CnC_Remastered_Collection/TIBERIANDAWN/GOPTIONS.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

585 lines
18 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\goptions.cpv 2.17 16 Oct 1995 16:50:26 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : OPTIONS.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : June 8, 1994 *
* *
* Last Update : July 27, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* OptionsClass::Process -- Handles all the options graphic interface. *
* Draw_Caption -- Draws a caption on a dialog box. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "goptions.h"
#include "loaddlg.h"
#include "sounddlg.h"
#include "visudlg.h"
#include "gamedlg.h"
#include "textbtn.h"
#include "confdlg.h"
#include "descdlg.h"
void GameOptionsClass::Adjust_Variables_For_Resolution(void)
{
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
OptionWidth = (216+8) * factor;
OptionHeight = 100 * factor;
OptionX = ((SeenBuff.Get_Width() - OptionWidth) / 2);
OptionY = ((SeenBuff.Get_Height() - OptionHeight) / 2);
ButtonWidth = 130 * factor;
OButtonHeight = 9 * factor;
CaptionYPos = 5 * factor;
ButtonY = 21 * factor;
Border1Len = 72 * factor;
Border2Len = 16 * factor;
ButtonResumeY = (OptionHeight - (15 * factor));
}
/***********************************************************************************************
* OptionsClass::Process -- Handles all the options graphic interface. *
* *
* This routine is the main control for the visual representation of the options *
* screen. It handles the visual overlay and the player input. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: 12/31/1994 MML : Created. *
* 06/23/1995 JLB : Handles restating the mission objective. *
* 07/27/1995 JLB : Adjusts menu for multiplay mode. *
*=============================================================================================*/
void GameOptionsClass::Process(void)
{
static struct {
int ID; // Button ID to use.
int Text; // Text number to use for this button.
bool Multiplay; // Allowed in multiplayer version?
} _constants[] = {
{BUTTON_LOAD, TXT_LOAD_MISSION, false},
{BUTTON_SAVE, TXT_SAVE_MISSION, false},
{BUTTON_DELETE, TXT_DELETE_MISSION, true},
{BUTTON_GAME, TXT_GAME_CONTROLS, true},
{BUTTON_QUIT, TXT_QUIT_MISSION, true},
{BUTTON_RESUME, TXT_RESUME_MISSION, true},
{BUTTON_RESTATE, TXT_RESTATE_MISSION, false},
};
/*
** Variables.
*/
TextButtonClass * buttons = 0;
int selection;
bool pressed;
int curbutton = 6;
int y;
TextButtonClass *buttonsel[sizeof(_constants)/sizeof(_constants[0])];
Set_Logic_Page(SeenBuff);
/*
** Build the button list for all of the buttons for this dialog.
*/
int maxwidth = 0;
int resfactor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
for (int index = 0; index < sizeof(_constants)/sizeof(_constants[0]); index++ ) {
int text = _constants[index].Text;
buttonsel[index] = NULL;
if (GameToPlay != GAME_NORMAL && !_constants[index].Multiplay) {
buttonsel[index] = 0;
continue;
}
if (GameToPlay != GAME_NORMAL && text == TXT_DELETE_MISSION) {
text = TXT_RESIGN;
}
if (index < 5) {
y = (SeenBuff.Get_Height() - OptionHeight)/2 + ButtonY + ((OButtonHeight+2) * index);
} else {
y = OptionY + ButtonResumeY;
}
TextButtonClass * g = new TextButtonClass(_constants[index].ID,
text, TPF_6PT_GRAD|TPF_NOSHADOW, 0, y);
if (g->Width > maxwidth) {
maxwidth = g->Width;
}
if (!buttons) {
buttons = g;
} else {
g->Add_Tail(*buttons);
}
buttonsel[index] = g;
}
buttonsel[curbutton-1]->Turn_On();
/*
** Force all button lengths to match the maximum length of the widest button.
*/
GadgetClass * g = buttons;
while (g) {
g->Width = MAX(maxwidth, 90 * resfactor);
g->X = OptionX+(OptionWidth-g->Width)/2;
g = g->Get_Next();
}
#ifdef FRENCH
buttonsel[BUTTON_RESUME-1]->Width = 104 *resfactor;
#else
buttonsel[BUTTON_RESUME-1]->Width = 90 *resfactor;
#endif
buttonsel[BUTTON_RESUME-1]->X = OptionX+(5 * resfactor);
if (GameToPlay == GAME_NORMAL) {
buttonsel[BUTTON_RESTATE-1]->Width = 90 * resfactor;
buttonsel[BUTTON_RESTATE-1]->X = OptionX+OptionWidth-(buttonsel[BUTTON_RESTATE-1]->Width+(5 * resfactor));
}
/*
** This causes left mouse button clicking within the confines of the dialog to
** be ignored if it wasn't recognized by any other button or slider.
*/
(new GadgetClass(OptionX, OptionY, OptionWidth, OptionHeight, GadgetClass::LEFTPRESS))->Add_Tail(*buttons);
/*
** This cause a right click anywhere or a left click outside the dialog region
** to be equivalent to clicking on the return to game button.
*/
(new ControlClass(BUTTON_RESUME, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS))->Add_Tail(*buttons);
Keyboard::Clear();
Fancy_Text_Print(TXT_NONE, 0, 0, CC_GREEN, TBLACK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
/*
** Main Processing Loop.
*/
bool display = true;
bool process = true;
pressed = false;
while (process) {
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored){
AllSurfaces.SurfacesRestored=FALSE;
display=TRUE;
}
/*
** Invoke game callback.
*/
if (GameToPlay == GAME_NORMAL) {
Call_Back();
} else {
if (Main_Loop()) {
process = false;
}
}
/*
** Refresh display if needed.
*/
if (display) {
/*
** Redraw the map.
*/
HiddenPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
/*
** Reset up the window. Window x-coords are in bytes not pixels.
*/
Set_Window(WINDOW_EDITOR, OptionX, OptionY, OptionWidth, OptionHeight);
Hide_Mouse();
/*
** Draw the background.
*/
Window_Box (WINDOW_EDITOR, BOXSTYLE_GREEN_BORDER); // has border, raised up
/*
** Draw the arrows border if requested.
*/
Draw_Caption(TXT_OPTIONS, OptionX, OptionY, OptionWidth);
/*
** Display the version number at the bottom of the dialog box.
*/
#ifdef DEMO
Version_Number();
Fancy_Text_Print("DEMO%s",
((WindowList[WINDOW_EDITOR][WINDOWX]+WindowList[WINDOW_EDITOR][WINDOWWIDTH])<<3)-3*resfactor,
WindowList[WINDOW_EDITOR][WINDOWY]+WindowList[WINDOW_EDITOR][WINDOWHEIGHT]-((GameToPlay == GAME_NORMAL) ? (32*resfactor) : (24*resfactor)),
DKGREY, TBLACK,
TPF_6POINT|TPF_NOSHADOW|TPF_RIGHT,
ScenarioName,
VersionText);
#else
Fancy_Text_Print("%s\rV.%d%s",
((WindowList[WINDOW_EDITOR][WINDOWX]+WindowList[WINDOW_EDITOR][WINDOWWIDTH])<<3)-3*resfactor,
WindowList[WINDOW_EDITOR][WINDOWY]+WindowList[WINDOW_EDITOR][WINDOWHEIGHT]-((GameToPlay == GAME_NORMAL) ? (32*resfactor) : (24*resfactor)),
DKGREY, TBLACK,
TPF_6POINT|TPF_NOSHADOW|TPF_RIGHT,
ScenarioName,
Version_Number(),
VersionText);
#endif
buttons->Draw_All();
TabClass::Hilite_Tab(0);
Show_Mouse();
display = false;
}
/*
** Get user input.
*/
KeyNumType input = buttons->Input();
/*
** Process Input.
*/
switch (input) {
case (BUTTON_RESTATE | KN_BUTTON):
selection = BUTTON_RESTATE;
pressed = true;
break;
case (BUTTON_LOAD | KN_BUTTON):
selection = BUTTON_LOAD;
pressed = true;
break;
case (BUTTON_SAVE | KN_BUTTON):
selection = BUTTON_SAVE;
pressed = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
selection = BUTTON_DELETE;
pressed = true;
break;
case (BUTTON_QUIT | KN_BUTTON):
selection = BUTTON_QUIT;
pressed = true;
break;
case (BUTTON_GAME | KN_BUTTON):
selection = BUTTON_GAME;
pressed = true;
break;
case (KN_ESC):
case (BUTTON_RESUME | KN_BUTTON):
selection = BUTTON_RESUME;
pressed = true;
break;
case (KN_UP):
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
curbutton--;
if (GameToPlay == GAME_NORMAL) {
if (curbutton < BUTTON_LOAD) {
curbutton = (BUTTON_COUNT - 1);
}
} else {
if (curbutton < BUTTON_DELETE) {
curbutton = BUTTON_RESUME;
// curbutton = (BUTTON_COUNT-1);
}
}
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
break;
case (KN_DOWN):
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
curbutton++;
if (GameToPlay == GAME_NORMAL) {
if (curbutton >= BUTTON_COUNT) {
curbutton = BUTTON_LOAD;
}
} else {
if (curbutton > BUTTON_RESUME) {
curbutton = BUTTON_DELETE;
}
}
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
break;
case (KN_RETURN):
buttonsel[curbutton-1]->IsPressed = true;
buttonsel[curbutton-1]->Draw_Me(true);
selection = curbutton;
pressed = true;
break;
default:
break;
}
if (pressed) {
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
curbutton = selection;
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
switch (selection) {
case BUTTON_RESTATE:
display = true;
#ifdef JAPANESE
if (!Restate_Mission(ScenarioName, TXT_VIDEO, TXT_TAB_BUTTON_CONTROLS)) {
#else
if (!Restate_Mission(ScenarioName, TXT_VIDEO, TXT_OPTIONS)) {
#endif
BreakoutAllowed = true;
char buffer[25];
sprintf(buffer, "%s.VQA", BriefMovie);
if (CCFileClass(buffer).Is_Available()) {
Play_Movie(BriefMovie);
} else {
Play_Movie(ActionMovie);
}
//BreakoutAllowed = false;
memset(BlackPalette, 0x01, 768);
Set_Palette(BlackPalette);
memset(BlackPalette, 0x00, 768);
Set_Palette(BlackPalette);
Map.Flag_To_Redraw(true);
Theme.Queue_Song(THEME_PICK_ANOTHER);
process = false;
}
break;
case (BUTTON_LOAD):
display = true;
if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
process = false;
}
break;
case (BUTTON_SAVE):
display = true;
LoadOptionsClass(LoadOptionsClass::SAVE).Process();
break;
case (BUTTON_DELETE):
display = true;
if (GameToPlay != GAME_NORMAL) {
if (Surrender_Dialog()) {
OutList.Add(EventClass(EventClass::DESTRUCT));
}
process = false;
} else {
LoadOptionsClass(LoadOptionsClass::WWDELETE).Process();
}
break;
case (BUTTON_QUIT):
if (GameToPlay == GAME_NORMAL) {
#ifdef JAPANESE
switch (CCMessageBox().Process(TXT_CONFIRM_EXIT, TXT_YES, TXT_NO, TXT_RESTART)) {
#else
switch (CCMessageBox().Process(TXT_CONFIRM_EXIT, TXT_ABORT, TXT_CANCEL, TXT_RESTART)) {
#endif
case 2:
display = true;
break;
case 0:
process = false;
Queue_Exit();
break;
case 1:
PlayerRestarts = true;
process = false;
break;
}
} else {
if (ConfirmationClass().Process(TXT_CONFIRM_EXIT)) {
process = false;
Queue_Exit();
} else {
display = true;
}
}
break;
case (BUTTON_GAME):
display = true;
GameControlsClass().Process();
break;
case (BUTTON_RESUME):
//Save_Settings();
process = false;
display = true;
break;
}
pressed = false;
buttonsel[curbutton-1]->IsPressed = false;
//buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
}
}
/*
** Clean up and re-enter the game.
*/
buttons->Delete_List();
/*
** Redraw the map.
*/
Keyboard::Clear();
Call_Back();
HiddenPage.Clear();
Call_Back();
Map.Flag_To_Redraw(true);
Map.Render();
}
/***********************************************************************************************
* Draw_Caption -- Draws a caption on a dialog box. *
* *
* This routine draws the caption text and any fancy filigree that the dialog may require. *
* *
* INPUT: text -- The text of the caption. This is the text number. *
* *
* x,y -- The dialog box X and Y pixel coordinate of the upper left corner. *
* *
* w -- The width of the dialog box (in pixels). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/23/1995 JLB : Created. *
*=============================================================================================*/
void Draw_Caption(int text, int x, int y, int w)
{
OptionControlType option = OPTION_NONE;
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
/*
** Determine the filigree to use depending on the text of the caption.
*/
switch (text) {
case TXT_GAME_CONTROLS:
case TXT_OPTIONS:
option = OPTION_CONTROLS;
break;
case TXT_LOAD_MISSION:
case TXT_SAVE_MISSION:
case TXT_DELETE_MISSION:
option = OPTION_DELETE;
break;
case TXT_NONE:
case TXT_MODEM_SERIAL:
case TXT_SELECT_MPLAYER_GAME:
case TXT_SELECT_SERIAL_GAME:
option = OPTION_DIALOG;
break;
case TXT_HOST_SERIAL_GAME:
case TXT_JOIN_SERIAL_GAME:
option = OPTION_SERIAL;
break;
case TXT_SETTINGS:
case TXT_PHONE_LIST:
case TXT_PHONE_LISTING:
option = OPTION_PHONE;
break;
case TXT_JOIN_NETWORK_GAME:
option = OPTION_JOIN_NETWORK;
break;
case TXT_NETGAME_SETUP:
option = OPTION_NETWORK;
break;
case TXT_VISUAL_CONTROLS:
option = OPTION_VISUAL;
break;
case TXT_SOUND_CONTROLS:
option = OPTION_SOUND;
break;
default:
option = OPTION_DIALOG;
break;
}
/*
** Draw the filigree at the corners of the dialog.
*/
if (option != OPTION_NONE) {
CC_Draw_Shape(MixFileClass::Retrieve("OPTIONS.SHP"), (int)option, x+12, y+11, WINDOW_MAIN, SHAPE_CENTER);
CC_Draw_Shape(MixFileClass::Retrieve("OPTIONS.SHP"), (int)option+1, x+w-14, y+11, WINDOW_MAIN, SHAPE_CENTER);
}
/*
** Draw the caption.
*/
if (text != TXT_NONE) {
Fancy_Text_Print(text, w/2 + x, 5*factor + y, CC_GREEN, TBLACK, TPF_CENTER|TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
int length = String_Pixel_Width(Text_String(text));
LogicPage->Draw_Line((x+(w/2))-(length/2), y+FontHeight+FontYSpacing + 5*factor, (x+(w/2))+(length/2), y+FontHeight+FontYSpacing + 5*factor, CC_GREEN);
}
}