2478 lines
111 KiB
C++
2478 lines
111 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: /counterstrike/SIDEBAR.CPP 2 3/17/97 1:05a Steve_tall $ */
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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 : SIDEBAR.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : October 20, 1994 *
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* *
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* Last Update : October 9, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* SidebarClass::AI -- Handles player clicking on sidebar area. *
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* SidebarClass::Abandon_Production -- Stops production of the object specified. *
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* SidebarClass::Activate -- Controls the sidebar activation. *
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* SidebarClass::Activate_Demolish -- Controls the demolish button on the sidebar. *
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* SidebarClass::Activate_Repair -- Controls the repair button on the sidebar. *
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* SidebarClass::Activate_Upgrade -- Controls the upgrade button on the sidebar. *
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* SidebarClass::Add -- Adds a game object to the sidebar list. *
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* SidebarClass::Draw_It -- Renders the sidebar display. *
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* SidebarClass::Factory_Link -- Links a factory to a sidebar strip. *
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* SidebarClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
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* SidebarClass::Init_IO -- Adds buttons to the button list *
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* SidebarClass::Init_Theater -- Performs theater-specific initialization *
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* SidebarClass::One_Time -- Handles the one time game initializations. *
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* SidebarClass::One_Time -- Handles the one time game initializations. *
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* SidebarClass::Recalc -- Examines the sidebar data and updates it as necessary. *
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* SidebarClass::Refresh_Cells -- Intercepts the refresh, looking for sidebar controls. *
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* SidebarClass::SBGadgetClass::Action -- Special function that controls the mouse over the s*
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* SidebarClass::Scroll -- Handles scrolling the sidebar object strip. *
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* SidebarClass::Set_Current -- Sets a specified object that controls the sidebar display. *
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* SidebarClass::SidebarClass -- Default constructor for the sidebar. *
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* SidebarClass::SidebarClass -- This is the no initialization constructor for the sidebar. *
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* SidebarClass::StripClass::AI -- Input and AI processing for the side strip. *
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* SidebarClass::StripClass::Abandon_Produ -- Abandons production associated with sidebar. *
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* SidebarClass::StripClass::Activate -- Adds the strip buttons to the input system. *
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* SidebarClass::StripClass::Add -- Add an object to the side strip. *
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* SidebarClass::StripClass::Deactivate -- Removes the side strip buttons from the input syst*
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* SidebarClass::StripClass::Draw_It -- Render the sidebar display. *
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* SidebarClass::StripClass::Factory_Link -- Links a factory to a sidebar button. *
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* SidebarClass::StripClass::Flag_To_Redra -- Flags the sidebar strip to be redrawn. *
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* SidebarClass::StripClass::Get_Special_Cameo -- Fetches the special event cameo shape. *
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* SidebarClass::StripClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
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* SidebarClass::StripClass::Init_IO -- Adds buttons to the button list *
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* SidebarClass::StripClass::Init_Theater -- Performs theater-specific initialization *
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* SidebarClass::StripClass::One_Time -- Performs one time actions necessary for the side str*
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* SidebarClass::StripClass::Recalc -- Revalidates the current sidebar list of objects. *
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* SidebarClass::StripClass::Scroll -- Causes the side strip to scroll. *
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* SidebarClass::StripClass::SelectClass:: -- Action function when buildable cameo is selecte*
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* SidebarClass::StripClass::SelectClass:: -- Assigns special values to a buildable select bu*
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* SidebarClass::StripClass::SelectClass::SelectClass -- Default constructor. *
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* SidebarClass::StripClass::StripClass -- Default constructor for the side strip class. *
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* SidebarClass::Which_Column -- Determines which column a given type should appear. *
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* SidebarClass::Zoom_Mode_Control -- Handles the zoom mode toggle operation. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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void * SidebarClass::SidebarShape = NULL;
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void * SidebarClass::SidebarMiddleShape = NULL;
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void * SidebarClass::SidebarBottomShape = NULL;
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/***************************************************************************
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** This holds the translucent table for use with the construction clock
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** animation.
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*/
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char SidebarClass::StripClass::ClockTranslucentTable[(1+1)*256];
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/***************************************************************************
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** This points to the main sidebar shapes. These include the upgrade and
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** repair buttons.
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*/
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//TheaterType SidebarClass::StripClass::LastTheater = THEATER_NONE;
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typedef enum ButtonNumberType {
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BUTTON_RADAR = 100,
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BUTTON_REPAIR,
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BUTTON_DEMOLISH,
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BUTTON_UPGRADE,
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BUTTON_SELECT,
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BUTTON_ZOOM
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} ButtonNumberType;
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/*
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** Sidebar buttons
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*/
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SidebarClass::SBGadgetClass SidebarClass::Background;
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ShapeButtonClass SidebarClass::Repair;
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ShapeButtonClass SidebarClass::Upgrade;
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ShapeButtonClass SidebarClass::Zoom;
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ShapeButtonClass SidebarClass::StripClass::UpButton[COLUMNS];
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ShapeButtonClass SidebarClass::StripClass::DownButton[COLUMNS];
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SidebarClass::StripClass::SelectClass
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SidebarClass::StripClass::SelectButton[COLUMNS][MAX_VISIBLE];
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/*
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** Shape data pointers
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*/
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void * SidebarClass::StripClass::LogoShapes = NULL;
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void const * SidebarClass::StripClass::ClockShapes;
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void const * SidebarClass::StripClass::SpecialShapes[SPC_COUNT];
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/***********************************************************************************************
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* SidebarClass::SidebarClass -- Default constructor for the sidebar. *
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* *
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* Constructor for the sidebar handler. It basically sets up the sidebar to the empty *
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* condition. *
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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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* 11/17/1994 JLB : Created. *
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*=============================================================================================*/
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SidebarClass::SidebarClass(void) :
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IsSidebarActive(false),
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IsToRedraw(true),
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IsRepairActive(false),
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IsUpgradeActive(false),
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IsDemolishActive(false)
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{
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/*
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** This sets up the clipping window. This window is used by the shape drawing
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** code so that as the sidebar buildable buttons scroll, they get properly
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** clipped at the top and bottom edges.
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*/
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WindowList[WINDOW_SIDEBAR][WINDOWX] = (SIDE_X+8);
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WindowList[WINDOW_SIDEBAR][WINDOWY] = SIDE_Y + 1 + TOP_HEIGHT;
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WindowList[WINDOW_SIDEBAR][WINDOWWIDTH] = SIDE_WIDTH;
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WindowList[WINDOW_SIDEBAR][WINDOWHEIGHT] = StripClass::MAX_VISIBLE * StripClass::OBJECT_HEIGHT;
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// WindowList[WINDOW_SIDEBAR][WINDOWHEIGHT] = StripClass::MAX_VISIBLE * StripClass::OBJECT_HEIGHT-1;
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/*
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** Set up the coordinates for the sidebar strips. These coordinates are for
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** the upper left corner.
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*/
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new (&Column[0]) StripClass(InitClass());
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new (&Column[1]) StripClass(InitClass());
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Column[0].X = COLUMN_ONE_X * RESFACTOR;
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Column[0].Y = COLUMN_ONE_Y * RESFACTOR;
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Column[1].X = COLUMN_TWO_X * RESFACTOR;
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Column[1].Y = COLUMN_TWO_Y * RESFACTOR;
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}
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/***********************************************************************************************
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* SidebarClass::SidebarClass -- This is the no initialization constructor for the sidebar. *
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* *
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* Unlike the normal constructor, this one doesn't do any initialization. There is one *
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* exception to this. The stip classes can't call an explicit NoInitClass constructor *
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* since they are an array. Since the default constructor is called for these strips, we *
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* must reset the X and Y location to what we know they should be. *
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* *
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* INPUT: flag to indicate that this is a no initialization constructor. *
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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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* 08/06/1996 JLB : Created. *
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*=============================================================================================*/
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SidebarClass::SidebarClass(NoInitClass const & x) : PowerClass(x)
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{
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/*
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** Set up the coordinates for the sidebar strips. These coordinates are for
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** the upper left corner.
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*/
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// Column[0].X = COLUMN_ONE_X * RESFACTOR;
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// Column[0].Y = COLUMN_ONE_Y * RESFACTOR;
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// Column[1].X = COLUMN_TWO_X * RESFACTOR;
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// Column[1].Y = COLUMN_TWO_Y * RESFACTOR;
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}
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/***********************************************************************************************
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* SidebarClass::One_Time -- Handles the one time game initializations. *
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* *
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* This routine is used to load the graphic data that is needed by the sidebar display. It *
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* should only be called ONCE. *
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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: Only call this routine once when the game first starts. *
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* *
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* HISTORY: *
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* 10/28/94 JLB : Created. *
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*=============================================================================================*/
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void SidebarClass::One_Time(void)
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{
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PowerClass::One_Time();
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/*
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** This sets up the clipping window. This window is used by the shape drawing
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** code so that as the sidebar buildable buttons scroll, they get properly
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** clipped at the top and bottom edges.
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*/
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WindowList[WINDOW_SIDEBAR][WINDOWX] = ((SIDE_X+8)) * RESFACTOR;
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WindowList[WINDOW_SIDEBAR][WINDOWY] = (SIDE_Y + 1 + TOP_HEIGHT) * RESFACTOR;
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WindowList[WINDOW_SIDEBAR][WINDOWWIDTH] = (SIDE_WIDTH) * RESFACTOR;
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WindowList[WINDOW_SIDEBAR][WINDOWHEIGHT] = (StripClass::MAX_VISIBLE * StripClass::OBJECT_HEIGHT) * RESFACTOR;
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// WindowList[WINDOW_SIDEBAR][WINDOWHEIGHT] = (StripClass::MAX_VISIBLE * StripClass::OBJECT_HEIGHT-1) * RESFACTOR;
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/*
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** Top of the window seems to be wrong for the new sidebar. ST - 5/2/96 2:49AM
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*/
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WindowList[WINDOW_SIDEBAR][WINDOWY] -= 1*RESFACTOR;
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/*
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** Set up the coordinates for the sidebar strips. These coordinates are for
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** the upper left corner.
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*/
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// Column[0].X = COLUMN_ONE_X * RESFACTOR;
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// Column[0].Y = COLUMN_ONE_Y * RESFACTOR;
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// Column[1].X = COLUMN_TWO_X * RESFACTOR;
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// Column[1].Y = COLUMN_TWO_Y * RESFACTOR;
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Column[0].One_Time(0);
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Column[1].One_Time(1);
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/*
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** Load the sidebar shape in at this time. (Hi-Res sidebar is theater dependant)
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*/
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if (SidebarShape == NULL) {
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SidebarShape = (void*)MFCD::Retrieve("SIDEBAR.SHP");
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}
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}
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/***********************************************************************************************
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* SidebarClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
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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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* 12/24/1994 JLB : Created. *
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*=============================================================================================*/
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void SidebarClass::Init_Clear(void)
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{
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PowerClass::Init_Clear();
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IsToRedraw = true;
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IsRepairActive = false;
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IsUpgradeActive = false;
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IsDemolishActive = false;
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Column[0].Init_Clear();
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Column[1].Init_Clear();
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Activate(false);
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}
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/***********************************************************************************************
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* SidebarClass::Init_IO -- Adds buttons to the button list *
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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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* 12/24/1994 JLB : Created. *
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*=============================================================================================*/
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void SidebarClass::Init_IO(void)
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{
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PowerClass::Init_IO();
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/*
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** Add the sidebar's buttons only if we're not in editor mode.
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*/
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if (!Debug_Map) {
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Repair.IsSticky = true;
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Repair.ID = BUTTON_REPAIR;
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Repair.X = (0x1f2/2)*RESFACTOR;
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Repair.Y = (0x96/2)*RESFACTOR;
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Repair.IsPressed = false;
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Repair.IsToggleType = true;
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Repair.ReflectButtonState = true;
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Repair.Set_Shape(MFCD::Retrieve("REPAIR.SHP"));
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Upgrade.IsSticky = true;
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Upgrade.ID = BUTTON_UPGRADE;
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#ifdef WIN32
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Upgrade.X = 0x21f;
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#else
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Upgrade.X = ((0x21f/2)+1)*RESFACTOR;
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#endif
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Upgrade.Y = (0x96/2)*RESFACTOR;
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Upgrade.IsPressed = false;
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Upgrade.IsToggleType = true;
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Upgrade.ReflectButtonState = true;
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Upgrade.Set_Shape(MFCD::Retrieve("SELL.SHP"));
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Zoom.IsSticky = true;
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Zoom.ID = BUTTON_ZOOM;
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Zoom.X = (0x24c/2)*RESFACTOR;
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Zoom.Y = (0x96/2)*RESFACTOR;
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Zoom.IsPressed = false;
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Zoom.Set_Shape(MFCD::Retrieve("MAP.SHP"));
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if ((IsRadarActive && Is_Zoomable()) || Session.Type != GAME_NORMAL) {
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Zoom.Enable();
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} else {
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Zoom.Disable();
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}
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Column[0].Init_IO(0);
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Column[1].Init_IO(1);
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/*
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** If a game was loaded & the sidebar was enabled, pop it up now
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*/
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if (IsSidebarActive) {
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IsSidebarActive = false;
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Activate(1);
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// Background.Zap();
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// Add_A_Button(Background);
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}
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}
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}
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/***********************************************************************************************
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* SidebarClass::Init_Theater -- Performs theater-specific initialization *
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* *
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* INPUT: theater -- The theater that is being initialized. Sometimes this has an effect on *
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* the data that is loaded. *
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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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* 12/24/1994 JLB : Created. *
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*=============================================================================================*/
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void SidebarClass::Init_Theater(TheaterType theater)
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{
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Reload_Sidebar();
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PowerClass::Init_Theater(theater);
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Column[0].Init_Theater(theater);
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Column[1].Init_Theater(theater);
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}
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/***********************************************************************************************
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* SidebarClass::Reload_Sidebar -- Loads appropriate sidebar shapes depending on house *
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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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* 9/18/1996 BWG : Created. *
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*=============================================================================================*/
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void SidebarClass::Reload_Sidebar(void)
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{
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static char * sidebarnames[]={
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"SIDE?NA.SHP", //NATO
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"SIDE?NA.SHP",
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"SIDE?US.SHP", //USSR
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"SIDE?NA.SHP",
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"SIDE?US.SHP", //UKRAINE
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"SIDE?NA.SHP",
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"SIDE?NA.SHP",
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"SIDE?NA.SHP",
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"SIDE?NA.SHP", //HOUSE_GOOD
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"SIDE?US.SHP" //HOUSE_BAD
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};
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int houseloaded = 0;
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if(PlayerPtr) {
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houseloaded = PlayerPtr->ActLike;
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}
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/* Don't have write access to the static char array. ST - 5/20/2019 */
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#if (0)
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char * sidename = sidebarnames[houseloaded];
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*(sidename+4) = '1';
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SidebarShape = (void*)MFCD::Retrieve(sidename);
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*(sidename+4) = '2';
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SidebarMiddleShape = (void*)MFCD::Retrieve(sidename);
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*(sidename+4) = '3';
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SidebarBottomShape = (void*)MFCD::Retrieve(sidename);
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#else
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char sb_name[16];
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strcpy(sb_name, sidebarnames[houseloaded]);
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sb_name[4] = '1';
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SidebarShape = (void*)MFCD::Retrieve(sb_name);
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sb_name[4] = '2';
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SidebarMiddleShape = (void*)MFCD::Retrieve(sb_name);
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sb_name[4] = '3';
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SidebarBottomShape = (void*)MFCD::Retrieve(sb_name);
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#endif
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Column[0].Reload_LogoShapes();
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Column[1].Reload_LogoShapes();
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}
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/***********************************************************************************************
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* SidebarClass::Which_Column -- Determines which column a given type should appear. *
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* *
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* Use this function to resolve what column the specified object type should be placed *
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* into. *
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* *
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* INPUT: otype -- Pointer to the object type class of the object in question. *
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* *
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* OUTPUT: Returns with the column number that the object should be placed in. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/01/1995 JLB : Created. *
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*=============================================================================================*/
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int SidebarClass::Which_Column(RTTIType type)
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{
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if (type == RTTI_BUILDINGTYPE || type == RTTI_BUILDING) {
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return(0);
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}
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return(1);
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}
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/***********************************************************************************************
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* SidebarClass::Factory_Link -- Links a factory to a sidebar strip. *
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* *
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* This routine will link the specified factory to the sidebar strip. A factory must be *
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* linked to the sidebar so that as the factory production progresses, the sidebar will *
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* show the production progress. *
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* *
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* INPUT: factory -- The factory number to attach. *
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* *
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* type -- The object type number. *
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* *
|
|
* id -- The object sub-type number. *
|
|
* *
|
|
* OUTPUT: Was the factory successfully attached to the sidebar strip? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Factory_Link(int factory, RTTIType type, int id)
|
|
{
|
|
assert((unsigned)type < RTTI_COUNT);
|
|
assert(id >= 0);
|
|
|
|
return(Column[Which_Column(type)].Factory_Link(factory, type, id));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Refresh_Cells -- Intercepts the refresh, looking for sidebar controls. *
|
|
* *
|
|
* This routine intercepts the Refresh_Cells call in order to see if the sidebar needs *
|
|
* to be refreshed as well. If the special code to refresh the sidebar was found, it *
|
|
* flags the sidebar to be redrawn and then removes the code from the list. *
|
|
* *
|
|
* INPUT: cell -- The cell to base the refresh list on. *
|
|
* *
|
|
* list -- Pointer to the cell offset list that elaborates all the cells that *
|
|
* need to be flagged for redraw. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::Refresh_Cells(CELL cell, short const * list)
|
|
{
|
|
if (*list == REFRESH_SIDEBAR) {
|
|
IsToRedraw = true;
|
|
Column[0].IsToRedraw = true;
|
|
Column[1].IsToRedraw = true;
|
|
Flag_To_Redraw(false);
|
|
}
|
|
PowerClass::Refresh_Cells(cell, list);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Activate_Repair -- Controls the repair button on the sidebar. *
|
|
* *
|
|
* Use this routine to turn the repair sidebar button on and off. Typically, the button *
|
|
* is enabled when the currently selected structure is friendly and damaged. *
|
|
* *
|
|
* INPUT: control -- The controls how the button is to be activated or deactivated; *
|
|
* 0 -- Turn button off. *
|
|
* 1 -- Turn button on. *
|
|
* -1 -- Toggle button state. *
|
|
* *
|
|
* OUTPUT: bool; Was the button previously activated? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Activate_Repair(int control)
|
|
{
|
|
bool old = IsRepairActive;
|
|
|
|
if (control == -1) {
|
|
control = IsRepairActive ? 0 : 1;
|
|
}
|
|
switch (control) {
|
|
case 1:
|
|
IsRepairActive = true;
|
|
break;
|
|
|
|
default:
|
|
case 0:
|
|
IsRepairActive = false;
|
|
break;
|
|
}
|
|
if (old != IsRepairActive) {
|
|
Flag_To_Redraw(false);
|
|
IsToRedraw = true;
|
|
|
|
if (!IsRepairActive) {
|
|
Help_Text(TXT_NONE);
|
|
Set_Default_Mouse(MOUSE_NORMAL, false);
|
|
}
|
|
}
|
|
return(old);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Activate_Upgrade -- Controls the upgrade button on the sidebar. *
|
|
* *
|
|
* Use this routine to turn the upgrade sidebar button on and off. Typically, the button *
|
|
* is enabled when the currently selected structure can be upgraded and disabled otherwise. *
|
|
* *
|
|
* INPUT: control -- The controls how the button is to be activated or deactivated; *
|
|
* 0 -- Turn button off. *
|
|
* 1 -- Turn button on. *
|
|
* -1 -- Toggle button state. *
|
|
* *
|
|
* OUTPUT: bool; Was the button previously activated? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Activate_Upgrade(int control)
|
|
{
|
|
bool old = IsUpgradeActive;
|
|
if (control == -1) {
|
|
control = IsUpgradeActive ? 0 : 1;
|
|
}
|
|
switch (control) {
|
|
case 1:
|
|
IsUpgradeActive = true;
|
|
break;
|
|
|
|
default:
|
|
case 0:
|
|
IsUpgradeActive = false;
|
|
break;
|
|
}
|
|
if (old != IsUpgradeActive) {
|
|
Flag_To_Redraw(false);
|
|
IsToRedraw = true;
|
|
if (!IsUpgradeActive) {
|
|
Set_Default_Mouse(MOUSE_NORMAL, false);
|
|
}
|
|
}
|
|
return(old);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Activate_Demolish -- Controls the demolish button on the sidebar. *
|
|
* *
|
|
* Use this routine to turn the demolish/dismantle sidebar button on and off. Typically, *
|
|
* the button is enabled when a friendly building is selected and disabled otherwise. *
|
|
* *
|
|
* INPUT: control -- The controls how the button is to be activated or deactivated; *
|
|
* 0 -- Turn button off. *
|
|
* 1 -- Turn button on. *
|
|
* -1 -- Toggle button state. *
|
|
* *
|
|
* OUTPUT: bool; Was the button previously activated? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Activate_Demolish(int control)
|
|
{
|
|
bool old = IsDemolishActive;
|
|
|
|
if (control == -1) {
|
|
control = IsDemolishActive ? 0 : 1;
|
|
}
|
|
switch (control) {
|
|
case 1:
|
|
IsDemolishActive = true;
|
|
break;
|
|
|
|
default:
|
|
case 0:
|
|
IsDemolishActive = false;
|
|
break;
|
|
}
|
|
if (old != IsDemolishActive) {
|
|
Flag_To_Redraw(false);
|
|
IsToRedraw = true;
|
|
if (!IsDemolishActive) {
|
|
Set_Default_Mouse(MOUSE_NORMAL, false);
|
|
}
|
|
}
|
|
return(old);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Add -- Adds a game object to the sidebar list. *
|
|
* *
|
|
* This routine is used to add a game object to the sidebar. Call this routine when a *
|
|
* factory type building is created. It handles the case of adding an item that has already *
|
|
* been added -- it just ignores it. *
|
|
* *
|
|
* INPUT: object -- Pointer to the object that is being added. *
|
|
* *
|
|
* OUTPUT: bool; Was the object added to the sidebar? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/17/1994 JLB : Created. *
|
|
* 9/24/2019 3:17PM : Added via capture parameter for new sidebar functionality *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Add(RTTIType type, int id, bool via_capture)
|
|
{
|
|
assert((unsigned)type < RTTI_COUNT);
|
|
|
|
/*
|
|
** Add the sidebar only if we're not in editor mode.
|
|
*/
|
|
if (!Debug_Map) {
|
|
int column = Which_Column(type);
|
|
|
|
if (Column[column].Add(type, id, via_capture)) {
|
|
Activate(1);
|
|
IsToRedraw = true;
|
|
Flag_To_Redraw(false);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Scroll -- Handles scrolling the sidebar object strip. *
|
|
* *
|
|
* This routine is used to scroll the sidebar strip of objects. The strip appears whenever *
|
|
* a building is selected that can produce units. If the number of units to produce is *
|
|
* greater than what the sidebar can hold, this routine is used to scroll the other object *
|
|
* into view so they can be selected. *
|
|
* *
|
|
* INPUT: up -- Should the scroll be upwards? Upward scrolling reveals object that are *
|
|
* later in the list of objects. *
|
|
* *
|
|
* OUTPUT: bool; Did scrolling occur? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/28/94 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Scroll(bool up, int column)
|
|
{
|
|
if (column == -1) {
|
|
bool scr = false;
|
|
scr |= Column[0].Scroll(up);
|
|
scr |= Column[1].Scroll(up);
|
|
if (!scr) {
|
|
Sound_Effect(VOC_SCOLD);
|
|
}
|
|
if (scr) {
|
|
IsToRedraw = true;
|
|
Flag_To_Redraw(false);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
if (Column[column].Scroll(up)) {
|
|
// No need to redraw the whole sidebar juts because we scrolled a strip is there? ST - 10/15/96 7:29PM
|
|
//IsToRedraw = true;
|
|
Flag_To_Redraw(false);
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Draw_It -- Renders the sidebar display. *
|
|
* *
|
|
* This routine performs the actual drawing of the sidebar display. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: bool; Was the sidebar imagery changed at all? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/28/94 JLB : Created. *
|
|
* 12/31/1994 JLB : Split rendering off into the sidebar strip class. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::Draw_It(bool complete)
|
|
{
|
|
PowerClass::Draw_It(complete);
|
|
|
|
BStart(BENCH_SIDEBAR);
|
|
|
|
if (IsSidebarActive && (IsToRedraw || complete) && !Debug_Map) {
|
|
IsToRedraw = false;
|
|
|
|
if (LogicPage->Lock()) {
|
|
/*
|
|
** Draw the outline box around the sidebar buttons.
|
|
*/
|
|
int shape = complete ? 0 : 1;
|
|
|
|
/*
|
|
** The sidebar shape is too big in 640x400 so it needs to be drawn in three chunks.
|
|
*/
|
|
CC_Draw_Shape(SidebarShape, 0, SIDE_X * RESFACTOR, 8*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
|
|
CC_Draw_Shape(SidebarMiddleShape, shape, SIDE_X * RESFACTOR, (8+80)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
|
|
CC_Draw_Shape(SidebarBottomShape, shape, SIDE_X * RESFACTOR, (8+80+50)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL);
|
|
|
|
Repair.Draw_Me(true);
|
|
Upgrade.Draw_Me(true);
|
|
Zoom.Draw_Me(true);
|
|
LogicPage->Unlock();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Draw the side strip elements by calling their respective draw functions.
|
|
*/
|
|
if (IsSidebarActive) {
|
|
Column[0].Draw_It(complete);
|
|
Column[1].Draw_It(complete);
|
|
|
|
if (complete || IsToRedraw) {
|
|
Repair.Draw_Me(true);
|
|
Upgrade.Draw_Me(true);
|
|
Zoom.Draw_Me(true);
|
|
}
|
|
}
|
|
IsToRedraw = false;
|
|
|
|
BEnd(BENCH_SIDEBAR);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::AI -- Handles player clicking on sidebar area. *
|
|
* *
|
|
* This routine handles the processing necessary when the player clicks on the sidebar. *
|
|
* Typically, this is selection of the item to build. *
|
|
* *
|
|
* INPUT: input -- Reference to the keyboard input value. *
|
|
* *
|
|
* x,y -- Mouse coordinates at time of input. *
|
|
* *
|
|
* OUTPUT: bool; Was the click handled? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/28/94 JLB : Created. *
|
|
* 11/11/1994 JLB : Processes input directly. *
|
|
* 12/26/1994 JLB : Uses factory manager class for construction handling. *
|
|
* 12/31/1994 JLB : Simplified to use the sidebar strip class handlers. *
|
|
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
|
|
* 06/27/1995 JLB : <TAB> key toggles sidebar. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::AI(KeyNumType & input, int x, int y)
|
|
{
|
|
bool redraw = false;
|
|
|
|
//
|
|
// We need to process the sidebar differently in multiplayer. ST - 8/7/2019 10:48AM
|
|
//
|
|
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
|
PowerClass::AI(input, x, y);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
** Toggle the sidebar in and out with the <TAB> key.
|
|
*/
|
|
#ifndef WIN32
|
|
if (input == KN_TAB) {
|
|
Activate(-1);
|
|
}
|
|
#else
|
|
if (!Debug_Map) {
|
|
Activate(1); // Force the sidebar always on in Win95 mode
|
|
}
|
|
#endif //WIN32
|
|
if (!Debug_Map) {
|
|
Column[0].AI(input, x, y);
|
|
Column[1].AI(input, x, y);
|
|
}
|
|
|
|
#ifdef NEVER
|
|
if (IsSidebarActive && !Debug_Map) {
|
|
|
|
if (input == KN_DOWN) {
|
|
int scr = 0;
|
|
scr |= Column[0].Scroll(false);
|
|
scr |= Column[1].Scroll(false);
|
|
if (!scr) {
|
|
Sound_Effect(VOC_SCOLD);
|
|
}
|
|
redraw |= scr;
|
|
input = KN_NONE;
|
|
}
|
|
if (input == KN_UP) {
|
|
int scr = 0;
|
|
scr |= Column[0].Scroll(true);
|
|
scr |= Column[1].Scroll(true);
|
|
if (!scr) {
|
|
Sound_Effect(VOC_SCOLD);
|
|
}
|
|
redraw |= scr;
|
|
input = KN_NONE;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
if (IsSidebarActive) {
|
|
|
|
/*
|
|
** If there are any buildings in the payer's inventory, then allow the repair
|
|
** option.
|
|
*/
|
|
if (PlayerPtr->BScan) {
|
|
Activate_Repair(true);
|
|
} else {
|
|
Activate_Repair(false);
|
|
}
|
|
|
|
if (input == (BUTTON_REPAIR|KN_BUTTON)) {
|
|
Repair_Mode_Control(-1);
|
|
}
|
|
|
|
if (input == (BUTTON_ZOOM|KN_BUTTON)) {
|
|
Zoom_Mode_Control();
|
|
}
|
|
|
|
if (input == (BUTTON_UPGRADE|KN_BUTTON)) {
|
|
Sell_Mode_Control(-1);
|
|
}
|
|
|
|
if (redraw) {
|
|
//IsToRedraw = true;
|
|
Column[0].Flag_To_Redraw();
|
|
Column[1].Flag_To_Redraw();
|
|
|
|
Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
|
|
if ((!IsRepairMode) && Repair.IsOn) {
|
|
Repair.Turn_Off();
|
|
}
|
|
|
|
if ((!IsSellMode) && Upgrade.IsOn) {
|
|
Upgrade.Turn_Off();
|
|
}
|
|
|
|
PowerClass::AI(input, x, y);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Recalc -- Examines the sidebar data and updates it as necessary. *
|
|
* *
|
|
* Occasionally a factory gets destroyed. This routine must be called in such a case *
|
|
* because it might be possible that sidebar object need to be removed. This routine will *
|
|
* examine all existing objects in the sidebar class and if no possible factory can *
|
|
* produce it, then it will be removed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: This routine is exhaustive and thus time consuming. Only call it when really *
|
|
* necessary. Such as when a factory is destroyed rather than when a non-factory *
|
|
* is destroyed. *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/30/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::Recalc(void)
|
|
{
|
|
bool redraw = false;
|
|
|
|
// Done elsewhere for new multiplayer. ST - 8/7/2019 10:49AM
|
|
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
|
return;
|
|
}
|
|
|
|
redraw |= Column[0].Recalc();
|
|
redraw |= Column[1].Recalc();
|
|
|
|
if (redraw) {
|
|
IsToRedraw = true;
|
|
Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Activate -- Controls the sidebar activation. *
|
|
* *
|
|
* Use this routine to turn the sidebar on or off. This routine handles updating the *
|
|
* necessary flags. *
|
|
* *
|
|
* INPUT: control -- Tells what to do with the sidebar according to the following: *
|
|
* 0 = Turn sidebar off. *
|
|
* 1 = Turn sidebar on. *
|
|
* -1= Toggle sidebar on or off. *
|
|
* *
|
|
* OUTPUT: bool; Was the sidebar already on? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/09/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Activate(int control)
|
|
{
|
|
//
|
|
// We don't want the original sidebar to be visible. ST - 1/31/2019 11:28AM
|
|
//
|
|
if (control < 100) {
|
|
return IsSidebarActive;
|
|
}
|
|
|
|
bool old = IsSidebarActive;
|
|
|
|
if (Session.Play)
|
|
return (old);
|
|
|
|
/*
|
|
** Determine the new state of the sidebar.
|
|
*/
|
|
switch (control) {
|
|
case -1:
|
|
IsSidebarActive = IsSidebarActive == false;
|
|
break;
|
|
|
|
case 1:
|
|
IsSidebarActive = true;
|
|
break;
|
|
|
|
default:
|
|
case 0:
|
|
IsSidebarActive = false;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Only if there is a change in the state of the sidebar will anything
|
|
** be done to change it.
|
|
*/
|
|
if (IsSidebarActive != old) {
|
|
|
|
/*
|
|
** If the sidebar is activated but was on the right side of the screen, then
|
|
** activate it on the left side of the screen.
|
|
*/
|
|
if (IsSidebarActive /*&& X*/) {
|
|
Set_View_Dimensions(0, 8 * RESFACTOR, ((320-SIDE_WIDTH)/ICON_PIXEL_W) * RESFACTOR);
|
|
IsToRedraw = true;
|
|
Help_Text(TXT_NONE);
|
|
Repair.Zap();
|
|
Add_A_Button(Repair);
|
|
Upgrade.Zap();
|
|
Add_A_Button(Upgrade);
|
|
Zoom.Zap();
|
|
Add_A_Button(Zoom);
|
|
Column[0].Activate();
|
|
Column[1].Activate();
|
|
Background.Zap();
|
|
Add_A_Button(Background);
|
|
Map.RadarButton.Zap();
|
|
Add_A_Button(Map.RadarButton);
|
|
Map.PowerButton.Zap();
|
|
Add_A_Button(Map.PowerButton);
|
|
} else {
|
|
Help_Text(TXT_NONE);
|
|
Set_View_Dimensions(0, 8 * RESFACTOR);
|
|
Remove_A_Button(Repair);
|
|
Remove_A_Button(Upgrade);
|
|
Remove_A_Button(Zoom);
|
|
Remove_A_Button(Background);
|
|
Column[0].Deactivate();
|
|
Column[1].Deactivate();
|
|
Remove_A_Button(Map.RadarButton);
|
|
Remove_A_Button(Map.PowerButton);
|
|
}
|
|
|
|
/*
|
|
** Since the sidebar status has changed, update the map so that the graphics
|
|
** will be rendered correctly.
|
|
*/
|
|
Flag_To_Redraw(true);
|
|
}
|
|
|
|
return(old);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::StripClass -- Default constructor for the side strip class. *
|
|
* *
|
|
* This constructor is used to reset the side strip to default empty state. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
SidebarClass::StripClass::StripClass(InitClass const & ) :
|
|
X(0),
|
|
Y(0),
|
|
ID(0),
|
|
IsToRedraw(true),
|
|
IsBuilding(false),
|
|
IsScrollingDown(false),
|
|
IsScrolling(false),
|
|
Flasher(-1),
|
|
TopIndex(0),
|
|
Scroller(0),
|
|
Slid(0),
|
|
BuildableCount(0)
|
|
{
|
|
for (int index = 0; index < MAX_BUILDABLES; index++) {
|
|
Buildables[index].BuildableID = 0;
|
|
Buildables[index].BuildableType = RTTI_NONE;
|
|
Buildables[index].Factory = -1;
|
|
Buildables[index].BuildableViaCapture = false; // Added for new sidebar functionality. ST - 9/24/2019 3:10PM
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::One_Time -- Performs one time actions necessary for the side stri *
|
|
* *
|
|
* Call this routine ONCE at the beginning of the game. It handles retrieving pointers to *
|
|
* the shape files it needs for rendering. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::One_Time(int )
|
|
{
|
|
/*
|
|
** Sidebar is player team specific in Hires
|
|
*/
|
|
ClockShapes = MFCD::Retrieve("CLOCK.SHP");
|
|
|
|
for (SpecialWeaponType lp = SPC_FIRST; lp < SPC_COUNT; lp++) {
|
|
char buffer[_MAX_FNAME];
|
|
sprintf(buffer, "%sICON", SpecialWeaponFile[lp]);
|
|
|
|
char fullname[_MAX_FNAME+_MAX_EXT];
|
|
_makepath(fullname, NULL, NULL, buffer, ".SHP");
|
|
SpecialShapes[lp] = MFCD::Retrieve(fullname);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Get_Special_Cameo -- Fetches the special event cameo shape. *
|
|
* *
|
|
* This routine will return with a pointer to the cameo data for the special objects that *
|
|
* can appear on the sidebar (e.g., nuclear bomb). *
|
|
* *
|
|
* INPUT: type -- The special type to fetch the cameo imagery for. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the cameo imagery for the specified special object. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/19/1995 JLB : commented *
|
|
*=============================================================================================*/
|
|
void const * SidebarClass::StripClass::Get_Special_Cameo(SpecialWeaponType type)
|
|
{
|
|
if ((unsigned)type < SPC_COUNT) {
|
|
return(SpecialShapes[type]);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Init_Clear -- Sets sidebar to a known (and deactivated) state *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Init_Clear(void)
|
|
{
|
|
IsScrollingDown = false;
|
|
IsScrolling = false;
|
|
IsBuilding = false;
|
|
Flasher = -1;
|
|
TopIndex = 0;
|
|
Slid = 0;
|
|
BuildableCount = 0;
|
|
|
|
/*
|
|
** Since we're resetting the strips, clear out all the buildables & factory pointers.
|
|
*/
|
|
for (int index = 0; index < MAX_BUILDABLES; index++) {
|
|
Buildables[index].BuildableID = 0;
|
|
Buildables[index].BuildableType = RTTI_NONE;
|
|
Buildables[index].Factory = -1;
|
|
Buildables[index].BuildableViaCapture = false; // Added for new sidebar functionality. ST - 9/24/2019 3:10PM
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Init_IO -- Initializes the strip's buttons *
|
|
* *
|
|
* This routine doesn't actually add any buttons to the list. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Init_IO(int id)
|
|
{
|
|
ID = id;
|
|
|
|
UpButton[ID].IsSticky = true;
|
|
UpButton[ID].ID = BUTTON_UP+id;
|
|
UpButton[ID].X = X+(UP_X_OFFSET * RESFACTOR);
|
|
UpButton[ID].Y = Y+(UP_Y_OFFSET * RESFACTOR);
|
|
|
|
#if (FRENCH)
|
|
#ifdef WIN32
|
|
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
|
|
#else
|
|
UpButton[ID].Set_Shape(MFCD::Retrieve("STUP_FIX.SHP"));
|
|
#endif
|
|
#else //FRENCH
|
|
UpButton[ID].Set_Shape(MFCD::Retrieve("STRIPUP.SHP"));
|
|
#endif //FRENCH
|
|
|
|
DownButton[ID].IsSticky = true;
|
|
DownButton[ID].ID = BUTTON_DOWN+id;
|
|
DownButton[ID].X = X+(DOWN_X_OFFSET * RESFACTOR);
|
|
DownButton[ID].Y = Y+(DOWN_Y_OFFSET * RESFACTOR);
|
|
|
|
/*
|
|
** Buttons are in a slightly different position in the new sidebar
|
|
*/
|
|
UpButton[ID].Y--;
|
|
DownButton[ID].Y--;
|
|
|
|
DownButton[ID].Set_Shape(MFCD::Retrieve("STRIPDN.SHP"));
|
|
|
|
for (int index = 0; index < MAX_VISIBLE; index++) {
|
|
SelectClass & g = SelectButton[ID][index];
|
|
g.ID = BUTTON_SELECT;
|
|
g.X = X;
|
|
g.Y = Y + ((OBJECT_HEIGHT*index) * RESFACTOR);
|
|
g.Width = OBJECT_WIDTH * RESFACTOR;
|
|
g.Height = OBJECT_HEIGHT * RESFACTOR;
|
|
g.Set_Owner(*this, index);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Init_Theater -- Performs theater-specific initialization *
|
|
* *
|
|
* INPUT: theater *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/24/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Init_Theater(TheaterType theater)
|
|
{
|
|
|
|
Reload_LogoShapes();
|
|
|
|
if ( (theater != THEATER_NONE) && (theater != ::LastTheater)) {
|
|
|
|
static TLucentType const ClockCols[1] = {
|
|
{GREEN, BLACK, 100, 0}
|
|
// {GREEN, LTGREY, 180, 0}
|
|
};
|
|
|
|
/*
|
|
** Make sure that remapping doesn't occur on the colors that cycle.
|
|
*/
|
|
PaletteClass pal = OriginalPalette;
|
|
memset(&pal[CYCLE_COLOR_START*3], 0x3f, CYCLE_COLOR_COUNT*3);
|
|
Build_Translucent_Table(pal, &ClockCols[0], 1, (void*)ClockTranslucentTable);
|
|
|
|
// Mem_Copy(GamePalette, OriginalPalette, 768);
|
|
// memset(&GamePalette[CYCLE_COLOR_START*3], 0x3f, CYCLE_COLOR_COUNT*3);
|
|
|
|
/*
|
|
** Create the translucent table used for the sidebar.
|
|
*/
|
|
// Build_Translucent_Table(GamePalette, &ClockCols[0], 1, (void*)ClockTranslucentTable);
|
|
// GamePalette = OriginalPalette;
|
|
|
|
Conquer_Build_Fading_Table(GamePalette, &ClockTranslucentTable[256], BLACK, 100);
|
|
}
|
|
}
|
|
|
|
void SidebarClass::StripClass::Reload_LogoShapes(void)
|
|
{
|
|
/*
|
|
** Load hi-res strip art here since it is player side specific
|
|
*/
|
|
static char * stripnames[]={
|
|
"stripna.shp", //Nato
|
|
"stripna.shp",
|
|
"stripus.shp", //USSR
|
|
"stripna.shp",
|
|
"stripus.shp", //UKRAINE
|
|
"stripna.shp",
|
|
"stripna.shp",
|
|
"stripna.shp",
|
|
"stripna.shp", //HOUSE_GOOD
|
|
"stripus.shp", //HOUSE_BAD
|
|
};
|
|
int houseloaded = 0;
|
|
|
|
/*
|
|
** Sidebar art is dependent on the side of the player
|
|
*/
|
|
|
|
if(PlayerPtr) {
|
|
houseloaded = PlayerPtr->ActLike;
|
|
}
|
|
LogoShapes = (void*)MFCD::Retrieve(stripnames[houseloaded]);
|
|
}
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Activate -- Adds the strip buttons to the input system. *
|
|
* *
|
|
* This routine will add the side strip buttons to the map's input system. This routine *
|
|
* should be called once when the sidebar activates. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: Never call this routine a second time without first calling Deactivate(). *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Activate(void)
|
|
{
|
|
UpButton[ID].Zap();
|
|
Map.Add_A_Button(UpButton[ID]);
|
|
|
|
DownButton[ID].Zap();
|
|
Map.Add_A_Button(DownButton[ID]);
|
|
|
|
for (int index = 0; index < MAX_VISIBLE; index++) {
|
|
SelectButton[ID][index].Zap();
|
|
Map.Add_A_Button(SelectButton[ID][index]);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Deactivate -- Removes the side strip buttons from the input syste *
|
|
* *
|
|
* Call this routine to remove all the buttons on the side strip from the map's input *
|
|
* system. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: Never call this routine unless the Activate() function was previously called. *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Deactivate(void)
|
|
{
|
|
Map.Remove_A_Button(UpButton[ID]);
|
|
Map.Remove_A_Button(DownButton[ID]);
|
|
for (int index = 0; index < MAX_VISIBLE; index++) {
|
|
Map.Remove_A_Button(SelectButton[ID][index]);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Add -- Add an object to the side strip. *
|
|
* *
|
|
* Use this routine to add a buildable object to the side strip. *
|
|
* *
|
|
* INPUT: object -- Pointer to the object type that can be built and is to be added to *
|
|
* the side strip. *
|
|
* *
|
|
* OUTPUT: bool; Was the object successfully added to the side strip? Failure could be the *
|
|
* result of running out of room in the side strip array or the object might *
|
|
* already be in the list. *
|
|
* *
|
|
* WARNINGS: none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
* 9/24/2019 3:17PM : Added via capture parameter for new sidebar functionality *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::Add(RTTIType type, int id, bool via_capture)
|
|
{
|
|
if (BuildableCount <= MAX_BUILDABLES) {
|
|
for (int index = 0; index < BuildableCount; index++) {
|
|
if (Buildables[index].BuildableType == type && Buildables[index].BuildableID == id) {
|
|
return(false);
|
|
}
|
|
}
|
|
if (!ScenarioInit && type != RTTI_SPECIAL) {
|
|
Speak(VOX_NEW_CONSTRUCT);
|
|
}
|
|
Buildables[BuildableCount].BuildableType = type;
|
|
Buildables[BuildableCount].BuildableID = id;
|
|
Buildables[BuildableCount].BuildableViaCapture = via_capture;
|
|
BuildableCount++;
|
|
IsToRedraw = true;
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Scroll -- Causes the side strip to scroll. *
|
|
* *
|
|
* Use this routine to flag the side strip to scroll. The direction scrolled is controlled *
|
|
* by the parameter. Scrolling is merely initiated by this routine. Subsequent calls to *
|
|
* the AI function and the Draw_It function are required to properly give the appearance *
|
|
* of scrolling. *
|
|
* *
|
|
* INPUT: bool; Should the side strip scroll UP? If it is to scroll down then pass false. *
|
|
* *
|
|
* OUTPUT: bool; Was the side strip started to scroll in the desired direction? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
* 07/29/1995 JLB : Simplified scrolling logic. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::Scroll(bool up)
|
|
{
|
|
if (up) {
|
|
if (!TopIndex) return(false);
|
|
Scroller--;
|
|
} else {
|
|
if (TopIndex+MAX_VISIBLE >= BuildableCount) return(false);
|
|
Scroller++;
|
|
}
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Flag_To_Redra -- Flags the sidebar strip to be redrawn. *
|
|
* *
|
|
* This utility routine is called when something changes on the sidebar and it must be *
|
|
* reflected the next time drawing is performed. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Flag_To_Redraw(void)
|
|
{
|
|
IsToRedraw = true;
|
|
//Map.SidebarClass::IsToRedraw = true;
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::AI -- Input and AI processing for the side strip. *
|
|
* *
|
|
* The side strip AI processing is performed by this function. This function not only *
|
|
* checks for player input, but also handles any graphic logic updating necessary as a *
|
|
* result of flashing or construction animation. *
|
|
* *
|
|
* INPUT: input -- The player input code. *
|
|
* *
|
|
* x,y -- Mouse coordinate to use. *
|
|
* *
|
|
* OUTPUT: bool; Did the AI detect that it will need a rendering change? If this routine *
|
|
* returns true, then the Draw_It function should be called at the *
|
|
* earliest opportunity. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
* 12/31/1994 JLB : Uses mouse coordinate parameters. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::AI(KeyNumType & input, int , int )
|
|
{
|
|
bool redraw = false;
|
|
|
|
/*
|
|
** If this is scroll button for this side strip, then scroll the strip as
|
|
** indicated.
|
|
*/
|
|
if (input == (UpButton[ID].ID|KN_BUTTON)) { // && !IsScrolling
|
|
UpButton[ID].IsPressed = false;
|
|
if (!Scroll(true)) {
|
|
Sound_Effect(VOC_SCOLD);
|
|
}
|
|
}
|
|
if (input == (DownButton[ID].ID|KN_BUTTON)) { // && !IsScrolling
|
|
DownButton[ID].IsPressed = false;
|
|
if (!Scroll(false)) {
|
|
Sound_Effect(VOC_SCOLD);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Reflect the scroll desired direction/value into the scroll
|
|
** logic handler. This might result in up or down scrolling.
|
|
*/
|
|
if (!IsScrolling && Scroller) {
|
|
if (BuildableCount <= MAX_VISIBLE) {
|
|
Scroller = 0;
|
|
} else {
|
|
|
|
/*
|
|
** Top of list is moving toward lower ordered entries in the object list. It looks like
|
|
** the "window" to the object list is moving up even though the actual object images are
|
|
** scrolling downward.
|
|
*/
|
|
if (Scroller < 0) {
|
|
if (!TopIndex) {
|
|
Scroller = 0;
|
|
} else {
|
|
Scroller++;
|
|
IsScrollingDown = false;
|
|
IsScrolling = true;
|
|
TopIndex--;
|
|
Slid = 0;
|
|
}
|
|
|
|
} else {
|
|
if (TopIndex+MAX_VISIBLE >= BuildableCount) {
|
|
Scroller = 0;
|
|
} else {
|
|
Scroller--;
|
|
Slid = OBJECT_HEIGHT;
|
|
IsScrollingDown = true;
|
|
IsScrolling = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Scroll logic is handled here.
|
|
*/
|
|
if (IsScrolling) {
|
|
if (IsScrollingDown) {
|
|
Slid -= SCROLL_RATE;
|
|
if (Slid <= 0) {
|
|
IsScrolling = false;
|
|
Slid = 0;
|
|
TopIndex++;
|
|
}
|
|
} else {
|
|
Slid += SCROLL_RATE;
|
|
if (Slid >= OBJECT_HEIGHT) {
|
|
IsScrolling = false;
|
|
Slid = 0;
|
|
}
|
|
}
|
|
redraw = true;
|
|
}
|
|
|
|
/*
|
|
** Handle any flashing logic. Flashing occurs when the player selects an object
|
|
** and provides the visual feedback of a recognized and legal selection.
|
|
*/
|
|
if (Flasher != -1) {
|
|
if (Graphic_Logic()) {
|
|
redraw = true;
|
|
if (Fetch_Stage() >= 7) {
|
|
Set_Rate(0);
|
|
Set_Stage(0);
|
|
Flasher = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Handle any building clock animation logic.
|
|
*/
|
|
if (IsBuilding) {
|
|
for (int index = 0; index < BuildableCount; index++) {
|
|
int factoryid = Buildables[index].Factory;
|
|
|
|
if (factoryid != -1) {
|
|
FactoryClass * factory = Factories.Raw_Ptr(factoryid);
|
|
|
|
if (factory && (factory->Has_Changed() || factory->Is_Blocked())) {
|
|
redraw = true;
|
|
if (factory->Has_Completed()) {
|
|
|
|
/*
|
|
** Construction has been completed. Announce this fact to the player and
|
|
** try to get the object to automatically leave the factory. Buildings are
|
|
** the main exception to the ability to leave the factory under their own
|
|
** power.
|
|
*/
|
|
TechnoClass * pending = factory->Get_Object();
|
|
if (pending != NULL) {
|
|
switch (pending->What_Am_I()) {
|
|
case RTTI_VESSEL:
|
|
case RTTI_UNIT:
|
|
case RTTI_AIRCRAFT:
|
|
OutList.Add(EventClass(EventClass::PLACE, pending->What_Am_I(), -1));
|
|
if (!factory->Is_Blocked()) {
|
|
Speak(VOX_UNIT_READY);
|
|
}
|
|
break;
|
|
|
|
case RTTI_BUILDING:
|
|
Speak(VOX_CONSTRUCTION);
|
|
break;
|
|
|
|
case RTTI_INFANTRY:
|
|
OutList.Add(EventClass(EventClass::PLACE, pending->What_Am_I(), -1));
|
|
if (!factory->Is_Blocked()) {
|
|
Speak(VOX_UNIT_READY);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If any of the logic determined that this side strip needs to be redrawn, then
|
|
** set the redraw flag for this side strip.
|
|
*/
|
|
if (redraw) {
|
|
Flag_To_Redraw();
|
|
}
|
|
return(redraw);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Draw_It -- Render the sidebar display. *
|
|
* *
|
|
* Use this routine to render the sidebar display. It checks to see if it needs to be *
|
|
* redrawn and only redraw if necessary. If the "complete" parameter is true, then it *
|
|
* will force redraw the entire strip. *
|
|
* *
|
|
* INPUT: complete -- Should the redraw be forced? A force redraw will ignore the redraw *
|
|
* flag. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/31/1994 JLB : Created. *
|
|
* 08/06/1995 JLB : Handles multi factory tracking in same strip. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::Draw_It(bool complete)
|
|
{
|
|
if (IsToRedraw || complete) {
|
|
IsToRedraw = false;
|
|
|
|
if (RunningAsDLL) {
|
|
return;
|
|
}
|
|
|
|
SidebarRedraws++;
|
|
|
|
/*
|
|
** Fills the background to the side strip. We shouldnt need to do this if the strip
|
|
** has a full complement of icons.
|
|
*/
|
|
/*
|
|
** New sidebar needs to be drawn not filled
|
|
*/
|
|
if (BuildableCount < MAX_VISIBLE) {
|
|
CC_Draw_Shape(LogoShapes, ID, X+(2*RESFACTOR), Y, WINDOW_MAIN, SHAPE_WIN_REL|SHAPE_NORMAL, 0);
|
|
}
|
|
|
|
/*
|
|
** Redraw the scroll buttons.
|
|
*/
|
|
UpButton[ID].Draw_Me(true);
|
|
DownButton[ID].Draw_Me(true);
|
|
|
|
/*
|
|
** Loop through all the buildable objects that are visible in the strip and render
|
|
** them. Their Y offset may be adjusted if the strip is in the process of scrolling.
|
|
*/
|
|
for (int i = 0; i < MAX_VISIBLE + (IsScrolling ? 1 : 0); i++) {
|
|
bool production;
|
|
bool completed;
|
|
int stage;
|
|
bool darken = false;
|
|
void const * shapefile = 0;
|
|
int shapenum = 0;
|
|
void const * remapper = 0;
|
|
FactoryClass * factory = 0;
|
|
int index = i+TopIndex;
|
|
int x = X;
|
|
int y = Y + (i*OBJECT_HEIGHT * RESFACTOR);
|
|
|
|
/*
|
|
** If the strip is scrolling, then the offset is adjusted accordingly.
|
|
*/
|
|
if (IsScrolling) {
|
|
y -= (OBJECT_HEIGHT - Slid) * RESFACTOR;
|
|
// y -= OBJECT_HEIGHT - Slid;
|
|
}
|
|
|
|
/*
|
|
** Fetch the shape number for the object type located at this current working
|
|
** slot. This shape pointer is used to draw the underlying graphic there.
|
|
*/
|
|
if (index < BuildableCount) {
|
|
ObjectTypeClass const * obj = NULL;
|
|
SpecialWeaponType spc = SPC_NONE;
|
|
|
|
if (Buildables[index].BuildableType != RTTI_SPECIAL) {
|
|
|
|
obj = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
|
|
if (obj != NULL) {
|
|
|
|
/*
|
|
** Fetch the remap table that is appropriate for this object
|
|
** type.
|
|
*/
|
|
remapper = PlayerPtr->Remap_Table(false, ((TechnoTypeClass const *)obj)->Remap);
|
|
|
|
/*
|
|
** If there is already a factory producing this kind of object, then all
|
|
** objects of this type are displays in a disabled state.
|
|
*/
|
|
bool isbusy = (PlayerPtr->Fetch_Factory(Buildables[index].BuildableType) != NULL);
|
|
if (!isbusy && PlayerPtr->Is_Hack_Prevented(Buildables[index].BuildableType, Buildables[index].BuildableID)) {
|
|
isbusy = true;
|
|
}
|
|
|
|
/*
|
|
** Infantry don't get remapped in the sidebar (special case).
|
|
*/
|
|
if (Buildables[index].BuildableType == RTTI_INFANTRYTYPE) {
|
|
remapper = 0;
|
|
}
|
|
|
|
shapefile = obj->Get_Cameo_Data();
|
|
shapenum = 0;
|
|
if (Buildables[index].Factory != -1) {
|
|
factory = Factories.Raw_Ptr(Buildables[index].Factory);
|
|
production = true;
|
|
completed = factory->Has_Completed();
|
|
stage = factory->Completion();
|
|
darken = false;
|
|
} else {
|
|
production = false;
|
|
// darken = IsBuilding;
|
|
|
|
/*
|
|
** Darken the imagery if a factory of a matching type is
|
|
** already busy.
|
|
*/
|
|
darken = isbusy;
|
|
}
|
|
} else {
|
|
darken = PlayerPtr->Is_Hack_Prevented(Buildables[index].BuildableType, Buildables[index].BuildableID);
|
|
}
|
|
|
|
} else {
|
|
|
|
spc = SpecialWeaponType(Buildables[index].BuildableID);
|
|
shapefile = Get_Special_Cameo(spc);
|
|
shapenum = 0;
|
|
|
|
production = true;
|
|
completed = PlayerPtr->SuperWeapon[spc].Is_Ready();
|
|
stage = PlayerPtr->SuperWeapon[spc].Anim_Stage();
|
|
darken = false;
|
|
}
|
|
|
|
if (obj != NULL || spc != SPC_NONE) {
|
|
/*
|
|
** If this item is flashing then take care of it.
|
|
**
|
|
*/
|
|
if (Flasher == index && (Fetch_Stage() & 0x01)) {
|
|
remapper = Map.FadingLight;
|
|
}
|
|
|
|
} else {
|
|
shapefile = LogoShapes;
|
|
if (!darken) {
|
|
shapenum = SB_BLANK;
|
|
}
|
|
}
|
|
} else {
|
|
shapefile = LogoShapes;
|
|
shapenum = SB_BLANK;
|
|
production = false;
|
|
}
|
|
|
|
remapper = 0;
|
|
/*
|
|
** Now that the shape of the object at the current working slot has been found,
|
|
** draw it and any graphic overlays as necessary.
|
|
**
|
|
** Don't draw blank shapes over the new 640x400 sidebar art - ST 5/1/96 6:01PM
|
|
*/
|
|
if (shapenum != SB_BLANK || shapefile != LogoShapes) {
|
|
CC_Draw_Shape(shapefile, shapenum,
|
|
x-(WindowList[WINDOW_SIDEBAR][WINDOWX])+(LEFT_EDGE_OFFSET * RESFACTOR),
|
|
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
|
|
WINDOW_SIDEBAR,
|
|
SHAPE_NORMAL|SHAPE_WIN_REL| (remapper ? SHAPE_FADING : SHAPE_NORMAL),
|
|
remapper);
|
|
|
|
/*
|
|
** Darken this object because it cannot be produced or is otherwise
|
|
** unavailable.
|
|
*/
|
|
if (darken) {
|
|
CC_Draw_Shape(ClockShapes, 0,
|
|
x-(WindowList[WINDOW_SIDEBAR][WINDOWX])+(LEFT_EDGE_OFFSET * RESFACTOR),
|
|
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
|
|
WINDOW_SIDEBAR,
|
|
SHAPE_NORMAL|SHAPE_WIN_REL|SHAPE_GHOST,
|
|
NULL, ClockTranslucentTable);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Draw the overlapping clock shape if this is object is being constructed.
|
|
** If the object is completed, then display "Ready" with no clock shape.
|
|
*/
|
|
if (production) {
|
|
if (completed) {
|
|
|
|
/*
|
|
** Display text showing that the object is ready to place.
|
|
*/
|
|
CC_Draw_Shape(ObjectTypeClass::PipShapes, PIP_READY,
|
|
(x-(WindowList[WINDOW_SIDEBAR][WINDOWX]))+(LEFT_EDGE_OFFSET+15) * RESFACTOR,
|
|
(y-WindowList[WINDOW_SIDEBAR][WINDOWY])+(4 * RESFACTOR),
|
|
WINDOW_SIDEBAR, SHAPE_CENTER);
|
|
} else {
|
|
|
|
CC_Draw_Shape(ClockShapes, stage+1,
|
|
x-(WindowList[WINDOW_SIDEBAR][WINDOWX])+(LEFT_EDGE_OFFSET * RESFACTOR),
|
|
y-WindowList[WINDOW_SIDEBAR][WINDOWY],
|
|
WINDOW_SIDEBAR,
|
|
SHAPE_NORMAL|SHAPE_WIN_REL|SHAPE_GHOST,
|
|
NULL, ClockTranslucentTable);
|
|
|
|
/*
|
|
** Display text showing that the construction is temporarily on hold.
|
|
*/
|
|
if (factory && !factory->Is_Building()) {
|
|
CC_Draw_Shape(ObjectTypeClass::PipShapes, PIP_HOLDING,
|
|
(x-(WindowList[WINDOW_SIDEBAR][WINDOWX])) + ((LEFT_EDGE_OFFSET+15) * RESFACTOR),
|
|
(y-WindowList[WINDOW_SIDEBAR][WINDOWY])+(4 * RESFACTOR),
|
|
WINDOW_SIDEBAR, SHAPE_CENTER);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
LastSlid = Slid;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Recalc -- Revalidates the current sidebar list of objects. *
|
|
* *
|
|
* This routine will revalidate all the buildable objects in the sidebar. This routine *
|
|
* comes in handy when a factory has been destroyed, and the sidebar needs to reflect any *
|
|
* change that this requires. It checks every object to see if there is a factory available *
|
|
* that could produce it. If none can be found, then the object is removed from the *
|
|
* sidebar. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: bool; The sidebar has changed as a result of this call? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
* 06/26/1995 JLB : Doesn't collapse sidebar when buildables removed. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::Recalc(void)
|
|
{
|
|
int ok;
|
|
|
|
if (Debug_Map || !BuildableCount) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Sweep through all objects listed in the sidebar. If any of those object can
|
|
** not be created -- even in theory -- then they must be removed form the sidebar and
|
|
** any current production must be abandoned.
|
|
*/
|
|
bool redraw = false;
|
|
for (int index = 0; index < BuildableCount; index++) {
|
|
TechnoTypeClass const * tech = Fetch_Techno_Type(Buildables[index].BuildableType, Buildables[index].BuildableID);
|
|
if (tech != NULL) {
|
|
ok = tech->Who_Can_Build_Me(true, false, PlayerPtr->Class->House) != NULL;
|
|
} else {
|
|
if ((unsigned)Buildables[index].BuildableID < SPC_COUNT) {
|
|
ok = PlayerPtr->SuperWeapon[Buildables[index].BuildableID].Is_Present();
|
|
} else {
|
|
ok = false;
|
|
}
|
|
}
|
|
|
|
if (!ok) {
|
|
|
|
/*
|
|
** Removes this entry from the list.
|
|
*/
|
|
if (BuildableCount > 1 && index < BuildableCount-1) {
|
|
memcpy(&Buildables[index], &Buildables[index+1], sizeof(Buildables[0])*((BuildableCount-index)-1));
|
|
}
|
|
TopIndex = 0;
|
|
IsToRedraw = true;
|
|
redraw = true;
|
|
BuildableCount--;
|
|
index--;
|
|
}
|
|
}
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** If there are no more buildable objects to display, make the sidebar go away.
|
|
*/
|
|
if (!BuildableCount) {
|
|
Map.SidebarClass::Activate(0);
|
|
}
|
|
#endif
|
|
return(redraw);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::SelectClass::SelectClass -- Default constructor. *
|
|
* *
|
|
* This is the default constructor for the button that controls the buildable cameos on *
|
|
* the sidebar strip. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: The coordinates are set to zero by this routine. They must be set to the *
|
|
* correct values before this button will function. *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
SidebarClass::StripClass::SelectClass::SelectClass(void) :
|
|
ControlClass(0, 0, 0, (OBJECT_WIDTH-1) * RESFACTOR, OBJECT_HEIGHT * RESFACTOR, LEFTPRESS|RIGHTPRESS|LEFTUP),
|
|
Strip(0),
|
|
Index(0)
|
|
{
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::SelectClass:: -- Assigns special values to a buildable select but *
|
|
* *
|
|
* Use this routine to set custom buildable vars for this particular select button. It *
|
|
* uses this information to properly know what buildable object to start or stop production *
|
|
* on. *
|
|
* *
|
|
* INPUT: strip -- Reference to the strip that owns this buildable button. *
|
|
* *
|
|
* index -- The index (0 .. MAX_VISIBLE-1) of this button. This is used to let *
|
|
* the owning strip know what index this button refers to. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::StripClass::SelectClass::Set_Owner(StripClass & strip, int index)
|
|
{
|
|
Strip = &strip;
|
|
Index = index;
|
|
X = strip.X;
|
|
Y = strip.Y + ((index * OBJECT_HEIGHT) * RESFACTOR);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::SelectClass:: -- Action function when buildable cameo is selected *
|
|
* *
|
|
* This function is called when the buildable icon (cameo) is clicked on. It handles *
|
|
* starting and stopping production as indicated. *
|
|
* *
|
|
* INPUT: flags -- The input event that triggered the call. *
|
|
* *
|
|
* key -- The keyboard value at the time of the input. *
|
|
* *
|
|
* OUTPUT: Returns with whether the input list should be scanned further. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
* 10/09/1996 JLB : Sonar pulse converted to regular event type. *
|
|
*=============================================================================================*/
|
|
int SidebarClass::StripClass::SelectClass::Action(unsigned flags, KeyNumType & key)
|
|
{
|
|
int index = Strip->TopIndex + Index;
|
|
RTTIType otype = Strip->Buildables[index].BuildableType;
|
|
int oid = Strip->Buildables[index].BuildableID;
|
|
int fnumber = Strip->Buildables[index].Factory;
|
|
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
|
|
|
|
ObjectTypeClass const * choice = NULL;
|
|
SpecialWeaponType spc = SPC_NONE;
|
|
|
|
/*
|
|
** Determine the factory number that would apply to objects of the type
|
|
** the mouse is currently addressing. This doesn't mean that the factory number
|
|
** fetched is actually producing the indicated object, merely that that particular
|
|
** kind of factory is specified by the "genfactory" value. This can be used to see
|
|
** if the factory type is currently busy or not.
|
|
*/
|
|
FactoryClass * factory = PlayerPtr->Fetch_Factory(otype);
|
|
|
|
Map.Override_Mouse_Shape(MOUSE_NORMAL);
|
|
|
|
if (index < Strip->BuildableCount) {
|
|
if (otype != RTTI_SPECIAL) {
|
|
choice = Fetch_Techno_Type(otype, oid);
|
|
} else {
|
|
spc = SpecialWeaponType(oid);
|
|
}
|
|
|
|
if (fnumber != -1) {
|
|
factory = Factories.Raw_Ptr(fnumber);
|
|
}
|
|
|
|
} else {
|
|
Map.Help_Text(TXT_NONE);
|
|
}
|
|
|
|
if (spc != SPC_NONE) {
|
|
|
|
/*
|
|
** Display the help text if the mouse is over the button.
|
|
*/
|
|
if (flags & LEFTUP) {
|
|
Map.Help_Text(SpecialWeaponHelp[spc], X, Y, scheme->Color, true);
|
|
flags &= ~LEFTUP;
|
|
}
|
|
|
|
/*
|
|
** A right mouse button signals "cancel". If we are in targeting
|
|
** mode then we don't want to be any more.
|
|
*/
|
|
if (flags & RIGHTPRESS) {
|
|
Map.IsTargettingMode = SPC_NONE;
|
|
}
|
|
/*
|
|
** A left mouse press signal "activate". If our weapon type is
|
|
** available then we should activate it.
|
|
*/
|
|
if (flags & LEFTPRESS) {
|
|
|
|
if ((unsigned)spc < SPC_COUNT) {
|
|
if (PlayerPtr->SuperWeapon[spc].Is_Ready()) {
|
|
if (spc != SPC_SONAR_PULSE) {
|
|
Map.IsTargettingMode = spc;
|
|
Unselect_All();
|
|
Speak(VOX_SELECT_TARGET);
|
|
} else {
|
|
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, SPC_SONAR_PULSE, 0));
|
|
}
|
|
} else {
|
|
PlayerPtr->SuperWeapon[spc].Impatient_Click();
|
|
}
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
if (choice != NULL) {
|
|
|
|
/*
|
|
** Display the help text if the mouse is over the button.
|
|
*/
|
|
if (flags & LEFTUP) {
|
|
Map.Help_Text(choice->Full_Name(), X, Y, scheme->Color, true);
|
|
Map.Set_Cost(choice->Cost_Of() * PlayerPtr->CostBias);
|
|
flags &= ~LEFTUP;
|
|
}
|
|
|
|
/*
|
|
** A right mouse button signals "cancel".
|
|
*/
|
|
if (flags & RIGHTPRESS) {
|
|
|
|
/*
|
|
** If production is in progress, put it on hold. If production is already
|
|
** on hold, then abandon it. Money will be refunded, the factory
|
|
** manager deleted, and the object under construction is returned to
|
|
** the free pool.
|
|
*/
|
|
if (factory != NULL) {
|
|
|
|
/*
|
|
** Cancels placement mode if the sidebar factory is abandoned or
|
|
** suspended.
|
|
*/
|
|
if (Map.PendingObjectPtr && Map.PendingObjectPtr->Is_Techno()) {
|
|
Map.PendingObjectPtr = 0;
|
|
Map.PendingObject = 0;
|
|
Map.PendingHouse = HOUSE_NONE;
|
|
Map.Set_Cursor_Shape(0);
|
|
}
|
|
|
|
if (!factory->Is_Building()) {
|
|
Speak(VOX_CANCELED);
|
|
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
|
|
} else {
|
|
Speak(VOX_SUSPENDED);
|
|
OutList.Add(EventClass(EventClass::SUSPEND, otype, oid));
|
|
Map.Column[0].IsToRedraw = true;
|
|
Map.Column[1].IsToRedraw = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (flags & LEFTPRESS) {
|
|
|
|
/*
|
|
** If there is already a factory attached to this strip but the player didn't click
|
|
** on the icon that has the attached factory, then say that the factory is busy and
|
|
** ignore the click.
|
|
*/
|
|
if (fnumber == -1 && factory != NULL) {
|
|
Speak(VOX_NO_FACTORY);
|
|
ControlClass::Action(flags, key);
|
|
return(true);
|
|
}
|
|
|
|
if (factory != NULL) {
|
|
|
|
/*
|
|
** If this object is currently being built, then give a scold sound and text and then
|
|
** bail.
|
|
*/
|
|
if (factory->Is_Building()) {
|
|
Speak(VOX_NO_FACTORY);
|
|
} else {
|
|
|
|
/*
|
|
** If production has completed, then attempt to have the object exit
|
|
** the factory or go into placement mode.
|
|
*/
|
|
if (factory->Has_Completed()) {
|
|
|
|
TechnoClass * pending = factory->Get_Object();
|
|
if (!pending && factory->Get_Special_Item()) {
|
|
Map.IsTargettingMode = SPC_ANY;
|
|
} else {
|
|
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
|
|
if (!builder) {
|
|
OutList.Add(EventClass(EventClass::ABANDON, otype, oid));
|
|
Speak(VOX_NO_FACTORY);
|
|
} else {
|
|
|
|
/*
|
|
** If the completed object is a building, then change the
|
|
** game state into building placement mode. This fact is
|
|
** not transmitted to any linked computers until the moment
|
|
** the building is actually placed down.
|
|
*/
|
|
if (pending->What_Am_I() == RTTI_BUILDING) {
|
|
PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
|
|
} else {
|
|
|
|
/*
|
|
** For objects that can leave the factory under their own
|
|
** power, queue this event and process through normal house
|
|
** production channels.
|
|
*/
|
|
OutList.Add(EventClass(EventClass::PLACE, otype, -1));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
|
|
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
|
|
// Eva scolds the player here.
|
|
} else {
|
|
/*
|
|
** The factory must have been in a suspended state. Resume construction
|
|
** normally.
|
|
*/
|
|
if (otype == RTTI_INFANTRYTYPE) {
|
|
Speak(VOX_TRAINING);
|
|
} else {
|
|
Speak(VOX_BUILDING);
|
|
}
|
|
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
|
|
}
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
if (PlayerPtr->Is_Hack_Prevented(otype, oid)) {
|
|
// Eva scolds the player here.
|
|
} else {
|
|
|
|
/*
|
|
** If this side strip is already busy with production, then ignore the
|
|
** input and announce this fact.
|
|
*/
|
|
if (otype == RTTI_INFANTRYTYPE) {
|
|
Speak(VOX_TRAINING);
|
|
} else {
|
|
Speak(VOX_BUILDING);
|
|
}
|
|
OutList.Add(EventClass(EventClass::PRODUCE, Strip->Buildables[index].BuildableType, Strip->Buildables[index].BuildableID));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
flags = 0;
|
|
}
|
|
}
|
|
|
|
ControlClass::Action(flags, key);
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::SBGadgetClass::Action -- Special function that controls the mouse over the si *
|
|
* *
|
|
* This routine is called whenever the mouse is over the sidebar. It makes sure that the *
|
|
* mouse is always the normal shape while over the sidebar. *
|
|
* *
|
|
* INPUT: flags -- The event flags that resulted in this routine being called. *
|
|
* *
|
|
* key -- Reference the keyboard code that may be present. *
|
|
* *
|
|
* OUTPUT: Returns that no further keyboard processing is necessary. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int SidebarClass::SBGadgetClass::Action(unsigned , KeyNumType & )
|
|
{
|
|
Map.Help_Text(TXT_NONE);
|
|
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Factory_Link -- Links a factory to a sidebar button. *
|
|
* *
|
|
* This routine will link the specified factory to this sidebar strip. The exact button to *
|
|
* link to is determined from the object type and id specified. A linked button is one that *
|
|
* will show appropriate construction animation (clock shape) that matches the state of *
|
|
* the factory. *
|
|
* *
|
|
* INPUT: factory -- The factory number to link to the sidebar. *
|
|
* *
|
|
* type -- The object type that this factory refers to. *
|
|
* *
|
|
* id -- The object sub-type that this factory refers to. *
|
|
* *
|
|
* OUTPUT: Was the factory successfully attached? Failure would indicate that there is no *
|
|
* object of the specified type and sub-type in the sidebar list. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::Factory_Link(int factory, RTTIType type, int id)
|
|
{
|
|
for (int index = 0; index < BuildableCount; index++) {
|
|
if (Buildables[index].BuildableType == type && Buildables[index].BuildableID == id) {
|
|
Buildables[index].Factory = factory;
|
|
IsBuilding = true;
|
|
/*
|
|
** Flag that all the icons on this strip need to be redrawn
|
|
*/
|
|
Flag_To_Redraw();
|
|
return(true);
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Abandon_Production -- Stops production of the object specified. *
|
|
* *
|
|
* This routine is used to abandon production of the object specified. The factory will *
|
|
* be completely disabled by this call. *
|
|
* *
|
|
* INPUT: type -- The object type that is to be abandoned. The sub-type is not needed *
|
|
* since it is presumed there can be only one type in production at any *
|
|
* one time. *
|
|
* *
|
|
* factory -- The factory number that is doing the production. *
|
|
* *
|
|
* OUTPUT: Was the factory successfully abandoned? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::Abandon_Production(RTTIType type, int factory)
|
|
{
|
|
return(Column[Which_Column(type)].Abandon_Production(factory));
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::StripClass::Abandon_Produ -- Abandons production associated with sidebar. *
|
|
* *
|
|
* Production of the object associated with this sidebar is abandoned when this routine is *
|
|
* called. *
|
|
* *
|
|
* INPUT: factory -- The factory index that is to be suspended. *
|
|
* *
|
|
* OUTPUT: Was the production abandonment successful? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/18/1995 JLB : Created. *
|
|
* 08/06/1995 JLB : More intelligent abandon logic for multiple factories. *
|
|
*=============================================================================================*/
|
|
bool SidebarClass::StripClass::Abandon_Production(int factory)
|
|
{
|
|
bool noprod = true;
|
|
bool abandon = false;
|
|
for (int index = 0; index < BuildableCount; index++) {
|
|
if (Buildables[index].Factory == factory) {
|
|
Factories.Raw_Ptr(factory)->Abandon();
|
|
Buildables[index].Factory = -1;
|
|
abandon = true;
|
|
} else {
|
|
if (Buildables[index].Factory != -1) {
|
|
noprod = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If there was a change to the strip, then flag the strip to be redrawn.
|
|
*/
|
|
if (abandon) {
|
|
Flag_To_Redraw();
|
|
}
|
|
|
|
/*
|
|
** If there is no production whatsoever on this strip, then flag it so.
|
|
*/
|
|
if (noprod) {
|
|
IsBuilding = false;
|
|
}
|
|
return(abandon);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SidebarClass::Zoom_Mode_Control -- Handles the zoom mode toggle operation. *
|
|
* *
|
|
* This is the function that is called when the map button is pressed. It will toggle *
|
|
* between the different modes that the radar map can assume. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/31/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SidebarClass::Zoom_Mode_Control(void)
|
|
{
|
|
#ifdef WIN32
|
|
/*
|
|
** If radar is active, cycle as follows:
|
|
** Zoomed => not zoomed
|
|
** not zoomed => player status (multiplayer only)
|
|
** player status => radar spying readout
|
|
** radar spying readout => zoomed
|
|
*/
|
|
if (IsRadarActive) {
|
|
if (Is_Zoomed() || Session.Type==GAME_NORMAL) {
|
|
if (Is_Zoomed() || !Spy_Next_House()) {
|
|
Zoom_Mode(Coord_Cell(TacticalCoord));
|
|
}
|
|
} else {
|
|
if (!Spying_On_House() && !Is_Player_Names()) {
|
|
Player_Names(1);
|
|
} else {
|
|
Player_Names(0);
|
|
if (!Spy_Next_House()) {
|
|
Zoom_Mode(Coord_Cell(TacticalCoord));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (Session.Type!=GAME_NORMAL) {
|
|
Player_Names(Is_Player_Names()==0);
|
|
}
|
|
}
|
|
#else
|
|
/*
|
|
** If radar is active, cycle as follows:
|
|
** not zoomed => player status (multiplayer only)
|
|
** player status => radar spying readout
|
|
** radar spying readout => not zoomed
|
|
*/
|
|
if (IsRadarActive) {
|
|
if (Session.Type==GAME_NORMAL) {
|
|
if (!Spy_Next_House()) {
|
|
Zoom_Mode(Coord_Cell(TacticalCoord));
|
|
}
|
|
} else {
|
|
if (!Spying_On_House() && !Is_Player_Names()) {
|
|
Player_Names(1);
|
|
} else {
|
|
Player_Names(0);
|
|
if (!Spy_Next_House()) {
|
|
Zoom_Mode(Coord_Cell(TacticalCoord));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (Session.Type!=GAME_NORMAL) {
|
|
Player_Names(Is_Player_Names()==0);
|
|
}
|
|
}
|
|
#endif
|
|
} |