460 lines
22 KiB
C++
460 lines
22 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\power.cpv 2.18 16 Oct 1995 16:52:10 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : POWER.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 12/15/94 *
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* *
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* Last Update : August 7, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* PowerClass::AI -- Process the power bar logic. *
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* PowerClass::Draw_It -- Renders the power bar graphic. *
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* PowerClass::Init_Clear -- Clears all the power bar variables. *
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* PowerClass::One_Time -- One time processing for the power bar. *
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* PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
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* PowerClass::PowerClass -- Default constructor for the power bar class. *
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* PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
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* Power_Height -- Given a value figure where it falls on bar *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/*
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** Points to the shape to use for the "desired" power level indicator.
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*/
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void const * PowerClass::PowerShape;
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void const * PowerClass::PowerBarShape;
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PowerClass::PowerButtonClass PowerClass::PowerButton;
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/***********************************************************************************************
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* PowerClass::PowerClass -- Default constructor for the power bar class. *
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* *
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* This is the default constructor for the power bar class. It doesn't really do anything. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/20/1994 JLB : Created. *
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*=============================================================================================*/
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PowerClass::PowerClass(void)
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{
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IsToRedraw = false;
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RecordedDrain = -1;
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RecordedPower = -1;
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DesiredDrainHeight = 0;
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DesiredPowerHeight = 0;
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DrainHeight = 0;
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PowerHeight = 0;
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PowerBounce = 0;
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DrainBounce = 0;
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DrainDir = 0;
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PowerDir = 0;
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}
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/***********************************************************************************************
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* PowerClass::Init_Clear -- Clears all the power bar variables. *
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* *
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* This routine is called in preparation for the start of a scenario. The power bar is *
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* initialized into the null state by this routine. As soon as the scenario starts, the *
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* power bar will rise to reflect the actual power output and drain. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/07/1995 JLB : Created. *
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*=============================================================================================*/
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void PowerClass::Init_Clear(void)
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{
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RadarClass::Init_Clear();
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RecordedDrain = -1;
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RecordedPower = -1;
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DesiredDrainHeight = 0;
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DesiredPowerHeight = 0;
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DrainHeight = 0;
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PowerHeight = 0;
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PowerBounce = 0;
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DrainBounce = 0;
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DrainDir = 0;
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PowerDir = 0;
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}
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/***********************************************************************************************
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* PowerClass::One_Time -- One time processing for the power bar. *
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* *
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* This routine is for code that truly only needs to be done once per game run. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/26/1994 JLB : Created. *
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*=============================================================================================*/
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void PowerClass::One_Time(void)
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{
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RadarClass::One_Time();
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int factor = Get_Resolution_Factor();
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PowX = SeenBuff.Get_Width() - Map.RadWidth;
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PowY = Map.RadY+Map.RadHeight + (13 << factor);
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PowWidth = 8 << factor;
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PowHeight = SeenBuff.Get_Height() - PowY;
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PowLineSpace = 5 << factor;
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PowLineWidth = PowWidth - 4;
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PowerButton.X = PowX;
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PowerButton.Y = PowY;
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PowerButton.Width = PowWidth-1;
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PowerButton.Height = PowHeight;
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PowerShape = MixFileClass::Retrieve((factor)? "HPOWER.SHP" :"POWER.SHP");
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PowerBarShape = Hires_Retrieve("PWRBAR.SHP");
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}
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/***********************************************************************************************
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* PowerClass::Draw_It -- Renders the power bar graphic. *
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* *
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* This routine will draw the power bar graphic to the LogicPage. *
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* *
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* INPUT: complete -- Should the power bar be redrawn even if it isn't specifically flagged *
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* to do so? *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/20/1994 JLB : Created. *
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* 12/27/1994 JLB : Changes power bar color depending on amount of power. *
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*=============================================================================================*/
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void PowerClass::Draw_It(bool complete)
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{
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static int _modtable[]={
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0, -1, 0, 1, 0, -1, -2, -1, 0, 1, 2, 1 ,0
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};
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int power_color;
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if (complete || IsToRedraw) {
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// PowX = TacPixelX + TacWidth*ICON_PIXEL_W; // X position of upper left corner of power bar.
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if (LogicPage->Lock()){
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if (Map.IsSidebarActive) {
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IsToRedraw = false;
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/*
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** 1st get the height of the filled section of the power bar
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*/
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int bottom = PowY + PowHeight - 1;
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int power_height = (PowerHeight == DesiredPowerHeight) ? PowerHeight + (_modtable[PowerBounce] * PowerDir) : PowerHeight;
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int drain_height = (DrainHeight == DesiredDrainHeight) ? DrainHeight + (_modtable[DrainBounce] * DrainDir) : DrainHeight;
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power_height = Bound(power_height, 0, PowHeight - 2);
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drain_height = Bound(drain_height, 0, PowHeight - 2);
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/*
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** Create a clip region to draw the unfilled section of the bar
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*/
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WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
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WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
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WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = SeenBuff.Get_Width();
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WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = bottom-power_height;
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/*
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** Draw the unfilled section
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*/
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CC_Draw_Shape(PowerBarShape, 0, PowX, PowY, WINDOW_CUSTOM, SHAPE_WIN_REL);
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CC_Draw_Shape(PowerBarShape, 1 ,PowX, PowY+100, WINDOW_CUSTOM, SHAPE_WIN_REL);
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/*
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** Set up the clip region for the filled section
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*/
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WindowList[WINDOW_CUSTOM][WINDOWY] = bottom-power_height;
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WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = SeenBuff.Get_Height() - WindowList[WINDOW_CUSTOM][WINDOWY];
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/*
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** What color is the filled section?
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*/
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if (power_height) {
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power_color = 0; //green
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if (PlayerPtr->Drain > PlayerPtr->Power) {
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power_color = 2;
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}
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if (PlayerPtr->Drain > (PlayerPtr->Power * 2)) {
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power_color = 4;
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}
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/*
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** Draw the filled section
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*/
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CC_Draw_Shape(PowerBarShape, 2+power_color,
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PowX,
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PowY - WindowList[WINDOW_CUSTOM][WINDOWY],
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WINDOW_CUSTOM,
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SHAPE_WIN_REL);
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CC_Draw_Shape(PowerBarShape, 3+power_color,
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PowX,
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PowY - WindowList[WINDOW_CUSTOM][WINDOWY] + 100,
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WINDOW_CUSTOM,
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SHAPE_WIN_REL);
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}
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/*
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** Draw the power drain threshold marker.
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*/
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CC_Draw_Shape(PowerShape, 0, PowX, bottom - drain_height + 1, WINDOW_MAIN, SHAPE_NORMAL);
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}
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LogicPage->Unlock();
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}
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}
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RadarClass::Draw_It(complete);
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}
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/***********************************************************************************************
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* PowerClass::AI -- Process the power bar logic. *
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* *
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* Use this routine to process the power bar logic. This consists of animation effects. *
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* *
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* INPUT: input -- The player input value to be consumed or ignored as appropriate. *
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* *
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* x,y -- Mouse coordinate parameters to use. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/20/1994 JLB : Created. *
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* 12/31/1994 JLB : Uses mouse coordinate parameters. *
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*=============================================================================================*/
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void PowerClass::AI(KeyNumType &input, int x, int y)
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{
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// if (!IsActive) {
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// IsActive = true;
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// IsToRedraw = true;
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// Flag_To_Redraw(false);
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// }
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if (Map.IsSidebarActive /*IsActive*/) {
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int olddrain = DrainHeight;
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int oldpower = PowerHeight;
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/*
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** If the recorded power value has changed we need to adjust for
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** it.
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*/
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if (PlayerPtr->Power != RecordedPower) {
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DesiredPowerHeight = Power_Height(PlayerPtr->Power);
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RecordedPower = PlayerPtr->Power;
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PowerBounce = 12;
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if (PowerHeight > DesiredPowerHeight) {
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PowerDir = -1;
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} else if (PowerHeight < DesiredPowerHeight) {
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PowerDir = 1;
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} else {
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PowerBounce = 0;
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}
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}
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/*
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** If the recorded drain value has changed we need to adjust for
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** it.
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*/
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if (PlayerPtr->Drain != RecordedDrain) {
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DesiredDrainHeight = Power_Height(PlayerPtr->Drain);
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RecordedDrain = PlayerPtr->Drain;
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DrainBounce = 12;
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if (DrainHeight > DesiredDrainHeight) {
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DrainDir = -1;
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} else if (DrainHeight < DesiredDrainHeight) {
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DrainDir = 1;
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} else {
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DrainBounce = 0;
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}
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}
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if (DrainBounce && DrainHeight == DesiredDrainHeight) {
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IsToRedraw = true;
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Flag_To_Redraw(false);
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DrainBounce--;
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} else {
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/*
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** If we need to move the drain height then do so.
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*/
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if (DrainHeight != DesiredDrainHeight) {
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DrainHeight += DrainDir;
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}
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}
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if (PowerBounce && PowerHeight == DesiredPowerHeight) {
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IsToRedraw = true;
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Flag_To_Redraw(false);
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PowerBounce--;
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} else {
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/*
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** If we need to move the power height then do so.
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*/
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if (PowerHeight != DesiredPowerHeight) {
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PowerHeight += PowerDir;
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}
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}
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if (olddrain != DrainHeight || oldpower != PowerHeight) {
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IsToRedraw = true;
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Flag_To_Redraw(false);
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}
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}
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RadarClass::AI(input, x, y);
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}
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/***********************************************************************************************
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* PowerClass::Refresh_Cells -- Intercepts the redraw logic to see if sidebar to redraw too. *
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* *
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* This routine will examine a refresh list request and determine if the sidebar would be *
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* affect. If so, it will flag the sidebar to be redrawn. *
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* *
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* INPUT: cell -- The cell that the offset list is base on. *
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* *
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* list -- The list of cell offset used to flag for redraw. If the special sidebar *
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* affecting cell magic offset number is detected, the sidebar is flagged *
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* for redraw and the magic offset is removed. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/01/1995 JLB : Created. *
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*=============================================================================================*/
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void PowerClass::Refresh_Cells(CELL cell, short const *list)
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{
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if (*list == REFRESH_SIDEBAR) {
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IsToRedraw = true;
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Flag_To_Redraw(false);
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}
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RadarClass::Refresh_Cells(cell, list);
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}
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/***************************************************************************
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* PowHeight -- Given a value figure where it falls on bar *
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* *
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* INPUT: int value - the value we are testing *
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* *
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* OUTPUT: int the height of the point that this value is on graph *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/14/1995 PWG : Created. *
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*=========================================================================*/
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int PowerClass::Power_Height(int value)
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{
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int num = value/ POWER_STEP_LEVEL; // figure out the initial num of DRAIN_VALUE's
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int retval = 0; // currently there is no power
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/*
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** Loop through the diffrent hundreds figuring out the fractional piece
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** of each.
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*/
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for (int lp = 0; lp < num; lp ++) {
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retval = retval + (((PowHeight - 2) - retval) / POWER_STEP_FACTOR);
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value -= POWER_STEP_LEVEL;
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}
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/*
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** Adjust the retval to factor in the remainder
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*/
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if (value) {
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retval = retval + (((((PowHeight - 2) - retval) / POWER_STEP_FACTOR) * value) / POWER_STEP_LEVEL);
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}
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retval = Bound(retval, 0, PowHeight -2);
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return(retval);
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}
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/***********************************************************************************************
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* PowerClass::PowerButtonClass::Action -- Handles the mouse over the power bar area. *
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* *
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* This routine handles input on the power bar area. Since no input is used for the power *
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* bar, this routine just pops up appropriate help text for the power bar. *
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* *
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* INPUT: flags -- The event flags that triggered this action call. *
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* *
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* key -- The key code (if any) associated with the trigger event. *
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* *
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* OUTPUT: Should further button processing be stopped? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/07/1995 JLB : Created. *
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*=============================================================================================*/
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int PowerClass::PowerButtonClass::Action(unsigned flags, KeyNumType & key)
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{
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if (!Map.IsSidebarActive) {
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return(false);
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}
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/*
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** Force any help label to disappear when the mouse is held over the
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** radar map.
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*/
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Map.Override_Mouse_Shape(MOUSE_NORMAL);
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if (PlayerPtr->Power_Fraction() < 0x0100 && PlayerPtr->Power > 0) {
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Map.Help_Text(TXT_POWER_OUTPUT_LOW, -1, -1, CC_GREEN);
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} else {
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Map.Help_Text(TXT_POWER_OUTPUT, -1, -1, CC_GREEN);
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}
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GadgetClass::Action(flags, key);
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return(true);
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}
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