CnC_Remastered_Collection/REDALERT/CREDITS.CPP

256 lines
12 KiB
C++

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