| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624 |
- /*
- ** 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/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
- 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
- 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));
- }
|