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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /CounterStrike/CREDITS.CPP 1 3/03/97 10:24a 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 : CREDITS.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 17, 1994 *
- * *
- * Last Update : March 13, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * CreditClass::AI -- Handles updating the credit display. *
- * CreditClass::CreditClass -- Default constructor for the credit class object. *
- * CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /***********************************************************************************************
- * CreditClass::CreditClass -- Default constructor for the credit class object. *
- * *
- * This is the constructor for the credit class object. It merely sets the credit display *
- * state to null. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/13/1995 JLB : Created. *
- *=============================================================================================*/
- CreditClass::CreditClass(void) :
- Credits(0),
- Current(0),
- IsToRedraw(false),
- IsUp(false),
- IsAudible(false),
- Countdown(0)
- {
- }
- /***********************************************************************************************
- * CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
- * *
- * This routine should be called whenever the main game screen is to be updated. It will *
- * check to see if the credit display should be redrawn. If so, it will redraw it. *
- * *
- * INPUT: forced -- Should the credit display be redrawn regardless of whether the redraw *
- * flag is set? This is typically the case when the screen needs to be *
- * redrawn from scratch. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/13/1995 JLB : Created. *
- *=============================================================================================*/
- //#define XX (320-120)
- //#define WW 50
- void CreditClass::Graphic_Logic(bool forced)
- {
- if (forced || IsToRedraw) {
- BStart(BENCH_TABS);
- int xx = SeenBuff.Get_Width() - (120 * RESFACTOR);
- /*
- ** Adjust the credits display to be above the sidebar for 640x400
- */
- #ifdef WIN32
- xx += 80 * RESFACTOR;
- #endif
- /*
- ** Play a sound effect when the money display changes, but only if a sound
- ** effect was requested.
- */
- if (IsAudible) {
- if (IsUp) {
- Sound_Effect(VOC_MONEY_UP, fixed(1, 2));
- } else {
- Sound_Effect(VOC_MONEY_DOWN, fixed(1, 2));
- }
- }
- /*
- ** Display the new current value.
- */
- TabClass::Draw_Credits_Tab();
- #ifdef WIN32
- Fancy_Text_Print("%ld", xx, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL, Current);
- #else
- Fancy_Text_Print("%ld", xx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, Current);
- #endif //WIN32
- if (Scen.MissionTimer.Is_Active()) {
- long secs = Scen.MissionTimer / TICKS_PER_SECOND;
- long mins = secs / 60;
- long hours = mins / 60;
- secs %= 60;
- mins %= 60;
- /*
- ** Speak mission timer reminders.
- */
- VoxType vox = VOX_NONE;
- if (Scen.MissionTimer == (1 * TICKS_PER_MINUTE)) vox = VOX_TIME_1;
- if (Scen.MissionTimer == (2 * TICKS_PER_MINUTE)) vox = VOX_TIME_2;
- if (Scen.MissionTimer == (3 * TICKS_PER_MINUTE)) vox = VOX_TIME_3;
- if (Scen.MissionTimer == (4 * TICKS_PER_MINUTE)) vox = VOX_TIME_4;
- if (Scen.MissionTimer == (5 * TICKS_PER_MINUTE)) vox = VOX_TIME_5;
- if (Scen.MissionTimer == (10 * TICKS_PER_MINUTE)) vox = VOX_TIME_10;
- if (Scen.MissionTimer == (20 * TICKS_PER_MINUTE)) vox = VOX_TIME_20;
- if (Scen.MissionTimer == (30 * TICKS_PER_MINUTE)) vox = VOX_TIME_30;
- if (Scen.MissionTimer == (40 * TICKS_PER_MINUTE)) vox = VOX_TIME_40;
- if (vox != VOX_NONE) {
- Speak(vox);
- Map.FlasherTimer = 7;
- }
- #ifdef WIN32
- if (hours) {
- Fancy_Text_Print(TXT_TIME_FORMAT_HOURS, 200 * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12|TPF_CENTER|TPF_USE_GRAD_PAL, hours, mins, secs);
- } else {
- Fancy_Text_Print(TXT_TIME_FORMAT_NO_HOURS, 200 * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12|TPF_CENTER|TPF_USE_GRAD_PAL, mins, secs);
- }
- #else
- if (hours) {
- Fancy_Text_Print("%02d:%02d:%02d", 120 * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, hours, mins, secs);
- } else {
- Fancy_Text_Print("%02d:%02d", 120 * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_NOSHADOW|TPF_6PT_GRAD|TPF_CENTER|TPF_BRIGHT_COLOR, mins, secs);
- }
- #endif //WIN32
- }
- IsToRedraw = false;
- IsAudible = false;
- BEnd(BENCH_TABS);
- }
- }
- /***********************************************************************************************
- * CreditClass::AI -- Handles updating the credit display. *
- * *
- * This routine handles the logic that controls the rate of credit change in the credit *
- * display. It doesn't actually redraw the credit display, but will flag it to be redrawn *
- * if it detects that a change is to occur. *
- * *
- * INPUT: forced -- Should the credit display immediately reflect the current credit *
- * total for the player? This is usually desired when initially loading *
- * a scenario or saved game. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/13/1995 JLB : Created. *
- *=============================================================================================*/
- void CreditClass::AI(bool forced)
- {
- static int _last = 0;
- if (!forced && Frame == _last) return;
- _last = Frame;
- Credits = PlayerPtr->Available_Money();
- /*
- ** Make sure that the credit counter doesn't drop below zero.
- */
- Credits = max(Credits, 0L);
- if (Scen.MissionTimer.Is_Active() || Scen.MissionTimer) {
- IsToRedraw = true;
- Map.Flag_To_Redraw(false);
- }
- if (Current == Credits) return;
- if (forced) {
- IsAudible = false;
- Current = Credits;
- } else {
- if (Countdown) Countdown--;
- if (Countdown) return;
- /*
- ** Determine the amount to change the display toward the
- ** desired value.
- */
- int adder = Credits - Current;
- if (adder > 0) {
- Countdown = 1;
- } else {
- Countdown = 3;
- }
- adder = ABS(adder);
- adder >>= 3;
- // adder >>= 4;
- // adder >>= 5;
- adder = Bound(adder, 1, 71+72);
- if (Current > Credits) adder = -adder;
- Current += adder;
- if (Current-adder != Current) {
- IsAudible = true;
- IsUp = (adder > 0);
- }
- }
- IsToRedraw = true;
- Map.Flag_To_Redraw(false);
- }
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