1943 lines
64 KiB
C++
1943 lines
64 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /counterstrike/SCORE.CPP 3 3/14/97 12:02a Steve_tall $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : SCORE.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 19, 1994 *
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* *
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* Last Update : May 3, 1995 [BWG] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Call_Back_Delay -- Combines Call_Back() and Delay() functions *
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* Draw_Bar_Graphs -- Draw "Casualties" bar graphs *
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* Draw_InfantryMan -- Draw one guy in score screen, update animation *
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* Draw_Infantrymen -- Draw all the guys on the score screen *
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* New_Infantry_Anim -- Start up a new animation for one of the infantrymen *
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* ScoreClass::Count_Up_Print -- Prints a number (up to its max) into a string, cleanly *
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* ScoreClass::DO_GDI_GRAPH -- Show # of people or buildings killed on GDI score screen *
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* ScoreClass::Delay -- Pauses waiting for keypress. *
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* ScoreClass::Presentation -- Main routine to display score screen. *
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* ScoreClass::Print_Graph_Title -- Prints title on score screen. *
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* ScoreClass::Print_Minutes -- Print out hours/minutes up to max *
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* ScoreClass::Pulse_Bar_Graph -- Pulses the bargraph color. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef WIN32
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extern short StreamLowImpact;
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#endif
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#include "function.h"
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#define SCORETEXT_X 184
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#define SCORETEXT_Y 8
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#define CASUALTY_Y 88
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#define BUILDING_X 256
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#define BUILDING_Y 128
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#define BARGRAPH_X 266
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#define MAX_BAR_X 318 // max possible is 319 because of bar's right shadow
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#define SIZEGBAR 118
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#define HALLFAME_X 11
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#define HALLFAME_Y 120
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#define MULTISCOREX 30
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#define TEDIT_FAME 1
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#define NUMINFANTRYMEN 10
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#define NUMFAMENAMES 7
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#define MAX_FAMENAME_LENGTH 11
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#ifndef WIN32
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extern short StreamLowImpact;
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#endif //WIN32
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GraphicBufferClass *PseudoSeenBuff;
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struct InfantryAnim {
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int xpos;
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int ypos;
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void const *shapefile;
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void const *remap;
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int anim;
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int stage;
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char delay;
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InfantryTypeClass const *Class;
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} InfantryMan[NUMINFANTRYMEN];
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void Draw_InfantryMen(void);
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void Draw_InfantryMan(int index);
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void New_Infantry_Anim(int index, int anim);
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void Draw_Bar_Graphs(int i, int gkilled, int nkilled);
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void Animate_Cursor(int pos, int ypos);
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void Animate_Score_Objs(void);
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void Cycle_Wait_Click(bool cycle=true);
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#ifdef FIXIT_SCORE_CRASH
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//void Disable_Uncompressed_Shapes (void);
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//void Enable_Uncompressed_Shapes (void);
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#endif //FIXIT
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void const * Beepy6;
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int ControlQ; // cheat key to skip past score/mapsel screens
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bool StillUpdating;
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#ifdef WIN32
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char *ScreenNames[2]={"ALIBACKH.PCX", "SOVBACKH.PCX"};
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#else
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char *ScreenNames[2]={"ALI-TRAN.WSA", "SOV-TRAN.WSA"};
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#endif
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//#ifdef WIN32
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//TextBlitClass BlitList;
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//#endif
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struct Fame {
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char name[MAX_FAMENAME_LENGTH];
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int score;
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int level;
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int side;
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};
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ScoreAnimClass *ScoreObjs[MAXSCOREOBJS];
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ScoreAnimClass::ScoreAnimClass(int x, int y, void const * data)
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{
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XPos = x * RESFACTOR;
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YPos = y * RESFACTOR;
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Timer = 0;
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DataPtr = data;
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}
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ScoreTimeClass::ScoreTimeClass(int xpos, int ypos, void const * data, int maxval, int xtimer) :
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ScoreAnimClass(xpos, ypos, data)
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{
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Stage = 0;
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MaxStage = maxval;
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TimerReset = xtimer;
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}
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void ScoreTimeClass::Update(void)
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{
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#ifdef WIN32
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GraphicViewPortClass *oldpage;
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#else
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GraphicBufferClass *oldpage;
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#endif
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if (!Timer) {
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Timer = TimerReset;
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if (++Stage >= MaxStage) Stage = 0;
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oldpage = LogicPage;
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Set_Logic_Page(SeenBuff);
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CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
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#ifdef WIN32
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Set_Logic_Page(*PseudoSeenBuff);
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CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
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#endif
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Set_Logic_Page(oldpage);
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}
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}
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ScoreCredsClass::ScoreCredsClass(int xpos, int ypos, void const * data, int maxval, int xtimer) :
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ScoreAnimClass(xpos, ypos, data)
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{
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Stage = 0;
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MaxStage = maxval;
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TimerReset = xtimer;
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Clock1 = MFCD::Retrieve("CLOCK1.AUD");
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CashTurn = MFCD::Retrieve("CASHTURN.AUD");
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}
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void ScoreCredsClass::Update(void)
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{
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#ifdef WIN32
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GraphicViewPortClass *oldpage;
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#else
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GraphicBufferClass *oldpage;
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#endif
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if (!Timer) {
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Timer = TimerReset;
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if (++Stage >= MaxStage) Stage = 0;
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oldpage = LogicPage;
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Set_Logic_Page(SeenBuff);
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#ifdef WIN32
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Play_Sample(Clock1, 255, Options.Normalize_Volume(130));
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#else
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Play_Sample(Clock1, 255, Options.Normalize_Volume(50));
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#endif
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CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
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#ifdef WIN32
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Set_Logic_Page(*PseudoSeenBuff);
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CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
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#endif
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Set_Logic_Page(oldpage);
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}
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}
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ScorePrintClass::ScorePrintClass(int string, int xpos, int ypos, void const * palette, int background) :
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ScoreAnimClass(xpos, ypos, Text_String(string))
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{
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Background = background;
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PrimaryPalette = palette;
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Stage = 0;
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}
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ScorePrintClass::ScorePrintClass(void const * string, int xpos, int ypos, void const * palette, int background) :
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ScoreAnimClass(xpos, ypos, string)
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{
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Background = background;
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PrimaryPalette = palette;
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Stage = 0;
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}
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void ScorePrintClass::Update(void)
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{
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static char localstr[2]={0,0};
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static char _whitepal[]={0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F};
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if (Stage && (((char *)DataPtr)[Stage-1]==0) ) {
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for (int i = 0; i < MAXSCOREOBJS; i++) {
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if (ScoreObjs[i] == this) {
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ScoreObjs[i] = 0;
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}
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}
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delete this;
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return;
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}
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#ifdef WIN32
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StillUpdating = true;
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#endif
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if (!Timer) {
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Timer = 1;
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int pos = XPos+(Stage*(6*RESFACTOR));
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// print the letter properly
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if (Stage) {
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Set_Font_Palette(PrimaryPalette);
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localstr[0]=((char *)DataPtr)[Stage-1];
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HidPage.Print(localstr, pos-6*RESFACTOR, YPos, TBLACK, TBLACK);
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HidPage.Blit(SeenPage, pos-6*RESFACTOR, YPos-1*RESFACTOR, pos-6*RESFACTOR, YPos-1*RESFACTOR, 7*RESFACTOR, 8*RESFACTOR);
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#ifdef WIN32
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HidPage.Blit(*PseudoSeenBuff, pos-6*RESFACTOR, YPos-1*RESFACTOR, pos-6*RESFACTOR, YPos-1*RESFACTOR, 7*RESFACTOR, 8*RESFACTOR);
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PseudoSeenBuff->Print(localstr, pos-6*RESFACTOR, YPos, TBLACK, TBLACK);
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#endif
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}
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if (((char *)DataPtr)[Stage]) {
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localstr[0]=((char *)DataPtr)[Stage];
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Set_Font_Palette(_whitepal);
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SeenPage.Print(localstr, pos, YPos-1, TBLACK, TBLACK);
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SeenPage.Print(localstr, pos, YPos+1, TBLACK, TBLACK);
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SeenPage.Print(localstr, pos+1, YPos , TBLACK, TBLACK);
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#ifdef WIN32
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PseudoSeenBuff->Print(localstr, pos, YPos-1, TBLACK, TBLACK);
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PseudoSeenBuff->Print(localstr, pos, YPos+1, TBLACK, TBLACK);
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PseudoSeenBuff->Print(localstr, pos+1, YPos , TBLACK, TBLACK);
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#endif
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}
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Stage++;
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}
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}
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ScoreScaleClass::ScoreScaleClass(void const * string, int xpos, int ypos, char const palette[]) :
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ScoreAnimClass(xpos, ypos, string)
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{
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Palette = &palette[0];
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#ifdef WIN32
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Stage = 0;
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#else
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Stage = 5;
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#endif
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}
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void ScoreScaleClass::Update(void)
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{
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static int _destx[]={0,80,107,134,180,228};
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static int _destw[]={6,20, 30, 40, 60, 80};
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/*
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** Restore the background for the scaled-up letter
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*/
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if (!Timer) {
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Timer = 1;
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#ifndef WIN32
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if (Stage != 5) {
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int destx = _destx[Stage+1]*RESFACTOR;
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int destw = _destw[Stage+1]*RESFACTOR;
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HidPage.Blit(SeenPage, destx, YPos, destx, YPos, (destx + destw) <= 320 * RESFACTOR ? destw : (320 * RESFACTOR) - destx, (YPos + destw) <= 200 * RESFACTOR ? destw : (200 * RESFACTOR) - YPos);
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}
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#endif
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if (Stage) {
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Set_Font_Palette(Palette);
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HidPage.Fill_Rect(0, 0, 7*RESFACTOR, 7*RESFACTOR, TBLACK);
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HidPage.Print((char *)DataPtr, 0, 0, TBLACK, TBLACK);
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HidPage.Scale(SeenPage, 0, 0, _destx[Stage]*RESFACTOR, YPos, 5*RESFACTOR, 6*RESFACTOR, _destw[Stage]*RESFACTOR, _destw[Stage]*RESFACTOR, true);
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Stage--;
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} else {
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Set_Font_Palette(Palette);
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for (int i = 0; i < MAXSCOREOBJS; i++) {
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if (ScoreObjs[i]==this) ScoreObjs[i] = 0;
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}
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HidPage.Print((char *)DataPtr, XPos, YPos, TBLACK, TBLACK);
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HidPage.Blit(SeenPage, XPos, YPos, XPos, YPos, 6*RESFACTOR, 6*RESFACTOR);
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#ifdef WIN32
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HidPage.Blit(*PseudoSeenBuff, XPos, YPos, XPos, YPos, 6*RESFACTOR, 6*RESFACTOR);
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#endif
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delete this;
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return;
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}
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}
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}
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int Alloc_Object(ScoreAnimClass *obj)
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{
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int i,ret;
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for (i = ret = 0; i < MAXSCOREOBJS; i++) {
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if (!ScoreObjs[i]) {
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ScoreObjs[i] = obj;
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ret = i;
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break;
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}
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}
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return(ret);
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}
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/***********************************************************************************************
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* ScoreClass::Presentation -- Main routine to display score screen. *
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* *
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* This is the main routine that displays the score screen graphics. *
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* It gets called at the end of each scenario and is used to present *
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* the results and a rating of the player's battle. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/02/1994 : Created. *
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*=============================================================================================*/
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static unsigned char const _bluepal[]={0xC0,0xC1,0xC1,0xC3,0xC2,0xC5,0xC3,0xC7,0xC4,0xC9,0xCA,0xCB,0xCC,0xCD,0xC0,0xCF};
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static unsigned char const _greenpal[]={0x70,0x71,0x7C,0x73,0x7D,0x75,0x7E,0x77,0x7F,0x79,0x7A,0x7B,0x7C,0x7D,0x7C,0x7F};
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static unsigned char const _redpal[]={0xD0,0xD1,0xD7,0xD3,0xD9,0xD5,0xDA,0xD7,0xDB,0xD9,0xDA,0xDB,0xDC,0xDD,0xD6,0xDF};
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static unsigned char const _yellowpal[]={0x0,0x0,0xEC,0x0,0xEB,0x0,0xEA,0x0,0xE9,0x0,0x0,0x0,0x0,0x0,0xED,0x0};
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void ScoreClass::Presentation(void)
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{
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#if (0)//PG
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#ifdef WIN32
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// if (Keyboard != NULL) return;
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#endif
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static int const _casuax[2]={144,150};
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static int const _casuay[2]={ 78, 78};
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static int const _gditxy[2]={ 90, 90};
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#if defined(FRENCH) || defined(GERMAN)
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static int const _gditxx[2]={130,150};
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static int const _nodtxx[2]={130,150};
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#else
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static int const _gditxx[2]={135,150};
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static int const _nodtxx[2]={135,150};
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#endif
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static int const _nodtxy[2]={102,102};
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static int const _bldggy[2]={138,138};
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static int const _bldgny[2]={150,150};
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#ifdef WIN32
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#ifdef FIXIT_SCORE_CRASH
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/*
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** Fix for the score screen crash due to uncompressed shape buffer overflow.
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*/
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Disable_Uncompressed_Shapes();
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#endif //FIXIT
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PseudoSeenBuff = new GraphicBufferClass(SeenBuff.Get_Width(),SeenBuff.Get_Height(),(void*)NULL);
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#endif
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int i;
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void const * yellowptr;
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void const * redptr;
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CCFileClass file(FAME_FILE_NAME);
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struct Fame hallfame[NUMFAMENAMES];
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void *oldfont;
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int oldfontxspacing = FontXSpacing;
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int house = (PlayerPtr->Class->House == HOUSE_USSR || PlayerPtr->Class->House == HOUSE_UKRAINE); // 0 or 1
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#ifdef WIN32
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char inter_pal[15];
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sprintf(inter_pal, "SCORPAL1.PAL");
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#endif
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ControlQ = 0;
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FontXSpacing = 0;
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Map.Override_Mouse_Shape(MOUSE_NORMAL);
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Theme.Queue_Song(THEME_SCORE);
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#ifdef WIN32
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VisiblePage.Clear();
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SysMemPage.Clear();
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WWMouse->Erase_Mouse(&HidPage, TRUE);
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HiddenPage.Clear();
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Set_Logic_Page(SysMemPage);
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#else
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SeenPage.Clear();
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HidPage.Clear();
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Set_Logic_Page(HidPage);
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#endif
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BlackPalette.Set();
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void const * country4 = MFCD::Retrieve("COUNTRY4.AUD");
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void const * sfx4 = MFCD::Retrieve("SFX4.AUD");
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Beepy6 = MFCD::Retrieve("BEEPY6.AUD");
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/*
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** Load the background for the score screen
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*/
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#ifndef WIN32
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void *anim = Open_Animation(ScreenNames[house], NULL, 0L, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), ScorePalette);
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#endif
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unsigned minutes = (unsigned)((ElapsedTime / (long)TIMER_MINUTE))+1;
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// Load up the shapes for the Nod score screen
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#ifdef WIN32
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yellowptr = MFCD::Retrieve("BAR3BHR.SHP");
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redptr = MFCD::Retrieve("BAR3RHR.SHP");
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#else
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if (!house) {
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yellowptr = MFCD::Retrieve("BAR3BLU.SHP");
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redptr = MFCD::Retrieve("BAR3RED.SHP");
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}
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#endif
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/* Change to the six-point font for Text_Print */
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oldfont = Set_Font(ScoreFontPtr);
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Call_Back();
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/* --- Now display the background animation --- */
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Hide_Mouse();
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#ifdef WIN32
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Load_Title_Screen(ScreenNames[house], &HidPage, ScorePalette);
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Increase_Palette_Luminance (ScorePalette , 30, 30, 30, 63);
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HidPage.Blit(SeenPage);
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HidPage.Blit(*PseudoSeenBuff);
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#else
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Animate_Frame(anim, HidPage, 1);
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HidPage.Blit(SeenPage);
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#endif
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ScorePalette.Set(FADE_PALETTE_FAST, Call_Back);
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#ifdef WIN32
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Play_Sample(country4, 255, Options.Normalize_Volume(150));
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#else
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Play_Sample(country4, 255, Options.Normalize_Volume(60));
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#endif
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#ifndef WIN32
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int frame = 1;
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StreamLowImpact = true;
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while (frame < Get_Animation_Frame_Count(anim)) {
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Animate_Frame(anim, SeenPage, frame++);
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Call_Back_Delay(2);
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}
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StreamLowImpact = false;
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Call_Back();
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|
Close_Animation(anim);
|
|
#endif
|
|
|
|
/*
|
|
** Background's up, so now load various shapes and animations
|
|
*/
|
|
#ifdef WIN32
|
|
void const * timeshape = MFCD::Retrieve("TIMEHR.SHP");
|
|
void const * hiscore1shape = MFCD::Retrieve("HISC1-HR.SHP");
|
|
void const * hiscore2shape = MFCD::Retrieve("HISC2-HR.SHP");
|
|
#else
|
|
void const * timeshape = MFCD::Retrieve("TIME.SHP");
|
|
void const * hiscore1shape = MFCD::Retrieve("HISCORE1.SHP");
|
|
void const * hiscore2shape = MFCD::Retrieve("HISCORE2.SHP");
|
|
#endif
|
|
ScoreObjs[0] = new ScoreTimeClass(238, 2, timeshape, 30, 4);
|
|
ScoreObjs[1] = new ScoreTimeClass(4, 89, hiscore1shape, 10, 4);
|
|
ScoreObjs[2] = new ScoreTimeClass(4, 180, hiscore2shape, 10, 4);
|
|
|
|
/* Now display the stuff */
|
|
#ifdef WIN32
|
|
#else
|
|
SeenPage.Blit(HidPage);
|
|
#endif
|
|
Set_Logic_Page(SeenBuff);
|
|
|
|
|
|
#ifdef FRENCH
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 198, 9, _greenpal));
|
|
#else
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 204, 9, _greenpal));
|
|
#endif
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_LEAD, 164, 26, _greenpal));
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_EFFI, 164, 38, _greenpal));
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOTA, 164, 50, _greenpal));
|
|
#ifdef WIN32
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
Call_Back_Delay(13);
|
|
|
|
int scorecounter = 0;
|
|
|
|
Keyboard->Clear();
|
|
|
|
/*
|
|
** Determine leadership rating.
|
|
*/
|
|
int leadership = 0;
|
|
for (int index = 0; index < Logic.Count(); index++) {
|
|
ObjectClass * object = Logic[index];
|
|
HousesType owner = object->Owner();
|
|
if ( (house) && (owner == HOUSE_USSR || owner == HOUSE_BAD || owner == HOUSE_UKRAINE) ) {
|
|
leadership++;
|
|
} else {
|
|
if ( (!house) && (object->Owner() == HOUSE_GREECE) ) {
|
|
leadership++;
|
|
}
|
|
}
|
|
}
|
|
int uspoints = 0;
|
|
|
|
for (HousesType hous = HOUSE_SPAIN; hous <= HOUSE_BAD; hous++) {
|
|
HouseClass *hows = HouseClass::As_Pointer(hous);
|
|
if (hous == HOUSE_USSR || hous == HOUSE_BAD || hous == HOUSE_UKRAINE) {
|
|
NKilled += hows->UnitsLost;
|
|
NBKilled += hows->BuildingsLost;
|
|
} else {
|
|
GKilled += hows->UnitsLost;
|
|
GBKilled += hows->BuildingsLost;
|
|
}
|
|
if (PlayerPtr->Is_Ally(hous) ) {
|
|
uspoints += hows->PointTotal;
|
|
}
|
|
}
|
|
// if(uspoints < 0) uspoints = 0;
|
|
// uspoints += 1000; //BG 1000 bonus points for winning mission
|
|
|
|
/*
|
|
** Bias the base score upward according to the difficulty level.
|
|
*/
|
|
switch (PlayerPtr->Difficulty) {
|
|
case DIFF_EASY:
|
|
uspoints += 500;
|
|
break;
|
|
|
|
case DIFF_NORMAL:
|
|
uspoints += 1500;
|
|
break;
|
|
|
|
case DIFF_HARD:
|
|
uspoints += 3500;
|
|
break;
|
|
}
|
|
|
|
|
|
if (!leadership) leadership++;
|
|
leadership = 100*fixed(leadership, (house ? NKilled+NBKilled+leadership : GKilled+GBKilled+leadership));
|
|
leadership = min(150,leadership);
|
|
|
|
/*
|
|
** Determine economy rating.
|
|
*/
|
|
int init = PlayerPtr->Control.InitialCredits;
|
|
int cred = PlayerPtr->Available_Money();
|
|
|
|
int economy = 100*fixed((unsigned)PlayerPtr->Available_Money()+1+PlayerPtr->StolenBuildingsCredits, PlayerPtr->HarvestedCredits + (unsigned)PlayerPtr->Control.InitialCredits+1);
|
|
economy=min(economy,150);
|
|
|
|
int total = ((uspoints * leadership) / 100) + ((uspoints * economy) / 100);
|
|
if (total < -9999) total = -9999;
|
|
total = min(total, 99999);
|
|
|
|
Keyboard->Clear();
|
|
for (i = 0; i <= 130; i++) {
|
|
Set_Font_Palette(_greenpal);
|
|
int lead = (leadership * i) / 100;
|
|
Count_Up_Print("%3d%%", lead, leadership, 244, 26);
|
|
if (i>=30) {
|
|
int econo = (economy * (i-30)) / 100;
|
|
Count_Up_Print("%3d%%", econo, economy, 244, 38);
|
|
}
|
|
Print_Minutes(minutes);
|
|
Call_Back_Delay(1);
|
|
#ifdef WIN32
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(100));
|
|
#else
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(40));
|
|
#endif
|
|
if ( (i >= 30) && (i >= leadership) && ((i-30) >= economy) ) break;
|
|
//BG if (Keyboard->Check()) break;
|
|
}
|
|
Count_Up_Print("%3d%%", leadership, leadership, 244, 26);
|
|
Count_Up_Print("%3d%%", economy, economy, 244, 38);
|
|
|
|
char buffer[16];
|
|
sprintf(buffer, "x %5d",uspoints);
|
|
Alloc_Object(new ScorePrintClass(buffer, 274, 26, _greenpal));
|
|
Alloc_Object(new ScorePrintClass(buffer, 274, 38, _greenpal));
|
|
Call_Back_Delay(8);
|
|
SeenBuff.Draw_Line(274*RESFACTOR, 48*RESFACTOR, 313*RESFACTOR, 48*RESFACTOR, WHITE);
|
|
Call_Back_Delay(1);
|
|
SeenBuff.Draw_Line(274*RESFACTOR, 48*RESFACTOR, 313*RESFACTOR, 48*RESFACTOR, GREEN);
|
|
|
|
sprintf(buffer,"%5d", total);
|
|
Alloc_Object(new ScorePrintClass(buffer, 286, 50, _greenpal));
|
|
|
|
//BG if (!Keyboard->Check()) {
|
|
Call_Back_Delay(60);
|
|
//BG }
|
|
|
|
if (house) Show_Credits(house, _greenpal);
|
|
|
|
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(60);
|
|
|
|
/*
|
|
** Show stats on # of units killed
|
|
*/
|
|
Set_Logic_Page(SeenBuff);
|
|
#ifdef WIN32
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
int indx = house;
|
|
#ifdef WIN32
|
|
indx = 0;
|
|
#endif
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_CASU, _casuax[indx], _casuay[indx], _greenpal));
|
|
Call_Back_Delay(9);
|
|
if (house) {
|
|
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _nodtxx[indx], _gditxy[indx], _redpal));
|
|
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _nodtxy[indx], _bluepal));
|
|
} else {
|
|
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _gditxy[indx], _bluepal));
|
|
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _nodtxx[indx], _nodtxy[indx], _redpal));
|
|
}
|
|
Call_Back_Delay(6);
|
|
|
|
Set_Font_Palette(_redpal);
|
|
#ifdef WIN32
|
|
Do_GDI_Graph(yellowptr, redptr, GKilled + CKilled, NKilled, 89);
|
|
#else
|
|
if (house) {
|
|
Do_Nod_Casualties_Graph();
|
|
} else {
|
|
Do_GDI_Graph(yellowptr, redptr, GKilled + CKilled, NKilled, 89);
|
|
}
|
|
#endif
|
|
|
|
Set_Logic_Page(SeenBuff);
|
|
|
|
/*
|
|
** Print out stats on buildings destroyed
|
|
*/
|
|
#ifdef WIN32
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
#ifdef WIN32
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL, 144, 126, _greenpal));
|
|
Call_Back_Delay(9);
|
|
#else
|
|
if (!house) {
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL, 144, 126, _greenpal));
|
|
Call_Back_Delay(9);
|
|
} else {
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL1, 150, 118, _greenpal));
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL2, 150, 126, _greenpal));
|
|
Call_Back_Delay(13);
|
|
}
|
|
#endif
|
|
if(house) {
|
|
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _gditxx[indx], _bldggy[indx], _redpal));
|
|
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _bldgny[indx], _bluepal));
|
|
} else {
|
|
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _bldggy[indx], _bluepal));
|
|
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _gditxx[indx], _bldgny[indx], _redpal));
|
|
}
|
|
Call_Back_Delay(7);
|
|
#ifdef WIN32
|
|
Do_GDI_Graph(yellowptr, redptr, GBKilled + CBKilled, NBKilled, 137);
|
|
#else
|
|
if (house) {
|
|
Call_Back_Delay(6);
|
|
Set_Font_Palette(_greenpal);
|
|
Do_Nod_Buildings_Graph();
|
|
} else {
|
|
Do_GDI_Graph(yellowptr, redptr, GBKilled + CBKilled, NBKilled, 137);
|
|
}
|
|
#endif
|
|
|
|
#ifdef WIN32
|
|
// Wait for text printing to complete
|
|
while (StillUpdating) {
|
|
Call_Back_Delay(1);
|
|
}
|
|
#endif
|
|
|
|
Keyboard->Clear();
|
|
|
|
if (!house) Show_Credits(house, _greenpal);
|
|
/*
|
|
** Hall of fame display and processing
|
|
*/
|
|
#ifdef WIN32
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 28, 110, _greenpal));
|
|
Call_Back_Delay(9);
|
|
|
|
/*
|
|
** First check for the existence of the file, and if there isn't one,
|
|
** make a new one filled with blanks.
|
|
*/
|
|
if (!file.Is_Available()) {
|
|
|
|
// hall of fame doesn't exist, so blank it out & write it
|
|
file.Open(WRITE);
|
|
|
|
for (i = 0; i < NUMFAMENAMES; i++) {
|
|
hallfame[i].name[0] =
|
|
hallfame[i].score =
|
|
hallfame[i].level = 0;
|
|
hallfame[i].side = 0;
|
|
file.Write(&hallfame[i], sizeof(struct Fame));
|
|
}
|
|
|
|
file.Close();
|
|
}
|
|
|
|
file.Open(READ);
|
|
for (i = 0; i < NUMFAMENAMES; i++) {
|
|
file.Read(&hallfame[i], sizeof(struct Fame));
|
|
}
|
|
file.Close();
|
|
|
|
/*
|
|
** If the player's score is good enough to bump someone off the list,
|
|
** remove their data, move everyone down a notch, and set index = where
|
|
** their info goes
|
|
*/
|
|
if (hallfame[NUMFAMENAMES-1].score >= total)
|
|
hallfame[NUMFAMENAMES-1].score = 0;
|
|
int index;
|
|
for (index = 0; index < NUMFAMENAMES; index++) {
|
|
if (total > hallfame[index].score) {
|
|
if (index < (NUMFAMENAMES-1)) for (i = (NUMFAMENAMES-1); i > index; i--) hallfame[i] = hallfame[i-1];
|
|
hallfame[index].score = total;
|
|
hallfame[index].level = Scen.Scenario;
|
|
hallfame[index].name[0] = 0; // blank out the name
|
|
hallfame[index].side = house;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Now display the hall of fame
|
|
*/
|
|
Set_Logic_Page(SeenBuff);
|
|
|
|
#ifdef WIN32
|
|
char maststr[NUMFAMENAMES*32];
|
|
#endif
|
|
char const *pal;
|
|
for (i = 0; i < NUMFAMENAMES; i++) {
|
|
pal = hallfame[i].side ? _redpal : _bluepal;
|
|
Alloc_Object(new ScorePrintClass(hallfame[i].name, HALLFAME_X, HALLFAME_Y + (i*8), pal));
|
|
if (hallfame[i].score) {
|
|
#ifdef WIN32
|
|
char *str = maststr + i*32;
|
|
#else
|
|
char *str = (char *)(HidPage.Get_Buffer()) + i*32;
|
|
#endif
|
|
sprintf(str, "%d", hallfame[i].score);
|
|
Alloc_Object(new ScorePrintClass(str, HALLFAME_X+(6*14), HALLFAME_Y + (i*8), pal, BLACK));
|
|
if (hallfame[i].level < 20) {
|
|
sprintf(str+16, "%d", hallfame[i].level);
|
|
} else {
|
|
strcpy(str+16, "**");
|
|
}
|
|
Alloc_Object(new ScorePrintClass(str+16, HALLFAME_X+(6*11), HALLFAME_Y + (i*8), pal, BLACK));
|
|
Call_Back_Delay(13);
|
|
}
|
|
}
|
|
#ifdef WIN32
|
|
// Wait for text printing to complete
|
|
while (StillUpdating) {
|
|
Call_Back_Delay(1);
|
|
}
|
|
#endif
|
|
/*
|
|
** If the player's on the hall of fame, have him enter his name now
|
|
*/
|
|
Keyboard->Clear();
|
|
|
|
if (index < NUMFAMENAMES) {
|
|
pal = hallfame[index].side ? _redpal : _bluepal;
|
|
Input_Name(hallfame[index].name, HALLFAME_X, HALLFAME_Y + (index*8), pal);
|
|
|
|
file.Open(WRITE);
|
|
for (i = 0; i < NUMFAMENAMES; i++) {
|
|
file.Write(&hallfame[i], sizeof(struct Fame));
|
|
}
|
|
file.Close();
|
|
} else {
|
|
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 149, 190, _yellowpal));
|
|
ControlQ = false;
|
|
Cycle_Wait_Click();
|
|
}
|
|
|
|
Keyboard->Clear();
|
|
|
|
/* get rid of all the animating objects */
|
|
for (i = 0; i < MAXSCOREOBJS; i++) if (ScoreObjs[i]) {
|
|
delete ScoreObjs[i];
|
|
ScoreObjs[i] = 0;
|
|
}
|
|
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
|
|
#ifdef WIN32
|
|
VisiblePage.Clear();
|
|
#else
|
|
SeenPage.Clear();
|
|
#endif
|
|
Show_Mouse();
|
|
// Map_Selection();
|
|
// Scen.ScenVar = SCEN_VAR_A;
|
|
// Scen.ScenDir = SCEN_DIR_EAST;
|
|
|
|
Theme.Queue_Song(THEME_NONE);
|
|
|
|
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
|
|
#ifdef WIN32
|
|
VisiblePage.Clear();
|
|
#else
|
|
SeenPage.Clear();
|
|
#endif
|
|
GamePalette.Set();
|
|
|
|
Set_Font(oldfont);
|
|
FontXSpacing = oldfontxspacing;
|
|
ControlQ = 0;
|
|
|
|
#ifdef WIN32
|
|
delete PseudoSeenBuff;
|
|
#ifdef FIXIT_SCORE_CRASH
|
|
/*
|
|
** Fix for the score screen crash due to uncompressed shape buffer overflow.
|
|
*/
|
|
Enable_Uncompressed_Shapes();
|
|
#endif //FIXIT
|
|
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
|
|
void Cycle_Wait_Click(bool cycle)
|
|
{
|
|
int counter = 0;
|
|
int minclicks = 20;
|
|
unsigned long timingtime = TickCount;
|
|
//PG SerialPacketType sendpacket;
|
|
//PG SerialPacketType receivepacket;
|
|
//PG int packetlen;
|
|
|
|
|
|
Keyboard->Clear();
|
|
while (minclicks || (!Keyboard->Check() && !ControlQ) ) {
|
|
#if (0) //PG
|
|
if (Session.Type == GAME_NULL_MODEM ||
|
|
Session.Type == GAME_MODEM) {
|
|
|
|
//
|
|
// send a timing packet if enough time has gone by.
|
|
//
|
|
if ( (TickCount - timingtime) > PACKET_TIMING_TIMEOUT) {
|
|
memset (&sendpacket, 0, sizeof(SerialPacketType));
|
|
sendpacket.Command = SERIAL_SCORE_SCREEN;
|
|
sendpacket.ScenarioInfo.ResponseTime = NullModem.Response_Time();
|
|
sendpacket.ID = Session.ModemType;
|
|
|
|
NullModem.Send_Message (&sendpacket, sizeof(sendpacket), 0);
|
|
timingtime = TickCount;
|
|
}
|
|
|
|
if (NullModem.Get_Message (&receivepacket, &packetlen) > 0) {
|
|
// throw packet away
|
|
packetlen = packetlen;
|
|
}
|
|
|
|
NullModem.Service();
|
|
}
|
|
#endif
|
|
Call_Back_Delay(1);
|
|
if (minclicks) {
|
|
minclicks--;
|
|
Keyboard->Clear();
|
|
}
|
|
|
|
if(cycle) {
|
|
counter = ((++counter) & 7);
|
|
if (counter == 0 && Options.IsPaletteScroll) {
|
|
RGBClass rgb = ScorePalette[233];
|
|
for (int i = 233; i < 237; i++) {
|
|
ScorePalette[i] = ScorePalette[i+1];
|
|
}
|
|
ScorePalette[237] = rgb;
|
|
ScorePalette.Set();
|
|
}
|
|
}
|
|
}
|
|
Keyboard->Clear();
|
|
}
|
|
|
|
void ScoreClass::Do_Nod_Buildings_Graph(void)
|
|
{
|
|
int shapenum;
|
|
InfantryTypeClass const *ramboclass;
|
|
|
|
void const * factptr = MFCD::Retrieve("POWR.SHP");
|
|
void const * rmboptr = MFCD::Retrieve("E7.SHP");
|
|
void const * fball1ptr = MFCD::Retrieve("FBALL1.SHP");
|
|
ramboclass = &InfantryTypeClass::As_Reference(INFANTRY_TANYA);
|
|
|
|
/*
|
|
** Print the # of buildings on the hidpage so we only need to do it once
|
|
*/
|
|
SeenPage.Blit(HidPage);
|
|
Set_Logic_Page(HidPage);
|
|
Call_Back_Delay(30);
|
|
Set_Font_Palette(_redpal);
|
|
HidPage.Print( 0, BUILDING_X + 16, BUILDING_Y + 10, TBLACK, TBLACK);
|
|
Set_Font_Palette(_bluepal);
|
|
HidPage.Print( 0, BUILDING_X + 16, BUILDING_Y + 22, TBLACK, TBLACK);
|
|
|
|
/*
|
|
** Here's the animation/draw loop for blowing up the factory
|
|
*/
|
|
int i;
|
|
for (i=0; i<98; i++) {
|
|
HidPage.Blit(HidPage, BUILDING_X, BUILDING_Y, 0, 0, 320-BUILDING_X, 48);
|
|
shapenum = 0; // no damage
|
|
if (i >= 60) {
|
|
shapenum = Extract_Shape_Count(factptr) - 2; // some damage
|
|
if (i == 60) {
|
|
Shake_The_Screen(6);
|
|
Sound_Effect(VOC_CRUMBLE);
|
|
}
|
|
if (i > 65) {
|
|
shapenum = Extract_Shape_Count(factptr) - 1; // mega damage
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Draw the building before Rambo
|
|
*/
|
|
if (i < 68) {
|
|
CC_Draw_Shape(factptr, shapenum, 0, 0, WINDOW_MAIN,
|
|
SHAPE_GHOST|SHAPE_FADING|SHAPE_WIN_REL, ColorRemaps[PCOLOR_GOLD].RemapTable, DisplayClass::UnitShadow);
|
|
|
|
}
|
|
|
|
/*
|
|
** Now draw some fires, if appropriate
|
|
*/
|
|
if (i >= 61) {
|
|
int firecount = Extract_Shape_Count(fball1ptr);
|
|
int shapeindex = (i-61) / 2;
|
|
if (shapeindex < firecount) {
|
|
CC_Draw_Shape(fball1ptr, shapeindex, 10, 10, WINDOW_MAIN,
|
|
SHAPE_CENTER|SHAPE_WIN_REL);
|
|
}
|
|
if (i > 64) {
|
|
shapeindex = (i-64) / 2;
|
|
if (shapeindex < firecount) {
|
|
CC_Draw_Shape(fball1ptr, shapeindex, 50, 30, WINDOW_MAIN,
|
|
SHAPE_CENTER|SHAPE_WIN_REL);
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
** Draw the Tanya character running away from the building
|
|
*/
|
|
CC_Draw_Shape(rmboptr, (ramboclass->DoControls[DO_WALK].Frame + ramboclass->DoControls[DO_WALK].Jump*6) + ((unsigned(i)>>1)%ramboclass->DoControls[DO_WALK].Count),
|
|
i+32, 40, WINDOW_MAIN,
|
|
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST,
|
|
ColorRemaps[PCOLOR_RED].RemapTable, DisplayClass::UnitShadow);
|
|
HidPage.Blit(SeenPage, 0, 0, BUILDING_X, BUILDING_Y, 320-BUILDING_X, 48);
|
|
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(1);
|
|
}
|
|
|
|
i = max(GBKilled, NBKilled);
|
|
for (int q = 0; q <= i; q++) {
|
|
Set_Font_Palette(_redpal);
|
|
Count_Up_Print( "%d", q, NBKilled, BUILDING_X + 16, BUILDING_Y + 10);
|
|
Set_Font_Palette(_bluepal);
|
|
Count_Up_Print( "%d", q, GBKilled, BUILDING_X + 16, BUILDING_Y + 22);
|
|
//BG if (!Keyboard->Check()) {
|
|
#ifdef WIN32
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
Call_Back_Delay(1);
|
|
//BG }
|
|
}
|
|
Set_Font_Palette(_redpal);
|
|
Count_Up_Print( "%d", NBKilled, NBKilled, BUILDING_X + 16, BUILDING_Y + 10);
|
|
Set_Font_Palette(_bluepal);
|
|
Count_Up_Print( "%d", GBKilled, GBKilled, BUILDING_X + 16, BUILDING_Y + 22);
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* DO_GDI_GRAPH -- Show # of people or buildings killed on GDI score screen*
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: yellowptr, redptr = pointers to shape file for graphs *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/03/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
|
|
void ScoreClass::Do_GDI_Graph(void const * yellowptr, void const * redptr, int gkilled, int nkilled, int ypos)
|
|
{
|
|
int i, maxval;
|
|
#ifdef WIN32
|
|
int xpos = 174;
|
|
int house = (PlayerPtr->Class->House == HOUSE_USSR || PlayerPtr->Class->House == HOUSE_UKRAINE); // 0 or 1
|
|
if(house) {
|
|
int temp = gkilled;
|
|
gkilled = nkilled;
|
|
nkilled = temp;
|
|
void const *tempptr = yellowptr;
|
|
yellowptr = redptr;
|
|
redptr = tempptr;
|
|
}
|
|
#else
|
|
int xpos = 173;
|
|
#endif
|
|
int gdikilled = gkilled, nodkilled=nkilled;
|
|
|
|
maxval = max(gdikilled, nodkilled);
|
|
if (!maxval) maxval=1;
|
|
|
|
gdikilled = (gdikilled * SIZEGBAR) / maxval;
|
|
nodkilled = (nodkilled * SIZEGBAR) / maxval;
|
|
if (maxval < 20) {
|
|
gdikilled = gkilled * 5;
|
|
nodkilled = nkilled * 5;
|
|
}
|
|
|
|
maxval = max(gdikilled, nodkilled);
|
|
if (!maxval) maxval=1;
|
|
|
|
// Draw the white-flash shape on the hidpage
|
|
Set_Logic_Page(HidPage);
|
|
HidPage.Fill_Rect(0, 0, 124*RESFACTOR, 9*RESFACTOR, TBLACK);
|
|
CC_Draw_Shape(redptr, 119, 0, 0, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Set_Logic_Page(SeenBuff);
|
|
#ifdef WIN32
|
|
Set_Font_Palette(house ? _redpal : _bluepal);
|
|
#else
|
|
Set_Font_Palette(_bluepal);
|
|
#endif
|
|
|
|
for (i = 1; i <= gdikilled; i++) {
|
|
if (i != gdikilled) {
|
|
#ifdef WIN32
|
|
Set_Logic_Page(*PseudoSeenBuff);
|
|
CC_Draw_Shape(yellowptr, i, xpos*RESFACTOR, ypos*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Set_Logic_Page(SeenBuff);
|
|
#endif
|
|
CC_Draw_Shape(yellowptr, i, xpos*RESFACTOR, ypos*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
} else {
|
|
HidPage.Blit(SeenPage, 0, 0, xpos*RESFACTOR, ypos*RESFACTOR, (3+gdikilled)*RESFACTOR, 8*RESFACTOR);
|
|
#ifdef WIN32
|
|
HidPage.Blit(*PseudoSeenBuff, 0, 0, xpos*RESFACTOR, ypos*RESFACTOR, (3+gdikilled)*RESFACTOR, 8*RESFACTOR);
|
|
#endif
|
|
}
|
|
|
|
Count_Up_Print("%d", (i*gkilled) / maxval, gkilled, 297, ypos+2);
|
|
//BG if (!Keyboard->Check()) {
|
|
#ifdef WIN32
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
Call_Back_Delay(2);
|
|
//BG }
|
|
}
|
|
CC_Draw_Shape(yellowptr, gdikilled, xpos*RESFACTOR, ypos*RESFACTOR , WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
#ifdef WIN32
|
|
Set_Logic_Page(*PseudoSeenBuff);
|
|
CC_Draw_Shape(yellowptr, gdikilled, xpos*RESFACTOR, ypos*RESFACTOR , WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Set_Logic_Page(SeenBuff);
|
|
#endif
|
|
Count_Up_Print("%d", gkilled, gkilled, 297, ypos+ 2);
|
|
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(40);
|
|
|
|
#ifdef WIN32
|
|
Set_Font_Palette(house ? _bluepal : _redpal);
|
|
#else
|
|
Set_Font_Palette(_redpal);
|
|
#endif
|
|
for (i = 1; i <= nodkilled; i++) {
|
|
if (i != nodkilled) {
|
|
#ifdef WIN32
|
|
Set_Logic_Page(*PseudoSeenBuff);
|
|
CC_Draw_Shape(redptr, i, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Set_Logic_Page(SeenBuff);
|
|
#endif
|
|
CC_Draw_Shape(redptr, i, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
} else {
|
|
HidPage.Blit(SeenPage, 0, 0, xpos*RESFACTOR, (ypos+12)*RESFACTOR, (3+nodkilled)*RESFACTOR, 8*RESFACTOR);
|
|
#ifdef WIN32
|
|
HidPage.Blit(*PseudoSeenBuff, 0, 0, xpos*RESFACTOR, (ypos+12)*RESFACTOR, (3+nodkilled)*RESFACTOR, 8*RESFACTOR);
|
|
#endif
|
|
}
|
|
|
|
Count_Up_Print("%d", (i*nkilled) / maxval, nkilled, 297, ypos+14);
|
|
//BG if (!Keyboard->Check()) {
|
|
#ifdef WIN32
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
Call_Back_Delay(2);
|
|
//BG }
|
|
}
|
|
|
|
// if (Keyboard::Check()) Keyboard::Clear();
|
|
|
|
/*
|
|
** Make sure accurate count is printed at end
|
|
*/
|
|
#ifdef WIN32
|
|
Set_Logic_Page(*PseudoSeenBuff);
|
|
CC_Draw_Shape( redptr, nodkilled, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Set_Logic_Page(SeenBuff);
|
|
#endif
|
|
CC_Draw_Shape( redptr, nodkilled, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
|
|
Count_Up_Print("%d", nkilled, nkilled, 297, ypos+14);
|
|
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(40);
|
|
}
|
|
|
|
|
|
void ScoreClass::Do_Nod_Casualties_Graph(void)
|
|
{
|
|
int i, gdikilled, nodkilled, maxval;
|
|
|
|
void const * e1ptr = MFCD::Retrieve("E1.SHP");
|
|
|
|
gdikilled = GKilled;
|
|
nodkilled = NKilled;
|
|
maxval = max(gdikilled, nodkilled);
|
|
|
|
if (!maxval) maxval=1;
|
|
if ((gdikilled > (MAX_BAR_X - BARGRAPH_X)) || (nodkilled > (MAX_BAR_X - BARGRAPH_X)) ) {
|
|
gdikilled = (gdikilled * (MAX_BAR_X - BARGRAPH_X)) / maxval;
|
|
nodkilled = (nodkilled * (MAX_BAR_X - BARGRAPH_X)) / maxval;
|
|
}
|
|
|
|
maxval = max(gdikilled, nodkilled);
|
|
if (!maxval) maxval=1;
|
|
|
|
/*
|
|
** Initialize a bunch of objects for the infantrymen who pose for the bar
|
|
** graphs of casualties.
|
|
*/
|
|
int r = NUMINFANTRYMEN/2;
|
|
for (i = 0; i < NUMINFANTRYMEN/2; i++) {
|
|
InfantryMan[i+0].xpos =
|
|
InfantryMan[i+r].xpos = (i*10) + 7;
|
|
InfantryMan[i+0].ypos = 11;
|
|
InfantryMan[i+r].ypos = 21;
|
|
InfantryMan[i+0].shapefile =
|
|
InfantryMan[i+r].shapefile = e1ptr;
|
|
InfantryMan[i+0].remap = ColorRemaps[PCOLOR_RED].RemapTable;
|
|
InfantryMan[i+r].remap = ColorRemaps[PCOLOR_BLUE].RemapTable;
|
|
InfantryMan[i+0].anim =
|
|
InfantryMan[i+r].anim = 0;
|
|
InfantryMan[i+0].stage =
|
|
InfantryMan[i+r].stage = 0;
|
|
InfantryMan[i+0].delay =
|
|
InfantryMan[i+r].delay = NonCriticalRandomNumber & 0x1F;
|
|
InfantryMan[i+0].Class =
|
|
InfantryMan[i+r].Class = &InfantryTypeClass::As_Reference(INFANTRY_E1);
|
|
}
|
|
|
|
/*
|
|
** Draw the infantrymen and pause briefly before running the graph
|
|
*/
|
|
Draw_InfantryMen();
|
|
HidPage.Blit(SeenPage, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
|
|
Call_Back_Delay(40);
|
|
|
|
for (i = 1; i <= maxval; i++) {
|
|
// Draw & update infantrymen 3 times for every tick on the graph (i)
|
|
for (int index = 0; index < 3; index++) {
|
|
Draw_InfantryMen();
|
|
Draw_Bar_Graphs(i, nodkilled, gdikilled);
|
|
HidPage.Blit(SeenPage, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
|
|
|
|
Set_Font_Palette(_redpal);
|
|
Count_Up_Print("%d", (i*NKilled) / maxval, NKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
|
|
Set_Font_Palette(_bluepal);
|
|
Count_Up_Print("%d", (i*GKilled) / maxval, GKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
|
|
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(3);
|
|
}
|
|
#ifdef WIN32
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
|
|
#endif
|
|
}
|
|
//BG if (Keyboard->Check()) Keyboard->Clear();
|
|
|
|
/*
|
|
** Make sure accurate count is printed at end
|
|
*/
|
|
Set_Font_Palette(_redpal);
|
|
Count_Up_Print("%d", NKilled, NKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
|
|
Set_Font_Palette(_bluepal);
|
|
Count_Up_Print("%d", GKilled, GKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
|
|
|
|
/*
|
|
** Finish up death animations, if there are any active
|
|
*/
|
|
int k = 1;
|
|
while (k) {
|
|
for (i=k=0; i<NUMINFANTRYMEN; i++) {
|
|
if (InfantryMan[i].anim >= DO_GUN_DEATH) {
|
|
k=1;
|
|
}
|
|
}
|
|
if (k) {
|
|
Draw_InfantryMen();
|
|
}
|
|
Draw_Bar_Graphs(maxval, nodkilled, gdikilled);
|
|
HidPage.Blit(SeenPage, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
|
|
Call_Back_Delay(1);
|
|
}
|
|
}
|
|
|
|
|
|
void ScoreClass::Show_Credits(int house, char const pal[])
|
|
{
|
|
static int _credsx[2]={276,276};
|
|
static int _credsy[2]={173,58};
|
|
static int _credpx[2]={228,236};
|
|
#ifdef GERMAN
|
|
static int _credpy[2]={181, 74};
|
|
static int _credtx[2]={162,162};
|
|
static int _credty[2]={173, 62};
|
|
#else
|
|
static int _credpy[2]={189-12, 74};
|
|
static int _credtx[2]={182,182};
|
|
static int _credty[2]={179-12, 62};
|
|
#endif
|
|
|
|
int credobj,i;
|
|
int minval,add;
|
|
|
|
#ifdef WIN32
|
|
void const * credshape = MFCD::Retrieve(house ? "CREDSUHR.SHP" : "CREDSAHR.SHP");
|
|
#else
|
|
void const * credshape = MFCD::Retrieve(house ? "CREDSU.SHP" : "CREDSA.SHP");
|
|
#endif
|
|
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_ENDCRED, _credtx[house], _credty[house], pal));
|
|
Call_Back_Delay(15);
|
|
|
|
credobj = Alloc_Object(new ScoreCredsClass(_credsx[house], _credsy[house], credshape, 32, 2));
|
|
minval = PlayerPtr->Available_Money() / 100;
|
|
|
|
/*
|
|
** Print out total credits left at end of scenario
|
|
*/
|
|
i = -50;
|
|
|
|
do {
|
|
add = 5;
|
|
if ((PlayerPtr->Available_Money() - i) > 100 ) add += 15;
|
|
if ((PlayerPtr->Available_Money() - i) > 500 ) add += 30;
|
|
if ((PlayerPtr->Available_Money() - i) > 1000) add += PlayerPtr->Available_Money() / 40;
|
|
if (add < minval) add = minval;
|
|
i += add;
|
|
|
|
if (i < 0) i=0;
|
|
|
|
Set_Font_Palette(pal);
|
|
Count_Up_Print("%d", i, PlayerPtr->Available_Money(), _credpx[house], _credpy[house]);
|
|
Call_Back_Delay(2);
|
|
/*BG if (Keyboard->Check()) {
|
|
Count_Up_Print("%d", PlayerPtr->Available_Money(), PlayerPtr->Available_Money(), _credpx[house], _credpy[house]);
|
|
Keyboard->Clear();
|
|
break;
|
|
}*/
|
|
} while (i < PlayerPtr->Available_Money()) ;
|
|
|
|
delete ScoreObjs[credobj];
|
|
ScoreObjs[credobj] = 0;
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* SCORECLASS::PRINT_MINUTES -- Print out hours/minutes up to max *
|
|
* *
|
|
* Same as count-up-print, but for the time *
|
|
* *
|
|
* INPUT: current minute count and maximum *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
void ScoreClass::Print_Minutes(int minutes)
|
|
{
|
|
char str[20];
|
|
if (minutes >= 60) {
|
|
if ((minutes/60) > 9) minutes = (9*60 + 59);
|
|
sprintf(str, Text_String(TXT_SCORE_TIMEFORMAT1), (minutes / 60), (minutes % 60));
|
|
} else {
|
|
sprintf(str, Text_String(TXT_SCORE_TIMEFORMAT2), minutes);
|
|
}
|
|
SeenPage.Print(str, 275*RESFACTOR, 9*RESFACTOR, TBLACK, TBLACK);
|
|
#ifdef WIN32
|
|
PseudoSeenBuff->Print(str, 275*RESFACTOR, 9*RESFACTOR, TBLACK, TBLACK);
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* ScoreClass::Count_Up_Print -- Prints a number (up to its max) into a string, cleanly. *
|
|
* *
|
|
* This routine prints out a number (like 70) or its maximum number, into a string, onto *
|
|
* the screen, on a clean section of the screen, and blits it forward to the seenpage so you*
|
|
* can print without flashing and can print over something (to count up %'s). *
|
|
* *
|
|
* INPUT: str = string to print into *
|
|
* percent = # to print *
|
|
* max = # to print if percent > max *
|
|
* xpos = x pixel coord *
|
|
* ypos = y pixel coord *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/07/1995 BWG : Created. *
|
|
*=============================================================================================*/
|
|
void ScoreClass::Count_Up_Print(char *str, int percent, int maxval, int xpos, int ypos)
|
|
{
|
|
char destbuf[64];
|
|
|
|
sprintf(destbuf, str, percent <= maxval ? percent : maxval);
|
|
SeenPage.Print( destbuf, xpos * RESFACTOR, ypos * RESFACTOR, TBLACK, BLACK);
|
|
#ifdef WIN32
|
|
PseudoSeenBuff->Print( destbuf, xpos * RESFACTOR, ypos * RESFACTOR, TBLACK, BLACK);
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* ScoreClass::Input_Name -- Gets the name from the keyboard *
|
|
* *
|
|
* This routine handles keyboard input, and does a nifty zooming letter effect too. *
|
|
* *
|
|
* INPUT: str = string to put user's typing into *
|
|
* xpos = x pixel coord *
|
|
* ypos = y pixel coord *
|
|
* pal = text remapping palette to print using *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/15/1995 BWG : Created. *
|
|
*=============================================================================================*/
|
|
void ScoreClass::Input_Name(char str[], int xpos, int ypos, char const pal[])
|
|
{
|
|
int key = 0;
|
|
int ascii, index=0;
|
|
|
|
void const * keystrok = MFCD::Retrieve("KEYSTROK.AUD");
|
|
|
|
/*
|
|
** Ready the hidpage so it can restore background under zoomed letters
|
|
*/
|
|
SeenPage.Blit(HidPage);
|
|
|
|
/*
|
|
** Put a copy of the high score area on a spare area of the hidpage, so
|
|
** we can use it to restore the letter's background instead of filling
|
|
** with black.
|
|
*/
|
|
HidPage.Blit(HidPage, 0, 100*RESFACTOR, 0, 0, 100*RESFACTOR, 100*RESFACTOR);
|
|
|
|
do {
|
|
Call_Back();
|
|
Animate_Score_Objs();
|
|
Animate_Cursor(index, ypos);
|
|
if (Keyboard->Check()) {
|
|
key = Keyboard->To_ASCII(Keyboard->Get()) & 0xFF;
|
|
Call_Back();
|
|
|
|
if (index == MAX_FAMENAME_LENGTH-2) {
|
|
while (Keyboard->Check()) {
|
|
Keyboard->Get();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** If they hit 'backspace' when they're on the last letter,
|
|
** turn it into a space instead.
|
|
*/
|
|
if ((key == KA_BACKSPACE) && (index == MAX_FAMENAME_LENGTH-2) ) {
|
|
if (str[index] && str[index]!=32) key = 32;
|
|
}
|
|
if (key == KA_BACKSPACE) { //if (key == KN_BACKSPACE) {
|
|
if (index) {
|
|
str[--index] = 0;
|
|
|
|
int xposindex6 = (xpos+(index*6))*RESFACTOR;
|
|
HidPage.Blit(SeenPage, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
#ifdef WIN32
|
|
HidPage.Blit(*PseudoSeenBuff, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
#endif
|
|
HidPage.Blit(HidPage, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
}
|
|
|
|
} else if (key != KA_RETURN) { //else if (key != KN_RETURN && key!=KN_KEYPAD_RETURN) {
|
|
ascii = key; //ascii = KN_To_KA(key);
|
|
if (ascii >= 'a' && ascii <= 'z') ascii -= ('a' - 'A');
|
|
if ( (ascii >= '!' && ascii <= KA_TILDA) || ascii == ' ') {
|
|
HidPage.Blit(SeenPage, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
#ifdef WIN32
|
|
HidPage.Blit(*PseudoSeenBuff, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
#endif
|
|
HidPage.Blit(HidPage, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
|
|
str[index] = ascii;
|
|
str[index+1] = 0;
|
|
|
|
int objindex;
|
|
#ifdef WIN32
|
|
Play_Sample(keystrok, 255, Options.Normalize_Volume(150));
|
|
#else
|
|
Play_Sample(keystrok, 255, Options.Normalize_Volume(105));
|
|
#endif
|
|
objindex = Alloc_Object(new ScoreScaleClass(str+index, xpos+(index*6), ypos, pal));
|
|
while (ScoreObjs[objindex]) Call_Back_Delay(1);
|
|
|
|
if (index < (MAX_FAMENAME_LENGTH-2) ) index++;
|
|
}
|
|
}
|
|
}
|
|
} while (key != KA_RETURN); // } while(key != KN_RETURN && key!=KN_KEYPAD_RETURN);
|
|
}
|
|
|
|
|
|
void Animate_Cursor(int pos, int ypos)
|
|
{
|
|
static int _lastpos = 0, _state;
|
|
static CDTimerClass<SystemTimerClass> _timer;
|
|
|
|
ypos += 6; // move cursor to bottom of letter
|
|
|
|
ypos *= RESFACTOR;
|
|
|
|
// If they moved the cursor, erase old one and force state=0, to make green draw right away
|
|
if (pos != _lastpos) {
|
|
HidPage.Blit(SeenPage, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos-100*RESFACTOR, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos, 6*RESFACTOR, 1*RESFACTOR);
|
|
#ifdef WIN32
|
|
HidPage.Blit(*PseudoSeenBuff, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos-100*RESFACTOR, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos, 6*RESFACTOR, 1*RESFACTOR);
|
|
#endif
|
|
_lastpos = pos;
|
|
_state = 0;
|
|
}
|
|
SeenBuff.Draw_Line((HALLFAME_X + (pos*6))*RESFACTOR, ypos, (HALLFAME_X + (pos*6)+5)*RESFACTOR, ypos, _state ? LTBLUE : TBLACK);
|
|
#ifdef WIN32
|
|
PseudoSeenBuff->Draw_Line((HALLFAME_X + (pos*6))*RESFACTOR, ypos, (HALLFAME_X + (pos*6)+5)*RESFACTOR, ypos, _state ? LTBLUE : TBLACK);
|
|
#endif
|
|
/*
|
|
** Toggle the color of the cursor, green or black, if it's time to do so.
|
|
*/
|
|
if (!_timer) {
|
|
_state ^= 1;
|
|
_timer = 5;
|
|
}
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* Draw_InfantryMen -- Draw all the guys on the score screen *
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
void Draw_InfantryMen()
|
|
{
|
|
int k;
|
|
|
|
// Only draw the infantrymen if we're playing USSR... Allies wouldn't execute
|
|
// people like that.
|
|
|
|
/*
|
|
** First restore the background
|
|
*/
|
|
HidPage.Blit(HidPage, BARGRAPH_X, CASUALTY_Y, 0, 0, 320-BARGRAPH_X, 34);
|
|
Set_Logic_Page(HidPage);
|
|
|
|
/*
|
|
** Then draw all the infantrymen on the clean hidpage
|
|
*/
|
|
for (k = 0; k < NUMINFANTRYMEN; k++) Draw_InfantryMan(k);
|
|
/*
|
|
** They'll all be blitted over to the seenpage after the graphs are drawn
|
|
*/
|
|
}
|
|
|
|
/***************************************************************************
|
|
* Draw_InfantryMan -- Draw one guy in score screen, update animation *
|
|
* *
|
|
* This routine draws one of the infantrymen in the "Casualties" area *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
void Draw_InfantryMan(int index)
|
|
{
|
|
int stage;
|
|
|
|
/* If the infantryman's dead, just abort this function */
|
|
if (InfantryMan[index].anim == -1) return;
|
|
|
|
stage = InfantryMan[index].stage + InfantryMan[index].Class->DoControls[InfantryMan[index].anim].Frame;
|
|
|
|
CC_Draw_Shape(InfantryMan[index].shapefile,
|
|
stage,
|
|
InfantryMan[index].xpos,
|
|
InfantryMan[index].ypos,
|
|
WINDOW_MAIN,
|
|
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST,
|
|
InfantryMan[index].remap,
|
|
DisplayClass::UnitShadow);
|
|
/*
|
|
** see if it's time to run a new anim
|
|
*/
|
|
if (--InfantryMan[index].delay <= 0) {
|
|
InfantryMan[index].delay = 3;
|
|
if (++InfantryMan[index].stage >= InfantryMan[index].Class->DoControls[InfantryMan[index].anim].Count) {
|
|
|
|
/*
|
|
** was he playing a death anim? If so, and it's done, erase him
|
|
*/
|
|
if (InfantryMan[index].anim >= DO_GUN_DEATH) {
|
|
InfantryMan[index].anim = -1;
|
|
} else {
|
|
New_Infantry_Anim(index, DO_STAND_READY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* New_Infantry_Anim -- Start up a new animation for one of the infantrymen*
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: index: which of the 30 infantrymen to affect *
|
|
* anim: which animation sequence to start him into *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
void New_Infantry_Anim(int index, int anim)
|
|
{
|
|
InfantryMan[index].anim = anim;
|
|
InfantryMan[index].stage = 0;
|
|
if (anim >= DO_GUN_DEATH) {
|
|
InfantryMan[index].delay = 1; // start right away
|
|
} else {
|
|
InfantryMan[index].delay = NonCriticalRandomNumber & 15;
|
|
}
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* Draw_Bar_Graphs -- Draw "Casualties" bar graphs *
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: i = current count of how far to draw graph *
|
|
* gkilled = # of GDI forces killed (adjusted to fit in space) *
|
|
* nkilled = # of Nod forces killed (adjusted to fit in space) *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
* 07/02/1996 BWG : Removed references to civilians. *
|
|
*=========================================================================*/
|
|
void Draw_Bar_Graphs(int i, int gkilled, int nkilled)
|
|
{
|
|
|
|
if (gkilled) {
|
|
LogicPage->Fill_Rect(0, 0+4*RESFACTOR, 0+min(i, gkilled)*RESFACTOR, 0+5*RESFACTOR, RED);
|
|
LogicPage->Draw_Line(0+1*RESFACTOR, 0+6*RESFACTOR, (0+min(i, gkilled)+1)*RESFACTOR, 0+6*RESFACTOR, TBLACK);
|
|
LogicPage->Draw_Line((0+MIN(i, gkilled)+1)*RESFACTOR, 0+5*RESFACTOR, (0+min(i, gkilled)+1)*RESFACTOR, 0+5*RESFACTOR, TBLACK);
|
|
if (i <= gkilled) {
|
|
int anim = InfantryMan[i/11].anim;
|
|
if (anim!=-1 && anim < DO_GUN_DEATH) {
|
|
if (i/11) {
|
|
New_Infantry_Anim(i/11, DO_GUN_DEATH + (NonCriticalRandomNumber & 3));
|
|
} else {
|
|
New_Infantry_Anim(i/11, DO_GUN_DEATH);
|
|
}
|
|
// Sound_Effect(Random_Pick(VOC_SCREAM1, VOC_SCREAM5));
|
|
}
|
|
}
|
|
}
|
|
if (nkilled) {
|
|
LogicPage->Fill_Rect( 0, 0+16*RESFACTOR, 0+min(i, nkilled)*RESFACTOR, 0+17*RESFACTOR, LTCYAN);
|
|
LogicPage->Draw_Line( 0+1*RESFACTOR, 0+18*RESFACTOR, (0+min(i, nkilled)+1)*RESFACTOR, 0+18*RESFACTOR, TBLACK);
|
|
LogicPage->Draw_Line((0+MIN(i, nkilled)+1)*RESFACTOR, 0+17*RESFACTOR, (0+min(i, nkilled)+1)*RESFACTOR, 0+17*RESFACTOR, TBLACK);
|
|
if (i <= nkilled) {
|
|
int anim = InfantryMan[(NUMINFANTRYMEN/2)+(i/11)].anim;
|
|
if (anim!=-1 && anim < DO_GUN_DEATH) {
|
|
if (i/11) {
|
|
New_Infantry_Anim((NUMINFANTRYMEN/2)+(i/11), DO_GUN_DEATH + (NonCriticalRandomNumber & 3));
|
|
} else {
|
|
New_Infantry_Anim((NUMINFANTRYMEN/2)+(i/11), DO_GUN_DEATH);
|
|
}
|
|
// Sound_Effect(Random_Pick(VOC_SCREAM1, VOC_SCREAM5));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* Call_Back_Delay -- Combines Call_Back() and Delay() functions *
|
|
* *
|
|
* This is just to cut down on code size and typing a little. *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/13/1995 BWG : Created. *
|
|
*=========================================================================*/
|
|
void Call_Back_Delay(int time)
|
|
{
|
|
time;
|
|
#if (0)//PG
|
|
if (time < 0 ) time = 0;
|
|
if (time > 60) time = 60;
|
|
CDTimerClass<SystemTimerClass> cd;
|
|
CDTimerClass<SystemTimerClass> callbackcd = 0;
|
|
|
|
if (!ControlQ) {
|
|
if (Keyboard->Down(KN_LCTRL) && Keyboard->Down(KN_Q)) {
|
|
ControlQ = 1;
|
|
Keyboard->Clear();
|
|
}
|
|
}
|
|
if (ControlQ) time=0;
|
|
|
|
cd = time;
|
|
StreamLowImpact = true;
|
|
do {
|
|
if (callbackcd == 0) {
|
|
Call_Back();
|
|
callbackcd = TIMER_SECOND/4;
|
|
}
|
|
Animate_Score_Objs();
|
|
} while (cd);
|
|
StreamLowImpact = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
void Animate_Score_Objs()
|
|
{
|
|
#ifdef WIN32
|
|
StillUpdating = false;
|
|
/*
|
|
** If we have just received input focus again after running in the background then
|
|
** we need to redraw.
|
|
*/
|
|
if (AllSurfaces.SurfacesRestored) {
|
|
AllSurfaces.SurfacesRestored=FALSE;
|
|
PseudoSeenBuff->Blit(SeenPage);
|
|
}
|
|
#endif
|
|
for (int i = 0; i < MAXSCOREOBJS; i++) {
|
|
if (ScoreObjs[i]) {
|
|
ScoreObjs[i]->Update();
|
|
}
|
|
}
|
|
}
|
|
|
|
char *Int_Print(int a)
|
|
{
|
|
static char str[10];
|
|
|
|
sprintf(str, "%d", a);
|
|
return str;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Multi_Score_Presentation -- Multiplayer routine to display score screen. *
|
|
* *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/11/1995 BWG: Created. *
|
|
*=============================================================================================*/
|
|
extern int CopyType;
|
|
|
|
void Multi_Score_Presentation(void)
|
|
{
|
|
#if (0)//PG
|
|
char remap[16];
|
|
#ifdef WIN32
|
|
GraphicBufferClass *pseudoseenbuff = new GraphicBufferClass(320, 200, (void*)NULL);
|
|
PseudoSeenBuff = new GraphicBufferClass(SeenBuff.Get_Width(),SeenBuff.Get_Height(),(void*)NULL);
|
|
#endif
|
|
|
|
int i,k;
|
|
void *oldfont;
|
|
int oldfontxspacing = FontXSpacing;
|
|
|
|
FontXSpacing = 0;
|
|
Map.Override_Mouse_Shape(MOUSE_NORMAL);
|
|
// Theme.Queue_Song(THEME_WIN);
|
|
|
|
BlackPalette.Set();
|
|
SeenPage.Clear();
|
|
HidPage.Clear();
|
|
Hide_Mouse();
|
|
void *anim = Open_Animation("MLTIPLYR.WSA", NULL, 0L, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), ScorePalette);
|
|
/*
|
|
** Display the background animation
|
|
*/
|
|
#ifdef WIN32
|
|
pseudoseenbuff->Clear();
|
|
Animate_Frame(anim, *pseudoseenbuff, 1);
|
|
for(int x=0; x<256; x++) memset(&PaletteInterpolationTable[x][0],x,256);
|
|
CopyType = 1;
|
|
Interpolate_2X_Scale(pseudoseenbuff , &SeenBuff , 0);
|
|
#else
|
|
Animate_Frame(anim, HidPage, 1);
|
|
HidPage.Blit(SeenPage);
|
|
#endif
|
|
ScorePalette.Set(FADE_PALETTE_FAST, Call_Back);
|
|
|
|
int frame = 1;
|
|
while (frame < Get_Animation_Frame_Count(anim)) {
|
|
#ifdef WIN32
|
|
Animate_Frame(anim, *pseudoseenbuff, frame++);
|
|
CopyType = 1;
|
|
Interpolate_2X_Scale(pseudoseenbuff , &SeenBuff , NULL);
|
|
CopyType = 0;
|
|
#else
|
|
Animate_Frame(anim, SeenPage, frame++);
|
|
#endif
|
|
Call_Back_Delay(2);
|
|
}
|
|
Close_Animation(anim);
|
|
|
|
#ifdef WIN32
|
|
CopyType = 1;
|
|
Interpolate_2X_Scale(pseudoseenbuff , PseudoSeenBuff , NULL);
|
|
CopyType = 0;
|
|
#endif
|
|
|
|
/* Change to the six-point font for Text_Print */
|
|
oldfont = Set_Font(ScoreFontPtr);
|
|
Call_Back();
|
|
|
|
Set_Logic_Page(SeenBuff);
|
|
|
|
#ifdef FRENCH
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 113, 13, _greenpal));
|
|
#else
|
|
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 130, 13, _greenpal));
|
|
#endif
|
|
Call_Back_Delay(5);
|
|
Alloc_Object(new ScorePrintClass(TXT_COMMANDER, 27, 31, _greenpal));
|
|
Call_Back_Delay(10);
|
|
#ifdef FRENCH
|
|
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 113, 31, _greenpal));
|
|
#endif
|
|
#ifdef GERMAN
|
|
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 118, 31, _greenpal));
|
|
#endif
|
|
#ifdef ENGLISH
|
|
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 126, 31, _greenpal));
|
|
#endif
|
|
Call_Back_Delay(13);
|
|
Alloc_Object(new ScorePrintClass(TXT_KILLS_COLON, 249, 31, _greenpal));
|
|
Call_Back_Delay(6);
|
|
|
|
/*
|
|
** Move all the scores over a notch if there's more games than can be
|
|
** shown (which is known by Session.CurGame == MAX_MULTI_GAMES-1);
|
|
*/
|
|
if (Session.CurGame == MAX_MULTI_GAMES-1) {
|
|
for (i = 0; i < MAX_MULTI_NAMES; i++) {
|
|
for (k = 0; k < MAX_MULTI_GAMES-1; k++) {
|
|
Session.Score[i].Kills[k] = Session.Score[i].Kills[k+1];
|
|
}
|
|
}
|
|
}
|
|
|
|
int y = 41;
|
|
for (i = 0; i < MAX_MULTI_NAMES; i++) {
|
|
if (strlen(Session.Score[i].Name)) {
|
|
int color = Session.Score[i].Color;
|
|
remap[ 8] = ColorRemaps[color].FontRemap[11];
|
|
remap[ 6] = ColorRemaps[color].FontRemap[12];
|
|
remap[ 4] = ColorRemaps[color].FontRemap[13];
|
|
remap[ 2] = ColorRemaps[color].FontRemap[14];
|
|
remap[14] = ColorRemaps[color].FontRemap[15];
|
|
|
|
Alloc_Object(new ScorePrintClass(Session.Score[i].Name, 15, y, remap));
|
|
Call_Back_Delay(20);
|
|
|
|
Alloc_Object(new ScorePrintClass(Int_Print(Session.Score[i].Wins), 118, y, remap));
|
|
Call_Back_Delay(6);
|
|
|
|
for (k = 0; k <= min(Session.CurGame, MAX_MULTI_GAMES-2); k++) {
|
|
if (Session.Score[i].Kills[k] >= 0) {
|
|
Alloc_Object(new ScorePrintClass(Int_Print(Session.Score[i].Kills[k]), 225+(24*k), y, remap));
|
|
Call_Back_Delay(6);
|
|
}
|
|
}
|
|
y += 12;
|
|
}
|
|
}
|
|
|
|
#if defined(GERMAN) || defined(FRENCH)
|
|
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 95 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 190, _yellowpal));
|
|
#else
|
|
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 109 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 190, _yellowpal));
|
|
#endif
|
|
Cycle_Wait_Click(false);
|
|
|
|
/* get rid of all the animating objects */
|
|
for (i = 0; i < MAXSCOREOBJS; i++) if (ScoreObjs[i]) {
|
|
delete ScoreObjs[i];
|
|
ScoreObjs[i] = 0;
|
|
}
|
|
|
|
Theme.Queue_Song(THEME_NONE);
|
|
|
|
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
|
|
SeenPage.Clear();
|
|
GamePalette.Set();
|
|
#ifdef WIN32
|
|
delete PseudoSeenBuff;
|
|
#endif
|
|
Set_Font(oldfont);
|
|
FontXSpacing = oldfontxspacing;
|
|
ControlQ = 0;
|
|
Show_Mouse();
|
|
#endif
|
|
}
|
|
|
|
void ScoreClass::Init(void)
|
|
{
|
|
Score = 0;
|
|
NKilled = 0;
|
|
GKilled = 0;
|
|
CKilled = 0;
|
|
NBKilled = 0;
|
|
GBKilled = 0;
|
|
CBKilled = 0;
|
|
NHarvested = 0;
|
|
GHarvested = 0;
|
|
CHarvested = 0;
|
|
ElapsedTime = 0;
|
|
RealTime = 0;
|
|
ChangingGun = 0;
|
|
}
|