Files
source/Strategic/Map Screen Interface Map.h
T

295 lines
8.4 KiB
C

// WANNE 2 <changed some lines>
#ifndef _MAP_SCREEN_INTERFACE_MAP_H
#define _MAP_SCREEN_INTERFACE_MAP_H
#include "Vehicles.h"
// functions
void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow );
//void DrawMapIndexSmallMap( BOOLEAN fSelectedCursorIsYellow );
UINT32 DrawMap( void );
void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
void GetScreenXYFromMapXYStationary( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
BOOLEAN InitializePalettesForMap( 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 );
// 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 );
// 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 );
// check if we have waited long enought o update temp path
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
// clear out helicopter list after this sector
UINT32 ClearPathAfterThisSectorForHelicopter( 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 );
// last sector in helicopter's path
INT16 GetLastSectorOfHelicoptersPath( void );
// display info about helicopter path
void DisplayDistancesForHelicopter( void );
// display where hei is
void DisplayPositionOfHelicopter( void );
// 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 );
// grab the total number of militia in sector
INT32 GetNumberOfMilitiaInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
// 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_HOW_MANY,
};
// size of squares on the map
#define MAP_GRID_X 21
#define MAP_GRID_Y 18
// scroll bounds
#define EAST_ZOOM_BOUND 378
#define WEST_ZOOM_BOUND 42
#define SOUTH_ZOOM_BOUND 324
#define NORTH_ZOOM_BOUND 36
// WANNE 2 <change THIS>
// WANNE 2 (the starting top/left position of the background image
#define MAP_BORDER_X 261
#define MAP_BORDER_Y 0
// WANNE 2 <change THIS>
// WANNE 2 (the offset of the map border)
#define MAP_BORDER_X_OFFSET (((SCREEN_WIDTH - 261) - 380) / 2)
#define MAP_BORDER_Y_OFFSET (((SCREEN_HEIGHT - 121) - 360) / 2)
// WANNE 2 <THE MAP IMAGE PCX>
// map view region
#define MAP_VIEW_START_X (MAP_BORDER_X + MAP_BORDER_X_OFFSET + 9)
#define MAP_VIEW_START_Y (MAP_BORDER_Y + MAP_BORDER_Y_OFFSET + 10)
#define MAP_VIEW_WIDTH 336
#define MAP_VIEW_HEIGHT 298
//#define MAP_VIEW_START_X 270
//#define MAP_VIEW_START_Y 10
//#define MAP_VIEW_WIDTH 336
//#define MAP_VIEW_HEIGHT 298
// zoomed in grid sizes
#define MAP_GRID_ZOOM_X MAP_GRID_X*2
#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
// number of units wide
#define WORLD_MAP_X 18
// dirty regions for the map
#define DMAP_GRID_X ( MAP_GRID_X + 1 )
#define DMAP_GRID_Y ( MAP_GRID_Y + 1 )
#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
// Orta position on the map
#define ORTA_SECTOR_X 4
#define ORTA_SECTOR_Y 11
#define TIXA_SECTOR_X 9
#define TIXA_SECTOR_Y 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;
// character between sector icons
extern UINT32 guiCHARBETWEENSECTORICONS;
extern UINT32 guiCHARBETWEENSECTORICONSCLOSE;
// the viewable map bound region
extern SGPRect MapScreenRect;
// draw temp path
extern BOOLEAN fDrawTempHeliPath;
// selected destination char
extern INT8 bSelectedDestChar;
// 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;
// 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;
// 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[12];
extern POINT pTownPoints[13];
#endif