CnC_Remastered_Collection/REDALERT/DISPLAY.H

337 lines
13 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/DISPLAY.H 1 3/03/97 10:24a 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 : DISPLAY.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 1, 1994 *
* *
* Last Update : May 1, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DISPLAY_H
#define DISPLAY_H
#include "map.h"
#include "layer.h"
#define ICON_PIXEL_W 24
#define ICON_PIXEL_H 24
#define ICON_LEPTON_W 256
#define ICON_LEPTON_H 256
#define CELL_PIXEL_W ICON_PIXEL_W
#define CELL_PIXEL_H ICON_PIXEL_H
#define CELL_LEPTON_W ICON_LEPTON_W
#define CELL_LEPTON_H ICON_LEPTON_H
// -----------------------------------------------------------
#define PIXEL_LEPTON_W (ICON_LEPTON_W/ICON_PIXEL_W)
#define PIXEL_LEPTON_H (ICON_LEPTON_H/ICON_PIXEL_H)
#define SIDE_BAR_TAC_WIDTH 10
#define SIDE_BAR_TAC_HEIGHT 8
extern COORDINATE Coord_Add(COORDINATE coord1, COORDINATE coord2);
class DisplayClass: public MapClass
{
public:
friend class DLLExportClass; // ST - 5/13/2019
/*
** The tactical map display position is indicated by the cell of the
** upper left hand corner. These should not be altered directly. Use
** the Set_Tactical_Position function instead.
*/
COORDINATE TacticalCoord;
/*
** The dimensions (in cells) of the visible window onto the game map. This tactical
** map is how the player interacts and views the game world.
*/
LEPTON TacLeptonWidth;
LEPTON TacLeptonHeight;
/*
** These layer control elements are used to group the displayable objects
** so that proper overlap can be obtained.
*/
static LayerClass Layer[LAYER_COUNT];
/*
** This records the position and shape of a placement cursor to display
** over the map. This cursor is used when placing buildings and also used
** extensively by the scenario editor.
*/
CELL ZoneCell;
short ZoneOffset;
short const *CursorSize;
short CursorShapeSave[256]; // For save/load
bool ProximityCheck; // Is proximity check ok?
/*
** This holds the building type that is about to be placed upon the map.
** It is only valid during the building placement state. The PendingLegal
** flag is updated as the cursor moves and it reflects the legality of
** placing the building at the desired location.
*/
ObjectClass * PendingObjectPtr;
ObjectTypeClass const * PendingObject;
HousesType PendingHouse;
static unsigned char FadingBrighten[256];
static unsigned char FadingShade[256];
static unsigned char FadingWayDark[256];
static unsigned char FadingLight[256];
static unsigned char FadingGreen[256];
static unsigned char FadingYellow[256];
static unsigned char FadingRed[256];
static unsigned char TranslucentTable[(MAGIC_COL_COUNT+1)*256];
static unsigned char WhiteTranslucentTable[(1+1)*256];
static unsigned char MouseTranslucentTable[(4+1)*256];
static void const *TransIconset;
static unsigned char UnitShadow[(USHADOW_COL_COUNT+1)*256];
static unsigned char UnitShadowAir[(USHADOW_COL_COUNT+1)*256];
static unsigned char SpecialGhost[2*256];
//-------------------------------------------------------------------------
DisplayClass(void);
DisplayClass(NoInitClass const & x) : MapClass(x) {};
virtual void Read_INI(CCINIClass & ini);
void Write_INI(CCINIClass & ini);
/*
** Initialization
*/
virtual void One_Time(void); // One-time inits
virtual void Init_Clear(void); // Clears all to known state
virtual void Init_IO(void); // Inits button list
virtual void Init_Theater(TheaterType theater); // Theater-specific inits
/*
** General display/map/interface support functionality.
*/
virtual void AI(KeyNumType &input, int x, int y);
virtual void Draw_It(bool complete=false);
/*
** Added functionality.
*/
void All_To_Look(HouseClass *house, bool units_only=false); // Added house parameter so it can work for multiple players. ST - 8/6/2019 2:30PM
void Constrained_Look(COORDINATE coord, LEPTON distance, HouseClass *house); // Added house parameter for client/server multiplayer. ST - 8/12/2019 3:25PM
void Shroud_Cell(CELL cell, HouseClass *house);
void Encroach_Shadow(HouseClass *house);
COORDINATE Center_Map(COORDINATE center=0L);
virtual bool Map_Cell(CELL cell, HouseClass *house, bool check_radar_spied = true, bool and_for_allies = true); // Added check_radar_spied parameter to prevent recursion. ST - 8/6/2019 10:16AM. Added and_for_allies ST - 10/31/2019 1:18PM
virtual CELL Click_Cell_Calc(int x, int y) const;
virtual void Help_Text(int , int =-1, int =-1, int =YELLOW, bool =false) {};
virtual MouseType Get_Mouse_Shape(void) const = 0;
virtual bool Scroll_Map(DirType facing, int & distance, bool really);
virtual void Refresh_Cells(CELL cell, short const *list);
virtual void Set_View_Dimensions(int x, int y, int width=-1, int height=-1);
/*
** Pending object placement control.
*/
virtual void Put_Place_Back(TechnoClass * ) {}; // Affects 'pending' system.
void Cursor_Mark(CELL pos, bool on);
void Set_Cursor_Shape(short const * list);
CELL Set_Cursor_Pos(CELL pos = -1);
void Get_Occupy_Dimensions(int & w, int & h, short const *list) const;
/*
** Tactical map only functionality.
*/
virtual void Set_Tactical_Position(COORDINATE coord);
void Refresh_Band(void);
void Select_These(COORDINATE coord1, COORDINATE coord2, bool additive = false);
COORDINATE Pixel_To_Coord(int x, int y) const;
bool Coord_To_Pixel(COORDINATE coord, int & x, int & y) const;
bool Push_Onto_TacMap(COORDINATE &source, COORDINATE &dest);
void Remove(ObjectClass const * object, LayerType layer);
void Submit(ObjectClass const * object, LayerType layer);
CELL Calculated_Cell(SourceType dir, WAYPOINT waypoint=-1, CELL cell=-1, SpeedType loco=SPEED_FOOT, bool zonecheck=true, MZoneType mzone=MZONE_NORMAL) const;
bool In_View(register CELL cell) const;
bool Passes_Proximity_Check(ObjectTypeClass const * object, HousesType house, short const * list, CELL trycell) const;
ObjectClass * Cell_Object(CELL cell, int x=0, int y=0) const;
ObjectClass * Next_Object(ObjectClass * object) const;
ObjectClass * Prev_Object(ObjectClass * object) const;
int Cell_Shadow(CELL cell, HouseClass *house) const;
short const * Text_Overlap_List(char const * text, int x, int y) const;
bool Is_Spot_Free(COORDINATE coord) const;
COORDINATE Closest_Free_Spot(COORDINATE coord, bool any=false) const;
void Sell_Mode_Control(int control);
void Repair_Mode_Control(int control);
virtual void Flag_Cell(CELL cell);
bool Is_Cell_Flagged(CELL cell) const {return CellRedraw.Is_True(cell);};
/*
** Computes starting position based on player's units' Coords.
*/
void Compute_Start_Pos(long& x, long& y);
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
protected:
virtual void Mouse_Right_Press(void);
virtual void Mouse_Left_Press(int x, int y);
virtual void Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, ActionType action, bool wsmall = false);
virtual void Mouse_Left_Held(int x, int y);
virtual void Mouse_Left_Release(CELL cell, int x, int y, ObjectClass * object, ActionType action, bool wsmall = false);
public:
/*
** This is the pixel offset for the upper left corner of the tactical map.
*/
int TacPixelX;
int TacPixelY;
/*
** This is the coordinate that the tactical map should be in at next available opportunity.
*/
COORDINATE DesiredTacticalCoord;
/*
** If something in the tactical map is to be redrawn, this flag is set to true.
*/
unsigned IsToRedraw:1;
/*
** If the player is currently wielding a wrench (to select buildings for repair),
** then this flag is true. In such a state, normal movement and combat orders
** are preempted.
*/
unsigned IsRepairMode:1;
/*
** If the player is currently in "sell back" mode, then this flag will be
** true. While in this mode, anything clicked on will be sold back to the
** "factory".
*/
unsigned IsSellMode:1;
/*
** If the player is currently in ion cannon targeting mode, then this
** flag will be true. While in this mode, anything clicked on will be
** be destroyed by the ION cannon.
*/
SpecialWeaponType IsTargettingMode;
protected:
/*
** If it is currently in rubber band mode (multi unit selection), then this
** flag will be true. While in such a mode, normal input is preempted while
** the extended selection is in progress.
*/
unsigned IsRubberBand:1;
/*
** The moment the mouse is held down, this flag gets set. If the mouse is dragged
** a sufficient distance while held down, then true rubber band mode selection
** can begin. Using a minimum distance prevents accidental rubber band selection
** mode from being initiated.
*/
unsigned IsTentative:1;
/*
** This gadget class is used for capturing input to the tactical map. All mouse input
** will be routed through this gadget.
*/
class TacticalClass : public GadgetClass {
public:
TacticalClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
int Selection_At_Mouse(unsigned flags, KeyNumType & key);
int Command_Object(unsigned flags, KeyNumType & key);
protected:
virtual int Action(unsigned flags, KeyNumType & key);
};
friend class TacticalClass;
/*
** This is the "button" that tracks all input to the tactical map.
** It must be available to derived classes, for Save/Load purposes.
*/
public: //ST - 1/21/2019 11:59AM
static TacticalClass TacButton;
private:
/*
** This is a utility flag that is set during the icon draw process only if there
** was at least one shadow icon detected that should be redrawn. When the shadow
** drawing logic is to take place, but this flag is false, then the shadow drawing
** will be skipped since it would perform no function.
*/
unsigned IsShadowPresent:1;
/*
** Rubber band mode consists of stretching a box from the anchor point (specified
** here) to the current cursor position.
*/
int BandX,BandY;
int NewX,NewY;
static void const *ShadowShapes;
static unsigned char ShadowTrans[(SHADOW_COL_COUNT+1)*256];
void Redraw_Icons(void);
void Redraw_OIcons(void);
void Redraw_Shadow(void);
/*
** This bit array is used to flag cells to be redrawn. If the icon needs to
** be redrawn for a cell, then the corresponding flag will be true.
*/
static BooleanVectorClass CellRedraw;
bool Good_Reinforcement_Cell(CELL outcell, CELL incell, SpeedType loco, int zone, MZoneType mzone) const;
//
// We need a way to bypass visible view checks when we are running in the context of GlyphX without using the
// internal C&C renderer. We shouldn't know or care what the user is actually looking at
// ST - 4/17/2019 9:01AM
//
static bool IgnoreViewConstraints;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[1024];
};
#endif