CnC_Remastered_Collection/REDALERT/SCENARIO.CPP
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

3805 lines
127 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
//Mono_Printf("%d %s\n",__LINE__,__FILE__);
/* $Header: /CounterStrike/SCENARIO.CPP 15 3/13/97 2:06p Steve_tall $ */
/***********************************************************************************************
*** 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 : SCENARIO.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : October 21, 1996 [JLB] *
* *
* This module handles the scenario reading and writing. Scenario related *
* code that is executed between scenario play can also be here. *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Assign_Houses -- Assigns multiplayer houses to various players *
* Clear_Flag_Spots -- Clears flag overlays off the map *
* Clear_Scenario -- Clears all data in preparation for scenario load. *
* Clip_Move -- moves in given direction from given cell; clips to map *
* Clip_Scatter -- randomly scatters from given cell; won't fall off map *
* Create_Units -- Creates infantry & units, for non-base multiplayer *
* Do_Lose -- Display losing comments. *
* Do_Restart -- Handle the restart mission process. *
* Do_Win -- Display winning congratulations. *
* Fill_In_Data -- Recreate all data that is not loaded with scenario. *
* Post_Load_Game -- Fill in an inferred data from the game state. *
* Read_Scenario -- Reads a scenario from disk. *
* Read_Scenario_INI -- Read specified scenario INI file. *
* Remove_AI_Players -- Removes the computer AI houses & their units *
* Restate_Mission -- Handles restating the mission objective. *
* Scan_Place_Object -- places an object >near< the given cell *
* ScenarioClass::ScenarioClass -- Constructor for the scenario control object. *
* ScenarioClass::Set_Global_To -- Set scenario global to value specified. *
* Set_Scenario_Name -- Creates the INI scenario name string. *
* Start_Scenario -- Starts the scenario. *
* Write_Scenario_INI -- Write the scenario INI file. *
* ScenarioClass::Do_BW_Fade -- Cause the palette to temporarily shift to B/W. *
* ScenarioClass::Do_Fade_AI -- Process the palette fading effect. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#ifdef WIN32
#include "tcpip.h"
#include "ccdde.h"
extern bool SpawnedFromWChat;
#endif
extern int PreserveVQAScreen;
void Display_Briefing_Text_GlyphX();
extern void GlyphX_Assign_Houses(void); //ST - 8/8/2019 12:35PM
extern bool UseGlyphXStartLocations; //ST - 3/31/2020 9:54AM
//#include "WolDebug.h"
#ifdef FIXIT_VERSION_3 // Stalemate games.
#include "WolStrng.h"
#endif
static void Remove_AI_Players(void);
static void Create_Units(bool official);
static CELL Clip_Scatter(CELL cell, int maxdist);
static CELL Clip_Move(CELL cell, FacingType facing, int dist);
// Made this non-static so we can access it from the updated assign players function. ST - 8/9/2019 10:35AM
int _build_tech[11] = {
2,2, // Tech level 0 and 1 are the same (tech 0 is never used).
4,
5,
7,
8,
9,
10,
11,
12,
13
};
#ifdef FRENCH
#define TXT_HACKHACK "Accomplie"
#endif
#if defined(ENGLISH) || defined(GERMAN)
#define TXT_HACKHACK Text_String(TXT_ACCOMPLISHED)
#endif
#ifdef FIXIT_CSII // checked - ajw 9/28/98
bool Is_Mission_Counterstrike (char *file_name);
bool Is_Mission_Aftermath (char *file_name);
#endif
/***********************************************************************************************
* ScenarioClass::ScenarioClass -- Constructor for the scenario control object. *
* *
* This constructs the default scenario control object. Normally, all the default values *
* are meaningless since the act of starting a scenario will fill in all of the values with *
* settings retrieved from the scenario control file. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/03/1996 JLB : Created. *
*=============================================================================================*/
ScenarioClass::ScenarioClass(void) :
Difficulty(DIFF_NORMAL),
CDifficulty(DIFF_NORMAL),
Timer(0),
MissionTimer(0),
ShroudTimer(TICKS_PER_MINUTE * Rule.ShroudRate),
Scenario(1),
Theater(THEATER_TEMPERATE),
IntroMovie(VQ_NONE),
BriefMovie(VQ_NONE),
WinMovie(VQ_NONE),
WinMovie2(VQ_NONE),
WinMovie3(VQ_NONE),
WinMovie4(VQ_NONE),
LoseMovie(VQ_NONE),
ActionMovie(VQ_NONE),
TransitTheme(THEME_NONE),
PlayerHouse(HOUSE_GREECE),
CarryOverPercent(0),
CarryOverMoney(0),
CarryOverCap(0),
Percent(0),
BridgeCount(0),
CarryOverTimer(0),
IsBridgeChanged(false),
IsGlobalChanged(false),
IsToCarryOver(false),
IsToInherit(false),
IsTanyaEvac(false),
IsFadingBW(false),
IsFadingColor(false),
IsEndOfGame(false),
IsInheritTimer(false),
IsNoSpyPlane(false),
IsSkipScore(false),
IsOneTimeOnly(false),
IsNoMapSel(false),
IsTruckCrate(false),
IsMoneyTiberium(false),
#ifdef FIXIT_VERSION_3 // For endgame auto-sonar pulse.
#define AUTOSONAR_PERIOD TICKS_PER_SECOND * 40
AutoSonarTimer( AUTOSONAR_PERIOD ),
#endif
FadeTimer(0)
{
for (int index = 0; index < ARRAY_SIZE(Waypoint); index++) {
Waypoint[index] = -1;
}
strcpy(Description, "");
strcpy(ScenarioName, "");
strcpy(BriefingText, "");
memset(GlobalFlags, '\0', sizeof(GlobalFlags));
memset(Views, '\0', sizeof(Views));
}
/***********************************************************************************************
* ScenarioClass::Do_BW_Fade -- Cause the palette to temporarily shift to B/W. *
* *
* This routine will start the palette to fade to B/W for a brief moment. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/21/1996 JLB : Created. *
*=============================================================================================*/
void ScenarioClass::Do_BW_Fade(void)
{
IsFadingBW = true;
IsFadingColor = false;
FadeTimer = GRAYFADETIME;
}
/***********************************************************************************************
* ScenarioClass::Do_Fade_AI -- Process the palette fading effect. *
* *
* This routine will handle the maintenance of the palette fading effect. It should be *
* called once per game frame. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/21/1996 JLB : Created. *
*=============================================================================================*/
void ScenarioClass::Do_Fade_AI(void)
{
if (IsFadingColor) {
if (FadeTimer == 0) {
IsFadingColor = false;
}
fixed newsat = Options.Get_Saturation() * fixed(GRAYFADETIME-FadeTimer, GRAYFADETIME);
Options.Adjust_Palette(OriginalPalette, GamePalette, Options.Get_Brightness(), newsat, Options.Get_Tint(), Options.Get_Contrast());
GamePalette.Set();
}
if (IsFadingBW) {
if (FadeTimer == 0) {
IsFadingBW = false;
}
fixed newsat = Options.Get_Saturation() * fixed(FadeTimer, GRAYFADETIME);
Options.Adjust_Palette(OriginalPalette, GamePalette, Options.Get_Brightness(), newsat, Options.Get_Tint(), Options.Get_Contrast());
GamePalette.Set();
if (!IsFadingBW) {
IsFadingColor = true;
FadeTimer = GRAYFADETIME;
}
}
}
/***********************************************************************************************
* ScenarioClass::Set_Global_To -- Set scenario global to value specified. *
* *
* This routine will set the global flag to the falue (true/false) specified. It will *
* also scan for and spring any triggers that are dependant upon that global. *
* *
* INPUT: global -- The global flag to change. *
* *
* value -- The value to change the global flag to. *
* *
* OUTPUT: Returns with the previous value of the flag. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1996 JLB : Created. *
*=============================================================================================*/
bool ScenarioClass::Set_Global_To(int global, bool value)
{
if ((unsigned)global < ARRAY_SIZE(Scen.GlobalFlags)) {
bool previous = GlobalFlags[global];
if (previous != value) {
GlobalFlags[global] = value;
IsGlobalChanged = true;
/*
** Special case to scan through all triggers and if any are found that depend on this
** global being set/cleared, then if there is an elapsed time event associated, it
** will be reset at this time.
*/
for (int index = 0; index < Triggers.Count(); index++) {
TriggerClass * tp = Triggers.Ptr(index);
if ((tp->Class->Event1.Event == TEVENT_GLOBAL_SET || tp->Class->Event1.Event == TEVENT_GLOBAL_CLEAR) && tp->Class->Event1.Data.Value == global) {
tp->Class->Event2.Reset(tp->Event1);
}
if ((tp->Class->Event2.Event == TEVENT_GLOBAL_SET || tp->Class->Event2.Event == TEVENT_GLOBAL_CLEAR) && tp->Class->Event2.Data.Value == global) {
tp->Class->Event1.Reset(tp->Event1);
}
}
}
return(previous);
}
return(false);
}
/***********************************************************************************************
* Start_Scenario -- Starts the scenario. *
* *
* This routine will start the scenario. In addition to loading the scenario data, it will *
* play the briefing and action movies. *
* *
* INPUT: root -- Pointer to the filename root for this scenario (e.g., "SCG01EA"). *
* *
* briefing -- Should the briefing be played? Normally this is true except when the *
* scenario is restarting. *
* *
* OUTPUT: Was the scenario started without error? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
bool Start_Scenario(char * name, bool briefing)
{
//BG Theme.Queue_Song(THEME_QUIET);
Theme.Stop();
IsTanyaDead = SaveTanya;
if (!Read_Scenario(name)) {
return(false);
}
/* Swap Lt. Blue and Blue color remaps in skirmish/multiplayer */
if (Session.Type != GAME_NORMAL) {
RemapControlType temp;
memcpy(&temp, &ColorRemaps[PCOLOR_LTBLUE], sizeof(RemapControlType));
memcpy(&ColorRemaps[PCOLOR_LTBLUE], &ColorRemaps[PCOLOR_BLUE], sizeof(RemapControlType));
memcpy(&ColorRemaps[PCOLOR_BLUE], &temp, sizeof(RemapControlType));
}
/*
** Play the winning movie and then start the next scenario.
*/
RequiredCD = -1;
// if (RequiredCD != -2 && Session.Type == GAME_NORMAL) {
// if (Scen.Scenario == 1)
// RequiredCD = -1;
// else {
// if((Scen.Scenario >= 20 && Scen.ScenarioName[2] == 'G' || Scen.ScenarioName[2] == 'U') || Scen.ScenarioName[2] == 'A'
// || (Scen.ScenarioName[2] == 'M' && Scen.Scenario >= 25))
// RequiredCD = 2;
// else if(Scen.ScenarioName[2] == 'U')
// RequiredCD = 1;
// else if(Scen.ScenarioName[2] == 'G')
// RequiredCD = 0;
// }
//
//#ifdef FIXIT_FORCE_CD
// Forces the CD to be inserted according to the scenario being loaded.
//Hide_Mouse();
//VisiblePage.Clear();
//Show_Mouse();
//GamePalette.Set();
//if (!Force_CD_Available(RequiredCD)) {
// Prog_End();
// exit(EXIT_FAILURE);
//}
//#endif
// }
Theme.Stop();
if (briefing) {
Hide_Mouse();
VisiblePage.Clear();
Show_Mouse();
Play_Movie(Scen.IntroMovie);
Play_Movie(Scen.BriefMovie);
}
/*
** If there's no briefing movie, restate the mission at the beginning.
*/
#if 1 // 12/04/2019 - LLL
if (Session.Type == GAME_NORMAL && Scen.BriefMovie == VQ_NONE) {
Display_Briefing_Text_GlyphX();
}
#else
char buffer[25];
if (Scen.BriefMovie != VQ_NONE) {
sprintf(buffer, "%s.VQA", VQName[Scen.BriefMovie]);
}
if (Session.Type == GAME_NORMAL && Scen.BriefMovie == VQ_NONE || !CCFileClass(buffer).Is_Available()) {
/*
** Make sure the mouse is visible before showing the restatement.
*/
while(Get_Mouse_State()) {
Show_Mouse();
}
Restate_Mission(Scen.ScenarioName, TXT_OK, TXT_NONE);
}
#endif
if (briefing) {
Hide_Mouse();
VisiblePage.Clear();
Show_Mouse();
Play_Movie(Scen.ActionMovie, Scen.TransitTheme);
}
if (Scen.TransitTheme == THEME_NONE) {
Theme.Queue_Song(THEME_FIRST);
}
/*
** Set the options values, since the palette has been initialized by Read_Scenario
*/
Options.Set();
return(true);
}
/***********************************************************************************************
* Set_Scenario_Difficulty -- Sets the difficulty of the scenario. *
* *
* Updates the player's difficulty in single-player mode. *
* *
* INPUT: difficulty -- Scenario difficulty *
* *
* OUTPUT: none *
* *
* WARNINGS: Only works in single-player. *
* Must call Start_Scenario first to initialize the player. *
* *
* HISTORY: *
* 10/02/2019 SKY : Created. *
*=============================================================================================*/
void Set_Scenario_Difficulty(int difficulty)
{
if (Session.Type == GAME_NORMAL) {
switch (difficulty) {
case 0:
PlayerPtr->Assign_Handicap(DIFF_EASY);
break;
case 1:
PlayerPtr->Assign_Handicap(DIFF_NORMAL);
break;
case 2:
PlayerPtr->Assign_Handicap(DIFF_HARD);
break;
default:
break;
}
}
}
/***********************************************************************************************
* Read_Scenario -- Reads a scenario from disk. *
* *
* This will read a scenario from disk. Use this to begin a scenario. *
* It doesn't perform any rendering, it merely sets up the system *
* with the proper data. Setting of the right game state will start *
* the scenario running. *
* *
* INPUT: root -- Scenario root filename *
* *
* OUTPUT: none *
* *
* WARNINGS: You must clear out the system variables before calling *
* this function. Use the Clear_Scenario() function. *
* It is assumed that Scenario is set to the current scenario number. *
* *
* HISTORY: *
* 07/22/1991 : Created. *
* 02/03/1992 JLB : Uses house identification. *
*=============================================================================================*/
bool Read_Scenario(char * name)
{
BStart(BENCH_SCENARIO);
Clear_Scenario();
ScenarioInit++;
if (Read_Scenario_INI(name)) {
#ifdef FIXIT_CSII // ajw - Added runtime check for Aftermath to skirmish mode case.
bool readini = false;
switch(Session.Type) {
case GAME_NORMAL:
readini = false;
break;
case GAME_SKIRMISH:
#ifdef FIXIT_VERSION_3
readini = bAftermathMultiplayer;
#endif
break;
case GAME_INTERNET:
#ifndef FIXIT_VERSION_3 // Loading of Aftermath rules depends on bAftermathMultiplayer now.
if (Is_Mission_Counterstrike(name)) {
readini = false; // Don't allow AM units on a CS map in WChat
break;
}
#endif // ( Note lack of break; )
default:
#ifdef FIXIT_VERSION_3
readini = bAftermathMultiplayer;
#else
if (PlayingAgainstVersion >= VERSION_AFTERMATH_CS) {
readini = true;
}
#endif
break;
}
if(readini) {
/*
** Find out if the CD in the current drive is the Aftermath disc.
*/
#ifdef FIXIT_VERSION_3
int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
if( !( Using_DVD() && cd_index == 5 ) && cd_index != 3 ) {
#else
if(Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60) != 3) {
#endif
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
RequiredCD = 3;
if (!Force_CD_Available(RequiredCD)) { // force Aftermath CD in drive.
#ifndef WOLAPI_INTEGRATION
#ifdef WIN32
if(Special.IsFromWChat || SpawnedFromWChat) {
char packet[10] = {"Hello"};
Send_Data_To_DDE_Server (packet, strlen(packet), DDEServerClass::DDE_CONNECTION_FAILED);
}
#endif
#endif
if (!RunningAsDLL) { //PG
Emergency_Exit(EXIT_FAILURE);
}
}
}
CCINIClass ini;
if (ini.Load(CCFileClass("MPLAYER.INI"), false)) {
Rule.General(ini);
Rule.Recharge(ini);
Rule.AI(ini);
Rule.Powerups(ini);
Rule.Land_Types(ini);
Rule.Themes(ini);
Rule.IQ(ini);
Rule.Objects(ini);
Rule.Difficulty(ini);
}
}
#endif
Fill_In_Data();
Map.Set_View_Dimensions(0, 0, Map.MapCellWidth, Map.MapCellHeight);
} else {
#if (1)
char message[200];
if (name) {
sprintf(message, "Failed to load scenario %s", name);
GlyphX_Debug_Print(message);
} else {
GlyphX_Debug_Print("Failed to load scenario");
}
#else
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
// Fade_Palette_To(GamePalette, FADE_PALETTE_FAST, Call_Back);
Show_Mouse();
WWMessageBox().Process(TXT_UNABLE_READ_SCENARIO);
Hide_Mouse();
#endif
BEnd(BENCH_SCENARIO);
return(false);
}
ScenarioInit--;
BEnd(BENCH_SCENARIO);
return(true);
}
/***********************************************************************************************
* Fill_In_Data -- Recreate all data that is not loaded with scenario. *
* *
* This routine is called after the INI file for the scenario has been processed. It will *
* infer the game state from the scenario INI data. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
void Fill_In_Data(void)
{
/*
** The basic scenario data load does not contain the full set of
** game data. We now must fill in the missing pieces.
*/
ScenarioInit++;
int index;
for (index = 0; index < Buildings.Count(); index++) {
Buildings.Ptr(index)->Update_Buildables();
}
Map.Flag_To_Redraw(true);
/*
** Reset the movement zones according to the terrain passability.
*/
Map.Zone_Reset(MZONEF_ALL);
#ifdef WIN32
/*
** Since the sidebar starts up activated, adjust the home start position so that
** the right edge of the map will still be visible.
*/
if (!Debug_Map) {
Map.SidebarClass::Activate(1);
// if (Session.Type == GAME_NORMAL) {
Scen.Views[0] = Scen.Views[1] = Scen.Views[2] = Scen.Views[3] = Scen.Waypoint[WAYPT_HOME];
Map.Set_Tactical_Position(Cell_Coord((Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR)) - (5*RESFACTOR)));
// }
}
#endif
/*
** Handle any data resetting that can be safely inferred from the actual
** data that has been loaded.
*/
/*
** Distribute the trigger pointers to the appropriate working lists.
*/
for (index = 0; index < TriggerTypes.Count(); index++) {
TriggerTypeClass * tp = TriggerTypes.Ptr(index);
assert(tp != NULL);
if (tp->Attaches_To() & ATTACH_MAP) {
MapTriggers.Add(Find_Or_Make(tp));
}
if (tp->Attaches_To() & ATTACH_GENERAL) {
LogicTriggers.Add(Find_Or_Make(tp));
}
if (tp->Attaches_To() & ATTACH_HOUSE) {
HouseTriggers[tp->House].Add(Find_Or_Make(tp));
}
}
ScenarioInit--;
/*
** Now go through and set all the cells ringing the map to be visible, so
** we won't get the wall of shadow at the edge of the map.
*/
int x,y;
for (x = Map.MapCellX-1; x < ((Map.MapCellX + Map.MapCellWidth + 1)); x++) {
Map[XY_Cell(x, Map.MapCellY-1)].IsVisible =
Map[XY_Cell(x, Map.MapCellY-1)].IsMapped = true;
Map[XY_Cell(x, Map.MapCellY+Map.MapCellHeight)].IsVisible =
Map[XY_Cell(x, Map.MapCellY+Map.MapCellHeight)].IsMapped = true;
}
for (y = Map.MapCellY; y < (Map.MapCellY + Map.MapCellHeight); y++) {
Map[XY_Cell(Map.MapCellX-1, y)].IsVisible =
Map[XY_Cell(Map.MapCellX-1, y)].IsMapped = true;
Map[XY_Cell(Map.MapCellX+Map.MapCellWidth, y)].IsVisible =
Map[XY_Cell(Map.MapCellX+Map.MapCellWidth, y)].IsMapped = true;
}
/*
** If inheriting from a previous scenario was indicated, then create the carry over
** objects at this time.
*/
if (Scen.IsToInherit) {
CarryoverClass * cptr = Carryover;
while (cptr != NULL) {
cptr->Create();
cptr = (CarryoverClass *)cptr->Get_Next();
}
}
/*
** The "allow win" action is a special case that is handled here. The total number
** of triggers that have this action must be recorded.
*/
for (index = 0; index < TriggerTypes.Count(); index++) {
TriggerTypeClass * tp = TriggerTypes.Ptr(index);
if (tp->Action1.Action == TACTION_ALLOWWIN ||
(tp->ActionControl != MULTI_ONLY && tp->Action2.Action == TACTION_ALLOWWIN)) {
HouseClass::As_Pointer(tp->House)->Blockage++;
}
}
/*
** Move available money to silos, if the scenario flag so indicates.
*/
if (Scen.IsMoneyTiberium) {
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr != NULL) {
int tomove = hptr->Capacity - hptr->Tiberium;
hptr->Credits -= tomove;
hptr->Tiberium += tomove;
}
}
}
/*
** Count all non-destroyed bridges on the map.
*/
Scen.BridgeCount = Map.Intact_Bridge_Count();
Map.All_To_Look(PlayerPtr, true);
}
/***********************************************************************************************
* Post_Load_Game -- Fill in an inferred data from the game state. *
* *
* This routine is typically called after a game has been loaded. Some working data lists *
* can be rebuild from the game state. This working data is rebuilt rather than being *
* stored with the game data file. *
* *
* INPUT: load_multi -- true if we're loading a multiplayer game *
* *
* OUTPUT: none *
* *
* WARNINGS: Although it is safe to call this routine whenever, it is only needed after a *
* game load. *
* *
* HISTORY: *
* 11/30/1995 JLB : Created. *
*=============================================================================================*/
void Post_Load_Game(int load_multi)
{
Map.Set_View_Dimensions(0, 0, Map.MapCellWidth, Map.MapCellHeight);
//
// Do NOT call Overpass if we're loading a multiplayer game; it calls the
// random # generator, which throws the games out of sync if they were
// saved on different frame #'s.
//
if (!load_multi) {
Map.Overpass();
}
Scen.BridgeCount = Map.Intact_Bridge_Count();
Map.Zone_Reset(MZONEF_ALL);
}
/***********************************************************************************************
* Clear_Scenario -- Clears all data in preparation for scenario load. *
* *
* This routine will clear out all data specific to a scenario in *
* preparation for a subsequent scenario data load. This will free *
* all units, animations, and icon maps. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/22/1991 : Created. *
* 03/21/1992 JLB : Changed buffer allocations, so changes memset code. *
* 07/13/1995 JLB : End count down moved here. *
*=============================================================================================*/
void Clear_Scenario(void)
{
// TCTCTC -- possibly just use in-place new of scenario object?
Scen.MissionTimer = 0;
Scen.MissionTimer.Stop();
Scen.Timer = 0;
Scen.ShroudTimer = 0;
Scen.IntroMovie = VQ_NONE;
Scen.BriefMovie = VQ_NONE;
Scen.WinMovie = VQ_NONE;
Scen.WinMovie2 = VQ_NONE;
Scen.WinMovie3 = VQ_NONE;
Scen.WinMovie4 = VQ_NONE;
Scen.LoseMovie = VQ_NONE;
Scen.ActionMovie = VQ_NONE;
Scen.IsNoSpyPlane = false;
Scen.IsTanyaEvac = false;
Scen.IsEndOfGame = false;
Scen.IsInheritTimer = false;
Scen.IsToCarryOver = false;
Scen.IsSkipScore = false;
Scen.IsOneTimeOnly = false;
Scen.IsTruckCrate = false;
Scen.IsMoneyTiberium = false;
Scen.IsNoMapSel = false;
Scen.CarryOverCap = 0;
Scen.CarryOverPercent = 0;
Scen.TransitTheme = THEME_NONE;
Scen.Percent = 0;
memset(Scen.GlobalFlags, 0, sizeof(Scen.GlobalFlags));
MapTriggers.Clear();
LogicTriggers.Clear();
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseTriggers[house].Clear();
}
/*
** Call everyone's Init routine, except the Map's; for the Map, only call
** MapClass::Init, which clears the Cell array. The Display::Init requires
** a Theater argument, and the theater is not known at this point; also, it
** would reload MixFiles, which isn't desired. Display::Read_INI calls its
** own Init, which will Init the entire Map hierarchy.
*/
Map.Init_Clear();
Score.Init();
Logic.Init();
HouseClass::Init();
ObjectClass::Init();
TeamTypeClass::Init();
TeamClass::Init();
TriggerClass::Init();
TriggerTypeClass::Init();
AircraftClass::Init();
AnimClass::Init();
BuildingClass::Init();
BulletClass::Init();
InfantryClass::Init();
OverlayClass::Init();
SmudgeClass::Init();
TemplateClass::Init();
TerrainClass::Init();
UnitClass::Init();
VesselClass::Init();
FactoryClass::Init();
Base.Init();
CurrentObject.Clear_All();
for (int index = 0; index < WAYPT_COUNT; index++) {
Scen.Waypoint[index] = -1;
}
#ifdef FIXIT_VERSION_3 // For endgame auto-sonar pulse.
bAutoSonarPulse = false;
#endif
#ifdef FIXIT_VERSION_3 // Stalemate games.
Scen.bLocalProposesDraw = false;
Scen.bOtherProposesDraw = false;
#endif
}
/***********************************************************************************************
* Do_Win -- Display winning congratulations. *
* *
* Perform the win the mission process. This will display any winning movies and the score *
* screen. Followed by the map selection screen and then the load of the new scenario. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/05/1992 JLB : Created. *
* 01/01/1995 JLB : Carries money forward into next scenario. *
*=============================================================================================*/
void Do_Win(void)
{
Map.Set_Default_Mouse(MOUSE_NORMAL);
Hide_Mouse();
Theme.Queue_Song(THEME_QUIET);
/*
** If this is a multiplayer game, clear the game's name so we won't respond
** to game queries any more (in Call_Back)
*/
if (Session.Type != GAME_NORMAL) {
Session.GameName[0] = 0;
}
/*
** Determine a cosmetic center point for the text.
*/
int x = Map.TacPixelX + (Lepton_To_Pixel(Map.TacLeptonWidth)/2);
/*
** Hack section. If it's allied scenario 10, variation A, then skip the
** score and map selection, don't increment scenario, and set it to
** variation B.
*/
#ifdef FIXIT_ANTS
if (Session.Type != GAME_NORMAL || !Scen.IsSkipScore || AntsEnabled) {
#else
if (Session.Type != GAME_NORMAL || !Scen.IsSkipScore ) {
#endif //FIXIT_ANTS
/*
** Announce win to player.
*/
Set_Logic_Page(SeenBuff);
Map.Flag_To_Redraw (true);
Map.Render();
#ifdef WIN32
Fancy_Text_Print(TXT_SCENARIO_WON, x, 90*RESFACTOR, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_CENTER|TPF_VCR|TPF_USE_GRAD_PAL|TPF_DROPSHADOW);
#else
Fancy_Text_Print(TXT_MISSION, x, 90*RESFACTOR, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_CENTER|TPF_VCR|TPF_USE_GRAD_PAL|TPF_DROPSHADOW);
Fancy_Text_Print(TXT_HACKHACK, x, 110*RESFACTOR, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_CENTER|TPF_VCR|TPF_USE_GRAD_PAL|TPF_DROPSHADOW);
#endif
CountDownTimer = TIMER_SECOND * 3;
while (Is_Speaking()) {};
Speak(VOX_ACCOMPLISHED);
while (CountDownTimer || Is_Speaking()) {
Call_Back();
}
}
/*
** Stop here if this is a multiplayer game.
*/
if (Session.Type != GAME_NORMAL) {
if (!Session.Play) {
Session.GamesPlayed++;
Multi_Score_Presentation();
Session.CurGame++;
if (Session.CurGame >= MAX_MULTI_GAMES) {
Session.CurGame = MAX_MULTI_GAMES - 1;
}
}
GameActive = 0;
Show_Mouse();
return;
}
Hide_Mouse();
VisiblePage.Clear();
Show_Mouse();
Play_Movie(Scen.WinMovie);
Play_Movie(Scen.WinMovie2);
Play_Movie(Scen.WinMovie3);
Play_Movie(Scen.WinMovie4);
Keyboard->Clear();
SaveTanya = IsTanyaDead;
Scen.CarryOverTimer = Scen.MissionTimer;
// int timer = Scen.MissionTimer;
/*
** Do the ending screens only if not playing back a recorded game.
*/
if (!Session.Play) {
/*
** If the score presentation should be performed, then do
** so now.
*/
Keyboard->Clear();
if (!Scen.IsSkipScore) {
Score.Presentation();
}
if (Scen.IsOneTimeOnly) {
GameActive = false;
Show_Mouse();
#ifdef FIXIT_ANTS
AntsEnabled = false;
// Mono_Printf("Scenario.cpp one time only antsenabled is false\n");
#endif
return;
}
/*
** If this scenario is flagged as ending the game then print the credits and exit.
*/
#if (0)//PG
if (Scen.IsEndOfGame) {
if (PlayerPtr->ActLike == HOUSE_USSR) {
Play_Movie(VQ_SOVFINAL);
} else {
Play_Movie(VQ_ALLYEND);
}
Show_Who_Was_Responsible();
GameActive = false;
Show_Mouse();
#ifdef FIXIT_ANTS
AntsEnabled = false;
#endif
return;
}
#endif
/*
** Hack section. If it's allied scenario 10, variation A, then skip the
** score and map selection, don't increment scenario, and set it to
** variation B.
*/
if (Scen.IsNoMapSel) {
// force it to play the second half of scenario 10
#ifdef FIXIT_ANTS
if (AntsEnabled) {
char scenarioname[24];
strcpy(scenarioname, Scen.ScenarioName);
char buf[10];
Scen.Scenario++;
sprintf(buf, "%02d", Scen.Scenario);
memcpy(&scenarioname[3], buf, 2);
Scen.Set_Scenario_Name(scenarioname);
} else {
Scen.ScenarioName[6] = 'B';
}
#else
Scen.ScenarioName[6] = 'B';
#endif
} else {
Scen.Set_Scenario_Name(Map_Selection());
}
Keyboard->Clear();
}
Scen.CarryOverMoney = PlayerPtr->Credits;
/*
** If requested, record the scenario's objects in the carry over list
** for possible use in a future scenario.
*/
if (Scen.IsToCarryOver) {
/*
** First delete any existing carry over list. Any old list will be
** blasted over by the new list -- there is only one logic carryover
** list to be maintained.
*/
while (Carryover) {
CarryoverClass * cptr = (CarryoverClass *)Carryover->Get_Next();
Carryover->Remove();
delete Carryover;
Carryover = cptr;
}
/*
** Record all objects, that are to be part of the carry over set, into
** the carry over list.
*/
for (int building_index = 0; building_index < Buildings.Count(); building_index++) {
BuildingClass * building = Buildings.Ptr(building_index);
if (building && !building->IsInLimbo && building->Strength > 0) {
CarryoverClass * cptr = new CarryoverClass(building);
if (cptr) {
if (Carryover) {
cptr->Add_Tail(*Carryover);
} else {
Carryover = cptr;
}
}
}
}
for (int unit_index = 0; unit_index < Units.Count(); unit_index++) {
UnitClass * unit = Units.Ptr(unit_index);
if (unit && !unit->IsInLimbo && unit->Strength > 0) {
CarryoverClass * cptr = new CarryoverClass(unit);
if (cptr) {
if (Carryover) {
cptr->Add_Tail(*Carryover);
} else {
Carryover = cptr;
}
}
}
}
for (int infantry_index = 0; infantry_index < Infantry.Count(); infantry_index++) {
InfantryClass * infantry = Infantry.Ptr(infantry_index);
if (infantry && !infantry->IsInLimbo && infantry->Strength > 0) {
CarryoverClass * cptr = new CarryoverClass(infantry);
if (cptr) {
if (Carryover) {
cptr->Add_Tail(*Carryover);
} else {
Carryover = cptr;
}
}
}
}
for (int vessel_index = 0; vessel_index < Vessels.Count(); vessel_index++) {
VesselClass * vessel = Vessels.Ptr(vessel_index);
if (vessel && !vessel->IsInLimbo && vessel->Strength > 0) {
CarryoverClass * cptr = new CarryoverClass(vessel);
if (cptr) {
if (Carryover) {
cptr->Add_Tail(*Carryover);
} else {
Carryover = cptr;
}
}
}
}
}
/*
** Generate a new scenario filename
*/
// Scen.Set_Scenario_Name(Scen.Scenario, Scen.ScenPlayer, Scen.ScenDir, Scen.ScenVar);
Start_Scenario(Scen.ScenarioName);
/*
** If the mission timer is to be inheriteded from the previous scenario then do it now.
*/
if (Scen.IsInheritTimer) {
Scen.MissionTimer = Scen.CarryOverTimer;
Scen.MissionTimer.Start();
}
// PlayerPtr->NukePieces = nukes;
Map.Render();
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
// Fade_Palette_To(GamePalette, FADE_PALETTE_FAST, Call_Back);
Show_Mouse();
}
/***********************************************************************************************
* Do_Lose -- Display losing comments. *
* *
* Performs the lose mission processing. This will generally display a "would you like *
* to replay" dialog and then either reload the scenario or set flags such that the main *
* menu will appear. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/05/1992 JLB : Created. *
*=============================================================================================*/
void Do_Lose(void)
{
Map.Set_Default_Mouse(MOUSE_NORMAL);
Hide_Mouse();
Theme.Queue_Song(THEME_QUIET);
/*
** If this is a multiplayer game, clear the game's name so we won't respond
** to game queries any more (in Call_Back)
*/
if (Session.Type != GAME_NORMAL) {
Session.GameName[0] = 0;
}
/*
** Determine a cosmetic center point for the text.
*/
int x = Map.TacPixelX + (Lepton_To_Pixel(Map.TacLeptonWidth)/2);
/*
** Announce win to player.
*/
Set_Logic_Page(SeenBuff);
Fancy_Text_Print(TXT_SCENARIO_LOST, x, 90*RESFACTOR, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_CENTER|TPF_VCR|TPF_USE_GRAD_PAL|TPF_DROPSHADOW);
CountDownTimer = TIMER_SECOND * 3;
while (Is_Speaking()) {};
Speak(VOX_FAIL);
while (CountDownTimer || Is_Speaking()) {
Call_Back();
}
/*
** Stop here if this is a multiplayer game.
*/
if (Session.Type != GAME_NORMAL) {
if (!Session.Play) {
Session.GamesPlayed++;
Multi_Score_Presentation();
Session.CurGame++;
if (Session.CurGame >= MAX_MULTI_GAMES) {
Session.CurGame = MAX_MULTI_GAMES - 1;
}
}
GameActive = 0;
Show_Mouse();
return;
}
Hide_Mouse();
VisiblePage.Clear();
Show_Mouse();
#ifdef CHEAT_KEYS
// Mono_Printf("Trying to play lose movie\n");
#endif //CHEAT_KEYS
Play_Movie(Scen.LoseMovie);
/*
** Start same scenario again
*/
GamePalette.Set();
Show_Mouse();
if (!Session.Play && !WWMessageBox().Process(TXT_TO_REPLAY, TXT_YES, TXT_NO)) {
Hide_Mouse();
Keyboard->Clear();
Start_Scenario(Scen.ScenarioName, false);
/*
** Start the scenario timer with the carried over value if necessary.
*/
if (Scen.IsInheritTimer) {
Scen.MissionTimer = Scen.CarryOverTimer;
Scen.MissionTimer.Start();
}
Map.Render();
} else {
Hide_Mouse();
GameActive = 0;
}
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
Show_Mouse();
}
#ifdef FIXIT_VERSION_3 // Stalemate games.
/***********************************************************************************************
* Do_Draw -- Parallels Do_Win and Do_Lose, for multiplayer games that end in a draw.
*=============================================================================================*/
void Do_Draw(void)
{
Map.Set_Default_Mouse(MOUSE_NORMAL);
Hide_Mouse();
Theme.Queue_Song(THEME_QUIET);
/*
** If this is a multiplayer game, clear the game's name so we won't respond
** to game queries any more (in Call_Back)
*/
if (Session.Type != GAME_NORMAL) {
Session.GameName[0] = 0;
}
/*
** Determine a cosmetic center point for the text.
*/
int x = Map.TacPixelX + (Lepton_To_Pixel(Map.TacLeptonWidth)/2);
/*
** Announce win to player.
*/
Set_Logic_Page(SeenBuff);
Fancy_Text_Print(TXT_WOL_DRAW, x, 90*RESFACTOR, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_CENTER|TPF_VCR|TPF_USE_GRAD_PAL|TPF_DROPSHADOW);
CountDownTimer = TIMER_SECOND * 3;
while (Is_Speaking()) {};
Speak(VOX_CONTROL_EXIT);
while (CountDownTimer || Is_Speaking()) {
Call_Back();
}
/*
** Stop here if this is a multiplayer game.
*/
if (!Session.Play) {
Session.GamesPlayed++;
Multi_Score_Presentation();
Session.CurGame++;
if (Session.CurGame >= MAX_MULTI_GAMES) {
Session.CurGame = MAX_MULTI_GAMES - 1;
}
}
GameActive = 0;
Show_Mouse();
}
#endif
/***********************************************************************************************
* Do_Restart -- Handle the restart mission process. *
* *
* This routine is called in the main game loop when the mission must be restarted. This *
* routine will throw away the current game and reload the appropriate mission. The *
* game will "resume" at the start of the mission. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/24/1995 JLB : Created. *
*=============================================================================================*/
void Do_Restart(void)
{
/*
** Start a timer going, before we restart the scenario
*/
CDTimerClass<SystemTimerClass> timer;
timer = TICKS_PER_SECOND * 4;
Theme.Queue_Song(THEME_QUIET);
WWMessageBox().Process(TXT_RESTARTING, TXT_NONE);
Map.Set_Default_Mouse(MOUSE_NORMAL);
Keyboard->Clear();
Start_Scenario(Scen.ScenarioName, false);
/*
** Start the scenario timer with the carried over value if necessary.
*/
if (Scen.IsInheritTimer) {
Scen.MissionTimer = Scen.CarryOverTimer;
Scen.MissionTimer.Start();
}
/*
** Make sure the message stays displayed for at least 1 second
*/
while (timer > 0) {
Call_Back();
}
Keyboard->Clear();
Map.Render();
}
/***********************************************************************************************
* Restate_Mission -- Handles restating the mission objective. *
* *
* This routine will display the mission objective (as text). It will also give the *
* option to redisplay the mission briefing video. *
* *
* INPUT: name -- The scenario name. This is the unique identifier for the scenario *
* briefing text as it appears in the "MISSION.INI" file. *
* *
* OUTPUT: Returns the response from the dialog. This will either be 1 if the video was *
* requested, or 0 if the return to game options button was selected. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/23/1995 JLB : Created. *
* 08/06/1995 JLB : Uses preloaded briefing text. *
*=============================================================================================*/
bool Restate_Mission(char const * name, int button1, int button2)
{
if (name) {
bool brief = true;
char buffer[25];
if (Scen.BriefMovie != VQ_NONE) {
sprintf(buffer, "%s.VQA", VQName[Scen.BriefMovie]);
}
if (Scen.BriefMovie == VQ_NONE || !CCFileClass(buffer).Is_Available()) {
button2 = TXT_OK;
button1 = TXT_NONE;
brief = false;
}
/*
** If mission object text was found, then display it.
*/
if (strlen(Scen.BriefingText)) {
strcpy(_ShapeBuffer, Scen.BriefingText);
BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
if (BGMessageBox(_ShapeBuffer, button2, button1)) {
return(true);
}
if (!brief) return(true);
return(false);
}
}
return(false);
}
#define BUTTON_1 1
#define BUTTON_2 2
#define BUTTON_3 3
#define BUTTON_FLAG 0x8000
int BGMessageBox(char const * msg, int btn1, int btn2)
{
#define BUFFSIZE 511
char buffer[BUFFSIZE];
int retval;
bool process; // loop while true
KeyNumType input; // user input
int selection;
bool pressed;
int curbutton;
TextButtonClass * buttons[3];
BOOL display; // display level
int realval[5];
int morebutton = 3; // which button says "more": 2 or 3?
const char * b1txt = Text_String(btn1);
const char * b2txt = Text_String(btn2);
#ifdef FRENCH
const char * b3txt = "SUITE";
#else
#ifdef GERMAN
const char * b3txt = "MEHR";
#else
const char * b3txt = "MORE";
#endif
#endif
const void *briefsnd = MFCD::Retrieve("BRIEFING.AUD");
GadgetClass::Set_Color_Scheme(&ColorRemaps[PCOLOR_TYPE]);
/*
** If the message won't be needing the 'more' button, get rid of it.
*/
if (strlen(msg) <= BUFFSIZE-1) {
b3txt = "";
}
#ifdef WIN32
GraphicBufferClass seen_buff_save(VisiblePage.Get_Width(), VisiblePage.Get_Height(), (void*)NULL);
#endif
/*
** If there's no text for button one, zero it out.
*/
if (*b1txt == '\0') {
b1txt = b2txt;
b2txt = "";
if(*b1txt == '\0') {
b1txt=0;
}
}
/*
** If there's no text for button two, zero it out. However, if there
** is text for button three, move its text (always "MORE") to button two,
** and set the morebutton flag to point to button two. Then, clear out
** button 3.
*/
if (*b2txt == '\0') {
b2txt = 0;
if (*b3txt != '\0') {
b2txt = b3txt;
b3txt = "";
morebutton = 1;
}
}
/*
** If there's no text for button three, zero it out.
*/
if (*b3txt == '\0') b3txt = 0;
Fancy_Text_Print(TXT_NONE, 0, 0, &ColorRemaps[PCOLOR_TYPE], TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL);
/*
** Examine the optional button parameters. Fetch the width and starting
** characters for each.
*/
char b1char, b2char, b3char; // 1st char of each string
int bwidth, bheight; // button width and height
int numbuttons = 0;
if (b1txt) {
b1char = toupper(b1txt[0]);
/*
** Build the button list.
*/
bheight = FontHeight + FontYSpacing + 2;
bwidth = max((String_Pixel_Width(b1txt) + 8), 80);
if (b2txt) {
numbuttons = 2;
b2char = toupper(b2txt[0]);
bwidth = max(((int)String_Pixel_Width( b2txt ) + 8), bwidth);
// b1x = x + 10; // left side
if (b3txt) {
numbuttons = 3;
b3char = toupper(b3txt[0]);
bwidth = max(((int)String_Pixel_Width( b3txt ) + 8), bwidth);
}
} else {
numbuttons = 1;
// b1x = x + ((width - bwidth) >> 1); // centered
}
}
/*
** Determine the dimensions of the text to be used for the dialog box.
** These dimensions will control how the dialog box looks.
*/
buffer[BUFFSIZE-1] = 0;
int buffend = BUFFSIZE-1;
strncpy(buffer, msg, BUFFSIZE-1);
/*
** Scan through the string to see if it got clipped, and if so, we'll
** trim it back to the last space so it'll clip on a word.
*/
if (strlen(buffer) != strlen(msg)) {
while (buffer[buffend] != ' ') buffend--;
buffer[buffend]=0;
}
Fancy_Text_Print(TXT_NONE, 0, 0, &ColorRemaps[PCOLOR_TYPE], TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL);
int width;
int height;
Format_Window_String(buffer, 300, width, height);
height += (numbuttons == 0) ? 30 : 60;
int x = (SeenBuff.Get_Width() - width) / 2;
int y = (SeenBuff.Get_Height() - height) / 2;
/*
** Other inits.
*/
Set_Logic_Page(SeenBuff);
/*
** Initialize the button structures. All are initialized, even though one (or none) may
** actually be added to the button list.
*/
TextButtonClass button1(BUTTON_1, b1txt, TPF_BUTTON,
x + ((numbuttons == 1) ? ((width - bwidth) >> 1) : 10), y + height - (bheight + 5), bwidth);
TextButtonClass button2(BUTTON_2, b2txt, TPF_BUTTON,
x + width - (bwidth + 10), y + height - (bheight + 5), bwidth);
TextButtonClass button3(BUTTON_3, b3txt, TPF_BUTTON,
0, y + height - (bheight + 5));
button3.X = x + ((width - button3.Width) >> 1);
TextButtonClass * buttonlist = 0;
curbutton = 0;
/*
** Add and initialize the buttons to the button list.
*/
if (numbuttons) {
buttonlist = &button1;
buttons[0] = &button1;
realval[0] = BUTTON_1;
if (numbuttons > 2) {
button3.Add(*buttonlist);
buttons[1] = &button3;
realval[1] = BUTTON_3;
button2.Add(*buttonlist);
buttons[2] = &button2;
realval[2] = BUTTON_2;
buttons[curbutton]->Turn_On();
} else if (numbuttons == 2) {
button2.Add(*buttonlist);
buttons[1] = &button2;
realval[1] = BUTTON_2;
buttons[curbutton]->Turn_On();
}
}
/*
** Draw the dialog.
*/
Hide_Mouse();
PaletteClass temp;
#ifdef WIN32
char *filename = "SOVPAPER.PCX";
if (PlayerPtr->Class->House != HOUSE_USSR && PlayerPtr->Class->House != HOUSE_UKRAINE) {
filename = "ALIPAPER.PCX";
}
Load_Title_Screen(filename, &HidPage, (unsigned char*)temp.Get_Data());
#else
char *filename = "SOVPAPER.CPS";
if (PlayerPtr->Class->House != HOUSE_USSR && PlayerPtr->Class->House != HOUSE_UKRAINE) {
filename = "ALIPAPER.CPS";
}
Load_Uncompress(CCFileClass(filename), HidPage, HidPage, temp);
#endif
HidPage.Blit(SeenPage);
#ifdef WIN32
VisiblePage.Blit(seen_buff_save);
#endif
static unsigned char _scorepal[]={0,1,12,13,4,5,6,7,8,9,10,255,252,253,14,248};
Set_Font_Palette(_scorepal);
temp.Set(FADE_PALETTE_MEDIUM, Call_Back);
/*
** Main Processing Loop.
*/
int bufindex = 0;
Keyboard->Clear();
Set_Font_Palette(_scorepal);
int xprint = x + 20;
int yprint = y + 25;
do {
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored = false;
Hide_Mouse();
seen_buff_save.Blit(VisiblePage);
display = true;
Show_Mouse();
}
#endif
char bufprint[2];
bufprint[1]=0;
bufprint[0] = buffer[bufindex];
if (bufprint[0] == '\r' || bufprint[0] == '@') {
xprint = x + 20;
yprint += FontHeight + FontYSpacing;
} else {
if (bufprint[0] != 20) {
SeenPage.Print(bufprint, xprint, yprint, TBLACK, TBLACK);
#ifdef WIN32
seen_buff_save.Print(bufprint, xprint, yprint, TBLACK, TBLACK);
#endif
xprint += Char_Pixel_Width(bufprint[0]);
}
}
if (bufprint[0] == '\r' || bufprint[0] == '@') {
#ifdef WIN32
Play_Sample(briefsnd, 255, Options.Normalize_Volume(135));
#else
Play_Sample(briefsnd, 255, Options.Normalize_Volume(45));
#endif
CDTimerClass<SystemTimerClass> cd;
cd = 5;
do {
Call_Back();
} while(!Keyboard->Check() && cd);
}
} while (buffer[++bufindex]);
Show_Mouse();
Keyboard->Clear();
if (buttonlist) {
process = true;
pressed = false;
while (process) {
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored = false;
Hide_Mouse();
seen_buff_save.Blit(VisiblePage);
display = true;
Show_Mouse();
}
#endif
if (display) {
display = false;
Hide_Mouse();
/*
** Redraw the buttons.
*/
if (buttonlist) {
buttonlist->Draw_All();
}
Show_Mouse();
}
/*
** Invoke game callback.
*/
Call_Back();
/*
** Fetch and process input.
*/
input = buttonlist->Input();
switch (input) {
case (BUTTON_1|BUTTON_FLAG):
selection = realval[0];
pressed = true;
break;
case (KN_ESC):
if (numbuttons > 2) {
selection = realval[1];
pressed = true;
} else {
selection = realval[2];
pressed = true;
}
break;
case (BUTTON_2|BUTTON_FLAG):
selection = BUTTON_2;
pressed = true;
break;
case (BUTTON_3|BUTTON_FLAG):
selection = realval[1];
pressed = true;
break;
case (KN_LEFT):
if (numbuttons > 1) {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
curbutton--;
if (curbutton < 0) {
curbutton = numbuttons - 1;
}
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_RIGHT):
if (numbuttons > 1) {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
curbutton++;
if (curbutton > (numbuttons - 1) ) {
curbutton = 0;
}
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_RETURN):
selection = curbutton + BUTTON_1;
pressed = true;
break;
/*
** Check 'input' to see if it's the 1st char of button text
*/
default:
if (b1char == toupper(Keyboard->To_ASCII((KeyNumType)(input & 0xFF)))) {
selection = BUTTON_1;
pressed = true;
} else if (b2txt!=NULL &&
b2char == toupper(Keyboard->To_ASCII((KeyNumType)(input & 0xFF)))) {
selection = BUTTON_2;
pressed = true;
} else if (b3txt!=NULL &&
b3char == toupper(Keyboard->To_ASCII((KeyNumType)(input & 0xFF)))) {
selection = BUTTON_3;
pressed = true;
}
break;
}
if (pressed) {
switch (selection) {
case (BUTTON_1):
retval = 1;
process = false;
break;
case (BUTTON_2):
retval = 0;
process = false;
break;
case BUTTON_3:
retval = 2;
process = false;
break;
}
pressed = false;
}
}
} else {
Keyboard->Clear();
}
if (retval == (morebutton-1) && strlen(msg) > BUFFSIZE-1) {
retval = BGMessageBox(msg + buffend + 1, btn1, btn2);
}
/*
** Restore the screen.
*/
Hide_Mouse();
/*
** Now set the palette, depending on if we're going to show the video or
** go back to the main menu.
*/
switch (retval) {
case 0:
// BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
// SeenPage.Clear();
//// CCPalette.Set();
// break;
case 1:
BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
SeenPage.Clear();
break;
default:
break;
}
Show_Mouse();
GadgetClass::Set_Color_Scheme(&ColorRemaps[PCOLOR_DIALOG_BLUE]);
return(retval);
}
/***********************************************************************************************
* Set_Scenario_Name -- Creates the INI scenario name string. *
* *
* This routine is used by the scenario loading and saving code. It generates the scenario *
* INI root file name for the specified scenario parameters. *
* *
* INPUT: *
* buf buffer to store filename in; must be long enough for root.ext *
* scenario scenario number *
* player player type for this game (GDI, NOD, multi-player, ...) *
* dir directional parameter for this game (East/West) *
* var variation of this game (Lose, A/B/C/D, etc) *
* *
* OUTPUT: none. *
* *
* WARNINGS: none. *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
* 05/01/1995 BRR : 2-player scenarios use same names as multiplayer *
*=============================================================================================*/
void ScenarioClass::Set_Scenario_Name(int scenario, ScenarioPlayerType player, ScenarioDirType dir, ScenarioVarType var)
{
Scenario = scenario;
// ScenPlayer = player;
// ScenDir = dir;
// ScenVar = var;
char c_player; // character representing player type
char c_dir; // character representing direction type
char c_var; // character representing variation type
ScenarioVarType i;
char fname[_MAX_FNAME+_MAX_EXT];
/*
** Set the player-type value.
*/
switch (player) {
case SCEN_PLAYER_SPAIN:
c_player = HouseTypeClass::As_Reference(HOUSE_SPAIN).Prefix;
break;
case SCEN_PLAYER_GREECE:
c_player = HouseTypeClass::As_Reference(HOUSE_GREECE).Prefix;
break;
case SCEN_PLAYER_USSR:
c_player = HouseTypeClass::As_Reference(HOUSE_USSR).Prefix;
break;
case SCEN_PLAYER_JP:
c_player = HouseTypeClass::As_Reference(HOUSE_JP).Prefix;
break;
/*
** Multi player scenario.
*/
default:
c_player = HouseTypeClass::As_Reference(HOUSE_MULTI1).Prefix;
break;
}
/*
** Set the directional character value.
** If SCEN_DIR_NONE is specified, randomly pick a direction; otherwise, use 'E' or 'W'
*/
switch (dir) {
case SCEN_DIR_EAST:
c_dir = 'E';
break;
case SCEN_DIR_WEST:
c_dir = 'W';
break;
default:
case SCEN_DIR_NONE:
c_dir = Percent_Chance(50) ? 'W' : 'E';
break;
}
/*
** Set the variation value.
*/
if (var == SCEN_VAR_NONE) {
/*
** Find which variations are available for this scenario
*/
for (i = SCEN_VAR_FIRST; i < SCEN_VAR_COUNT; i++) {
sprintf(fname, "SC%c%02d%c%c.INI", c_player, scenario, c_dir, 'A' + i);
if (!CCFileClass(fname).Is_Available()) {
break;
}
}
if (i==SCEN_VAR_FIRST) {
c_var = 'X'; // indicates an error
} else {
c_var = 'A' + Random_Pick(0, i-1);
// ScenVar = (ScenarioVarType)i;
}
} else {
switch (var) {
case SCEN_VAR_A:
c_var = 'A';
break;
case SCEN_VAR_B:
c_var = 'B';
break;
case SCEN_VAR_C:
c_var = 'C';
break;
case SCEN_VAR_D:
c_var = 'D';
break;
default:
c_var = 'L';
break;
}
}
/*
** generate the filename
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
//Mono_Printf("In set_scenario_name, scenario # = %d\n",scenario);Keyboard->Get();Keyboard->Get();
if (scenario < 100) {
sprintf(ScenarioName, "SC%c%02d%c%c.INI", c_player, scenario, c_dir, c_var);
} else {
char first = (scenario / 36) + 'A';
char second = scenario % 36;
if (second < 10) {
second += '0';
} else {
second = (second - 10) + 'A';
}
sprintf(ScenarioName, "SC%c%c%c%c%c.INI", c_player, first, second, c_dir, c_var);
}
#else
sprintf(ScenarioName, "SC%c%02d%c%c.INI", c_player, scenario, c_dir, c_var);
#endif
}
void ScenarioClass::Set_Scenario_Name(char const * name)
{
if (name != NULL) {
strncpy(ScenarioName, name, sizeof(ScenarioName));
ScenarioName[ARRAY_SIZE(ScenarioName)-1] = '\0';
char buf[3];
memcpy(buf, &ScenarioName[3], 2);
buf[2] = '\0';
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (buf[0] > '9' || buf[1] > '9') {
char first = buf[0];
char second = buf[1];
if (first <= '9') {
first -= '0';
} else {
first -= 'A';
}
if (second <= '9') {
second -= '0';
} else {
second = (second - 'A') + 10;
}
Scenario = (36 * first) + second;
} else {
Scenario = atoi(buf);
}
#else
Scenario = atoi(buf);
#endif
}
}
/***********************************************************************************************
* Read_Scenario_INI -- Read specified scenario INI file. *
* *
* Read in the scenario INI file. This routine only sets the game *
* globals with that data that is explicitly defined in the INI file. *
* The remaining necessary interpolated data is generated elsewhere. *
* *
* INPUT: *
* root root filename for scenario file to read *
* *
* fresh true = should the current scenario be cleared? *
* *
* OUTPUT: bool; Was the scenario read successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. V.Grippi added CS check 2/5/97 *
*=============================================================================================*/
bool Read_Scenario_INI(char * fname, bool )
{
// char fname[_MAX_FNAME+_MAX_EXT]; // full INI filename
ScenarioInit++;
Clear_Scenario();
#ifdef OBSOLETE
/*
** If we are not dealing with scenario 1, or a multi player scenario
** then make sure the correct disk is in the drive.
*/
if (RequiredCD != -2) {
RequiredCD = -1;
}
#endif
/*
** Only force a CD check if this is a single player game or if its
** a multiplayer game on an official scenario. If its non-official
** (a user scenario) then we dont care which CD is in because the
** scenario is stored locally on the hard drive. In this case, we
** have already verified its existance. ST 3/1/97 4:52PM.
*/
#ifdef FIXIT_VERSION_3 // Avoid CD check if official scenario was downloaded.
if( ( Session.Type == GAME_NORMAL || Session.ScenarioIsOfficial ) && _stricmp( Scen.ScenarioName, "download.tmp" ) ){
#else
if (Session.Type == GAME_NORMAL || Session.ScenarioIsOfficial){
#endif
/*
** If this is scenario 1 then it should be on all CDs unless its an ant scenario
*/
if (Scen.Scenario == 1 && Scen.ScenarioName[2] != 'A') {
RequiredCD = -1;
} else {
// Mono_Printf("Read_SCen_INI scenario is: %s\n", Scen.ScenarioName);
/*
** If this is a multiplayer scenario we need to find out if its a counterstrike
** scenario. If so then we need CD 2. The original multiplayer scenarios are on
** all CDs.
*/
if (Session.Type != GAME_NORMAL) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
RequiredCD = -1; // default that any CD will do.
// If it's a counterstrike mission, require the counterstrike CD, unless the
// Aftermath CD is already in the drive, in which case, leave it there.
// Note, this works because this section only tests for multiplayer scenarios.
if (Is_Mission_Counterstrike(Scen.ScenarioName)) {
RequiredCD = 2;
if( Is_Aftermath_Installed() || Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60) == 3 )
{
RequiredCD = 3;
}
}
if(Is_Mission_Aftermath(Scen.ScenarioName)) {
RequiredCD = 3;
}
#else
if (Scen.Scenario > 24) {
RequiredCD = 2;
} else {
RequiredCD = -1;
}
#endif
} else {
/*
** This is a solo game. If the scenario number is >= 20 or its an ant mission
** then we need the counterstrike CD (2)
*/
if (Scen.Scenario >= 20 || Scen.ScenarioName[2] == 'A') {
RequiredCD = 2;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Scen.Scenario >= 36 && Scen.ScenarioName[2] != 'A') {
RequiredCD = 3;
#ifdef BOGUSCD
RequiredCD = -1;
#endif
}
#endif
} else {
/*
** This is a solo mission from the original Red Alert. Choose the Soviet or
** allied CD depending on the scenario name.
*/
if (Scen.ScenarioName[2] == 'U') {
RequiredCD = 1;
} else {
if (Scen.ScenarioName[2] == 'G') {
// Mono_Printf("We are setting REquiredCD to 0");
RequiredCD = 0;
}
}
}
}
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// If we're asking for a CD swap, check to see if we need to set the palette
// to avoid a black screen. If this is a normal RA game, and the CD being
// requested is an RA CD, then don't set the palette, leave the map screen up.
#ifdef FIXIT_VERSION_3
int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
if( !( Using_DVD() && cd_index == 5 ) && cd_index != RequiredCD ) {
#else
if (Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60) != RequiredCD) {
#endif
if ((RequiredCD == 0 || RequiredCD == 1) && Session.Type == GAME_NORMAL) {
SeenPage.Clear();
}
GamePalette.Set(FADE_PALETTE_FAST, Call_Back);
}
#endif
if (!Force_CD_Available(RequiredCD)) {
Prog_End("Read_Scenario_INI Force_CD_Available failed", true);
if (!RunningAsDLL) { //PG
Emergency_Exit(EXIT_FAILURE);
}
}
} else {
/*
** This is a user scenario so any old CD will do.
*/
RequiredCD = -1;
}
/*
** Create scenario filename and read the file.
*/
// sprintf(fname, "%s.INI", root);
CCINIClass ini;
CCFileClass file(fname);
// file.Cache();
int result = ini.Load(file, true);
if (result == 0) {
// Mono_Printf("ini.Load failed");
GlyphX_Debug_Print("Failed to load scenario file");
GlyphX_Debug_Print(fname);
return(false);
}
GlyphX_Debug_Print("Loaded scenario file");
GlyphX_Debug_Print(file);
/*
** If the scenario digest is wrong then the return code will be a 2.
*/
if (result == 2) {
// if (Session.Type == GAME_NORMAL || Session.ScenarioIsOfficial) {
/*
** Make a special exception so that multiplayer maps from 1 through
** 24 will not care if the message digest is in error. All other
** maps will abort the scenario load.
*/
if (Scen.ScenarioName[2] != 'M' || Scen.Scenario >= 25) {
#if (1)
GlyphX_Debug_Print("Scenario digest is wrong");
#else
GamePalette.Set();
WWMessageBox().Process(TXT_SCENARIO_ERROR, TXT_OK);
#endif
#ifdef RELEASE_VERSION
return(false);
#endif
}
// }
}
/*
** Reset the rules values to their initial settings.
*/
#ifdef FIXIT_NAME_OVERRIDE
for (int index = 0; index < ARRAY_SIZE(NameOverride); index++) {
if (NameOverride[index] != NULL) free((void*)NameOverride[index]);
NameOverride[index] = NULL;
NameIDOverride[index] = 0;
}
if (Session.Type == GAME_NORMAL) {
Special.IsShadowGrow = false;
}
#endif
#ifdef FIXIT_ANTS
Session.Messages.Reset();
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
// Session.Messages.Add_Message(NULL, 0, NULL, PCOLOR_GREEN, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, 1);
WeaponTypeClass::As_Pointer(WEAPON_FLAMER)->Sound = VOC_NONE;
InfantryTypeClass::As_Reference(INFANTRY_THIEF).IsDoubleOwned = false;
InfantryTypeClass::As_Reference(INFANTRY_E4).IsDoubleOwned = false;
InfantryTypeClass::As_Reference(INFANTRY_SPY).PrimaryWeapon = NULL;
InfantryTypeClass::As_Reference(INFANTRY_SPY).SecondaryWeapon = NULL;
InfantryTypeClass::As_Reference(INFANTRY_GENERAL).IsBomber = false;
UnitTypeClass::As_Reference(UNIT_HARVESTER).IsExploding = false;
UnitTypeClass::As_Reference(UNIT_ANT1).Level = -1;
UnitTypeClass::As_Reference(UNIT_ANT2).Level = -1;
UnitTypeClass::As_Reference(UNIT_ANT3).Level = -1;
BuildingTypeClass::As_Reference(STRUCT_QUEEN).Level = -1;
BuildingTypeClass::As_Reference(STRUCT_LARVA1).Level = -1;
BuildingTypeClass::As_Reference(STRUCT_LARVA2).Level = -1;
#endif
Rule.General(RuleINI);
Rule.Recharge(RuleINI);
Rule.AI(RuleINI);
Rule.Powerups(RuleINI);
Rule.Land_Types(RuleINI);
Rule.Themes(RuleINI);
Rule.IQ(RuleINI);
Rule.Objects(RuleINI);
Rule.Difficulty(RuleINI);
#ifdef FIXIT_CSII // checked - ajw 9/28/98 - Except does this _change_ any rules, or just add to them? - Just adds.
Rule.General(AftermathINI);
Rule.Recharge(AftermathINI);
Rule.AI(AftermathINI);
Rule.Powerups(AftermathINI);
Rule.Land_Types(AftermathINI);
Rule.Themes(AftermathINI);
Rule.IQ(AftermathINI);
Rule.Objects(AftermathINI);
Rule.Difficulty(AftermathINI);
#endif
/*
** For civilians, remove the graphics name override from the base rules (can still be overridden in scenario-specific INI).
*/
for (int iindex = 0; iindex < InfantryTypes.Count(); iindex++) {
InfantryTypeClass* itype = InfantryTypes.Ptr(iindex);
if (itype->IsCivilian) {
itype->GraphicName[0] = '\0';
}
}
/*
** Override any rules values specified in this
** particular scenario file.
*/
Rule.General(ini);
Rule.Recharge(ini);
Rule.AI(ini);
Rule.Powerups(ini);
Rule.Land_Types(ini);
Rule.Themes(ini);
Rule.IQ(ini);
Rule.Objects(ini);
Rule.Difficulty(ini);
/*
** - Fix a legacy bug with England and France country bonuses.
** - Use ore growth and spread values from the special settings.
*/
if (Session.Type != GAME_NORMAL) {
HouseTypeClass::As_Reference(HOUSE_ENGLAND).ArmorBias = fixed(9, 10);
HouseTypeClass::As_Reference(HOUSE_FRANCE).ROFBias = fixed(9, 10);
Rule.IsTGrowth = Special.IsTGrowth;
Rule.IsTSpread = Special.IsTSpread;
}
/*
** Init the Scenario CRC value
*/
ScenarioCRC = 0;
#ifdef TOFIX
len = strlen(buffer);
for (int i = 0; i < len; i++) {
val = (unsigned char)buffer[i];
Add_CRC(&ScenarioCRC, (unsigned long)val);
}
#endif
/*
** Fetch the appropriate movie names from the INI file.
*/
const char * const BASIC = "Basic";
ini.Get_String(BASIC, "Name", "<none>", Scen.Description, sizeof(Scen.Description));
Scen.IntroMovie = ini.Get_VQType(BASIC, "Intro", Scen.IntroMovie);
Scen.BriefMovie = ini.Get_VQType(BASIC, "Brief", Scen.BriefMovie);
Scen.WinMovie = ini.Get_VQType(BASIC, "Win", Scen.WinMovie);
Scen.WinMovie2 = ini.Get_VQType(BASIC, "Win2", Scen.WinMovie2);
Scen.WinMovie3 = ini.Get_VQType(BASIC, "Win3", Scen.WinMovie3);
Scen.WinMovie4 = ini.Get_VQType(BASIC, "Win4", Scen.WinMovie4);
Scen.LoseMovie = ini.Get_VQType(BASIC, "Lose", Scen.LoseMovie);
Scen.ActionMovie = ini.Get_VQType(BASIC, "Action", Scen.ActionMovie);
Scen.IsToCarryOver = ini.Get_Bool(BASIC, "ToCarryOver", Scen.IsToCarryOver);
Scen.IsToInherit = ini.Get_Bool(BASIC, "ToInherit", Scen.IsToInherit);
Scen.IsInheritTimer = ini.Get_Bool(BASIC, "TimerInherit", Scen.IsInheritTimer);
Scen.IsEndOfGame = ini.Get_Bool(BASIC, "EndOfGame", Scen.IsEndOfGame);
Scen.IsTanyaEvac = ini.Get_Bool(BASIC, "CivEvac", Scen.IsTanyaEvac);
Scen.TransitTheme = ini.Get_ThemeType(BASIC, "Theme", THEME_NONE);
NewINIFormat = ini.Get_Int(BASIC, "NewINIFormat", 0);
Scen.CarryOverPercent = ini.Get_Fixed(BASIC, "CarryOverMoney", Scen.CarryOverPercent);
Scen.CarryOverPercent = Saturate(Scen.CarryOverPercent, 1);
Scen.CarryOverCap = ini.Get_Int(BASIC, "CarryOverCap", Scen.CarryOverCap);
Scen.IsNoSpyPlane = ini.Get_Bool(BASIC, "NoSpyPlane", Scen.IsNoSpyPlane);
Scen.IsSkipScore = ini.Get_Bool(BASIC, "SkipScore", Scen.IsSkipScore);
Scen.IsOneTimeOnly = ini.Get_Bool(BASIC, "OneTimeOnly", Scen.IsOneTimeOnly);
Scen.IsNoMapSel = ini.Get_Bool(BASIC, "SkipMapSelect", Scen.IsNoMapSel);
Scen.IsTruckCrate = ini.Get_Bool(BASIC, "TruckCrate", Scen.IsTruckCrate);
Scen.IsMoneyTiberium = ini.Get_Bool(BASIC, "FillSilos", Scen.IsMoneyTiberium);
Scen.Percent = ini.Get_Int(BASIC, "Percent", Scen.Percent);
/*
** Read in the specific information for each of the house types. This creates
** the houses of different types.
*/
HouseClass::Read_INI(ini);
Call_Back();
/*
** Read in the team-type data. The team types must be created before any
** triggers can be created.
*/
TeamTypeClass::Read_INI(ini);
Call_Back();
/*
** Read in the trigger data. The triggers must be created before any other
** objects can be initialized.
*/
TriggerTypeClass::Read_INI(ini);
Call_Back();
/*
** Read in the map control values. This includes dimensions
** as well as theater information.
*/
Map.Read_INI(ini);
Call_Back();
/*
** Assign PlayerPtr by reading the player's house from the INI;
** Must be done before any TechnoClass objects are created.
*/
if (Session.Type == GAME_NORMAL) {
PlayerPtr = HouseClass::As_Pointer(ini.Get_HousesType(BASIC, "Player", HOUSE_GREECE));
PlayerPtr->Assign_Handicap(Scen.Difficulty);
int carryover;
if (Scen.CarryOverCap != -1) {
carryover = min(Scen.CarryOverMoney * Scen.CarryOverPercent, Scen.CarryOverCap);
} else {
carryover = Scen.CarryOverMoney * Scen.CarryOverPercent;
}
PlayerPtr->Credits += carryover;
PlayerPtr->Control.InitialCredits += carryover;
} else {
//Call the new Assign_Houses function. ST - 8/8/2019 12:35PM
//Assign_Houses();
GlyphX_Assign_Houses();
}
PlayerPtr->IsHuman = true;
PlayerPtr->IsPlayerControl = true;
// if (NewINIFormat < 2 || !ini.Is_Present("MapPack")) {
// Map.Read_Binary(root, &ScenarioCRC);
// }
/*
** Read in and place the 3D terrain objects.
*/
TerrainClass::Read_INI(ini);
Call_Back();
/*
** Read in and place the units (all sides).
*/
UnitClass::Read_INI(ini);
Call_Back();
AircraftClass::Read_INI(ini);
Call_Back();
VesselClass::Read_INI(ini);
Call_Back();
/*
** Read in and place the infantry units (all sides).
*/
InfantryClass::Read_INI(ini);
Call_Back();
/*
** Read in and place all the buildings on the map.
*/
BuildingClass::Read_INI(ini);
Call_Back();
/*
** Read in the AI's base information.
*/
Base.Read_INI(ini);
Call_Back();
/*
** Read in any normal overlay objects.
*/
OverlayClass::Read_INI(ini);
Call_Back();
/*
** Read in any smudge overlays.
*/
SmudgeClass::Read_INI(ini);
Call_Back();
/* Moved above ini.Get_TextBlock(...) so Xlat mission.ini could be loaded
** If the briefing text could not be found in the INI file, then search
** the mission.ini file. VG 10/17/96
*/
INIClass mini;
mini.Load(CCFileClass("MISSION.INI"));
mini.Get_TextBlock(fname, Scen.BriefingText, sizeof(Scen.BriefingText));
/*
** Read in any briefing text.
*/
if (Scen.BriefingText[0] == '\0') {
ini.Get_TextBlock("Briefing", Scen.BriefingText, sizeof(Scen.BriefingText));
}
/*
** Perform a final overpass of the map. This handles smoothing of certain
** types of terrain (tiberium).
*/
Map.Overpass();
Call_Back();
/*
** Special cases:
** Gold Rush multiplayer map cell 9033 - LAND_ROCK
** The Lake District multiplayer map cell 8482 - LAND_ROCK
** Blue Lakes multiplayer map cell 11937 - LAND_RIVER
** USSR mission 13 - fixup trigger action
** Allied mission 5B - fail mission if spy re-boards the transport at mission start
** Allied mission 8A - Germany is allied with Greece and itself
** Allied mission 9A - fail mission if tech center is destroyed before being spied
** Aftermath: Brother in Arms - have transports move to separate waypoints
** Aftermath: Let's Make a Steal - Make the pillboxes un-capturable
** Counterstrike: Soviet Soldier Volkov and Chitzkoi / Deus Ex Machina - Sniper burst fix
*/
if (_stricmp(Scen.ScenarioName, "scmh8ea.ini") == 0) {
Map[(CELL)9033].Override_Land_Type(LAND_ROCK);
}
if (_stricmp(Scen.ScenarioName, "scm93ea.ini") == 0) {
Map[(CELL)8482].Override_Land_Type(LAND_ROCK);
}
if (_stricmp(Scen.ScenarioName, "scmh4ea.ini") == 0) {
Map[(CELL)11937].Override_Land_Type(LAND_RIVER);
}
if (_stricmp(Scen.ScenarioName, "scu13ea.ini") == 0) {
TriggerTypeClass* trigger = TriggerTypes.Ptr(11);
trigger->Action1.Trigger.Set_Raw(39);
}
if (_stricmp(Scen.ScenarioName, "scg05eb.ini") == 0) {
TeamTypeClass* spy1_team = TeamTypeClass::From_Name("spy1");
assert(spy1_team != NULL);
spy1_team->MissionList[spy1_team->MissionCount].Mission = TMISSION_SET_GLOBAL;
spy1_team->MissionList[spy1_team->MissionCount].Data.Value = 16;
spy1_team->MissionCount++;
TriggerTypeClass* los3_trigger = new TriggerTypeClass();
los3_trigger->IsPersistant = TriggerTypeClass::VOLATILE;
los3_trigger->House = HOUSE_GREECE;
los3_trigger->EventControl = MULTI_AND;
los3_trigger->ActionControl = MULTI_AND;
los3_trigger->Event1.Event = TEVENT_GLOBAL_SET;
los3_trigger->Event1.Data.Value = 16;
los3_trigger->Event2.Event = TEVENT_ALL_DESTROYED;
los3_trigger->Event2.Data.House = HOUSE_GREECE;
los3_trigger->Action1.Action = TACTION_LOSE;
los3_trigger->Action1.Data.Value = -255;
los3_trigger->Action2.Action = TACTION_NONE;
los3_trigger->Action2.Data.Value = -1;
TriggerTypeClass* frc1_trigger = TriggerTypeClass::From_Name("frc1");
assert(frc1_trigger != NULL);
frc1_trigger->Action1.Trigger = los3_trigger;
}
if (_stricmp(Scen.ScenarioName, "scg08ea.ini") == 0) {
for (int house = HOUSE_FIRST; house < HOUSE_COUNT; ++house) {
HouseClass* ptr = Houses.Ptr(house);
if (ptr != NULL && ptr->IsActive) {
if (ptr->Class->House == HOUSE_GREECE || ptr->Class->House == HOUSE_GERMANY) {
ptr->Make_Ally(HOUSE_GERMANY);
}
}
}
}
if (_stricmp(Scen.ScenarioName, "scg09ea.ini") == 0) {
TriggerTypeClass* spyd_trigger = TriggerTypeClass::From_Name("Spyd");
assert(spyd_trigger != NULL);
TriggerTypeClass* kos_trigger = new TriggerTypeClass();
kos_trigger->IsPersistant = spyd_trigger->IsPersistant;
kos_trigger->House = spyd_trigger->House;
kos_trigger->EventControl = MULTI_LINKED;
kos_trigger->ActionControl = MULTI_ONLY;
kos_trigger->Event1.Event = spyd_trigger->Event1.Event;
kos_trigger->Event1.Data = spyd_trigger->Event1.Data;
kos_trigger->Event2.Event = TEVENT_DESTROYED;
kos_trigger->Event2.Data.Value = 0;
kos_trigger->Action1.Action = TACTION_SET_GLOBAL;
kos_trigger->Action1.Data.Value = 22;
kos_trigger->Action2.Action = TACTION_SET_GLOBAL;
kos_trigger->Action2.Data.Value = 23;
spyd_trigger->Event1.Event = TEVENT_GLOBAL_SET;
spyd_trigger->Event1.Data.Value = 22;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass* building = Buildings.Ptr(index);
if (building->Trigger.Is_Valid() && (building->Trigger->Class == spyd_trigger)) {
building->Attach_Trigger(Find_Or_Make(kos_trigger));
}
}
TriggerTypeClass* los3_trigger = new TriggerTypeClass();
los3_trigger->IsPersistant = spyd_trigger->IsPersistant;
los3_trigger->House = spyd_trigger->House;
los3_trigger->EventControl = MULTI_AND;
los3_trigger->ActionControl = MULTI_AND;
los3_trigger->Event1.Event = TEVENT_GLOBAL_SET;
los3_trigger->Event1.Data.Value = 23;
los3_trigger->Event2.Event = TEVENT_GLOBAL_CLEAR;
los3_trigger->Event2.Data.Value = 22;
los3_trigger->Action1.Action = TACTION_LOSE;
los3_trigger->Action1.Data.Value = -255;
los3_trigger->Action2.Action = TACTION_TEXT_TRIGGER;
los3_trigger->Action2.Data.Value = 54;
}
if (_stricmp(Scen.ScenarioName, "scu46ea.ini") == 0) {
Scen.Waypoint[20] = 9915;
Scen.Waypoint[21] = 9919;
Map[Scen.Waypoint[20]].IsWaypoint = 1;
Map[Scen.Waypoint[21]].IsWaypoint = 1;
TeamTypeClass* rnf1_team = TeamTypeClass::From_Name("rnf1");
assert(rnf1_team != NULL);
rnf1_team->MissionList[0].Data.Value = 20;
TeamTypeClass* rnf2_team = TeamTypeClass::From_Name("rnf2");
assert(rnf2_team != NULL);
rnf2_team->MissionList[0].Data.Value = 21;
}
if (_stricmp(Scen.ScenarioName, "scu42ea.ini") == 0) {
BuildingTypeClass::As_Reference(STRUCT_PILLBOX).IsCaptureable = false;
}
if ((_stricmp(Scen.ScenarioName, "scu35ea.ini") == 0) || (_stricmp(Scen.ScenarioName, "scu47ea.ini") == 0)) {
WeaponTypeClass::As_Pointer(Weapon_From_Name("Sniper"))->Burst = 2;
}
/*
** Multi-player last-minute fixups:
** - If computer players are disabled, remove all computer-owned houses
** - If bases are disabled, create the scenario dynamically
** - Remove any flag spot overlays lying around
** - If capture-the-flag is enabled, assign flags to cells.
*/
if (Session.Type != GAME_NORMAL /*|| Scen.ScenPlayer == SCEN_PLAYER_2PLAYER || Scen.ScenPlayer == SCEN_PLAYER_MPLAYER*/) {
/*
** If Ghosts are disabled and we're not editing, remove computer players
** (Must be done after all objects are read in from the INI)
*/
if ( (Session.Options.AIPlayers + Session.Players.Count() < Rule.MaxPlayers) && !Debug_Map) {
Remove_AI_Players();
}
/*
** Units must be created for each house. If bases are ON, this routine
** will create an MCV along with the units; otherwise, it will just create
** a whole bunch of units. Session.Options.UnitCount is the total # of units
** to create.
*/
if (!Debug_Map) {
int save_init = ScenarioInit; // turn ScenarioInit off
ScenarioInit = 0;
Create_Units(ini.Get_Bool("Basic", "Official", false));
ScenarioInit = save_init; // turn ScenarioInit back on
}
/*
** Place crates if random crates are enabled for
** this scenario.
*/
if (Session.Options.Goodies) {
int count = max(Rule.CrateMinimum, Session.NumPlayers);
count = min(count, Rule.CrateMaximum);
for (int index = 0; index < count; index++) {
Map.Place_Random_Crate();
}
}
}
Call_Back();
/*
** Return with flag saying that the scenario file was read.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98 - Added runtime check.
if( Is_Aftermath_Installed() )
{
if (Session.Type == GAME_SKIRMISH || Session.Type == GAME_GLYPHX_MULTIPLAYER) {
bAftermathMultiplayer = NewUnitsEnabled = OverrideNewUnitsEnabled;
}
}
#endif
ScenarioInit--;
return(true);
}
/***********************************************************************************************
* Write_Scenario_INI -- Write the scenario INI file. *
* *
* INPUT: *
* root root filename for the scenario *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
* 05/11/1995 JLB : Updates movie data. *
*=============================================================================================*/
void Write_Scenario_INI(char * fname)
{
#ifndef CHEAT_KEYS
fname = fname;
#else
// CCFileClass file(fname);
CCINIClass ini;
/*
** Preload the old scenario if it is present because there may
** be some fields in the INI that are processed but not written
** out. Preloading the scenario will preserve these manually
** maintained entries.
*/
if (CCFileClass(fname).Is_Available()) {
ini.Load(CCFileClass(fname), true);
}
static char const * const BASIC = "Basic";
ini.Clear(BASIC);
ini.Put_String(BASIC, "Name", Scen.Description);
ini.Put_VQType(BASIC, "Intro", Scen.IntroMovie);
ini.Put_VQType(BASIC, "Brief", Scen.BriefMovie);
ini.Put_VQType(BASIC, "Win", Scen.WinMovie);
ini.Put_VQType(BASIC, "Lose", Scen.LoseMovie);
ini.Put_VQType(BASIC, "Action", Scen.ActionMovie);
ini.Put_HousesType(BASIC, "Player", PlayerPtr->Class->House);
ini.Put_ThemeType(BASIC, "Theme", Scen.TransitTheme);
ini.Put_Fixed(BASIC, "CarryOverMoney", Scen.CarryOverPercent);
ini.Put_Bool(BASIC, "ToCarryOver", Scen.IsToCarryOver);
ini.Put_Bool(BASIC, "ToInherit", Scen.IsToInherit);
ini.Put_Bool(BASIC, "TimerInherit", Scen.IsInheritTimer);
ini.Put_Bool(BASIC, "CivEvac", Scen.IsTanyaEvac);
ini.Put_Int(BASIC, "NewINIFormat", 3);
ini.Put_Int(BASIC, "CarryOverCap", Scen.CarryOverCap/100);
ini.Put_Bool(BASIC, "EndOfGame", Scen.IsEndOfGame);
ini.Put_Bool(BASIC, "NoSpyPlane", Scen.IsNoSpyPlane);
ini.Put_Bool(BASIC, "SkipScore", Scen.IsSkipScore);
ini.Put_Bool(BASIC, "OneTimeOnly", Scen.IsOneTimeOnly);
ini.Put_Bool(BASIC, "SkipMapSelect", Scen.IsNoMapSel);
ini.Put_Bool(BASIC, "Official", true);
ini.Put_Bool(BASIC, "FillSilos", Scen.IsMoneyTiberium);
ini.Put_Bool(BASIC, "TruckCrate", Scen.IsTruckCrate);
ini.Put_Int(BASIC, "Percent", Scen.Percent);
HouseClass::Write_INI(ini);
TeamTypeClass::Write_INI(ini);
TriggerTypeClass::Write_INI(ini);
Map.Write_INI(ini);
TerrainClass::Write_INI(ini);
UnitClass::Write_INI(ini);
VesselClass::Write_INI(ini);
InfantryClass::Write_INI(ini);
BuildingClass::Write_INI(ini);
Base.Write_INI(ini);
OverlayClass::Write_INI(ini);
SmudgeClass::Write_INI(ini);
if (strlen(Scen.BriefingText)) {
ini.Put_TextBlock("Briefing", Scen.BriefingText);
}
// sprintf(fname, "%s.INI", root);
RawFileClass rawfile(fname);
ini.Save(rawfile, true);
#endif
}
/***********************************************************************************************
* Assign_Houses -- Assigns multiplayer houses to various players *
* *
* This routine assigns all players to a multiplayer house slot; it forms network connections *
* to each player. The Connection ID used is the value for that player's HousesType. *
* *
* PlayerPtr is also set here. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* This routine assumes the 'Players' vector has been properly filled in with players' *
* names, addresses, color, etc. *
* Also, it's assumed that the HouseClass's have all been created & initialized. *
* *
* HISTORY: *
* 06/09/1995 BRR : Created. *
* 07/14/1995 JLB : Records name of player in house structure. *
*=============================================================================================*/
void Assign_Houses(void)
{
int assigned[MAX_PLAYERS];
int color_used[8];
int i,j;
HousesType house;
HouseClass * housep;
int lowest_color;
int index;
HousesType pref_house;
int color;
//------------------------------------------------------------------------
// Initialize
//------------------------------------------------------------------------
for (i = 0; i < MAX_PLAYERS; i++) {
assigned[i] = 0;
color_used[i] = 0;
}
// debugprint( "Assign_Houses()\n" );
//------------------------------------------------------------------------
// Assign each player in 'Players' to a multiplayer house. Players will
// be sorted by their chosen color value (this value must be unique among
// all the players).
//------------------------------------------------------------------------
for (i = 0; i < Session.Players.Count(); i++) {
//.....................................................................
// Find the player with the lowest color index
//.....................................................................
index = 0;
lowest_color = 255;
for (j = 0; j < Session.Players.Count(); j++) {
//..................................................................
// If we've already assigned this house, skip it.
//..................................................................
if (assigned[j]) {
continue;
}
if (Session.Players[j]->Player.Color < lowest_color) {
lowest_color = Session.Players[j]->Player.Color;
index = j;
}
}
//.....................................................................
// Mark this player as having been assigned.
//.....................................................................
assigned[index] = 1;
color_used[Session.Players[index]->Player.Color] = 1;
//.....................................................................
// Assign the lowest-color'd player to the next available slot in the
// HouseClass array.
//.....................................................................
house = (HousesType)(i + HOUSE_MULTI1);
housep = HouseClass::As_Pointer(house);
memset((char *)housep->IniName, 0, MPLAYER_NAME_MAX);
strncpy((char *)housep->IniName, Session.Players[index]->Name, MPLAYER_NAME_MAX - 1);
#ifdef WOLAPI_INTEGRATION
// Make another copy of name, permanent throughout entire game.
strncpy((char *)housep->InitialName, Session.Players[index]->Name, MPLAYER_NAME_MAX - 1);
#endif
housep->IsHuman = true;
housep->Init_Data((PlayerColorType)(Session.Players[index]->Player.Color),
Session.Players[index]->Player.House, Session.Options.Credits);
if (index == 0) {
PlayerPtr = housep;
}
/*
** Convert the build level into an actual tech level to assign to the house.
** There isn't a one-to-one correspondence.
*/
housep->Control.TechLevel = _build_tech[BuildLevel];
housep->Assign_Handicap(Scen.Difficulty);
//.....................................................................
// Record where we placed this player
//.....................................................................
Session.Players[index]->Player.ID = house;
// debugprint( "Assigned ID of %i to %s\n", house, Session.Players[index]->Name );
}
//------------------------------------------------------------------------
// Now assign computer players to the remaining houses.
//------------------------------------------------------------------------
for (i = Session.Players.Count(); i < Session.Players.Count() + Session.Options.AIPlayers; i++) {
house = (HousesType)(i + HOUSE_MULTI1);
housep = HouseClass::As_Pointer(house);
if (Percent_Chance(50)) {
pref_house = HOUSE_GREECE;
} else {
pref_house = HOUSE_USSR;
}
//.....................................................................
// Pick a color for this house; keep looping until we find one.
//.....................................................................
while (1) {
color = Random_Pick(0, 7);
if (color_used[color] == false) {
break;
}
}
color_used[color] = true;
//.....................................................................
// Set up the house
//.....................................................................
// housep->Control.MaxUnit = 80;
// housep->Control.MaxInfantry = 60;
// housep->Control.MaxBuilding = 60;
// housep->Control.MaxVessel = 60;
housep->IsHuman = false;
housep->IsStarted = true;
strcpy(housep->IniName, Text_String(TXT_COMPUTER));
if (Session.Type != GAME_NORMAL) {
housep->IQ = Rule.MaxIQ;
}
housep->Init_Data((PlayerColorType)color, pref_house, Session.Options.Credits);
housep->Control.TechLevel = _build_tech[BuildLevel];
// housep->Control.TechLevel = BuildLevel;
DiffType difficulty = Scen.CDifficulty;
if (Session.Players.Count() > 1 && Rule.IsCompEasyBonus && difficulty > DIFF_EASY) {
difficulty = (DiffType)(difficulty - 1);
}
housep->Assign_Handicap(difficulty);
}
for (i = Session.Players.Count()+Session.Options.AIPlayers; i < Rule.MaxPlayers; i++) {
house = (HousesType)(i + HOUSE_MULTI1);
housep = HouseClass::As_Pointer(house);
if (housep != NULL) {
housep->IsDefeated = true;
}
}
}
/***********************************************************************************************
* Remove_AI_Players -- Removes the computer AI houses & their units *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/09/1995 BRR : Created. *
*=============================================================================================*/
static void Remove_AI_Players(void)
{
int i;
int aicount = 0;
HousesType house;
HouseClass * housep;
#if (0)
for (i = 0; i < MAX_PLAYERS; i++) {
house = (HousesType)(i + (int)HOUSE_MULTI1);
housep = HouseClass::As_Pointer (house);
if (housep->IsHuman == false) {
aicount++;
if(aicount > Session.Options.AIPlayers) {
housep->Clobber_All();
}
}
}
#else
/*
** AI players are set up like human players now. ST - 8/13/2019 1:32PM
*/
for (i = 0; i < MAX_PLAYERS; i++) {
if (i >= Session.Players.Count()) {
house = (HousesType)(i + (int)HOUSE_MULTI1);
housep = HouseClass::As_Pointer (house);
if (housep->IsHuman == false) {
housep->Clobber_All();
}
}
}
#endif
}
#define USE_GLYPHX_START_LOCATIONS 1
/***********************************************************************************************
* Create_Units -- Creates infantry & units, for non-base multiplayer *
* *
* This routine uses data tables to determine which units to create for either *
* a GDI or NOD house, and how many of each. *
* *
* It also sets each house's FlagHome & FlagLocation to the Waypoint selected *
* as that house's "home" cell. *
* *
* INPUT: official -- Directs the placement logic to use the full set of waypoints rather *
* than biasing toward the first four. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/09/1995 BRR : Created. *
*=============================================================================================*/
static int ReserveInfantryIndex = 0;
static void Reserve_Infantry()
{
if (Infantry.Count() == Infantry.Length()) {
delete Infantry.Ptr(ReserveInfantryIndex);
ReserveInfantryIndex = (ReserveInfantryIndex + 1) % Infantry.Length();
}
}
static int ReserveUnitIndex = 0;
static void Reserve_Unit()
{
if (Units.Count() == Units.Length()) {
delete Units.Ptr(ReserveUnitIndex);
ReserveUnitIndex = (ReserveUnitIndex + 1) % Units.Length();
}
}
static void Create_Units(bool official)
{
static struct {
int MinLevel;
UnitType AllyType[2];
UnitType SovietType[2];
} utable[] = {
{4, {UNIT_MTANK2, UNIT_LTANK}, {UNIT_MTANK, UNIT_NONE}},
{5, {UNIT_APC, UNIT_NONE}, {UNIT_V2_LAUNCHER, UNIT_NONE}},
{8, {UNIT_ARTY, UNIT_JEEP}, {UNIT_MTANK, UNIT_NONE}},
{10, {UNIT_MTANK2, UNIT_MTANK2}, {UNIT_HTANK, UNIT_NONE}}
};
static int num_units[ARRAY_SIZE(utable)]; // # of each type of unit to create
int tot_units; // total # units to create
static struct {
int MinLevel;
int AllyCount;
InfantryType AllyType;
int SovietCount;
InfantryType SovietType;
} itable[] = {
{0, 1,INFANTRY_E1, 1,INFANTRY_E1},
{2, 1,INFANTRY_E3, 1,INFANTRY_E2},
{4, 1,INFANTRY_E3, 1,INFANTRY_E4},
// removed because of bug B478 (inappropriate infantry given in a bases off scenario).
// {5, 1,INFANTRY_RENOVATOR, 1,INFANTRY_RENOVATOR},
// {6, 1,INFANTRY_SPY, 1,INFANTRY_DOG},
// {10, 1,INFANTRY_THIEF, 1,INFANTRY_DOG},
// {12, 1,INFANTRY_MEDIC, 2,INFANTRY_DOG}
};
static int num_infantry[ARRAY_SIZE(itable)];// # of each type of infantry to create
int tot_infantry; // total # infantry to create
CELL centroid; // centroid of this house's stuff
CELL centerpt; // centroid for a category of objects, as a CELL
int u_limit=0; // last allowable index of units for this BuildLevel
int i_limit=0; // last allowable index of infantry for this BuildLevel
TechnoClass * obj; // newly-created object
int i,j,k; // loop counters
int scaleval; // value to scale # units or infantry
ReserveInfantryIndex = ReserveUnitIndex = 0;
/*
** For the current BuildLevel, find the max allowable index into the tables
*/
for (i = 0; i < ARRAY_SIZE(utable); i++) {
if (PlayerPtr->Control.TechLevel >= utable[i].MinLevel) {
u_limit = i+1;
}
}
for (i = 0; i < ARRAY_SIZE(itable); i++) {
if (PlayerPtr->Control.TechLevel >= itable[i].MinLevel) {
i_limit = i+1;
}
}
/*
** Compute how many of each buildable category to create
*/
/*
** Compute allowed # units
*/
tot_units = (Session.Options.UnitCount * 2) / 3;
if (u_limit == 0) tot_units = 0;
/*
** Init # of each category to 0
*/
for (i = 0; i < u_limit; i++) {
num_units[i] = 0;
}
/*
** Increment # of each category, until we've used up all units
*/
j = 0;
for (i = 0; i < tot_units; i++) {
num_units[j]++;
j++;
if (j >= u_limit) {
j = 0;
}
}
/*
** Compute allowed # infantry
*/
tot_infantry = Session.Options.UnitCount - tot_units;
/*
** Init # of each category to 0
*/
for (i = 0; i < i_limit; i++) {
num_infantry[i] = 0;
}
/*
** Increment # of each category, until we've used up all infantry
*/
j = 0;
for (i = 0; i < tot_infantry; i++) {
num_infantry[j]++;
j++;
if (j >= i_limit) {
j = 0;
}
}
/*
** Build a list of the valid waypoints. This normally shouldn't be
** necessary because the scenario level designer should have assigned
** valid locations to the first N waypoints, but just in case, this
** loop verifies that.
*/
const unsigned int MAX_STORED_WAYPOINTS = 26;
bool taken[MAX_STORED_WAYPOINTS];
CELL waypts[MAX_STORED_WAYPOINTS];
assert(Rule.MaxPlayers < ARRAY_SIZE(waypts));
int num_waypts = 0;
/*
** Calculate the number of waypoints (as a minimum) that will be lifted from the
** mission file. Bias this number so that only the first 4 waypoints are used
** if there are 4 or fewer players. Unofficial maps will pick from all the
** available waypoints.
*/
#ifndef USE_GLYPHX_START_LOCATIONS
int look_for = max(4, Session.Players.Count()+Session.Options.AIPlayers);
if (!official) {
look_for = 8;
}
#else
/*
** We allow the users to choose from all available start positions, even on official maps. ST - 1/15/2020 9:19AM
*/
int look_for = Session.Players.Count();
#endif
for (int waycount = 0; waycount < 26; waycount++) {
// for (int waycount = 0; waycount < max(4, Session.Players.Count()+Session.Options.AIPlayers); waycount++) {
if (Scen.Waypoint[waycount] != -1) {
waypts[num_waypts] = Scen.Waypoint[waycount];
taken[num_waypts] = false;
num_waypts++;
if (num_waypts >= MAX_STORED_WAYPOINTS)
{
break;
}
}
}
/*
** If there are insufficient waypoints to account for all players, then randomly assign
** starting points until there is enough.
*/
int deficiency = look_for - num_waypts;
// int deficiency = (Session.Players.Count() + Session.Options.AIPlayers) - num_waypts;
if (deficiency > 0) {
for (int index = 0; index < deficiency; index++) {
CELL trycell = XY_Cell(Map.MapCellX + Random_Pick(0, Map.MapCellWidth-1), Map.MapCellY + Random_Pick(0, Map.MapCellHeight-1));
trycell = Map.Nearby_Location(trycell, SPEED_TRACK);
waypts[num_waypts] = trycell;
taken[num_waypts] = false;
num_waypts++;
}
}
/*
** Loop through all houses. Computer-controlled houses, with Session.Options.Bases
** ON, are treated as though bases are OFF (since we have no base-building
** AI logic.)
*/
int numtaken = 0;
for (HousesType house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + Session.MaxPlayers); house++) {
/*
** Get a pointer to this house; if there is none, go to the next house
*/
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr == NULL) {
continue;
}
/*
** Pick the starting location for this house. The first house just picks
** one of the valid locations at random. The other houses pick the furthest
** wapoint from the existing houses.
*/
if (!UseGlyphXStartLocations) {
if (numtaken == 0) {
int pick = Random_Pick(0, num_waypts-1);
centroid = waypts[pick];
hptr->StartLocationOverride = pick;
taken[pick] = true;
numtaken++;
} else {
/*
** Set all waypoints to have a score of zero in preparation for giving
** a distance score to all waypoints.
*/
int score[26];
memset(score, '\0', sizeof(score));
/*
** Scan through all waypoints and give a score as a value of the sum
** of the distances from this waypoint to all taken waypoints.
*/
for (int index = 0; index < num_waypts; index++) {
/*
** If this waypoint has not already been taken, then accumulate the
** sum of the distance between this waypoint and all other taken
** waypoints.
*/
if (!taken[index]) {
for (int trypoint = 0; trypoint < num_waypts; trypoint++) {
if (taken[trypoint]) {
score[index] += Distance(Cell_Coord(waypts[index]), Cell_Coord(waypts[trypoint]));
}
}
}
}
/*
** Now find the waypoint with the largest score. This waypoint is the one
** that is furthest from all other taken waypoints.
*/
int best = 0;
int bestvalue = 0;
for (int searchindex = 0; searchindex < num_waypts; searchindex++) {
if (score[searchindex] > bestvalue || bestvalue == 0) {
bestvalue = score[searchindex];
best = searchindex;
}
}
/*
** Assign this best position to the house.
*/
centroid = waypts[best];
hptr->StartLocationOverride = best;
taken[best] = true;
numtaken++;
}
} else {
/*
** New code that respects the start locations passed in from GlyphX.
**
** ST - 1/8/2020 3:39PM
*/
centroid = waypts[hptr->StartLocationOverride];
}
/*
** Assign the center of this house to the waypoint location.
*/
hptr->Center = Cell_Coord(centroid);
/*
** If Bases are ON, human & computer houses are treated differently
*/
if (Session.Options.Bases) {
/*
** - For a human-controlled house:
** - Set 'scaleval' to 1
** - Create an MCV
** - Attach a flag to it for capture-the-flag mode
*/
scaleval = 1;
Reserve_Unit();
obj = new UnitClass (UNIT_MCV, house);
if (!obj->Unlimbo(Cell_Coord(centroid), DIR_N)) {
if (!Scan_Place_Object(obj, centroid)) {
delete obj;
obj = NULL;
}
}
if (obj != NULL) {
hptr->FlagHome = 0;
hptr->FlagLocation = 0;
if (Special.IsCaptureTheFlag) {
hptr->Flag_Attach((UnitClass *)obj, true);
}
}
} else {
/*
** If bases are OFF, set 'scaleval' to 1 & create a Mobile HQ for
** capture-the-flag mode.
*/
scaleval = 1;
#ifdef TOFIX
if (Special.IsCaptureTheFlag) {
obj = new UnitClass (UNIT_TRUCK, house);
obj->Unlimbo(Cell_Coord(centroid), DIR_N);
hptr->FlagHome = 0; // turn house's flag off
hptr->FlagLocation = 0;
}
#endif
}
/*
** Create units for this house
*/
for (i = 0; i < u_limit; i++) {
/*
** Find the center point for this category.
*/
centerpt = Clip_Scatter(centroid, 4);
/*
** Place objects; loop through all unit in this category
*/
for (j = 0; j < num_units[i] * scaleval; j++) {
/*
** Create an Ally unit
*/
if (hptr->ActLike != HOUSE_USSR && hptr->ActLike != HOUSE_UKRAINE) {
for (k = 0; k < 2; k++) if(utable[i].AllyType[k] != UNIT_NONE) {
Reserve_Unit();
obj = new UnitClass (utable[i].AllyType[k], house);
if (!Scan_Place_Object(obj, centerpt)) {
delete obj;
} else {
if (!hptr->IsHuman) {
obj->Set_Mission(MISSION_GUARD_AREA);
} else {
obj->Set_Mission(MISSION_GUARD);
}
}
}
} else {
/*
** Create a Soviet unit
*/
for (k = 0; k < 2; k++) if(utable[i].SovietType[k] != UNIT_NONE) {
Reserve_Unit();
obj = new UnitClass (utable[i].SovietType[k], house);
if (!Scan_Place_Object(obj, centerpt)) {
delete obj;
} else {
if (!hptr->IsHuman) {
obj->Set_Mission(MISSION_GUARD_AREA);
} else {
obj->Set_Mission(MISSION_GUARD);
}
}
}
}
}
}
/*
** Create infantry
*/
for (i = 0; i < i_limit; i++) {
/*
** Find the center point for this category.
*/
centerpt = Clip_Scatter(centroid, 4);
/*
** Place objects; loop through all unit in this category
*/
for (j = 0; j < num_infantry[i] * scaleval; j++) {
/*
** Create Ally infantry (Note: Unlimbo calls Enter_Idle_Mode(), which
** assigns the infantry to HUNT; we must use Set_Mission() to override
** this state.)
*/
if (hptr->ActLike != HOUSE_USSR && hptr->ActLike != HOUSE_UKRAINE) {
for (k = 0; k < itable[i].AllyCount; k++) {
Reserve_Infantry();
obj = new InfantryClass (itable[i].AllyType, house);
if (!Scan_Place_Object(obj, centerpt)) {
delete obj;
} else {
if (!hptr->IsHuman) {
obj->Set_Mission(MISSION_GUARD_AREA);
} else {
obj->Set_Mission(MISSION_GUARD);
}
}
}
} else {
/*
** Create Soviet infantry
*/
for (k = 0; k < itable[i].SovietCount; k++) {
Reserve_Infantry();
obj = new InfantryClass (itable[i].SovietType, house);
if (!Scan_Place_Object(obj, centerpt)) {
delete obj;
} else {
if (!hptr->IsHuman) {
obj->Set_Mission(MISSION_GUARD_AREA);
} else {
obj->Set_Mission(MISSION_GUARD);
}
}
}
}
}
}
}
}
/***********************************************************************************************
* Scan_Place_Object -- places an object >near< the given cell *
* *
* INPUT: *
* obj ptr to object to Unlimbo *
* cell center of search area *
* *
* OUTPUT: *
* true = object was placed; false = it wasn't *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/09/1995 BRR : Created. *
*=============================================================================================*/
int Scan_Place_Object(ObjectClass * obj, CELL cell)
{
int dist; // for object placement
FacingType rot; // for object placement
FacingType fcounter; // for object placement
int tryval;
CELL newcell;
TechnoClass * techno;
int skipit;
/*
** First try to unlimbo the object in the given cell.
*/
if (Map.In_Radar(cell)) {
techno = Map[cell].Cell_Techno();
if (!techno || (techno->What_Am_I()==RTTI_INFANTRY &&
obj->What_Am_I()==RTTI_INFANTRY)) {
if (obj->Unlimbo(Cell_Coord(cell), DIR_N)) {
return(true);
}
}
}
/*
** Loop through distances from the given center cell; skip the center cell.
** For each distance, try placing the object along each rotational direction;
** if none are available, try each direction with a random scatter value.
** If that fails, go to the next distance.
** This ensures that the closest coordinates are filled first.
*/
for (dist = 1; dist < 32; dist++) {
/*
** Pick a random starting direction
*/
rot = Random_Pick(FACING_N, FACING_NW);
/*
** Try all directions twice
*/
for (tryval = 0 ; tryval < 2; tryval++) {
/*
** Loop through all directions, at this distance.
*/
for (fcounter = FACING_N; fcounter <= FACING_NW; fcounter++) {
skipit = false;
/*
** Pick a coordinate along this directional axis
*/
newcell = Clip_Move(cell, rot, dist);
/*
** If this is our second try at this distance, add a random scatter
** to the desired cell, so our units aren't all aligned along spokes.
*/
if (tryval > 0) {
newcell = Clip_Scatter (newcell, 1);
}
/*
** If, by randomly scattering, we've chosen the exact center, skip
** it & try another direction.
*/
if (newcell==cell) {
skipit = true;
}
if (!skipit) {
/*
** Only attempt to Unlimbo the object if:
** - there is no techno in the cell
** - the techno in the cell & the object are both infantry
*/
techno = Map[newcell].Cell_Techno();
if (!techno || (techno->What_Am_I()==RTTI_INFANTRY &&
obj->What_Am_I()==RTTI_INFANTRY)) {
if (obj->Unlimbo(Cell_Coord(newcell), DIR_N)) {
return(true);
}
}
}
rot++;
if (rot > FACING_NW) {
rot = FACING_N;
}
}
}
}
return(false);
}
/***********************************************************************************************
* Clip_Scatter -- randomly scatters from given cell; won't fall off map *
* *
* INPUT: *
* cell cell to scatter from *
* maxdist max distance to scatter *
* *
* OUTPUT: *
* new cell number *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 07/30/1995 BRR : Created. *
*=============================================================================================*/
static CELL Clip_Scatter(CELL cell, int maxdist)
{
int x,y;
int xdist;
int ydist;
int xmin,xmax;
int ymin,ymax;
/*
** Get X & Y coords of given starting cell
*/
x = Cell_X(cell);
y = Cell_Y(cell);
/*
** Compute our x & y limits
*/
xmin = Map.MapCellX;
xmax = xmin + Map.MapCellWidth - 1;
ymin = Map.MapCellY;
ymax = ymin + Map.MapCellHeight - 1;
/*
** Adjust the x-coordinate
*/
xdist = Random_Pick(0, maxdist);
if (Percent_Chance(50)) {
x += xdist;
if (x > xmax) {
x = xmax;
}
} else {
x -= xdist;
if (x < xmin) {
x = xmin;
}
}
/*
** Adjust the y-coordinate
*/
ydist = Random_Pick(0, maxdist);
if (Percent_Chance(50)) {
y += ydist;
if (y > ymax) {
y = ymax;
}
} else {
y -= ydist;
if (y < ymin) {
y = ymin;
}
}
return (XY_Cell(x, y));
}
/***********************************************************************************************
* Clip_Move -- moves in given direction from given cell; clips to map *
* *
* INPUT: *
* cell cell to start from *
* facing direction to move *
* dist distance to move *
* *
* OUTPUT: *
* new cell number *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 07/30/1995 BRR : Created. *
*=============================================================================================*/
static CELL Clip_Move(CELL cell, FacingType facing, int dist)
{
int x,y;
int xmin,xmax;
int ymin,ymax;
/*
** Get X & Y coords of given starting cell
*/
x = Cell_X(cell);
y = Cell_Y(cell);
/*
** Compute our x & y limits
*/
xmin = Map.MapCellX;
xmax = xmin + Map.MapCellWidth - 1;
ymin = Map.MapCellY;
ymax = ymin + Map.MapCellHeight - 1;
/*
** Adjust the x-coordinate
*/
switch (facing) {
case FACING_N:
y -= dist;
break;
case FACING_NE:
x += dist;
y -= dist;
break;
case FACING_E:
x += dist;
break;
case FACING_SE:
x += dist;
y += dist;
break;
case FACING_S:
y += dist;
break;
case FACING_SW:
x -= dist;
y += dist;
break;
case FACING_W:
x -= dist;
break;
case FACING_NW:
x -= dist;
y -= dist;
break;
}
/*
** Clip to the map
*/
if (x > xmax)
x = xmax;
if (x < xmin)
x = xmin;
if (y > ymax)
y = ymax;
if (y < ymin)
y = ymin;
return (XY_Cell(x, y));
}
void Disect_Scenario_Name(char const * name, int & scenario, ScenarioPlayerType & player, ScenarioDirType & dir, ScenarioVarType & var)
{
if (name == NULL) return;
/*
** Fetch the scenario number.
*/
char buf[3];
memcpy(buf, &name[3], 2);
buf[2] = '\0';
#ifdef FIXIT_CSII // checked - ajw 9/28/98
char first = buf[0];
char second = buf[1];
if (first <= '9' && second <= '9') {
scenario = atoi(buf);
} else {
if (first <= '9') {
first -= '0';
} else {
if (first >= 'a' && first <= 'z') {
first -= 'a';
} else {
first -= 'A';
}
}
if (second <= '9') {
second -= '0';
} else {
if (second >= 'a' && second <= 'z') {
second = (second - 'a') + 10;
} else {
second = (second - 'A') + 10;
}
}
scenario = (36 * first) + second;
}
#else
scenario = atoi(buf);
#endif
/*
** Fetch the scenario player (side).
*/
player = SCEN_PLAYER_GREECE;
if (name[2] == HouseTypeClass::As_Reference(HOUSE_SPAIN).Prefix) {
player = SCEN_PLAYER_SPAIN;
}
if (name[2] == HouseTypeClass::As_Reference(HOUSE_GREECE).Prefix) {
player = SCEN_PLAYER_GREECE;
}
if (name[2] == HouseTypeClass::As_Reference(HOUSE_USSR).Prefix) {
player = SCEN_PLAYER_USSR;
}
/*
** Fetch the direction.
*/
dir = SCEN_DIR_EAST;
if (name[5] == 'E') {
dir = SCEN_DIR_EAST;
} else {
dir = SCEN_DIR_WEST;
}
/*
** Fetch the variation.
*/
var = SCEN_VAR_A;
var = ScenarioVarType((name[6] - 'A') + SCEN_VAR_A);
}