CnC_Remastered_Collection/TIBERIANDAWN/MAPSEL.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

1275 lines
52 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\mapsel.cpv 1.8 16 Oct 1995 16:49:48 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : MAPSEL.CPP *
* *
* Programmer : Barry W. Green *
* *
* Start Date : April 17, 1995 *
* *
* Last Update : April 27, 1995 [BWG] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Bit_It_In -- Pixel fade graphic copy. *
* Map_Selection -- Starts the whole process of selecting next map to go to *
* Print_Statistics -- Prints statistics on country selected *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "textblit.h"
#ifndef DEMO
void Map_Selection(void);
void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest);
void Print_Statistics(int country, int xpos, int ypos);
void Cycle_Call_Back_Delay(int time, unsigned char *pal);
int LowMedHiStr(int percentage);
extern int ControlQ;
unsigned char CountryRemap[256];
#ifdef OBSOLETE
unsigned char const High16Remap[256]={
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF
};
#endif
#define SDE SCEN_DIR_EAST
#define SDW SCEN_DIR_WEST
#define SDN SCEN_DIR_NONE
#define SVA SCEN_VAR_A
#define SVB SCEN_VAR_B
#define SVC SCEN_VAR_C
#define SVN SCEN_VAR_NONE
struct countrylist {
int Choices[2]; // # of map choices this time - 0 = no map selection screen
int Start[2];
int ContAnim[2];
int CountryColor[2][3];
int CountryShape[2][3]; // shape in COUNTRYE.SHP
ScenarioDirType CountryDir[2][3];
ScenarioVarType CountryVariant[2][3];
} const CountryArray[27] = {
// GDI SCENARIO CHOICES
/* 0 */ {0}, /*E W*/ /* cont */ /* East colors */ /* West color*/ /* E frame W frame */
/* 1 */ {{1,1}, { 0, 0}, { 3, 3},{{0x95, 0, 0},{0x95, 0, 0}}, {{17, 0, 0},{17, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 2 */ {{1,1}, {16,16}, { 19, 19},{{0x80, 0, 0},{0x80, 0, 0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 3 */ {{3,3}, {32,32}, { 35, 35},{{0x81,0x82,0x83},{0x81,0x82,0x83}}, {{ 3, 3, 1},{ 3, 3, 1}}, {{SDW,SDW,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVA},{SVN,SVN,SVN}}},
/* 4 */ {{2,2}, {48,64}, { 51, 67},{{0x84,0x85, 0},{0x86,0x87, 0}}, {{ 4, 4, 0},{ 2, 2, 0}}, {{SDE,SDE,SDN},{SDW,SDW,SDN}},{{SVA,SVA,SVN},{SVA,SVB,SVN}}},
/* 5 */ {{2,2}, {99,99}, {102,102},{{0x88,0x89, 0},{0x88,0x89, 0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}},
/* 6 */ {{2,2}, {80,83}, { 86, 86},{{0x88,0x89, 0},{0x88,0x89, 0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}},
/* 7 */ {{2,2}, {115,0}, {118, 0},{{0x8B,0x8A, 0},{0x8B,0x8A, 0}}, {{ 6, 8, 0},{ 6, 8, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 8 */ {{1,1}, {131,0}, {134, 0},{{0x8C, 0, 0},{0x8C, 0, 0}}, {{ 9, 0, 0},{ 9, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 9 */ {{2,1}, {147,0}, {150, 0},{{0x8D,0x8E, 0},{ 0, 0, 0}}, {{10,13, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 10 */ {{1,1}, {163,0}, {166, 0},{{0x8F, 0, 0},{ 0, 0, 0}}, {{16, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 11 */ {{2,1}, {179,0}, {182, 0},{{0x90,0x91, 0},{ 0, 0, 0}}, {{14,15, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 12 */ {{2,1}, {195,0}, {198, 0},{{0x92,0x93, 0},{ 0, 0, 0}}, {{12,12, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 13 */ {{1,1}, {211,0}, {214, 0},{{0x93, 0, 0},{ 0, 0, 0}}, {{12, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 14 */ {{3,1}, { 0,0}, { 3, 0},{{0x81,0x82,0x83},{ 0, 0, 0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}}},
// NOD SCENARIO CHOICES
// choices E/W start continue East colors West colors E shape W shape direction variant
/* 1 */ { {2,1}, { 0,0}, { 3, 0},{{0x80,0x81,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 2 */ { {2,1}, { 16,0}, { 19, 0},{{0x82,0x83,0x00},{0,0,0}}, {{ 6, 6, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 3 */ { {2,1}, { 32,0}, { 35, 0},{{0x84,0x85,0x00},{0,0,0}}, {{ 5, 5, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 4 */ { {1,1}, { 48,0}, { 51, 0},{{0x86,0x00,0x00},{0,0,0}}, {{ 0, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/* 5 */ { {3,1}, { 64,0}, { 67, 0},{{0x87,0x88,0x89},{0,0,0}}, {{ 1, 2, 3},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} },
/* 6 */ { {3,1}, { 80,0}, { 83, 0},{{0x8A,0x8B,0x8C},{0,0,0}}, {{ 9, 7, 8},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} },
/* 7 */ { {2,1}, { 96,0}, { 99, 0},{{0x8D,0x8E,0x00},{0,0,0}}, {{10,10, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 8 */ { {1,1}, {112,0}, {115, 0},{{0xA0,0x00,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/* 9 */ { {2,1}, {128,0}, {131, 0},{{0x8F,0x90,0x00},{0,0,0}}, {{11,15, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 10 */ { {2,1}, {144,0}, {147, 0},{{0x91,0x92,0x00},{0,0,0}}, {{12,16, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 11 */ { {1,1}, {160,0}, {163, 0},{{0x93,0x00,0x00},{0,0,0}}, {{13, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/* 12 */ { {3,1}, { 0,0}, { 3, 0},{{0x81,0x82,0x83},{0,0,0}}, {{14, 0, 0},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} }
};
struct gdistats {
int nameindex;
int pop;
int area;
int capital;
int govt;
int gdp;
int conflict;
int military;
} const GDIStats[]={
// Name Pop Area Capital Government GDP Conflict Military
{ 0,TXT_MAP_P01, TXT_MAP_A00,TXT_MAP_C00, 0, TXT_MAP_GDP00, TXT_MAP_PC00, 0},
{ 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1, TXT_MAP_GDP01, TXT_MAP_PC01, 3},
{ 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1, TXT_MAP_GDP01, TXT_MAP_PC02, 3},
{ 2,TXT_MAP_P03, TXT_MAP_A02,TXT_MAP_C02, 0, TXT_MAP_GDP00, TXT_MAP_PC03, 1},
{ 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3, TXT_MAP_GDP02, TXT_MAP_PC04, 1},
{ 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3, TXT_MAP_GDP02, TXT_MAP_PC04, 1},
{ 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2, TXT_MAP_GDP03, TXT_MAP_PC05, 5},
{ 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2, TXT_MAP_GDP03, TXT_MAP_PC06, 5},
{ 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0, TXT_MAP_GDP04, TXT_MAP_PC07, 2},
{ 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0, TXT_MAP_GDP04, TXT_MAP_PC07, 2},
{ 6,TXT_MAP_P07, TXT_MAP_A06,TXT_MAP_C06, 0, TXT_MAP_GDP00, TXT_MAP_PC08, 0},
{ 7,TXT_MAP_P08, TXT_MAP_A07,TXT_MAP_C07, 4, TXT_MAP_GDP05, TXT_MAP_PC00, 2},
{ 8,TXT_MAP_P09, TXT_MAP_A08,TXT_MAP_C08, 4, TXT_MAP_GDP06, TXT_MAP_PC10, 2},
{ 9,TXT_MAP_P10, TXT_MAP_A09,TXT_MAP_C09, 0, TXT_MAP_GDP07, TXT_MAP_PC11, 1},
{10,TXT_MAP_P11, TXT_MAP_A10,TXT_MAP_C10, 0, TXT_MAP_GDP08, TXT_MAP_PC12, 2},
{11,TXT_MAP_P12, TXT_MAP_A11,TXT_MAP_C11, 5, TXT_MAP_GDP09, TXT_MAP_PC13, 3},
{12,TXT_MAP_P13, TXT_MAP_A12,TXT_MAP_C12, 6, TXT_MAP_GDP10, TXT_MAP_PC14, 2},
{13,TXT_MAP_P14, TXT_MAP_A13,TXT_MAP_C13, 0, TXT_MAP_GDP11, TXT_MAP_PC15, 2},
{14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0, TXT_MAP_GDP12, TXT_MAP_PC16, 3},
{14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0, TXT_MAP_GDP12, TXT_MAP_PC17, 3},
{15,TXT_MAP_P16, TXT_MAP_A15,TXT_MAP_C15, 7, TXT_MAP_GDP13, TXT_MAP_PC18, 4},
// Hack in a slot for Estonia
{34,TXT_MAP_P17, TXT_MAP_A16,TXT_MAP_C16, 0, TXT_MAP_GDP00, TXT_MAP_PC19, 0}
};
struct nodstats {
int nameindex;
int pop;
int expendable;
int capital;
int govt;
int corruptible;
int worth;
int conflict;
int military;
int probability;
} const NodStats[]={
// Name Pop Expendable Capital Government Corruptible Worth Conflict Military Probability
{16, TXT_MAP_P18, 38, TXT_MAP_C17, 8, 86, TXT_MAP_GDP14, TXT_MAP_PC20, 0, 23},
{17, TXT_MAP_P19, 75, TXT_MAP_C18, 0, 18, TXT_MAP_GDP15, TXT_MAP_PC21, 1, 82},
{17, TXT_MAP_P19, 75, TXT_MAP_C18, 0, 18, TXT_MAP_GDP15, TXT_MAP_PC22, 1, 82},
{18, TXT_MAP_P20, 50, TXT_MAP_C19, 9, 52, TXT_MAP_GDP16, TXT_MAP_PC23, 0, 72},
{18, TXT_MAP_P20, 50, TXT_MAP_C19, 9, 52, TXT_MAP_GDP16, TXT_MAP_PC24, 0, 72},
{19, TXT_MAP_P21, 80, TXT_MAP_C20, 0, 85, TXT_MAP_GDP17, TXT_MAP_PC25, 2, 35},
{19, TXT_MAP_P21, 80, TXT_MAP_C20, 0, 85, TXT_MAP_GDP17, TXT_MAP_PC26, 2, 35},
{20, TXT_MAP_P22, 50, TXT_MAP_C21, 10, 48, TXT_MAP_GDP17, TXT_MAP_PC27, 2, 24},
{21, TXT_MAP_P23, 33, TXT_MAP_C22, 0, 28, TXT_MAP_GDP18, TXT_MAP_PC28, 3, 67},
{22, TXT_MAP_P24, 75, TXT_MAP_C23, 6, 17, TXT_MAP_GDP19, TXT_MAP_PC29, 2, 80},
{23, TXT_MAP_P25, 60, TXT_MAP_C24, 7, 93, TXT_MAP_GDP20, TXT_MAP_PC30, 3, 50},
{24, TXT_MAP_P26, 5, TXT_MAP_C25, 0, 84, TXT_MAP_GDP21, TXT_MAP_PC31, 2, 22},
{25, TXT_MAP_P27, 55, TXT_MAP_C26, 0, 48, TXT_MAP_GDP22, TXT_MAP_PC32, 3, 62},
{26, TXT_MAP_P28, 65, TXT_MAP_C27, 0, 41, TXT_MAP_GDP23, TXT_MAP_PC33, 2, 49},
{27, TXT_MAP_P29, 72, TXT_MAP_C28, 0, 74, TXT_MAP_GDP24, TXT_MAP_PC34, 3, 54},
{27, TXT_MAP_P29, 72, TXT_MAP_C28, 0, 74, TXT_MAP_GDP24, TXT_MAP_PC35, 3, 54},
{17, TXT_MAP_P30, 45, TXT_MAP_C29, 6, 3, TXT_MAP_GDP15, TXT_MAP_PC36, 3, 100},
{28, TXT_MAP_P31, 45, TXT_MAP_C30, 0, 63, TXT_MAP_GDP25, TXT_MAP_PC37, 2, 66},
{29, TXT_MAP_P32, 55, TXT_MAP_C31, 0, 27, TXT_MAP_GDP26, TXT_MAP_PC38, 2, 68},
{30, TXT_MAP_P33, 5, TXT_MAP_C32, 0, 65, TXT_MAP_GDP27, TXT_MAP_PC39, 4, 74},
{31, TXT_MAP_P34, 65, TXT_MAP_C33, 0, 52, TXT_MAP_GDP19, TXT_MAP_PC40, 2, 84},
{32, TXT_MAP_P35, 2, TXT_MAP_C34, 11, 12, TXT_MAP_GDP28, TXT_MAP_PC41, 2, 92},
{33, TXT_MAP_P36, 10, TXT_MAP_C35, 0, 8, TXT_MAP_GDP29, TXT_MAP_PC42, 1, 100}
};
/***********************************************************************************************
* Map_Selection -- Starts the whole process of selecting next map to go to *
* *
* *
* INPUT: *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/17/1995 BWG : Created. *
*=============================================================================================*/
void Map_Selection(void)
{
void *anim, *progress, *oldfont, *greyearth, *greyearth2;
unsigned char localpalette[768];
int scenario, lastscenario;
int house = PlayerPtr->Class->House;
int attackxcoord = 0;
static int const _countryx[]={195,217,115,167,
244, 97,130,142,
171,170,139,158,
180,207,177,213,
201,198,
/* Nod countries */
69, 82,105,119,
184,149,187,130,
153,124,162,144,
145,164,166,200,
201};
static int const _countryy[]={ 35, 57, 82, 75,
93,111,108, 91,
100,111,120,136,
136,117,158,143,
167,21,
/* Nod countries */
45, 80, 75, 76,
31, 64, 69, 89,
88,106,115,139,
168,164,183,123,
154};
//static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15};
static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44};
static char const _othergreenpal[]={0,0x21,0x22,0x23,0x24,0x25,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26};
static char const _regpal[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
GraphicBufferClass backpage(20*6,8);
unsigned char *grey2palette = new unsigned char[768];
unsigned char *progresspalette = new unsigned char[768];
Keyboard::Clear();
oldfont = Set_Font(ScoreFontPtr);
Set_Font_Palette(_regpal);
Set_Palette(BlackPalette);
scenario = Scenario + ((house == HOUSE_GOOD) ? 0 : 14);
if (house == HOUSE_GOOD) {
lastscenario = (Scenario == 14);
if (Scenario == 15) return;
} else {
lastscenario = (Scenario == 12);
if (Scenario == 13) return;
}
// Check if they're even entitled to map selection this time
if (CountryArray[scenario].Choices[ScenDir]==0) return;
Theme.Queue_Song(THEME_MAP1);
PseudoSeenBuff = new GraphicBufferClass(320,200,(void*)NULL);
/*
** Extra graphic buffer to draw text into
*/
TextPrintBuffer = new GraphicBufferClass(SeenBuff.Get_Width(), SeenBuff.Get_Height(), (void*)NULL);
TextPrintBuffer->Clear();
BlitList.Clear();
/*
** Now start the process where we fade the gray earth in.
*/
greyearth = Open_Animation("GREYERTH.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), localpalette);
greyearth2 = Open_Animation("E-BWTOCL.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), grey2palette);
/*
** Load the spinning-globe anim
*/
if (house == HOUSE_GOOD) {
//anim = Open_Animation("EARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
anim = Open_Animation("HEARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
//progress = Open_Animation(lastscenario ? "BOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
progress = Open_Animation(lastscenario ? "HBOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
} else {
//anim = Open_Animation("EARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
anim = Open_Animation("HEARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
//progress = Open_Animation(lastscenario ? "S_AFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
progress = Open_Animation(lastscenario ? "HSAFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
}
void const * appear1 = MixFileClass::Retrieve("APPEAR1.AUD");
void const * sfx4 = MixFileClass::Retrieve("SFX4.AUD");
void const * text2 = MixFileClass::Retrieve("TEXT2.AUD");
void const * target1 = MixFileClass::Retrieve("TARGET1.AUD");
void const * target2 = MixFileClass::Retrieve("TARGET2.AUD");
// void const * target3 = MixFileClass::Retrieve("TARGET3.AUD");
void const * newtarg1 = MixFileClass::Retrieve("NEWTARG1.AUD");
void const * beepy2 = MixFileClass::Retrieve("BEEPY2.AUD");
void const * beepy3 = MixFileClass::Retrieve("BEEPY3.AUD");
void const * beepy6 = MixFileClass::Retrieve("BEEPY6.AUD");
void const * world2 = MixFileClass::Retrieve("WORLD2.AUD");
void const * country1 = MixFileClass::Retrieve("COUNTRY1.AUD");
void const * scold1 = MixFileClass::Retrieve("SCOLD1.AUD");
SysMemPage.Clear();
PseudoSeenBuff->Clear();
WWMouse->Erase_Mouse(&HidPage, TRUE);
HiddenPage.Clear();
InterpolationPaletteChanged = TRUE;
InterpolationPalette = Palette;
Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
Read_Interpolation_Palette("MAP1.PAL");
// SeenBuff.Blit(HidPage);
Animate_Frame(greyearth, SysMemPage, 0);
Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff);
PseudoSeenBuff->Put_Pixel(237,92,TBLACK);
PseudoSeenBuff->Put_Pixel(237,93,TBLACK);
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,"MAP1.PAL");
InterpolationPaletteChanged = TRUE;
InterpolationPalette = localpalette;
Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
Read_Interpolation_Palette("MAP_LOCL.PAL");
Play_Sample(appear1, 255, Options.Normalize_Sound(110));
Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back);
int i;
for (i = 1; i < Get_Animation_Frame_Count(greyearth); i++) {
Call_Back_Delay(4);
Animate_Frame(greyearth, *PseudoSeenBuff, i);
}
Close_Animation(greyearth);
Write_Interpolation_Palette("MAP_LOCL.PAL");
Call_Back_Delay(4);
SysMemPage.Clear();
Animate_Frame(greyearth2, SysMemPage, 0);
InterpolationPaletteChanged = TRUE;
InterpolationPalette = grey2palette;
Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
Read_Interpolation_Palette("MAP_GRY2.PAL");
Wait_Vert_Blank();
Set_Palette(grey2palette);
SysMemPage.Blit(*PseudoSeenBuff);
Call_Back_Delay(4);
for (i = 1; i < Get_Animation_Frame_Count(greyearth2); i++) {
Animate_Frame(greyearth2,*PseudoSeenBuff,i);
Call_Back_Delay(4);
}
Close_Animation(greyearth2);
Write_Interpolation_Palette("MAP_GRY2.PAL");
/*
** Copy the first frame up to the seenpage (while screen is black)
*/
SysMemPage.Clear();
Animate_Frame(anim, SysMemPage, 1);//, 0,0, (WSAType)0,0,0);
SysMemPage.Blit(*PseudoSeenBuff);
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);
Stop_Speaking();
while (CountDownTimer.Time() || Is_Speaking()) {
Call_Back();
// if (Keyboard::Check()) CountDownTimer.Set(0);
}
// Keyboard::Clear();
/*
** now make the grid appear
*/
SysMemPage.Blit(*PseudoSeenBuff);
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);
Play_Sample(sfx4, 255, Options.Normalize_Sound(130));
Play_Sample(text2, 255, Options.Normalize_Sound(90));
int frame = 1;
while (frame < Get_Animation_Frame_Count(anim)) {
if (frame == 16 || frame == 33 || frame == 44 || frame == 70 || frame == 73) Play_Sample(text2, 255, Options.Normalize_Sound(90));
if (frame == 21 || frame == 27) Play_Sample(target1, 255, Options.Normalize_Sound(90));
if (frame == 45 || frame == 47 || frame == 49) Play_Sample(beepy6, 255, Options.Normalize_Sound(90));
if (frame == 51) Play_Sample(world2, 255, Options.Normalize_Sound(90));
if (frame == 70 || frame == 72) Play_Sample(beepy2, 255, Options.Normalize_Sound(90));
if (frame == 74) Play_Sample(target2, 255, Options.Normalize_Sound(110));
switch (frame){
case 1:
Alloc_Object(new MultiStagePrintClass(Text_String (TXT_READING_IMAGE_DATA), 0,10,_othergreenpal));
break;
case 16:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), BLACK);
break;
case 17:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), TBLACK);
Alloc_Object(new MultiStagePrintClass("ANALYZING", 0,10,_othergreenpal));
break;
case 33:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), BLACK);
break;
case 34:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), TBLACK);
Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ENHANCING_IMAGE_DATA), 0,10,_othergreenpal));
break;
case 44:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), BLACK);
break;
case 45:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), TBLACK);
Alloc_Object(new MultiStagePrintClass(Text_String(TXT_ISOLATING_OPERATIONAL_THEATER), 0,10,_othergreenpal));
break;
case 70:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), BLACK);
break;
case 71:
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), TBLACK);
Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES), 0,10,_othergreenpal));
break;
case 74:
Alloc_Object(new MultiStagePrintClass(Text_String (TXT_FOR_VISUAL_REFERENCE), 0,22,_othergreenpal));
break;
}
Animate_Frame(anim, *PseudoSeenBuff, frame++);
Call_Back_Delay(/*Keyboard::Check() ? 0 :*/ 3);
}
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), BLACK);
Call_Back_Delay (1);
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), TBLACK);
Call_Back_Delay (1);
Close_Animation(anim);
Keyboard::Clear();
BlitList.Clear();
/*
** Freeze on the map of Europe or Africa
*/
SysMemPage.Clear();
Animate_Frame(progress,SysMemPage,0);
SysMemPage.Blit(*PseudoSeenBuff);
InterpolationPaletteChanged = TRUE;
InterpolationPalette = progresspalette;
Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
Read_Interpolation_Palette("MAP_PROG.PAL");
GraphicBufferClass *europe = new GraphicBufferClass(SysMemPage.Get_Width(),SysMemPage.Get_Height(),(GBC_Enum)0);
SysMemPage.Blit(*europe);
/*
** Now show territories as they existed last scenario
*/
int startframe = CountryArray[scenario].Start[ScenDir];
if (startframe) {
Animate_Frame(progress,SysMemPage,startframe);
SysMemPage.Blit(*PseudoSeenBuff);
}
Set_Palette(progresspalette);
Call_Back_Delay(45);
//Write_Interpolation_Palette("MAP_PROG.PAL");
/*
** Now dissolve in first advance of territories
*/
int xcoord = (house == HOUSE_GOOD ? 0 : 204);
SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8);
Play_Sample(text2, 255, Options.Normalize_Sound(90));
if (house == HOUSE_GOOD) {
Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,0,2,_greenpal));
} else {
Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,xcoord,2,_greenpal));
}
Call_Back_Delay(60);
Play_Sample(country1, 255, Options.Normalize_Sound(90));
Animate_Frame(progress,SysMemPage,startframe+1);
Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff,&SeenBuff,1,1);
backpage.Blit(SysMemPage, 0,0, xcoord,1, 20*6,8);
Call_Back_Delay(85);
/*
** Now dissolve in second advance of territories
*/
#ifdef FRENCH
PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16 + 10,8,BLACK);
TextPrintBuffer->Fill_Rect(xcoord*2,0,2*(xcoord + 6*16 + 10),2*8,BLACK);
#else
PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16,8,BLACK);
TextPrintBuffer->Fill_Rect(2*xcoord,0,2*(xcoord + 6*16),2*8,BLACK);
#endif
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL);
SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8);
if (!lastscenario) {
Play_Sample(text2, 255, Options.Normalize_Sound(90));
if (house == HOUSE_GOOD) {
Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,0,12,_greenpal));
} else {
Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,xcoord,12,_greenpal));
}
Call_Back_Delay(65);
}
Play_Sample(country1, 255, Options.Normalize_Sound(90));
Animate_Frame(progress,SysMemPage,startframe+2);
Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff,1,1);
backpage.Blit(SysMemPage, 0,0, xcoord,11, 20*6,8);
if (!lastscenario) Call_Back_Delay(85);
// Set_Font(oldfont);
#ifdef FRENCH
PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16+10,20,BLACK);
TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16+10),2*20,BLACK);
#else
PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16,20,BLACK);
TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16),2*20,BLACK);
#endif
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL);
startframe = CountryArray[scenario].ContAnim[ScenDir];
/*
** Now print the text over the page
*/
Play_Sample(text2, 255, Options.Normalize_Sound(90));
Alloc_Object(new ScorePrintClass(TXT_MAP_LOCATE,0,160,_greenpal));
Call_Back_Delay(20);
Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISSION, 0,170,_greenpal));
#if (GERMAN | FRENCH)
Call_Back_Delay(20);
Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISS2, 0,180,_greenpal));
#endif
Call_Back_Delay(50);
/*
** If we're on the last scenario, erase that text before doing the crosshairs
*/
if (lastscenario) {
#if (GERMAN | FRENCH)
SysMemPage.Fill_Rect(0,160, 20*6,186, TBLACK);
PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK);
TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK);
SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK);
HidPage.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK);
#else
SysMemPage.Fill_Rect(0,160, 20*6,176, TBLACK);
PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK);
TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK);
SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK);
HidPage.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK);
#endif
BlitList.Clear();
Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff);
}
/*
** Fix up the palette that seems different for the last scenario
*/
if (lastscenario){
InterpolationPaletteChanged = TRUE;
InterpolationPalette = CurrentPalette;
if (house == HOUSE_GOOD){
Read_Interpolation_Palette("LASTSCNG.PAL");
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNG.PAL");
}else{
Read_Interpolation_Palette("LASTSCNB.PAL");
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNB.PAL");
}
}
int q = 0;
for (frame = 0; frame < ((lastscenario) ? Get_Animation_Frame_Count(progress)-4 : 13); frame++) {
if (!frame) Play_Sample(beepy3, 255, Options.Normalize_Sound(90));
if (frame == 2) Play_Sample(beepy3, 255, Options.Normalize_Sound(90));
if (frame == 6) Play_Sample(newtarg1, 255, Options.Normalize_Sound(90));
if (lastscenario){
switch ( frame ){
case 23:
if (house == HOUSE_GOOD){
Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 0, 10, _othergreenpal));
}else{
#if (FRENCH)
Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 180, 10, _othergreenpal));
#else
Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 210, 10, _othergreenpal));
#endif //(FRENCH)
}
case 35:
if (house == HOUSE_GOOD){
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), BLACK);
}else{
#if (FRENCH)
TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK);
#else
TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK);
#endif //(FRENCH)
}
break;
case 36:
if (house == HOUSE_GOOD){
TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), TBLACK);
}else{
#if (FRENCH)
TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK);
#else
TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK);
#endif //(FRENCH)
}
break;
}
}
Animate_Frame(progress,*PseudoSeenBuff,startframe + frame);
Call_Back_Delay(6);
/* Cause it to cycle on the flashing on the country for a little while */
if (!lastscenario && frame == 4 && q < 4) {
frame = 2;
q++;
}
}
int selection = 0, color = 0;
// erase the "Locating Coordinates" message...
Play_Sample(beepy6, 255, Options.Normalize_Sound(90));
if (!lastscenario) {
#if (GERMAN | FRENCH)
SysMemPage.Fill_Rect( 0,160, 20*6,186, TBLACK);
PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK);
TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK);
#else
SysMemPage.Fill_Rect( 0,160, 20*6,176, TBLACK);
PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK);
TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK);
#endif
}
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);
/*
** Now the crosshairs are over the target countries - loop until a
** selection is made?
*/
int done = 0;
int framecounter = 0;
if (house == HOUSE_GOOD) {
Load_Uncompress(CCFileClass(lastscenario ? "CLICK_EB.CPS" : "CLICK_E.CPS"), SysMemPage, SysMemPage);
} else {
Load_Uncompress(CCFileClass(lastscenario ? "CLICK_SA.CPS" : "CLICK_A.CPS"), SysMemPage, SysMemPage);
if (lastscenario) attackxcoord = 200;
}
// Set_Font(ScoreFontPtr);
Play_Sample(text2, 255, Options.Normalize_Sound(90));
Alloc_Object(new ScorePrintClass(TXT_MAP_SELECT,attackxcoord,160,_greenpal));
Cycle_Call_Back_Delay(16,progresspalette);
Alloc_Object(new ScorePrintClass(TXT_MAP_TO_ATTACK,attackxcoord,170,_greenpal));
Cycle_Call_Back_Delay(24,progresspalette);
while (Get_Mouse_State() > 0) Show_Mouse();
Keyboard::Clear();
while (!done) {
Cycle_Call_Back_Delay(1,progresspalette);
// Check for the mouse button
if (Keyboard::Check()) {
if ((Keyboard::Get() & 0x10FF) == KN_LMOUSE) {
for (selection = 0; selection < CountryArray[scenario].Choices[ScenDir]; selection++) {
color = SysMemPage.Get_Pixel(Get_Mouse_X()/2,Get_Mouse_Y()/2);
/*
** Special hack for Egypt the second time through
*/
if (CountryArray[scenario].CountryColor[ScenDir][selection] == 0xA0) {
if ((color == 0x80) || (color == 0x81)) color = 0xA0;
}
if (CountryArray[scenario].CountryColor[ScenDir][selection] == color) {
Play_Sample(world2, 255, Options.Normalize_Sound(90));
done = 1;
break;
} else {
Play_Sample(scold1, 255, Options.Normalize_Sound(90));
}
}
}
}
}
ScenVar = CountryArray[scenario].CountryVariant[ScenDir][selection];
ScenDir = CountryArray[scenario].CountryDir[ScenDir][selection];
if (!lastscenario) {
Close_Animation(progress);
/*
** Now it's time to highlight the country we're going to.
*/
void const * countryshape = MixFileClass::Retrieve(house == HOUSE_GOOD ? "COUNTRYE.SHP" : "COUNTRYA.SHP");
Hide_Mouse();
// erase "Select country to attack"
PseudoSeenBuff->Fill_Rect(attackxcoord,160, attackxcoord+(17*6),178,BLACK);
TextPrintBuffer->Fill_Rect(2*attackxcoord,2*160, 2*(attackxcoord+(17*6)),2*178,BLACK);
#if (GERMAN | FRENCH)
PseudoSeenBuff->Fill_Rect(attackxcoord+(17*6),160, attackxcoord+(21*6),178,BLACK);
TextPrintBuffer->Fill_Rect(2*attackxcoord+(17*6*2),2*160, 2*(attackxcoord+(21*6)),2*178,BLACK);
#endif //GERMAN
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);
/*
** Draw the country's shape in non-fading colors
*/
Set_Logic_Page(SysMemPage);
europe->Blit(SysMemPage);
int shape = CountryArray[scenario].CountryShape[ScenDir][selection];
int xyindex = shape + (house == HOUSE_GOOD ? 0 : 18);
CC_Draw_Shape(countryshape, shape,
_countryx[xyindex],_countryy[xyindex],
WINDOW_MAIN, SHAPE_WIN_REL | SHAPE_CENTER, 0,0);
SysMemPage.Blit(*PseudoSeenBuff);
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);
/*
** Now clear the palette of all but the country's colors, and fade
** the palette down
*/
CCFileClass("DARK_E.PAL").Read(localpalette, 768);
// Load_Data("DARK_E.PAL", localpalette, 768);
InterpolationPaletteChanged = TRUE;
InterpolationPalette = localpalette;
Increase_Palette_Luminance(localpalette , 30,30,30,63);
Read_Interpolation_Palette("MAP_LOC2.PAL");
Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC2.PAL");
Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back);
countryshape = 0;
Print_Statistics(color & 0x7F, _countryx[xyindex], _countryy[xyindex]);
} else {
CCFileClass(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL").Read(localpalette, 768);
InterpolationPaletteChanged = TRUE;
InterpolationPalette = localpalette;
Increase_Palette_Luminance(localpalette , 30,30,30,63);
Read_Interpolation_Palette("MAP_LOC3.PAL");
Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC3.PAL");
Set_Palette(localpalette);
// Load_Data(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL", localpalette, 768);
Hide_Mouse();
#if (GERMAN | FRENCH)
PseudoSeenBuff->Fill_Rect(attackxcoord, 160, 319, 178, BLACK); // erase "Select country to attack"
TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 639, 2*178, BLACK); // erase "Select country to attack"
#else
PseudoSeenBuff->Fill_Rect(attackxcoord, 160, attackxcoord + (17*6), 199, BLACK); // erase "Select country to attack"
TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 2*(attackxcoord + (17*6)), 2*199, BLACK); // erase "Select country to attack"
#endif
Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);
Animate_Frame(progress, *PseudoSeenBuff, Get_Animation_Frame_Count(progress)-1);
Set_Palette(localpalette);
Close_Animation(progress);
PseudoSeenBuff->Blit(SysMemPage);
Print_Statistics(20, 160, house == HOUSE_GOOD ? 0 : 160);
}
Theme.Queue_Song(THEME_NONE);
Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
delete europe;
delete progresspalette;
delete grey2palette;
delete TextPrintBuffer;
TextPrintBuffer = NULL;
BlitList.Clear();
}
/***************************************************************************
* Print_Statistics -- Prints statistics on country selected *
* *
* *
* *
* INPUT: shape = country #, x & y = country's on-screen coords *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/27/1995 BWG : Created. *
*=========================================================================*/
void Print_Statistics(int country, int xpos, int ypos)
{
int index,newx;
void *oldfont;
static int const _gdistatnames[]={
TXT_MAP_GDISTAT0,
TXT_MAP_GDISTAT1,
TXT_MAP_GDISTAT2,
TXT_MAP_GDISTAT3,
TXT_MAP_GDISTAT4,
TXT_MAP_GDISTAT5,
TXT_MAP_GDISTAT6
};
static int const _nodstatnames[]={
TXT_MAP_GDISTAT0,
TXT_MAP_NODSTAT0,
TXT_MAP_GDISTAT2,
TXT_MAP_GDISTAT3,
TXT_MAP_NODSTAT1,
TXT_MAP_NODSTAT2,
TXT_MAP_GDISTAT5,
TXT_MAP_NODSTAT3,
TXT_MAP_NODSTAT4
};
static int const _countryname[]={
TXT_MAP_COUNTRYNAME0,
TXT_MAP_COUNTRYNAME1,
TXT_MAP_COUNTRYNAME2,
TXT_MAP_COUNTRYNAME3,
TXT_MAP_COUNTRYNAME4,
TXT_MAP_COUNTRYNAME5,
TXT_MAP_COUNTRYNAME6,
TXT_MAP_COUNTRYNAME7,
TXT_MAP_COUNTRYNAME8,
TXT_MAP_COUNTRYNAME9,
TXT_MAP_COUNTRYNAME10,
TXT_MAP_COUNTRYNAME11,
TXT_MAP_COUNTRYNAME12,
TXT_MAP_COUNTRYNAME13,
TXT_MAP_COUNTRYNAME14,
TXT_MAP_COUNTRYNAME15,
TXT_MAP_COUNTRYNAME16,
TXT_MAP_COUNTRYNAME17,
TXT_MAP_COUNTRYNAME18,
TXT_MAP_COUNTRYNAME19,
TXT_MAP_COUNTRYNAME20,
TXT_MAP_COUNTRYNAME21,
TXT_MAP_COUNTRYNAME22,
TXT_MAP_COUNTRYNAME23,
TXT_MAP_COUNTRYNAME24,
TXT_MAP_COUNTRYNAME25,
TXT_MAP_COUNTRYNAME26,
TXT_MAP_COUNTRYNAME27,
TXT_MAP_COUNTRYNAME28,
TXT_MAP_COUNTRYNAME29,
TXT_MAP_COUNTRYNAME30,
TXT_MAP_COUNTRYNAME31,
TXT_MAP_COUNTRYNAME32,
TXT_MAP_COUNTRYNAME33,
TXT_MAP_COUNTRYNAME34
};
static int const _govtnames[]={
TXT_MAP_GOVT0,
TXT_MAP_GOVT1,
TXT_MAP_GOVT2,
TXT_MAP_GOVT3,
TXT_MAP_GOVT4,
TXT_MAP_GOVT5,
TXT_MAP_GOVT6,
TXT_MAP_GOVT7,
TXT_MAP_GOVT8,
TXT_MAP_GOVT9,
TXT_MAP_GOVT10,
TXT_MAP_GOVT11
};
static int const _armynames[]={
TXT_MAP_ARMY0,
TXT_MAP_ARMY1,
TXT_MAP_ARMY2,
TXT_MAP_ARMY3,
TXT_MAP_ARMY4,
TXT_MAP_ARMY5
};
static int const _military[]={
TXT_MAP_MILITARY0,
TXT_MAP_MILITARY1,
TXT_MAP_MILITARY2,
TXT_MAP_MILITARY3,
TXT_MAP_MILITARY4
};
static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44};
//static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15};
static char _deststr[16];
/* Change to the six-point font for Text_Print */
oldfont = Set_Font(ScoreFontPtr);
#ifdef GERMAN
xpos = 8;
#else
xpos = (xpos > 128) ? 8 : 136;
#endif
ypos = (ypos > 100) ? 8 : 104-6;
if (PlayerPtr->Class->House == HOUSE_GOOD) {
Alloc_Object(new ScorePrintClass(_countryname[GDIStats[country].nameindex],xpos,ypos,_greenpal));
Call_Back_Delay(strlen(Text_String(_countryname[GDIStats[country].nameindex]))*3);
ypos += 16;
for (index = 0; index < 7; index ++) {
Alloc_Object(new ScorePrintClass(_gdistatnames[index],xpos,ypos,_greenpal));
Call_Back_Delay(strlen(Text_String(_gdistatnames[index]+3)));
newx = xpos + 6*strlen(Text_String(_gdistatnames[index]));
switch (index) {
case 0:
Alloc_Object(new ScorePrintClass(GDIStats[country].pop,newx,ypos,_greenpal));
break;
case 1:
Alloc_Object(new ScorePrintClass(GDIStats[country].area,newx,ypos,_greenpal));
break;
case 2:
Alloc_Object(new ScorePrintClass(GDIStats[country].capital,newx,ypos,_greenpal));
break;
case 3:
Alloc_Object(new ScorePrintClass(_govtnames[GDIStats[country].govt],newx,ypos,_greenpal));
break;
case 4:
Alloc_Object(new ScorePrintClass(GDIStats[country].gdp,newx,ypos,_greenpal));
break;
case 5:
Alloc_Object(new ScorePrintClass(GDIStats[country].conflict,newx,ypos,_greenpal));
break;
case 6:
Alloc_Object(new ScorePrintClass(_armynames[GDIStats[country].military],newx,ypos,_greenpal));
break;
}
ypos += 8;
}
} else { // Nod statistics
if (country > 30) {
country = 15; // hack for 2nd time in Egypt
} else {
if (country >=15) country++; // hack to account for Egypt
}
country++;
Alloc_Object(new ScorePrintClass(_countryname[NodStats[country].nameindex],xpos,ypos,_greenpal));
Call_Back_Delay(strlen(Text_String(_countryname[NodStats[country].nameindex]))*3);
ypos += 16;
for (index = 0; index < 9; index ++) {
Alloc_Object(new ScorePrintClass(_nodstatnames[index],xpos,ypos,_greenpal));
Call_Back_Delay(strlen(Text_String(_nodstatnames[index]+3)));
newx = xpos + 6*strlen(Text_String(_nodstatnames[index]));
switch (index) {
case 0:
Alloc_Object(new ScorePrintClass(NodStats[country].pop,newx,ypos,_greenpal));
break;
case 1:
sprintf(_deststr,"%d%%",NodStats[country].expendable);
Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
break;
case 2:
Alloc_Object(new ScorePrintClass(NodStats[country].capital,newx,ypos,_greenpal));
break;
case 3:
Alloc_Object(new ScorePrintClass(_govtnames[NodStats[country].govt],newx,ypos,_greenpal));
break;
case 4:
#ifdef FIX_ME_LATER
sprintf(_deststr,"%s %d%%",LowMedHiStr(NodStats[country].corruptible),NodStats[country].corruptible);
#endif //FIX_ME_LATER
sprintf(_deststr,"%d%%",NodStats[country].corruptible);
Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
break;
case 5:
Alloc_Object(new ScorePrintClass(NodStats[country].worth,newx,ypos,_greenpal));
break;
case 6:
Alloc_Object(new ScorePrintClass(NodStats[country].conflict,newx,ypos,_greenpal));
break;
case 7:
Alloc_Object(new ScorePrintClass(_military[NodStats[country].military],newx,ypos,_greenpal));
break;
case 8:
sprintf(_deststr,"%d%%",NodStats[country].probability);
Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
break;
}
ypos += 8;
}
}
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,94,193-6,_greenpal));
#else
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,160-(17*3),193-6,_greenpal));
#endif
int done = 0;
while (!done) {
done = 1;
for (int x = 0; x < MAXSCOREOBJS; x++) if (ScoreObjs[x]) {
done = 0;
Call_Back_Delay(1);
}
}
Keyboard::Clear();
while (Keyboard::Check()){
Keyboard::Clear();
}
while (!Keyboard::Check() && !ControlQ) {
Call_Back_Delay(1);
}
Keyboard::Clear();
Set_Font(oldfont);
}
#ifdef NEVER
/***************************************************************************
* FADING_BYTE_BLIT -- 'Pixelized' incremental byte blit. *
* *
* This routine will perform the same function as Byte_Blit, but will *
* do so in an incremental (one piece at a time) method. This is *
* usefull for graphic 'fades' from one display to another. *
* *
* INPUT: srcx - Source page X byte position of upper left corner. *
* *
* srcy - Source page Y pixel position of upper left corner. *
* *
* destx - Dest page X byte position of upper left corner. *
* *
* desty - Dest page Y pixel position of upper left corner. *
* *
* w - Width of the blit in bytes. *
* *
* h - Height of the blit in pixels. *
* *
* src - PageType of the source page. *
* *
* dest - Page type of the destination. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine, although functionally equivalent to the *
* normal Byte_Blit, is very slow. Only use this when *
* the 'fading' graphic effect is desired. This means the *
* destination page should probably be the SEENPAGE. *
* *
* HISTORY: *
* 07/17/1991 JLB : Created from Bit_It_In() (LJC code). *
* 04/17/1995 BWG : Adapted to the C++ system. *
*=========================================================================*/
void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest)
{
unsigned int xindex, // Working array index var.
yindex; // Working y index var.
unsigned int x,y; // Extraction position indexes.
unsigned int tempy; // Temporary working Y index var.
int _xindex[40]; // X position array.
int _yindex[200]; // Y position array.
// Anticipate two pixel rows per blit.
h >>= 1;
// This routine is byte-aligned
srcx >>=3;
destx >>=3;
w >>=3;
for (xindex = 0; xindex < w; xindex++) _xindex[xindex] = xindex; /* init the index array */
for (yindex = 0; yindex < h; yindex++) _yindex[yindex] = yindex; /* init the index array */
/*
** Shuffle the X indexes around a bit. This gives it
** that 'random' feel while remaining precise.
*/
for (xindex = 0; xindex < w; xindex++) {
int temp;
x = IRandom(0,w-1);
temp = _xindex[x];
_xindex[x] = _xindex[xindex];
_xindex[xindex] = temp;
}
/*
** Shuffle the Y indexes around a bit for the same reason that
** the x indexes were shuffled.
*/
for (yindex = 0; yindex < h; yindex++) {
int temp;
y = IRandom(0,h-1);
temp = _yindex[y];
_yindex[y] = _yindex[yindex];
_yindex[yindex] = temp;
}
/*
** Sweep through the indexes and 'construct' the destination display
** from a series of miniature Byte_Blits.
*/
for (yindex = 0; yindex < h; yindex++) {
tempy = yindex;
Call_Back();
for (xindex = 0; xindex < w; xindex++) {
x = _xindex[xindex];
y = _yindex[tempy];
tempy++;
if (tempy >= h) tempy = 0;
src->Blit(*dest, (srcx+x)<<3, srcy+(y<<1), (destx+x)<<3, desty+(y<<1), 1<<3, 2);
}
}
}
#endif
void Cycle_Call_Back_Delay(int time, unsigned char *pal)
{
static int _counter;
unsigned char r,g,b;
int i;
while (time--) {
_counter = (++_counter & 3);
if (!(_counter & 3) ) {
r = pal[249*3+0];
g = pal[249*3+1];
b = pal[249*3+2];
for (i = 249; i < 254; i++) {
pal[i*3+0] = pal[(i+1)*3+0];
pal[i*3+1] = pal[(i+1)*3+1];
pal[i*3+2] = pal[(i+1)*3+2];
}
pal[254*3+0] = r;
pal[254*3+1] = g;
pal[254*3+2] = b;
Set_Palette(pal);
}
Call_Back_Delay(1);
}
}
int LowMedHiStr(int percentage)
{
if (percentage < 30) return(TXT_MAP_LMH0);
if (percentage < 70) return(TXT_MAP_LMH1);
return(TXT_MAP_LMH2);
}
#endif //DEMO
/***************************************************************************
* Bit_It_In -- Pixel fade graphic copy. *
* *
* Copies a block of graphic memory using a 'random' pixel algorithm. *
* Typcial use would be to 'fade' some graphic display into another. *
* *
* INPUT: x,y - Pixel position of upper left corner of block. *
* *
* w,y - Pixel width and height of block to pixel blit. *
* *
* src - Page number of the source page. *
* *
* dest - Page number of the destination page. *
* *
* delay - # of frames to wait after each line fades in *
* *
* OUTPUT: none *
* *
* WARNINGS: This function uses PIXEL coordinates for the X and width *
* parameters. This is unlike the Byte_Blit() routine that *
* it most closely resembles. *
* *
* HISTORY: *
* 04/16/1991 JLB : Created. *
* 04/17/1995 BWG : Adapted to C++ library. *
*=========================================================================*/
void Bit_It_In_Scale(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, GraphicViewPortClass * /*seen*/ , int delay, int dagger)
{
short int *xindex,*yindex;
int n;
int i,j,k,m,j1;
short ScaleBuffer[320+200];
xindex = (short int *) ScaleBuffer;
yindex = xindex + 320;
for (i=0; i<w; i++) xindex[i]=i; /* init the index array */
for (i=0; i<h; i++) yindex[i]=i; /* init the index array */
for (i=0; i<w; i++) { /* shuffle the indexes */
k=IRandom(0,w-1);
m=i;
n=xindex[k];
xindex[k]=xindex[m];
xindex[m]=n;
}
for (i=0; i<h; i++) { /* shuffle the indexes */
k=IRandom(0,h-1);
m=i;
n=yindex[k];
yindex[k]=yindex[m];
yindex[m]=n;
}
for (j=0; j<h; j++) {
j1=j;
// execute delay every other line
if (j & 1) {
i = delay;
do {
Call_Back_Delay(i ? 1 : 0);
} while(i--);
} else {
Call_Back();
}
if (src->Lock() && dest->Lock()){
for (i=0; i<w; i++) {
k=x+xindex[i];
m=y+yindex[j1];
j1++;
if (j1>=h) j1=0;
Buffer_Put_Pixel (dest,k,m,Buffer_Get_Pixel(src,k,m));
//n=src->Get_Pixel(k,m);
//dest->Put_Pixel(k,m,n);
}
if (dagger) for (int q=j; q>=0; q--) {
Buffer_Put_Pixel(dest,160-(j-q),q,Buffer_Get_Pixel(src,160-(j-q),q));
Buffer_Put_Pixel(dest,160+(j-q),q,Buffer_Get_Pixel(src,160+(j-q),q));
//dest->Put_Pixel(160-(j-q),q,src->Get_Pixel(160-(j-q),q));
//dest->Put_Pixel(160+(j-q),q,src->Get_Pixel(160+(j-q),q));
}
}
src->Unlock();
dest->Unlock();
//if (seen){
//Interpolate_2X_Scale(dest , seen ,NULL);
//}
}
}
void Bit_It_In(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, int delay, int dagger)
{
Bit_It_In_Scale (x, y, w, h, src, dest, NULL , delay, dagger);
}