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

623 lines
18 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /counterstrike/GOPTIONS.CPP 6 3/15/97 7:18p Steve_tall $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : OPTIONS.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : June 8, 1994 *
* *
* Last Update : July 27, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* OptionsClass::Process -- Handles all the options graphic interface. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "goptions.h"
#include "loaddlg.h"
#include "sounddlg.h"
#include "visudlg.h"
#include "gamedlg.h"
#include "textbtn.h"
#include "descdlg.h"
#ifdef FIXIT_VERSION_3 // Stalemate games.
#include "WolStrng.h"
#endif
bool RedrawOptionsMenu;
/***********************************************************************************************
* OptionsClass::Process -- Handles all the options graphic interface. *
* *
* This routine is the main control for the visual representation of the options *
* screen. It handles the visual overlay and the player input. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: 12/31/1994 MML : Created. *
* 06/23/1995 JLB : Handles restating the mission objective. *
* 07/27/1995 JLB : Adjusts menu for multiplay mode. *
*=============================================================================================*/
void GameOptionsClass::Process(void)
{
static struct {
int ID; // Button ID to use.
int Text; // Text number to use for this button.
bool Multiplay; // Allowed in multiplayer version?
} _constants[] = {
{BUTTON_LOAD, TXT_LOAD_MISSION, false},
#ifdef FIXIT_MULTI_SAVE
{BUTTON_SAVE, TXT_SAVE_MISSION, true},
#else
{BUTTON_SAVE, TXT_SAVE_MISSION, false},
#endif
{BUTTON_DELETE, TXT_DELETE_MISSION, true},
{BUTTON_GAME, TXT_GAME_CONTROLS, true},
{BUTTON_QUIT, TXT_QUIT_MISSION, true},
#ifdef FIXIT_VERSION_3 // Stalemate games.
{BUTTON_DRAW, TXT_OK, true},
#endif
{BUTTON_RESUME, TXT_RESUME_MISSION, true},
{BUTTON_RESTATE, TXT_RESTATE_MISSION, false},
};
/*
** Variables.
*/
TextButtonClass * buttons = 0;
int selection;
bool pressed;
#ifdef FIXIT_VERSION_3 // Stalemate games.
int curbutton = 7;
#else
int curbutton = 6;
#endif
int y;
TextButtonClass * buttonsel[ARRAY_SIZE(_constants)];
static int num_buttons = sizeof(_constants)/sizeof(_constants[0]);
int num_players = 0;
int i;
//
// Compute the number of real players in the game; only allow saves
// if there are more than 1.
//
for (i = 0; i < Session.Players.Count(); i++) {
if (!(HouseClass::As_Pointer(Session.Players[i]->Player.ID)->IsDefeated)) {
num_players++;
}
}
Set_Logic_Page(SeenBuff);
/*
** Build the button list for all of the buttons for this dialog.
*/
int maxwidth = 0;
for (int index = 0; index < num_buttons ; index++ ) {
int text = _constants[index].Text;
buttonsel[index] = NULL;
if (Session.Type != GAME_NORMAL && !_constants[index].Multiplay) {
continue;
}
if ( (Session.Type == GAME_SKIRMISH ||
Session.Type == GAME_INTERNET) && text == TXT_SAVE_MISSION) {
continue;
}
#ifdef FIXIT_VERSION_3
if (Session.Type != GAME_NORMAL && ( num_players < 2 ) &&
text == TXT_SAVE_MISSION) {
continue;
}
#else
#ifdef FIXIT_MULTI_SAVE
if (Session.Type != GAME_NORMAL && (num_players < 2 || PlayingAgainstVersion == VERSION_RED_ALERT_104) &&
text == TXT_SAVE_MISSION) {
continue;
}
#endif //FIXIT_MULTI_SAVE
#endif
if (Session.Type == GAME_SKIRMISH && text == TXT_DELETE_MISSION) {
continue;
}
if (Session.Type != GAME_NORMAL && text == TXT_DELETE_MISSION) {
text = TXT_RESIGN;
}
#ifdef FIXIT_VERSION_3 // Stalemate games.
if (index < 6) {
#else
if (index < 5) {
#endif
y = (SeenBuff.Get_Height() - OptionHeight)/2 + ButtonY + ((OButtonHeight+2) * index);
} else {
y = OptionY + ButtonResumeY;
}
#ifdef FIXIT_VERSION_3 // Stalemate games.
TextButtonClass* g;
if( _constants[index].ID == BUTTON_DRAW )
{
if( Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && Session.Players.Count() == 2 )
{
if( Scen.bLocalProposesDraw )
{
if( !Scen.bOtherProposesDraw )
g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_RETRACT_DRAW, TPF_BUTTON, 0, y );
else
continue; // Game will end now anyway.
}
else
{
if( !Scen.bOtherProposesDraw )
g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_PROPOSE_DRAW, TPF_BUTTON, 0, y );
else
g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_ACCEPT_DRAW, TPF_BUTTON, 0, y );
}
}
else
continue;
}
else
g = new TextButtonClass(_constants[index].ID, text, TPF_BUTTON, 0, y);
#else
TextButtonClass * g = new TextButtonClass(_constants[index].ID, text, TPF_BUTTON, 0, y);
#endif
if (g->Width > maxwidth) {
maxwidth = g->Width;
}
if (buttons == NULL) {
buttons = g;
} else {
g->Add_Tail(*buttons);
}
buttonsel[index] = g;
}
/*
** BG: In skirmish mode, there is no 'restate' button, so we have to
** backtrack through the list to find the last valid button.
*/
while(!buttonsel[curbutton-1]) curbutton--;
buttonsel[curbutton-1]->Turn_On();
/*
** Force all button lengths to match the maximum length of the widest button.
*/
GadgetClass * g = buttons;
while (g != NULL) {
g->Width = max(maxwidth, 90 * RESFACTOR);
g->X = OptionX+(OptionWidth-g->Width)/2;
g = g->Get_Next();
}
//#ifdef FRENCH
// buttonsel[BUTTON_RESUME-1]->Width = 110 * RESFACTOR;
// buttonsel[BUTTON_RESUME-1]->X = OptionX + (17 * RESFACTOR) - 5;
//#else
buttonsel[BUTTON_RESUME-1]->Width = 90 * RESFACTOR;
buttonsel[BUTTON_RESUME-1]->X = OptionX + (17 * RESFACTOR);
//#endif
if (Session.Type == GAME_NORMAL) {
buttonsel[BUTTON_RESTATE-1]->Width = 90 * RESFACTOR;
buttonsel[BUTTON_RESTATE-1]->X = OptionX+OptionWidth-(buttonsel[BUTTON_RESTATE-1]->Width+(17 * RESFACTOR));
}
/*
** This causes left mouse button clicking within the confines of the dialog to
** be ignored if it wasn't recognized by any other button or slider.
*/
(new GadgetClass(OptionX, OptionY, OptionWidth, OptionHeight, GadgetClass::LEFTPRESS))->Add_Tail(*buttons);
/*
** This cause a right click anywhere or a left click outside the dialog region
** to be equivalent to clicking on the return to game button.
*/
(new ControlClass(BUTTON_RESUME, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS))->Add_Tail(*buttons);
Keyboard->Clear();
Fancy_Text_Print(TXT_NONE, 0, 0, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER|TPF_TEXT);
/*
** Main Processing Loop.
*/
bool display = true;
bool process = true;
pressed = false;
while (process) {
/*
** Invoke game callback.
*/
if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH) {
Call_Back();
} else {
if (Main_Loop()) {
process = false;
}
}
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored = false;
display = true;
}
#endif
/*
** Refresh display if needed.
*/
if (display || RedrawOptionsMenu) {
/*
** Redraw the map.
*/
HidPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
/*
** Reset up the window. Window x-coords are in bytes not pixels.
*/
Set_Window(WINDOW_EDITOR, OptionX, OptionY, OptionWidth, OptionHeight);
Hide_Mouse();
/*
** Draw the background.
*/
Dialog_Box(OptionX, OptionY, OptionWidth, OptionHeight);
/*
** Draw the arrows border if requested.
*/
Draw_Caption(TXT_OPTIONS, OptionX, OptionY, OptionWidth);
/*
** Display the version number at the bottom of the dialog box.
*/
#ifndef WIN32
Fancy_Text_Print("%s\rV%s",
(OptionX+OptionWidth)-(17 * RESFACTOR),
OptionY+OptionHeight-((Session.Type == GAME_NORMAL) ? (32 * RESFACTOR) : (24 * RESFACTOR)),
GadgetClass::Get_Color_Scheme(), TBLACK,
TPF_EFNT|TPF_NOSHADOW|TPF_RIGHT,
Scen.ScenarioName,
Version_Name());
#else
#if (0)//PG
Fancy_Text_Print("%s\rV%s",
(OptionX+OptionWidth)-(25 * RESFACTOR),
OptionY+OptionHeight-((Session.Type == GAME_NORMAL) ? (32 * RESFACTOR) : (24 * RESFACTOR)),
GadgetClass::Get_Color_Scheme(), TBLACK,
TPF_EFNT|TPF_NOSHADOW|TPF_RIGHT,
Scen.ScenarioName,
Version_Name());
#endif
#endif
buttons->Draw_All();
TabClass::Hilite_Tab(0);
Show_Mouse();
display = false;
RedrawOptionsMenu = false;
}
/*
** Get user input.
*/
KeyNumType input = buttons->Input();
/*
** Process Input.
*/
switch (input) {
case (BUTTON_RESTATE | KN_BUTTON):
selection = BUTTON_RESTATE;
pressed = true;
break;
case (BUTTON_LOAD | KN_BUTTON):
selection = BUTTON_LOAD;
pressed = true;
break;
case (BUTTON_SAVE | KN_BUTTON):
selection = BUTTON_SAVE;
pressed = true;
break;
case (BUTTON_DELETE | KN_BUTTON):
selection = BUTTON_DELETE;
pressed = true;
break;
case (BUTTON_QUIT | KN_BUTTON):
selection = BUTTON_QUIT;
pressed = true;
break;
case (BUTTON_GAME | KN_BUTTON):
selection = BUTTON_GAME;
pressed = true;
break;
#ifdef FIXIT_VERSION_3 // Stalemate games.
case (BUTTON_DRAW | KN_BUTTON):
selection = BUTTON_DRAW;
pressed = true;
break;
#endif
case (KN_ESC):
case (BUTTON_RESUME | KN_BUTTON):
selection = BUTTON_RESUME;
pressed = true;
break;
case (KN_UP):
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
do {
curbutton--;
if (curbutton < 1) curbutton = num_buttons;
} while (!buttonsel[curbutton-1]);
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
break;
case (KN_DOWN):
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
do {
curbutton++;
if ( curbutton > num_buttons ) curbutton = 1;
} while (!buttonsel[curbutton-1]);
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
break;
case (KN_RETURN):
buttonsel[curbutton-1]->IsPressed = true;
buttonsel[curbutton-1]->Draw_Me(true);
selection = curbutton;
pressed = true;
Keyboard->Clear();
break;
default:
break;
}
if (pressed) {
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
curbutton = selection;
buttonsel[curbutton-1]->Turn_On();
buttonsel[curbutton-1]->Flag_To_Redraw();
switch (selection) {
case BUTTON_RESTATE:
display = true;
if (!Restate_Mission(Scen.ScenarioName, TXT_VIDEO, TXT_RESUME_MISSION/*KOTXT_OPTIONS*/)) {
BreakoutAllowed = true;
Play_Movie(Scen.BriefMovie);
BlackPalette.Adjust(0x08, WhitePalette);
BlackPalette.Set();
BlackPalette.Adjust(0xFF);
BlackPalette.Set();
GamePalette.Set();
Map.Flag_To_Redraw(true);
Theme.Queue_Song(THEME_PICK_ANOTHER);
process = false;
} else {
BlackPalette.Adjust(0x08, WhitePalette);
BlackPalette.Set();
BlackPalette.Adjust(0xFF);
BlackPalette.Set();
GamePalette.Set();
Map.Flag_To_Redraw(true);
process = false;
}
break;
case (BUTTON_LOAD):
display = true;
if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
process = false;
}
break;
case (BUTTON_SAVE):
display = true;
if (Session.Type == GAME_NORMAL) {
LoadOptionsClass(LoadOptionsClass::SAVE).Process();
} else {
OutList.Add(EventClass(EventClass::SAVEGAME));
process = false;
}
break;
case (BUTTON_DELETE):
display = true;
if (Session.Type != GAME_NORMAL) {
if (Surrender_Dialog(TXT_SURRENDER)) {
OutList.Add(EventClass(EventClass::DESTRUCT));
}
process = false;
} else {
LoadOptionsClass(LoadOptionsClass::WWDELETE).Process();
}
break;
case (BUTTON_QUIT):
if (Session.Type == GAME_NORMAL) {
switch (WWMessageBox().Process(TXT_CONFIRM_EXIT, TXT_ABORT, TXT_CANCEL, TXT_RESTART)) {
case 1:
display = true;
break;
case 0:
process = false;
Queue_Exit();
break;
case 2:
PlayerRestarts = true;
process = false;
break;
}
} else {
if (Surrender_Dialog(TXT_CONFIRM_EXIT)) {
process = false;
Queue_Exit();
} else {
display = true;
}
//if (WWMessageBox().Process(TXT_CONFIRM_EXIT, TXT_YES, TXT_NO) == 0) {
//process = false;
//Queue_Exit();
//} else {
//display = true;
//}
}
break;
#ifdef FIXIT_VERSION_3 // Stalemate games.
case BUTTON_DRAW:
if( Scen.bLocalProposesDraw )
{
// Retract draw offer.
OutList.Add(EventClass(EventClass::RETRACT_DRAW));
process = false;
}
else
{
if( !Scen.bOtherProposesDraw )
{
// Propose a draw?
if( Surrender_Dialog( TXT_WOL_PROPOSE_DRAW_CONFIRM ) )
{
OutList.Add(EventClass(EventClass::PROPOSE_DRAW));
process = false;
}
else
display = true;
}
else
{
// Accept a draw?
if( Surrender_Dialog( TXT_WOL_ACCEPT_DRAW_CONFIRM ) )
{
OutList.Add(EventClass(EventClass::PROPOSE_DRAW));
process = false;
}
else
display = true;
}
}
break;
#endif
case (BUTTON_GAME):
display = true;
GameControlsClass().Process();
break;
case (BUTTON_RESUME):
Save_Settings();
process = false;
display = true;
break;
}
pressed = false;
buttonsel[curbutton-1]->IsPressed = false;
buttonsel[curbutton-1]->Turn_Off();
buttonsel[curbutton-1]->Flag_To_Redraw();
}
}
/*
** Clean up and re-enter the game.
*/
buttons->Delete_List();
/*
** Redraw the map.
*/
Keyboard->Clear();
HidPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
}
void GameOptionsClass::Adjust_Variables_For_Resolution(void)
{
OptionWidth = (216+8) * RESFACTOR;
#ifdef FIXIT_VERSION_3 // Stalemate games.
OptionHeight = 111 * RESFACTOR;
#else
OptionHeight = 100 * RESFACTOR;
#endif
OptionX = ((SeenBuff.Get_Width() - OptionWidth) / 2);
OptionY = ((SeenBuff.Get_Height() - OptionHeight) / 2);
ButtonWidth = 130 * RESFACTOR;
OButtonHeight = 9 * RESFACTOR;
CaptionYPos = 5 * RESFACTOR;
ButtonY = 21 * RESFACTOR;
Border1Len = 72 * RESFACTOR;
Border2Len = 16 * RESFACTOR;
ButtonResumeY = (OptionHeight - (19 * RESFACTOR));
}