CnC_Remastered_Collection/REDALERT/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

476 lines
24 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/POWER.CPP 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : POWER.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : October 14, 1996 [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. *
* PowerClass::Power_Height -- Given a value figure where it falls on bar *
* PowerClass::Flash_Power -- Flag the power bar to flash. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#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),
IsActive(false),
FlashTimer(0),
RecordedDrain(-1),
RecordedPower(-1),
DesiredDrainHeight(0),
DesiredPowerHeight(0),
DrainHeight(0),
PowerHeight(0),
DrainBounce(0),
PowerBounce(0),
PowerDir(0),
DrainDir(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;
FlashTimer = 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();
PowerButton.X = POWER_X * RESFACTOR;
PowerButton.Y = POWER_Y * RESFACTOR;
PowerButton.Width = (POWER_WIDTH * RESFACTOR)-1;
PowerButton.Height = POWER_HEIGHT * RESFACTOR;
PowerShape = MFCD::Retrieve("POWER.SHP");
PowerBarShape = MFCD::Retrieve("POWERBAR.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
};
if (complete || IsToRedraw) {
BStart(BENCH_POWER);
if (LogicPage->Lock()) {
if (Map.IsSidebarActive) {
IsToRedraw = false;
ShapeFlags_Type flags = SHAPE_NORMAL;
void const * remap = NULL;
if (FlashTimer > 1 && ((FlashTimer % 3) & 0x01) != 0) {
flags = flags | SHAPE_FADING;
remap = Map.FadingRed;
}
// LogicPage->Fill_Rect(POWER_X, POWER_Y, POWER_X+POWER_WIDTH-1, POWER_Y+POWER_HEIGHT-1, LTGREY);
CC_Draw_Shape(PowerBarShape, 0, 240 * RESFACTOR, 88 * RESFACTOR, WINDOW_MAIN, flags | SHAPE_NORMAL | SHAPE_WIN_REL, remap);
#ifdef WIN32
/*
** Hires power strip is too big to fit into a shape so it is in two parts
*/
CC_Draw_Shape(PowerBarShape, 1, 240 * RESFACTOR, (88 * RESFACTOR) + (56*RESFACTOR), WINDOW_MAIN, flags | SHAPE_NORMAL | SHAPE_WIN_REL, remap);
#endif
/*
** Determine how much the power production exceeds or falls short
** of power demands.
*/
int bottom = (POWER_Y + POWER_HEIGHT - 1) * RESFACTOR;
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, POWER_HEIGHT - 2);
drain_height = Bound(drain_height, 0, POWER_HEIGHT - 2);
/*
** Draw the power output graphic on top of the power bar framework.
*/
if (power_height) {
int color1 = 3;
int color2 = 4;
if (PlayerPtr->Drain > PlayerPtr->Power) {
color1 = 214;
color2 = 211;
}
if (PlayerPtr->Drain > (PlayerPtr->Power * 2)) {
color1 = 235;
color2 = 230;
}
/*
** New power bar is in slightly different place
**
** Old power bar was 107 pixels high. New bar is 153 pixels high.
**
** ST - 5/2/96 11:23AM
*/
#ifdef WIN32
power_height = (power_height*(76*RESFACTOR+1)) / (53*RESFACTOR+1);
drain_height = (drain_height*(76*RESFACTOR+1)) / (53*RESFACTOR+1);
#endif
bottom = (175*RESFACTOR)+1;
LogicPage->Fill_Rect(245*RESFACTOR, bottom-power_height, 245*RESFACTOR+1, bottom, color2);
LogicPage->Fill_Rect(246*RESFACTOR, bottom-power_height, 246*RESFACTOR+1, bottom, color1);
}
/*
** Draw the power drain threshold marker.
*/
CC_Draw_Shape(PowerShape, 0, (POWER_X * RESFACTOR)+RESFACTOR, bottom - (drain_height + (2 * RESFACTOR)), WINDOW_MAIN, flags | SHAPE_NORMAL, remap);
}
LogicPage->Unlock();
}
BEnd(BENCH_POWER);
}
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 (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);
}
/*
** Flag to redraw if the power bar flash effect has expired.
*/
// if (FlashTimer == 1) {
if (FlashTimer > 0) {
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);
}
/***************************************************************************
* PowerClass::Power_Height -- 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 different hundreds figuring out the fractional piece
** of each.
*/
for (int lp = 0; lp < num; lp ++) {
retval = retval + (((POWER_HEIGHT - 2) - retval) / POWER_STEP_FACTOR);
value -= POWER_STEP_LEVEL;
}
/*
** Adjust the retval to factor in the remainder
*/
if (value) {
retval = retval + (((((POWER_HEIGHT - 2) - retval) / POWER_STEP_FACTOR) * value) / POWER_STEP_LEVEL);
}
retval = Bound(retval, 0, POWER_HEIGHT-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() < 1 && PlayerPtr->Power > 0) {
Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
} else {
Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, GadgetClass::Get_Color_Scheme()->Color);
}
GadgetClass::Action(flags, key);
return(true);
}
/***********************************************************************************************
* PowerClass::Flash_Power -- Flag the power bar to flash. *
* *
* This will cause the power bar to display with a flash so as to draw attention to *
* itself. Typical use of this effect is when power is low. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/14/1996 JLB : Created. *
*=============================================================================================*/
void PowerClass::Flash_Power(void)
{
FlashTimer = TICKS_PER_SECOND;
IsToRedraw = true;
Flag_To_Redraw(false);
}