/* ** Command & Conquer(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 . */ /* $Header: F:\projects\c&c\vcs\code\power.h_v 2.16 16 Oct 1995 16:48:06 JOE_BOSTIC $ */ /*********************************************************************************************** *** 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 *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : POWER.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 12/15/94 * * * * Last Update : December 15, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef POWER_H #define POWER_H #include "radar.h" class PowerClass : public RadarClass { public: int PowX; int PowY; int PowWidth; int PowHeight; int PowLineSpace; int PowLineWidth; PowerClass(); /* ** Initialization */ virtual void One_Time(void); // One-time inits virtual void Init_Clear(void); // Clears all to known state virtual void Draw_It(bool complete=false); virtual void AI(KeyNumType &input, int x, int y); virtual void Refresh_Cells(CELL cell, short const *list); // virtual void Must_Redraw_Sidebar(void); /* ** File I/O. */ virtual void Code_Pointers(void); virtual void Decode_Pointers(void); unsigned IsToRedraw:1; protected: /* ** This gadget is used to capture mouse input on the power bar. */ class PowerButtonClass : public GadgetClass { public: PowerButtonClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {}; protected: virtual int Action(unsigned flags, KeyNumType & key); friend class PowerClass; }; /* ** This is the "button" that tracks all input to the tactical map. ** It must be available to derived classes, for Save/Load purposes. */ static PowerButtonClass PowerButton; enum PowerEnums { POWER_STEP_LEVEL=100, POWER_STEP_FACTOR=6, }; private: int Power_Height(int value); unsigned IsActive:1; int RecordedDrain; int RecordedPower; int DesiredDrainHeight; int DesiredPowerHeight; int DrainHeight; int PowerHeight; int DrainBounce; int PowerBounce; short PowerDir; short DrainDir; /* ** Points to the shape to use for the "desired" power level indicator. */ static void const * PowerShape; /* ** Points to the shapes to be used for drawing the power bar */ static void const * PowerBarShape; }; #endif