CnC_Remastered_Collection/TIBERIANDAWN/SCORE.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

2322 lines
84 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\score.cpv 2.17 16 Oct 1995 16:49:54 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 : SCORE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 19, 1994 *
* *
* Last Update : May 3, 1995 [BWG] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Call_Back_Delay -- Combines Call_Back() and Delay() functions *
* Draw_Bar_Graphs -- Draw "Casualties" bar graphs *
* Draw_InfantryMan -- Draw one guy in score screen, update animation *
* Draw_Infantrymen -- Draw all the guys on the score screen *
* New_Infantry_Anim -- Start up a new animation for one of the infantrymen *
* ScoreClass::Count_Up_Print -- Prints a number (up to its max) into a string, cleanly *
* ScoreClass::Delay -- Pauses waiting for keypress. *
* ScoreClass::DO_GDI_GRAPH -- Show # of people or buildings killed on GDI score screen *
* ScoreClass::Presentation -- Main routine to display score screen. *
* ScoreClass::Print_Graph_Title -- Prints title on score screen. *
* ScoreClass::Print_Minutes -- Print out hours/minutes up to max *
* ScoreClass::Pulse_Bar_Graph -- Pulses the bargraph color. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "textblit.h"
#define SCORETEXT_X 184
#define SCORETEXT_Y 8
#define CASUALTY_Y 88
#define BUILDING_X 256
#define BUILDING_Y 128
#define BARGRAPH_X 266
#define MAX_BAR_X 318 // max possible is 319 because of bar's right shadow
#define SIZEGBAR 119
#define HALLFAME_X 19
#define HALLFAME_Y 120
#define MULTISCOREX 30
#define TEDIT_FAME 1
#define NUMINFANTRYMEN 15
#define NUMFAMENAMES 7
#define MAX_FAMENAME_LENGTH 12
struct InfantryAnim {
int xpos;
int ypos;
void const *shapefile;
void const *remap;
int anim;
int stage;
char delay;
InfantryTypeClass const *Class;
} InfantryMan[NUMINFANTRYMEN];
void Draw_InfantryMen(void);
void Draw_InfantryMan(int index);
void New_Infantry_Anim(int index, int anim);
void Draw_Bar_Graphs(int i, int gkilled, int nkilled, int ckilled);
void Animate_Cursor(int pos, int ypos);
void Animate_Score_Objs(void);
void Cycle_Wait_Click(void);
int ScorePass;
void const * Beepy6;
int ControlQ; // cheat key to skip past score/mapsel screens
bool StillUpdating;
GraphicBufferClass *PseudoSeenBuff;
GraphicBufferClass *TextPrintBuffer;
#ifdef WRITE_LBM
PUBLIC bool CCWrite_LBM_File(CCFileClass &lbmhandle, BufferClass& buff, short bitplanes, unsigned char *palette);
#endif
unsigned char RemapCiv[256]={
0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x0E,0x0F,
0x10,0x11,0x12,0x13,0x14,0x15,0x16,0xD0,0x18,0x19,0xD1,0xD2,0xD3,0xD4,0x1E,0xD5,
0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x2E,0x2F,
0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,0x3E,0x3F,
0x40,0x41,0x42,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4A,0x4B,0x4C,0x4D,0x4E,0x4F,
0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x57,0x58,0x59,0x5A,0x5B,0x5C,0x5D,0x5E,0x5F,
0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6A,0x6B,0x6C,0x6D,0x6E,0x6F,
0x70,0x71,0x72,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0xD6,0xD7,0xD8,0xD9,0x7E,0xDA,
0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8A,0x8B,0x8C,0x8D,0x8E,0x8F,
0x90,0x91,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9A,0x9B,0x9C,0x9D,0x9E,0x9F,
0xA0,0xA1,0xA2,0xA3,0xA4,0xA5,0xA6,0xA7,0xA8,0xA9,0xAA,0xAB,0xAC,0xAD,0xAE,0xAF,
0xB0,0xB1,0xB2,0xB3,0xB4,0xB5,0xB6,0xB7,0xB8,0xB9,0xBA,0xBB,0xBC,0xBD,0xBE,0xBF,
0xC0,0xC1,0xC2,0xC3,0xC4,0xC5,0xC6,0xC7,0xC8,0xC9,0xCA,0xCB,0xCC,0xCD,0xCE,0xCF,
0xD0,0xD1,0xD2,0xD3,0xD4,0xD5,0xD6,0xDB,0xDC,0xDD,0xDE,0xDB,0xDC,0xDD,0xDE,0xDF,
0xE0,0xE1,0xE2,0xE3,0xE4,0xE5,0xE6,0xE7,0xE8,0xE9,0xEA,0xEB,0xEC,0xED,0xEE,0xEF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF};
unsigned char const ScoreRemapGrey[256] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // 0..15
16, 17, 18, 19, 20,176, 22,208, 24, 25,209,210,211,212, 30,213, // 16..31
32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, // 32..47
48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, // 48..63
64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, // 64..79
80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, // 80..95
96, 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,214,215,216,217,149,218, // 112..127
128,129,130,131,132,133,134,135,136,137,138,108,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,219,220,221,222,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const ScoreRemapYellow[256] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // 0..15
16, 17, 18, 19, 20,176, 22,208, 24, 25,209,210,211,212, 30,213, // 16..31
32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, // 32..47
48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, // 48..63
64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, // 64..79
80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, // 80..95
96, 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,214,215,216,217,149,218, // 112..127
128,129,130,131,132,133,134,135,136,137,138,108,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,219,220,221,222,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const ScoreRemapBldg[256]={
0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x0E,0x0F,
0x10,0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19,0x1A,0x1B,0x1C,0x1D,0x1E,0x1F,
0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x2E,0x2F,
0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,0x3E,0x3F,
0x40,0x41,0x42,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4A,0x4B,0x4C,0x4D,0x4E,0x4F,
0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x57,0x58,0x59,0x5A,0x5B,0x5C,0x5D,0x5E,0x5F,
0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6A,0x6B,0x6C,0x6D,0x6E,0x6F,
0x70,0x71,0xCE,0xC5,0x49,0x48,0x47,0x77,0x78,0x79,0x7A,0x7B,0x7C,0x7D,0x7E,0x7F,
0x80,0x81,0xB8,0x83,0x7C,0x7A,0x76,0x87,0x88,0x89,0x8A,0x8B,0x8C,0x8D,0x8E,0x8F,
0x74,0x91,0x92,0x93,0x94,0x95,0xB5,0x97,0x98,0xCF,0x4B,0x7F,0x9C,0x9D,0x9E,0x9F,
0xA0,0xA1,0xA2,0x83,0x79,0xA5,0xA6,0xA7,0x43,0x99,0xAA,0xAB,0xAC,0xAD,0xAE,0xAF,
0xB0,0xB1,0xB2,0xB3,0xB4,0xB5,0xB6,0xB7,0xB8,0xB9,0xBA,0xBB,0xBC,0xBD,0xBE,0xBF,
0xC0,0xC1,0xC2,0xC3,0xC4,0xC5,0xC6,0xC7,0xC8,0xC9,0xCA,0xCB,0xCC,0xCD,0xCE,0xCF,
0xD0,0xD1,0xD2,0xD3,0xD4,0xD5,0xD6,0xD7,0xBB,0xD9,0xDA,0xDB,0xDC,0xDD,0xDE,0xDF,
0xE0,0xE1,0xE2,0xE3,0xE4,0xE5,0xE6,0xE7,0xE8,0xE9,0xEA,0xEB,0xEC,0xED,0xEE,0xEF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF
};
unsigned char const ScoreRemapFBall[256]={
0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x0E,0x0F,
0xB0,0xE5,0x82,0xE4,0xE3,0xE2,0xB1,0xD0,0xE1,0xE0,0xD1,0xD2,0xD3,0xD4,0xDF,0xD5,
0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0xE6,0xE7,0xA0,0xE8,0x2E,0x2F,
0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,0x3E,0x3F,
0x40,0x41,0x42,0x43,0x44,0x45,0x46,0x47,0x48,0x49,0x4A,0x4B,0x4C,0x4D,0x4E,0x4F,
0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x57,0x58,0x59,0x5A,0x5B,0x5C,0x5D,0x5E,0x5F,
0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6A,0x6B,0x6C,0x6D,0x6E,0x6F,
0x70,0x71,0x72,0x73,0x74,0x75,0x76,0x77,0x78,0x79,0x7A,0x7B,0x7C,0x7D,0x7E,0x7F,
0x80,0x81,0x82,0x83,0x84,0x85,0x86,0x87,0x88,0x89,0x8A,0x8B,0x8C,0x8D,0x8E,0x8F,
0x90,0x91,0x92,0x93,0x94,0x95,0x96,0x97,0x98,0x99,0x9A,0x9B,0x9C,0x9D,0x9E,0x9F,
0xA0,0xA1,0xA2,0xA3,0xA4,0xA5,0xA6,0xA7,0xA8,0xA9,0xAA,0xAB,0xAC,0xAD,0xAE,0xAF,
0xB0,0xB1,0xB2,0xB3,0xB4,0xB5,0xB6,0xB7,0xB8,0xB9,0xBA,0xBB,0xBC,0xBD,0xBE,0xBF,
0xC0,0xC1,0xC2,0xC3,0xC4,0xC5,0xC6,0xC7,0xC8,0xC9,0xCA,0xCB,0xCC,0xCD,0xCE,0xCF,
0xD0,0xD1,0xD2,0xD3,0xD4,0xD5,0xD6,0xD7,0xD8,0xD9,0xDA,0xDB,0xDC,0xDD,0xDE,0xDF,
0xE0,0xE1,0xE2,0xE3,0xE4,0xE5,0xE6,0xE7,0xE8,0xE9,0xEA,0xEB,0xEC,0xED,0xEE,0xEF,
0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF
};
TextBlitClass BlitList;
char *ScreenNames[2]={"S-GDIIN2.WSA","SCRSCN1.WSA"};
//extern short StreamLowImpact;
// ST - 1/3/2019 10:38AM
int StreamLowImpact = FALSE;
struct Fame {
char name[MAX_FAMENAME_LENGTH];
int score;
int level;
};
ScoreAnimClass *ScoreObjs[MAXSCOREOBJS];
ScoreAnimClass::ScoreAnimClass(int x, int y, void const * data)
{
BlitList.Add (x*2, y*2, x*2, y*2, 2* String_Pixel_Width ( (char*)data ) , 16);
XPos = x;
YPos = y;
Timer.Set(0);
Timer.Start();
DataPtr = data;
}
ScoreTimeClass::ScoreTimeClass(int xpos, int ypos, void const * data, int max, int timer) :
ScoreAnimClass(xpos, ypos, data)
{
Stage = 0;
MaxStage = max;
TimerReset = timer;
}
void ScoreTimeClass::Update(void)
{
GraphicViewPortClass *oldpage;
if (!Timer.Time()) {
Timer.Set(TimerReset);
if (++Stage >= MaxStage) Stage = 0;
oldpage = LogicPage;
Set_Logic_Page(PseudoSeenBuff);
CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(oldpage);
}
}
ScoreCredsClass::ScoreCredsClass(int xpos, int ypos, void const * data, int max, int timer) :
ScoreAnimClass(xpos, ypos, data)
{
Stage = 0;
MaxStage = max;
TimerReset = timer;
Clock1 = MixFileClass::Retrieve("CLOCK1.AUD");
CashTurn = MixFileClass::Retrieve("CASHTURN.AUD");
}
void ScoreCredsClass::Update(void)
{
GraphicViewPortClass *oldpage;
if (!Timer.Time()) {
Timer.Set(TimerReset);
if (++Stage >= MaxStage) Stage = 0;
oldpage = LogicPage;
Set_Logic_Page(PseudoSeenBuff);
if (Stage <22) {
Play_Sample(Clock1, 255, Options.Normalize_Sound(70));
} else {
if (Stage==24) {
Play_Sample(CashTurn, 255, Options.Normalize_Sound(70));
}
}
CC_Draw_Shape(DataPtr,Stage, XPos, YPos, WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(oldpage);
}
}
ScorePrintClass::ScorePrintClass(int string, int xpos, int ypos, void const * palette, int background) :
ScoreAnimClass(xpos, ypos, Text_String(string))
{
Background = background;
PrimaryPalette = palette;
Stage = 0;
}
ScorePrintClass::ScorePrintClass(void const * string, int xpos, int ypos, void const * palette, int background) :
ScoreAnimClass(xpos, ypos, string)
{
Background = background;
PrimaryPalette = palette;
Stage = 0;
}
void ScorePrintClass::Update(void)
{
static char localstr[2]={0,0};
static char _whitepal[]={0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F};
if (Stage && (((char *)DataPtr)[Stage-1]==0) ) {
for (int i = 0; i < MAXSCOREOBJS; i++) {
if (ScoreObjs[i] == this) {
ScoreObjs[i] = 0;
}
}
BlitList.Add (XPos*2, YPos*2, XPos*2, YPos*2,(Stage*6)+14, 8*2);
delete this;
return;
}
StillUpdating = true;
if (!Timer.Time()) {
Timer.Set(1);
int pos = XPos+(Stage*6);
if (Stage) {
localstr[0]=((char *)DataPtr)[Stage-1];
/*
** Clear out the white letter overlay
*/
static char const _blackpal[]={BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK};
Set_Font_Palette(_blackpal);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*(YPos-1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*(YPos+1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, 2*(pos-6+1),2*(YPos), TBLACK, TBLACK);
Set_Font_Palette(PrimaryPalette);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*YPos, TBLACK, TBLACK);
}
if (((char *)DataPtr)[Stage]) {
localstr[0]=((char *)DataPtr)[Stage];
Set_Font_Palette(_whitepal);
TextPrintBuffer->Print(localstr, pos*2, 2*(YPos-1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, pos*2, 2*(YPos+1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, (pos+1)*2,2*YPos , TBLACK, TBLACK);
}
Stage++;
}
}
MultiStagePrintClass::MultiStagePrintClass(int string, int xpos, int ypos, void const * palette, int background) :
ScoreAnimClass(xpos, ypos, Text_String(string))
{
Background = background;
PrimaryPalette = palette;
Stage = 0;
}
MultiStagePrintClass::MultiStagePrintClass(void const * string, int xpos, int ypos, void const * palette, int background) :
ScoreAnimClass(xpos, ypos, string)
{
Background = background;
PrimaryPalette = palette;
Stage = 0;
}
void MultiStagePrintClass::Update(void)
{
static char localstr[2]={0,0};
static char _whitepal[]={0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0x0F};
if (Stage && (((char *)DataPtr)[Stage-1]==0) ) {
for (int i = 0; i < MAXSCOREOBJS; i++) {
if (ScoreObjs[i] == this) {
ScoreObjs[i] = 0;
}
}
BlitList.Add (XPos*2, YPos*2, XPos*2, YPos*2,(Stage*6)+14, 8*2);
delete this;
return;
}
StillUpdating = true;
if (!Timer.Time()) {
Timer.Set(1);
/*
** Do 10 stages at once
*/
for (int wibble = 0 ; wibble < 10 ; wibble ++){
int pos = XPos+(Stage*6);
if (Stage) {
localstr[0]=((char *)DataPtr)[Stage-1];
/*
** Clear out the white letter overlay
*/
static char const _blackpal[]={BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK,BLACK};
Set_Font_Palette(_blackpal);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*(YPos-1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*(YPos+1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, 2*(pos-6+1),2*(YPos), TBLACK, TBLACK);
Set_Font_Palette(PrimaryPalette);
TextPrintBuffer->Print(localstr, 2*(pos-6),2*YPos, TBLACK, TBLACK);
}
if (((char *)DataPtr)[Stage]) {
localstr[0]=((char *)DataPtr)[Stage];
Set_Font_Palette(_whitepal);
TextPrintBuffer->Print(localstr, pos*2, 2*(YPos-1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, pos*2, 2*(YPos+1), TBLACK, TBLACK);
TextPrintBuffer->Print(localstr, (pos+1)*2,2*YPos , TBLACK, TBLACK);
}
Stage++;
if ( ( (char *) DataPtr) [Stage-1] == 0 ) break;
}
}
}
ScoreScaleClass::ScoreScaleClass(void const * string, int xpos, int ypos, char const palette[]) :
ScoreAnimClass(xpos, ypos, string)
{
Palette = &palette[0];
Stage = 5;
}
void ScoreScaleClass::Update(void)
{
static int _destx[]={0,80,107,134,180,228};
static int _destw[]={6,20, 30, 40, 60, 80};
/*
** Restore the background for the scaled-up letter
*/
if (!Timer.Time()) {
Timer.Set(1);
if (Stage != 5) {
TextPrintBuffer->Blit(HidPage, _destx[Stage+1]*2, YPos*2, _destx[Stage+1]*2, YPos*2, _destw[Stage+1]*2, _destw[Stage+1]*2);
//SysMemPage.Blit(*PseudoSeenBuff, _destx[Stage+1], YPos, _destx[Stage+1], YPos, _destw[Stage+1], _destw[Stage+1]);
}
if (Stage) {
Set_Font_Palette(Palette);
TextPrintBuffer->Fill_Rect(0,0, 7*2,7*2, TBLACK);
TextPrintBuffer->Print((char *)DataPtr, 0,0, TBLACK, TBLACK);
TextPrintBuffer->Scale(HidPage, 0,0, _destx[Stage]*2, YPos*2, 5*2,5*2, _destw[Stage]*2, _destw[Stage]*2, true);
//SysMemPage.Fill_Rect(0,0, 7,7, TBLACK);
//SysMemPage.Print((char *)DataPtr, 0,0, TBLACK, TBLACK);
//SysMemPage.Scale(*PseudoSeenBuff, 0,0, _destx[Stage], YPos, 5,5, _destw[Stage], _destw[Stage], true);
Stage--;
} else {
Set_Font_Palette(Palette);
for (int i = 0; i < MAXSCOREOBJS; i++) {
if (ScoreObjs[i]==this) ScoreObjs[i] = 0;
}
TextPrintBuffer->Print((char *)DataPtr, XPos*2,YPos*2, TBLACK, TBLACK);
//TextPrintBuffer->Blit(HidPage, XPos*2, YPos*2, XPos*2, YPos*2,2*6,2*6);
//BlitList.Add (XPos, YPos, XPos, YPos, 6,6);
//SysMemPage.Print((char *)DataPtr, XPos,YPos, TBLACK, TBLACK);
//SysMemPage.Blit(*PseudoSeenBuff, XPos,YPos, XPos, YPos, 6,6);
delete this;
return;
}
}
}
int Alloc_Object(ScoreAnimClass *obj)
{
int i,ret;
for (i = ret = 0; i < MAXSCOREOBJS; i++) {
if (!ScoreObjs[i]) {
ScoreObjs[i] = obj;
ret = i;
break;
}
}
return(ret);
}
TextBlitClass::TextBlitClass (void)
{
Clear();
}
void TextBlitClass::Add (int x, int y, int dx, int dy, int w, int h)
{
if ( Count < MAX_ENTRIES ){
BlitListo [Count].SourceX = x;
BlitListo [Count].SourceY = y;
BlitListo [Count].DestX = dx;
BlitListo [Count].DestY = dy;
BlitListo [Count].Width = w;
BlitListo [Count].Height = h;
Count++;
}
}
void TextBlitClass::Clear(void)
{
Count = 0;
}
void TextBlitClass::Update(void)
{
if (TextPrintBuffer){
if (HidPage.Lock()){
for (int i=0 ; i<Count ; i++){
TextPrintBuffer->Blit (HidPage, BlitListo[i].SourceX,
BlitListo[i].SourceY,
BlitListo[i].DestX,
BlitListo[i].DestY,
BlitListo[i].Width,
BlitListo[i].Height,
true);
}
HidPage.Unlock();
}
}
}
void Disable_Uncompressed_Shapes (void);
void Enable_Uncompressed_Shapes (void);
/***********************************************************************************************
* ScoreClass::Presentation -- Main routine to display score screen. *
* *
* This is the main routine that displays the score screen graphics. *
* It gets called at the end of each scenario and is used to present *
* the results and a rating of the player's battle. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/02/1994 : Created. *
*=============================================================================================*/
void ScoreClass::Presentation(void)
{
//static char const _redpal[]={0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x21,0x2F};
static char const _redpal[]={0x20,0x22,0x24,0x26,0x28,0x28,0x28,0x28,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x21,0x2F};
static char const _greenpal[]={0x10,0x12,0x14,0x16,0x18,0x18,0x18,0x18,0x18,0x19,0x1A,0x1B,0x1C,0x1D,0x10,0x1F};
static char const _bluepal[]={0x60,0x62,0x64,0x66,0x68,0x68,0x68,0x68,0x68,0x69,0x6A,0x6B,0x6C,0x6D,0x61,0x6F};
//static char const _bluepal[]={0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67,0x68,0x69,0x6A,0x6B,0x6C,0x6D,0x61,0x6F};
static unsigned char const _yellowpal[]={0x0,0x0,0xEC,0x0,0xEB,0x0,0xEA,0x0,0xE9,0x0,0x0,0x0,0x0,0x0,0xED,0x0};
static int const _casuax[2]={144,146};
static int const _casuay[2]={ 78, 90};
static int const _gditxx[2]={150,224};
static int const _gditxy[2]={ 90, 90};
static int const _nodtxx[2]={150,224};
static int const _nodtxy[2]={102,102};
// static int _bargrx[2]={297,SCORETEXT_X+64};
// static int _bargry[2]={ 90,CASUALTY_Y + 2};
static int const _bldggy[2]={138,128};
static int const _bldgny[2]={150,140};
// int gdikilled, nodkilled, civkilled, max, i, k, shapenum;
int i;
int max;
void const * yellowptr;
void const * redptr;
CCFileClass file(FAME_FILE_NAME);
struct Fame hallfame[NUMFAMENAMES];
void *anim, *oldfont;
int oldfontxspacing = FontXSpacing;
int house = PlayerPtr->Class->House; // 0 or 1
char inter_pal[15];
/*
** Choose an appropriate palette file for the interpolation
*/
if (house == HOUSE_GOOD){
sprintf(inter_pal,"SCORPAL1.PAL");
}else{
sprintf(inter_pal,"SNODPAL1.PAL");
}
if (Special.IsJurassic && AreThingiesEnabled) return;
PseudoSeenBuff = new GraphicBufferClass(320,200,(void*)NULL);
TextPrintBuffer = new GraphicBufferClass(SeenBuff.Get_Width(), SeenBuff.Get_Height(), (void*)NULL);
TextPrintBuffer->Clear();
BlitList.Clear();
Disable_Uncompressed_Shapes ();
ControlQ = 0;
FontXSpacing = 0;
Map.Override_Mouse_Shape(MOUSE_NORMAL);
Theme.Queue_Song(THEME_WIN1);
VisiblePage.Clear();
PseudoSeenBuff->Clear();
SysMemPage.Clear();
WWMouse->Erase_Mouse(&HidPage, TRUE);
HiddenPage.Clear();
Set_Palette(BlackPalette);
Set_Logic_Page(SysMemPage);
void const * country4 = MixFileClass::Retrieve("COUNTRY4.AUD");
void const * sfx4 = MixFileClass::Retrieve("SFX4.AUD");
Beepy6 = MixFileClass::Retrieve("BEEPY6.AUD");
/*
** Load the background for the score screen
*/
anim = Open_Animation(ScreenNames[house],NULL,0L,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
unsigned minutes = (unsigned)((ElapsedTime / (long)TIMER_MINUTE))+1;
/*
** Determine leadership rating.
*/
unsigned leadership = 0;
int index;
for (index = 0; index < Logic.Count(); index++) {
ObjectClass * object = Logic[index];
if (object->Owner() == house) {
leadership++;
}
}
HouseClass *houses[3];
for (index = 0; index < 3; index++) {
houses[index] =(HouseClass::As_Pointer((HousesType)(HOUSE_GOOD+index)));
}
GKilled = (HouseClass::As_Pointer(HOUSE_GOOD))->UnitsLost;
NKilled = (HouseClass::As_Pointer(HOUSE_BAD))->UnitsLost;
CKilled = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->UnitsLost;
GBKilled = (HouseClass::As_Pointer(HOUSE_GOOD))->BuildingsLost;
NBKilled = (HouseClass::As_Pointer(HOUSE_BAD))->BuildingsLost;
CBKilled = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->BuildingsLost;
/*
** New - ST 6/12/96 2:40PM
*/
GHarvested = (HouseClass::As_Pointer(HOUSE_GOOD))->HarvestedCredits;
NHarvested = (HouseClass::As_Pointer(HOUSE_BAD))->HarvestedCredits;
if (!leadership) leadership++;
leadership = Cardinal_To_Fixed(GKilled+GBKilled+leadership, leadership);
leadership = Fixed_To_Cardinal(100, leadership);
if (leadership > 100) leadership = 100;
/*
** Determine efficiency rating.
*/
int gharv = GHarvested;
int init = PlayerPtr->InitialCredits;
int cred = PlayerPtr->Available_Money();
unsigned efficiency = Cardinal_To_Fixed( (house == HOUSE_GOOD ? GHarvested : NHarvested) + (unsigned)PlayerPtr->InitialCredits+1, (unsigned)PlayerPtr->Available_Money()+1);
if (!efficiency) efficiency++;
efficiency = Fixed_To_Cardinal(100, efficiency);
if (efficiency > 100) efficiency = 100;
/*
** Calculate total score
*/
long total = ((leadership * 40) + (4600) + (efficiency * 14))/100;
if (!total) total++;
total *= (BuildLevel+1);
// Load up the shapes for the Nod score screen
if (house == HOUSE_GOOD) {
yellowptr = MixFileClass::Retrieve("BAR3YLW.SHP");
redptr = MixFileClass::Retrieve("BAR3RED.SHP");
}
/* Change to the six-point font for Text_Print */
oldfont = Set_Font(ScoreFontPtr);
Call_Back();
/* --- Now display the background animation --- */
Hide_Mouse();
Animate_Frame(anim, SysMemPage, 1);
SysMemPage.Blit(*PseudoSeenBuff);
Increase_Palette_Luminance (Palette , 30,30,30,63);
InterpolationPalette = Palette;
InterpolationPaletteChanged = TRUE;
Read_Interpolation_Palette(inter_pal);
Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff , inter_pal);
Fade_Palette_To(Palette, FADE_PALETTE_FAST, Call_Back);
Play_Sample(country4, 255, Options.Normalize_Sound(90));
int frame = 1;
StreamLowImpact = true;
while (frame < Get_Animation_Frame_Count(anim)) {
Animate_Frame(anim, *PseudoSeenBuff, frame++);
////////////////Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff , NULL);
Call_Back_Delay(2);
}
StreamLowImpact = false;
Call_Back();
Close_Animation(anim);
/*
** Background's up, so now load various shapes and animations
*/
void const * timeshape = MixFileClass::Retrieve("TIME.SHP");
ScoreObjs[0] = new ScoreTimeClass(233, 2, timeshape, 30, 4);
void const * hiscore1shape = MixFileClass::Retrieve("HISCORE1.SHP");
void const * hiscore2shape = MixFileClass::Retrieve("HISCORE2.SHP");
ScoreObjs[1] = new ScoreTimeClass(4, 97, hiscore1shape, 10, 4);
ScoreObjs[2] = new ScoreTimeClass(8, 172, hiscore2shape, 10, 4);
/* Now display the stuff */
PseudoSeenBuff->Blit(SysMemPage);
if (house == HOUSE_BAD) {
/*
** load the logo
*/
void const * logoptr = MixFileClass::Retrieve("LOGOS.SHP");
CC_Draw_Shape(logoptr, 1, 0, 0, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Bit_It_In_Scale(0,0, 128,104-16, &SysMemPage, PseudoSeenBuff, &SeenBuff , 1);
}
Set_Logic_Page(PseudoSeenBuff);
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 200, 3,_greenpal));
#else
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 206, 3,_greenpal));
#endif
Alloc_Object(new ScorePrintClass(TXT_SCORE_LEAD, 182, 26,_greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_EFFI, 182, 38,_greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOTA, 182, 50,_greenpal));
Play_Sample(sfx4, 255, Options.Normalize_Sound(120));
Call_Back_Delay(13);
max = MAX((long)leadership, (long)efficiency);
int scorecounter = 0;
Keyboard::Clear();
BlitList.Add (264*2, 26*2, 264*2, 26*2, 4*12 , 12);
BlitList.Add (264*2, 38*2, 264*2, 38*2, 4*12 , 12);
BlitList.Add (264*2, 50*2, 264*2, 50*2, 4*12 , 12);
BlitList.Add (275*2, 9*2, 275*2, 9*2, 64, 12 ); //Minutes
for (i = 0; i <= 160; i++) {
Set_Font_Palette(_greenpal);
Count_Up_Print("%3d%%", i, leadership, 264, 26);
if (i>=30) Count_Up_Print("%3d%%", i-30, efficiency, 264, 38);
if (i>=60) {
Count_Up_Print("%3d",scorecounter, total, 264, 50);
scorecounter += total/100;
}
Print_Minutes(minutes);
Call_Back_Delay(1);
Play_Sample(Beepy6, 255, Options.Normalize_Sound(60));
if (Check_Key() && i < (max-5) ) {
i=158;
Keyboard::Clear();
}
}
Count_Up_Print("%3d", total, total, 264, 50);
Call_Back_Delay(60);
if (house == HOUSE_BAD) Show_Credits(house, _greenpal);
Call_Back_Delay(60);
/*
** Show stats on # of units killed
*/
Set_Logic_Page(*PseudoSeenBuff);
Play_Sample(sfx4, 255, Options.Normalize_Sound(90));
Alloc_Object(new ScorePrintClass(TXT_SCORE_CASU, _casuax[house], _casuay[house],_redpal));
Call_Back_Delay(9);
if (house == HOUSE_BAD) {
Alloc_Object(new ScorePrintClass(TXT_SCORE_NEUT, 200, 114,_redpal));
Call_Back_Delay(4);
}
Alloc_Object(new ScorePrintClass(TXT_SCORE_GDI, _gditxx[house], _gditxy[house],_redpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_NOD, _nodtxx[house], _nodtxy[house],_redpal));
Call_Back_Delay(6);
Set_Font_Palette(_redpal);
if (house == HOUSE_BAD) {
Do_Nod_Casualties_Graph();
} else {
Do_GDI_Graph(yellowptr, redptr, GKilled + CKilled, NKilled, 88);
}
Set_Logic_Page(*PseudoSeenBuff);
/*
** Print out stats on buildings destroyed
*/
Play_Sample(sfx4, 255, Options.Normalize_Sound(90));
if (house == HOUSE_GOOD) {
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL, 144, 126,_greenpal));
Call_Back_Delay(9);
} else {
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL1, 146, 128,_greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL2, 146, 136,_greenpal));
Call_Back_Delay(9);
Alloc_Object(new ScorePrintClass(TXT_SCORE_NEUT, 200, 152,_greenpal));
Call_Back_Delay(4);
}
Alloc_Object(new ScorePrintClass(TXT_SCORE_GDI, _gditxx[house], _bldggy[house],_greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_NOD, _gditxx[house], _bldgny[house],_greenpal));
Call_Back_Delay(7);
if (house==HOUSE_BAD) {
Call_Back_Delay(6);
Set_Font_Palette(_greenpal);
Do_Nod_Buildings_Graph();
} else {
Do_GDI_Graph(yellowptr, redptr, GBKilled + CBKilled, NBKilled, 136);
}
// Wait for text printing to complete
while (StillUpdating){
Call_Back_Delay(1);
}
if (Keyboard::Check()) Keyboard::Clear();
if (house == HOUSE_GOOD) Show_Credits(house, _greenpal);
/*
** Hall of fame display and processing
*/
Play_Sample(sfx4, 255, Options.Normalize_Sound(90));
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 28, 110,_bluepal));
Call_Back_Delay(9);
/*
** First check for the existence of the file, and if there isn't one,
** make a new one filled with blanks.
*/
if (!file.Is_Available()) {
// hall of fame doesn't exist, so blank it out & write it
file.Open(WRITE);
for (i = 0; i < NUMFAMENAMES; i++) {
hallfame[i].name[0] =
hallfame[i].score =
hallfame[i].level = 0;
file.Write(&hallfame[i], sizeof(struct Fame));
}
file.Close();
}
file.Open(READ);
for (i = 0; i < NUMFAMENAMES; i++) {
file.Read(&hallfame[i], sizeof(struct Fame));
}
file.Close();
/*
** If the player's score is good enough to bump someone off the list,
** remove their data, move everyone down a notch, and set index = where
** their info goes
*/
if(hallfame[NUMFAMENAMES-1].score >= total)
hallfame[NUMFAMENAMES-1].score = 0;
for (index = 0; index < NUMFAMENAMES; index++) {
if (total > hallfame[index].score) {
if (index < (NUMFAMENAMES-1)) for (i = (NUMFAMENAMES-1); i > index; i--) hallfame[i] = hallfame[i-1];
hallfame[index].score = total;
hallfame[index].level = Scenario;
// hallfame[index].level = BuildLevel;
//hallfame[index].name[0] = 0; // blank out the name
memset (hallfame[index].name, ' ', sizeof (hallfame[index].name) -1);
hallfame[index].name[sizeof (hallfame[index].name)-1] = 0;
break;
}
}
/*
** Now display the hall of fame
*/
Set_Logic_Page(*PseudoSeenBuff);
for (i = 0; i < NUMFAMENAMES; i++) {
Alloc_Object(new ScorePrintClass(hallfame[i].name, HALLFAME_X, HALLFAME_Y + (i*8), _bluepal));
if (hallfame[i].score) {
char *str = (char *)(SysMemPage.Get_Buffer()) + i*32;
sprintf(str,"%d", hallfame[i].score);
Alloc_Object(new ScorePrintClass(str, HALLFAME_X+(6*15), HALLFAME_Y + (i*8), _bluepal, BLACK));
if (hallfame[i].level < 20) {
sprintf(str+16,"%d", hallfame[i].level);
} else {
strcpy(str+16, "**");
}
Alloc_Object(new ScorePrintClass(str+16, HALLFAME_X+(6*12), HALLFAME_Y + (i*8), _bluepal, BLACK));
Call_Back_Delay(13);
}
}
// Wait for text printing to complete
while (StillUpdating){
Call_Back_Delay(1);
}
/*
** If the player's on the hall of fame, have him enter his name now
*/
Keyboard::Clear();
if (index < NUMFAMENAMES) {
Input_Name(hallfame[index].name, HALLFAME_X, HALLFAME_Y + (index*8), _bluepal);
file.Open(WRITE);
for (i = 0; i < NUMFAMENAMES; i++) {
file.Write(&hallfame[i], sizeof(struct Fame));
}
file.Close();
} else {
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2, 145, 190, _yellowpal));
#else
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2, 149, 190, _yellowpal));
#endif
Cycle_Wait_Click();
}
#ifdef WRITE_LBM
file.Open("e:scorscrn.lbm",WRITE);
SeenBuff.Blit(SysMemPage,0,0, 0,0, 320,200);
CCWrite_LBM_File(file, SysMemPage, 8, Palette);
file.Close();
#endif
Keyboard::Clear();
/* get rid of all the animating objects */
for (i = 0; i < MAXSCOREOBJS; i++) if (ScoreObjs[i]) {
delete ScoreObjs[i];
ScoreObjs[i] = 0;
}
Fade_Palette_To(BlackPalette, FADE_PALETTE_FAST, NULL);
VisiblePage.Clear();
Show_Mouse();
// Map_Selection();
Theme.Queue_Song(THEME_NONE);
Fade_Palette_To(BlackPalette, FADE_PALETTE_FAST, NULL);
VisiblePage.Clear();
Set_Palette(GamePalette);
Set_Font(oldfont);
FontXSpacing = oldfontxspacing;
ControlQ = 0;
Set_Logic_Page (SeenBuff);
delete PseudoSeenBuff;
delete TextPrintBuffer;
TextPrintBuffer = NULL;
BlitList.Clear();
Enable_Uncompressed_Shapes();
}
// ST = 12/17/2018 5:44PM
#ifndef TickCount
extern TimerClass TickCount;
#endif
void Cycle_Wait_Click(void)
{
int counter = 0;
int minclicks = 20;
unsigned long timingtime = TickCount.Time();
//SerialPacketType sendpacket;
//SerialPacketType receivepacket;
//int packetlen;
Keyboard::Clear();
while (minclicks || (!Check_Key() && !ControlQ) ) {
if (GameToPlay == GAME_NULL_MODEM ||
GameToPlay == GAME_MODEM){
//GameToPlay == GAME_INTERNET) {
#if (0) //PG_TO_FIX
//
// send a timing packet if enough time has gone by.
//
if ( (TickCount.Time() - timingtime) > PACKET_TIMING_TIMEOUT) {
sendpacket.Command = SERIAL_SCORE_SCREEN;
sendpacket.ResponseTime = NullModem.Response_Time();
sendpacket.ID = ModemGameToPlay;
NullModem.Send_Message (&sendpacket, sizeof(sendpacket), 0);
timingtime = TickCount.Time();
}
if (NullModem.Get_Message (&receivepacket, &packetlen) > 0) {
// throw packet away
packetlen = packetlen;
}
NullModem.Service();
#endif
}
Call_Back_Delay(1);
if (minclicks) {
minclicks--;
Keyboard::Clear();
}
counter = ((++counter) & 7);
if (!counter) {
unsigned char r,g,b;
r = Palette[233*3+0];
g = Palette[233*3+1];
b = Palette[233*3+2];
for (int i = 233; i < 237; i++) {
Palette[i*3+0] = Palette[(i+1)*3+0];
Palette[i*3+1] = Palette[(i+1)*3+1];
Palette[i*3+2] = Palette[(i+1)*3+2];
}
Palette[237*3+0] = r;
Palette[237*3+1] = g;
Palette[237*3+2] = b;
Set_Palette(Palette);
}
}
Keyboard::Clear();
}
void ScoreClass::Do_Nod_Buildings_Graph(void)
{
int shapenum;
InfantryTypeClass const *ramboclass;
void const * factptr = MixFileClass::Retrieve("FACT.SHP");
void const * rmboptr = MixFileClass::Retrieve("RMBO.SHP");
void const * fball1ptr = MixFileClass::Retrieve("FBALL1.SHP");
ramboclass = &InfantryTypeClass::As_Reference(INFANTRY_E5);
/*
** Print the # of buildings on the hidpage so we only need to do it once
*/
PseudoSeenBuff->Blit(SysMemPage);
Set_Logic_Page(SysMemPage);
Call_Back_Delay(30);
BlitList.Add (2* (BUILDING_X + 8), 2* (BUILDING_Y), 2* (BUILDING_X+8), 2* (BUILDING_Y), 5*12 , 12);
BlitList.Add (2* (BUILDING_X + 8), 2* (BUILDING_Y + 12), 2* (BUILDING_X+8), 2* (BUILDING_Y + 12), 5*12 , 12);
BlitList.Add (2* (BUILDING_X + 8), 2* (BUILDING_Y + 24), 2* (BUILDING_X+8), 2* (BUILDING_Y + 24), 5*12 , 12);
TextPrintBuffer->Print( 0, (BUILDING_X + 8)*2, BUILDING_Y*2, TBLACK, TBLACK);
TextPrintBuffer->Print( 0, (BUILDING_X + 8)*2, (BUILDING_Y + 12)*2, TBLACK, TBLACK);
TextPrintBuffer->Print( 0, (BUILDING_X + 8)*2, (BUILDING_Y + 24)*2, TBLACK, TBLACK);
/*
** Here's the animation/draw loop for blowing up the factory
*/
int i;
for (i=0; i<98; i++) {
SysMemPage.Blit(SysMemPage, BUILDING_X, BUILDING_Y, 0, 0, 320-BUILDING_X,48);
shapenum = 0; // no damage
if (i >= 60) {
shapenum = Extract_Shape_Count(factptr) - 2; // some damage
if (i == 60) {
Shake_The_Screen(6);
Sound_Effect(VOC_CRUMBLE, VOL_FULL, 0);
}
if (i > 65) {
shapenum = Extract_Shape_Count(factptr) - 1; // mega damage
}
}
/*
** Draw the building before Rambo
*/
if (i < 68) {
CC_Draw_Shape(factptr,shapenum, 0, 0, WINDOW_MAIN,
SHAPE_FADING|SHAPE_WIN_REL, ScoreRemapBldg,Map.UnitShadow);
}
/*
** Now draw some fires, if appropriate
*/
if (i >= 61) {
int firecount = Extract_Shape_Count(fball1ptr);
int shapeindex = (i-61)>>1;
if (shapeindex < firecount) {
CC_Draw_Shape(fball1ptr, shapeindex, 10, 10, WINDOW_MAIN,
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL,//|SHAPE_GHOST,
ScoreRemapFBall,0);
}
if (i > 64) {
shapeindex = (i-64)>>1;
if (shapeindex < firecount) {
CC_Draw_Shape(fball1ptr, shapeindex, 50, 30, WINDOW_MAIN,
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL,//|SHAPE_GHOST,
ScoreRemapFBall,0);
}
}
}
/*
** Draw the Rambo character running away from the building
*/
CC_Draw_Shape(rmboptr, (ramboclass->DoControls[DO_WALK].Frame + ramboclass->DoControls[DO_WALK].Jump*6) + ((i>>1)%ramboclass->DoControls[DO_WALK].Count),
i+32, 40, WINDOW_MAIN,
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL,//|SHAPE_GHOST,
ScoreRemapYellow,Map.UnitShadow);
SysMemPage.Blit(*PseudoSeenBuff, 0, 0, BUILDING_X, BUILDING_Y, 320-BUILDING_X,48);
/*
** Extra font related stuff. ST - 7/29/96 2:22PM
*/
Interpolate_2X_Scale(PseudoSeenBuff , &HidPage ,NULL);
BlitList.Update();
WWMouse->Draw_Mouse(&HidPage);
Blit_Hid_Page_To_Seen_Buff();
WWMouse->Erase_Mouse(&HidPage, TRUE);
//Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff , NULL);
if (!Check_Key()) Call_Back_Delay(1);
}
i = MAX(GBKilled, NBKilled);
i = MAX(i, CBKilled);
for (int q = 0; q <= i; q++) {
Count_Up_Print( "%d", q, GBKilled,BUILDING_X + 8,BUILDING_Y );
Count_Up_Print( "%d", q, NBKilled,BUILDING_X + 8,BUILDING_Y + 12);
Count_Up_Print( "%d", q, CBKilled,BUILDING_X + 8,BUILDING_Y + 24);
if (!Check_Key()) {
Play_Sample(Beepy6, 255, Options.Normalize_Sound(110));
Call_Back_Delay(1);
}
}
}
/***************************************************************************
* DO_GDI_GRAPH -- Show # of people or buildings killed on GDI score screen*
* *
* *
* *
* INPUT: yellowptr, redptr = pointers to shape file for graphs *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/03/1995 BWG : Created. *
*=========================================================================*/
void ScoreClass::Do_GDI_Graph(void const * yellowptr, void const * redptr, int gkilled, int nkilled, int ypos)
{
int i, max;
int gdikilled = gkilled, nodkilled=nkilled;
max = MAX(gdikilled, nodkilled);
if (!max) max=1;
gdikilled = (gdikilled * SIZEGBAR) / max;
nodkilled = (nodkilled * SIZEGBAR) / max;
if (max < 20) {
gdikilled = gkilled * 5;
nodkilled = nkilled * 5;
}
max = MAX(gdikilled, nodkilled);
if (!max) max=1;
// Draw the white-flash shape on the hidpage
Set_Logic_Page(SysMemPage);
SysMemPage.Fill_Rect(0,0, 124,9, TBLACK);
CC_Draw_Shape(redptr, 120, 0,0, WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(PseudoSeenBuff);
BlitList.Add (2* 297, 2* (ypos+2), 2* 297, 2* (ypos+2), 5*12 , 12);
for (i = 1; i <= gdikilled; i++) {
if (i != gdikilled) {
CC_Draw_Shape(yellowptr,i, 172, ypos, WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
} else {
SysMemPage.Blit(*PseudoSeenBuff,0,0, 172, ypos, 3+gdikilled,9);
}
Count_Up_Print("%d", (i*gkilled) / max, gkilled, 297, ypos+2);
if (!Check_Key()) {
Play_Sample(Beepy6, 255, Options.Normalize_Sound(110));
Call_Back_Delay(2);
}
}
CC_Draw_Shape(yellowptr,gdikilled, 172,ypos , WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
Count_Up_Print("%d", gkilled, gkilled, 297, ypos+ 2);
if (!Check_Key()) Call_Back_Delay(40);
BlitList.Add (2* 297, 2* (ypos+14), 2* 297, 2* (ypos+14), 5*12 , 12);
for (i = 1; i <= nodkilled; i++) {
if (i != nodkilled) {
CC_Draw_Shape(redptr, i, 172, ypos+12, WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
} else {
SysMemPage.Blit(*PseudoSeenBuff,0,0, 172,ypos+12, 3+nodkilled,9);
}
Count_Up_Print("%d", (i*nkilled) / max, nkilled, 297, ypos+14);
if (!Check_Key()) {
Play_Sample(Beepy6, 255, Options.Normalize_Sound(110));
Call_Back_Delay(2);
}
}
// if (Keyboard::Check()) Keyboard::Clear();
/*
** Make sure accurate count is printed at end
*/
CC_Draw_Shape( redptr,nodkilled, 172,ypos+12, WINDOW_MAIN,SHAPE_WIN_REL, 0, 0);
Count_Up_Print("%d", nkilled, nkilled, 297, ypos+14);
if (!Check_Key()) Call_Back_Delay(40);
}
void ScoreClass::Do_Nod_Casualties_Graph(void)
{
int i, gdikilled, nodkilled, civkilled, max;
void const * e1ptr = MixFileClass::Retrieve("E1.SHP");
void const * c1ptr = MixFileClass::Retrieve("C1.SHP");
gdikilled = GKilled;
nodkilled = NKilled;
civkilled = CKilled;
max = MAX(gdikilled, nodkilled);
max = MAX(max, civkilled);
if (!max) max=1;
if ((gdikilled > (MAX_BAR_X - BARGRAPH_X)) || (nodkilled > (MAX_BAR_X - BARGRAPH_X)) || (civkilled > (MAX_BAR_X - BARGRAPH_X))) {
gdikilled = (gdikilled * (MAX_BAR_X - BARGRAPH_X)) / max;
nodkilled = (nodkilled * (MAX_BAR_X - BARGRAPH_X)) / max;
civkilled = (civkilled * (MAX_BAR_X - BARGRAPH_X)) / max;
}
max = MAX(gdikilled, nodkilled);
max = MAX(max, civkilled);
if (!max) max=1;
/*
** Initialize a bunch of objects for the infantrymen who pose for the bar
** graphs of casualties.
*/
int q = NUMINFANTRYMEN/3;
int r = q*2;
for (i = 0; i < NUMINFANTRYMEN/3; i++) {
InfantryMan[i+0].xpos =
InfantryMan[i+q].xpos =
InfantryMan[i+r].xpos = (i*10) + 7;
InfantryMan[i+0].ypos = 11;
InfantryMan[i+q].ypos = 21;
InfantryMan[i+r].ypos = 31;
InfantryMan[i+0].shapefile =
InfantryMan[i+q].shapefile = e1ptr;
InfantryMan[i+r].shapefile = c1ptr;
InfantryMan[i+0].remap = ScoreRemapYellow;
InfantryMan[i+q].remap = ScoreRemapGrey;
InfantryMan[i+r].remap = RemapCiv;
InfantryMan[i+0].anim =
InfantryMan[i+q].anim =
InfantryMan[i+r].anim = 0;
InfantryMan[i+0].stage =
InfantryMan[i+q].stage =
InfantryMan[i+r].stage = 0;
InfantryMan[i+0].delay =
InfantryMan[i+q].delay =
InfantryMan[i+r].delay = Random() & 0x1F;
InfantryMan[i+0].Class =
InfantryMan[i+q].Class = &InfantryTypeClass::As_Reference(INFANTRY_E1);
InfantryMan[i+r].Class = &InfantryTypeClass::As_Reference(INFANTRY_C1);
}
/*
** Draw the infantrymen and pause briefly before running the graph
*/
Draw_InfantryMen();
SysMemPage.Blit(*PseudoSeenBuff, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
//Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff, NULL);
/*
** Extra font related stuff. ST - 7/29/96 2:22PM
*/
Interpolate_2X_Scale(PseudoSeenBuff , &HidPage ,NULL);
BlitList.Update();
WWMouse->Draw_Mouse(&HidPage);
Blit_Hid_Page_To_Seen_Buff();
WWMouse->Erase_Mouse(&HidPage, TRUE);
Call_Back_Delay(40);
BlitList.Add (2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 2), 2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 2), 5*12 , 12);
BlitList.Add (2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 14), 2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 14), 5*12 , 12);
BlitList.Add (2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 26), 2* (SCORETEXT_X + 64), 2* (CASUALTY_Y + 26), 5*12 , 12);
for (i = 1; i <= max; i++) {
// Draw & update infantrymen 3 times for every tick on the graph (i)
for (int q = 0; q < 3; q++) {
Draw_InfantryMen();
Draw_Bar_Graphs(i, gdikilled, nodkilled, civkilled);
SysMemPage.Blit(*PseudoSeenBuff, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
Count_Up_Print("%d", (i*GKilled) / max, GKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
Count_Up_Print("%d", (i*NKilled) / max, NKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
Count_Up_Print("%d", (i*CKilled) / max, CKilled, SCORETEXT_X+64, CASUALTY_Y + 26);
if (!Check_Key()) Call_Back_Delay(3);
}
Play_Sample(Beepy6, 255, Options.Normalize_Sound(110));
}
if (Check_Key()) Keyboard::Clear();
/*
** Make sure accurate count is printed at end
*/
Count_Up_Print("%d", GKilled, GKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
Count_Up_Print("%d", NKilled, NKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
Count_Up_Print("%d", CKilled, CKilled, SCORETEXT_X+64, CASUALTY_Y + 26);
/*
** Finish up death animations, if there are any active
*/
int k = 1;
while (k) {
for (i=k=0; i<NUMINFANTRYMEN; i++) if (InfantryMan[i].anim >= DO_GUN_DEATH) k=1;
if (k) Draw_InfantryMen();
Draw_Bar_Graphs(max, gdikilled, nodkilled, civkilled);
SysMemPage.Blit(*PseudoSeenBuff, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
Call_Back_Delay(1);
}
}
void ScoreClass::Show_Credits(int house, char const pal[])
{
static int _credsx[2]={276,276};
static int _credsy[2]={173,58};
static int _credpx[2]={228,236};
#ifdef GERMAN
static int _credpy[2]={181, 74};
static int _credtx[2]={162,162};
static int _credty[2]={173, 62};
#else
static int _credpy[2]={189-12, 74};
static int _credtx[2]={182,182};
static int _credty[2]={179-12, 62};
#endif
int credobj,i;
int min,add;
void const * credshape = MixFileClass::Retrieve("CREDS.SHP");
Alloc_Object(new ScorePrintClass(TXT_SCORE_ENDCRED, _credtx[house], _credty[house],pal));
Call_Back_Delay(15);
credobj = Alloc_Object(new ScoreCredsClass(_credsx[house], _credsy[house], credshape, 32, 2));
min = PlayerPtr->Available_Money() / 100;
/*
** Print out total credits left at end of scenario
*/
i = -50;
BlitList.Add (2* (_credpx[house]), 2* (_credpy[house]), 2* (_credpx[house]), 2* (_credpy[house]), 5*12 , 12);
do {
add = 5;
if ((PlayerPtr->Available_Money() - i) > 100 ) add += 15;
if ((PlayerPtr->Available_Money() - i) > 1000) add += 30;
if (add < min) add = min;
i += add;
if (i < 0) i=0;
Set_Font_Palette(pal);
Count_Up_Print("%d", i, PlayerPtr->Available_Money(), _credpx[house], _credpy[house]);
Call_Back_Delay(2);
if (Check_Key()) {
i=PlayerPtr->Available_Money() - 5;
Keyboard::Clear();
}
} while (i < PlayerPtr->Available_Money()) ;
// Make sure the credits object doesn't freeze on the white stage
while (((ScoreTimeClass *)ScoreObjs[credobj])->Stage >= 20 && !ControlQ) {
Call_Back_Delay(1);
}
delete ScoreObjs[credobj];
ScoreObjs[credobj] = 0;
}
/***************************************************************************
* SCORECLASS::PRINT_MINUTES -- Print out hours/minutes up to max *
* *
* Same as count-up-print, but for the time *
* *
* INPUT: current minute count and maximum *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void ScoreClass::Print_Minutes(int minutes)
{
char str[20];
if (minutes >= 60) {
if ((minutes/60) > 9) minutes = (9*60 + 59);
sprintf(str,Text_String(TXT_SCORE_TIMEFORMAT1), (minutes / 60),(minutes % 60));
} else {
sprintf(str,Text_String(TXT_SCORE_TIMEFORMAT2), minutes);
}
TextPrintBuffer->Print(str, 275*2, 9*2, TBLACK, TBLACK);
}
/***********************************************************************************************
* ScoreClass::Count_Up_Print -- Prints a number (up to its max) into a string, cleanly. *
* *
* This routine prints out a number (like 70) or its maximum number, into a string, onto *
* the screen, on a clean section of the screen, and blits it forward to the seenpage so you*
* can print without flashing and can print over something (to count up %'s). *
* *
* INPUT: str = string to print into *
* percent = # to print *
* max = # to print if percent > max *
* xpos = x pixel coord *
* ypos = y pixel coord *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/07/1995 BWG : Created. *
*=============================================================================================*/
void ScoreClass::Count_Up_Print(char *str, int percent, int max, int xpos, int ypos)
{
char destbuf[64];
int width;
sprintf(destbuf, str, percent <= max ? percent : max);
width = strlen(destbuf) * 7;
// HidPage.Blit(HidPage, xpos, ypos, 0, 0, width, 8);
// Set_Logic_Page(HidPage);
// LogicPage->Print( destbuf, 0, 0, WHITE, TBLACK);
// HidPage.Blit(SeenBuff, 0, 0, xpos, ypos, width, 8);
TextPrintBuffer->Fill_Rect (xpos*2, ypos*2, (xpos + width)*2, (ypos+7)*2, BLACK);
TextPrintBuffer->Print (destbuf, xpos*2, ypos*2, WHITE, TBLACK);
//TextPrintBuffer->Blit(*TextPrintBuffer, xpos*2, ypos*2, 0, 0, width*2, 8*2);
//TextPrintBuffer->Print(destbuf, 0, 0, WHITE, TBLACK);
//TextPrintBuffer->Blit(SeenBuff, 0, 0, xpos*2, ypos*2, width*2, 8*2);
// PseudoSeenBuff->Print( destbuf, xpos, ypos, TBLACK, BLACK);
// Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff , NULL);
}
/***********************************************************************************************
* ScoreClass::Input_Name -- Gets the name from the keyboard *
* *
* This routine handles keyboard input, and does a nifty zooming letter effect too. *
* *
* INPUT: str = string to put user's typing into *
* xpos = x pixel coord *
* ypos = y pixel coord *
* pal = text remapping palette to print using *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/15/1995 BWG : Created. *
*=============================================================================================*/
void ScoreClass::Input_Name(char str[], int xpos, int ypos, char const pal[])
{
int key, ascii, index=0;
void const * keystrok = MixFileClass::Retrieve("KEYSTROK.AUD");
/*
** Ready the hidpage so it can restore background under zoomed letters
*/
PseudoSeenBuff->Blit(SysMemPage);
do {
Call_Back();
Animate_Score_Objs();
Animate_Cursor(index, ypos);
/*
** Extra font related stuff. ST - 7/29/96 2:22PM
*/
Interpolate_2X_Scale (PseudoSeenBuff , &HidPage ,NULL);
BlitList.Update();
Blit_Hid_Page_To_Seen_Buff();
if (Check_Key()) { //if (Keyboard::Check()) {
key = Get_Key(); //key = Keyboard::Get();
if (index == MAX_FAMENAME_LENGTH-2) {
while (Check_Key()) {
Get_Key();
}
}
/*
** If they hit 'backspace' when they're on the last letter,
** turn it into a space instead.
*/
if ((key == KA_BACKSPACE) && (index == MAX_FAMENAME_LENGTH-2) ) {
if (str[index] && str[index]!=32) key = 32;
}
if (key == KA_BACKSPACE) { //if (key == KN_BACKSPACE) {
if (index) {
str[--index] = 0;
int xposindex6 = xpos+(index*6);
PseudoSeenBuff->Fill_Rect(xposindex6,ypos,xposindex6+6,ypos+6,TBLACK);
SysMemPage.Fill_Rect(xposindex6,ypos,xposindex6+6,ypos+6,TBLACK);
TextPrintBuffer->Fill_Rect(xposindex6*2,ypos*2,(xposindex6+6)*2,(ypos+6)*2, BLACK);
}
} else if (key!=KA_RETURN) { //else if (key != KN_RETURN && key!=KN_KEYPAD_RETURN) {
ascii = key; //ascii = KN_To_KA(key);
if (ascii >= 'a' && ascii <= 'z') ascii -= ('a' - 'A');
//if (ascii >='A' && ascii<='Z' || ascii == ' ') {
if ( (ascii >= '!' && ascii <= KA_TILDA) || ascii == ' ') {
PseudoSeenBuff->Fill_Rect(xpos + (index*6), ypos, xpos + (index*6)+6, ypos+5, TBLACK);
SysMemPage.Fill_Rect(xpos + (index*6), ypos, xpos + (index*6)+6, ypos+5, TBLACK);
TextPrintBuffer->Fill_Rect(2*(xpos + (index*6)), ypos*2, 2*(xpos + (index*6)+6), 2*(ypos+6), BLACK);
str[index] = ascii;
str[index+1] = 0;
int objindex;
Play_Sample(keystrok, 255, Options.Normalize_Sound(255));
objindex = Alloc_Object(new ScoreScaleClass(str+index,xpos+(index*6), ypos, pal));
while (ScoreObjs[objindex]) Call_Back_Delay(1);
if (index < (MAX_FAMENAME_LENGTH-2) ) index++;
}
}
}
} while(key!=KA_RETURN); // } while(key != KN_RETURN && key!=KN_KEYPAD_RETURN);
}
void Animate_Cursor(int pos, int ypos)
{
static int _lastpos, _state;
static CountDownTimerClass _timer;
ypos += 7; // move cursor to bottom of letter
// If they moved the cursor, erase old one and force state=0, to make green draw right away
if (pos != _lastpos) {
PseudoSeenBuff->Draw_Line(HALLFAME_X + (_lastpos*6),ypos, HALLFAME_X + (_lastpos*6) + 5, ypos, TBLACK);
TextPrintBuffer->Fill_Rect(2*(HALLFAME_X + (_lastpos*6)),2*ypos, 2*(HALLFAME_X + (_lastpos*6) + 5), 2*ypos+1, BLACK);
_lastpos = pos;
_state = 0;
}
PseudoSeenBuff->Draw_Line(HALLFAME_X + (pos*6),ypos, HALLFAME_X + (pos*6)+5, ypos, _state ? LTBLUE : TBLACK);
TextPrintBuffer->Fill_Rect(2*(HALLFAME_X + (pos*6)),2*ypos, 2*(HALLFAME_X + (pos*6)+5), 2*ypos+1, _state ? LTBLUE : BLACK);
/*
** Toggle the color of the cursor, green or black, if it's time to do so.
*/
if (!_timer.Time()) {
_state ^= 1;
_timer.Set(5);
}
}
/***************************************************************************
* Draw_InfantryMen -- Draw all the guys on the score screen *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void Draw_InfantryMen()
{
int k;
// Only draw the infantrymen if we're playing Nod... GDI wouldn't execute
// people like that.
/*
** First restore the background
*/
SysMemPage.Blit(SysMemPage, BARGRAPH_X, CASUALTY_Y, 0, 0, 320-BARGRAPH_X, 34);
Set_Logic_Page(SysMemPage);
/*
** Then draw all the infantrymen on the clean SysMemPage
*/
for (k = 0; k < NUMINFANTRYMEN; k++) Draw_InfantryMan(k);
/*
** They'll all be blitted over to the seenpage after the graphs are drawn
*/
}
/***************************************************************************
* Draw_InfantryMan -- Draw one guy in score screen, update animation *
* *
* This routine draws one of the infantrymen in the "Casualties" area *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void Draw_InfantryMan(int index)
{
int stage;
/* If the infantryman's dead, just abort this function */
if (InfantryMan[index].anim == -1) return;
stage = InfantryMan[index].stage + InfantryMan[index].Class->DoControls[InfantryMan[index].anim].Frame;
CC_Draw_Shape(InfantryMan[index].shapefile,
stage,
InfantryMan[index].xpos,
InfantryMan[index].ypos,
WINDOW_MAIN,
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL,//|SHAPE_GHOST,
InfantryMan[index].remap,
Map.UnitShadow);
/*
** see if it's time to run a new anim
*/
if (--InfantryMan[index].delay < 0) {
InfantryMan[index].delay = 3;
if (++InfantryMan[index].stage >= InfantryMan[index].Class->DoControls[InfantryMan[index].anim].Count) {
/*
** was he playing a death anim? If so, and it's done, erase him
*/
if (InfantryMan[index].anim >= DO_GUN_DEATH) {
InfantryMan[index].anim = -1;
} else {
New_Infantry_Anim(index, DO_STAND_READY);
}
}
}
}
/***************************************************************************
* New_Infantry_Anim -- Start up a new animation for one of the infantrymen*
* *
* *
* *
* INPUT: index: which of the 30 infantrymen to affect *
* anim: which animation sequence to start him into *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void New_Infantry_Anim(int index, int anim)
{
InfantryMan[index].anim = anim;
InfantryMan[index].stage = 0;
if (anim >= DO_GUN_DEATH) {
InfantryMan[index].delay = 1; // start right away
} else {
InfantryMan[index].delay = Random() & 15;
}
}
/***************************************************************************
* Draw_Bar_Graphs -- Draw "Casualties" bar graphs *
* *
* *
* *
* INPUT: i = current count of how far to draw graph *
* gkilled = # of GDI forces killed (adjusted to fit in space) *
* nkilled = # of Nod forces killed (adjusted to fit in space) *
* ckilled = # of civilians killed (adjusted to fit in space) *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void Draw_Bar_Graphs(int i, int gkilled, int nkilled, int ckilled)
{
if (gkilled) {
LogicPage->Fill_Rect(0, 0+4, 0+MIN(i,gkilled), 0+5, LTCYAN);
LogicPage->Draw_Line(0+1, 0+6, 0+MIN(i,gkilled)+1, 0+6, TBLACK);
LogicPage->Draw_Line(0+MIN(i,gkilled)+1,0+5, 0+MIN(i,gkilled)+1, 0+5, TBLACK);
if (i <= gkilled) {
int anim = InfantryMan[i/11].anim;
if (anim!=-1 && anim < DO_GUN_DEATH) {
if (i/11) {
New_Infantry_Anim(i/11,DO_GUN_DEATH + (Random() & 3));
} else {
New_Infantry_Anim(i/11,DO_GUN_DEATH);
}
// Sound_Effect(Random_Pick(VOC_SCREAM1, VOC_SCREAM5));
}
}
}
if (nkilled) {
LogicPage->Fill_Rect(0, 0+16, 0+MIN(i,nkilled), 0+17, RED);
LogicPage->Draw_Line(0+1, 0+18, 0+MIN(i,nkilled)+1, 0+18, TBLACK);
LogicPage->Draw_Line(0+MIN(i,nkilled)+1, 0+17, 0+MIN(i,nkilled)+1, 0+17, TBLACK);
if (i <= nkilled) {
int anim = InfantryMan[(NUMINFANTRYMEN/3)+(i/11)].anim;
if (anim!=-1 && anim < DO_GUN_DEATH) {
if (i/11) {
New_Infantry_Anim((NUMINFANTRYMEN/3)+(i/11),DO_GUN_DEATH + (Random() & 3));
} else {
New_Infantry_Anim((NUMINFANTRYMEN/3)+(i/11),DO_GUN_DEATH);
}
// Sound_Effect(Random_Pick(VOC_SCREAM1, VOC_SCREAM5));
}
}
}
if (ckilled) {
LogicPage->Fill_Rect(0, 0+28, 0+MIN(i,ckilled), 0+29, RED);
LogicPage->Draw_Line(0+1, 0+30, 0+MIN(i,ckilled)+1, 0+30, TBLACK);
LogicPage->Draw_Line(0+MIN(i,ckilled)+1, 0+29, 0+MIN(i,ckilled)+1, 0+29, TBLACK);
if (i <= ckilled) {
int anim = InfantryMan[((NUMINFANTRYMEN*2)/3)+(i/11)].anim;
if (anim!=-1 && anim < DO_GUN_DEATH) {
if (i/11) {
New_Infantry_Anim(((NUMINFANTRYMEN*2)/3)+(i/11),DO_GUN_DEATH + (Random() & 3));
} else {
New_Infantry_Anim(((NUMINFANTRYMEN*2)/3)+(i/11),DO_GUN_DEATH);
}
// Sound_Effect(Random_Pick(VOC_SCREAM1, VOC_SCREAM5));
}
}
}
}
/***************************************************************************
* Call_Back_Delay -- Combines Call_Back() and Delay() functions *
* *
* This is just to cut down on code size and typing a little. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
*=========================================================================*/
void Call_Back_Delay(int time)
{
CountDownTimerClass cd;
if (!ControlQ) {
if (Keyboard::Down(KN_LCTRL) && Keyboard::Down(KN_Q)) {
ControlQ = 1;
Keyboard::Clear();
}
}
if (ControlQ) time=0;
cd.Set(time);
StreamLowImpact = true;
do {
Call_Back();
//Animate_Score_Objs();
//Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff ,NULL);
//if (Get_Mouse_State()){
// Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff ,NULL);
//BlitList.Update();
//}else{
Animate_Score_Objs();
Interpolate_2X_Scale(PseudoSeenBuff , &HidPage ,NULL);
BlitList.Update();
WWMouse->Draw_Mouse(&HidPage);
Blit_Hid_Page_To_Seen_Buff();
WWMouse->Erase_Mouse(&HidPage, TRUE);
//}
} while(cd.Time());
StreamLowImpact = false;
}
void Animate_Score_Objs()
{
StillUpdating = false;
for (int i = 0; i < MAXSCOREOBJS; i++) {
if (ScoreObjs[i]) {
ScoreObjs[i]->Update();
}
}
}
char *Int_Print(int a)
{
static char str[10];
sprintf(str,"%d",a);
return str;
}
/***********************************************************************************************
* Multi_Score_Presentation -- Multiplayer routine to display score screen. *
* *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/11/1995 BWG: Created. *
*=============================================================================================*/
void Multi_Score_Presentation(void)
{
static unsigned char const _cycleyellowpal[]={0x0,0xec,0xEb,0xea,0xE9,0xe9,0xE9,0x0,0xE9,0x0,0x0,0x0,0x0,0x0,0xED,0x0};
static unsigned char const _greenpal[]= {0x0,0x12,0x14,0x16,0x18,0x18,0x18,0x0,0x18,0x0,0x0,0x0,0x0,0x0,0x10,0x0};
static unsigned char const _redpal[]= {0x0,0x22,0x24,0x26,0x28,0x28,0x28,0x0,0x28,0x0,0x0,0x0,0x0,0x0,0x20,0x0};
static unsigned char const _graypal[]= {0x0,0xca,0xCb,0xcc,0xCd,0xcd,0xCd,0x0,0xCD,0x0,0x0,0x0,0x0,0x0,0xC8,0x0};
static unsigned char const _orangepal[]={0x0,0xd1,0xD2,0xd3,0xD4,0xd4,0xD4,0x0,0xD4,0x0,0x0,0x0,0x0,0x0,0xD0,0x0};
static unsigned char const _bluepal[]= {0x0,0x2,0x0a,0xb,0x0b,0xb,0x0B,0x0,0x0B,0x0,0x0,0x0,0x0,0x0,0x09,0x0};
static unsigned char const _yellowpal[]={0x0,0x5,0xee,0xf1,0xf2,0xf2,0xF2,0xf2,0xF2,0x0,0x0,0x0,0x0,0x0,0x7D,0x0};
//static char const _greenpal[]= {0x0,0x0,0x12,0x0,0x14,0x0,0x16,0x0,0x18,0x0,0x0,0x0,0x0,0x0,0x10,0x0};
//static char const _redpal[]= {0x0,0x0,0x22,0x0,0x24,0x0,0x26,0x0,0x28,0x0,0x0,0x0,0x0,0x0,0x20,0x0};
//static char const _graypal[]= {0x0,0x0,0xCA,0x0,0xCB,0x0,0xCC,0x0,0xCD,0x0,0x0,0x0,0x0,0x0,0xC8,0x0};
//static char const _orangepal[]={0x0,0x0,0xD1,0x0,0xD2,0x0,0xD3,0x0,0xD4,0x0,0x0,0x0,0x0,0x0,0xD0,0x0};
//static char const _bluepal[]= {0x0,0x0,0x02,0x0,0x0A,0x0,0x0B,0x0,0x0B,0x0,0x0,0x0,0x0,0x0,0x09,0x0};
//static char const _yellowpal[]={0x0,0x0,0x05,0x0,0xEE,0x0,0xF1,0x0,0xF2,0x0,0x0,0x0,0x0,0x0,0x7D,0x0};
static unsigned char const *_colors[]={_yellowpal,_redpal,_bluepal,_orangepal,_greenpal,_graypal};
int i,k;
void *oldfont, *anim;
int oldfontxspacing = FontXSpacing;
char const *pal;
FontXSpacing = 0;
Map.Override_Mouse_Shape(MOUSE_NORMAL);
Theme.Queue_Song(THEME_WIN1);
PseudoSeenBuff = new GraphicBufferClass(320,200,(void*)NULL);
TextPrintBuffer = new GraphicBufferClass(SeenBuff.Get_Width(), SeenBuff.Get_Height() ,(void*)NULL);
BlitList.Clear();
SysMemPage.Clear();
PseudoSeenBuff->Clear();
HiddenPage.Clear();
TextPrintBuffer->Clear();
Set_Palette(BlackPalette);
anim = Open_Animation("MLTIPLYR.WSA",NULL,0L,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
Hide_Mouse();
/*
** Display the background animation
*/
VisiblePage.Clear();
InterpolationPaletteChanged = TRUE;
InterpolationPalette = Palette;
Increase_Palette_Luminance (Palette , 30,30,30,63);
Animate_Frame(anim, *PseudoSeenBuff, 1);
Interpolate_2X_Scale( PseudoSeenBuff , &SeenBuff , "MULTSCOR.PAL");
Fade_Palette_To(Palette, FADE_PALETTE_FAST, Call_Back);
int frame = 1;
while (frame < Get_Animation_Frame_Count(anim)) {
Animate_Frame(anim, *PseudoSeenBuff, frame++);
Call_Back_Delay(2);
}
Close_Animation(anim);
/* Change to the six-point font for Text_Print */
oldfont = Set_Font(ScoreFontPtr);
Call_Back();
Set_Logic_Page(*PseudoSeenBuff);
/*
** Move all the scores over a notch if there's more games than can be
** shown (which is known by MPlayerCurGame == MAX_MULTI_GAMES-1);
*/
if (MPlayerCurGame == MAX_MULTI_GAMES-1) {
for(i = 0; i < MAX_MULTI_NAMES; i++) {
for(k = 0; k < MAX_MULTI_GAMES-1; k++) {
MPlayerScore[i].Kills[k] = MPlayerScore[i].Kills[k+1];
}
}
}
int y = 41;
for(i = 0; i < MAX_MULTI_NAMES; i++) {
if (strlen(MPlayerScore[i].Name)) {
pal = (const char*)_colors[MPlayerScore[i].Color];
Alloc_Object(new ScorePrintClass(MPlayerScore[i].Name, 15, y,pal));
Call_Back_Delay(20);
Alloc_Object(new ScorePrintClass(Int_Print(MPlayerScore[i].Wins), 118, y, pal));
Call_Back_Delay(6);
for(k = 0; k <= MIN(MPlayerCurGame, MAX_MULTI_GAMES-2); k++) {
if (MPlayerScore[i].Kills[k] >= 0) {
Alloc_Object(new ScorePrintClass(Int_Print(MPlayerScore[i].Kills[k]), 225+(24*k), y, pal));
Call_Back_Delay(6);
}
}
y += 12;
}
}
#if (FRENCH)
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2, 90 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 185, _cycleyellowpal));
#else
Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2, 109 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 185, _cycleyellowpal));
#endif
Cycle_Wait_Click();
/* get rid of all the animating objects */
for (i = 0; i < MAXSCOREOBJS; i++) if (ScoreObjs[i]) {
delete ScoreObjs[i];
ScoreObjs[i] = 0;
}
Theme.Queue_Song(THEME_NONE);
Fade_Palette_To(BlackPalette, FADE_PALETTE_FAST, NULL);
VisiblePage.Clear();
Set_Palette(GamePalette);
Set_Logic_Page (SeenBuff);
delete PseudoSeenBuff;
delete TextPrintBuffer;
BlitList.Clear();
Set_Font(oldfont);
FontXSpacing = oldfontxspacing;
ControlQ = 0;
Show_Mouse();
}
#ifdef WRITE_LBM
// A BitMapHeader is stored in a BMHD chunk. This structure MUST be an even size
typedef struct {
unsigned short w, h; // raster width & height in pixels
unsigned short x, y; // position for this image
unsigned char planes; // # source bitplanes
unsigned char masking; // masking technique
unsigned char compression; // compression algoithm
unsigned char pad1; // UNUSED. For consistency, put 0 here.
unsigned short transcolor; // transparent "color number"
unsigned char xaspect, yaspect; // aspect ratio, a rational number x/y
unsigned short pagewidth, pageheight; // source "page" size in pixels
} BitMapHeaderType;
// All values in LocalHeader are always the same except planes. This is set in Write_BMHD
// the WORD values must be in low-high order for compatibility.
static BitMapHeaderType LocalHeader = {
0x4001, 0xc800, 0, 0, 0, 0, // width, height, x, y, planes, mask
1, 0, 0xFF00, 5, 6, // compress, pad1, transcolor, xasptect, yaspect
0x4001, 0xC800 }; // pagewidth, pageheight
#define BM_HEADER_SIZE (((sizeof(BitMapHeaderType) + 1) & 0xFFFE) + 8L)
/*=========================================================================*/
/* The following static functions are in this file: */
/*=========================================================================*/
static long CCWrite_BMHD(CCFileClass &lbmhandle, short bitplanes);
static long CCWrite_CMAP(CCFileClass &lbmhandle, unsigned char * palette, short bitplanes);
static long CCWrite_BODY(CCFileClass &lbmhandle, BufferClass& buff, short bitplanes);
static long CCWrite_Row(CCFileClass &lbmhandle, unsigned char *buffer);
/*= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =*/
/***************************************************************************
* CCWrite_LBM_File -- Writes out a file in LBM format *
* *
* INPUT: short lbmhandle -- lbm file handle already opened by caller *
* BufferClass buff -- buff where MCGA picture is *
* short bitplane -- number of bitplanes to convert to *
* char *palette -- pointer to palette for buff *
* *
* OUTPUT: Returns bool -- successfull or not *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/18/1991 SB : Created. *
*=========================================================================*/
bool CCWrite_LBM_File(CCFileClass &lbmhandle, BufferClass& buff, short bitplanes, unsigned char *palette)
{
long filesize;
lbmhandle.Seek(0L, SEEK_SET); // goto beginning of file
lbmhandle.Write("FORM????ILBM", 12L); // First 12 bytes of all .lbm files
// size is unkown so write ????
filesize = 12L; // 4 bytes for "ILBM"
filesize += CCWrite_BMHD(lbmhandle, bitplanes); // write out BMHD (fixed size)
filesize += CCWrite_CMAP(lbmhandle, palette, bitplanes); // write out CMAP
// Write out the body, or compressed picture image. This size will depend
// on the compression, but the value passed back is what the compressor
// assumed was written to file
filesize += CCWrite_BODY(lbmhandle, buff, bitplanes);
// Verify that we were able to write out the file without running out of space
if (lbmhandle.Seek(0L, SEEK_END) != filesize) {
return(false);
}
lbmhandle.Seek(4L, SEEK_SET); // goto beginning of file
filesize = Reverse_LONG(filesize - 8L); // - 8 because of "FORM" + short (size)
lbmhandle.Write( (char *) &filesize, 4L); // patch in filesize
return(true);
}
/***************************************************************************
* CCWrite_BMHD -- writes out the bit map header (LocalHeader) *
* *
* INPUT: short lbmhandle -- file handle for lbm file *
* short pitplanes -- number of bitplanes to write out *
* *
* OUTPUT: LONG number of bytes hopefully written out to .LBM file *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1991 SB : Created. *
*=========================================================================*/
static long CCWrite_BMHD(CCFileClass &lbmhandle, short bitplanes)
{
long size;
lbmhandle.Write("BMHD", 4L); // write out chunk title
size = Reverse_LONG(sizeof(LocalHeader)); // write out size of LocalHeader chunk
lbmhandle.Write((char *) &size, 4L);
LocalHeader.planes = bitplanes; // only nonconstant value in LocalHeader
// Make sure size is even. Return 8 = "BMHD" + size of the bitmap header structure
return(lbmhandle.Write((char *) &LocalHeader,
(sizeof(LocalHeader) + 1) & 0xFFFE) + 8L);
}
/***************************************************************************
* CCWrite_CMAP -- Writes out CMAP (palette) information *
* *
* *
* INPUT: short lbmhandle -- file handle of lbm file *
* char * palette -- pointer to paletter information *
* short bitplanes -- used to figure out size of palette *
* *
* OUTPUT: long number of bytes that should have been written out to .LBM. *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1991 SB : Created. *
*=========================================================================*/
static long CCWrite_CMAP(CCFileClass &lbmhandle, unsigned char * palette, short bitplanes)
{
short color, r, g, b, colors;
long size;
unsigned char *pal_ptr;
char rgb[3];
lbmhandle.Write("CMAP", 4L); // write out palette info
colors = 1 << bitplanes; // colors = 2 to the bitplanes
size = Reverse_LONG(colors * 3L); // size = colors * 3 guns
lbmhandle.Write((char *) &size, 4L);
for (pal_ptr = palette, color = 0; color < colors; color++) { // for each color
if ((r = *pal_ptr++) != 0) { // DPaint changes allows 0 - 100 for gun values
r = (r << 2) | 0x03; // this must be converted to 0 - 256 for LBM
} // so LBM_val = (DP_val * 4) | 3 if DP_val != 0
if ((g = *pal_ptr++) != 0) {
g = (g << 2) | 0x03;
}
if ((b = *pal_ptr++) != 0) {
b = (b << 2) | 0x03;
}
rgb[0] = r; // assign gun values to an array to write out
rgb[1] = g;
rgb[2] = b;
lbmhandle.Write(rgb, 3L);
}
// size = colors * 3
return(((colors << 1) + colors) + 8L); // total size of CMAP 8 = "CMAP" + short (size)
}
/***************************************************************************
* CCWrite_Body -- writes out compressed data in an LBM file *
* *
* INPUT: short lbmhandle -- file handle of lbm file *
* *
* OUTPUT: long - number of byte written *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1991 SB : Created. *
*=========================================================================*/
static long CCWrite_BODY(CCFileClass &lbmhandle, BufferClass& buff, short bitplanes)
{
long bodysize = 0;
long actualsize;
long size;
short planebit;
short line, plane;
unsigned char buffer[40];
unsigned char *buffptr;
lbmhandle.Write("BODY????", 8L); // BODY chunk ID, ???? reserved for chuncksize
buffptr = (unsigned char *) buff.Get_Buffer(); // point to beginning of buff
for (line = 0; line < 200; line++) {
planebit = 1; // start with bit 1 set
for (plane = 0; plane < bitplanes; plane++) {
Pack_2_Plane(buffer, buffptr, planebit); // convert to planar
bodysize += CCWrite_Row(lbmhandle, buffer); // write to to the BODY in the LBM
planebit <<= 1; // set next bit
}
buffptr += 320; // row size is 320
}
actualsize = bodysize + (bodysize&0x01);
if (actualsize != bodysize) {
lbmhandle.Write(buffer, 1); // Padd the block.
}
lbmhandle.Seek( -(actualsize + 4L), SEEK_CUR); // Patch in chunksize
size = Reverse_LONG(bodysize);
lbmhandle.Write( (char *) &size ,4L);
return(actualsize + 8L); // total size of BODY, "BODY????" = 8 bytes
}
/***************************************************************************
* CCWrite_Row -- compresses and writes a row plane to .lbm file *
* *
* INPUT: short lbmhandle -- lbm file handle *
* unsigned char *buffer -- pointer to buffer to be written out *
* *
* OUTPUT: long size of chunk that should have been written out *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1991 SB : Created. *
*=========================================================================*/
static long CCWrite_Row(CCFileClass &lbmhandle, unsigned char *buffer)
{
short i;
short chunksize = 0;
short dataLength = 40; // 320 rows / 8 ( 1 plane per row)
unsigned char repCode, current, curr_plus_2;
unsigned char *buffptr;
while (dataLength) {
// If at least 2 more bytes and they are equal, then replicate
if ((dataLength >= 2) && (buffer[0] == buffer[1])) {
buffptr = buffer;
for (i = 0; (i <= 128) && (i < (dataLength - 1)); i++) {
if (*buffptr != buffptr[1]) {
break;
}
buffptr++;
}
i++;
repCode = -i + 1;
lbmhandle.Write(&repCode, 1L); // Write count as -count+1
lbmhandle.Write(buffer, 1L); // Write byte to replicate
buffer += i;
dataLength -= i;
chunksize += 2;
} else { // Copy literally till 3 byte run or two 2 byte runs found
for (i = 0; (i <= 128) && (i < dataLength); i++) {
current = buffer[i];
curr_plus_2 = buffer[i + 2];
if (i == dataLength - 1)
continue;
if (current != buffer[i + 1])
continue;
if (i == dataLength - 2)
continue;
if (current == curr_plus_2)
break;
if (i == dataLength - 3)
continue;
if (curr_plus_2 == buffer[i + 3])
break;
}
repCode = i - 1;
lbmhandle.Write(&repCode, 1L); // Write count as count-1
lbmhandle.Write(buffer, (long) i); // Write 'count' bytes
buffer += i;
dataLength -= i;
chunksize += i + 1;
}
} // end while
return(chunksize);
}
#endif