170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/radar.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 10/27/01 11:36a $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef RADAR_H
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#define RADAR_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef VECTOR3_H
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#include "vector3.h"
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#endif
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#ifndef VECTOR_H
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#include "vector.h"
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#endif
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#ifndef RECT_H
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#include "rect.h"
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#endif
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/*
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**
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*/
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class ChunkSaveClass;
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class ChunkLoadClass;
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class Matrix3D;
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class Vector2;
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class Render2DClass;
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class PhysicalGameObj;
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class Render2DSentenceClass;
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/*
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** Radar mode in multiplayer
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*/
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enum RadarModeEnum {
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RADAR_NOBODY,
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RADAR_TEAMMATES,
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RADAR_ALL,
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};
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/*
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**
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*/
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class RadarMarkerClass {
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public:
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RadarMarkerClass( void );
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bool operator == ( const RadarMarkerClass & other) const { return false; }
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bool operator != ( const RadarMarkerClass & other) const { return true; }
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bool Save( ChunkSaveClass &csave );
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bool Load( ChunkLoadClass &cload );
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int ID;
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int Type;
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int Color;
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Vector3 Position;
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float Intensity;
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};
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/*
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** System to display the Radar
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*/
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class RadarManager {
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public:
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static void Init( void );
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static void Shutdown( void );
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static bool Save( ChunkSaveClass &csave );
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static bool Load( ChunkLoadClass &cload );
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static void Update( const Matrix3D & player_tm, const Vector2 & offset_2d );
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static void Set_Bracket_Object( const PhysicalGameObj * obj ) { BracketObj = obj; }
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static void Render( void );
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static void Set_Hidden( bool onoff );
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static bool Is_Hidden( void ) { return IsHidden; }
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// Blip Types
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enum {
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BLIP_SHAPE_TYPE_NONE = 0,
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BLIP_SHAPE_TYPE_HUMAN,
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BLIP_SHAPE_TYPE_VEHICLE,
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BLIP_SHAPE_TYPE_STATIONARY,
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BLIP_SHAPE_TYPE_OBJECTIVE,
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NUM_BLIP_SHAPE_TYPES,
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BLIP_BRACKET = NUM_BLIP_SHAPE_TYPES,
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BLIP_SWEEP,
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NUM_BLIP_TYPES
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};
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static int Get_Num_Blip_Shape_Types( void ) { return NUM_BLIP_SHAPE_TYPES; }
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static const char * Get_Blip_Shape_Type_Name( int index );
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// Colors
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enum {
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BLIP_COLOR_TYPE_NOD = 0,
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BLIP_COLOR_TYPE_GDI,
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BLIP_COLOR_TYPE_NEUTRAL,
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BLIP_COLOR_TYPE_MUTANT,
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BLIP_COLOR_TYPE_RENEGADE,
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BLIP_COLOR_TYPE_PRIMARY_OBJECTIVE,
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BLIP_COLOR_TYPE_SECONDARY_OBJECTIVE,
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BLIP_COLOR_TYPE_TERTIARY_OBJECTIVE,
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NUM_BLIP_COLOR_TYPES
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};
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// Special Markers
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static void Clear_Marker( int id );
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static void Clear_Markers( void ) { Markers.Delete_All(); }
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static void Add_Marker( const RadarMarkerClass & marker ) { Markers.Add(marker); }
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static void Change_Marker_Color( int id, int color );
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// Multiplayer support
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static void Set_Radar_Mode(RadarModeEnum mode) { RadarMode = mode; }
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static RadarModeEnum Get_Radar_Mode(void) { return RadarMode; }
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private:
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static DynamicVectorClass<RadarMarkerClass> Markers;
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static Render2DClass * Renderer;
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static Render2DSentenceClass * CompassRenderers[8];
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static int CurrentCompassRendererIndex;
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static unsigned long BlipColors[ NUM_BLIP_COLOR_TYPES ];
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static const PhysicalGameObj * BracketObj;
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static RectClass BlipUV[ NUM_BLIP_TYPES ];
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static bool IsHidden;
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static float HiddenTimer;
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static RadarModeEnum RadarMode;
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// Possibily add a blip, return the new intensity
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static float Add_Blip( const Vector3 & pos, int shape_type, int color_type, float intensity, bool bracket, bool altitude_fade = false );
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};
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#endif
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