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CnC_Renegade/Code/Combat/radar.h

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C++

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