// // 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\options.cpv 2.17 16 Oct 1995 16:51:28 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 : OPTIONS.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : June 8, 1994 * * * * Last Update : June 30, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * OptionsClass::Adjust_Palette -- Adjusts the palette according to the settings specified. * * OptionsClass::Get_Brightness -- Fetches the current brightness setting. * * OptionsClass::Get_Color -- Fetches the current color setting. * * OptionsClass::Get_Contrast -- Gets the current contrast setting. * * OptionsClass::Get_Game_Speed -- Fetches the current game speed setting. * * OptionsClass::Get_Scroll_Rate -- Fetches the current scroll rate setting. * * OptionsClass::Get_Tint -- Fetches the current tint setting. * * OptionsClass::Load_Settings -- reads options settings from the INI file * * OptionsClass::Normalize_Delay -- Normalizes delay factor to keep rate constant. * * OptionsClass::One_Time -- This performs any one time initialization for the options class.* * OptionsClass::OptionsClass -- The default constructor for the options class. * * OptionsClass::Process -- Handles all the options graphic interface. * * OptionsClass::Save_Settings -- writes options settings to the INI file * * OptionsClass::Set -- Sets options based on current settings * * OptionsClass::Set_Brightness -- Sets the brightness level to that specified. * * OptionsClass::Set_Color -- Sets the color to the value specified. * * OptionsClass::Set_Contrast -- Sets the contrast to the value specified. * * OptionsClass::Set_Game_Speed -- Sets the game speed as specified. * * OptionsClass::Set_Repeat -- Controls the score repeat option. * * OptionsClass::Set_Score_Volume -- Sets the global score volume to that specified. * * OptionsClass::Set_Scroll_Rate -- Sets the scroll rate as specified. * * OptionsClass::Set_Shuffle -- Controls the play shuffle setting. * * OptionsClass::Set_Sound_Volume -- Sets the sound effects volume level. * * OptionsClass::Set_Tint -- Sets the tint setting. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "options.h" /*********************************************************************************************** * OptionsClass::OptionsClass -- The default constructor for the options class. * * * * This is the constructor for the options class. It handles setting up all the globals * * necessary for the options. This includes setting them to their default state. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/21/1994 JLB : Created. * *=============================================================================================*/ OptionsClass::OptionsClass(void) { GameSpeed = TIMER_SECOND / TICKS_PER_SECOND; ScrollRate = TIMER_SECOND / TICKS_PER_SECOND; Volume = 0xE0; ScoreVolume = 0x90; Contrast = 0x80; Color = 0x80; Contrast = 0x80; Tint = 0x80; Brightness = 0x80; AutoScroll = true; #if (GERMAN | FRENCH) IsDeathAnnounce = true; #else IsDeathAnnounce = false; #endif IsScoreRepeat = false; IsScoreShuffle = false; IsFreeScroll = false; } /*********************************************************************************************** * OptionsClass::One_Time -- This performs any one time initialization for the options class. * * * * This routine should be called only once and it will perform any inializations for the * * options class that is needed. This may include things like file loading and memory * * allocation. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: Only call this routine once. * * * * HISTORY: * * 07/21/1994 JLB : Created. * *=============================================================================================*/ void OptionsClass::One_Time(void) { Set_Score_Vol(ScoreVolume); } /*********************************************************************************************** * OptionsClass::Process -- Handles all the options graphic interface. * * * * This routine is the main control for the visual representation of the options * * screen. It handles the visual overlay and the player input. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/21/1994 JLB : Created. * *=============================================================================================*/ void OptionsClass::Process(void) { } /*********************************************************************************************** * OptionsClass::Set_Shuffle -- Controls the play shuffle setting. * * * * This routine will control the score shuffle flag. The setting to use is provided as * * a parameter. When shuffling is on, the score play order is scrambled. * * * * INPUT: on -- Should the shuffle option be activated? * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Shuffle(int on) { IsScoreShuffle = on; } /*********************************************************************************************** * OptionsClass::Set_Repeat -- Controls the score repeat option. * * * * This routine is used to control whether scores repeat or not. The setting to use for * * the repeat flag is provided as a parameter. * * * * INPUT: on -- Should the scores repeat? * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Repeat(int on) { IsScoreRepeat = on; } /*********************************************************************************************** * OptionsClass::Set_Score_Volume -- Sets the global score volume to that specified. * * * * This routine will set the global score volume to the value specified. The value ranges * * from zero to 255. * * * * INPUT: volume -- The new volume setting to use for scores. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Score_Volume(int volume) { volume = Bound(volume, 0, 255); ScoreVolume = volume; Set_Score_Vol(ScoreVolume); } /*********************************************************************************************** * OptionsClass::Set_Sound_Volume -- Sets the sound effects volume level. * * * * This routine will set the sound effect volume level as indicated. It can generate a * * sound effect for feedback purposes if desired. The volume setting can range from zero * * to 255. The value of 255 is the loudest. * * * * INPUT: volume -- The volume setting to use for the new value. 0 to 255. * * * * feedback -- Should a feedback sound effect be generated? * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Sound_Volume(int volume, int feedback) { volume = Bound(volume, 0, 255); Volume = volume; if (feedback) { Sound_Effect(VOC_BLEEPY3, NULL); } } /*********************************************************************************************** * OptionsClass::Set_Brightness -- Sets the brightness level to that specified. * * * * This routine will set the current brightness level to the value specified. This value * * can range from zero to 255, with 128 being the normal (default) brightness level. * * * * INPUT: brightness -- The brightness level to set as current. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Brightness(int brightness) { Brightness = 0x40 + Fixed_To_Cardinal(0x80, brightness); Adjust_Palette(OriginalPalette, GamePalette, Brightness, Color, Tint, Contrast); if (InMainLoop){ Set_Palette(GamePalette); } } /*********************************************************************************************** * OptionsClass::Get_Brightness -- Fetches the current brightness setting. * * * * This routine will fetch the current setting for the brightness level. The value ranges * * from zero to 255, with 128 being the normal (default) value. * * * * INPUT: none * * * * OUTPUT: Returns with the current brightness setting. * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ int OptionsClass::Get_Brightness(void) const { return(Cardinal_To_Fixed(0x80, Brightness-0x40)); } /*********************************************************************************************** * OptionsClass::Set_Color -- Sets the color to the value specified. * * * * This routine will set the color value to that specified. The value specified can range * * from zero to 255. The value of 128 is the normal default color setting. * * * * INPUT: color -- The new color value to set as current. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Color(int color) { Color = color; Adjust_Palette(OriginalPalette, GamePalette, Brightness, Color, Tint, Contrast); if (InMainLoop){ Set_Palette(GamePalette); } } /*********************************************************************************************** * OptionsClass::Get_Color -- Fetches the current color setting. * * * * This routine will fetch the current color setting. This value ranges from zero to * * 255. * * * * INPUT: none * * * * OUTPUT: Returns with the current color setting. The value of 128 is the normal (default) * * color setting. * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ int OptionsClass::Get_Color(void) const { return(Color); } /*********************************************************************************************** * OptionsClass::Set_Contrast -- Sets the contrast to the value specified. * * * * This routine will set the constrast to the setting specified. This setting ranges from * * zero to 255. The value o 128 is the normal default value. * * * * INPUT: contrast -- The constrast setting to make as the current setting. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Contrast(int contrast) { Contrast = 0x40 + Fixed_To_Cardinal(0x80, contrast); Adjust_Palette(OriginalPalette, GamePalette, Brightness, Color, Tint, Contrast); if (InMainLoop){ Set_Palette(GamePalette); } } /*********************************************************************************************** * OptionsClass::Get_Contrast -- Gets the current contrast setting. * * * * This routine will get the current contrast setting. The value returned is in the range * * of zero to 255. * * * * INPUT: none * * * * OUTPUT: Returns the current contrast setting. A setting of 128 is the normal default value.* * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ int OptionsClass::Get_Contrast(void) const { return(Cardinal_To_Fixed(0x80, Contrast-0x40)); } /*********************************************************************************************** * OptionsClass::Set_Tint -- Sets the tint setting. * * * * This routine will change the current tint setting according to the value specified. * * * * INPUT: tint -- The desired tint setting. This value ranges from zero to 255. * * * * OUTPUT: none * * * * WARNINGS: The value of 128 is the default (normal) tint setting. * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void OptionsClass::Set_Tint(int tint) { Tint = tint; Adjust_Palette(OriginalPalette, GamePalette, Brightness, Color, Tint, Contrast); if (InMainLoop){ Set_Palette(GamePalette); } } /*********************************************************************************************** * OptionsClass::Get_Tint -- Fetches the current tint setting. * * * * This fetches the current tint setting. The value is returned as a number between * * zero and 255. This has been adjusted for the valid range allowed. * * * * INPUT: none * * * * OUTPUT: Returns with the current tint setting. Normal tint setting is 128. * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ int OptionsClass::Get_Tint(void) const { return(Tint); } /*********************************************************************************************** * OptionsClass::Adjust_Palette -- Adjusts the palette according to the settings specified. * * * * This routine is used to adjust the palette according to the settings provided. It is * * used by the options class to monkey with the palette. * * * * INPUT: oldpal -- Pointer to the original (unmodified) palette. * * * * newpal -- The new palette to create according to the settings provided. * * * * brightness -- The brightness level (0..255). * * * * color -- The color level (0..255). * * * * tint -- The tint (hue) level (0..255). * * * * contrast -- The contrast level (0..255). * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/21/1994 JLB : Created. * *=============================================================================================*/ void OptionsClass::Adjust_Palette(void *oldpal, void *newpal, unsigned char brightness, unsigned char color, unsigned char tint, unsigned char contrast) const { // ST - 1/3/2019 10:49AM #if (0) int index; unsigned h,s,v; unsigned r,g,b; if (!oldpal || !newpal) return; /* ** Adjust for palette. */ for (index = 0; index < 256; index++) { if (/*index == LTGREEN ||*/ index == 255) { memcpy(&((char*)newpal)[index*3], &((char*)oldpal)[index*3], 3); } else { r = ((char*)oldpal)[(index*3)+0]; g = ((char*)oldpal)[(index*3)+1]; b = ((char*)oldpal)[(index*3)+2]; Convert_RGB_To_HSV(r, g, b, &h, &s, &v); /* ** Adjust contrast by moving the value toward the center according to the ** percentage indicated. */ int temp; temp = (v * brightness) / 0x80; // Brightness temp = Bound(temp, 0, 0xFF); v = temp; temp = (((((int)v) - 0x80) * contrast) / 0x80) + 0x80; // Contrast temp = Bound(temp, 0, 0xFF); v = temp; temp = (s * color) / 0x80; // Color temp = Bound(temp, 0, 0xFF); s = temp; temp = (h * tint) / 0x80; // Tint temp = Bound(temp, 0, 0xFF); h = temp; Convert_HSV_To_RGB(h, s, v, &r, &g, &b); ((char*)newpal)[(index*3)+0] = r; ((char*)newpal)[(index*3)+1] = g; ((char*)newpal)[(index*3)+2] = b; } } #endif } /*********************************************************************************************** * OptionsClass::Load_Settings -- reads options settings from the INI file * * * * INPUT: * * none. * * * * OUTPUT: * * none. * * * * WARNINGS: * * none. * * * * HISTORY: * * 02/14/1995 BR : Created. * *=============================================================================================*/ void OptionsClass::Load_Settings (void) { char *buffer; // INI staging buffer pointer. /* ** Fetch working pointer to the INI staging buffer. Make sure that the buffer ** is cleared out before proceeding. (Don't use the HidPage for this, since ** the HidPage may be needed for various uncompressions during the INI ** parsing.) */ buffer = (char *)_ShapeBuffer; memset(buffer, '\0', _ShapeBufferSize); /* ** Create filename and read the file. */ CCFileClass file ("CONQUER.INI"); if (!file.Is_Available()) { return; } else { file.Read(buffer, _ShapeBufferSize-1); } file.Close(); /* ** Read in the Options values */ GameSpeed = WWGetPrivateProfileInt("Options", "GameSpeed", 4, buffer); ScrollRate = WWGetPrivateProfileInt("Options", "ScrollRate", 4, buffer); Set_Brightness(WWGetPrivateProfileInt("Options", "Brightness", 0x80, buffer)); Set_Sound_Volume(WWGetPrivateProfileInt("Options", "Volume", 0xA0, buffer),false); Set_Score_Volume(WWGetPrivateProfileInt("Options", "ScoreVolume", 0xFF, buffer)); Set_Contrast(WWGetPrivateProfileInt("Options", "Contrast", 0x80, buffer)); Set_Color(WWGetPrivateProfileInt("Options", "Color", 0x80, buffer)); Set_Tint(WWGetPrivateProfileInt("Options", "Tint", 0x80, buffer)); AutoScroll = WWGetPrivateProfileInt("Options", "AutoScroll", 1, buffer); Set_Repeat(WWGetPrivateProfileInt("Options", "IsScoreRepeat", 0, buffer)); Set_Shuffle(WWGetPrivateProfileInt("Options", "IsScoreShuffle", 0, buffer)); IsDeathAnnounce = WWGetPrivateProfileInt("Options", "DeathAnnounce", 0, buffer); IsFreeScroll = WWGetPrivateProfileInt("Options", "FreeScrolling", 0, buffer); SlowPalette = WWGetPrivateProfileInt("Options", "SlowPalette", 1, buffer); char workbuf[128]; /* ** Check for and possible enable true object names. */ WWGetPrivateProfileString("Options", "TrueNames", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_TRUENAME) { Special.IsNamed = true; } /* ** Enable 6 player games if special flag is detected. */ WWGetPrivateProfileString("Options", "Players", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_6PLAYER) { MPlayerMax = 6; } /* ** Enable three point turning logic as indicated. */ WWGetPrivateProfileString("Options", "Rotation", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_3POINT) { Special.IsThreePoint = true; } /* ** Allow purchase of the helipad separately from the helicopter. */ WWGetPrivateProfileString("Options", "Helipad", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_HELIPAD) { Special.IsSeparate = true; } /* ** Allow the MCV to undeploy rather than sell. */ WWGetPrivateProfileString("Options", "MCV", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_MCV) { Special.IsMCVDeploy = true; } /* ** Allow disabling of building bibs so that tigher building packing can occur. */ WWGetPrivateProfileString("Options", "Bibs", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_BIB) { Special.IsRoad = true; } /* ** Allow targeting of trees without having to hold down the shift key. */ WWGetPrivateProfileString("Options", "TreeTarget", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_TREETARGET) { Special.IsTreeTarget = true; } /* ** Allow infantry to fire while moving. Attacker gets advantage with this flag. */ WWGetPrivateProfileString("Options", "Combat", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_COMBAT) { Special.IsDefenderAdvantage = false; } /* ** Allow custom scores. */ WWGetPrivateProfileString("Options", "Scores", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_SCORE) { Special.IsVariation = true; } /* ** Smarter self defense logic. Tanks will try to run over adjacent infantry. Buildings ** will automatically return fire if they are fired upon. Infantry will run from an ** incoming explosive (grenade or napalm) or damage that can't be directly addressed. */ WWGetPrivateProfileString("Options", "CombatIQ", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_IQ) { Special.IsSmartDefense = true; Special.IsScatter = true; } /* ** Enable the infantry squish marks when run over by a vehicle. */ WWGetPrivateProfileString("Options", "Overrun", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_SQUISH) { Special.IsGross = true; } /* ** Enable the human generated sound effects. */ WWGetPrivateProfileString("Options", "Sounds", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_HUMAN) { Special.IsJuvenile = true; } /* ** Scrolling is disabled over the tabs with this option. */ WWGetPrivateProfileString("Options", "Scrolling", "", workbuf, sizeof(workbuf), buffer); if (Obfuscate(workbuf) == PARM_SCROLLING) { Special.IsScrollMod = true; } } /*********************************************************************************************** * OptionsClass::Save_Settings -- writes options settings to the INI file * * * * INPUT: * * none. * * * * OUTPUT: * * none. * * * * WARNINGS: * * none. * * * * HISTORY: * * 02/14/1995 BR : Created. * *=============================================================================================*/ void OptionsClass::Save_Settings (void) { char * buffer; // INI staging buffer pointer. CCFileClass file; /* ** Get a working pointer to the INI staging buffer. Make sure that the buffer ** starts cleared out of any data. */ buffer = (char *)_ShapeBuffer; memset(buffer, '\0', _ShapeBufferSize); file.Set_Name("CONQUER.INI"); if (file.Is_Available()) { file.Read(buffer, _ShapeBufferSize-1); } /* ** Save Options settings */ WWWritePrivateProfileInt("Options", "GameSpeed", GameSpeed, buffer); WWWritePrivateProfileInt("Options", "ScrollRate", ScrollRate, buffer); WWWritePrivateProfileInt("Options", "Brightness", Brightness, buffer); WWWritePrivateProfileInt("Options", "Volume", Volume, buffer); WWWritePrivateProfileInt("Options", "ScoreVolume", ScoreVolume, buffer); WWWritePrivateProfileInt("Options", "Contrast", Contrast, buffer); WWWritePrivateProfileInt("Options", "Color", Color, buffer); WWWritePrivateProfileInt("Options", "Tint", Tint, buffer); WWWritePrivateProfileInt("Options", "AutoScroll", AutoScroll, buffer); WWWritePrivateProfileInt("Options", "IsScoreRepeat", IsScoreRepeat, buffer); WWWritePrivateProfileInt("Options", "IsScoreShuffle", IsScoreShuffle, buffer); WWWritePrivateProfileInt("Options", "DeathAnnounce", IsDeathAnnounce, buffer); WWWritePrivateProfileInt("Options", "FreeScrolling", IsFreeScroll, buffer); /* ** Write the INI data out to a file. */ file.Write(buffer,strlen(buffer)); } /*********************************************************************************************** * OptionsClass::Set -- Sets options based on current settings * * * * Use this routine to adjust the palette or sound settings after a fresh scenario load. * * It assumes the values needed are already loaded into OptionsClass. * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 06/24/1995 BRR : Created. * *=============================================================================================*/ void OptionsClass::Set(void) { Set_Brightness(Brightness); Set_Contrast(Contrast); Set_Color(Color); Set_Tint(Tint); Set_Sound_Volume(Volume,false); Set_Score_Volume(ScoreVolume); Set_Repeat(IsScoreRepeat); Set_Shuffle(IsScoreShuffle); } /*********************************************************************************************** * OptionsClass::Normalize_Delay -- Normalizes delay factor to keep rate constant. * * * * This routine is used to adjust delay factors that MUST be synchronized on all machines * * but should maintain a speed as close to constant as possible. Building animations are * * a good example of this. * * * * INPUT: delay -- The normal delay factor. * * * * OUTPUT: Returns with the delay to use that has been modified so that a reasonably constant * * rate will result. * * * * WARNINGS: This calculation is crude due to the coarse resolution that a 1/15 second timer * * allows. * * * * Use of this routine ASSUMES that the GameSpeed is synchronized on all machines. * * * * HISTORY: * * 06/18/1995 JLB : Created. * * 06/30/1995 JLB : Handles low values in a more consistent manner. * *=============================================================================================*/ int OptionsClass::Normalize_Delay(int delay) const { static int _adjust[][8] = { {2,2,1,1,1,1,1,1}, {3,3,3,2,2,2,1,1}, {5,4,4,3,3,2,2,1}, {7,6,5,4,4,4,3,2} }; if (delay) { if (delay < 5) { delay = _adjust[delay-1][GameSpeed]; } else { delay = ((delay * 8) / (GameSpeed+1)); } } return(delay); } void OptionsClass::Fixup_Palette(void) const { Adjust_Palette(OriginalPalette, GamePalette, Brightness, Color, Tint, Contrast); } int OptionsClass::Normalize_Sound(int volume) const { return(Fixed_To_Cardinal(volume, Volume)); }