Files
source/Strategic/Map Screen Interface Map.h
T
2021-11-21 12:56:27 +00:00

434 lines
12 KiB
C++

#ifndef _MAP_SCREEN_INTERFACE_MAP_H
#define _MAP_SCREEN_INTERFACE_MAP_H
#include "Vehicles.h"
#include "mapscreen.h"
// functions
void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow );
//void DrawMapIndexSmallMap( BOOLEAN fSelectedCursorIsYellow );
UINT32 DrawMap( void );
#define MAX_ICON_CHARS 500
typedef struct
{
CHAR8 IconSti[MAX_ICON_CHARS];
INT32 IconX;
INT32 IconY;
} ICON_FILE;
typedef struct
{
UINT32 uiIndex;
CHAR16 sType[50];
UINT16 Type;
CHAR16 sMinerals[50];
} MINERALS_VALUES;
// map shading colors
enum{
MAP_SHADE_BLACK =0,
MAP_SHADE_LT_GREEN,
MAP_SHADE_MD_GREEN,
MAP_SHADE_DK_GREEN,
MAP_SHADE_LT_RED,
MAP_SHADE_MD_RED,
MAP_SHADE_DK_RED,
MAP_SHADE_LT_YELLOW,
MAP_SHADE_MD_YELLOW,
MAP_SHADE_DK_YELLOW,
MAP_SHADE_LT_CYAN,
MAP_SHADE_MD_CYAN,
MAP_SHADE_DK_CYAN,
MAP_SHADE_LT_GREY,
MAP_SHADE_MD_GREY,
MAP_SHADE_DK_GREY,
MAP_SHADE_LT_BLUE,
MAP_SHADE_MD_BLUE,
MAP_SHADE_DK_BLUE,
MAP_SHADE_LT_PINK,
MAP_SHADE_ORANGE,
// Flugente: more colours
MAP_SHADE_MIX_RED,
MAP_SHADE_MIX_GREEN,
MAP_SHADE_MIX_BLUE,
MAP_SHADE_MIX_YELLOW,
MAP_SHADE_MIX_RED_GREEN,
MAP_SHADE_MIX_RED_BLUE,
MAP_SHADE_MIX_RED_YELLOW,
MAP_SHADE_MIX_GREEN_BLUE,
MAP_SHADE_MIX_GREEN_YELLOW,
MAP_SHADE_MIX_BLUE_YELLOW,
MAP_SHADE_MIX_RED_GREEN_BLUE,
MAP_SHADE_MIX_RED_GREEN_YELLOW,
MAP_SHADE_MIX_RED_BLUE_YELLOW,
MAP_SHADE_MIX_GREEN_BLUE_YELLOW,
MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW,
MAP_SHADE_MAX,
};
extern MINERALS_VALUES MineralsName[255];
extern ICON_FILE gHiddenIcon[ 256 ];
extern UINT32 guiIcon2[256];
typedef struct InqMapInfo
{
UINT8 mapcolour; // map sector will get this colour
CHAR16 text[1024]; // texts to appear in the infobox, \n start a new line
CHAR16 shorttext[128]; // this text will appear on the map itself
std::vector<int> symbols; // all the symbols we have to display
} InqMapInfo;
extern InqMapInfo gMapIntelData[256];
extern BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile );
extern BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
void GetScreenXYFromMapXYStationary( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
BOOLEAN InitializePalettesForMap( void );
void InitializeMilitiaPopup(void);
void ShutDownPalettesForMap( void );
// plot path for helicopter
void PlotPathForHelicopter( INT16 sX, INT16 sY );
// the temp path, where the helicopter could go
void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY );
// plot path for helicopter
void PlotPathForMilitia( INT16 sX, INT16 sY );
// the temp path, where the helicopter could go
void PlotATemporaryPathForMilitia( INT16 sX, INT16 sY );
// trace a route for a passed path...doesn't require dest char - most more general
BOOLEAN TracePathRoute( BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath );
// show arrows for this char
void DisplayPathArrows(UINT16 usCharNum, HVOBJECT hMapHandle);
// restore backgrounds for arrows
void RestoreArrowBackgroundsForTrace(INT32 iArrow, INT32 iArrowX, INT32 iArrowY, BOOLEAN fZoom);
// build path for character
void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal );
// build temp path for character
void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
// display current/temp paths
void DisplaySoldierPath( SOLDIERTYPE *pCharacter );
void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter );
void DisplayHelicopterPath( void );
void DisplayHelicopterTempPath( void );
void DisplayMilitiaPath( void );
void DisplayMilitiaTempPath( void );
// clear path after this sector
UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
// cancel path : clear the path completely and gives player feedback message that the route was canceled
void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
void CancelPathForGroup( GROUP *pGroup );
void CancelPathForMilitiaGroup( UINT8 uGroupId );
// check if we have waited long enought object update temp path
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
void DisplayThePotentialPathForMilitia( INT16 sMapX, INT16 sMapY );
// clear out helicopter list after this sector
UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY );
UINT32 ClearPathAfterThisSectorForMilitia( INT16 sX, INT16 sY );
// check to see if sector is highlightable
BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY );
// set bad sectors list
void SetUpBadSectorsList( void );
// restore background for map grids
void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY );
// clip blits to map view region
void ClipBlitsToMapViewRegion( void );
void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES );
// clip blits to full screen....restore after use of ClipBlitsToMapViewRegion( )
void RestoreClipRegionToFullScreen( void );
void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES );
// show the icons for people in motion
void ShowPeopleInMotion( INT16 sX, INT16 sY );
void ShowNonPlayerGroupsInMotion( INT16 sX, INT16 sY, UINT8 usTeam );
void ShowMilitiaInMotion( INT16 sX, INT16 sY); // added by Flugente
// last sector in helicopter's path
INT16 GetLastSectorOfHelicoptersPath( void );
INT16 GetLastSectorOfMilitiaPath( void );
// display info about helicopter path
void DisplayDistancesForHelicopter( void );
// display where heli is
void DisplayPositionOfHelicopter( void );
void DisplayPositionOfEnemyHelicopter();
// check for click
BOOLEAN CheckForClickOverHelicopterIcon( INT16 sX, INT16 sY );
// show town markers
void BlitTownGridMarkers( void );
// load and delete the graphics for the map screen map militia
BOOLEAN LoadMilitiaPopUpBox( void );
void RemoveMilitiaPopUpBox( void );
// check if anyone left behind, if not, move selected cursor along with movement group
//void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ );
// create destroy
void CreateDestroyMilitiaPopUPRegions( void );
// draw the militia box
BOOLEAN DrawMilitiaPopUpBox( void );
//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
//Returns false for all other cases.
UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
//flag.
void ClearAnySectorsFlashingNumberOfEnemies();
void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter );
void InitMapSecrets( void );
enum {
ABORT_PLOTTING = 0,
PATH_CLEARED,
PATH_SHORTENED,
};
// what the player knows about the enemies in a given sector
enum {
KNOWS_NOTHING = 0,
KNOWS_THEYRE_THERE,
KNOWS_THEYRE_THERE_AND_WHERE_GOING,
KNOWS_THEYRE_THERE_AND_HOW_MANY,
KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY,
};
// scroll bounds
#define EAST_ZOOM_BOUND 378
#define WEST_ZOOM_BOUND 42
#define SOUTH_ZOOM_BOUND 324
#define NORTH_ZOOM_BOUND 36
// WANNE: The starting top/left position of the background image
#define MAP_BORDER_X 261
#define MAP_BORDER_Y 0
// size of squares on the map
extern UINT16 MAP_GRID_X;
extern UINT16 MAP_GRID_Y;
extern UINT16 MAP_BORDER_X_OFFSET;
extern UINT16 MAP_BORDER_Y_OFFSET;
extern UINT16 MAP_VIEW_START_X;
extern UINT16 MAP_VIEW_START_Y;
extern UINT16 MAP_VIEW_WIDTH;
extern UINT16 MAP_VIEW_HEIGHT;
extern INT32 MAP_FONT;
extern INT32 ETA_FONT;
extern UINT16 MAP_HORT_INDEX_X;
extern UINT16 MAP_HORT_INDEX_Y;
extern UINT16 MAP_HORT_HEIGHT;
extern UINT16 MAP_VERT_INDEX_X;
extern UINT16 MAP_VERT_INDEX_Y;
extern UINT16 MAP_VERT_WIDTH;
// Helicopter eta popup position
extern UINT16 MAP_HELICOPTER_ETA_POPUP_X;
extern UINT16 MAP_HELICOPTER_ETA_POPUP_Y;
extern UINT16 MAP_HELICOPTER_UPPER_ETA_POPUP_Y;
extern UINT16 MAP_HELICOPTER_ETA_POPUP_WIDTH;
extern UINT16 MAP_HELICOPTER_ETA_POPUP_HEIGHT;
extern UINT16 MAP_HELICOPTER_ETA_POPUP_ALTERNATE_HEIGHT;
// sublevel text string position
extern UINT16 MAP_LEVEL_STRING_X;
extern UINT16 MAP_LEVEL_STRING_Y;
// number of units wide
#define WORLD_MAP_X 18 // WANNE: 18 darf nicht geändert werden!
// Orta position on the map
#define ORTA_SECTOR_X 4
#define ORTA_SECTOR_Y 11
#define TIXA_SECTOR_X gModSettings.ubTixaPrisonSectorX //9
#define TIXA_SECTOR_Y gModSettings.ubTixaPrisonSectorY //10
// what are we showing?..teams/vehicles
// Show values
#define SHOW_TEAMMATES 1
#define SHOW_VEHICLES 2
// wait time until temp path is drawn, from placing cursor on a map grid
#define MIN_WAIT_TIME_FOR_TEMP_PATH 200
//extern INT32 MAP_VIEW_START_X;
//extern INT32 MAP_VIEW_START_Y;
// zoom UL coords
extern INT32 iZoomX;
extern INT32 iZoomY;
// the number of militia on the cursor
extern INT16 sGreensOnCursor;
extern INT16 sRegularsOnCursor;
extern INT16 sElitesOnCursor;
// highlighted sectors
extern INT16 gsHighlightSectorX;
extern INT16 gsHighlightSectorY;
// the big map
extern UINT32 guiBIGMAP;
// the orta icon
extern UINT32 guiORTAICON;
extern UINT32 guiTIXAICON;
// the character icons
extern UINT32 guiCHARICONS;
// the merc arrival sector landing zone icon
extern UINT32 guiBULLSEYE;
// Flugente: symbols indicating various things on the intel map
extern UINT32 guiINTEL;
// character between sector icons
extern UINT32 guiCHARBETWEENSECTORICONS;
// HEADROCK HAM 5: Enemies Between Sectors icons
extern UINT32 guiENEMYBETWEENSECTORICONS;
// the viewable map bound region
extern SGPRect MapScreenRect;
// draw temp path
extern BOOLEAN fDrawTempHeliPath;
extern BOOLEAN fDrawTempMilitiaPath;
// selected destination char
INT8 GetSelectedDestChar();
void SetSelectedDestChar( INT8 aVal );
extern bool gSquadEncumbranceCheckNecessary;
// current assignment character
extern INT8 bSelectedAssignChar;
// the info character
extern INT8 bSelectedInfoChar;
// the contract char
extern INT8 bSelectedContractChar;
// map arrows graphical index value
extern UINT32 guiMAPCURSORS;
// HEADROCK HAM 5: New pathing arrows may replace the above eventually, but for now a separate variable will do.
extern UINT32 guiMapPathingArrows;
// has temp path for character path or helicopter been already drawn
extern BOOLEAN fTempPathAlreadyDrawn;
// map view region clipping rect
extern SGPRect MapScreenRect;
// the map border eta pop up
extern UINT32 guiMapBorderEtaPopUp;
// heli pop up
extern UINT32 guiMapBorderHeliSectors;
// anv: alternate heli pop up for alternative fuel system
extern UINT32 guiMapBorderHeliSectorsAlternate;
// the currently selected town militia
extern INT16 sSelectedMilitiaTown;
// the selected sectors
extern UINT16 sSelMapX;
extern UINT16 sSelMapY;
extern BOOLEAN fFoundTixa;
extern UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
extern INT16 sBaseSectorList[ MAX_TOWNS - 1 ];
extern POINT pTownPoints[ MAX_TOWNS ];
#ifdef JA2UB
extern void SetUpValidCampaignSectors( void );
#endif
void CreateMilitiaGroupBox( );
void DestroyMilitiaGroupBox( );
void DisplayMilitiaGroupBox( );
#endif