256 lines
12 KiB
C++
256 lines
12 KiB
C++
//
|
|
// Copyright 2020 Electronic Arts Inc.
|
|
//
|
|
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
|
|
|
|
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
|
|
// in the hope that it will be useful, but with permitted additional restrictions
|
|
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
|
|
// distributed with this program. You should have received a copy of the
|
|
// GNU General Public License along with permitted additional restrictions
|
|
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
|
|
|
|
/* $Header: /CounterStrike/CREDITS.CPP 1 3/03/97 10:24a 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 : CREDITS.CPP *
|
|
* *
|
|
* Programmer : Joe L. Bostic *
|
|
* *
|
|
* Start Date : April 17, 1994 *
|
|
* *
|
|
* Last Update : March 13, 1995 [JLB] *
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* CreditClass::AI -- Handles updating the credit display. *
|
|
* CreditClass::CreditClass -- Default constructor for the credit class object. *
|
|
* CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#include "function.h"
|
|
|
|
|
|
/***********************************************************************************************
|
|
* CreditClass::CreditClass -- Default constructor for the credit class object. *
|
|
* *
|
|
* This is the constructor for the credit class object. It merely sets the credit display *
|
|
* state to null. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/13/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
CreditClass::CreditClass(void) :
|
|
Credits(0),
|
|
Current(0),
|
|
IsToRedraw(false),
|
|
IsUp(false),
|
|
IsAudible(false),
|
|
Countdown(0)
|
|
{
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
|
|
* *
|
|
* This routine should be called whenever the main game screen is to be updated. It will *
|
|
* check to see if the credit display should be redrawn. If so, it will redraw it. *
|
|
* *
|
|
* INPUT: forced -- Should the credit display be redrawn regardless of whether the redraw *
|
|
* flag is set? This is typically the case when the screen needs to be *
|
|
* redrawn from scratch. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/13/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
//#define XX (320-120)
|
|
//#define WW 50
|
|
void CreditClass::Graphic_Logic(bool forced)
|
|
{
|
|
if (forced || IsToRedraw) {
|
|
BStart(BENCH_TABS);
|
|
|
|
int xx = SeenBuff.Get_Width() - (120 * RESFACTOR);
|
|
|
|
/*
|
|
** Adjust the credits display to be above the sidebar for 640x400
|
|
*/
|
|
#ifdef WIN32
|
|
xx += 80 * RESFACTOR;
|
|
#endif
|
|
|
|
/*
|
|
** Play a sound effect when the money display changes, but only if a sound
|
|
** effect was requested.
|
|
*/
|
|
if (IsAudible) {
|
|
if (IsUp) {
|
|
Sound_Effect(VOC_MONEY_UP, fixed(1, 2));
|
|
} else {
|
|
Sound_Effect(VOC_MONEY_DOWN, fixed(1, 2));
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Display the new current value.
|
|
*/
|
|
// PG TabClass::Draw_Credits_Tab();
|
|
#ifdef WIN32
|
|
//PG Fancy_Text_Print("%ld", xx, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL, Current);
|
|
#else
|
|
Fancy_Text_Print("%ld", xx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, Current);
|
|
#endif //WIN32
|
|
|
|
if (Scen.MissionTimer.Is_Active()) {
|
|
long secs = Scen.MissionTimer / TICKS_PER_SECOND;
|
|
long mins = secs / 60;
|
|
long hours = mins / 60;
|
|
secs %= 60;
|
|
mins %= 60;
|
|
#if (0) //Moved to LOGIC.CPP
|
|
/*
|
|
** Speak mission timer reminders.
|
|
*/
|
|
VoxType vox = VOX_NONE;
|
|
if (Scen.MissionTimer == (1 * TICKS_PER_MINUTE)) vox = VOX_TIME_1;
|
|
if (Scen.MissionTimer == (2 * TICKS_PER_MINUTE)) vox = VOX_TIME_2;
|
|
if (Scen.MissionTimer == (3 * TICKS_PER_MINUTE)) vox = VOX_TIME_3;
|
|
if (Scen.MissionTimer == (4 * TICKS_PER_MINUTE)) vox = VOX_TIME_4;
|
|
if (Scen.MissionTimer == (5 * TICKS_PER_MINUTE)) vox = VOX_TIME_5;
|
|
if (Scen.MissionTimer == (10 * TICKS_PER_MINUTE)) vox = VOX_TIME_10;
|
|
if (Scen.MissionTimer == (20 * TICKS_PER_MINUTE)) vox = VOX_TIME_20;
|
|
if (Scen.MissionTimer == (30 * TICKS_PER_MINUTE)) vox = VOX_TIME_30;
|
|
if (Scen.MissionTimer == (40 * TICKS_PER_MINUTE)) vox = VOX_TIME_40;
|
|
if (vox != VOX_NONE) {
|
|
Speak(vox);
|
|
Map.FlasherTimer = 7;
|
|
}
|
|
#endif
|
|
#ifdef WIN32
|
|
#if (0) //PG
|
|
if (hours) {
|
|
Fancy_Text_Print(TXT_TIME_FORMAT_HOURS, 200 * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12|TPF_CENTER|TPF_USE_GRAD_PAL, hours, mins, secs);
|
|
} else {
|
|
Fancy_Text_Print(TXT_TIME_FORMAT_NO_HOURS, 200 * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12|TPF_CENTER|TPF_USE_GRAD_PAL, mins, secs);
|
|
}
|
|
#endif
|
|
#else
|
|
if (hours) {
|
|
Fancy_Text_Print("%02d:%02d:%02d", 120 * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, hours, mins, secs);
|
|
} else {
|
|
Fancy_Text_Print("%02d:%02d", 120 * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, mins, secs);
|
|
}
|
|
#endif //WIN32
|
|
}
|
|
|
|
IsToRedraw = false;
|
|
IsAudible = false;
|
|
BEnd(BENCH_TABS);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* CreditClass::AI -- Handles updating the credit display. *
|
|
* *
|
|
* This routine handles the logic that controls the rate of credit change in the credit *
|
|
* display. It doesn't actually redraw the credit display, but will flag it to be redrawn *
|
|
* if it detects that a change is to occur. *
|
|
* *
|
|
* INPUT: forced -- Should the credit display immediately reflect the current credit *
|
|
* total for the player? This is usually desired when initially loading *
|
|
* a scenario or saved game. *
|
|
* player_ptr -- Player to calculate visible credits for *
|
|
* logic_only -- If true, don't flag map for redraw *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/13/1995 JLB : Created. *
|
|
* 10/16/2019 ST : Added house and logic parameters so we can call this from HouseClass::AI *
|
|
*=============================================================================================*/
|
|
void CreditClass::AI(bool forced, HouseClass *player_ptr, bool logic_only)
|
|
{
|
|
static int _last = 0;
|
|
|
|
if (!forced && !logic_only && Frame == _last) return;
|
|
if (!logic_only) {
|
|
_last = Frame;
|
|
}
|
|
|
|
if (player_ptr == NULL) {
|
|
return;
|
|
}
|
|
|
|
Credits = player_ptr->Available_Money();
|
|
|
|
/*
|
|
** Make sure that the credit counter doesn't drop below zero.
|
|
*/
|
|
Credits = max(Credits, 0L);
|
|
|
|
if (Scen.MissionTimer.Is_Active() || Scen.MissionTimer) {
|
|
IsToRedraw = true;
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
|
|
if (Current == Credits) return;
|
|
|
|
if (forced) {
|
|
IsAudible = false;
|
|
Current = Credits;
|
|
} else {
|
|
|
|
if (Countdown) Countdown--;
|
|
if (Countdown) return;
|
|
|
|
/*
|
|
** Determine the amount to change the display toward the
|
|
** desired value.
|
|
*/
|
|
int adder = Credits - Current;
|
|
|
|
if (adder > 0) {
|
|
Countdown = 1;
|
|
} else {
|
|
Countdown = 3;
|
|
}
|
|
|
|
adder = ABS(adder);
|
|
adder >>= 3;
|
|
// adder >>= 4;
|
|
// adder >>= 5;
|
|
adder = Bound(adder, 1, 71+72);
|
|
if (Current > Credits) adder = -adder;
|
|
Current += adder;
|
|
if (Current-adder != Current) {
|
|
IsAudible = true;
|
|
IsUp = (adder > 0);
|
|
}
|
|
}
|
|
IsToRedraw = true;
|
|
|
|
if (!logic_only) {
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
} |