EXPAND.CPP (12887B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header$ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : EXPAND.CPP * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 11/03/95 * 28 * * 29 * Last Update : November 3, 1995 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #include "function.h" 36 37 #ifdef NEWMENU 38 39 bool Expansion_Present(void) 40 { 41 CCFileClass file("EXPAND.DAT"); 42 43 return(file.Is_Available()); 44 } 45 46 47 48 49 class EListClass : public ListClass 50 { 51 public: 52 EListClass(int id, int x, int y, int w, int h, TextPrintType flags, void const * up, void const * down) : 53 ListClass(id, x, y, w, h, flags, up, down) {}; 54 55 protected: 56 virtual void Draw_Entry(int index, int x, int y, int width, int selected); 57 }; 58 59 60 void EListClass::Draw_Entry(int index, int x, int y, int width, int selected) 61 { 62 if (TextFlags & TPF_6PT_GRAD) { 63 TextPrintType flags = TextFlags; 64 65 if (selected) { 66 flags = flags | TPF_BRIGHT_COLOR; 67 LogicPage->Fill_Rect (x, y, x + width - 1, y + LineHeight - 1, CC_GREEN_SHADOW); 68 } else { 69 if (!(flags & TPF_USE_GRAD_PAL)) { 70 flags = flags | TPF_MEDIUM_COLOR; 71 } 72 } 73 74 Conquer_Clip_Text_Print(List[index]+sizeof(int), x, y, CC_GREEN, TBLACK, flags, width, Tabs); 75 76 } else { 77 Conquer_Clip_Text_Print(List[index]+sizeof(int), x, y, (selected ? BLUE : WHITE), TBLACK, TextFlags, width, Tabs); 78 } 79 } 80 81 bool Expansion_Dialog(void) 82 { 83 int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2; 84 85 int option_width = 236 * factor; 86 int option_height = 162 * factor; 87 int option_x = (320*factor - option_width) /2; 88 int option_y = (200*factor - option_height) /2; 89 90 GadgetClass * buttons = NULL; 91 92 void const *up_button; 93 void const *down_button; 94 95 if (InMainLoop){ 96 up_button = Hires_Retrieve("BTN-UP.SHP"); 97 down_button = Hires_Retrieve("BTN-DN.SHP"); 98 }else{ 99 up_button = Hires_Retrieve("BTN-UP2.SHP"); 100 down_button = Hires_Retrieve("BTN-DN2.SHP"); 101 } 102 103 TextButtonClass ok(200, TXT_OK, TPF_6PT_GRAD|TPF_NOSHADOW, option_x+25*factor, option_y+option_height-15*factor); 104 TextButtonClass cancel(201, TXT_CANCEL, TPF_6PT_GRAD|TPF_NOSHADOW, option_x+option_width-50*factor, option_y+option_height-15*factor); 105 EListClass list(202, option_x+10*factor, option_y+20*factor, option_width-20*factor, option_height-40*factor, TPF_6PT_GRAD|TPF_NOSHADOW, up_button, down_button); 106 107 buttons = &ok; 108 cancel.Add(*buttons); 109 list.Add(*buttons); 110 111 112 /* 113 ** Add in all the expansion scenarios. 114 */ 115 char * sbuffer = (char*)_ShapeBuffer; 116 int index; 117 for (index = 20; index < 60; index++) { 118 char buffer[128]; 119 CCFileClass file; 120 121 Set_Scenario_Name(buffer, index, SCEN_PLAYER_GDI, SCEN_DIR_EAST, SCEN_VAR_A); 122 strcat(buffer, ".INI"); 123 file.Set_Name(buffer); 124 if (file.Is_Available()) { 125 file.Read(sbuffer, 1000); 126 sbuffer[1000] = '\r'; 127 sbuffer[1000+1] = '\n'; 128 sbuffer[1000+2] = '\0'; 129 130 WWGetPrivateProfileString("Basic", "Name", "x", buffer, sizeof(buffer), sbuffer); 131 char * data = new char [strlen(buffer)+1+sizeof(int)+25]; 132 *((int*)&data[0]) = index; 133 strcpy(&data[sizeof(int)], "GDI: "); 134 strcat(&data[sizeof(int)], buffer); 135 list.Add_Item(data); 136 } 137 } 138 139 for (index = 20; index < 60; index++) { 140 char buffer[128]; 141 CCFileClass file; 142 143 Set_Scenario_Name(buffer, index, SCEN_PLAYER_NOD, SCEN_DIR_EAST, SCEN_VAR_A); 144 strcat(buffer, ".INI"); 145 file.Set_Name(buffer); 146 if (file.Is_Available()) { 147 file.Read(sbuffer, 1000); 148 sbuffer[1000] = '\r'; 149 sbuffer[1000+1] = '\n'; 150 sbuffer[1000+2] = '\0'; 151 152 WWGetPrivateProfileString("Basic", "Name", "x", buffer, sizeof(buffer), sbuffer); 153 char * data = new char [strlen(buffer)+1+sizeof(int)+25]; 154 *((int*)&data[0]) = index; 155 strcpy(&data[sizeof(int)], "NOD: "); 156 strcat(&data[sizeof(int)], buffer); 157 list.Add_Item(data); 158 } 159 } 160 161 Set_Logic_Page(SeenBuff); 162 bool recalc = true; 163 bool display = true; 164 bool process = true; 165 bool okval = true; 166 while (process) { 167 168 Call_Back(); 169 170 /* 171 ** If we have just received input focus again after running in the background then 172 ** we need to redraw. 173 */ 174 if (AllSurfaces.SurfacesRestored){ 175 AllSurfaces.SurfacesRestored=FALSE; 176 display=TRUE; 177 } 178 179 if (display) { 180 display = false; 181 182 Hide_Mouse(); 183 184 /* 185 ** Load the background picture. 186 */ 187 Load_Title_Screen("HTITLE.PCX", &HidPage, Palette); 188 Blit_Hid_Page_To_Seen_Buff(); 189 190 Dialog_Box(option_x, option_y, option_width, option_height); 191 Draw_Caption(TXT_MISSION_DESCRIPTION, option_x, option_y, option_width); 192 buttons->Draw_All(); 193 Show_Mouse(); 194 } 195 196 KeyNumType input = buttons->Input(); 197 switch (input) { 198 case KN_RETURN: 199 case 200|KN_BUTTON: 200 if (list.Current_Item()[sizeof(int)] == 'G') { 201 ScenPlayer = SCEN_PLAYER_GDI; 202 } else { 203 ScenPlayer = SCEN_PLAYER_NOD; 204 } 205 ScenDir = SCEN_DIR_EAST; 206 Whom = HOUSE_GOOD; 207 Scenario = *(int *)list.Current_Item(); 208 process = false; 209 okval = true; 210 break; 211 212 case KN_ESC: 213 case 201|KN_BUTTON: 214 ScenPlayer = SCEN_PLAYER_GDI; 215 ScenDir = SCEN_DIR_EAST; 216 Whom = HOUSE_GOOD; 217 Scenario = *(int *)list.Current_Item(); 218 process = false; 219 okval = false; 220 break; 221 222 default: 223 break; 224 } 225 } 226 227 /* 228 ** Free up the allocations for the text lines in the list box. 229 */ 230 for (index = 0; index < list.Count(); index++) { 231 delete [] (char *)list.Get_Item(index); 232 } 233 234 return(okval); 235 } 236 237 238 239 240 241 242 243 244 245 246 247 248 /*********************************************************************************************** 249 * Bonus_Dialog -- Asks the user which bonus mission he wants to play * 250 * * 251 * * 252 * * 253 * INPUT: Nothing * 254 * * 255 * OUTPUT: Nothing * 256 * * 257 * WARNINGS: None * 258 * * 259 * HISTORY: * 260 * 3/26/97 11:07AM ST : Created * 261 *=============================================================================================*/ 262 bool Bonus_Dialog(void) 263 { 264 int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2; 265 266 int option_width = 236 * factor; 267 int option_height = 162 * factor; 268 int option_x = (320*factor - option_width) /2; 269 int option_y = (200*factor - option_height) /2; 270 271 GadgetClass * buttons = NULL; 272 273 void const *up_button; 274 void const *down_button; 275 276 if (InMainLoop){ 277 up_button = Hires_Retrieve("BTN-UP.SHP"); 278 down_button = Hires_Retrieve("BTN-DN.SHP"); 279 }else{ 280 up_button = Hires_Retrieve("BTN-UP2.SHP"); 281 down_button = Hires_Retrieve("BTN-DN2.SHP"); 282 } 283 284 TextButtonClass ok(200, TXT_OK, TPF_6PT_GRAD|TPF_NOSHADOW, option_x+25*factor, option_y+option_height-15*factor); 285 TextButtonClass cancel(201, TXT_CANCEL, TPF_6PT_GRAD|TPF_NOSHADOW, option_x+option_width-50*factor, option_y+option_height-15*factor); 286 EListClass list(202, option_x+10*factor, option_y+20*factor, option_width-20*factor, option_height-40*factor, TPF_6PT_GRAD|TPF_NOSHADOW, up_button, down_button); 287 288 buttons = &ok; 289 cancel.Add(*buttons); 290 list.Add(*buttons); 291 292 293 /* 294 ** Add in all the expansion scenarios. 295 */ 296 char * sbuffer = (char*)_ShapeBuffer; 297 int gdi_scen_names[3]={ 298 TXT_BONUS_MISSION_1, 299 TXT_BONUS_MISSION_2, 300 TXT_BONUS_MISSION_3 301 }; 302 303 int nod_scen_names[2]={ 304 TXT_BONUS_MISSION_4, 305 TXT_BONUS_MISSION_5 306 }; 307 308 int index; 309 for (index = 60; index < 63; index++) { 310 char buffer[128]; 311 CCFileClass file; 312 313 Set_Scenario_Name(buffer, index, SCEN_PLAYER_GDI, SCEN_DIR_EAST, SCEN_VAR_A); 314 strcat(buffer, ".INI"); 315 file.Set_Name(buffer); 316 if (file.Is_Available()) { 317 memcpy (buffer, Text_String (gdi_scen_names[index-60]), 1+strlen(Text_String (gdi_scen_names[index-60]))); 318 char * data = new char [strlen(buffer)+1+sizeof(int)+25]; 319 *((int*)&data[0]) = index; 320 strcpy(&data[sizeof(int)], "GDI: "); 321 strcat(&data[sizeof(int)], buffer); 322 list.Add_Item(data); 323 } 324 } 325 326 for (index = 60; index < 62; index++) { 327 char buffer[128]; 328 CCFileClass file; 329 330 Set_Scenario_Name(buffer, index, SCEN_PLAYER_NOD, SCEN_DIR_EAST, SCEN_VAR_A); 331 strcat(buffer, ".INI"); 332 file.Set_Name(buffer); 333 if (file.Is_Available()) { 334 memcpy (buffer, Text_String (nod_scen_names[index-60]), 1+strlen(Text_String (nod_scen_names[index-60]))); 335 char * data = new char [strlen(buffer)+1+sizeof(int)+25]; 336 *((int*)&data[0]) = index; 337 strcpy(&data[sizeof(int)], "NOD: "); 338 strcat(&data[sizeof(int)], buffer); 339 list.Add_Item(data); 340 } 341 } 342 343 Set_Logic_Page(SeenBuff); 344 bool recalc = true; 345 bool display = true; 346 bool process = true; 347 bool okval = true; 348 while (process) { 349 350 Call_Back(); 351 352 /* 353 ** If we have just received input focus again after running in the background then 354 ** we need to redraw. 355 */ 356 if (AllSurfaces.SurfacesRestored){ 357 AllSurfaces.SurfacesRestored=FALSE; 358 display=TRUE; 359 } 360 361 if (display) { 362 display = false; 363 364 Hide_Mouse(); 365 366 /* 367 ** Load the background picture. 368 */ 369 Load_Title_Screen("HTITLE.PCX", &HidPage, Palette); 370 Blit_Hid_Page_To_Seen_Buff(); 371 372 Dialog_Box(option_x, option_y, option_width, option_height); 373 Draw_Caption(TXT_BONUS_MISSIONS, option_x, option_y, option_width); 374 buttons->Draw_All(); 375 Show_Mouse(); 376 } 377 378 KeyNumType input = buttons->Input(); 379 switch (input) { 380 case KN_RETURN: 381 case 200|KN_BUTTON: 382 if (list.Current_Item()[sizeof(int)] == 'G') { 383 ScenPlayer = SCEN_PLAYER_GDI; 384 } else { 385 ScenPlayer = SCEN_PLAYER_NOD; 386 } 387 ScenDir = SCEN_DIR_EAST; 388 Whom = HOUSE_GOOD; 389 Scenario = *(int *)list.Current_Item(); 390 process = false; 391 okval = true; 392 break; 393 394 case KN_ESC: 395 case 201|KN_BUTTON: 396 ScenPlayer = SCEN_PLAYER_GDI; 397 ScenDir = SCEN_DIR_EAST; 398 Whom = HOUSE_GOOD; 399 Scenario = *(int *)list.Current_Item(); 400 process = false; 401 okval = false; 402 break; 403 404 default: 405 break; 406 } 407 } 408 409 /* 410 ** Free up the allocations for the text lines in the list box. 411 */ 412 for (index = 0; index < list.Count(); index++) { 413 delete [] (char *)list.Get_Item(index); 414 } 415 416 return(okval); 417 } 418 419 420 #endif