585 lines
18 KiB
C++
585 lines
18 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: F:\projects\c&c\vcs\code\goptions.cpv 2.17 16 Oct 1995 16:50:26 JOE_BOSTIC $ */
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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 : OPTIONS.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 8, 1994 *
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* *
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* Last Update : July 27, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* OptionsClass::Process -- Handles all the options graphic interface. *
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* Draw_Caption -- Draws a caption on a dialog box. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "goptions.h"
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#include "loaddlg.h"
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#include "sounddlg.h"
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#include "visudlg.h"
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#include "gamedlg.h"
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#include "textbtn.h"
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#include "confdlg.h"
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#include "descdlg.h"
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void GameOptionsClass::Adjust_Variables_For_Resolution(void)
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{
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int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
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OptionWidth = (216+8) * factor;
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OptionHeight = 100 * factor;
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OptionX = ((SeenBuff.Get_Width() - OptionWidth) / 2);
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OptionY = ((SeenBuff.Get_Height() - OptionHeight) / 2);
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ButtonWidth = 130 * factor;
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OButtonHeight = 9 * factor;
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CaptionYPos = 5 * factor;
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ButtonY = 21 * factor;
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Border1Len = 72 * factor;
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Border2Len = 16 * factor;
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ButtonResumeY = (OptionHeight - (15 * factor));
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}
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/***********************************************************************************************
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* OptionsClass::Process -- Handles all the options graphic interface. *
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* *
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* This routine is the main control for the visual representation of the options *
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* screen. It handles the visual overlay and the player input. *
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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: 12/31/1994 MML : Created. *
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* 06/23/1995 JLB : Handles restating the mission objective. *
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* 07/27/1995 JLB : Adjusts menu for multiplay mode. *
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*=============================================================================================*/
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void GameOptionsClass::Process(void)
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{
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static struct {
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int ID; // Button ID to use.
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int Text; // Text number to use for this button.
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bool Multiplay; // Allowed in multiplayer version?
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} _constants[] = {
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{BUTTON_LOAD, TXT_LOAD_MISSION, false},
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{BUTTON_SAVE, TXT_SAVE_MISSION, false},
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{BUTTON_DELETE, TXT_DELETE_MISSION, true},
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{BUTTON_GAME, TXT_GAME_CONTROLS, true},
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{BUTTON_QUIT, TXT_QUIT_MISSION, true},
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{BUTTON_RESUME, TXT_RESUME_MISSION, true},
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{BUTTON_RESTATE, TXT_RESTATE_MISSION, false},
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};
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/*
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** Variables.
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*/
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TextButtonClass * buttons = 0;
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int selection;
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bool pressed;
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int curbutton = 6;
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int y;
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TextButtonClass *buttonsel[sizeof(_constants)/sizeof(_constants[0])];
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Set_Logic_Page(SeenBuff);
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/*
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** Build the button list for all of the buttons for this dialog.
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*/
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int maxwidth = 0;
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int resfactor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
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for (int index = 0; index < sizeof(_constants)/sizeof(_constants[0]); index++ ) {
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int text = _constants[index].Text;
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buttonsel[index] = NULL;
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if (GameToPlay != GAME_NORMAL && !_constants[index].Multiplay) {
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buttonsel[index] = 0;
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continue;
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}
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if (GameToPlay != GAME_NORMAL && text == TXT_DELETE_MISSION) {
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text = TXT_RESIGN;
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}
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if (index < 5) {
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y = (SeenBuff.Get_Height() - OptionHeight)/2 + ButtonY + ((OButtonHeight+2) * index);
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} else {
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y = OptionY + ButtonResumeY;
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}
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TextButtonClass * g = new TextButtonClass(_constants[index].ID,
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text, TPF_6PT_GRAD|TPF_NOSHADOW, 0, y);
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if (g->Width > maxwidth) {
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maxwidth = g->Width;
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}
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if (!buttons) {
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buttons = g;
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} else {
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g->Add_Tail(*buttons);
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}
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buttonsel[index] = g;
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}
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buttonsel[curbutton-1]->Turn_On();
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/*
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** Force all button lengths to match the maximum length of the widest button.
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*/
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GadgetClass * g = buttons;
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while (g) {
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g->Width = MAX(maxwidth, 90 * resfactor);
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g->X = OptionX+(OptionWidth-g->Width)/2;
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g = g->Get_Next();
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}
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#ifdef FRENCH
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buttonsel[BUTTON_RESUME-1]->Width = 104 *resfactor;
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#else
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buttonsel[BUTTON_RESUME-1]->Width = 90 *resfactor;
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#endif
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buttonsel[BUTTON_RESUME-1]->X = OptionX+(5 * resfactor);
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if (GameToPlay == GAME_NORMAL) {
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buttonsel[BUTTON_RESTATE-1]->Width = 90 * resfactor;
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buttonsel[BUTTON_RESTATE-1]->X = OptionX+OptionWidth-(buttonsel[BUTTON_RESTATE-1]->Width+(5 * resfactor));
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}
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/*
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** This causes left mouse button clicking within the confines of the dialog to
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** be ignored if it wasn't recognized by any other button or slider.
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*/
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(new GadgetClass(OptionX, OptionY, OptionWidth, OptionHeight, GadgetClass::LEFTPRESS))->Add_Tail(*buttons);
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/*
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** This cause a right click anywhere or a left click outside the dialog region
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** to be equivalent to clicking on the return to game button.
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*/
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(new ControlClass(BUTTON_RESUME, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS))->Add_Tail(*buttons);
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Keyboard::Clear();
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Fancy_Text_Print(TXT_NONE, 0, 0, CC_GREEN, TBLACK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
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/*
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** Main Processing Loop.
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*/
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bool display = true;
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bool process = true;
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pressed = false;
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while (process) {
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/*
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** If we have just received input focus again after running in the background then
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** we need to redraw.
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*/
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if (AllSurfaces.SurfacesRestored){
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AllSurfaces.SurfacesRestored=FALSE;
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display=TRUE;
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}
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/*
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** Invoke game callback.
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*/
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if (GameToPlay == GAME_NORMAL) {
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Call_Back();
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} else {
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if (Main_Loop()) {
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process = false;
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}
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}
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/*
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** Refresh display if needed.
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*/
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if (display) {
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/*
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** Redraw the map.
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*/
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HiddenPage.Clear();
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Map.Flag_To_Redraw(true);
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Map.Render();
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/*
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** Reset up the window. Window x-coords are in bytes not pixels.
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*/
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Set_Window(WINDOW_EDITOR, OptionX, OptionY, OptionWidth, OptionHeight);
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Hide_Mouse();
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/*
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** Draw the background.
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*/
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Window_Box (WINDOW_EDITOR, BOXSTYLE_GREEN_BORDER); // has border, raised up
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/*
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** Draw the arrows border if requested.
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*/
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Draw_Caption(TXT_OPTIONS, OptionX, OptionY, OptionWidth);
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/*
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** Display the version number at the bottom of the dialog box.
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*/
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#ifdef DEMO
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Version_Number();
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Fancy_Text_Print("DEMO%s",
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((WindowList[WINDOW_EDITOR][WINDOWX]+WindowList[WINDOW_EDITOR][WINDOWWIDTH])<<3)-3*resfactor,
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WindowList[WINDOW_EDITOR][WINDOWY]+WindowList[WINDOW_EDITOR][WINDOWHEIGHT]-((GameToPlay == GAME_NORMAL) ? (32*resfactor) : (24*resfactor)),
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DKGREY, TBLACK,
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TPF_6POINT|TPF_NOSHADOW|TPF_RIGHT,
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ScenarioName,
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VersionText);
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#else
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Fancy_Text_Print("%s\rV.%d%s",
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((WindowList[WINDOW_EDITOR][WINDOWX]+WindowList[WINDOW_EDITOR][WINDOWWIDTH])<<3)-3*resfactor,
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WindowList[WINDOW_EDITOR][WINDOWY]+WindowList[WINDOW_EDITOR][WINDOWHEIGHT]-((GameToPlay == GAME_NORMAL) ? (32*resfactor) : (24*resfactor)),
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DKGREY, TBLACK,
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TPF_6POINT|TPF_NOSHADOW|TPF_RIGHT,
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ScenarioName,
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Version_Number(),
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VersionText);
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#endif
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buttons->Draw_All();
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TabClass::Hilite_Tab(0);
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Show_Mouse();
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display = false;
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}
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/*
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** Get user input.
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*/
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KeyNumType input = buttons->Input();
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/*
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** Process Input.
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*/
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switch (input) {
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case (BUTTON_RESTATE | KN_BUTTON):
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selection = BUTTON_RESTATE;
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pressed = true;
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break;
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case (BUTTON_LOAD | KN_BUTTON):
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selection = BUTTON_LOAD;
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pressed = true;
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break;
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case (BUTTON_SAVE | KN_BUTTON):
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selection = BUTTON_SAVE;
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pressed = true;
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break;
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case (BUTTON_DELETE | KN_BUTTON):
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selection = BUTTON_DELETE;
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pressed = true;
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break;
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case (BUTTON_QUIT | KN_BUTTON):
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selection = BUTTON_QUIT;
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pressed = true;
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break;
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case (BUTTON_GAME | KN_BUTTON):
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selection = BUTTON_GAME;
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pressed = true;
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break;
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case (KN_ESC):
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case (BUTTON_RESUME | KN_BUTTON):
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selection = BUTTON_RESUME;
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pressed = true;
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break;
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case (KN_UP):
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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curbutton--;
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if (GameToPlay == GAME_NORMAL) {
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if (curbutton < BUTTON_LOAD) {
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curbutton = (BUTTON_COUNT - 1);
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}
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} else {
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if (curbutton < BUTTON_DELETE) {
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curbutton = BUTTON_RESUME;
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// curbutton = (BUTTON_COUNT-1);
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}
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}
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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break;
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case (KN_DOWN):
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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curbutton++;
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if (GameToPlay == GAME_NORMAL) {
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if (curbutton >= BUTTON_COUNT) {
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curbutton = BUTTON_LOAD;
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}
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} else {
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if (curbutton > BUTTON_RESUME) {
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curbutton = BUTTON_DELETE;
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}
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}
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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break;
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case (KN_RETURN):
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buttonsel[curbutton-1]->IsPressed = true;
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buttonsel[curbutton-1]->Draw_Me(true);
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selection = curbutton;
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pressed = true;
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break;
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default:
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break;
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}
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if (pressed) {
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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curbutton = selection;
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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switch (selection) {
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case BUTTON_RESTATE:
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display = true;
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#ifdef JAPANESE
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if (!Restate_Mission(ScenarioName, TXT_VIDEO, TXT_TAB_BUTTON_CONTROLS)) {
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#else
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if (!Restate_Mission(ScenarioName, TXT_VIDEO, TXT_OPTIONS)) {
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#endif
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BreakoutAllowed = true;
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char buffer[25];
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sprintf(buffer, "%s.VQA", BriefMovie);
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if (CCFileClass(buffer).Is_Available()) {
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Play_Movie(BriefMovie);
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} else {
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Play_Movie(ActionMovie);
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}
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//BreakoutAllowed = false;
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memset(BlackPalette, 0x01, 768);
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Set_Palette(BlackPalette);
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memset(BlackPalette, 0x00, 768);
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Set_Palette(BlackPalette);
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Map.Flag_To_Redraw(true);
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Theme.Queue_Song(THEME_PICK_ANOTHER);
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process = false;
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}
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break;
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case (BUTTON_LOAD):
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display = true;
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if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
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process = false;
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}
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break;
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case (BUTTON_SAVE):
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display = true;
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LoadOptionsClass(LoadOptionsClass::SAVE).Process();
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break;
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case (BUTTON_DELETE):
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display = true;
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if (GameToPlay != GAME_NORMAL) {
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if (Surrender_Dialog()) {
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OutList.Add(EventClass(EventClass::DESTRUCT));
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}
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process = false;
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} else {
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LoadOptionsClass(LoadOptionsClass::WWDELETE).Process();
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}
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break;
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case (BUTTON_QUIT):
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if (GameToPlay == GAME_NORMAL) {
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#ifdef JAPANESE
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switch (CCMessageBox().Process(TXT_CONFIRM_EXIT, TXT_YES, TXT_NO, TXT_RESTART)) {
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#else
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switch (CCMessageBox().Process(TXT_CONFIRM_EXIT, TXT_ABORT, TXT_CANCEL, TXT_RESTART)) {
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#endif
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case 2:
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display = true;
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break;
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case 0:
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process = false;
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Queue_Exit();
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break;
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case 1:
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PlayerRestarts = true;
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process = false;
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break;
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}
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} else {
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if (ConfirmationClass().Process(TXT_CONFIRM_EXIT)) {
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process = false;
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Queue_Exit();
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} else {
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display = true;
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}
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}
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break;
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case (BUTTON_GAME):
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display = true;
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GameControlsClass().Process();
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break;
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case (BUTTON_RESUME):
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//Save_Settings();
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process = false;
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display = true;
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break;
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}
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pressed = false;
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buttonsel[curbutton-1]->IsPressed = false;
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//buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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}
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}
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/*
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** Clean up and re-enter the game.
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*/
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buttons->Delete_List();
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/*
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** Redraw the map.
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*/
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Keyboard::Clear();
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Call_Back();
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HiddenPage.Clear();
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Call_Back();
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Map.Flag_To_Redraw(true);
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Map.Render();
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}
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/***********************************************************************************************
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* Draw_Caption -- Draws a caption on a dialog box. *
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* *
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* This routine draws the caption text and any fancy filigree that the dialog may require. *
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* *
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* INPUT: text -- The text of the caption. This is the text number. *
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* *
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* x,y -- The dialog box X and Y pixel coordinate of the upper left corner. *
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* *
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* w -- The width of the dialog box (in pixels). *
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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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* 06/23/1995 JLB : Created. *
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*=============================================================================================*/
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void Draw_Caption(int text, int x, int y, int w)
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{
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OptionControlType option = OPTION_NONE;
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int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
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/*
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** Determine the filigree to use depending on the text of the caption.
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*/
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switch (text) {
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case TXT_GAME_CONTROLS:
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case TXT_OPTIONS:
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option = OPTION_CONTROLS;
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break;
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case TXT_LOAD_MISSION:
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case TXT_SAVE_MISSION:
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case TXT_DELETE_MISSION:
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option = OPTION_DELETE;
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break;
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case TXT_NONE:
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case TXT_MODEM_SERIAL:
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case TXT_SELECT_MPLAYER_GAME:
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case TXT_SELECT_SERIAL_GAME:
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option = OPTION_DIALOG;
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break;
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case TXT_HOST_SERIAL_GAME:
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case TXT_JOIN_SERIAL_GAME:
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option = OPTION_SERIAL;
|
|
break;
|
|
|
|
case TXT_SETTINGS:
|
|
case TXT_PHONE_LIST:
|
|
case TXT_PHONE_LISTING:
|
|
option = OPTION_PHONE;
|
|
break;
|
|
|
|
case TXT_JOIN_NETWORK_GAME:
|
|
option = OPTION_JOIN_NETWORK;
|
|
break;
|
|
|
|
case TXT_NETGAME_SETUP:
|
|
option = OPTION_NETWORK;
|
|
break;
|
|
|
|
case TXT_VISUAL_CONTROLS:
|
|
option = OPTION_VISUAL;
|
|
break;
|
|
|
|
case TXT_SOUND_CONTROLS:
|
|
option = OPTION_SOUND;
|
|
break;
|
|
|
|
default:
|
|
option = OPTION_DIALOG;
|
|
break;
|
|
}
|
|
|
|
/*
|
|
** Draw the filigree at the corners of the dialog.
|
|
*/
|
|
if (option != OPTION_NONE) {
|
|
CC_Draw_Shape(MixFileClass::Retrieve("OPTIONS.SHP"), (int)option, x+12, y+11, WINDOW_MAIN, SHAPE_CENTER);
|
|
CC_Draw_Shape(MixFileClass::Retrieve("OPTIONS.SHP"), (int)option+1, x+w-14, y+11, WINDOW_MAIN, SHAPE_CENTER);
|
|
}
|
|
|
|
/*
|
|
** Draw the caption.
|
|
*/
|
|
if (text != TXT_NONE) {
|
|
Fancy_Text_Print(text, w/2 + x, 5*factor + y, CC_GREEN, TBLACK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
|
|
|
|
int length = String_Pixel_Width(Text_String(text));
|
|
LogicPage->Draw_Line((x+(w/2))-(length/2), y+FontHeight+FontYSpacing + 5*factor, (x+(w/2))+(length/2), y+FontHeight+FontYSpacing + 5*factor, CC_GREEN);
|
|
}
|
|
}
|