CnC_Remastered_Collection/TIBERIANDAWN/RADAR.CPP

1962 lines
82 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\radar.cpv 2.17 16 Oct 1995 16:49:28 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 : RADAR.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : November 17, 1995 [PWG] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Get_Multi_Color -- Get the multi color offset number *
* RadarClass::AI -- Processes radar input (non-tactical). *
* RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
* RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
* RadarClass::Click_In_Radar -- Check to see if a click is in radar map *
* RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
* RadarClass::Draw_It -- Displays the radar map of the terrain. *
* RadarClass::Draw_Names -- draws players' names on the radar map *
* RadarClass::Init_Clear -- Sets the radar map to a known state *
* RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
* RadarClass::One_Time -- Handles one time processing for the radar map. *
* RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
* RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
* RadarClass::RadarClass -- Default constructor for RadarClass object. *
* RadarClass::Radar_Activate -- Controls radar activation. *
* RadarClass::Radar_Anim -- Renders current frame of radar animation *
* RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
* RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
* RadarClass::Radar_Position -- Returns with the current position of the radar map. *
* RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
* RadarClass::Render_Infantry -- Displays objects on the radar map. *
* RadarClass::Render_Overlay -- Renders an icon for given overlay *
* RadarClass::Render_Terrain -- Render the terrain over the given cell *
* RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
* RadarClass::Set_Radar_Position -- Sets the radar map coordinates. *
* RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell.*
* RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
* RadarClass::Set_Tactical_Position -- Called when setting the tactical display position. *
* RadarClass::TacticalClass::Action -- I/O function for the radar map. *
* RadarClass::Zoom_Mode(void) -- Handles toggling zoom on the map *
* RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to*
* RadarClass::Coord_To_Radar_Pixel -- Converts a coordinate to a radar pixel position *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include <stdlib.h>
//void const * RadarClass::CoverShape;
RadarClass::TacticalClass RadarClass::RadarButton;
void const * RadarClass::RadarAnim = NULL;
static bool FullRedraw = false;
#define _MAX_NAME 13
static GraphicBufferClass _IconStage(3,3);
static GraphicBufferClass _TileStage(24,24);
/***********************************************************************************************
* RadarClass::RadarClass -- Default constructor for RadarClass object. *
* *
* This default constructor merely sets the radar specific values to default settings. The *
* radar must be deliberately activated in order for it to be displayed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/16/1994 JLB : Created. *
*=============================================================================================*/
RadarClass::RadarClass(void)
{
IsZoomed = true;
IsRadarActive = false;
IsToRedraw = false;
RadarCursorRedraw = false;
PixelPtr = 0;
SpecialRadarFrame = 0;
IsPlayerNames = false;
}
/***********************************************************************************************
* RadarClass::One_Time -- Handles one time processing for the radar map. *
* *
* This routine handles any one time processing required in order for the radar map to *
* function. This actually only requires an allocation of the radar staging buffer. This *
* buffer is needed for those cases where the radar area of the page is being destroyed *
* and it needs to be destroyed. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Be sure to call this routine only ONCE. *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
void RadarClass::One_Time(void)
{
int factor = Get_Resolution_Factor();
RadWidth = 80 << factor;
RadHeight = 70 << factor;
RadX = SeenBuff.Get_Width() - RadWidth;
RadY = Map.Get_Tab_Height() - (1 << factor);
RadPWidth = 64 << factor;
RadPHeight = 64 << factor;
if ( factor ) {
RadOffX = 16;
RadOffY = 7;
RadIWidth = 128;
RadIHeight = 128;
} else {
RadOffX = 4 << factor;
RadOffY = 1 << factor;
RadIWidth = 72 << factor;
RadIHeight = 69 << factor;
}
DisplayClass::One_Time();
RadarButton.X = RadX+RadOffX;
RadarButton.Y = RadY+RadOffY;
RadarButton.Width = RadIWidth;
RadarButton.Height = RadIHeight;
}
/***********************************************************************************************
* RadarClass::Init_Clear -- Sets the radar map to a known state. *
* *
* This routine is used to initialize the radar map at the start of the scenario. It *
* sets the radar map position and starts it in the disabled state. *
* *
* INPUT: theater -- The theater that the scenario is starting (unused by this routine). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
void RadarClass::Init_Clear(void)
{
DisplayClass::Init_Clear();
IsRadarActive = false;
IsToRedraw = true;
RadarCursorRedraw = true;
IsRadarActivating = false;
IsRadarDeactivating = false;
DoesRadarExist = false;
PixelPtr = 0;
IsPlayerNames = false;
/*
** If we have a valid map lets make sure that we set it correctly
*/
if (MapCellWidth || MapCellHeight) {
IsZoomed = false;
Zoom_Mode(Coord_Cell(Map.TacticalCoord));
}
}
/***********************************************************************************************
* RadarClass::Radar_Activate -- Controls radar activation. *
* *
* Use this routine to turn the radar map on or off. *
* *
* INPUT: control -- What to do with the radar map: *
* 0 = Turn radar off. *
* 1 = Turn radar on. *
* 2 = Remove Radar Gadgets *
* 3 = Add Radar Gadgets *
* 4 = Remove radar. *
* -1= Toggle radar on or off. *
* *
* OUTPUT: bool; Was the radar map already on? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Radar_Activate(int control)
{
bool old = IsRadarActive;
switch (control) {
/*
** Toggle the state of the radar map on or off.
*/
case -1:
{
int temp = (IsRadarActive == false);
if (temp) {
Radar_Activate(1);
} else {
Radar_Activate(0);
}
}
break;
/*
** Turn the radar map off properly.
*/
case 0:
if (Map.IsSidebarActive) {
if (IsRadarActive && !IsRadarDeactivating) {
Sound_Effect(VOC_RADAR_OFF);
IsRadarDeactivating = true;
IsRadarActive = false;
if (IsRadarActivating == true) {
IsRadarActivating = false;
} else {
RadarAnimFrame = RADAR_ACTIVATED_FRAME;
}
}
} else {
Radar_Activate(2);
}
return(old);
case 1:
if (Map.IsSidebarActive) {
if (!IsRadarActivating && !IsRadarActive) {
Sound_Effect(VOC_RADAR_ON);
IsRadarActivating = true;
if (IsRadarDeactivating == true) {
IsRadarDeactivating = false;
} else {
if (DoesRadarExist) {
RadarAnimFrame = MAX_RADAR_FRAMES;
} else {
RadarAnimFrame = 0;
}
}
}
} else {
Radar_Activate(3);
}
return(old);
case 2:
if (GameToPlay==GAME_NORMAL) {
Map.Zoom.Disable();
}
IsRadarActive = false;
IsRadarActivating = false;
IsRadarDeactivating = false;
break;
case 3:
if (GameToPlay==GAME_NORMAL) {
Map.Zoom.Enable();
}
IsRadarActive = true;
IsRadarActivating = false;
IsRadarDeactivating = false;
break;
case 4:
IsRadarActive = false;
IsRadarActivating = false;
IsRadarDeactivating = false;
DoesRadarExist = false;
Flag_To_Redraw(false);
IsToRedraw = true;
break;
}
if (IsRadarActive != old) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
FullRedraw = IsRadarActive;
return(old);
}
/***********************************************************************************************
* RadarClass::Draw_It -- Displays the radar map of the terrain. *
* *
* This is used to display the radar map that appears in the lower *
* right corner. The main changes to this map are the vehicles and *
* structure pixels. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/24/1991 JLB : Created. *
* 05/08/1994 JLB : Converted to member function. *
*=============================================================================================*/
void RadarClass::Draw_It(bool forced)
{
DisplayClass::Draw_It(forced);
// if (!In_Debugger) while (!HidPage.Lock()) {}
#if (0) // Legacy radar rendering not used. ST - 2/26/2020 3:53PM
/*
** Don't perform any rendering if none is requested.
*/
if (!forced && !IsToRedraw && !FullRedraw) return;
static HousesType _house = HOUSE_NONE;
if (PlayerPtr->ActLike != _house) {
char name[_MAX_NAME + _MAX_EXT];
if (Special.IsJurassic && AreThingiesEnabled) {
strcpy(name, "RADAR.JP");
} else {
_makepath(name, NULL, NULL, "RADAR", HouseTypeClass::As_Reference(PlayerPtr->ActLike).Suffix);
}
RadarAnim = Hires_Retrieve(name);
_house = PlayerPtr->ActLike;
}
/*
** If in player name mode, just draw player names
*/
if (IsPlayerNames) {
Draw_Names();
IsToRedraw = false;
return;
}
if (IsRadarActivating || IsRadarDeactivating) {
Radar_Anim();
IsToRedraw = false;
return;
}
if (Map.IsSidebarActive) {
if (IsRadarActive) {
//HidPage.Lock();
// ST 8/13/96 2:24PM
//forced = true;
/*
** If only a few of the radar pixels need to be redrawn, then find and redraw
** only these.
*/
if (!forced && IsToRedraw && !FullRedraw) {
IsToRedraw = false;
if (PixelPtr) {
/*
** Render all pixels in the "to redraw" stack.
*/
for (unsigned int index = 0; index < PixelPtr; index++) {
CELL cell = PixelStack[index];
if (Cell_On_Radar(cell)) {
(*this)[cell].IsPlot = false;
Plot_Radar_Pixel(cell);
RadarCursorRedraw |= (*this)[cell].IsRadarCursor;
}
}
/*
** Refill the stack if there is pending pixels yet to be plotted.
** This should only process in sections for speed reasons
*/
if (PixelPtr == PIXELSTACK) {
PixelPtr = 0;
for (int y = 0; y < MapCellHeight; y++) {
for (int x = 0; x < MapCellWidth; x++) {
CELL cell = XY_Cell(MapCellX + x, MapCellY + y);
if (Cell_On_Radar(cell)) {
if ((*this)[cell].IsPlot) {
PixelStack[PixelPtr++] = cell;
IsToRedraw = true;
if (PixelPtr == PIXELSTACK) break;
}
}
}
if (PixelPtr == PIXELSTACK) break;
}
} else {
PixelPtr = 0;
}
}
Radar_Cursor(RadarCursorRedraw);
} else {
GraphicViewPortClass *oldpage = Set_Logic_Page(HidPage);
// if (LogicPage->Lock()) {
CC_Draw_Shape(RadarAnim, RADAR_ACTIVATED_FRAME, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
if (BaseX || BaseY) {
LogicPage->Fill_Rect( RadX + RadOffX,
RadY + RadOffY,
RadX + RadOffX + RadIWidth - 1,
RadY + RadOffY + RadIHeight - 1,
DKGREY);
} else {
LogicPage->Fill_Rect( RadX + RadOffX,
RadY + RadOffY,
RadX + RadOffX + RadIWidth - 1,
RadY + RadOffY + RadIHeight - 1,
BLACK);
}
/*
** Draw the entire radar map.
*/
for (int index = 0; index < MAP_CELL_TOTAL; index++) {
Plot_Radar_Pixel(index);
}
Radar_Cursor(true);
FullRedraw = false;
IsToRedraw = false;
LogicPage->Unlock();
if (oldpage == &SeenBuff) {
Hide_Mouse();
LogicPage->Blit(SeenBuff, RadX, RadY, RadX, RadY, RadWidth, RadHeight);
Show_Mouse();
}
// Set_Logic_Page(oldpage);
// }
}
} else {
/*
** If the radar is not active, then only draw the cover plate if forced to do so.
*/
// if (forced) {
int val = (DoesRadarExist) ? MAX_RADAR_FRAMES : 0;
CC_Draw_Shape(RadarAnim, val, RadX, RadY + 1, WINDOW_MAIN, SHAPE_NORMAL);
FullRedraw = false;
IsToRedraw = false;
// }
}
//HidPage.Unlock();
// Map.Activator.Draw_Me(true);
}
#endif
}
/***************************************************************************
* RadarClass::Render_Terrain -- Render the terrain over the given cell *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/12/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Render_Terrain(CELL cell, int x, int y, int size)
{
TerrainClass *list[4];
int listidx = 0;
int lp,lp2;
ObjectClass *obj = Map[cell].Cell_Occupier();
/*
** If the cell is occupied by a terrain type, add it to the sortable
** list.
*/
if (obj && obj->What_Am_I() == RTTI_TERRAIN)
list[listidx++] = (TerrainClass *)obj;
/*
** Now loop through all the occupiers and add them to the list if they
** are terrain type.
*/
for (lp = 0; lp < 3; lp ++) {
obj = Map[cell].Overlapper[lp];
if (obj && obj->What_Am_I() == RTTI_TERRAIN)
list[listidx++] = (TerrainClass *)obj;
}
/*
** If there are no entrys in our list then just get out.
*/
if (!listidx) return;
/*
** If there is terrain in this cell then draw a dark pixel to
** represent it.
*/
if (size == 1) {
LogicPage->Put_Pixel(x, y, 60);
return;
}
/*
** Sort the list by its sort Y value so that we can render in the proper
** order.
*/
for (lp = 0; lp < listidx - 1; lp ++) {
for (lp2 = lp + 1; lp2 < listidx; lp2++) {
if (list[lp]->Sort_Y() > list[lp2]->Sort_Y()) {
TerrainClass *terrain = list[lp];
list[lp] = list[lp2];
list[lp2] = terrain;
}
}
}
/*
** loop through the list and take care of rendering the correct icon.
*/
for (lp = 0; lp < listidx; lp ++) {
unsigned char *icon = list[lp]->Radar_Icon(cell);
if (!icon) continue;
Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
_IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, ZoomFactor, ZoomFactor, TRUE, (char *)&FadingBrighten[0]);
}
}
/***********************************************************************************************
* RadarClass::Render_Infantry -- Displays objects on the radar map. *
* *
* This routine will display an object imagery at the location specified according to the *
* condition of the specified cell. *
* *
* INPUT: cell -- The cell to use as reference when drawing the radar pixel. *
* *
* x,y -- The pixel coordinate to render the radar "pixel" at. *
* *
* size -- The size of the "pixel". When zoomed in, this value will be "3". *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/17/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Render_Infantry(CELL cell, int x, int y, int size)
{
ObjectClass *obj;
int xoff,yoff;
obj = (ObjectClass *)Map[cell].Cell_Occupier();
while (obj) {
if (obj->Is_Techno() && (((TechnoClass *)obj)->Cloak != CLOAKED || ((TechnoClass *)obj)->House->Is_Ally(PlayerPtr))) {
switch (obj->What_Am_I()) {
case RTTI_INFANTRY:
{
//int divisor = 255 / ZoomFactor;
int divisor = 86;
if ( ZoomFactor >= 3 ) {
xoff = Coord_XLepton(obj->Coord) / divisor;
yoff = Coord_YLepton(obj->Coord) / divisor;
if ( ZoomFactor >= 6 ) {
xoff<<=1;
yoff<<=1;
}
} else {
xoff = 0;
yoff = 0;
}
LogicPage->Put_Pixel(x+xoff, y+yoff, ((InfantryClass *)obj)->House->Class->BrightColor);
}
break;
case RTTI_UNIT:
case RTTI_AIRCRAFT:
// PWG: Slowdown?
//if (LogicPage->Lock()){
Fat_Put_Pixel(x, y, ((UnitClass *)obj)->House->Class->BrightColor, size, *LogicPage);
//LogicPage->Unlock();
//}
break;
}
}
obj = obj->Next;
}
}
/***************************************************************************
* RadarClass::Render_Overlay -- Renders an icon for given overlay *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/18/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Render_Overlay(CELL cell, int x, int y, int size)
{
OverlayType overlay = (*this)[cell].Overlay;
if (overlay != OVERLAY_NONE) {
OverlayTypeClass const * otype = &OverlayTypeClass::As_Reference(overlay);
if (otype->IsRadarVisible) {
unsigned char *icon = otype->Radar_Icon((*this)[cell].OverlayData);
if (!icon) return;
Buffer_To_Page(0, 0, 3, 3, icon, _IconStage);
if (otype->IsTiberium) {
_IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingGreen[0]);
} else {
_IconStage.Scale(*LogicPage, 0, 0, x, y, 3, 3, size, size, TRUE, (char *)&FadingBrighten[0]);
}
}
}
}
/***************************************************************************
* RadarClass::Zoom_Mode -- Handles toggling zoom on the map *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 05/29/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Zoom_Mode(CELL cell)
{
int map_c_width;
int map_c_height;
/*
** Set all of the initial zoom mode variables to the correct
** setting.
*/
IsZoomed = !IsZoomed;
BaseX = 0;
BaseY = 0;
/*
** Figure out exactly what size we need to zoom the map to.
*/
if ( !IsZoomed ) {
int xfactor = RadIWidth / MapCellWidth;
int yfactor = RadIHeight / MapCellHeight;
ZoomFactor = MIN(xfactor,yfactor);
map_c_width = MapCellWidth;
map_c_height = MapCellHeight;
} else {
ZoomFactor = 6;
map_c_width = RadIWidth / ZoomFactor;
map_c_height = RadIHeight / ZoomFactor;
}
/*
** Make sure we do not show more cell then are on the map.
*/
map_c_width = MIN(map_c_width, 62);
map_c_height = MIN(map_c_height, 62);
/*
** Find the amount of remainder because this will let us calculate
** how to center the thing.
*/
int rem_x = RadIWidth - (map_c_width * ZoomFactor);
int rem_y = RadIHeight - (map_c_height * ZoomFactor);
/*
** Finally mark the map so it shows just as much as it is supposed
** to.
*/
BaseX = rem_x / 2;
BaseY = rem_y / 2;
RadarCellWidth = map_c_width;
RadarCellHeight = map_c_height;
RadarWidth = RadIWidth - rem_x;
RadarHeight = RadIWidth - rem_y;
/*
** Set the radar position to the current cell.
*/
Set_Radar_Position(cell);
/*
** When zoom mode changes then we need to redraw the radar
** area.
*/
IsToRedraw = true;
/*
** Notify the map that we need to redraw a portion
*/
Flag_To_Redraw(false);
/*
** Since we have made a vast change we must redraw everything
*/
FullRedraw = true;
}
/***********************************************************************************************
* RadarClass::Plot_Radar_Pixel -- Updates the radar map with a terrain pixel. *
* *
* This will update the radar map with a pixel. It is used to display *
* vehicle positions on the radar map. *
* *
* INPUT: unit -- Pointer to unit to render at the given position. If *
* NULL is passed in, then the underlying terrain is *
* displayed instead. *
* *
* pos -- Position on the map to update. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine does NOT hide the mouse. It is up to you to *
* do so. *
* *
* HISTORY: *
* 06/04/1991 JLB : Created. *
* 06/21/1991 JLB : Large blips for units & buildings. *
* 02/14/1994 JLB : Revamped. *
* 04/17/1995 PWG : Created. *
* 04/18/1995 PWG : Created. *
*=============================================================================================*/
void RadarClass::Plot_Radar_Pixel(CELL cell)
{
if (cell == -1) cell = 1;
int x,y; // Coordinate of cell location.
/*
** Perform any clipping on the cell coordinate.
*/
if (!IsRadarActive || (unsigned)cell > MAP_CELL_TOTAL) return;
if (!In_Radar(cell) || !Cell_On_Radar(cell)) {
return;
}
/*
** If we are zoomed in then calculate the pixel based off of the portion
** of the map the radar is viewing.
*/
x = Cell_X(cell) - RadarX;
y = Cell_Y(cell) - RadarY;
if (LogicPage->Lock()) {
CellClass * cellptr = &(*this)[cell];
x = RadX + RadOffX + BaseX + (x * ZoomFactor);
y = RadY + RadOffY + BaseY + (y * ZoomFactor);
/*
** Determine what (if any) vehicle or unit should be rendered in this blip.
*/
int color=TBLACK; // Color of the pixel to plot.
if ((*this)[cell].IsVisible || Debug_Unshroud) {
color = cellptr->Cell_Color(true);
} else {
color = BLACK;
}
// ST 8/13/96 2:24PM
//if (cellptr->IsRadarCursor){
// color = WHITE;
//}
/*
** If no color override occurs for this cell, then render the underlying
** terrain.
*/
if (color == TBLACK) {
if (ZoomFactor > 1) {
void const *ptr;
long offset;
int icon;
if (cellptr->TType != TEMPLATE_NONE) {
ptr = TemplateTypeClass::As_Reference(cellptr->TType).Get_Image_Data();
icon = cellptr->TIcon;
} else {
ptr = TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1).Get_Image_Data();
icon = cellptr->Clear_Icon();
}
/*
** Convert the logical icon number into the actual icon number.
*/
Mem_Copy(Add_Long_To_Pointer((void *)ptr, 28), &offset, sizeof(offset));
Mem_Copy(Add_Long_To_Pointer((void *)ptr, offset+icon), &icon, sizeof(char));
icon &= 0x00FF;
Mem_Copy(Add_Long_To_Pointer((void *)ptr, 12), &offset, sizeof(offset));
ptr = Add_Long_To_Pointer((void *)ptr, offset + icon*(24*24));
unsigned char * data = (unsigned char *)ptr;
Buffer_To_Page(0, 0, 24, 24, data, _TileStage);
_TileStage.Scale(*LogicPage, 0, 0, x, y, 24, 24, ZoomFactor, ZoomFactor, TRUE);
} else {
if (LogicPage->Lock()){
Fat_Put_Pixel(x, y, cellptr->Cell_Color(false), ZoomFactor, *LogicPage);
LogicPage->Unlock();
}
}
} else {
if (LogicPage->Lock()){
Fat_Put_Pixel(x, y, color, ZoomFactor, *LogicPage);
LogicPage->Unlock();
}
}
if (color != BLACK) {
Render_Overlay(cell, x, y, ZoomFactor);
Render_Terrain(cell, x, y, ZoomFactor);
Render_Infantry(cell, x, y, ZoomFactor);
}
LogicPage->Unlock();
}
}
/***********************************************************************************************
* RadarClass::Radar_Pixel -- Mark a cell to be rerendered on the radar map. *
* *
* This routine is used to inform the system that a pixel needs to be *
* rerendered on the radar map. The pixel(s) will be rendered the *
* next time the map is refreshed. *
* *
* INPUT: cell -- The map cell to be rerendered. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/12/1992 JLB : Created. *
* 05/08/1994 JLB : Converted to member function. *
*=============================================================================================*/
void RadarClass::Radar_Pixel(CELL cell)
{
if (IsRadarActive && Map.IsSidebarActive && Cell_On_Radar(cell)) {
IsToRedraw = true;
(*this)[cell].IsPlot = true;
if (PixelPtr < PIXELSTACK) {
PixelStack[PixelPtr++] = cell;
}
}
}
/***********************************************************************************************
* RadarClass::Click_In_Radar -- Converts a radar click into cell X and Y coordinate. *
* *
* This routine will examine the X and Y coordinate and convert them into the X and Y *
* cell coordinate value that cooresponds to the location. *
* *
* INPUT: x,y -- The X and Y moouse coordinate already normalized to the radar upper left *
* corner. *
* *
* OUTPUT: Returns with success rating in addition, the X and Y values will now hold the *
* cell coordinates of the cell the pixel offsets indicated. *
* Result 1 = click was in radar region *
* Result 0 = click was outside radar region completly *
* Result-1 = click in radar area but not on clickable reagion of radar. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/30/1995 PWG : Created. *
* 07/16/1995 JLB : Recognizes when sidebar is closed now. *
*=============================================================================================*/
int RadarClass::Click_In_Radar(int &ptr_x, int &ptr_y, bool change)
{
int x = ptr_x;
int y = ptr_y;
/*
** If radar is not active the click could have been on a radar point
*/
if (!IsRadarActive || !Map.IsSidebarActive) return(0);
x -= (RadX + RadOffX);
y -= (RadY + RadOffY);
if (x < RadIWidth && y < RadIHeight) {
x -= BaseX;
y -= BaseY;
if ((unsigned)x < RadarWidth && (unsigned)y < RadarHeight) {
x = RadarX + (x / ZoomFactor);
y = RadarY + (y / ZoomFactor);
if (change) {
ptr_x = x;
ptr_y = y;
}
return(1);
}
return(-1);
}
return(0);
}
/***********************************************************************************************
* RadarClass::Click_Cell_Calc -- Determines what cell the pixel coordinate is over. *
* *
* This routine will examine the pixel coordinate provided and determine what cell it *
* represents. If the radar map is not active or the coordinates are not positioned over *
* the radar map, then it will fall into the base class corresponding routine. *
* *
* INPUT: x,y -- The pixel coordinate to convert into a cell number. *
* *
* OUTPUT: Returns with the cell number that the coordinate is over or -1 if not over any *
* cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
CELL RadarClass::Click_Cell_Calc(int x, int y)
{
int result = Click_In_Radar(x, y, true);
switch (result) {
case 1:
return(XY_Cell(x, y));
case -1:
return(-1);
}
return(DisplayClass::Click_Cell_Calc(x, y));
}
/***********************************************************************************************
* RadarClass::Map_Cell -- Updates radar map when a cell becomes mapped. *
* *
* This routine will update the radar map if a cell becomes mapped. *
* *
* INPUT: cell -- The cell that is being mapped. *
* *
* house -- The house that is doing the mapping. *
* *
* OUTPUT: bool; Was the cell mapped (for the first time) by this routine? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Map_Cell(CELL cell, HouseClass * house, bool and_for_allies)
{
if (DisplayClass::Map_Cell(cell, house, and_for_allies)) {
Radar_Pixel(cell);
return(true);
}
return(false);
}
void RadarClass::Cursor_Cell(CELL cell, int value)
{
int temp = (*this)[cell].IsRadarCursor;
/*
** If this cell is not on the radar don't botther doing anything.
*/
if (In_Radar(cell) && temp != value) {
/*
** Record the new state of this cell.
*/
(*this)[cell].IsRadarCursor = value;
/*
** If we are erasing then erase the cell.
*/
////// ST 8/13/96 2:23PM
if (value == FALSE) {
Plot_Radar_Pixel(cell);
//////
}
}
}
void RadarClass::Mark_Radar(int x1, int y1, int x2, int y2, int value, int barlen)
{
int x, y;
/*
** First step is to convert pixel coordinates back to a CellX and CellY.
*/
x1 = RadarX + (x1 / ZoomFactor);
y1 = RadarY + (y1 / ZoomFactor);
x2 = RadarX + (x2 / ZoomFactor);
y2 = RadarY + (y2 / ZoomFactor);
/*
** Now we need to convert the Pixel length to a cell length.
*/
barlen = (barlen / ZoomFactor)+1;
/*
** Now lets loop through and mark the map with the proper value.
*/
for (int lp = 0; lp <= barlen; lp++) {
/*
** Do Horizontal action to upper and lower left corners.
*/
x = x1 + lp;
Cursor_Cell(XY_Cell(x,y1), value);
Cursor_Cell(XY_Cell(x,y2), value);
/*
** Do Horizontal Action to upper and lower right corners
*/
x = x2 - lp;
Cursor_Cell(XY_Cell(x,y1), value);
Cursor_Cell(XY_Cell(x,y2), value);
/*
** Do Vertical Action to left and right upper corners
*/
y = y1 + lp;
Cursor_Cell(XY_Cell(x1,y), value);
Cursor_Cell(XY_Cell(x2,y), value);
/*
** Do Vertical action to left and right lower corners.
*/
y = y2 - lp;
Cursor_Cell(XY_Cell(x1,y), value);
Cursor_Cell(XY_Cell(x2,y), value);
}
}
/***********************************************************************************************
* RadarClass::Cell_XY_To_Radar_Pixel-- Adjust the position of the radar map cursor. *
* *
* This routine will adjust the location (and visibility) of the radar *
* map cursor. It handles all restoration, drawing, and flashing. *
* *
* INPUT: pos - Cell position for the cursor. If the value is -1 then *
* the cursor will be hidden. If the value is equal to *
* the last value passed in then cursor flashing will *
* be maintained. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1991 JLB : Created. *
* 11/17/1995 PWG : Created. *
*=============================================================================================*/
void RadarClass::Cell_XY_To_Radar_Pixel(int cellx, int celly, int &x, int &y)
{
x = (cellx - RadarX) * ZoomFactor;
y = (celly - RadarY) * ZoomFactor;
}
/***********************************************************************************************
* RadarClass::Radar_Cursor -- Adjust the position of the radar map cursor. *
* *
* This routine will adjust the location (and visibility) of the radar *
* map cursor. It handles all restoration, drawing, and flashing. *
* *
* INPUT: pos - Cell position for the cursor. If the value is -1 then *
* the cursor will be hidden. If the value is equal to *
* the last value passed in then cursor flashing will *
* be maintained. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1991 JLB : Created. *
* 11/17/1995 PWG : Created. *
*=============================================================================================*/
//#pragma argsused
void RadarClass::Radar_Cursor(int forced)
{
static int _last_pos = -1;
static int _last_frame = -1;
GraphicViewPortClass *oldpage;
int x1, y1, x2, y2;
/*
** figure out these function calls as we will need to call them multiple times.
*/
int tac_cell = Coord_Cell(TacticalCoord);
int tac_cell_x = Cell_X(tac_cell);
int tac_cell_y = Cell_Y(tac_cell);
int barlen = 6;
/*
** If the current tactical cell is invalid or we haven't moved and we are not forced to redraw then
** just skip the redraw process.
*/
if (tac_cell != -1 && _last_pos == tac_cell && _last_frame == SpecialRadarFrame && !forced) return;
if ( _last_pos != -1 ) {
/*
** The first thing we need to do is take care of erasing the last radar cell position. We do this
** by converting to pixel coordinates, then adjusting for the pixel coords for the current frame and
** finally taking care of calling the erase procedure which will convert the pixel coordinates back
** to the cells that need to be redraw.
**/
int last_cell_x = Cell_X(_last_pos);
int last_cell_y = Cell_Y(_last_pos);
Cell_XY_To_Radar_Pixel(last_cell_x, last_cell_y, x1, y1);
Cell_XY_To_Radar_Pixel(last_cell_x + Lepton_To_Cell(TacLeptonWidth), last_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
x2--;
y2--;
/*
** Adjust the current coordinates based on the last animation frame.
*/
x1-= _last_frame;
y1-= _last_frame;
x2+= _last_frame;
y2+= _last_frame;
/*
** Finally mark the map (actually remove the marks that indicate the radar cursor was there
*/
Mark_Radar(x1, y1, x2, y2, FALSE, barlen);
}
/*
** find the upper left and lower right corners of the radar cursor. Remember to adjust x2 and y2 back
** by one pixel as they will not be pointing to the right value otherwise. They point one cell ahead
** of where they should.
*/
Cell_XY_To_Radar_Pixel(tac_cell_x, tac_cell_y, x1, y1);
Cell_XY_To_Radar_Pixel(tac_cell_x + Lepton_To_Cell(TacLeptonWidth), tac_cell_y + Lepton_To_Cell(TacLeptonHeight), x2, y2);
x2--;
y2--;
/*
** Adjust the coordinates based on the current frame of radar animation.
*/
x1-= SpecialRadarFrame;
y1-= SpecialRadarFrame;
x2+= SpecialRadarFrame;
y2+= SpecialRadarFrame;
Mark_Radar(x1, y1, x2, y2, TRUE, barlen);
/*
** setup a graphic view port class so we can write all the pixels relative
** to 0,0 rather than relative to full screen coordinates.
*/
oldpage = Set_Logic_Page(HidPage);
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
RadX + RadOffX + BaseX + LogicPage->Get_XPos(),
RadY + RadOffY + BaseY + LogicPage->Get_YPos(),
RadarWidth,
RadarHeight);
draw_window.Draw_Line(x1, y1, x1 + barlen, y1, LTGREEN);
draw_window.Draw_Line(x1, y1, x1, y1 + barlen, LTGREEN);
// Draw upper right hand corner
draw_window.Draw_Line(x2 - barlen, y1, x2, y1, LTGREEN);
draw_window.Draw_Line(x2, y1, x2, y1 + barlen, LTGREEN);
// Draw lower left hand corner
draw_window.Draw_Line(x1, y2 - barlen, x1, y2, LTGREEN);
draw_window.Draw_Line(x1, y2, x1 + barlen, y2, LTGREEN);
// Draw lower right hand corner
draw_window.Draw_Line(x2, y2 - barlen, x2, y2, LTGREEN);
draw_window.Draw_Line(x2 - barlen, y2, x2, y2, LTGREEN);
#if(0)
draw_window.Draw_Rect(x1, y1, x2, y2, WHITE);
#endif
#if(FALSE)
if (oldpage == &SeenBuff) {
Hide_Mouse();
HidPage.Blit( SeenBuff,
(int)(RadX + RadOffX + BaseX),
(int)(RadY + RadOffY + BaseY),
(int)(RadX + RadOffX + BaseX),
(int)(RadY + RadOffY + BaseY),
(int)draw_window.Get_Width(),
(int)draw_window.Get_Height(),
(BOOL)FALSE);
Show_Mouse();
}
#endif
Set_Logic_Page(oldpage);
_last_pos = tac_cell;
_last_frame = SpecialRadarFrame;
RadarCursorRedraw = FALSE;
}
/***************************************************************************
* RadarClass::Radar_Anim -- Renders current frame of radar animation *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/19/1995 PWG : Created. *
*=========================================================================*/
void RadarClass::Radar_Anim(void)
{
/*
** Do nothing if we're in player-name mode
*/
if (IsPlayerNames)
return;
if (!Map.IsSidebarActive) return;
GraphicViewPortClass *oldpage= Set_Logic_Page(HidPage);
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
RadX + RadOffX + LogicPage->Get_XPos(),
RadY + RadOffY + LogicPage->Get_YPos(),
RadIWidth,
RadIHeight);
Draw_Box(RadX+RadOffX-1, RadY+RadOffY-1, RadIWidth+2, RadIHeight+2, BOXSTYLE_RAISED, true);
draw_window.Clear();
CC_Draw_Shape(RadarAnim, RadarAnimFrame, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
Flag_To_Redraw(false);
Set_Logic_Page(oldpage);
}
/***********************************************************************************************
* RadarClass::AI -- Processes radar input (non-tactical). *
* *
* This routine intercepts any player input that concerns the radar map, but not those *
* areas that represent the tactical map. These are handled by the tactical map AI *
* processor. Primarily, this routine handles the little buttons that border the radar *
* map. *
* *
* INPUT: input -- The player input code. *
* *
* x,y -- Mouse coordinate parameters to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
* 12/26/1994 JLB : Moves tactical map with click or drag. *
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
*=============================================================================================*/
void RadarClass::AI(KeyNumType & input, int x, int y)
{
/*
** Check to see if we need to animate the radar cursor
*/
if (IsRadarActive && Map.IsSidebarActive && SpecialRadarFrame) {
SpecialRadarFrame--;
RadarCursorRedraw = TRUE;
IsToRedraw = TRUE;
Flag_To_Redraw(FALSE);
}
/*
** Check goes here to see if there is enough power to run the radar
*/
if (IsRadarActivating) {
if (!DoesRadarExist) {
RadarAnimFrame++;
if (RadarAnimFrame < RADAR_ACTIVATED_FRAME) {
IsToRedraw = true;
Flag_To_Redraw(false);
} else {
DoesRadarExist = true;
Radar_Activate(3);
}
} else {
RadarAnimFrame--;
if (RadarAnimFrame > RADAR_ACTIVATED_FRAME) {
IsToRedraw = true;
Flag_To_Redraw(false);
} else {
Radar_Activate(3);
}
}
}
if (IsRadarDeactivating) {
RadarAnimFrame++;
if (RadarAnimFrame == MAX_RADAR_FRAMES) {
IsRadarDeactivating = false;
} else {
IsToRedraw = true;
Flag_To_Redraw(false);
}
}
DisplayClass::AI(input, x, y);
}
/***********************************************************************************************
* RadarClass::TacticalClass::Action -- I/O function for the radar map. *
* *
* This is the main action function for handling player I/O on the radar map. It processes *
* mouse clicks as well as mouse moves. *
* *
* INPUT: flags -- The event flags that trigger this function call. *
* *
* key -- Reference the keyboard event that applies to the trigger event. *
* *
* OUTPUT: Should further processing of the input list be aborted? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
int RadarClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
{
CELL cell; // cell num click happened over
int x,y; // Sub cell pixel coordinates.
int cellx,celly; // Sub cell pixel coordinates.
bool shadow; // is the cell in shadow or not
ObjectClass *object = 0; // what object is in the cell
ActionType action = ACTION_NONE; // Action possible with currently selected object.
/*
** Force any help label to disappear when the mouse is held over the
** radar map.
*/
if (Map.IsSidebarActive) {
Map.Help_Text(TXT_NONE);
}
if (!Map.IsRadarActive) {
if (Map.IsSidebarActive) {
Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
}
return(false);
}
/*
** Disable processing if the player names are up
*/
if (Map.Is_Player_Names()) {
GadgetClass::Action(0, key);
return(true);
}
/*
** Set some working variables that depend on the mouse position. For the press
** or release event, special mouse queuing storage variables are used. Other
** events must use the current mouse position globals.
*/
if (flags & (LEFTPRESS|LEFTRELEASE|RIGHTPRESS|RIGHTRELEASE)) {
x = _Kbd->MouseQX;
y = _Kbd->MouseQY;
} else {
x = Get_Mouse_X();
y = Get_Mouse_Y();
}
int result = Map.RadarClass::Click_In_Radar(x, y, false);
if (result == 1) {
cell = Map.RadarClass::Click_Cell_Calc(x, y);
if (cell != -1) {
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
shadow = (!Map[cell].Is_Visible(PlayerPtr) && !Debug_Unshroud);
cellx = 12;
celly = 12;
/*
** Determine the object that the mouse is currently over.
*/
if (!shadow) {
object = Map.Cell_Object(cell, cellx, celly);
}
/*
** If there is a currently selected object, then the action to perform if
** the left mouse button were clicked must be determined.
*/
if (CurrentObject.Count()) {
if (object) {
action = CurrentObject[0]->What_Action(object);
} else {
action = CurrentObject[0]->What_Action(cell);
}
/*
** If this is not a valid radar map action then we are not going to do
** anything.
*/
switch (action) {
case ACTION_MOVE:
case ACTION_NOMOVE:
case ACTION_ATTACK:
case ACTION_ENTER:
case ACTION_CAPTURE:
case ACTION_SABOTAGE:
break;
default:
action = ACTION_NONE;
object = NULL;
break;
}
/*
** On the radar map the only reason we would want the normal cursor to
** appear is if we were over one of our own selected units. Otherwise
** we can't move there.
**/
if (action == ACTION_NONE) {
if (object && object->Is_Selected_By_Player()) {
object = NULL;
} else {
action = ACTION_NOMOVE;
}
}
/*
** A right mouse button press toggles the zoom mode.
*/
if (flags & RIGHTPRESS) {
Map.Mouse_Right_Press();
}
/*
** When the mouse buttons aren't pressed, only the mouse cursor shape is processed.
** The shape changes depending on what object the mouse is currently over and what
** object is currently selected.
*/
if (flags & LEFTUP) {
Map.Mouse_Left_Up(shadow, object, action, true);
}
/*
** Normal actions occur when the mouse button is released. The press event is
** intercepted and possible rubber-band mode is flagged.
*/
if (flags & LEFTPRESS) {
Map.Mouse_Left_Release(cell, cellx, celly, object, action, true);
}
} else {
Map.Set_Default_Mouse(MOUSE_RADAR_CURSOR, !Map.IsZoomed);
if (flags & LEFTPRESS) {
cell = Map.RadarClass::Click_Cell_Calc(x, y);
if (cell != -1) {
int cellx = Cell_X(cell);
int celly = Cell_Y(cell);
cellx -= Lepton_To_Cell(Map.TacLeptonWidth) / 2;
cellx = MAX(cellx, Map.MapCellX);
celly -= Lepton_To_Cell(Map.TacLeptonHeight) / 2;
celly = MAX(celly, Map.MapCellY);
cell = XY_Cell(cellx, celly);
shadow = (!Map[cell].Is_Visible(PlayerPtr) && !Debug_Unshroud);
Map.Set_Tactical_Position(Cell_Coord(cell));
cell = Coord_Cell(Map.DesiredTacticalCoord);
Map.DisplayClass::IsToRedraw = true;
//Map.Flag_To_Redraw(false);
Map.Flag_To_Redraw(true);
Map.SpecialRadarFrame = 4;
}
}
/*
** A right mouse button press toggles the zoom mode.
*/
if (flags & RIGHTPRESS) {
Map.Zoom_Mode(cell);
}
}
}
}
if (result == -1) {
Map.Override_Mouse_Shape(MOUSE_NORMAL, true);
}
GadgetClass::Action(0, key);
return(true);
}
/***********************************************************************************************
* RadarClass::Refresh_Cells -- Intercepts refresh request and updates radar if needed *
* *
* This routine intercepts the refresh cells request and if it detects that the sidebar *
* should be rerendered, it flags the radar map to redraw during the next draw operation. *
* *
* INPUT: cell -- The origin cell that the refresh cell offset list is based upon. *
* *
* list -- Pointer to the list of offsets from the origin cell that specifies the *
* cells to be flagged for redraw. If the list starts with the special *
* code to refresh the sidebar, then this routine recognizes it and flags *
* the radar map to be redrawn accordingly. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Refresh_Cells(CELL cell, short const *list)
{
if (*list == REFRESH_SIDEBAR) {
IsToRedraw = true;
Flag_To_Redraw(false);
}
DisplayClass::Refresh_Cells(cell, list);
}
/***********************************************************************************************
* RadarClass::Set_Radar_Position -- Sets the radar position to center around specified cell. *
* *
* This routine will try to center the radar map around the cell position specified. *
* *
* INPUT: cell -- The cell to try and position the radar map around. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Radar_Position(CELL cell)
{
int oldx, oldy;
int newx, newy;
int newcell;
if (ZoomFactor != 1) {
#if(FALSE)
oldx = (Cell_X(cell) - MapCellX) - (RadarCellWidth / 2);
oldy = (Cell_Y(cell) - MapCellY) - (RadarCellHeight / 2);
#else
oldx = (Cell_X(cell) - MapCellX);
oldy = (Cell_Y(cell) - MapCellY);
#endif
} else {
oldx = 0;
oldy = 0;
}
Confine_Rect(&oldx, &oldy, RadarCellWidth, RadarCellHeight, MapCellWidth, MapCellHeight);
newx = oldx + MapCellX;
newy = oldy + MapCellY;
newcell = XY_Cell(newx, newy);
if (RadarCell != newcell) {
int forced = FALSE;
int xmod = newx;
int ymod = newy;
int radx = (Cell_X(RadarCell)) - xmod;
int rady = (Cell_Y(RadarCell)) - ymod;
RadarX = newx;
RadarY = newy;
RadarCell = newcell;
if (Map.IsSidebarActive&& Map.IsRadarActive) {
int radw = RadarCellWidth-ABS(radx); // Replicable width.
int radh = RadarCellHeight-ABS(rady); // Replicable height.
if (radw < 1) forced = true;
if (radh < 1) forced = true;
if (!forced && (radw != RadarWidth || radh != RadarHeight)) {
/*
** Blit the section that is actually overlapping.
*/
if (OverlappedVideoBlits || !HidPage.Get_IsDirectDraw()){
HidPage.Blit(HidPage,
(((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
(((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
(((radx < 0) ? 0 : radx) * ZoomFactor) + RadX+ RadOffX + BaseX,
(((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
radw * ZoomFactor,
radh * ZoomFactor);
}else{
/*
** System does not support overlapped blitting of video surfaces.
** Blit it in 2 stages using an intermediate buffer.
*/
GraphicBufferClass temp_surface;
temp_surface.Init((RadarWidth + 16) & 0xfffffff0,
(RadarHeight + 16) & 0xfffffff0,
NULL, 0, (GBC_Enum) GBC_VIDEOMEM);
HidPage.Blit(temp_surface, (((radx < 0) ? -radx : 0) * ZoomFactor) + RadX + RadOffX + BaseX,
(((rady < 0) ? -rady : 0) * ZoomFactor) + RadY + RadOffY + BaseY,
0,
0,
RadarWidth,
RadarHeight);
temp_surface.Blit (HidPage,0,
0,
(((radx < 0) ? 0 : radx) * ZoomFactor) + RadX + RadOffX + BaseX,
(((rady < 0) ? 0 : rady) * ZoomFactor) + RadY + RadOffY + BaseY,
radw * ZoomFactor,
radh * ZoomFactor);
}
/*
** Now we need to flag the section of the map that is going to redraw.
*/
if ( radx != 0 ) {
int min;
int max;
if ( radx < 0 ) { // this mean regen the right edge
min = radw;
max = radw+ABS(radx);
} else { // this mean regen the left edge
min = 0;
max = radx;
}
for (int x = min; x < max; x++ ) {
for (unsigned int y = 0; y < RadarCellHeight; y++ ) {
Radar_Pixel(XY_Cell(newx + x, newy + y));
}
}
}
if ( newy != 0 ) {
int min;
int max;
if ( rady < 0 ) { // this mean regen the bottom edge
min = radh;
max = radh+ABS(rady);
} else { // this mean regen the top edge
min = 0;
max = rady;
}
for (int y = min; y < max; y++ ) {
for ( unsigned int x = 0; x < RadarCellWidth; x++ ) {
Radar_Pixel(XY_Cell(newx + x, newy + y));
}
}
}
}
}
RadarCursorRedraw = IsRadarActive;
IsToRedraw = IsRadarActive;
Flag_To_Redraw(false);
if (ZoomFactor > 4) {
FullRedraw = forced;
}
} else {
RadarCursorRedraw = IsRadarActive;
IsToRedraw = IsRadarActive;
Flag_To_Redraw(false);
}
}
/***********************************************************************************************
* RadarClass::Radar_Position -- Returns with the current position of the radar map. *
* *
* This returns the cell number of the upper left corner of the radar map. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the radar map upper left corner cell position. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
CELL RadarClass::Radar_Position(void)
{
return(RadarCell);
}
/***********************************************************************************************
* RadarClass::Set_Map_Dimensions -- Sets the tactical map dimensions. *
* *
* This routine is called when the tactical map changes its dimensions. This occurs when *
* the tactical map moves and when the sidebar pops on or off. *
* *
* INPUT: x,y -- The cell coordinate of the upper left corner of the tactical map. *
* *
* w,y -- The cell width and height of the tactical map. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Map_Dimensions(int x, int y, int w, int h)
{
Set_Radar_Position(XY_Cell(x, y));
DisplayClass::Set_Map_Dimensions(x, y, w, h);
}
/***********************************************************************************************
* RadarClass::Set_Tactical_Position -- Sets the map's tactical position and adjusts radar to *
* *
* This routine is called when the tactical map is to change position. The radar map might *
* be adjusted as well by this routine. *
* *
* INPUT: coord -- The new coordinate to use for the upper left corner of the tactical *
* map. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/17/1995 JLB : Created. *
*=============================================================================================*/
void RadarClass::Set_Tactical_Position(COORDINATE coord)
{
DisplayClass::Set_Tactical_Position(coord);
Set_Radar_Position(Coord_Cell(DesiredTacticalCoord));
}
/***********************************************************************************************
* RadarClass::Cell_On_Radar -- Determines if a cell is currently visible on radar. *
* *
* This routine will examine the specified cell number and return whether it is visible *
* on the radar map. This depends on the radar map position. *
* *
* INPUT: cell -- The cell number to check. *
* *
* OUTPUT: Is the specified cell visible on the radar map currently? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/03/1995 JLB : Created. *
*=============================================================================================*/
bool RadarClass::Cell_On_Radar(CELL cell)
{
if ((unsigned)cell > MAP_CELL_TOTAL)
return(false);
int x = Cell_X(cell) - RadarX;
int y = Cell_Y(cell) - RadarY;
return (!((unsigned)x >= RadarCellWidth || (unsigned)y >= RadarCellHeight));
// if (!IsZoomed) {
// return(true);
// }
// return(!(((Cell_X(cell) - RadarX) > RadarCellWidth) || ((Cell_Y(cell) - RadarY) > RadarCellHeight)));
}
/***********************************************************************************************
* RadarClass::Player_Names -- toggles the Player-Names mode of the radar map *
* *
* INPUT: *
* on true = turn on; false = turn off *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/07/1995 BRR : Created. *
*=============================================================================================*/
void RadarClass::Player_Names(bool on)
{
IsPlayerNames = on;
IsToRedraw = true;
if (on) {
Flag_To_Redraw(true);
// Flag_To_Redraw(false);
} else {
Flag_To_Redraw(true); // force drawing of the plate
}
}
/***********************************************************************************************
* Draw_Names -- draws players' names on the radar map *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/07/1995 BRR : Created. *
*=============================================================================================*/
void RadarClass::Draw_Names(void)
{
int c_idx;
HousesType house;
HouseClass *ptr;
int y;
char txt[40];
unsigned char id;
int i;
HousesType h;
int kills;
int color;
TextPrintType style;
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
/*
** Do nothing if the sidebar isn't there
*/
if (!Map.IsSidebarActive) {
return;
}
CC_Draw_Shape(RadarAnim, RADAR_ACTIVATED_FRAME, RadX, RadY+1, WINDOW_MAIN, SHAPE_NORMAL);
LogicPage->Fill_Rect( RadX + RadOffX,
RadY + RadOffY,
RadX + RadOffX + RadIWidth - 1,
RadY + RadOffY + RadIHeight - 1,
BLACK);
y = RadY + RadOffY;
Fancy_Text_Print (TXT_NAME_COLON, RadX + RadOffX, y, LTGREY, TBLACK,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW);
Fancy_Text_Print (TXT_KILLS_COLON, RadX + RadOffX + RadIWidth - 2, y,
LTGREY, TBLACK, TPF_RIGHT | TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL);
y += 6*factor+1;
LogicPage->Draw_Line(RadX + RadOffX, y,
RadX + RadOffX + RadIWidth - 1, y, LTGREY);
y += 2*factor;
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MPlayerMax); house++) {
ptr = HouseClass::As_Pointer(house);
if (!ptr)
continue;
/*
** Decode this house's color
*/
c_idx = ptr->RemapColor;
if (ptr->IsDefeated) {
color = GREY;
style = TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL;
} else {
color = MPlayerTColors[c_idx];
style = TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW;
}
/*
** Initialize our message
*/
txt[0] = 0;
/*
** If the house is non-human, generate the message
*/
if (!ptr->IsHuman) {
sprintf(txt,"%s", Text_String(TXT_COMPUTER));
} else {
/*
** For a human house:
** - Compute the multiplayer ID for this house
** - find the name for this player
*/
id = Build_MPlayerID (c_idx,ptr->ActLike);
for (i = 0; i < MPlayerCount; i++) {
if (id == MPlayerID[i]) {
sprintf(txt,"%s",MPlayerNames[i]);
break;
}
}
}
/*
** Print the player name, and the # of kills
*/
if (strlen(txt)) {
if (strlen(txt) > 9) {
txt[9] = '.';
txt[10] = '\0';
}
Fancy_Text_Print (txt, RadX + RadOffX, y, color, BLACK, style);
kills = 0;
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
kills += ptr->UnitsKilled[h];
kills += ptr->BuildingsKilled[h];
}
sprintf(txt, "%2d", kills);
Fancy_Text_Print (txt, RadX + RadOffX + RadIWidth - 2, y,
color, BLACK, style | TPF_RIGHT);
y += 6*factor+1;
}
}
}