// // 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: F:\projects\c&c\vcs\code\mapsel.cpv 1.8 16 Oct 1995 16:49:48 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 : MAPSEL.CPP * * * * Programmer : Barry W. Green * * * * Start Date : April 17, 1995 * * * * Last Update : April 27, 1995 [BWG] * * * *---------------------------------------------------------------------------------------------* * Functions: * * Bit_It_In -- Pixel fade graphic copy. * * Map_Selection -- Starts the whole process of selecting next map to go to * * Print_Statistics -- Prints statistics on country selected * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "textblit.h" #ifndef DEMO void Map_Selection(void); void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest); void Print_Statistics(int country, int xpos, int ypos); void Cycle_Call_Back_Delay(int time, unsigned char *pal); int LowMedHiStr(int percentage); extern int ControlQ; unsigned char CountryRemap[256]; #ifdef OBSOLETE unsigned char const High16Remap[256]={ 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF, 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF }; #endif #define SDE SCEN_DIR_EAST #define SDW SCEN_DIR_WEST #define SDN SCEN_DIR_NONE #define SVA SCEN_VAR_A #define SVB SCEN_VAR_B #define SVC SCEN_VAR_C #define SVN SCEN_VAR_NONE struct countrylist { int Choices[2]; // # of map choices this time - 0 = no map selection screen int Start[2]; int ContAnim[2]; int CountryColor[2][3]; int CountryShape[2][3]; // shape in COUNTRYE.SHP ScenarioDirType CountryDir[2][3]; ScenarioVarType CountryVariant[2][3]; } const CountryArray[27] = { // GDI SCENARIO CHOICES /* 0 */ {0}, /*E W*/ /* cont */ /* East colors */ /* West color*/ /* E frame W frame */ /* 1 */ {{1,1}, { 0, 0}, { 3, 3},{{0x95, 0, 0},{0x95, 0, 0}}, {{17, 0, 0},{17, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}}, /* 2 */ {{1,1}, {16,16}, { 19, 19},{{0x80, 0, 0},{0x80, 0, 0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}}, /* 3 */ {{3,3}, {32,32}, { 35, 35},{{0x81,0x82,0x83},{0x81,0x82,0x83}}, {{ 3, 3, 1},{ 3, 3, 1}}, {{SDW,SDW,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVA},{SVN,SVN,SVN}}}, /* 4 */ {{2,2}, {48,64}, { 51, 67},{{0x84,0x85, 0},{0x86,0x87, 0}}, {{ 4, 4, 0},{ 2, 2, 0}}, {{SDE,SDE,SDN},{SDW,SDW,SDN}},{{SVA,SVA,SVN},{SVA,SVB,SVN}}}, /* 5 */ {{2,2}, {99,99}, {102,102},{{0x88,0x89, 0},{0x88,0x89, 0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}}, /* 6 */ {{2,2}, {80,83}, { 86, 86},{{0x88,0x89, 0},{0x88,0x89, 0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}}, /* 7 */ {{2,2}, {115,0}, {118, 0},{{0x8B,0x8A, 0},{0x8B,0x8A, 0}}, {{ 6, 8, 0},{ 6, 8, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}}, /* 8 */ {{1,1}, {131,0}, {134, 0},{{0x8C, 0, 0},{0x8C, 0, 0}}, {{ 9, 0, 0},{ 9, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}}, /* 9 */ {{2,1}, {147,0}, {150, 0},{{0x8D,0x8E, 0},{ 0, 0, 0}}, {{10,13, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}}, /* 10 */ {{1,1}, {163,0}, {166, 0},{{0x8F, 0, 0},{ 0, 0, 0}}, {{16, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}}, /* 11 */ {{2,1}, {179,0}, {182, 0},{{0x90,0x91, 0},{ 0, 0, 0}}, {{14,15, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}}, /* 12 */ {{2,1}, {195,0}, {198, 0},{{0x92,0x93, 0},{ 0, 0, 0}}, {{12,12, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}}, /* 13 */ {{1,1}, {211,0}, {214, 0},{{0x93, 0, 0},{ 0, 0, 0}}, {{12, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}}, /* 14 */ {{3,1}, { 0,0}, { 3, 0},{{0x81,0x82,0x83},{ 0, 0, 0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}}}, // NOD SCENARIO CHOICES // choices E/W start continue East colors West colors E shape W shape direction variant /* 1 */ { {2,1}, { 0,0}, { 3, 0},{{0x80,0x81,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 2 */ { {2,1}, { 16,0}, { 19, 0},{{0x82,0x83,0x00},{0,0,0}}, {{ 6, 6, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 3 */ { {2,1}, { 32,0}, { 35, 0},{{0x84,0x85,0x00},{0,0,0}}, {{ 5, 5, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 4 */ { {1,1}, { 48,0}, { 51, 0},{{0x86,0x00,0x00},{0,0,0}}, {{ 0, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} }, /* 5 */ { {3,1}, { 64,0}, { 67, 0},{{0x87,0x88,0x89},{0,0,0}}, {{ 1, 2, 3},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} }, /* 6 */ { {3,1}, { 80,0}, { 83, 0},{{0x8A,0x8B,0x8C},{0,0,0}}, {{ 9, 7, 8},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} }, /* 7 */ { {2,1}, { 96,0}, { 99, 0},{{0x8D,0x8E,0x00},{0,0,0}}, {{10,10, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 8 */ { {1,1}, {112,0}, {115, 0},{{0xA0,0x00,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} }, /* 9 */ { {2,1}, {128,0}, {131, 0},{{0x8F,0x90,0x00},{0,0,0}}, {{11,15, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 10 */ { {2,1}, {144,0}, {147, 0},{{0x91,0x92,0x00},{0,0,0}}, {{12,16, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} }, /* 11 */ { {1,1}, {160,0}, {163, 0},{{0x93,0x00,0x00},{0,0,0}}, {{13, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} }, /* 12 */ { {3,1}, { 0,0}, { 3, 0},{{0x81,0x82,0x83},{0,0,0}}, {{14, 0, 0},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} } }; struct gdistats { int nameindex; int pop; int area; int capital; int govt; int gdp; int conflict; int military; } const GDIStats[]={ // Name Pop Area Capital Government GDP Conflict Military { 0,TXT_MAP_P01, TXT_MAP_A00,TXT_MAP_C00, 0, TXT_MAP_GDP00, TXT_MAP_PC00, 0}, { 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1, TXT_MAP_GDP01, TXT_MAP_PC01, 3}, { 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1, TXT_MAP_GDP01, TXT_MAP_PC02, 3}, { 2,TXT_MAP_P03, TXT_MAP_A02,TXT_MAP_C02, 0, TXT_MAP_GDP00, TXT_MAP_PC03, 1}, { 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3, TXT_MAP_GDP02, TXT_MAP_PC04, 1}, { 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3, TXT_MAP_GDP02, TXT_MAP_PC04, 1}, { 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2, TXT_MAP_GDP03, TXT_MAP_PC05, 5}, { 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2, TXT_MAP_GDP03, TXT_MAP_PC06, 5}, { 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0, TXT_MAP_GDP04, TXT_MAP_PC07, 2}, { 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0, TXT_MAP_GDP04, TXT_MAP_PC07, 2}, { 6,TXT_MAP_P07, TXT_MAP_A06,TXT_MAP_C06, 0, TXT_MAP_GDP00, TXT_MAP_PC08, 0}, { 7,TXT_MAP_P08, TXT_MAP_A07,TXT_MAP_C07, 4, TXT_MAP_GDP05, TXT_MAP_PC00, 2}, { 8,TXT_MAP_P09, TXT_MAP_A08,TXT_MAP_C08, 4, TXT_MAP_GDP06, TXT_MAP_PC10, 2}, { 9,TXT_MAP_P10, TXT_MAP_A09,TXT_MAP_C09, 0, TXT_MAP_GDP07, TXT_MAP_PC11, 1}, {10,TXT_MAP_P11, TXT_MAP_A10,TXT_MAP_C10, 0, TXT_MAP_GDP08, TXT_MAP_PC12, 2}, {11,TXT_MAP_P12, TXT_MAP_A11,TXT_MAP_C11, 5, TXT_MAP_GDP09, TXT_MAP_PC13, 3}, {12,TXT_MAP_P13, TXT_MAP_A12,TXT_MAP_C12, 6, TXT_MAP_GDP10, TXT_MAP_PC14, 2}, {13,TXT_MAP_P14, TXT_MAP_A13,TXT_MAP_C13, 0, TXT_MAP_GDP11, TXT_MAP_PC15, 2}, {14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0, TXT_MAP_GDP12, TXT_MAP_PC16, 3}, {14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0, TXT_MAP_GDP12, TXT_MAP_PC17, 3}, {15,TXT_MAP_P16, TXT_MAP_A15,TXT_MAP_C15, 7, TXT_MAP_GDP13, TXT_MAP_PC18, 4}, // Hack in a slot for Estonia {34,TXT_MAP_P17, TXT_MAP_A16,TXT_MAP_C16, 0, TXT_MAP_GDP00, TXT_MAP_PC19, 0} }; struct nodstats { int nameindex; int pop; int expendable; int capital; int govt; int corruptible; int worth; int conflict; int military; int probability; } const NodStats[]={ // Name Pop Expendable Capital Government Corruptible Worth Conflict Military Probability {16, TXT_MAP_P18, 38, TXT_MAP_C17, 8, 86, TXT_MAP_GDP14, TXT_MAP_PC20, 0, 23}, {17, TXT_MAP_P19, 75, TXT_MAP_C18, 0, 18, TXT_MAP_GDP15, TXT_MAP_PC21, 1, 82}, {17, TXT_MAP_P19, 75, TXT_MAP_C18, 0, 18, TXT_MAP_GDP15, TXT_MAP_PC22, 1, 82}, {18, TXT_MAP_P20, 50, TXT_MAP_C19, 9, 52, TXT_MAP_GDP16, TXT_MAP_PC23, 0, 72}, {18, TXT_MAP_P20, 50, TXT_MAP_C19, 9, 52, TXT_MAP_GDP16, TXT_MAP_PC24, 0, 72}, {19, TXT_MAP_P21, 80, TXT_MAP_C20, 0, 85, TXT_MAP_GDP17, TXT_MAP_PC25, 2, 35}, {19, TXT_MAP_P21, 80, TXT_MAP_C20, 0, 85, TXT_MAP_GDP17, TXT_MAP_PC26, 2, 35}, {20, TXT_MAP_P22, 50, TXT_MAP_C21, 10, 48, TXT_MAP_GDP17, TXT_MAP_PC27, 2, 24}, {21, TXT_MAP_P23, 33, TXT_MAP_C22, 0, 28, TXT_MAP_GDP18, TXT_MAP_PC28, 3, 67}, {22, TXT_MAP_P24, 75, TXT_MAP_C23, 6, 17, TXT_MAP_GDP19, TXT_MAP_PC29, 2, 80}, {23, TXT_MAP_P25, 60, TXT_MAP_C24, 7, 93, TXT_MAP_GDP20, TXT_MAP_PC30, 3, 50}, {24, TXT_MAP_P26, 5, TXT_MAP_C25, 0, 84, TXT_MAP_GDP21, TXT_MAP_PC31, 2, 22}, {25, TXT_MAP_P27, 55, TXT_MAP_C26, 0, 48, TXT_MAP_GDP22, TXT_MAP_PC32, 3, 62}, {26, TXT_MAP_P28, 65, TXT_MAP_C27, 0, 41, TXT_MAP_GDP23, TXT_MAP_PC33, 2, 49}, {27, TXT_MAP_P29, 72, TXT_MAP_C28, 0, 74, TXT_MAP_GDP24, TXT_MAP_PC34, 3, 54}, {27, TXT_MAP_P29, 72, TXT_MAP_C28, 0, 74, TXT_MAP_GDP24, TXT_MAP_PC35, 3, 54}, {17, TXT_MAP_P30, 45, TXT_MAP_C29, 6, 3, TXT_MAP_GDP15, TXT_MAP_PC36, 3, 100}, {28, TXT_MAP_P31, 45, TXT_MAP_C30, 0, 63, TXT_MAP_GDP25, TXT_MAP_PC37, 2, 66}, {29, TXT_MAP_P32, 55, TXT_MAP_C31, 0, 27, TXT_MAP_GDP26, TXT_MAP_PC38, 2, 68}, {30, TXT_MAP_P33, 5, TXT_MAP_C32, 0, 65, TXT_MAP_GDP27, TXT_MAP_PC39, 4, 74}, {31, TXT_MAP_P34, 65, TXT_MAP_C33, 0, 52, TXT_MAP_GDP19, TXT_MAP_PC40, 2, 84}, {32, TXT_MAP_P35, 2, TXT_MAP_C34, 11, 12, TXT_MAP_GDP28, TXT_MAP_PC41, 2, 92}, {33, TXT_MAP_P36, 10, TXT_MAP_C35, 0, 8, TXT_MAP_GDP29, TXT_MAP_PC42, 1, 100} }; /*********************************************************************************************** * Map_Selection -- Starts the whole process of selecting next map to go to * * * * * * INPUT: * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 04/17/1995 BWG : Created. * *=============================================================================================*/ void Map_Selection(void) { void *anim, *progress, *oldfont, *greyearth, *greyearth2; unsigned char localpalette[768]; int scenario, lastscenario; int house = PlayerPtr->Class->House; int attackxcoord = 0; static int const _countryx[]={195,217,115,167, 244, 97,130,142, 171,170,139,158, 180,207,177,213, 201,198, /* Nod countries */ 69, 82,105,119, 184,149,187,130, 153,124,162,144, 145,164,166,200, 201}; static int const _countryy[]={ 35, 57, 82, 75, 93,111,108, 91, 100,111,120,136, 136,117,158,143, 167,21, /* Nod countries */ 45, 80, 75, 76, 31, 64, 69, 89, 88,106,115,139, 168,164,183,123, 154}; //static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15}; static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44}; static char const _othergreenpal[]={0,0x21,0x22,0x23,0x24,0x25,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26}; static char const _regpal[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}; GraphicBufferClass backpage(20*6,8); unsigned char *grey2palette = new unsigned char[768]; unsigned char *progresspalette = new unsigned char[768]; Keyboard::Clear(); oldfont = Set_Font(ScoreFontPtr); Set_Font_Palette(_regpal); Set_Palette(BlackPalette); scenario = Scenario + ((house == HOUSE_GOOD) ? 0 : 14); if (house == HOUSE_GOOD) { lastscenario = (Scenario == 14); if (Scenario == 15) return; } else { lastscenario = (Scenario == 12); if (Scenario == 13) return; } // Check if they're even entitled to map selection this time if (CountryArray[scenario].Choices[ScenDir]==0) return; Theme.Queue_Song(THEME_MAP1); PseudoSeenBuff = new GraphicBufferClass(320,200,(void*)NULL); /* ** Extra graphic buffer to draw text into */ TextPrintBuffer = new GraphicBufferClass(SeenBuff.Get_Width(), SeenBuff.Get_Height(), (void*)NULL); TextPrintBuffer->Clear(); BlitList.Clear(); /* ** Now start the process where we fade the gray earth in. */ greyearth = Open_Animation("GREYERTH.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), localpalette); greyearth2 = Open_Animation("E-BWTOCL.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), grey2palette); /* ** Load the spinning-globe anim */ if (house == HOUSE_GOOD) { //anim = Open_Animation("EARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette); anim = Open_Animation("HEARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette); //progress = Open_Animation(lastscenario ? "BOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette); progress = Open_Animation(lastscenario ? "HBOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette); } else { //anim = Open_Animation("EARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette); anim = Open_Animation("HEARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette); //progress = Open_Animation(lastscenario ? "S_AFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette); progress = Open_Animation(lastscenario ? "HSAFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette); } void const * appear1 = MixFileClass::Retrieve("APPEAR1.AUD"); void const * sfx4 = MixFileClass::Retrieve("SFX4.AUD"); void const * text2 = MixFileClass::Retrieve("TEXT2.AUD"); void const * target1 = MixFileClass::Retrieve("TARGET1.AUD"); void const * target2 = MixFileClass::Retrieve("TARGET2.AUD"); // void const * target3 = MixFileClass::Retrieve("TARGET3.AUD"); void const * newtarg1 = MixFileClass::Retrieve("NEWTARG1.AUD"); void const * beepy2 = MixFileClass::Retrieve("BEEPY2.AUD"); void const * beepy3 = MixFileClass::Retrieve("BEEPY3.AUD"); void const * beepy6 = MixFileClass::Retrieve("BEEPY6.AUD"); void const * world2 = MixFileClass::Retrieve("WORLD2.AUD"); void const * country1 = MixFileClass::Retrieve("COUNTRY1.AUD"); void const * scold1 = MixFileClass::Retrieve("SCOLD1.AUD"); SysMemPage.Clear(); PseudoSeenBuff->Clear(); WWMouse->Erase_Mouse(&HidPage, TRUE); HiddenPage.Clear(); InterpolationPaletteChanged = TRUE; InterpolationPalette = Palette; Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63); Read_Interpolation_Palette("MAP1.PAL"); // SeenBuff.Blit(HidPage); Animate_Frame(greyearth, SysMemPage, 0); Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff); PseudoSeenBuff->Put_Pixel(237,92,TBLACK); PseudoSeenBuff->Put_Pixel(237,93,TBLACK); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,"MAP1.PAL"); InterpolationPaletteChanged = TRUE; InterpolationPalette = localpalette; Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63); Read_Interpolation_Palette("MAP_LOCL.PAL"); Play_Sample(appear1, 255, Options.Normalize_Sound(110)); Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back); int i; for (i = 1; i < Get_Animation_Frame_Count(greyearth); i++) { Call_Back_Delay(4); Animate_Frame(greyearth, *PseudoSeenBuff, i); } Close_Animation(greyearth); Write_Interpolation_Palette("MAP_LOCL.PAL"); Call_Back_Delay(4); SysMemPage.Clear(); Animate_Frame(greyearth2, SysMemPage, 0); InterpolationPaletteChanged = TRUE; InterpolationPalette = grey2palette; Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63); Read_Interpolation_Palette("MAP_GRY2.PAL"); Wait_Vert_Blank(); Set_Palette(grey2palette); SysMemPage.Blit(*PseudoSeenBuff); Call_Back_Delay(4); for (i = 1; i < Get_Animation_Frame_Count(greyearth2); i++) { Animate_Frame(greyearth2,*PseudoSeenBuff,i); Call_Back_Delay(4); } Close_Animation(greyearth2); Write_Interpolation_Palette("MAP_GRY2.PAL"); /* ** Copy the first frame up to the seenpage (while screen is black) */ SysMemPage.Clear(); Animate_Frame(anim, SysMemPage, 1);//, 0,0, (WSAType)0,0,0); SysMemPage.Blit(*PseudoSeenBuff); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL); Stop_Speaking(); while (CountDownTimer.Time() || Is_Speaking()) { Call_Back(); // if (Keyboard::Check()) CountDownTimer.Set(0); } // Keyboard::Clear(); /* ** now make the grid appear */ SysMemPage.Blit(*PseudoSeenBuff); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL); Play_Sample(sfx4, 255, Options.Normalize_Sound(130)); Play_Sample(text2, 255, Options.Normalize_Sound(90)); int frame = 1; while (frame < Get_Animation_Frame_Count(anim)) { if (frame == 16 || frame == 33 || frame == 44 || frame == 70 || frame == 73) Play_Sample(text2, 255, Options.Normalize_Sound(90)); if (frame == 21 || frame == 27) Play_Sample(target1, 255, Options.Normalize_Sound(90)); if (frame == 45 || frame == 47 || frame == 49) Play_Sample(beepy6, 255, Options.Normalize_Sound(90)); if (frame == 51) Play_Sample(world2, 255, Options.Normalize_Sound(90)); if (frame == 70 || frame == 72) Play_Sample(beepy2, 255, Options.Normalize_Sound(90)); if (frame == 74) Play_Sample(target2, 255, Options.Normalize_Sound(110)); switch (frame){ case 1: Alloc_Object(new MultiStagePrintClass(Text_String (TXT_READING_IMAGE_DATA), 0,10,_othergreenpal)); break; case 16: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), BLACK); break; case 17: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), TBLACK); Alloc_Object(new MultiStagePrintClass("ANALYZING", 0,10,_othergreenpal)); break; case 33: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), BLACK); break; case 34: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), TBLACK); Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ENHANCING_IMAGE_DATA), 0,10,_othergreenpal)); break; case 44: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), BLACK); break; case 45: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), TBLACK); Alloc_Object(new MultiStagePrintClass(Text_String(TXT_ISOLATING_OPERATIONAL_THEATER), 0,10,_othergreenpal)); break; case 70: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), BLACK); break; case 71: TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), TBLACK); Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES), 0,10,_othergreenpal)); break; case 74: Alloc_Object(new MultiStagePrintClass(Text_String (TXT_FOR_VISUAL_REFERENCE), 0,22,_othergreenpal)); break; } Animate_Frame(anim, *PseudoSeenBuff, frame++); Call_Back_Delay(/*Keyboard::Check() ? 0 :*/ 3); } TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), BLACK); Call_Back_Delay (1); TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), TBLACK); Call_Back_Delay (1); Close_Animation(anim); Keyboard::Clear(); BlitList.Clear(); /* ** Freeze on the map of Europe or Africa */ SysMemPage.Clear(); Animate_Frame(progress,SysMemPage,0); SysMemPage.Blit(*PseudoSeenBuff); InterpolationPaletteChanged = TRUE; InterpolationPalette = progresspalette; Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63); Read_Interpolation_Palette("MAP_PROG.PAL"); GraphicBufferClass *europe = new GraphicBufferClass(SysMemPage.Get_Width(),SysMemPage.Get_Height(),(GBC_Enum)0); SysMemPage.Blit(*europe); /* ** Now show territories as they existed last scenario */ int startframe = CountryArray[scenario].Start[ScenDir]; if (startframe) { Animate_Frame(progress,SysMemPage,startframe); SysMemPage.Blit(*PseudoSeenBuff); } Set_Palette(progresspalette); Call_Back_Delay(45); //Write_Interpolation_Palette("MAP_PROG.PAL"); /* ** Now dissolve in first advance of territories */ int xcoord = (house == HOUSE_GOOD ? 0 : 204); SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8); Play_Sample(text2, 255, Options.Normalize_Sound(90)); if (house == HOUSE_GOOD) { Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,0,2,_greenpal)); } else { Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,xcoord,2,_greenpal)); } Call_Back_Delay(60); Play_Sample(country1, 255, Options.Normalize_Sound(90)); Animate_Frame(progress,SysMemPage,startframe+1); Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff,&SeenBuff,1,1); backpage.Blit(SysMemPage, 0,0, xcoord,1, 20*6,8); Call_Back_Delay(85); /* ** Now dissolve in second advance of territories */ #ifdef FRENCH PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16 + 10,8,BLACK); TextPrintBuffer->Fill_Rect(xcoord*2,0,2*(xcoord + 6*16 + 10),2*8,BLACK); #else PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16,8,BLACK); TextPrintBuffer->Fill_Rect(2*xcoord,0,2*(xcoord + 6*16),2*8,BLACK); #endif Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL); SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8); if (!lastscenario) { Play_Sample(text2, 255, Options.Normalize_Sound(90)); if (house == HOUSE_GOOD) { Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,0,12,_greenpal)); } else { Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,xcoord,12,_greenpal)); } Call_Back_Delay(65); } Play_Sample(country1, 255, Options.Normalize_Sound(90)); Animate_Frame(progress,SysMemPage,startframe+2); Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff,1,1); backpage.Blit(SysMemPage, 0,0, xcoord,11, 20*6,8); if (!lastscenario) Call_Back_Delay(85); // Set_Font(oldfont); #ifdef FRENCH PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16+10,20,BLACK); TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16+10),2*20,BLACK); #else PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16,20,BLACK); TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16),2*20,BLACK); #endif Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL); startframe = CountryArray[scenario].ContAnim[ScenDir]; /* ** Now print the text over the page */ Play_Sample(text2, 255, Options.Normalize_Sound(90)); Alloc_Object(new ScorePrintClass(TXT_MAP_LOCATE,0,160,_greenpal)); Call_Back_Delay(20); Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISSION, 0,170,_greenpal)); #if (GERMAN | FRENCH) Call_Back_Delay(20); Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISS2, 0,180,_greenpal)); #endif Call_Back_Delay(50); /* ** If we're on the last scenario, erase that text before doing the crosshairs */ if (lastscenario) { #if (GERMAN | FRENCH) SysMemPage.Fill_Rect(0,160, 20*6,186, TBLACK); PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK); TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK); SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK); HidPage.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK); #else SysMemPage.Fill_Rect(0,160, 20*6,176, TBLACK); PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK); TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK); SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK); HidPage.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK); #endif BlitList.Clear(); Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff); } /* ** Fix up the palette that seems different for the last scenario */ if (lastscenario){ InterpolationPaletteChanged = TRUE; InterpolationPalette = CurrentPalette; if (house == HOUSE_GOOD){ Read_Interpolation_Palette("LASTSCNG.PAL"); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNG.PAL"); }else{ Read_Interpolation_Palette("LASTSCNB.PAL"); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNB.PAL"); } } int q = 0; for (frame = 0; frame < ((lastscenario) ? Get_Animation_Frame_Count(progress)-4 : 13); frame++) { if (!frame) Play_Sample(beepy3, 255, Options.Normalize_Sound(90)); if (frame == 2) Play_Sample(beepy3, 255, Options.Normalize_Sound(90)); if (frame == 6) Play_Sample(newtarg1, 255, Options.Normalize_Sound(90)); if (lastscenario){ switch ( frame ){ case 23: if (house == HOUSE_GOOD){ Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 0, 10, _othergreenpal)); }else{ #if (FRENCH) Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 180, 10, _othergreenpal)); #else Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 210, 10, _othergreenpal)); #endif //(FRENCH) } case 35: if (house == HOUSE_GOOD){ TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), BLACK); }else{ #if (FRENCH) TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK); #else TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK); #endif //(FRENCH) } break; case 36: if (house == HOUSE_GOOD){ TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), TBLACK); }else{ #if (FRENCH) TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK); #else TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK); #endif //(FRENCH) } break; } } Animate_Frame(progress,*PseudoSeenBuff,startframe + frame); Call_Back_Delay(6); /* Cause it to cycle on the flashing on the country for a little while */ if (!lastscenario && frame == 4 && q < 4) { frame = 2; q++; } } int selection = 0, color = 0; // erase the "Locating Coordinates" message... Play_Sample(beepy6, 255, Options.Normalize_Sound(90)); if (!lastscenario) { #if (GERMAN | FRENCH) SysMemPage.Fill_Rect( 0,160, 20*6,186, TBLACK); PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK); TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK); #else SysMemPage.Fill_Rect( 0,160, 20*6,176, TBLACK); PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK); TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK); #endif } Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL); /* ** Now the crosshairs are over the target countries - loop until a ** selection is made? */ int done = 0; int framecounter = 0; if (house == HOUSE_GOOD) { Load_Uncompress(CCFileClass(lastscenario ? "CLICK_EB.CPS" : "CLICK_E.CPS"), SysMemPage, SysMemPage); } else { Load_Uncompress(CCFileClass(lastscenario ? "CLICK_SA.CPS" : "CLICK_A.CPS"), SysMemPage, SysMemPage); if (lastscenario) attackxcoord = 200; } // Set_Font(ScoreFontPtr); Play_Sample(text2, 255, Options.Normalize_Sound(90)); Alloc_Object(new ScorePrintClass(TXT_MAP_SELECT,attackxcoord,160,_greenpal)); Cycle_Call_Back_Delay(16,progresspalette); Alloc_Object(new ScorePrintClass(TXT_MAP_TO_ATTACK,attackxcoord,170,_greenpal)); Cycle_Call_Back_Delay(24,progresspalette); while (Get_Mouse_State() > 0) Show_Mouse(); Keyboard::Clear(); while (!done) { Cycle_Call_Back_Delay(1,progresspalette); // Check for the mouse button if (Keyboard::Check()) { if ((Keyboard::Get() & 0x10FF) == KN_LMOUSE) { for (selection = 0; selection < CountryArray[scenario].Choices[ScenDir]; selection++) { color = SysMemPage.Get_Pixel(Get_Mouse_X()/2,Get_Mouse_Y()/2); /* ** Special hack for Egypt the second time through */ if (CountryArray[scenario].CountryColor[ScenDir][selection] == 0xA0) { if ((color == 0x80) || (color == 0x81)) color = 0xA0; } if (CountryArray[scenario].CountryColor[ScenDir][selection] == color) { Play_Sample(world2, 255, Options.Normalize_Sound(90)); done = 1; break; } else { Play_Sample(scold1, 255, Options.Normalize_Sound(90)); } } } } } ScenVar = CountryArray[scenario].CountryVariant[ScenDir][selection]; ScenDir = CountryArray[scenario].CountryDir[ScenDir][selection]; if (!lastscenario) { Close_Animation(progress); /* ** Now it's time to highlight the country we're going to. */ void const * countryshape = MixFileClass::Retrieve(house == HOUSE_GOOD ? "COUNTRYE.SHP" : "COUNTRYA.SHP"); Hide_Mouse(); // erase "Select country to attack" PseudoSeenBuff->Fill_Rect(attackxcoord,160, attackxcoord+(17*6),178,BLACK); TextPrintBuffer->Fill_Rect(2*attackxcoord,2*160, 2*(attackxcoord+(17*6)),2*178,BLACK); #if (GERMAN | FRENCH) PseudoSeenBuff->Fill_Rect(attackxcoord+(17*6),160, attackxcoord+(21*6),178,BLACK); TextPrintBuffer->Fill_Rect(2*attackxcoord+(17*6*2),2*160, 2*(attackxcoord+(21*6)),2*178,BLACK); #endif //GERMAN Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL); /* ** Draw the country's shape in non-fading colors */ Set_Logic_Page(SysMemPage); europe->Blit(SysMemPage); int shape = CountryArray[scenario].CountryShape[ScenDir][selection]; int xyindex = shape + (house == HOUSE_GOOD ? 0 : 18); CC_Draw_Shape(countryshape, shape, _countryx[xyindex],_countryy[xyindex], WINDOW_MAIN, SHAPE_WIN_REL | SHAPE_CENTER, 0,0); SysMemPage.Blit(*PseudoSeenBuff); Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL); /* ** Now clear the palette of all but the country's colors, and fade ** the palette down */ CCFileClass("DARK_E.PAL").Read(localpalette, 768); // Load_Data("DARK_E.PAL", localpalette, 768); InterpolationPaletteChanged = TRUE; InterpolationPalette = localpalette; Increase_Palette_Luminance(localpalette , 30,30,30,63); Read_Interpolation_Palette("MAP_LOC2.PAL"); Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC2.PAL"); Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back); countryshape = 0; Print_Statistics(color & 0x7F, _countryx[xyindex], _countryy[xyindex]); } else { CCFileClass(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL").Read(localpalette, 768); InterpolationPaletteChanged = TRUE; InterpolationPalette = localpalette; Increase_Palette_Luminance(localpalette , 30,30,30,63); Read_Interpolation_Palette("MAP_LOC3.PAL"); Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC3.PAL"); Set_Palette(localpalette); // Load_Data(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL", localpalette, 768); Hide_Mouse(); #if (GERMAN | FRENCH) PseudoSeenBuff->Fill_Rect(attackxcoord, 160, 319, 178, BLACK); // erase "Select country to attack" TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 639, 2*178, BLACK); // erase "Select country to attack" #else PseudoSeenBuff->Fill_Rect(attackxcoord, 160, attackxcoord + (17*6), 199, BLACK); // erase "Select country to attack" TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 2*(attackxcoord + (17*6)), 2*199, BLACK); // erase "Select country to attack" #endif Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL); Animate_Frame(progress, *PseudoSeenBuff, Get_Animation_Frame_Count(progress)-1); Set_Palette(localpalette); Close_Animation(progress); PseudoSeenBuff->Blit(SysMemPage); Print_Statistics(20, 160, house == HOUSE_GOOD ? 0 : 160); } Theme.Queue_Song(THEME_NONE); Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL); delete europe; delete progresspalette; delete grey2palette; delete TextPrintBuffer; TextPrintBuffer = NULL; BlitList.Clear(); } /*************************************************************************** * Print_Statistics -- Prints statistics on country selected * * * * * * * * INPUT: shape = country #, x & y = country's on-screen coords * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 04/27/1995 BWG : Created. * *=========================================================================*/ void Print_Statistics(int country, int xpos, int ypos) { int index,newx; void *oldfont; static int const _gdistatnames[]={ TXT_MAP_GDISTAT0, TXT_MAP_GDISTAT1, TXT_MAP_GDISTAT2, TXT_MAP_GDISTAT3, TXT_MAP_GDISTAT4, TXT_MAP_GDISTAT5, TXT_MAP_GDISTAT6 }; static int const _nodstatnames[]={ TXT_MAP_GDISTAT0, TXT_MAP_NODSTAT0, TXT_MAP_GDISTAT2, TXT_MAP_GDISTAT3, TXT_MAP_NODSTAT1, TXT_MAP_NODSTAT2, TXT_MAP_GDISTAT5, TXT_MAP_NODSTAT3, TXT_MAP_NODSTAT4 }; static int const _countryname[]={ TXT_MAP_COUNTRYNAME0, TXT_MAP_COUNTRYNAME1, TXT_MAP_COUNTRYNAME2, TXT_MAP_COUNTRYNAME3, TXT_MAP_COUNTRYNAME4, TXT_MAP_COUNTRYNAME5, TXT_MAP_COUNTRYNAME6, TXT_MAP_COUNTRYNAME7, TXT_MAP_COUNTRYNAME8, TXT_MAP_COUNTRYNAME9, TXT_MAP_COUNTRYNAME10, TXT_MAP_COUNTRYNAME11, TXT_MAP_COUNTRYNAME12, TXT_MAP_COUNTRYNAME13, TXT_MAP_COUNTRYNAME14, TXT_MAP_COUNTRYNAME15, TXT_MAP_COUNTRYNAME16, TXT_MAP_COUNTRYNAME17, TXT_MAP_COUNTRYNAME18, TXT_MAP_COUNTRYNAME19, TXT_MAP_COUNTRYNAME20, TXT_MAP_COUNTRYNAME21, TXT_MAP_COUNTRYNAME22, TXT_MAP_COUNTRYNAME23, TXT_MAP_COUNTRYNAME24, TXT_MAP_COUNTRYNAME25, TXT_MAP_COUNTRYNAME26, TXT_MAP_COUNTRYNAME27, TXT_MAP_COUNTRYNAME28, TXT_MAP_COUNTRYNAME29, TXT_MAP_COUNTRYNAME30, TXT_MAP_COUNTRYNAME31, TXT_MAP_COUNTRYNAME32, TXT_MAP_COUNTRYNAME33, TXT_MAP_COUNTRYNAME34 }; static int const _govtnames[]={ TXT_MAP_GOVT0, TXT_MAP_GOVT1, TXT_MAP_GOVT2, TXT_MAP_GOVT3, TXT_MAP_GOVT4, TXT_MAP_GOVT5, TXT_MAP_GOVT6, TXT_MAP_GOVT7, TXT_MAP_GOVT8, TXT_MAP_GOVT9, TXT_MAP_GOVT10, TXT_MAP_GOVT11 }; static int const _armynames[]={ TXT_MAP_ARMY0, TXT_MAP_ARMY1, TXT_MAP_ARMY2, TXT_MAP_ARMY3, TXT_MAP_ARMY4, TXT_MAP_ARMY5 }; static int const _military[]={ TXT_MAP_MILITARY0, TXT_MAP_MILITARY1, TXT_MAP_MILITARY2, TXT_MAP_MILITARY3, TXT_MAP_MILITARY4 }; static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44}; //static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15}; static char _deststr[16]; /* Change to the six-point font for Text_Print */ oldfont = Set_Font(ScoreFontPtr); #ifdef GERMAN xpos = 8; #else xpos = (xpos > 128) ? 8 : 136; #endif ypos = (ypos > 100) ? 8 : 104-6; if (PlayerPtr->Class->House == HOUSE_GOOD) { Alloc_Object(new ScorePrintClass(_countryname[GDIStats[country].nameindex],xpos,ypos,_greenpal)); Call_Back_Delay(strlen(Text_String(_countryname[GDIStats[country].nameindex]))*3); ypos += 16; for (index = 0; index < 7; index ++) { Alloc_Object(new ScorePrintClass(_gdistatnames[index],xpos,ypos,_greenpal)); Call_Back_Delay(strlen(Text_String(_gdistatnames[index]+3))); newx = xpos + 6*strlen(Text_String(_gdistatnames[index])); switch (index) { case 0: Alloc_Object(new ScorePrintClass(GDIStats[country].pop,newx,ypos,_greenpal)); break; case 1: Alloc_Object(new ScorePrintClass(GDIStats[country].area,newx,ypos,_greenpal)); break; case 2: Alloc_Object(new ScorePrintClass(GDIStats[country].capital,newx,ypos,_greenpal)); break; case 3: Alloc_Object(new ScorePrintClass(_govtnames[GDIStats[country].govt],newx,ypos,_greenpal)); break; case 4: Alloc_Object(new ScorePrintClass(GDIStats[country].gdp,newx,ypos,_greenpal)); break; case 5: Alloc_Object(new ScorePrintClass(GDIStats[country].conflict,newx,ypos,_greenpal)); break; case 6: Alloc_Object(new ScorePrintClass(_armynames[GDIStats[country].military],newx,ypos,_greenpal)); break; } ypos += 8; } } else { // Nod statistics if (country > 30) { country = 15; // hack for 2nd time in Egypt } else { if (country >=15) country++; // hack to account for Egypt } country++; Alloc_Object(new ScorePrintClass(_countryname[NodStats[country].nameindex],xpos,ypos,_greenpal)); Call_Back_Delay(strlen(Text_String(_countryname[NodStats[country].nameindex]))*3); ypos += 16; for (index = 0; index < 9; index ++) { Alloc_Object(new ScorePrintClass(_nodstatnames[index],xpos,ypos,_greenpal)); Call_Back_Delay(strlen(Text_String(_nodstatnames[index]+3))); newx = xpos + 6*strlen(Text_String(_nodstatnames[index])); switch (index) { case 0: Alloc_Object(new ScorePrintClass(NodStats[country].pop,newx,ypos,_greenpal)); break; case 1: sprintf(_deststr,"%d%%",NodStats[country].expendable); Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal)); break; case 2: Alloc_Object(new ScorePrintClass(NodStats[country].capital,newx,ypos,_greenpal)); break; case 3: Alloc_Object(new ScorePrintClass(_govtnames[NodStats[country].govt],newx,ypos,_greenpal)); break; case 4: #ifdef FIX_ME_LATER sprintf(_deststr,"%s %d%%",LowMedHiStr(NodStats[country].corruptible),NodStats[country].corruptible); #endif //FIX_ME_LATER sprintf(_deststr,"%d%%",NodStats[country].corruptible); Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal)); break; case 5: Alloc_Object(new ScorePrintClass(NodStats[country].worth,newx,ypos,_greenpal)); break; case 6: Alloc_Object(new ScorePrintClass(NodStats[country].conflict,newx,ypos,_greenpal)); break; case 7: Alloc_Object(new ScorePrintClass(_military[NodStats[country].military],newx,ypos,_greenpal)); break; case 8: sprintf(_deststr,"%d%%",NodStats[country].probability); Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal)); break; } ypos += 8; } } #ifdef FRENCH Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,94,193-6,_greenpal)); #else Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,160-(17*3),193-6,_greenpal)); #endif int done = 0; while (!done) { done = 1; for (int x = 0; x < MAXSCOREOBJS; x++) if (ScoreObjs[x]) { done = 0; Call_Back_Delay(1); } } Keyboard::Clear(); while (Keyboard::Check()){ Keyboard::Clear(); } while (!Keyboard::Check() && !ControlQ) { Call_Back_Delay(1); } Keyboard::Clear(); Set_Font(oldfont); } #ifdef NEVER /*************************************************************************** * FADING_BYTE_BLIT -- 'Pixelized' incremental byte blit. * * * * This routine will perform the same function as Byte_Blit, but will * * do so in an incremental (one piece at a time) method. This is * * usefull for graphic 'fades' from one display to another. * * * * INPUT: srcx - Source page X byte position of upper left corner. * * * * srcy - Source page Y pixel position of upper left corner. * * * * destx - Dest page X byte position of upper left corner. * * * * desty - Dest page Y pixel position of upper left corner. * * * * w - Width of the blit in bytes. * * * * h - Height of the blit in pixels. * * * * src - PageType of the source page. * * * * dest - Page type of the destination. * * * * OUTPUT: none * * * * WARNINGS: This routine, although functionally equivalent to the * * normal Byte_Blit, is very slow. Only use this when * * the 'fading' graphic effect is desired. This means the * * destination page should probably be the SEENPAGE. * * * * HISTORY: * * 07/17/1991 JLB : Created from Bit_It_In() (LJC code). * * 04/17/1995 BWG : Adapted to the C++ system. * *=========================================================================*/ void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest) { unsigned int xindex, // Working array index var. yindex; // Working y index var. unsigned int x,y; // Extraction position indexes. unsigned int tempy; // Temporary working Y index var. int _xindex[40]; // X position array. int _yindex[200]; // Y position array. // Anticipate two pixel rows per blit. h >>= 1; // This routine is byte-aligned srcx >>=3; destx >>=3; w >>=3; for (xindex = 0; xindex < w; xindex++) _xindex[xindex] = xindex; /* init the index array */ for (yindex = 0; yindex < h; yindex++) _yindex[yindex] = yindex; /* init the index array */ /* ** Shuffle the X indexes around a bit. This gives it ** that 'random' feel while remaining precise. */ for (xindex = 0; xindex < w; xindex++) { int temp; x = IRandom(0,w-1); temp = _xindex[x]; _xindex[x] = _xindex[xindex]; _xindex[xindex] = temp; } /* ** Shuffle the Y indexes around a bit for the same reason that ** the x indexes were shuffled. */ for (yindex = 0; yindex < h; yindex++) { int temp; y = IRandom(0,h-1); temp = _yindex[y]; _yindex[y] = _yindex[yindex]; _yindex[yindex] = temp; } /* ** Sweep through the indexes and 'construct' the destination display ** from a series of miniature Byte_Blits. */ for (yindex = 0; yindex < h; yindex++) { tempy = yindex; Call_Back(); for (xindex = 0; xindex < w; xindex++) { x = _xindex[xindex]; y = _yindex[tempy]; tempy++; if (tempy >= h) tempy = 0; src->Blit(*dest, (srcx+x)<<3, srcy+(y<<1), (destx+x)<<3, desty+(y<<1), 1<<3, 2); } } } #endif void Cycle_Call_Back_Delay(int time, unsigned char *pal) { static int _counter; unsigned char r,g,b; int i; while (time--) { _counter = (++_counter & 3); if (!(_counter & 3) ) { r = pal[249*3+0]; g = pal[249*3+1]; b = pal[249*3+2]; for (i = 249; i < 254; i++) { pal[i*3+0] = pal[(i+1)*3+0]; pal[i*3+1] = pal[(i+1)*3+1]; pal[i*3+2] = pal[(i+1)*3+2]; } pal[254*3+0] = r; pal[254*3+1] = g; pal[254*3+2] = b; Set_Palette(pal); } Call_Back_Delay(1); } } int LowMedHiStr(int percentage) { if (percentage < 30) return(TXT_MAP_LMH0); if (percentage < 70) return(TXT_MAP_LMH1); return(TXT_MAP_LMH2); } #endif //DEMO /*************************************************************************** * Bit_It_In -- Pixel fade graphic copy. * * * * Copies a block of graphic memory using a 'random' pixel algorithm. * * Typcial use would be to 'fade' some graphic display into another. * * * * INPUT: x,y - Pixel position of upper left corner of block. * * * * w,y - Pixel width and height of block to pixel blit. * * * * src - Page number of the source page. * * * * dest - Page number of the destination page. * * * * delay - # of frames to wait after each line fades in * * * * OUTPUT: none * * * * WARNINGS: This function uses PIXEL coordinates for the X and width * * parameters. This is unlike the Byte_Blit() routine that * * it most closely resembles. * * * * HISTORY: * * 04/16/1991 JLB : Created. * * 04/17/1995 BWG : Adapted to C++ library. * *=========================================================================*/ void Bit_It_In_Scale(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, GraphicViewPortClass * /*seen*/ , int delay, int dagger) { short int *xindex,*yindex; int n; int i,j,k,m,j1; short ScaleBuffer[320+200]; xindex = (short int *) ScaleBuffer; yindex = xindex + 320; for (i=0; iLock() && dest->Lock()){ for (i=0; i=h) j1=0; Buffer_Put_Pixel (dest,k,m,Buffer_Get_Pixel(src,k,m)); //n=src->Get_Pixel(k,m); //dest->Put_Pixel(k,m,n); } if (dagger) for (int q=j; q>=0; q--) { Buffer_Put_Pixel(dest,160-(j-q),q,Buffer_Get_Pixel(src,160-(j-q),q)); Buffer_Put_Pixel(dest,160+(j-q),q,Buffer_Get_Pixel(src,160+(j-q),q)); //dest->Put_Pixel(160-(j-q),q,src->Get_Pixel(160-(j-q),q)); //dest->Put_Pixel(160+(j-q),q,src->Get_Pixel(160+(j-q),q)); } } src->Unlock(); dest->Unlock(); //if (seen){ //Interpolate_2X_Scale(dest , seen ,NULL); //} } } void Bit_It_In(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, int delay, int dagger) { Bit_It_In_Scale (x, y, w, h, src, dest, NULL , delay, dagger); }