key.
*/
if (input == KN_TAB) {
Activate(-1);
}
if (!Debug_Map) {
Column[0].AI(input, x, y);
Column[1].AI(input, x, y);
}
if (IsSidebarActive && !Debug_Map) {
if (input == KN_DOWN) {
redraw |= Column[0].Scroll(false);
redraw |= Column[1].Scroll(false);
input = KN_NONE;
}
if (input == KN_UP) {
redraw |= Column[0].Scroll(true);
redraw |= Column[1].Scroll(true);
input = KN_NONE;
}
}
if (IsSidebarActive) {
/*
** If there are any buildings in the payer's inventory, then allow the repair
** option.
*/
if (PlayerPtr->BScan) {
Activate_Repair(true);
} else {
Activate_Repair(false);
}
if (input == (BUTTON_REPAIR|KN_BUTTON)) {
Repair_Mode_Control(-1);
}
if (input == (BUTTON_ZOOM|KN_BUTTON)) {
/*
** If radar is active, cycle as follows:
** Zoomed => not zoomed
** not zoomed => player status (multiplayer only)
** player status => zoomed
*/
if (IsRadarActive) {
if (Is_Zoomed() || GameToPlay==GAME_NORMAL) {
Zoom_Mode(Coord_Cell(TacticalCoord));
} else {
if (!Is_Player_Names()) {
Player_Names(1);
} else {
Player_Names(0);
Zoom_Mode(Coord_Cell(TacticalCoord));
}
}
} else {
if (GameToPlay!=GAME_NORMAL) {
Player_Names(Is_Player_Names()==0);
}
}
}
if (input == (BUTTON_UPGRADE|KN_BUTTON)) {
Sell_Mode_Control(-1);
}
#ifdef NEVER
// int index = -1;
if (index != -1) {
/*
** Display help text if the mouse is over a sidebar button.
*/
switch (index) {
default:
case 2:
Map.Help_Text(TXT_UPGRADE, -1, -1, PlayerPtr->Class->Color);
break;
case 1:
Map.Help_Text(PlayerPtr->Class->House == HOUSE_GOOD ? TXT_SELL : TXT_DEMOLISH, x, y, PlayerPtr->Class->Color);
break;
case 0:
Map.Help_Text(TXT_REPAIR, x, y, PlayerPtr->Class->Color);
break;
}
}
#endif
if (redraw) {
//IsToRedraw = true;
Column[0].Flag_To_Redraw();
Column[1].Flag_To_Redraw();
Flag_To_Redraw(false);
}
}
if ((!IsRepairMode) && Repair.IsOn){
Repair.Turn_Off();
}
if ((!IsSellMode) && Upgrade.IsOn){
Upgrade.Turn_Off();
}
PowerClass::AI(input, x, y);
}
/***********************************************************************************************
* SidebarClass::Recalc -- Examines the sidebar data and updates it as necessary. *
* *
* Occasionally a factory gets destroyed. This routine must be called in such a case *
* because it might be possible that sidebar object need to be removed. This routine will *
* examine all existing objects in the sidebar class and if no possible factory can *
* produce it, then it will be removed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine is exhaustive and thus time consuming. Only call it when really *
* necessary. Such as when a factory is destroyed rather than when a non-factory *
* is destroyed. *
* *
* HISTORY: *
* 11/30/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::Recalc(void)
{
bool redraw = false;
// Done elsewhere for new multiplayer. ST - 3/22/2019 2:06PM
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
return;
}
redraw |= Column[0].Recalc();
redraw |= Column[1].Recalc();
if (redraw) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
}
/***********************************************************************************************
* SidebarClass::Activate -- Controls the sidebar activation. *
* *
* Use this routine to turn the sidebar on or off. This routine handles updating the *
* necessary flags. *
* *
* INPUT: control -- Tells what to do with the sidebar according to the following: *
* 0 = Turn sidebar off. *
* 1 = Turn sidebar on. *
* -1= Toggle sidebar on or off. *
* *
* OUTPUT: bool; Was the sidebar already on? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Activate(int control)
{
//
// We don't want the original sidebar to be visible. ST - 1/31/2019 11:28AM
//
if (control < 100) {
return IsSidebarActive;
}
bool old = IsSidebarActive;
int sidex = SeenBuff.Get_Width() - SideBarWidth;
int sidey = Map.RadY + Map.RadHeight;
int topheight = 13;
int sidewidth = SeenBuff.Get_Width() - sidex;
int sideheight = SeenBuff.Get_Height() - sidey;
if (PlaybackGame)
return (old);
/*
** Determine the new state of the sidebar.
*/
switch (control) {
case -1:
IsSidebarActive = IsSidebarActive == false;
break;
case 1:
IsSidebarActive = true;
break;
default:
case 0:
IsSidebarActive = false;
break;
}
/*
** Only if there is a change in the state of the sidebar will anything
** be done to change it.
*/
if (IsSidebarActive != old) {
/*
** If the sidebar is activated but was on the right side of the screen, then
** activate it on the left side of the screen.
*/
if (IsSidebarActive /*&& X*/) {
Set_View_Dimensions(0, Map.Get_Tab_Height(), SeenBuff.Get_Width() - sidewidth);
IsToRedraw = true;
Help_Text(TXT_NONE);
Repair.Zap();
Add_A_Button(Repair);
Upgrade.Zap();
Add_A_Button(Upgrade);
Zoom.Zap();
Add_A_Button(Zoom);
Column[0].Activate();
Column[1].Activate();
Background.Zap();
Add_A_Button(Background);
Map.RadarButton.Zap();
Add_A_Button(Map.RadarButton);
Map.PowerButton.Zap();
Add_A_Button(Map.PowerButton);
} else {
Help_Text(TXT_NONE);
Set_View_Dimensions(0, Map.Get_Tab_Height());
Remove_A_Button(Repair);
Remove_A_Button(Upgrade);
Remove_A_Button(Zoom);
Remove_A_Button(Background);
Column[0].Deactivate();
Column[1].Deactivate();
Remove_A_Button(Map.RadarButton);
Remove_A_Button(Map.PowerButton);
}
/*
** Since the sidebar status has changed, update the map so that the graphics
** will be rendered correctly.
*/
Flag_To_Redraw(true);
}
return(old);
}
/***********************************************************************************************
* SidebarClass::StripClass::StripClass -- Default constructor for the side strip class. *
* *
* This constructor is used to reset the side strip to default empty state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
*=============================================================================================*/
SidebarClass::StripClass::StripClass(void)
{
IsScrollingDown = false;
IsScrolling = false;
IsBuilding = false; TopIndex = 0;
Slid = 0;
BuildableCount = 0;
for (int index = 0; index < MAX_BUILDABLES; index++) {
Buildables[index].BuildableID = 0;
Buildables[index].BuildableType = RTTI_NONE;
Buildables[index].Factory = -1;
Buildables[index].BuildableViaCapture = false; // Added for new sidebar functionality. ST - 9/24/2019 3:10PM
}
}
/***********************************************************************************************
* SidebarClass::StripClass::One_Time -- Performs one time actions necessary for the side stri *
* *
* Call this routine ONCE at the beginning of the game. It handles retrieving pointers to *
* the shape files it needs for rendering. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::One_Time(int )
{
static char *_file[3] = {
"ION",
"ATOM",
"BOMB"
};
int factor = Get_Resolution_Factor();
ObjectWidth = OBJECT_WIDTH << factor;
ObjectHeight = OBJECT_HEIGHT << factor;
StripWidth = STRIP_WIDTH << factor;
LeftEdgeOffset = (StripWidth - ObjectWidth) >> 1;
ButtonSpacingOffset = (StripWidth - ((BUTTON_WIDTH << factor) << 1)) / 3;
LogoShapes = Hires_Retrieve("STRIP.SHP");
ClockShapes = Hires_Retrieve("CLOCK.SHP");
char fullname[_MAX_FNAME+_MAX_EXT];
char buffer[_MAX_FNAME];
for (int lp = 0; lp < 3; lp++) {
if ( Get_Resolution_Factor() ) {
sprintf(buffer, "%sICNH", _file[lp]);
} else {
sprintf(buffer, "%sICON", _file[lp]);
}
_makepath(fullname, NULL, NULL, buffer, ".SHP");
SpecialShapes[lp] = MixFileClass::Retrieve(fullname);
}
}
/***********************************************************************************************
* SidebarClass::StripClass::Get_Special_Cameo -- Fetches the special event cameo shape. *
* *
* This routine will return with a pointer to the cameo data for the special objects that *
* can appear on the sidebar (e.g., nuclear bomb). *
* *
* INPUT: type -- The special type to fetch the cameo imagery for. *
* *
* OUTPUT: Returns with a pointer to the cameo imagery for the specified special object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/19/1995 JLB : commented *
*=============================================================================================*/
void const * SidebarClass::StripClass::Get_Special_Cameo(int type)
{
return(SpecialShapes[type]);
}
/***********************************************************************************************
* SidebarClass::StripClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Init_Clear(void)
{
IsScrollingDown = false;
IsScrolling = false;
IsBuilding = false;
Flasher = -1;
TopIndex = 0;
Slid = 0;
BuildableCount = 0;
/*
** Since we're resetting the strips, clear out all the buildables & factory pointers.
*/
for (int index = 0; index < MAX_BUILDABLES; index++) {
Buildables[index].BuildableID = 0;
Buildables[index].BuildableType = RTTI_NONE;
Buildables[index].Factory = -1;
Buildables[index].BuildableViaCapture = false; // Added for new sidebar functionality. ST - 9/24/2019 3:10PM
}
}
/***********************************************************************************************
* SidebarClass::StripClass::Init_IO -- Initializes the strip's buttons *
* *
* This routine doesn't actually add any buttons to the list;
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Init_IO(int id)
{
ID = id;
UpButton[ID].IsSticky = true;
UpButton[ID].ID = BUTTON_UP+id;
UpButton[ID].X = X+ButtonSpacingOffset+1;
UpButton[ID].Y = Y+MAX_VISIBLE*ObjectHeight-1;
UpButton[ID].Set_Shape(Hires_Retrieve("STRIPUP.SHP"));
DownButton[ID].IsSticky = true;
DownButton[ID].ID = BUTTON_DOWN+id;
DownButton[ID].X = UpButton[ID].X + UpButton[ID].Width + ButtonSpacingOffset-2;
DownButton[ID].Y = Y+MAX_VISIBLE*ObjectHeight-1;
DownButton[ID].Set_Shape(Hires_Retrieve("STRIPDN.SHP"));
for (int index = 0; index < MAX_VISIBLE; index++) {
SelectClass & g = SelectButton[ID][index];
g.ID = BUTTON_SELECT;
g.X = X;
g.Y = Y + (ObjectHeight*index);
g.Width = ObjectWidth;
g.Height = ObjectHeight;
g.Set_Owner(*this, index);
}
}
/***********************************************************************************************
* SidebarClass::StripClass::Init_Theater -- Performs theater-specific initialization *
* *
* INPUT: theater *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Init_Theater(TheaterType theater)
{
//if (theater != LastTheater) {
static char *_file[3] = {
"ION",
"ATOM",
"BOMB"
};
int factor = Get_Resolution_Factor();
char fullname[_MAX_FNAME+_MAX_EXT];
char buffer[_MAX_FNAME];
void const * cameo_ptr;
for (int lp = 0; lp < 3; lp++) {
if ( Get_Resolution_Factor() ) {
sprintf(buffer, "%sICNH", _file[lp]);
} else {
sprintf(buffer, "%sICON", _file[lp]);
}
_makepath(fullname, NULL, NULL, buffer, Theaters[theater].Suffix);
cameo_ptr = MixFileClass::Retrieve(fullname);
if (cameo_ptr){
SpecialShapes[lp] = cameo_ptr;
}
}
#ifndef _RETRIEVE
static TLucentType const ClockCols[1] = {
// {LTGREEN, BLACK, 0, 0},
{GREEN, LTGREY, 180, 0}
};
/*
** Make sure that remapping doesn't occur on the colors that cycle.
*/
Mem_Copy(GamePalette, OriginalPalette, 768);
memset(&GamePalette[CYCLE_COLOR_START*3], 0x3f, CYCLE_COLOR_COUNT*3);
/*
** Create the translucent table used for the sidebar.
*/
Build_Translucent_Table(GamePalette, &ClockCols[0], 1, (void*)ClockTranslucentTable);
CCFileClass(Fading_Table_Name("CLOCK", theater)).Write(ClockTranslucentTable, sizeof(ClockTranslucentTable));
Mem_Copy(OriginalPalette, GamePalette, 768);
#else
CCFileClass(Fading_Table_Name("CLOCK", theater)).Read(ClockTranslucentTable, sizeof(ClockTranslucentTable));
#endif
LastTheater = theater;
//}
}
/***********************************************************************************************
* SidebarClass::StripClass::Activate -- Adds the strip buttons to the input system. *
* *
* This routine will add the side strip buttons to the map's input system. This routine *
* should be called once when the sidebar activates. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Never call this routine a second time without first calling Deactivate(). *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Activate(void)
{
UpButton[ID].Zap();
Map.Add_A_Button(UpButton[ID]);
DownButton[ID].Zap();
Map.Add_A_Button(DownButton[ID]);
for (int index = 0; index < MAX_VISIBLE; index++) {
SelectButton[ID][index].Zap();
Map.Add_A_Button(SelectButton[ID][index]);
}
}
/***********************************************************************************************
* SidebarClass::StripClass::Deactivate -- Removes the side strip buttons from the input syste *
* *
* Call this routine to remove all the buttons on the side strip from the map's input *
* system. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Never call this routine unless the Activate() function was prevously called. *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Deactivate(void)
{
Map.Remove_A_Button(UpButton[ID]);
Map.Remove_A_Button(DownButton[ID]);
for (int index = 0; index < MAX_VISIBLE; index++) {
Map.Remove_A_Button(SelectButton[ID][index]);
}
}
#ifdef NEVER
/***********************************************************************************************
* sortfunc -- Utility routine that handles 'qsort' the strip buttons. *
* *
* This routine is called by qsort() in order to sort the sidebar buttons. This sorting *
* forces the sidebar buttons to always occur in the order that they can be built in, *
* rather than the order that they were added to the sidebar list. *
* *
* INPUT: ptr1 -- Pointer to the first sidebar class object. *
* *
* ptr2 -- Pointer to the second sidebar class object. *
* *
* OUTPUT: Returns <0 if the first object can be produced before the second. It returns *
* >0 if the reverse is true. It returns exactly 0 if the production scneario for *
* both objects is the same. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/18/1995 JLB : Created. *
*=============================================================================================*/
static int sortfunc(void const * ptr1, void const * ptr2)
{
SidebarClass::StripClass::BuildType * b1 = (SidebarClass::StripClass::BuildType *)ptr1;
SidebarClass::StripClass::BuildType * b2 = (SidebarClass::StripClass::BuildType *)ptr2;
TechnoTypeClass const * p1 = Fetch_Techno_Type(b1->BuildableType, b1->BuildableID);
TechnoTypeClass const * p2 = Fetch_Techno_Type(b2->BuildableType, b2->BuildableID);
int i1 = 0;
int i2 = 0;
if (p1) i1 = p1->What_Am_I()*2;
if (p2) i2 = p2->What_Am_I()*2;
/*
** Walls should be sorted after the regular buildings.
*/
if (p1 && p1->What_Am_I() == RTTI_BUILDINGTYPE && ((BuildingTypeClass * const)p1)->IsWall) {
i1++;
}
if (p2 && p2->What_Am_I() == RTTI_BUILDINGTYPE && ((BuildingTypeClass * const)p2)->IsWall) {
i2++;
}
/*
** If the object types are identical, then sort by scenario available.
*/
if (i1 == i2) {
/*
** In the case of walls (can tell if there is an odd value), then sort
** by cost.
*/
if (i1 & 0x01) {
i1 = p1->Cost;
i2 = p2->Cost;
} else {
i1 = p1->Scenario;
i2 = p2->Scenario;
}
}
return(i1 - i2);
}
#endif
/***********************************************************************************************
* SidebarClass::StripClass::Add -- Add an object to the side strip. *
* *
* Use this routine to add a buildable object to the side strip. *
* *
* INPUT: object -- Pointer to the object type that can be built and is to be added to *
* the side strip. *
* *
* OUTPUT: bool; Was the object successfully added to the side strip? Failure could be the *
* result of running out of room in the side strip array or the object might *
* already be in the list. *
* *
* WARNINGS: none. *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
* 9/24/2019 3:17PM : Added via capture parameter for new sidebar functionality *
*=============================================================================================*/
bool SidebarClass::StripClass::Add(RTTIType type, int id, bool via_capture)
{
if (BuildableCount <= MAX_BUILDABLES) {
for (int index = 0; index < BuildableCount; index++) {
if (Buildables[index].BuildableType == type && Buildables[index].BuildableID == id) {
return(false);
}
}
if (!ScenarioInit && type != RTTI_SPECIAL) {
Speak(VOX_NEW_CONSTRUCT);
}
Buildables[BuildableCount].BuildableType = type;
Buildables[BuildableCount].BuildableID = id;
Buildables[BuildableCount].BuildableViaCapture = via_capture;
BuildableCount++;
IsToRedraw = true;
#ifdef OBSOLETE
if (GameToPlay == GAME_NORMAL) {
qsort(&Buildables[0], BuildableCount, sizeof(Buildables[0]), sortfunc);
}
#endif
return(true);
}
return(false);
}
/***********************************************************************************************
* SidebarClass::StripClass::Scroll -- Causes the side strip to scroll. *
* *
* Use this routine to flag the side strip to scroll. The direction scrolled is controlled *
* by the parameter. Scrolling is merely initiated by this routine. Subsequent calls to *
* the AI function and the Draw_It function are required to properly give the appearence *
* of scrolling. *
* *
* INPUT: bool; Should the side strip scroll UP? If it is to scroll down then pass false. *
* *
* OUTPUT: bool; Was the side strip started to scroll in the desired direction? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
* 07/29/1995 JLB : Simplified scrolling logic. *
*=============================================================================================*/
bool SidebarClass::StripClass::Scroll(bool up)
{
if (up) {
Scroller--;
} else {
Scroller++;
}
#ifdef NEVER
if (BuildableCount <= MAX_VISIBLE) return(false);
/*
** Top of list is moving toward lower ordered entries in the object list. It looks like
** the "window" to the object list is moving up even though the actual object images are
** scrolling downward.
*/
if (up) {
if (!TopIndex) return(false);
TopIndex--;
Slid = 0;
} else {
if (TopIndex+MAX_VISIBLE >= BuildableCount) return(false);
Slid = ObjectHeight;
}
IsScrollingDown = !up;
IsScrolling = true;
#endif
return(true);
}
/***********************************************************************************************
* SidebarClass::StripClass::Flag_To_Redra -- Flags the sidebar strip to be redrawn. *
* *
* This utility routine is called when something changes on the sidebar and it must be *
* reflected the next time drawing is performed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/18/1995 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::Flag_To_Redraw(void)
{
IsToRedraw = true;
//Map.SidebarClass::IsToRedraw = true;
Map.Flag_To_Redraw(false);
}
/***********************************************************************************************
* SidebarClass::StripClass::AI -- Input and AI processing for the side strip. *
* *
* The side strip AI processing is performed by this function. This function not only *
* checks for player input, but also handles any graphic logic updating necessary as a *
* result of flashing or construction animation. *
* *
* INPUT: input -- The player input code. *
* *
* x,y -- Mouse coordinate to use. *
* *
* OUTPUT: bool; Did the AI detect that it will need a rendering change? If this routine *
* returns true, then the Draw_It function should be called at the *
* earliest opportunity. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
*=============================================================================================*/
bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
{
bool redraw = false;
/*
** If this is scroll button for this side strip, then scroll the strip as
** indicated.
*/
if (input == (UpButton[ID].ID|KN_BUTTON)) { // && !IsScrolling
UpButton[ID].IsPressed = false;
Scroll(true);
}
if (input == (DownButton[ID].ID|KN_BUTTON)) { // && !IsScrolling
DownButton[ID].IsPressed = false;
Scroll(false);
}
/*
** Reflect the scroll desired direction/value into the scroll
** logic handler. This might result in up or down scrolling.
*/
if (!IsScrolling && Scroller) {
if (BuildableCount <= MAX_VISIBLE) {
Scroller = 0;
} else {
/*
** Top of list is moving toward lower ordered entries in the object list. It looks like
** the "window" to the object list is moving up even though the actual object images are
** scrolling downward.
*/
if (Scroller < 0) {
if (!TopIndex) {
Scroller = 0;
} else {
Scroller++;
IsScrollingDown = false;
IsScrolling = true;
TopIndex--;
Slid = 0;
}
} else {
if (TopIndex+MAX_VISIBLE >= BuildableCount) {
Scroller = 0;
} else {
Scroller--;
Slid = ObjectHeight;
IsScrollingDown = true;
IsScrolling = true;
}
}
}
}
/*
** Scroll logic is handled here.
*/
if (IsScrolling) {
if (IsScrollingDown) {
Slid -= SCROLL_RATE;
if (Slid <= 0) {
IsScrolling = false;
Slid = 0;
TopIndex++;
}
} else {
Slid += SCROLL_RATE;
if (Slid >= ObjectHeight) {
IsScrolling = false;
Slid = 0;
}
}
redraw = true;
}
/*
** Handle any flashing logic. Flashing occurs when the player selects an object
** and provides the visual feedback of a recognized and legal selection.
*/
if (Flasher != -1) {
if (Graphic_Logic()) {
redraw = true;
if (Fetch_Stage() >= 7) {
Set_Rate(0);
Set_Stage(0);
Flasher = -1;
}
}
}
/*
** Handle any building clock animation logic.
*/
if (IsBuilding) {
for (int index = 0; index < BuildableCount; index++) {
int factoryid = Buildables[index].Factory;
if (factoryid != -1) {
FactoryClass * factory = Factories.Raw_Ptr(factoryid);
if (factory && (factory->Has_Changed() || factory->Is_Blocked())) {
redraw = true;
if (factory->Has_Completed()) {
/*
** Construction has been completed. Announce this fact to the player and
** try to get the object to automatically leave the factory. Buildings are
** the main exception to the ability to leave the factory under their own
** power.
*/
TechnoClass * pending = factory->Get_Object();
if (pending) {
switch (pending->What_Am_I()) {
case RTTI_UNIT:
case RTTI_AIRCRAFT:
OutList.Add(EventClass(EventClass::PLACE, pending->What_Am_I(), -1));
// Fall into next case.
case RTTI_BUILDING:
if (!factory->Is_Blocked()) {
Speak(VOX_CONSTRUCTION);
}
break;
case RTTI_INFANTRY:
OutList.Add(EventClass(EventClass::PLACE, pending->What_Am_I(), -1));
if (!factory->Is_Blocked()) {
Speak(VOX_UNIT_READY);
}
break;
}
}
}
}
}
}
}
/*
** If any of the logic determined that this side strip needs to be redrawn, then
** set the redraw flag for this side strip.
*/
if (redraw) {
Flag_To_Redraw();
}
return(redraw);
}
/***********************************************************************************************
* SidebarClass::StripClass::Draw_It -- Render the sidebar display. *
* *
* Use this routine to render the sidebar display. It checks to see if it needs to be *
* redrawn and only redraw if necessary. If the "complete" parameter is true, then it *
* will force redraw the entire strip. *
* *
* INPUT: complete -- Should the redraw be forced? A force redraw will ignore the redraw *
* flag. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/31/1994 JLB : Created. *
* 08/06/1995 JLB : Handles multi factory tracking in same strip. *
*=============================================================================================*/
void SidebarClass::StripClass::Draw_It(bool complete)
{
if (IsToRedraw || complete) {
IsToRedraw = false;
/*
** Fills the background to the side strip. We shouldnt need to do this if the strip
** has a full complement of icons. ST - 10/7/96 6:03PM
*/
if (BuildableCount < MAX_VISIBLE){
CC_Draw_Shape(LogoShapes, ID, X+3, Y-1, WINDOW_MAIN, SHAPE_WIN_REL|SHAPE_NORMAL, 0);
}
/*
** Redraw the scroll buttons.
*/
UpButton[ID].Draw_Me(true);
DownButton[ID].Draw_Me(true);
/*
** Loop through all the buildable objects that are visible in the strip and render
** them. Their Y offset may be adjusted if the strip is in the process of scrolling.
*/
for (int i = 0; i < MAX_VISIBLE + (IsScrolling ? 1 : 0); i++) {
bool production;
bool completed;
int stage;
bool darken = false;
void const * shapefile = 0;
int shapenum = 0;
void const * remapper = 0;
FactoryClass * factory = 0;
int index = i+TopIndex;
int x = X;
int y = Y + i*ObjectHeight;
y--;
/*
** If the strip is scrolling, then the offset is adjusted accordingly.
*/
if (IsScrolling) {
y -= ObjectHeight - Slid;
}
/*
** Fetch the shape number for the object type located at this current working
** slot. This shape pointer is used to draw the underlying graphic there.
*/
if (index < BuildableCount) {
ObjectTypeClass const * obj = NULL;
int spc = 0;
if (Buildables[index].BuildableType != RTTI_SPECIAL) {
obj = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
if (obj) {
bool isbusy = false;
switch (Buildables[index].BuildableType) {
case RTTI_INFANTRYTYPE:
isbusy = (PlayerPtr->InfantryFactory != -1);
break;
case RTTI_BUILDINGTYPE:
isbusy = (PlayerPtr->BuildingFactory != -1);
if (!BuildingTypeClass::As_Reference((StructType)Buildables[index].BuildableID).IsWall) {
remapper = PlayerPtr->Remap_Table(false, false);
}
break;
case RTTI_UNITTYPE:
isbusy = (PlayerPtr->UnitFactory != -1);
switch (Buildables[index].BuildableID) {
case UNIT_MCV:
case UNIT_HARVESTER:
remapper = PlayerPtr->Remap_Table(false, false);
break;
default:
remapper = PlayerPtr->Remap_Table(false, true);
break;
}
break;
case RTTI_AIRCRAFTTYPE:
isbusy = (PlayerPtr->AircraftFactory != -1);
remapper = PlayerPtr->Remap_Table(false, true);
break;
}
shapefile = obj->Get_Cameo_Data();
shapenum = 0;
if (Buildables[index].Factory != -1) {
factory = Factories.Raw_Ptr(Buildables[index].Factory);
production = true;
completed = factory->Has_Completed();
stage = factory->Completion();
darken = false;
} else {
production = false;
// darken = IsBuilding;
/*
** Darken the imagery if a factory of a matching type is
** already busy.
*/
darken = isbusy;
}
}
} else {
spc = Buildables[index].BuildableID;
shapefile = Get_Special_Cameo(spc - 1);
shapenum = 0;
switch (spc) {
case SPC_ION_CANNON:
production = true;
completed = PlayerPtr->IonCannon.Is_Ready();
stage = PlayerPtr->IonCannon.Anim_Stage();
darken = false;
break;
case SPC_AIR_STRIKE:
production = true;
completed = PlayerPtr->AirStrike.Is_Ready();
stage = PlayerPtr->AirStrike.Anim_Stage();
darken = false;
break;
case SPC_NUCLEAR_BOMB:
production = true;
completed = PlayerPtr->NukeStrike.Is_Ready();
stage = PlayerPtr->NukeStrike.Anim_Stage();
darken = false;
break;
}
}
if (obj || spc) {
/*
** If this item is flashing then take care of it.
**
*/
if (Flasher == index && (Fetch_Stage() & 0x01)) {
remapper = Map.FadingLight;
}
} else {
shapefile = LogoShapes;
shapenum = SB_BLANK;
}
} else {
shapefile = LogoShapes;
shapenum = SB_BLANK;
production = false;
}
remapper = 0;
/*
** Now that the shape of the object at the current working slot has been found,
** draw it and any graphic overlays as necessary.
**
** Dont draw blank shapes over the new 640x400 sidebar art - ST 5/1/96 6:01PM
*/
if (shapenum != SB_BLANK || shapefile != LogoShapes){
IsTheaterShape = true; // This shape is theater specific
CC_Draw_Shape(shapefile, shapenum,
x-(WindowList[WINDOW_SIDEBAR][WINDOWX]*8)+LeftEdgeOffset,
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
WINDOW_SIDEBAR,
SHAPE_NORMAL|SHAPE_WIN_REL| (remapper ? SHAPE_FADING : SHAPE_NORMAL),
remapper);
IsTheaterShape = false;
/*
** Darken this object because it cannot be produced or is otherwise
** unavailable.
*/
if (darken) {
CC_Draw_Shape(ClockShapes, 0,
x-(WindowList[WINDOW_SIDEBAR][WINDOWX]*8)+LeftEdgeOffset,
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
WINDOW_SIDEBAR,
SHAPE_NORMAL|SHAPE_WIN_REL|SHAPE_GHOST,
NULL, ClockTranslucentTable);
}
}
/*
** Draw the overlapping clock shape if this is object is being constructed.
** If the object is completed, then display "Ready" with no clock shape.
*/
if (production) {
if (completed) {
/*
** Display text showing that the object is ready to place.
*/
CC_Draw_Shape(ObjectTypeClass::PipShapes, PIP_READY,
(x-(WindowList[WINDOW_SIDEBAR][WINDOWX]*8))+LeftEdgeOffset+(ObjectWidth >> 1),
(y-WindowList[WINDOW_SIDEBAR][WINDOWY])+ObjectHeight-Get_Build_Frame_Height(ObjectTypeClass::PipShapes) -8,
WINDOW_SIDEBAR, SHAPE_CENTER);
// Fancy_Text_Print(TXT_READY, x+TEXT_X_OFFSET, y+TEXT_Y_OFFSET, TEXT_COLOR, TBLACK, TPF_6POINT|TPF_CENTER|TPF_NOSHADOW);
} else {
CC_Draw_Shape(ClockShapes, stage+1,
x-(WindowList[WINDOW_SIDEBAR][WINDOWX]*8)+LeftEdgeOffset,
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
WINDOW_SIDEBAR,
SHAPE_NORMAL|SHAPE_WIN_REL|SHAPE_GHOST,
NULL, ClockTranslucentTable);
/*
** Display text showing that the construction is temporarily on hold.
*/
if (factory && !factory->Is_Building()) {
CC_Draw_Shape(ObjectTypeClass::PipShapes, PIP_HOLDING,
(x-(WindowList[WINDOW_SIDEBAR][WINDOWX]*8))+LeftEdgeOffset+(ObjectWidth >> 1),
(y-WindowList[WINDOW_SIDEBAR][WINDOWY])+ObjectHeight-Get_Build_Frame_Height(ObjectTypeClass::PipShapes) - 8, // Moved up now that icons have names on them
WINDOW_SIDEBAR, SHAPE_CENTER);
// Fancy_Text_Print(TXT_HOLDING, x+TEXT_X_OFFSET, y+TEXT_Y_OFFSET, TEXT_COLOR, TBLACK, TPF_6POINT|TPF_CENTER|TPF_NOSHADOW);
}
}
}
}
}
}
/***********************************************************************************************
* SidebarClass::StripClass::Recalc -- Revalidates the current sidebar list of objects. *
* *
* This routine will revalidate all the buildable objects in the sidebar. This routine *
* comes in handy when a factory has been destroyed, and the sidebar needs to reflect any *
* change that this requires. It checks every object to see if there is a factory available *
* that could produce it. If none can be found, then the object is removed from the *
* sidebar. *
* *
* INPUT: none *
* *
* OUTPUT: bool; The sidebar has changed as a result of this call? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 06/26/1995 JLB : Doesn't collapse sidebar when buildables removed. *
*=============================================================================================*/
bool SidebarClass::StripClass::Recalc(void)
{
int ok;
if (Debug_Map || !BuildableCount) {
return(false);
}
/*
** Sweep through all objects listed in the sidebar. If any of those object can
** not be created -- even in theory -- then they must be removed form the sidebar and
** any current production must be abandoned.
*/
bool redraw = false;
for (int index = 0; index < BuildableCount; index++) {
TechnoTypeClass const * tech = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
if (tech) {
ok = tech->Who_Can_Build_Me(true, false, PlayerPtr->Class->House) != NULL;
} else {
switch (Buildables[index].BuildableID) {
case SPC_ION_CANNON:
ok = PlayerPtr->IonCannon.Is_Present();
break;
case SPC_NUCLEAR_BOMB:
ok = PlayerPtr->NukeStrike.Is_Present();
break;
case SPC_AIR_STRIKE:
ok = PlayerPtr->AirStrike.Is_Present();
break;
default:
ok = false;
break;
}
#ifdef OBSOLETE
} else {
switch (Buildables[index].BuildableID) {
case SPC_ION_CANNON:
ok = (PlayerPtr->BScan & STRUCTF_EYE) != 0 || PlayerPtr->IonOneTimeFlag;
if (!ok) {
PlayerPtr->Remove_Ion_Cannon();
}
break;
case SPC_NUCLEAR_BOMB:
ok = (PlayerPtr->BScan & STRUCTF_TEMPLE) != 0 && PlayerPtr->Has_Nuke_Device();
ok = ok || PlayerPtr->NukeOneTimeFlag;
if (!ok) {
PlayerPtr->Remove_Nuke_Bomb();
}
break;
case SPC_AIR_STRIKE:
// ok = (PlayerPtr->BScan & STRUCTF_SAM) == 0;
// ok = !PlayerPtr->Does_Enemy_Building_Exist(STRUCT_SAM);
ok = (PlayerPtr->AirPresent /*&& !PlayerPtr->Does_Enemy_Building_Exist(STRUCT_SAM)*/) || PlayerPtr->AirOneTimeFlag;
if (!ok) {
PlayerPtr->Remove_Air_Strike();
}
break;
default:
ok = false;
break;
}
#endif
}
if (!ok) {
/*
** If there was something in production, then abandon it before deleting the
** factory manager.
*/
//if (Buildables[index].Factory != -1) {
//FactoryClass * factory = Factories.Raw_Ptr(Buildables[index].Factory);
//factory->Abandon();
//delete factory;
//Buildables[index].Factory = -1;
//}
// Buildables[index].Factory = -1;
/*
** Removes this entry from the list.
*/
if (BuildableCount > 1 && index < BuildableCount-1) {
memcpy(&Buildables[index], &Buildables[index+1], sizeof(Buildables[0])*((BuildableCount-index)-1));
}
TopIndex = 0;
IsToRedraw = true;
redraw = true;
BuildableCount--;
index--;
}
}
#ifdef NEVER
/*
** If there are no more buildable objects to display, make the sidebar go away.
*/
if (!BuildableCount) {
Map.SidebarClass::Activate(0);
}
#endif
return(redraw);
}
/***********************************************************************************************
* SidebarClass::StripClass::SelectClass::SelectClass -- Default constructor. *
* *
* This is the default constructor for the button that controls the buildable cameos on *
* the sidebar strip. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: The coordinates are set to zero by this routine. They must be set to the *
* correct values before this button will function. *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
SidebarClass::StripClass::SelectClass::SelectClass(void) :
ControlClass(0, 0, 0, 0, 0, LEFTPRESS|RIGHTPRESS|LEFTUP)
{
int factor = Get_Resolution_Factor();
Strip = 0;
Index = 0;
Width = StripClass::OBJECT_WIDTH << factor;
Height = StripClass::OBJECT_HEIGHT << factor;
}
/***********************************************************************************************
* SidebarClass::StripClass::SelectClass:: -- Assigns special values to a buildable select but *
* *
* Use this routine to set custom buildable vars for this particular select button. It *
* uses this information to properly know what buildable object to start or stop production *
* on. *
* *
* INPUT: strip -- Reference to the strip that owns this buildable button. *
* *
* index -- The index (0 .. MAX_VISIBLE-1) of this button. This is used to let *
* the owning strip know what index this button refers to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void SidebarClass::StripClass::SelectClass::Set_Owner(StripClass & strip, int index)
{
int factor = Get_Resolution_Factor();
Strip = &strip;
Index = index;
X = strip.X;
Y = strip.Y + (index * (StripClass::OBJECT_HEIGHT << factor));
}
/***********************************************************************************************
* SidebarClass::StripClass::SelectClass:: -- Action function when buildable cameo is selected *
* *
* This function is called when the buildable icon (cameo) is clicked on. It handles *
* starting and stopping production as indicated. *
* *
* INPUT: flags -- The input event that triggered the call. *
* *
* key -- The keyboard value at the time of the input. *
* *
* OUTPUT: Returns with whether the input list should be scanned further. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & key)
{
int index = Strip->TopIndex + Index;
RTTIType otype = Strip->Buildables[index].BuildableType;
int oid = Strip->Buildables[index].BuildableID;
int fnumber = Strip->Buildables[index].Factory;
FactoryClass * factory = NULL;
ObjectTypeClass const * choice = NULL;
int spc = 0;
/*
** Determine the factory number that would apply to objects of the type
** the mouse is currently addressing. This doesn't mean that the factory number
** fetched is actually producing the indicated object, merely that that particular
** kind of factory is specified by the "genfactory" value. This can be used to see
** if the factory type is currently busy or not.
*/
int genfactory = -1;
switch (otype) {
case RTTI_INFANTRYTYPE:
genfactory = PlayerPtr->InfantryFactory;
break;
case RTTI_UNITTYPE:
genfactory = PlayerPtr->UnitFactory;
break;
case RTTI_AIRCRAFTTYPE:
genfactory = PlayerPtr->AircraftFactory;
break;
case RTTI_BUILDINGTYPE:
genfactory = PlayerPtr->BuildingFactory;
break;
default:
genfactory = -1;
break;
}
Map.Override_Mouse_Shape(MOUSE_NORMAL);
if (index < Strip->BuildableCount) {
if (otype != RTTI_SPECIAL) {
choice = Fetch_Techno_Type(otype, oid);
} else {
spc = oid;
}
if (fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
} else {
Map.Help_Text(TXT_NONE);
}
if (spc) {
/*
** Display the help text if the mouse is over the button.
*/
if (flags & LEFTUP) {
switch (spc) {
case SPC_ION_CANNON:
Map.Help_Text(TXT_ION_CANNON, X, Y, CC_GREEN, true);
break;
case SPC_NUCLEAR_BOMB:
Map.Help_Text(TXT_NUKE_STRIKE, X, Y, CC_GREEN, true);
break;
case SPC_AIR_STRIKE:
Map.Help_Text(TXT_AIR_STRIKE, X, Y, CC_GREEN, true);
break;
}
flags &= ~LEFTUP;
}
/*
** A right mouse button signals "cancel". If we are in targetting
** mode then we don't want to be any more.
*/
if (flags & RIGHTPRESS) {
Map.IsTargettingMode = false;
}
/*
** A left mouse press signal "activate". If our weapon type is
** available then we should activate it.
*/
if (flags & LEFTPRESS) {
switch (spc) {
case SPC_ION_CANNON:
if (PlayerPtr->IonCannon.Is_Ready()) {
Map.IsTargettingMode = spc;
Unselect_All();
Speak(VOX_SELECT_TARGET);
} else {
PlayerPtr->IonCannon.Impatient_Click();
}
break;
case SPC_AIR_STRIKE:
if (PlayerPtr->AirStrike.Is_Ready()) {
Map.IsTargettingMode = spc;
Unselect_All();
Speak(VOX_SELECT_TARGET);
} else {
PlayerPtr->AirStrike.Impatient_Click();
}
break;
case SPC_NUCLEAR_BOMB:
if (PlayerPtr->NukeStrike.Is_Ready()) {
Map.IsTargettingMode = spc;
Unselect_All();
Speak(VOX_SELECT_TARGET);
} else {
PlayerPtr->NukeStrike.Impatient_Click();
}
break;
}
}
} else {
if (choice) {
/*
** Display the help text if the mouse is over the button.
*/
if (flags & LEFTUP) {
Map.Help_Text(choice->Full_Name(), X, Y, CC_GREEN, true, choice->Cost_Of() * PlayerPtr->CostBias);
flags &= ~LEFTUP;
}
/*
** A right mouse button signals "cancel".
*/
if (flags & RIGHTPRESS) {
/*
** If production is in progress, put it on hold. If production is already
** on hold, then abandon it. Money will be refunded, the factory
** manager deleted, and the object under construction is returned to
** the free pool.
*/
if (factory) {
/*
** Cancels placement mode if the sidebar factory is abandoned or
** suspended.
*/
if (Map.PendingObjectPtr && Map.PendingObjectPtr->Is_Techno()) {
Map.PendingObjectPtr = 0;
Map.PendingObject = 0;
Map.PendingHouse = HOUSE_NONE;
Map.Set_Cursor_Shape(0);
}
if (!factory->Is_Building()) {
Speak(VOX_CANCELED);
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
} else {
Speak(VOX_SUSPENDED);
OutList.Add(EventClass(EventClass::SUSPEND, otype, oid));
}
}
}
if (flags & LEFTPRESS) {
/*
** If there is already a factory attached to this strip but the player didn't click
** on the icon that has the attached factory, then say that the factory is busy and
** ignore the click.
*/
if (fnumber == -1 && genfactory != -1) {
Speak(VOX_NO_FACTORY);
ControlClass::Action(flags, key);
return(true);
}
if (factory) {
/*
** If this object is currently being built, then give a scold sound and text and then
** bail.
*/
if (factory->Is_Building()) {
Speak(VOX_NO_FACTORY);
} else {
/*
** If production has completed, then attempt to have the object exit
** the factory or go into placement mode.
*/
if (factory->Has_Completed()) {
TechnoClass * pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
Map.IsTargettingMode = true;
} else {
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
Speak(VOX_NO_FACTORY);
} else {
/*
** If the completed object is a building, then change the
** game state into building placement mode. This fact is
** not transmitted to any linked computers until the moment
** the building is actually placed down.
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
} else {
/*
** For objects that can leave the factory under their own
** power, queue this event and process through normal house
** production channels.
*/
OutList.Add(EventClass(EventClass::PLACE, otype, -1));
}
}
}
} else {
/*
** The factory must have been in a suspended state. Resume construction
** normally.
*/
Speak(VOX_BUILDING);
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
}
}
} else {
/*
** If this side strip is already busy with production, then ignore the
** input and announce this fact.
*/
// if (Strip->IsBuilding) {
// Speak(VOX_NO_FACTORY);
// } else {
Speak(VOX_BUILDING);
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
// }
}
}
} else {
flags = 0;
}
}
ControlClass::Action(flags, key);
return(true);
}
/***********************************************************************************************
* SidebarClass::SBGadgetClass::Action -- Special function that controls the mouse over the si *
* *
* This routine is called whenever the mouse is over the sidebar. It makes sure that the *
* mouse is always the normal shape while over the sidebar. *
* *
* INPUT: flags -- The event flags that resuled in this routine being called. *
* *
* key -- Reference the keyboard code that may be present. *
* *
* OUTPUT: Returns that no further keyboard processing is necessary. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/28/1995 JLB : Created. *
*=============================================================================================*/
int SidebarClass::SBGadgetClass::Action(unsigned , KeyNumType & )
{
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
return(true);
}
/***********************************************************************************************
* SidebarClass::StripClass::Factory_Link -- Links a factory to a sidebar button. *
* *
* This routine will link the specified factory to this sidebar strip. The exact button to *
* link to is determined from the object type and id specified. A linked button is one that *
* will show appropriate construction animation (clock shape) that matches the state of *
* the factory. *
* *
* INPUT: factory -- The factory number to link to the sidebar. *
* *
* type -- The object type that this factory refers to. *
* *
* id -- The object sub-type that this factory refers to. *
* *
* OUTPUT: Was the factory successfully attached? Failure would indicate that there is no *
* object of the specified type and sub-type in the sidebar list. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/18/1995 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::StripClass::Factory_Link(int factory, RTTIType type, int id)
{
for (int index = 0; index < BuildableCount; index++) {
if (Buildables[index].BuildableType == type && Buildables[index].BuildableID == id) {
Buildables[index].Factory = factory;
IsBuilding = true;
/*
** Flag that all the icons on this strip need to be redrawn
*/
Flag_To_Redraw();
return(true);
}
}
return(false);
}
/***********************************************************************************************
* SidebarClass::Abandon_Production -- Stops production of the object specified. *
* *
* This routine is used to abandon production of the object specified. The factory will *
* be completely disabled by this call. *
* *
* INPUT: type -- The object type that is to be abandoned. The sub-type is not needed *
* since it is presumed there can be only one type in production at any *
* one time. *
* *
* factory -- The factory number that is doing the production. *
* *
* OUTPUT: Was the factory successfully abandoned? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/18/1995 JLB : Created. *
*=============================================================================================*/
bool SidebarClass::Abandon_Production(RTTIType type, int factory)
{
return(Column[Which_Column(type)].Abandon_Production(factory));
}
/***********************************************************************************************
* SidebarClass::StripClass::Abandon_Produ -- Abandons production associated with sidebar. *
* *
* Production of the object associated with this sidebar is abandoned when this routine is *
* called. *
* *
* INPUT: factory -- The factory index that is to be suspended. *
* *
* OUTPUT: Was the production abandonment successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/18/1995 JLB : Created. *
* 08/06/1995 JLB : More intelligent abandon logic for multiple factories. *
*=============================================================================================*/
bool SidebarClass::StripClass::Abandon_Production(int factory)
{
bool noprod = true;
bool abandon = false;
for (int index = 0; index < BuildableCount; index++) {
if (Buildables[index].Factory == factory) {
Factories.Raw_Ptr(factory)->Abandon();
Buildables[index].Factory = -1;
abandon = true;
} else {
if (Buildables[index].Factory != -1) {
noprod = false;
}
}
}
/*
** If there was a change to the strip, then flag the strip to be redrawn.
*/
if (abandon) {
Flag_To_Redraw();
}
/*
** If there is no production whatsoever on this strip, then flag it so.
*/
if (noprod) {
IsBuilding = false;
}
return(abandon);
}