CnC_Remastered_Collection/REDALERT/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

1943 lines
64 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/SCORE.CPP 3 3/14/97 12:02a 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 : 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::DO_GDI_GRAPH -- Show # of people or buildings killed on GDI score screen *
* ScoreClass::Delay -- Pauses waiting for keypress. *
* 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. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef WIN32
extern short StreamLowImpact;
#endif
#include "function.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 118
#define HALLFAME_X 11
#define HALLFAME_Y 120
#define MULTISCOREX 30
#define TEDIT_FAME 1
#define NUMINFANTRYMEN 10
#define NUMFAMENAMES 7
#define MAX_FAMENAME_LENGTH 11
#ifndef WIN32
extern short StreamLowImpact;
#endif //WIN32
GraphicBufferClass *PseudoSeenBuff;
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);
void Animate_Cursor(int pos, int ypos);
void Animate_Score_Objs(void);
void Cycle_Wait_Click(bool cycle=true);
#ifdef FIXIT_SCORE_CRASH
//void Disable_Uncompressed_Shapes (void);
//void Enable_Uncompressed_Shapes (void);
#endif //FIXIT
void const * Beepy6;
int ControlQ; // cheat key to skip past score/mapsel screens
bool StillUpdating;
#ifdef WIN32
char *ScreenNames[2]={"ALIBACKH.PCX", "SOVBACKH.PCX"};
#else
char *ScreenNames[2]={"ALI-TRAN.WSA", "SOV-TRAN.WSA"};
#endif
//#ifdef WIN32
//TextBlitClass BlitList;
//#endif
struct Fame {
char name[MAX_FAMENAME_LENGTH];
int score;
int level;
int side;
};
ScoreAnimClass *ScoreObjs[MAXSCOREOBJS];
ScoreAnimClass::ScoreAnimClass(int x, int y, void const * data)
{
XPos = x * RESFACTOR;
YPos = y * RESFACTOR;
Timer = 0;
DataPtr = data;
}
ScoreTimeClass::ScoreTimeClass(int xpos, int ypos, void const * data, int maxval, int xtimer) :
ScoreAnimClass(xpos, ypos, data)
{
Stage = 0;
MaxStage = maxval;
TimerReset = xtimer;
}
void ScoreTimeClass::Update(void)
{
#ifdef WIN32
GraphicViewPortClass *oldpage;
#else
GraphicBufferClass *oldpage;
#endif
if (!Timer) {
Timer = TimerReset;
if (++Stage >= MaxStage) Stage = 0;
oldpage = LogicPage;
Set_Logic_Page(SeenBuff);
CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
#endif
Set_Logic_Page(oldpage);
}
}
ScoreCredsClass::ScoreCredsClass(int xpos, int ypos, void const * data, int maxval, int xtimer) :
ScoreAnimClass(xpos, ypos, data)
{
Stage = 0;
MaxStage = maxval;
TimerReset = xtimer;
Clock1 = MFCD::Retrieve("CLOCK1.AUD");
CashTurn = MFCD::Retrieve("CASHTURN.AUD");
}
void ScoreCredsClass::Update(void)
{
#ifdef WIN32
GraphicViewPortClass *oldpage;
#else
GraphicBufferClass *oldpage;
#endif
if (!Timer) {
Timer = TimerReset;
if (++Stage >= MaxStage) Stage = 0;
oldpage = LogicPage;
Set_Logic_Page(SeenBuff);
#ifdef WIN32
Play_Sample(Clock1, 255, Options.Normalize_Volume(130));
#else
Play_Sample(Clock1, 255, Options.Normalize_Volume(50));
#endif
CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape(DataPtr, Stage, XPos, YPos, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
#endif
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;
}
}
delete this;
return;
}
#ifdef WIN32
StillUpdating = true;
#endif
if (!Timer) {
Timer = 1;
int pos = XPos+(Stage*(6*RESFACTOR));
// print the letter properly
if (Stage) {
Set_Font_Palette(PrimaryPalette);
localstr[0]=((char *)DataPtr)[Stage-1];
HidPage.Print(localstr, pos-6*RESFACTOR, YPos, TBLACK, TBLACK);
HidPage.Blit(SeenPage, pos-6*RESFACTOR, YPos-1*RESFACTOR, pos-6*RESFACTOR, YPos-1*RESFACTOR, 7*RESFACTOR, 8*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, pos-6*RESFACTOR, YPos-1*RESFACTOR, pos-6*RESFACTOR, YPos-1*RESFACTOR, 7*RESFACTOR, 8*RESFACTOR);
PseudoSeenBuff->Print(localstr, pos-6*RESFACTOR, YPos, TBLACK, TBLACK);
#endif
}
if (((char *)DataPtr)[Stage]) {
localstr[0]=((char *)DataPtr)[Stage];
Set_Font_Palette(_whitepal);
SeenPage.Print(localstr, pos, YPos-1, TBLACK, TBLACK);
SeenPage.Print(localstr, pos, YPos+1, TBLACK, TBLACK);
SeenPage.Print(localstr, pos+1, YPos , TBLACK, TBLACK);
#ifdef WIN32
PseudoSeenBuff->Print(localstr, pos, YPos-1, TBLACK, TBLACK);
PseudoSeenBuff->Print(localstr, pos, YPos+1, TBLACK, TBLACK);
PseudoSeenBuff->Print(localstr, pos+1, YPos , TBLACK, TBLACK);
#endif
}
Stage++;
}
}
ScoreScaleClass::ScoreScaleClass(void const * string, int xpos, int ypos, char const palette[]) :
ScoreAnimClass(xpos, ypos, string)
{
Palette = &palette[0];
#ifdef WIN32
Stage = 0;
#else
Stage = 5;
#endif
}
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) {
Timer = 1;
#ifndef WIN32
if (Stage != 5) {
int destx = _destx[Stage+1]*RESFACTOR;
int destw = _destw[Stage+1]*RESFACTOR;
HidPage.Blit(SeenPage, destx, YPos, destx, YPos, (destx + destw) <= 320 * RESFACTOR ? destw : (320 * RESFACTOR) - destx, (YPos + destw) <= 200 * RESFACTOR ? destw : (200 * RESFACTOR) - YPos);
}
#endif
if (Stage) {
Set_Font_Palette(Palette);
HidPage.Fill_Rect(0, 0, 7*RESFACTOR, 7*RESFACTOR, TBLACK);
HidPage.Print((char *)DataPtr, 0, 0, TBLACK, TBLACK);
HidPage.Scale(SeenPage, 0, 0, _destx[Stage]*RESFACTOR, YPos, 5*RESFACTOR, 6*RESFACTOR, _destw[Stage]*RESFACTOR, _destw[Stage]*RESFACTOR, true);
Stage--;
} else {
Set_Font_Palette(Palette);
for (int i = 0; i < MAXSCOREOBJS; i++) {
if (ScoreObjs[i]==this) ScoreObjs[i] = 0;
}
HidPage.Print((char *)DataPtr, XPos, YPos, TBLACK, TBLACK);
HidPage.Blit(SeenPage, XPos, YPos, XPos, YPos, 6*RESFACTOR, 6*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, XPos, YPos, XPos, YPos, 6*RESFACTOR, 6*RESFACTOR);
#endif
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);
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
static unsigned char const _bluepal[]={0xC0,0xC1,0xC1,0xC3,0xC2,0xC5,0xC3,0xC7,0xC4,0xC9,0xCA,0xCB,0xCC,0xCD,0xC0,0xCF};
static unsigned char const _greenpal[]={0x70,0x71,0x7C,0x73,0x7D,0x75,0x7E,0x77,0x7F,0x79,0x7A,0x7B,0x7C,0x7D,0x7C,0x7F};
static unsigned char const _redpal[]={0xD0,0xD1,0xD7,0xD3,0xD9,0xD5,0xDA,0xD7,0xDB,0xD9,0xDA,0xDB,0xDC,0xDD,0xD6,0xDF};
static unsigned char const _yellowpal[]={0x0,0x0,0xEC,0x0,0xEB,0x0,0xEA,0x0,0xE9,0x0,0x0,0x0,0x0,0x0,0xED,0x0};
void ScoreClass::Presentation(void)
{
#if (0)//PG
#ifdef WIN32
// if (Keyboard != NULL) return;
#endif
static int const _casuax[2]={144,150};
static int const _casuay[2]={ 78, 78};
static int const _gditxy[2]={ 90, 90};
#if defined(FRENCH) || defined(GERMAN)
static int const _gditxx[2]={130,150};
static int const _nodtxx[2]={130,150};
#else
static int const _gditxx[2]={135,150};
static int const _nodtxx[2]={135,150};
#endif
static int const _nodtxy[2]={102,102};
static int const _bldggy[2]={138,138};
static int const _bldgny[2]={150,150};
#ifdef WIN32
#ifdef FIXIT_SCORE_CRASH
/*
** Fix for the score screen crash due to uncompressed shape buffer overflow.
*/
Disable_Uncompressed_Shapes();
#endif //FIXIT
PseudoSeenBuff = new GraphicBufferClass(SeenBuff.Get_Width(),SeenBuff.Get_Height(),(void*)NULL);
#endif
int i;
void const * yellowptr;
void const * redptr;
CCFileClass file(FAME_FILE_NAME);
struct Fame hallfame[NUMFAMENAMES];
void *oldfont;
int oldfontxspacing = FontXSpacing;
int house = (PlayerPtr->Class->House == HOUSE_USSR || PlayerPtr->Class->House == HOUSE_UKRAINE); // 0 or 1
#ifdef WIN32
char inter_pal[15];
sprintf(inter_pal, "SCORPAL1.PAL");
#endif
ControlQ = 0;
FontXSpacing = 0;
Map.Override_Mouse_Shape(MOUSE_NORMAL);
Theme.Queue_Song(THEME_SCORE);
#ifdef WIN32
VisiblePage.Clear();
SysMemPage.Clear();
WWMouse->Erase_Mouse(&HidPage, TRUE);
HiddenPage.Clear();
Set_Logic_Page(SysMemPage);
#else
SeenPage.Clear();
HidPage.Clear();
Set_Logic_Page(HidPage);
#endif
BlackPalette.Set();
void const * country4 = MFCD::Retrieve("COUNTRY4.AUD");
void const * sfx4 = MFCD::Retrieve("SFX4.AUD");
Beepy6 = MFCD::Retrieve("BEEPY6.AUD");
/*
** Load the background for the score screen
*/
#ifndef WIN32
void *anim = Open_Animation(ScreenNames[house], NULL, 0L, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), ScorePalette);
#endif
unsigned minutes = (unsigned)((ElapsedTime / (long)TIMER_MINUTE))+1;
// Load up the shapes for the Nod score screen
#ifdef WIN32
yellowptr = MFCD::Retrieve("BAR3BHR.SHP");
redptr = MFCD::Retrieve("BAR3RHR.SHP");
#else
if (!house) {
yellowptr = MFCD::Retrieve("BAR3BLU.SHP");
redptr = MFCD::Retrieve("BAR3RED.SHP");
}
#endif
/* Change to the six-point font for Text_Print */
oldfont = Set_Font(ScoreFontPtr);
Call_Back();
/* --- Now display the background animation --- */
Hide_Mouse();
#ifdef WIN32
Load_Title_Screen(ScreenNames[house], &HidPage, ScorePalette);
Increase_Palette_Luminance (ScorePalette , 30, 30, 30, 63);
HidPage.Blit(SeenPage);
HidPage.Blit(*PseudoSeenBuff);
#else
Animate_Frame(anim, HidPage, 1);
HidPage.Blit(SeenPage);
#endif
ScorePalette.Set(FADE_PALETTE_FAST, Call_Back);
#ifdef WIN32
Play_Sample(country4, 255, Options.Normalize_Volume(150));
#else
Play_Sample(country4, 255, Options.Normalize_Volume(60));
#endif
#ifndef WIN32
int frame = 1;
StreamLowImpact = true;
while (frame < Get_Animation_Frame_Count(anim)) {
Animate_Frame(anim, SeenPage, frame++);
Call_Back_Delay(2);
}
StreamLowImpact = false;
Call_Back();
Close_Animation(anim);
#endif
/*
** Background's up, so now load various shapes and animations
*/
#ifdef WIN32
void const * timeshape = MFCD::Retrieve("TIMEHR.SHP");
void const * hiscore1shape = MFCD::Retrieve("HISC1-HR.SHP");
void const * hiscore2shape = MFCD::Retrieve("HISC2-HR.SHP");
#else
void const * timeshape = MFCD::Retrieve("TIME.SHP");
void const * hiscore1shape = MFCD::Retrieve("HISCORE1.SHP");
void const * hiscore2shape = MFCD::Retrieve("HISCORE2.SHP");
#endif
ScoreObjs[0] = new ScoreTimeClass(238, 2, timeshape, 30, 4);
ScoreObjs[1] = new ScoreTimeClass(4, 89, hiscore1shape, 10, 4);
ScoreObjs[2] = new ScoreTimeClass(4, 180, hiscore2shape, 10, 4);
/* Now display the stuff */
#ifdef WIN32
#else
SeenPage.Blit(HidPage);
#endif
Set_Logic_Page(SeenBuff);
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 198, 9, _greenpal));
#else
Alloc_Object(new ScorePrintClass(TXT_SCORE_TIME, 204, 9, _greenpal));
#endif
Alloc_Object(new ScorePrintClass(TXT_SCORE_LEAD, 164, 26, _greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_EFFI, 164, 38, _greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOTA, 164, 50, _greenpal));
#ifdef WIN32
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
#else
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
#endif
Call_Back_Delay(13);
int scorecounter = 0;
Keyboard->Clear();
/*
** Determine leadership rating.
*/
int leadership = 0;
for (int index = 0; index < Logic.Count(); index++) {
ObjectClass * object = Logic[index];
HousesType owner = object->Owner();
if ( (house) && (owner == HOUSE_USSR || owner == HOUSE_BAD || owner == HOUSE_UKRAINE) ) {
leadership++;
} else {
if ( (!house) && (object->Owner() == HOUSE_GREECE) ) {
leadership++;
}
}
}
int uspoints = 0;
for (HousesType hous = HOUSE_SPAIN; hous <= HOUSE_BAD; hous++) {
HouseClass *hows = HouseClass::As_Pointer(hous);
if (hous == HOUSE_USSR || hous == HOUSE_BAD || hous == HOUSE_UKRAINE) {
NKilled += hows->UnitsLost;
NBKilled += hows->BuildingsLost;
} else {
GKilled += hows->UnitsLost;
GBKilled += hows->BuildingsLost;
}
if (PlayerPtr->Is_Ally(hous) ) {
uspoints += hows->PointTotal;
}
}
// if(uspoints < 0) uspoints = 0;
// uspoints += 1000; //BG 1000 bonus points for winning mission
/*
** Bias the base score upward according to the difficulty level.
*/
switch (PlayerPtr->Difficulty) {
case DIFF_EASY:
uspoints += 500;
break;
case DIFF_NORMAL:
uspoints += 1500;
break;
case DIFF_HARD:
uspoints += 3500;
break;
}
if (!leadership) leadership++;
leadership = 100*fixed(leadership, (house ? NKilled+NBKilled+leadership : GKilled+GBKilled+leadership));
leadership = min(150,leadership);
/*
** Determine economy rating.
*/
int init = PlayerPtr->Control.InitialCredits;
int cred = PlayerPtr->Available_Money();
int economy = 100*fixed((unsigned)PlayerPtr->Available_Money()+1+PlayerPtr->StolenBuildingsCredits, PlayerPtr->HarvestedCredits + (unsigned)PlayerPtr->Control.InitialCredits+1);
economy=min(economy,150);
int total = ((uspoints * leadership) / 100) + ((uspoints * economy) / 100);
if (total < -9999) total = -9999;
total = min(total, 99999);
Keyboard->Clear();
for (i = 0; i <= 130; i++) {
Set_Font_Palette(_greenpal);
int lead = (leadership * i) / 100;
Count_Up_Print("%3d%%", lead, leadership, 244, 26);
if (i>=30) {
int econo = (economy * (i-30)) / 100;
Count_Up_Print("%3d%%", econo, economy, 244, 38);
}
Print_Minutes(minutes);
Call_Back_Delay(1);
#ifdef WIN32
Play_Sample(Beepy6, 255, Options.Normalize_Volume(100));
#else
Play_Sample(Beepy6, 255, Options.Normalize_Volume(40));
#endif
if ( (i >= 30) && (i >= leadership) && ((i-30) >= economy) ) break;
//BG if (Keyboard->Check()) break;
}
Count_Up_Print("%3d%%", leadership, leadership, 244, 26);
Count_Up_Print("%3d%%", economy, economy, 244, 38);
char buffer[16];
sprintf(buffer, "x %5d",uspoints);
Alloc_Object(new ScorePrintClass(buffer, 274, 26, _greenpal));
Alloc_Object(new ScorePrintClass(buffer, 274, 38, _greenpal));
Call_Back_Delay(8);
SeenBuff.Draw_Line(274*RESFACTOR, 48*RESFACTOR, 313*RESFACTOR, 48*RESFACTOR, WHITE);
Call_Back_Delay(1);
SeenBuff.Draw_Line(274*RESFACTOR, 48*RESFACTOR, 313*RESFACTOR, 48*RESFACTOR, GREEN);
sprintf(buffer,"%5d", total);
Alloc_Object(new ScorePrintClass(buffer, 286, 50, _greenpal));
//BG if (!Keyboard->Check()) {
Call_Back_Delay(60);
//BG }
if (house) Show_Credits(house, _greenpal);
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(60);
/*
** Show stats on # of units killed
*/
Set_Logic_Page(SeenBuff);
#ifdef WIN32
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
#else
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
#endif
int indx = house;
#ifdef WIN32
indx = 0;
#endif
Alloc_Object(new ScorePrintClass(TXT_SCORE_CASU, _casuax[indx], _casuay[indx], _greenpal));
Call_Back_Delay(9);
if (house) {
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _nodtxx[indx], _gditxy[indx], _redpal));
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _nodtxy[indx], _bluepal));
} else {
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _gditxy[indx], _bluepal));
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _nodtxx[indx], _nodtxy[indx], _redpal));
}
Call_Back_Delay(6);
Set_Font_Palette(_redpal);
#ifdef WIN32
Do_GDI_Graph(yellowptr, redptr, GKilled + CKilled, NKilled, 89);
#else
if (house) {
Do_Nod_Casualties_Graph();
} else {
Do_GDI_Graph(yellowptr, redptr, GKilled + CKilled, NKilled, 89);
}
#endif
Set_Logic_Page(SeenBuff);
/*
** Print out stats on buildings destroyed
*/
#ifdef WIN32
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
#else
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
#endif
#ifdef WIN32
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL, 144, 126, _greenpal));
Call_Back_Delay(9);
#else
if (!house) {
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL, 144, 126, _greenpal));
Call_Back_Delay(9);
} else {
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL1, 150, 118, _greenpal));
Alloc_Object(new ScorePrintClass(TXT_SCORE_BUIL2, 150, 126, _greenpal));
Call_Back_Delay(13);
}
#endif
if(house) {
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _gditxx[indx], _bldggy[indx], _redpal));
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _bldgny[indx], _bluepal));
} else {
Alloc_Object(new ScorePrintClass(TXT_ALLIES, _gditxx[indx], _bldggy[indx], _bluepal));
Alloc_Object(new ScorePrintClass(TXT_SOVIET, _gditxx[indx], _bldgny[indx], _redpal));
}
Call_Back_Delay(7);
#ifdef WIN32
Do_GDI_Graph(yellowptr, redptr, GBKilled + CBKilled, NBKilled, 137);
#else
if (house) {
Call_Back_Delay(6);
Set_Font_Palette(_greenpal);
Do_Nod_Buildings_Graph();
} else {
Do_GDI_Graph(yellowptr, redptr, GBKilled + CBKilled, NBKilled, 137);
}
#endif
#ifdef WIN32
// Wait for text printing to complete
while (StillUpdating) {
Call_Back_Delay(1);
}
#endif
Keyboard->Clear();
if (!house) Show_Credits(house, _greenpal);
/*
** Hall of fame display and processing
*/
#ifdef WIN32
Play_Sample(sfx4, 255, Options.Normalize_Volume(150));
#else
Play_Sample(sfx4, 255, Options.Normalize_Volume(60));
#endif
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 28, 110, _greenpal));
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;
hallfame[i].side = 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;
int index;
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 = Scen.Scenario;
hallfame[index].name[0] = 0; // blank out the name
hallfame[index].side = house;
break;
}
}
/*
** Now display the hall of fame
*/
Set_Logic_Page(SeenBuff);
#ifdef WIN32
char maststr[NUMFAMENAMES*32];
#endif
char const *pal;
for (i = 0; i < NUMFAMENAMES; i++) {
pal = hallfame[i].side ? _redpal : _bluepal;
Alloc_Object(new ScorePrintClass(hallfame[i].name, HALLFAME_X, HALLFAME_Y + (i*8), pal));
if (hallfame[i].score) {
#ifdef WIN32
char *str = maststr + i*32;
#else
char *str = (char *)(HidPage.Get_Buffer()) + i*32;
#endif
sprintf(str, "%d", hallfame[i].score);
Alloc_Object(new ScorePrintClass(str, HALLFAME_X+(6*14), HALLFAME_Y + (i*8), pal, 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*11), HALLFAME_Y + (i*8), pal, BLACK));
Call_Back_Delay(13);
}
}
#ifdef WIN32
// Wait for text printing to complete
while (StillUpdating) {
Call_Back_Delay(1);
}
#endif
/*
** If the player's on the hall of fame, have him enter his name now
*/
Keyboard->Clear();
if (index < NUMFAMENAMES) {
pal = hallfame[index].side ? _redpal : _bluepal;
Input_Name(hallfame[index].name, HALLFAME_X, HALLFAME_Y + (index*8), pal);
file.Open(WRITE);
for (i = 0; i < NUMFAMENAMES; i++) {
file.Write(&hallfame[i], sizeof(struct Fame));
}
file.Close();
} else {
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 149, 190, _yellowpal));
ControlQ = false;
Cycle_Wait_Click();
}
Keyboard->Clear();
/* get rid of all the animating objects */
for (i = 0; i < MAXSCOREOBJS; i++) if (ScoreObjs[i]) {
delete ScoreObjs[i];
ScoreObjs[i] = 0;
}
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
#ifdef WIN32
VisiblePage.Clear();
#else
SeenPage.Clear();
#endif
Show_Mouse();
// Map_Selection();
// Scen.ScenVar = SCEN_VAR_A;
// Scen.ScenDir = SCEN_DIR_EAST;
Theme.Queue_Song(THEME_NONE);
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
#ifdef WIN32
VisiblePage.Clear();
#else
SeenPage.Clear();
#endif
GamePalette.Set();
Set_Font(oldfont);
FontXSpacing = oldfontxspacing;
ControlQ = 0;
#ifdef WIN32
delete PseudoSeenBuff;
#ifdef FIXIT_SCORE_CRASH
/*
** Fix for the score screen crash due to uncompressed shape buffer overflow.
*/
Enable_Uncompressed_Shapes();
#endif //FIXIT
#endif
#endif
}
void Cycle_Wait_Click(bool cycle)
{
int counter = 0;
int minclicks = 20;
unsigned long timingtime = TickCount;
//PG SerialPacketType sendpacket;
//PG SerialPacketType receivepacket;
//PG int packetlen;
Keyboard->Clear();
while (minclicks || (!Keyboard->Check() && !ControlQ) ) {
#if (0) //PG
if (Session.Type == GAME_NULL_MODEM ||
Session.Type == GAME_MODEM) {
//
// send a timing packet if enough time has gone by.
//
if ( (TickCount - timingtime) > PACKET_TIMING_TIMEOUT) {
memset (&sendpacket, 0, sizeof(SerialPacketType));
sendpacket.Command = SERIAL_SCORE_SCREEN;
sendpacket.ScenarioInfo.ResponseTime = NullModem.Response_Time();
sendpacket.ID = Session.ModemType;
NullModem.Send_Message (&sendpacket, sizeof(sendpacket), 0);
timingtime = TickCount;
}
if (NullModem.Get_Message (&receivepacket, &packetlen) > 0) {
// throw packet away
packetlen = packetlen;
}
NullModem.Service();
}
#endif
Call_Back_Delay(1);
if (minclicks) {
minclicks--;
Keyboard->Clear();
}
if(cycle) {
counter = ((++counter) & 7);
if (counter == 0 && Options.IsPaletteScroll) {
RGBClass rgb = ScorePalette[233];
for (int i = 233; i < 237; i++) {
ScorePalette[i] = ScorePalette[i+1];
}
ScorePalette[237] = rgb;
ScorePalette.Set();
}
}
}
Keyboard->Clear();
}
void ScoreClass::Do_Nod_Buildings_Graph(void)
{
int shapenum;
InfantryTypeClass const *ramboclass;
void const * factptr = MFCD::Retrieve("POWR.SHP");
void const * rmboptr = MFCD::Retrieve("E7.SHP");
void const * fball1ptr = MFCD::Retrieve("FBALL1.SHP");
ramboclass = &InfantryTypeClass::As_Reference(INFANTRY_TANYA);
/*
** Print the # of buildings on the hidpage so we only need to do it once
*/
SeenPage.Blit(HidPage);
Set_Logic_Page(HidPage);
Call_Back_Delay(30);
Set_Font_Palette(_redpal);
HidPage.Print( 0, BUILDING_X + 16, BUILDING_Y + 10, TBLACK, TBLACK);
Set_Font_Palette(_bluepal);
HidPage.Print( 0, BUILDING_X + 16, BUILDING_Y + 22, TBLACK, TBLACK);
/*
** Here's the animation/draw loop for blowing up the factory
*/
int i;
for (i=0; i<98; i++) {
HidPage.Blit(HidPage, 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);
}
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_GHOST|SHAPE_FADING|SHAPE_WIN_REL, ColorRemaps[PCOLOR_GOLD].RemapTable, DisplayClass::UnitShadow);
}
/*
** Now draw some fires, if appropriate
*/
if (i >= 61) {
int firecount = Extract_Shape_Count(fball1ptr);
int shapeindex = (i-61) / 2;
if (shapeindex < firecount) {
CC_Draw_Shape(fball1ptr, shapeindex, 10, 10, WINDOW_MAIN,
SHAPE_CENTER|SHAPE_WIN_REL);
}
if (i > 64) {
shapeindex = (i-64) / 2;
if (shapeindex < firecount) {
CC_Draw_Shape(fball1ptr, shapeindex, 50, 30, WINDOW_MAIN,
SHAPE_CENTER|SHAPE_WIN_REL);
}
}
}
/*
** Draw the Tanya character running away from the building
*/
CC_Draw_Shape(rmboptr, (ramboclass->DoControls[DO_WALK].Frame + ramboclass->DoControls[DO_WALK].Jump*6) + ((unsigned(i)>>1)%ramboclass->DoControls[DO_WALK].Count),
i+32, 40, WINDOW_MAIN,
SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST,
ColorRemaps[PCOLOR_RED].RemapTable, DisplayClass::UnitShadow);
HidPage.Blit(SeenPage, 0, 0, BUILDING_X, BUILDING_Y, 320-BUILDING_X, 48);
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(1);
}
i = max(GBKilled, NBKilled);
for (int q = 0; q <= i; q++) {
Set_Font_Palette(_redpal);
Count_Up_Print( "%d", q, NBKilled, BUILDING_X + 16, BUILDING_Y + 10);
Set_Font_Palette(_bluepal);
Count_Up_Print( "%d", q, GBKilled, BUILDING_X + 16, BUILDING_Y + 22);
//BG if (!Keyboard->Check()) {
#ifdef WIN32
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
#else
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
#endif
Call_Back_Delay(1);
//BG }
}
Set_Font_Palette(_redpal);
Count_Up_Print( "%d", NBKilled, NBKilled, BUILDING_X + 16, BUILDING_Y + 10);
Set_Font_Palette(_bluepal);
Count_Up_Print( "%d", GBKilled, GBKilled, BUILDING_X + 16, BUILDING_Y + 22);
}
/***************************************************************************
* 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, maxval;
#ifdef WIN32
int xpos = 174;
int house = (PlayerPtr->Class->House == HOUSE_USSR || PlayerPtr->Class->House == HOUSE_UKRAINE); // 0 or 1
if(house) {
int temp = gkilled;
gkilled = nkilled;
nkilled = temp;
void const *tempptr = yellowptr;
yellowptr = redptr;
redptr = tempptr;
}
#else
int xpos = 173;
#endif
int gdikilled = gkilled, nodkilled=nkilled;
maxval = max(gdikilled, nodkilled);
if (!maxval) maxval=1;
gdikilled = (gdikilled * SIZEGBAR) / maxval;
nodkilled = (nodkilled * SIZEGBAR) / maxval;
if (maxval < 20) {
gdikilled = gkilled * 5;
nodkilled = nkilled * 5;
}
maxval = max(gdikilled, nodkilled);
if (!maxval) maxval=1;
// Draw the white-flash shape on the hidpage
Set_Logic_Page(HidPage);
HidPage.Fill_Rect(0, 0, 124*RESFACTOR, 9*RESFACTOR, TBLACK);
CC_Draw_Shape(redptr, 119, 0, 0, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(SeenBuff);
#ifdef WIN32
Set_Font_Palette(house ? _redpal : _bluepal);
#else
Set_Font_Palette(_bluepal);
#endif
for (i = 1; i <= gdikilled; i++) {
if (i != gdikilled) {
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape(yellowptr, i, xpos*RESFACTOR, ypos*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(SeenBuff);
#endif
CC_Draw_Shape(yellowptr, i, xpos*RESFACTOR, ypos*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
} else {
HidPage.Blit(SeenPage, 0, 0, xpos*RESFACTOR, ypos*RESFACTOR, (3+gdikilled)*RESFACTOR, 8*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, 0, 0, xpos*RESFACTOR, ypos*RESFACTOR, (3+gdikilled)*RESFACTOR, 8*RESFACTOR);
#endif
}
Count_Up_Print("%d", (i*gkilled) / maxval, gkilled, 297, ypos+2);
//BG if (!Keyboard->Check()) {
#ifdef WIN32
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
#else
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
#endif
Call_Back_Delay(2);
//BG }
}
CC_Draw_Shape(yellowptr, gdikilled, xpos*RESFACTOR, ypos*RESFACTOR , WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape(yellowptr, gdikilled, xpos*RESFACTOR, ypos*RESFACTOR , WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(SeenBuff);
#endif
Count_Up_Print("%d", gkilled, gkilled, 297, ypos+ 2);
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(40);
#ifdef WIN32
Set_Font_Palette(house ? _bluepal : _redpal);
#else
Set_Font_Palette(_redpal);
#endif
for (i = 1; i <= nodkilled; i++) {
if (i != nodkilled) {
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape(redptr, i, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(SeenBuff);
#endif
CC_Draw_Shape(redptr, i, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
} else {
HidPage.Blit(SeenPage, 0, 0, xpos*RESFACTOR, (ypos+12)*RESFACTOR, (3+nodkilled)*RESFACTOR, 8*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, 0, 0, xpos*RESFACTOR, (ypos+12)*RESFACTOR, (3+nodkilled)*RESFACTOR, 8*RESFACTOR);
#endif
}
Count_Up_Print("%d", (i*nkilled) / maxval, nkilled, 297, ypos+14);
//BG if (!Keyboard->Check()) {
#ifdef WIN32
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
#else
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
#endif
Call_Back_Delay(2);
//BG }
}
// if (Keyboard::Check()) Keyboard::Clear();
/*
** Make sure accurate count is printed at end
*/
#ifdef WIN32
Set_Logic_Page(*PseudoSeenBuff);
CC_Draw_Shape( redptr, nodkilled, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Set_Logic_Page(SeenBuff);
#endif
CC_Draw_Shape( redptr, nodkilled, xpos*RESFACTOR, (ypos+12)*RESFACTOR, WINDOW_MAIN, SHAPE_WIN_REL, 0, 0);
Count_Up_Print("%d", nkilled, nkilled, 297, ypos+14);
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(40);
}
void ScoreClass::Do_Nod_Casualties_Graph(void)
{
int i, gdikilled, nodkilled, maxval;
void const * e1ptr = MFCD::Retrieve("E1.SHP");
gdikilled = GKilled;
nodkilled = NKilled;
maxval = max(gdikilled, nodkilled);
if (!maxval) maxval=1;
if ((gdikilled > (MAX_BAR_X - BARGRAPH_X)) || (nodkilled > (MAX_BAR_X - BARGRAPH_X)) ) {
gdikilled = (gdikilled * (MAX_BAR_X - BARGRAPH_X)) / maxval;
nodkilled = (nodkilled * (MAX_BAR_X - BARGRAPH_X)) / maxval;
}
maxval = max(gdikilled, nodkilled);
if (!maxval) maxval=1;
/*
** Initialize a bunch of objects for the infantrymen who pose for the bar
** graphs of casualties.
*/
int r = NUMINFANTRYMEN/2;
for (i = 0; i < NUMINFANTRYMEN/2; i++) {
InfantryMan[i+0].xpos =
InfantryMan[i+r].xpos = (i*10) + 7;
InfantryMan[i+0].ypos = 11;
InfantryMan[i+r].ypos = 21;
InfantryMan[i+0].shapefile =
InfantryMan[i+r].shapefile = e1ptr;
InfantryMan[i+0].remap = ColorRemaps[PCOLOR_RED].RemapTable;
InfantryMan[i+r].remap = ColorRemaps[PCOLOR_BLUE].RemapTable;
InfantryMan[i+0].anim =
InfantryMan[i+r].anim = 0;
InfantryMan[i+0].stage =
InfantryMan[i+r].stage = 0;
InfantryMan[i+0].delay =
InfantryMan[i+r].delay = NonCriticalRandomNumber & 0x1F;
InfantryMan[i+0].Class =
InfantryMan[i+r].Class = &InfantryTypeClass::As_Reference(INFANTRY_E1);
}
/*
** Draw the infantrymen and pause briefly before running the graph
*/
Draw_InfantryMen();
HidPage.Blit(SeenPage, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
Call_Back_Delay(40);
for (i = 1; i <= maxval; i++) {
// Draw & update infantrymen 3 times for every tick on the graph (i)
for (int index = 0; index < 3; index++) {
Draw_InfantryMen();
Draw_Bar_Graphs(i, nodkilled, gdikilled);
HidPage.Blit(SeenPage, 0, 0, BARGRAPH_X, CASUALTY_Y, 320-BARGRAPH_X, 34);
Set_Font_Palette(_redpal);
Count_Up_Print("%d", (i*NKilled) / maxval, NKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
Set_Font_Palette(_bluepal);
Count_Up_Print("%d", (i*GKilled) / maxval, GKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
/*BG if (!Keyboard->Check()) */ Call_Back_Delay(3);
}
#ifdef WIN32
Play_Sample(Beepy6, 255, Options.Normalize_Volume(150));
#else
Play_Sample(Beepy6, 255, Options.Normalize_Volume(60));
#endif
}
//BG if (Keyboard->Check()) Keyboard->Clear();
/*
** Make sure accurate count is printed at end
*/
Set_Font_Palette(_redpal);
Count_Up_Print("%d", NKilled, NKilled, SCORETEXT_X+64, CASUALTY_Y + 2);
Set_Font_Palette(_bluepal);
Count_Up_Print("%d", GKilled, GKilled, SCORETEXT_X+64, CASUALTY_Y + 14);
/*
** 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(maxval, nodkilled, gdikilled);
HidPage.Blit(SeenPage, 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 minval,add;
#ifdef WIN32
void const * credshape = MFCD::Retrieve(house ? "CREDSUHR.SHP" : "CREDSAHR.SHP");
#else
void const * credshape = MFCD::Retrieve(house ? "CREDSU.SHP" : "CREDSA.SHP");
#endif
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));
minval = PlayerPtr->Available_Money() / 100;
/*
** Print out total credits left at end of scenario
*/
i = -50;
do {
add = 5;
if ((PlayerPtr->Available_Money() - i) > 100 ) add += 15;
if ((PlayerPtr->Available_Money() - i) > 500 ) add += 30;
if ((PlayerPtr->Available_Money() - i) > 1000) add += PlayerPtr->Available_Money() / 40;
if (add < minval) add = minval;
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);
/*BG if (Keyboard->Check()) {
Count_Up_Print("%d", PlayerPtr->Available_Money(), PlayerPtr->Available_Money(), _credpx[house], _credpy[house]);
Keyboard->Clear();
break;
}*/
} while (i < PlayerPtr->Available_Money()) ;
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);
}
SeenPage.Print(str, 275*RESFACTOR, 9*RESFACTOR, TBLACK, TBLACK);
#ifdef WIN32
PseudoSeenBuff->Print(str, 275*RESFACTOR, 9*RESFACTOR, TBLACK, TBLACK);
#endif
}
/***********************************************************************************************
* 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 maxval, int xpos, int ypos)
{
char destbuf[64];
sprintf(destbuf, str, percent <= maxval ? percent : maxval);
SeenPage.Print( destbuf, xpos * RESFACTOR, ypos * RESFACTOR, TBLACK, BLACK);
#ifdef WIN32
PseudoSeenBuff->Print( destbuf, xpos * RESFACTOR, ypos * RESFACTOR, TBLACK, BLACK);
#endif
}
/***********************************************************************************************
* 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 = 0;
int ascii, index=0;
void const * keystrok = MFCD::Retrieve("KEYSTROK.AUD");
/*
** Ready the hidpage so it can restore background under zoomed letters
*/
SeenPage.Blit(HidPage);
/*
** Put a copy of the high score area on a spare area of the hidpage, so
** we can use it to restore the letter's background instead of filling
** with black.
*/
HidPage.Blit(HidPage, 0, 100*RESFACTOR, 0, 0, 100*RESFACTOR, 100*RESFACTOR);
do {
Call_Back();
Animate_Score_Objs();
Animate_Cursor(index, ypos);
if (Keyboard->Check()) {
key = Keyboard->To_ASCII(Keyboard->Get()) & 0xFF;
Call_Back();
if (index == MAX_FAMENAME_LENGTH-2) {
while (Keyboard->Check()) {
Keyboard->Get();
}
}
/*
** 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))*RESFACTOR;
HidPage.Blit(SeenPage, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
#endif
HidPage.Blit(HidPage, xposindex6, (ypos-100)*RESFACTOR, xposindex6, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
}
} 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 >= '!' && ascii <= KA_TILDA) || ascii == ' ') {
HidPage.Blit(SeenPage, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
#endif
HidPage.Blit(HidPage, (xpos + (index*6))*RESFACTOR, (ypos-100)*RESFACTOR, (xpos + (index*6))*RESFACTOR, ypos*RESFACTOR, 6*RESFACTOR, 6*RESFACTOR);
str[index] = ascii;
str[index+1] = 0;
int objindex;
#ifdef WIN32
Play_Sample(keystrok, 255, Options.Normalize_Volume(150));
#else
Play_Sample(keystrok, 255, Options.Normalize_Volume(105));
#endif
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 = 0, _state;
static CDTimerClass<SystemTimerClass> _timer;
ypos += 6; // move cursor to bottom of letter
ypos *= RESFACTOR;
// If they moved the cursor, erase old one and force state=0, to make green draw right away
if (pos != _lastpos) {
HidPage.Blit(SeenPage, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos-100*RESFACTOR, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos, 6*RESFACTOR, 1*RESFACTOR);
#ifdef WIN32
HidPage.Blit(*PseudoSeenBuff, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos-100*RESFACTOR, (HALLFAME_X + (_lastpos*6))*RESFACTOR, ypos, 6*RESFACTOR, 1*RESFACTOR);
#endif
_lastpos = pos;
_state = 0;
}
SeenBuff.Draw_Line((HALLFAME_X + (pos*6))*RESFACTOR, ypos, (HALLFAME_X + (pos*6)+5)*RESFACTOR, ypos, _state ? LTBLUE : TBLACK);
#ifdef WIN32
PseudoSeenBuff->Draw_Line((HALLFAME_X + (pos*6))*RESFACTOR, ypos, (HALLFAME_X + (pos*6)+5)*RESFACTOR, ypos, _state ? LTBLUE : TBLACK);
#endif
/*
** Toggle the color of the cursor, green or black, if it's time to do so.
*/
if (!_timer) {
_state ^= 1;
_timer = 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 USSR... Allies wouldn't execute
// people like that.
/*
** First restore the background
*/
HidPage.Blit(HidPage, BARGRAPH_X, CASUALTY_Y, 0, 0, 320-BARGRAPH_X, 34);
Set_Logic_Page(HidPage);
/*
** Then draw all the infantrymen on the clean hidpage
*/
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,
DisplayClass::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 = NonCriticalRandomNumber & 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) *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/13/1995 BWG : Created. *
* 07/02/1996 BWG : Removed references to civilians. *
*=========================================================================*/
void Draw_Bar_Graphs(int i, int gkilled, int nkilled)
{
if (gkilled) {
LogicPage->Fill_Rect(0, 0+4*RESFACTOR, 0+min(i, gkilled)*RESFACTOR, 0+5*RESFACTOR, RED);
LogicPage->Draw_Line(0+1*RESFACTOR, 0+6*RESFACTOR, (0+min(i, gkilled)+1)*RESFACTOR, 0+6*RESFACTOR, TBLACK);
LogicPage->Draw_Line((0+MIN(i, gkilled)+1)*RESFACTOR, 0+5*RESFACTOR, (0+min(i, gkilled)+1)*RESFACTOR, 0+5*RESFACTOR, 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 + (NonCriticalRandomNumber & 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*RESFACTOR, 0+min(i, nkilled)*RESFACTOR, 0+17*RESFACTOR, LTCYAN);
LogicPage->Draw_Line( 0+1*RESFACTOR, 0+18*RESFACTOR, (0+min(i, nkilled)+1)*RESFACTOR, 0+18*RESFACTOR, TBLACK);
LogicPage->Draw_Line((0+MIN(i, nkilled)+1)*RESFACTOR, 0+17*RESFACTOR, (0+min(i, nkilled)+1)*RESFACTOR, 0+17*RESFACTOR, TBLACK);
if (i <= nkilled) {
int anim = InfantryMan[(NUMINFANTRYMEN/2)+(i/11)].anim;
if (anim!=-1 && anim < DO_GUN_DEATH) {
if (i/11) {
New_Infantry_Anim((NUMINFANTRYMEN/2)+(i/11), DO_GUN_DEATH + (NonCriticalRandomNumber & 3));
} else {
New_Infantry_Anim((NUMINFANTRYMEN/2)+(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)
{
time;
#if (0)//PG
if (time < 0 ) time = 0;
if (time > 60) time = 60;
CDTimerClass<SystemTimerClass> cd;
CDTimerClass<SystemTimerClass> callbackcd = 0;
if (!ControlQ) {
if (Keyboard->Down(KN_LCTRL) && Keyboard->Down(KN_Q)) {
ControlQ = 1;
Keyboard->Clear();
}
}
if (ControlQ) time=0;
cd = time;
StreamLowImpact = true;
do {
if (callbackcd == 0) {
Call_Back();
callbackcd = TIMER_SECOND/4;
}
Animate_Score_Objs();
} while (cd);
StreamLowImpact = false;
#endif
}
void Animate_Score_Objs()
{
#ifdef WIN32
StillUpdating = false;
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored=FALSE;
PseudoSeenBuff->Blit(SeenPage);
}
#endif
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. *
*=============================================================================================*/
extern int CopyType;
void Multi_Score_Presentation(void)
{
#if (0)//PG
char remap[16];
#ifdef WIN32
GraphicBufferClass *pseudoseenbuff = new GraphicBufferClass(320, 200, (void*)NULL);
PseudoSeenBuff = new GraphicBufferClass(SeenBuff.Get_Width(),SeenBuff.Get_Height(),(void*)NULL);
#endif
int i,k;
void *oldfont;
int oldfontxspacing = FontXSpacing;
FontXSpacing = 0;
Map.Override_Mouse_Shape(MOUSE_NORMAL);
// Theme.Queue_Song(THEME_WIN);
BlackPalette.Set();
SeenPage.Clear();
HidPage.Clear();
Hide_Mouse();
void *anim = Open_Animation("MLTIPLYR.WSA", NULL, 0L, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), ScorePalette);
/*
** Display the background animation
*/
#ifdef WIN32
pseudoseenbuff->Clear();
Animate_Frame(anim, *pseudoseenbuff, 1);
for(int x=0; x<256; x++) memset(&PaletteInterpolationTable[x][0],x,256);
CopyType = 1;
Interpolate_2X_Scale(pseudoseenbuff , &SeenBuff , 0);
#else
Animate_Frame(anim, HidPage, 1);
HidPage.Blit(SeenPage);
#endif
ScorePalette.Set(FADE_PALETTE_FAST, Call_Back);
int frame = 1;
while (frame < Get_Animation_Frame_Count(anim)) {
#ifdef WIN32
Animate_Frame(anim, *pseudoseenbuff, frame++);
CopyType = 1;
Interpolate_2X_Scale(pseudoseenbuff , &SeenBuff , NULL);
CopyType = 0;
#else
Animate_Frame(anim, SeenPage, frame++);
#endif
Call_Back_Delay(2);
}
Close_Animation(anim);
#ifdef WIN32
CopyType = 1;
Interpolate_2X_Scale(pseudoseenbuff , PseudoSeenBuff , NULL);
CopyType = 0;
#endif
/* Change to the six-point font for Text_Print */
oldfont = Set_Font(ScoreFontPtr);
Call_Back();
Set_Logic_Page(SeenBuff);
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 113, 13, _greenpal));
#else
Alloc_Object(new ScorePrintClass(TXT_SCORE_TOP, 130, 13, _greenpal));
#endif
Call_Back_Delay(5);
Alloc_Object(new ScorePrintClass(TXT_COMMANDER, 27, 31, _greenpal));
Call_Back_Delay(10);
#ifdef FRENCH
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 113, 31, _greenpal));
#endif
#ifdef GERMAN
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 118, 31, _greenpal));
#endif
#ifdef ENGLISH
Alloc_Object(new ScorePrintClass(TXT_BATTLES_WON, 126, 31, _greenpal));
#endif
Call_Back_Delay(13);
Alloc_Object(new ScorePrintClass(TXT_KILLS_COLON, 249, 31, _greenpal));
Call_Back_Delay(6);
/*
** Move all the scores over a notch if there's more games than can be
** shown (which is known by Session.CurGame == MAX_MULTI_GAMES-1);
*/
if (Session.CurGame == MAX_MULTI_GAMES-1) {
for (i = 0; i < MAX_MULTI_NAMES; i++) {
for (k = 0; k < MAX_MULTI_GAMES-1; k++) {
Session.Score[i].Kills[k] = Session.Score[i].Kills[k+1];
}
}
}
int y = 41;
for (i = 0; i < MAX_MULTI_NAMES; i++) {
if (strlen(Session.Score[i].Name)) {
int color = Session.Score[i].Color;
remap[ 8] = ColorRemaps[color].FontRemap[11];
remap[ 6] = ColorRemaps[color].FontRemap[12];
remap[ 4] = ColorRemaps[color].FontRemap[13];
remap[ 2] = ColorRemaps[color].FontRemap[14];
remap[14] = ColorRemaps[color].FontRemap[15];
Alloc_Object(new ScorePrintClass(Session.Score[i].Name, 15, y, remap));
Call_Back_Delay(20);
Alloc_Object(new ScorePrintClass(Int_Print(Session.Score[i].Wins), 118, y, remap));
Call_Back_Delay(6);
for (k = 0; k <= min(Session.CurGame, MAX_MULTI_GAMES-2); k++) {
if (Session.Score[i].Kills[k] >= 0) {
Alloc_Object(new ScorePrintClass(Int_Print(Session.Score[i].Kills[k]), 225+(24*k), y, remap));
Call_Back_Delay(6);
}
}
y += 12;
}
}
#if defined(GERMAN) || defined(FRENCH)
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 95 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 190, _yellowpal));
#else
Alloc_Object(new ScorePrintClass(TXT_CLICK_CONTINUE, 109 /*(320-strlen(Text_String(TXT_MAP_CLICK2)))/2*/, 190, _yellowpal));
#endif
Cycle_Wait_Click(false);
/* 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);
BlackPalette.Set(FADE_PALETTE_FAST, NULL);
SeenPage.Clear();
GamePalette.Set();
#ifdef WIN32
delete PseudoSeenBuff;
#endif
Set_Font(oldfont);
FontXSpacing = oldfontxspacing;
ControlQ = 0;
Show_Mouse();
#endif
}
void ScoreClass::Init(void)
{
Score = 0;
NKilled = 0;
GKilled = 0;
CKilled = 0;
NBKilled = 0;
GBKilled = 0;
CBKilled = 0;
NHarvested = 0;
GHarvested = 0;
CHarvested = 0;
ElapsedTime = 0;
RealTime = 0;
ChangingGun = 0;
}