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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/OPTIONS.CPP 1 3/03/97 10:25a 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 : OPTIONS.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : June 8, 1994 *
- * *
- * Last Update : July 30, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * OptionsClass::Adjust_Palette -- Adjusts the palette according to the settings specified. *
- * OptionsClass::Fixup_Palette -- Adjusts the real palette to match the palette sliders. *
- * OptionsClass::Get_Brightness -- Fetches the current brightness setting. *
- * OptionsClass::Get_Contrast -- Gets the current contrast setting. *
- * OptionsClass::Get_Game_Speed -- Fetches the current game speed setting. *
- * OptionsClass::Get_Saturation -- Fetches the current color setting. *
- * OptionsClass::Get_Scroll_Rate -- Fetches the current scroll rate setting. *
- * OptionsClass::Get_Tint -- Fetches the current tint setting. *
- * OptionsClass::Load_Settings -- reads options settings from the INI file *
- * OptionsClass::Normalize_Delay -- Normalizes delay factor to keep rate constant. *
- * OptionsClass::Normalize_Volume -- Convert to a real volume value. *
- * OptionsClass::One_Time -- This performs any one time initialization for the options class.*
- * OptionsClass::OptionsClass -- The default constructor for the options class. *
- * OptionsClass::Process -- Handles all the options graphic interface. *
- * OptionsClass::Save_Settings -- writes options settings to the INI file *
- * OptionsClass::Set -- Sets options based on current settings *
- * OptionsClass::Set_Brightness -- Sets the brightness level to that specified. *
- * OptionsClass::Set_Contrast -- Sets the contrast to the value specified. *
- * OptionsClass::Set_Game_Speed -- Sets the game speed as specified. *
- * OptionsClass::Set_Repeat -- Controls the score repeat option. *
- * OptionsClass::Set_Saturation -- Sets the color to the value specified. *
- * OptionsClass::Set_Score_Volume -- Sets the global score volume to that specified. *
- * OptionsClass::Set_Scroll_Rate -- Sets the scroll rate as specified. *
- * OptionsClass::Set_Shuffle -- Controls the play shuffle setting. *
- * OptionsClass::Set_Sound_Volume -- Sets the sound effects volume level. *
- * OptionsClass::Set_Tint -- Sets the tint setting. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "options.h"
- #ifdef WIN32
- char const * const OptionsClass::HotkeyName = "WinHotkeys";
- #else
- char const * const OptionsClass::HotkeyName = "DOSHotkeys";
- #endif
- /***********************************************************************************************
- * OptionsClass::OptionsClass -- The default constructor for the options class. *
- * *
- * This is the constructor for the options class. It handles setting up all the globals *
- * necessary for the options. This includes setting them to their default state. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/21/1994 JLB : Created. *
- *=============================================================================================*/
- OptionsClass::OptionsClass(void) :
- GameSpeed(3),
- ScrollRate(3),
- #ifdef WIN32
- Volume(".40"), // was .295
- ScoreVolume(".25"),
- #ifdef FIXIT_VERSION_3
- MultiScoreVolume("0"),
- #endif
- #else
- Volume(".8"),
- ScoreVolume(".6"),
- #endif
- Brightness(fixed::_1_2),
- Tint(fixed::_1_2),
- Saturation(fixed::_1_2),
- Contrast(fixed::_1_2),
- AutoScroll(true),
- IsScoreRepeat(false),
- IsScoreShuffle(false),
- IsPaletteScroll(true),
- KeyForceMove1(KN_LALT),
- KeyForceMove2(KN_RALT),
- KeyForceAttack1(KN_LCTRL),
- KeyForceAttack2(KN_RCTRL),
- KeySelect1(KN_LSHIFT),
- KeySelect2(KN_RSHIFT),
- KeyScatter(KN_X),
- KeyStop(KN_S),
- KeyGuard(KN_G),
- KeyNext(KN_N),
- KeyPrevious(KN_B),
- KeyFormation(KN_F),
- KeyHome1(KN_HOME),
- KeyHome2(KN_E_HOME),
- KeyBase(KN_H),
- KeyResign(KN_R),
- KeyAlliance(KN_A),
- KeyBookmark1(KN_F9),
- KeyBookmark2(KN_F10),
- KeyBookmark3(KN_F11),
- KeyBookmark4(KN_F12),
- KeySelectView(KN_E),
- KeyRepair(KN_T),
- KeyRepairOn(KN_NONE),
- KeyRepairOff(KN_NONE),
- KeySell(KN_Y),
- KeySellOn(KN_NONE),
- KeySellOff(KN_NONE),
- KeyMap(KN_U),
- KeySidebarUp(KN_UP),
- KeySidebarDown(KN_DOWN),
- KeyOption1(KN_ESC),
- KeyOption2(KN_SPACE),
- KeyScrollLeft(KN_NONE),
- KeyScrollRight(KN_NONE),
- KeyScrollUp(KN_NONE),
- KeyScrollDown(KN_NONE),
- KeyQueueMove1(KN_Q),
- KeyQueueMove2(KN_Q),
- KeyTeam1(KN_1),
- KeyTeam2(KN_2),
- KeyTeam3(KN_3),
- KeyTeam4(KN_4),
- KeyTeam5(KN_5),
- KeyTeam6(KN_6),
- KeyTeam7(KN_7),
- KeyTeam8(KN_8),
- KeyTeam9(KN_9),
- KeyTeam10(KN_0)
- {
- }
- /***********************************************************************************************
- * OptionsClass::One_Time -- This performs any one time initialization for the options class. *
- * *
- * This routine should be called only once and it will perform any initializations for the *
- * options class that is needed. This may include things like file loading and memory *
- * allocation. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only call this routine once. *
- * *
- * HISTORY: *
- * 07/21/1994 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::One_Time(void)
- {
- Set_Score_Vol(ScoreVolume * 256);
- }
- /***********************************************************************************************
- * 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: *
- * 07/21/1994 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Process(void)
- {
- }
- /***********************************************************************************************
- * OptionsClass::Set_Shuffle -- Controls the play shuffle setting. *
- * *
- * This routine will control the score shuffle flag. The setting to use is provided as *
- * a parameter. When shuffling is on, the score play order is scrambled. *
- * *
- * INPUT: on -- Should the shuffle option be activated? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Shuffle(int on)
- {
- IsScoreShuffle = on;
- }
- /***********************************************************************************************
- * OptionsClass::Set_Repeat -- Controls the score repeat option. *
- * *
- * This routine is used to control whether scores repeat or not. The setting to use for *
- * the repeat flag is provided as a parameter. *
- * *
- * INPUT: on -- Should the scores repeat? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Repeat(int on)
- {
- IsScoreRepeat = on;
- }
- /***********************************************************************************************
- * OptionsClass::Set_Score_Volume -- Sets the global score volume to that specified. *
- * *
- * This routine will set the global score volume to the value specified. The value ranges *
- * from zero to 255. *
- * *
- * INPUT: volume -- The new volume setting to use for scores. *
- * *
- * feedback -- Should a feedback sound effect be generated? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Score_Volume(fixed volume, bool feedback)
- {
- ScoreVolume = Sub_Saturate(volume, 1);
- Set_Score_Vol(ScoreVolume * 256);
- if (feedback && !Theme.Still_Playing()) {
- Sound_Effect(VOC_BEEP, ScoreVolume);
- }
- }
- /***********************************************************************************************
- * OptionsClass::Set_Sound_Volume -- Sets the sound effects volume level. *
- * *
- * This routine will set the sound effect volume level as indicated. It can generate a *
- * sound effect for feedback purposes if desired. The volume setting can range from zero *
- * to 255. The value of 255 is the loudest. *
- * *
- * INPUT: volume -- The volume setting to use for the new value. 0 to 255. *
- * *
- * feedback -- Should a feedback sound effect be generated? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Sound_Volume(fixed volume, bool feedback)
- {
- Volume = Sub_Saturate(volume, 1);
- if (feedback) {
- Sound_Effect(VOC_BEEP);
- }
- }
- /***********************************************************************************************
- * OptionsClass::Set_Brightness -- Sets the brightness level to that specified. *
- * *
- * This routine will set the current brightness level to the value specified. This value *
- * can range from zero to 255, with 128 being the normal (default) brightness level. *
- * *
- * INPUT: brightness -- The brightness level to set as current. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Brightness(fixed brightness)
- {
- Brightness = fixed::_1_4 + (fixed::_1_2 * brightness);
- Adjust_Palette(OriginalPalette, InGamePalette, Brightness, Saturation, Tint, Contrast);
- InGamePalette.Set();
- }
- /***********************************************************************************************
- * OptionsClass::Get_Brightness -- Fetches the current brightness setting. *
- * *
- * This routine will fetch the current setting for the brightness level. The value ranges *
- * from zero to 255, with 128 being the normal (default) value. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the current brightness setting. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- fixed OptionsClass::Get_Brightness(void) const
- {
- return((Brightness - fixed::_1_4) / fixed::_1_2);
- }
- /***********************************************************************************************
- * OptionsClass::Set_Saturation -- Sets the color to the value specified. *
- * *
- * This routine will set the color value to that specified. The value specified can range *
- * from zero to 255. The value of 128 is the normal default color setting. *
- * *
- * INPUT: color -- The new color value to set as current. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Saturation(fixed color)
- {
- Saturation = color;
- Adjust_Palette(OriginalPalette, InGamePalette, Brightness, Saturation, Tint, Contrast);
- InGamePalette.Set();
- }
- /***********************************************************************************************
- * OptionsClass::Get_Saturation -- Fetches the current color setting. *
- * *
- * This routine will fetch the current color setting. This value ranges from zero to *
- * 255. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the current color setting. The value of 128 is the normal (default) *
- * color setting. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- fixed OptionsClass::Get_Saturation(void) const
- {
- return(Saturation);
- }
- /***********************************************************************************************
- * OptionsClass::Set_Contrast -- Sets the contrast to the value specified. *
- * *
- * This routine will set the contrast to the setting specified. This setting ranges from *
- * zero to 255. The value o 128 is the normal default value. *
- * *
- * INPUT: contrast -- The contrast setting to make as the current setting. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Contrast(fixed contrast)
- {
- Contrast = fixed::_1_4 + (fixed::_1_2 * contrast);
- Adjust_Palette(OriginalPalette, InGamePalette, Brightness, Saturation, Tint, Contrast);
- InGamePalette.Set();
- }
- /***********************************************************************************************
- * OptionsClass::Get_Contrast -- Gets the current contrast setting. *
- * *
- * This routine will get the current contrast setting. The value returned is in the range *
- * of zero to 255. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the current contrast setting. A setting of 128 is the normal default value.*
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- fixed OptionsClass::Get_Contrast(void) const
- {
- return((Contrast - fixed::_1_4) / fixed::_1_2);
- }
- /***********************************************************************************************
- * OptionsClass::Set_Tint -- Sets the tint setting. *
- * *
- * This routine will change the current tint setting according to the value specified. *
- * *
- * INPUT: tint -- The desired tint setting. This value ranges from zero to 255. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: The value of 128 is the default (normal) tint setting. *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Set_Tint(fixed tint)
- {
- Tint = tint;
- Adjust_Palette(OriginalPalette, InGamePalette, Brightness, Saturation, Tint, Contrast);
- InGamePalette.Set();
- }
- /***********************************************************************************************
- * OptionsClass::Get_Tint -- Fetches the current tint setting. *
- * *
- * This fetches the current tint setting. The value is returned as a number between *
- * zero and 255. This has been adjusted for the valid range allowed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the current tint setting. Normal tint setting is 128. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- fixed OptionsClass::Get_Tint(void) const
- {
- return(Tint);
- }
- /***********************************************************************************************
- * OptionsClass::Adjust_Palette -- Adjusts the palette according to the settings specified. *
- * *
- * This routine is used to adjust the palette according to the settings provided. It is *
- * used by the options class to monkey with the palette. *
- * *
- * INPUT: oldpal -- Pointer to the original (unmodified) palette. *
- * *
- * newpal -- The new palette to create according to the settings provided. *
- * *
- * brightness -- The brightness level (0..255). *
- * *
- * color -- The color level (0..255). *
- * *
- * tint -- The tint (hue) level (0..255). *
- * *
- * contrast -- The contrast level (0..255). *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/21/1994 JLB : Created. *
- * 12/02/1995 JLB : Uses palette class objects. *
- *=============================================================================================*/
- void OptionsClass::Adjust_Palette(PaletteClass const & oldpal, PaletteClass & newpal, fixed brightness, fixed color, fixed tint, fixed contrast) const
- {
- if (!oldpal || !newpal) return;
- /*
- ** Adjust for palette.
- */
- for (int index = 0; index < PaletteClass::COLOR_COUNT; index++) {
- if (index == CC_MOUSE_COLOR) {
- newpal[index] = oldpal[index];
- } else {
- /*
- ** Convert the working palette entry into an HSV format for
- ** manipulation.
- */
- HSVClass hsv = oldpal[index];
- /*
- ** Adjust contrast by moving the value toward the center according to the
- ** percentage indicated.
- */
- int temp;
- temp = (hsv.Value_Component() * (brightness * 256)) / 0x80; // Brightness
- temp = Bound(temp, 0, 0xFF);
- int v = temp;
- temp = (((((int)v) - 0x80) * (contrast * 256)) / 0x80) + 0x80; // Contrast
- temp = Bound(temp, 0, 0xFF);
- v = temp;
- temp = (hsv.Saturation_Component() * (color * 256)) / 0x80; // Color
- temp = Bound(temp, 0, 0xFF);
- int s = temp;
- temp = (hsv.Hue_Component() * (tint * 256)) / 0x80; // Tint
- temp = Bound(temp, 0, 0xFF);
- int h = temp;
- /*
- ** Replace the working palette entry according to the newly calculated
- ** hue, saturation, and value.
- */
- newpal[index] = HSVClass(h, s, v);
- }
- }
- }
- /***********************************************************************************************
- * OptionsClass::Load_Settings -- reads options settings from the INI file *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 02/14/1995 BR : Created. *
- * 07/03/1996 JLB : Reworked to use new INI handler. *
- * 07/30/1996 JLB : Handles hotkeys. *
- *=============================================================================================*/
- void OptionsClass::Load_Settings(void)
- {
- /*
- ** Create filename and read the file.
- */
- CCFileClass file(CONFIG_FILE_NAME);
- INIClass ini;
- ini.Load(file);
- /*
- ** Read in the Options values
- */
- static char const * const OPTIONS = "Options";
- GameSpeed = ini.Get_Int(OPTIONS, "GameSpeed", GameSpeed);
- ScrollRate = ini.Get_Int(OPTIONS, "ScrollRate", ScrollRate);
- Set_Brightness(ini.Get_Fixed(OPTIONS, "Brightness", Brightness));
- Set_Sound_Volume(ini.Get_Fixed(OPTIONS, "Volume", Volume), false);
- Set_Score_Volume(ini.Get_Fixed(OPTIONS, "ScoreVolume", ScoreVolume), false);
- #ifdef FIXIT_VERSION_3
- MultiScoreVolume = ini.Get_Fixed(OPTIONS, "MultiplayerScoreVolume", MultiScoreVolume);
- #endif
- Set_Contrast(ini.Get_Fixed(OPTIONS, "Contrast", Contrast));
- Set_Saturation(ini.Get_Fixed(OPTIONS, "Color", Saturation));
- Set_Tint(ini.Get_Fixed(OPTIONS, "Tint", Tint));
- AutoScroll = ini.Get_Bool(OPTIONS, "AutoScroll", AutoScroll);
- Set_Repeat(ini.Get_Bool(OPTIONS, "IsScoreRepeat", IsScoreRepeat));
- Set_Shuffle(ini.Get_Bool(OPTIONS, "IsScoreShuffle", IsScoreShuffle));
- SlowPalette = ini.Get_Bool(OPTIONS, "SlowPalette", SlowPalette);
- IsPaletteScroll = ini.Get_Bool(OPTIONS, "PaletteScroll", IsPaletteScroll);
- KeyForceMove1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove1", KeyForceMove1);
- KeyForceMove2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceMove2", KeyForceMove2);
- KeyForceAttack1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceAttack1", KeyForceAttack1);
- KeyForceAttack2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyForceAttack2", KeyForceAttack2);
- KeySelect1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeySelect1", KeySelect1);
- KeySelect2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeySelect2", KeySelect2);
- KeyScatter = (KeyNumType)ini.Get_Int(HotkeyName, "KeyScatter", KeyScatter);
- KeyStop = (KeyNumType)ini.Get_Int(HotkeyName, "KeyStop", KeyStop);
- KeyGuard = (KeyNumType)ini.Get_Int(HotkeyName, "KeyGuard", KeyGuard);
- KeyNext = (KeyNumType)ini.Get_Int(HotkeyName, "KeyNext", KeyNext);
- KeyPrevious = (KeyNumType)ini.Get_Int(HotkeyName, "KeyPrevious", KeyPrevious);
- KeyFormation = (KeyNumType)ini.Get_Int(HotkeyName, "KeyFormation", KeyFormation);
- KeyHome1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyHome1", KeyHome1);
- KeyHome2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyHome2", KeyHome2);
- KeyBase = (KeyNumType)ini.Get_Int(HotkeyName, "KeyBase", KeyBase);
- KeyResign = (KeyNumType)ini.Get_Int(HotkeyName, "KeyResign", KeyResign);
- KeyAlliance = (KeyNumType)ini.Get_Int(HotkeyName, "KeyAlliance", KeyAlliance);
- KeyBookmark1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyBookmark1", KeyBookmark1);
- KeyBookmark2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyBookmark2", KeyBookmark2);
- KeyBookmark3 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyBookmark3", KeyBookmark3);
- KeyBookmark4 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyBookmark4", KeyBookmark4);
- KeySelectView = (KeyNumType)ini.Get_Int(HotkeyName, "KeySelectView", KeySelectView);
- KeyRepair = (KeyNumType)ini.Get_Int(HotkeyName, "KeyRepairToggle", KeyRepair);
- KeyRepairOn = (KeyNumType)ini.Get_Int(HotkeyName, "KeyRepairOn", KeyRepairOn);
- KeyRepairOff = (KeyNumType)ini.Get_Int(HotkeyName, "KeyRepairOff", KeyRepairOff);
- KeySell = (KeyNumType)ini.Get_Int(HotkeyName, "KeySellToggle", KeySell);
- KeySellOn = (KeyNumType)ini.Get_Int(HotkeyName, "KeySellOn", KeySellOn);
- KeySellOff = (KeyNumType)ini.Get_Int(HotkeyName, "KeySellOff", KeySellOff);
- KeyMap = (KeyNumType)ini.Get_Int(HotkeyName, "KeyMapToggle", KeyMap);
- KeySidebarUp = (KeyNumType)ini.Get_Int(HotkeyName, "KeySidebarUp", KeySidebarUp);
- KeySidebarDown = (KeyNumType)ini.Get_Int(HotkeyName, "KeySidebarDown", KeySidebarDown);
- KeyOption1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyOption1", KeyOption1);
- KeyOption2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyOption2", KeyOption2);
- KeyScrollLeft = (KeyNumType)ini.Get_Int(HotkeyName, "KeyScrollLeft", KeyScrollLeft);
- KeyScrollRight = (KeyNumType)ini.Get_Int(HotkeyName, "KeyScrollRight", KeyScrollRight);
- KeyScrollUp = (KeyNumType)ini.Get_Int(HotkeyName, "KeyScrollUp", KeyScrollUp);
- KeyScrollDown = (KeyNumType)ini.Get_Int(HotkeyName, "KeyScrollDown", KeyScrollDown);
- KeyQueueMove1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyQueueMove1", KeyQueueMove1);
- KeyQueueMove2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyQueueMove2", KeyQueueMove2);
- KeyTeam1 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam1", KeyTeam1);
- KeyTeam2 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam2", KeyTeam2);
- KeyTeam3 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam3", KeyTeam3);
- KeyTeam4 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam4", KeyTeam4);
- KeyTeam5 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam5", KeyTeam5);
- KeyTeam6 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam6", KeyTeam6);
- KeyTeam7 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam7", KeyTeam7);
- KeyTeam8 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam8", KeyTeam8);
- KeyTeam9 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam9", KeyTeam9);
- KeyTeam10 = (KeyNumType)ini.Get_Int(HotkeyName, "KeyTeam10", KeyTeam10);
- #ifdef WIN32
- KeyForceMove1 = (KeyNumType)(KeyForceMove1 & ~WWKEY_VK_BIT);
- KeyForceMove2 = (KeyNumType)(KeyForceMove2 & ~WWKEY_VK_BIT);
- KeyForceAttack1 = (KeyNumType)(KeyForceAttack1 & ~WWKEY_VK_BIT);
- KeyForceAttack2 = (KeyNumType)(KeyForceAttack2 & ~WWKEY_VK_BIT);
- KeySelect1 = (KeyNumType)(KeySelect1 & ~WWKEY_VK_BIT);
- KeySelect2 = (KeyNumType)(KeySelect2 & ~WWKEY_VK_BIT);
- KeyScatter = (KeyNumType)(KeyScatter & ~WWKEY_VK_BIT);
- KeyStop = (KeyNumType)(KeyStop & ~WWKEY_VK_BIT);
- KeyGuard = (KeyNumType)(KeyGuard & ~WWKEY_VK_BIT);
- KeyNext = (KeyNumType)(KeyNext & ~WWKEY_VK_BIT);
- KeyPrevious = (KeyNumType)(KeyPrevious & ~WWKEY_VK_BIT);
- KeyFormation = (KeyNumType)(KeyFormation & ~WWKEY_VK_BIT);
- KeyHome1 = (KeyNumType)(KeyHome1 & ~WWKEY_VK_BIT);
- KeyHome2 = (KeyNumType)(KeyHome2 & ~WWKEY_VK_BIT);
- KeyBase = (KeyNumType)(KeyBase & ~WWKEY_VK_BIT);
- KeyResign = (KeyNumType)(KeyResign & ~WWKEY_VK_BIT);
- KeyAlliance = (KeyNumType)(KeyAlliance & ~WWKEY_VK_BIT);
- KeyBookmark1 = (KeyNumType)(KeyBookmark1 & ~WWKEY_VK_BIT);
- KeyBookmark2 = (KeyNumType)(KeyBookmark2 & ~WWKEY_VK_BIT);
- KeyBookmark3 = (KeyNumType)(KeyBookmark3 & ~WWKEY_VK_BIT);
- KeyBookmark4 = (KeyNumType)(KeyBookmark4 & ~WWKEY_VK_BIT);
- KeySelectView = (KeyNumType)(KeySelectView & ~WWKEY_VK_BIT);
- KeyRepair = (KeyNumType)(KeyRepair & ~WWKEY_VK_BIT);
- KeyRepairOn = (KeyNumType)(KeyRepairOn & ~WWKEY_VK_BIT);
- KeyRepairOff = (KeyNumType)(KeyRepairOff & ~WWKEY_VK_BIT);
- KeySell = (KeyNumType)(KeySell & ~WWKEY_VK_BIT);
- KeySellOn = (KeyNumType)(KeySellOn & ~WWKEY_VK_BIT);
- KeySellOff = (KeyNumType)(KeySellOff & ~WWKEY_VK_BIT);
- KeyMap = (KeyNumType)(KeyMap & ~WWKEY_VK_BIT);
- KeySidebarUp = (KeyNumType)(KeySidebarUp & ~WWKEY_VK_BIT);
- KeySidebarDown = (KeyNumType)(KeySidebarDown & ~WWKEY_VK_BIT);
- KeyOption1 = (KeyNumType)(KeyOption1 & ~WWKEY_VK_BIT);
- KeyOption2 = (KeyNumType)(KeyOption2 & ~WWKEY_VK_BIT);
- KeyScrollLeft = (KeyNumType)(KeyScrollLeft & ~WWKEY_VK_BIT);
- KeyScrollRight = (KeyNumType)(KeyScrollRight & ~WWKEY_VK_BIT);
- KeyScrollUp = (KeyNumType)(KeyScrollUp & ~WWKEY_VK_BIT);
- KeyScrollDown = (KeyNumType)(KeyScrollDown & ~WWKEY_VK_BIT);
- KeyQueueMove1 = (KeyNumType)(KeyQueueMove1 & ~WWKEY_VK_BIT);
- KeyQueueMove2 = (KeyNumType)(KeyQueueMove2 & ~WWKEY_VK_BIT);
- KeyTeam1 = (KeyNumType)(KeyTeam1 & ~WWKEY_VK_BIT);
- KeyTeam2 = (KeyNumType)(KeyTeam2 & ~WWKEY_VK_BIT);
- KeyTeam3 = (KeyNumType)(KeyTeam3 & ~WWKEY_VK_BIT);
- KeyTeam4 = (KeyNumType)(KeyTeam4 & ~WWKEY_VK_BIT);
- KeyTeam5 = (KeyNumType)(KeyTeam5 & ~WWKEY_VK_BIT);
- KeyTeam6 = (KeyNumType)(KeyTeam6 & ~WWKEY_VK_BIT);
- KeyTeam7 = (KeyNumType)(KeyTeam7 & ~WWKEY_VK_BIT);
- KeyTeam8 = (KeyNumType)(KeyTeam8 & ~WWKEY_VK_BIT);
- KeyTeam9 = (KeyNumType)(KeyTeam9 & ~WWKEY_VK_BIT);
- KeyTeam10 = (KeyNumType)(KeyTeam10 & ~WWKEY_VK_BIT);
- #endif
- }
- /***********************************************************************************************
- * OptionsClass::Save_Settings -- writes options settings to the INI file *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 02/14/1995 BR : Created. *
- * 07/03/1996 JLB : Revamped and tightened up. *
- * 07/30/1996 JLB : Handles hotkeys. *
- *=============================================================================================*/
- void OptionsClass::Save_Settings (void)
- {
- CCFileClass file(CONFIG_FILE_NAME);
- INIClass ini;
- /*
- ** Load any existing options file because it may contain entries that won't be
- ** explicitly written out by this routine. By preloading the database, these entries
- ** will be carried over.
- */
- if (file.Is_Available()) {
- ini.Load(file);
- }
- /*
- ** Save Options settings
- */
- static char const * const OPTIONS = "Options";
- ini.Put_Int(OPTIONS, "GameSpeed", GameSpeed);
- ini.Put_Int(OPTIONS, "ScrollRate", ScrollRate);
- ini.Put_Fixed(OPTIONS, "Brightness", Brightness);
- ini.Put_Fixed(OPTIONS, "Volume", Volume);
- #ifdef FIXIT_VERSION_3
- if( Session.Type == GAME_NORMAL ) // Save only when non-multiplayer.
- ini.Put_Fixed(OPTIONS, "ScoreVolume", ScoreVolume);
- #else
- ini.Put_Fixed(OPTIONS, "ScoreVolume", ScoreVolume);
- #endif
- #ifdef FIXIT_VERSION_3
- ini.Put_Fixed(OPTIONS, "MultiplayerScoreVolume", MultiScoreVolume);
- #endif
- ini.Put_Fixed(OPTIONS, "Contrast", Contrast);
- ini.Put_Fixed(OPTIONS, "Color", Saturation);
- ini.Put_Fixed(OPTIONS, "Tint", Tint);
- ini.Put_Bool(OPTIONS, "AutoScroll", AutoScroll);
- ini.Put_Bool(OPTIONS, "IsScoreRepeat", IsScoreRepeat);
- ini.Put_Bool(OPTIONS, "IsScoreShuffle", IsScoreShuffle);
- ini.Put_Bool(OPTIONS, "PaletteScroll", IsPaletteScroll);
- ini.Put_Int(HotkeyName, "KeyForceMove1", KeyForceMove1);
- ini.Put_Int(HotkeyName, "KeyForceMove2", KeyForceMove2);
- ini.Put_Int(HotkeyName, "KeyForceAttack1", KeyForceAttack1);
- ini.Put_Int(HotkeyName, "KeyForceAttack2", KeyForceAttack2);
- ini.Put_Int(HotkeyName, "KeySelect1", KeySelect1);
- ini.Put_Int(HotkeyName, "KeySelect2", KeySelect2);
- ini.Put_Int(HotkeyName, "KeyScatter", KeyScatter);
- ini.Put_Int(HotkeyName, "KeyStop", KeyStop);
- ini.Put_Int(HotkeyName, "KeyGuard", KeyGuard);
- ini.Put_Int(HotkeyName, "KeyNext", KeyNext);
- ini.Put_Int(HotkeyName, "KeyPrevious", KeyPrevious);
- ini.Put_Int(HotkeyName, "KeyFormation", KeyFormation);
- ini.Put_Int(HotkeyName, "KeyHome1", KeyHome1);
- ini.Put_Int(HotkeyName, "KeyHome2", KeyHome2);
- ini.Put_Int(HotkeyName, "KeyBase", KeyBase);
- ini.Put_Int(HotkeyName, "KeyResign", KeyResign);
- ini.Put_Int(HotkeyName, "KeyAlliance", KeyAlliance);
- ini.Put_Int(HotkeyName, "KeyBookmark1", KeyBookmark1);
- ini.Put_Int(HotkeyName, "KeyBookmark2", KeyBookmark2);
- ini.Put_Int(HotkeyName, "KeyBookmark3", KeyBookmark3);
- ini.Put_Int(HotkeyName, "KeyBookmark4", KeyBookmark4);
- ini.Put_Int(HotkeyName, "KeySelectView", KeySelectView);
- ini.Put_Int(HotkeyName, "KeyRepairToggle", KeyRepair);
- ini.Put_Int(HotkeyName, "KeyRepairOn", KeyRepairOn);
- ini.Put_Int(HotkeyName, "KeyRepairOff", KeyRepairOff);
- ini.Put_Int(HotkeyName, "KeySellToggle", KeySell);
- ini.Put_Int(HotkeyName, "KeySellOn", KeySellOn);
- ini.Put_Int(HotkeyName, "KeySellOff", KeySellOff);
- ini.Put_Int(HotkeyName, "KeyMapToggle", KeyMap);
- ini.Put_Int(HotkeyName, "KeySidebarUp", KeySidebarUp);
- ini.Put_Int(HotkeyName, "KeySidebarDown", KeySidebarDown);
- ini.Put_Int(HotkeyName, "KeyOption1", KeyOption1);
- ini.Put_Int(HotkeyName, "KeyOption2", KeyOption2);
- ini.Put_Int(HotkeyName, "KeyScrollLeft", KeyScrollLeft);
- ini.Put_Int(HotkeyName, "KeyScrollRight", KeyScrollRight);
- ini.Put_Int(HotkeyName, "KeyScrollUp", KeyScrollUp);
- ini.Put_Int(HotkeyName, "KeyScrollDown", KeyScrollDown);
- ini.Put_Int(HotkeyName, "KeyQueueMove1", KeyQueueMove1);
- ini.Put_Int(HotkeyName, "KeyQueueMove2", KeyQueueMove2);
- ini.Put_Int(HotkeyName, "KeyTeam1", KeyTeam1);
- ini.Put_Int(HotkeyName, "KeyTeam2", KeyTeam2);
- ini.Put_Int(HotkeyName, "KeyTeam3", KeyTeam3);
- ini.Put_Int(HotkeyName, "KeyTeam4", KeyTeam4);
- ini.Put_Int(HotkeyName, "KeyTeam5", KeyTeam5);
- ini.Put_Int(HotkeyName, "KeyTeam6", KeyTeam6);
- ini.Put_Int(HotkeyName, "KeyTeam7", KeyTeam7);
- ini.Put_Int(HotkeyName, "KeyTeam8", KeyTeam8);
- ini.Put_Int(HotkeyName, "KeyTeam9", KeyTeam9);
- ini.Put_Int(HotkeyName, "KeyTeam10", KeyTeam10);
- /*
- ** Write the INI data out to a file.
- */
- ini.Save(file);
- }
- /***********************************************************************************************
- * OptionsClass::Set -- Sets options based on current settings *
- * *
- * Use this routine to adjust the palette or sound settings after a fresh scenario load. *
- * It assumes the values needed are already loaded into OptionsClass. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/24/1995 BRR : Created. *
- *=============================================================================================*/
- void OptionsClass::Set(void)
- {
- Set_Brightness(Brightness);
- Set_Contrast(Contrast);
- Set_Saturation(Saturation);
- Set_Tint(Tint);
- Set_Sound_Volume(Volume, false);
- Set_Score_Volume(ScoreVolume, false);
- Set_Repeat(IsScoreRepeat);
- Set_Shuffle(IsScoreShuffle);
- }
- /***********************************************************************************************
- * OptionsClass::Normalize_Delay -- Normalizes delay factor to keep rate constant. *
- * *
- * This routine is used to adjust delay factors that MUST be synchronized on all machines *
- * but should maintain a speed as close to constant as possible. Building animations are *
- * a good example of this. *
- * *
- * INPUT: delay -- The normal delay factor. *
- * *
- * OUTPUT: Returns with the delay to use that has been modified so that a reasonably constant *
- * rate will result. *
- * *
- * WARNINGS: This calculation is crude due to the coarse resolution that a 1/15 second timer *
- * allows. *
- * *
- * Use of this routine ASSUMES that the GameSpeed is synchronized on all machines. *
- * *
- * HISTORY: *
- * 06/18/1995 JLB : Created. *
- * 06/30/1995 JLB : Handles low values in a more consistent manner. *
- *=============================================================================================*/
- int OptionsClass::Normalize_Delay(int delay) const
- {
- static int _adjust[][8] = {
- {2,2,1,1,1,1,1,1},
- {3,3,3,2,2,2,1,1},
- {5,4,4,3,3,2,2,1},
- {7,6,5,4,4,4,3,2}
- };
- if (delay) {
- if (delay < 5) {
- delay = _adjust[delay-1][GameSpeed];
- } else {
- delay = ((delay * 8) / (GameSpeed+1));
- }
- }
- return(delay);
- }
- /***********************************************************************************************
- * OptionsClass::Fixup_Palette -- Adjusts the real palette to match the palette sliders. *
- * *
- * This routine is used to adjust the real palette to match the values for the palette *
- * control. The adjusted palette is placed into the palette buffer specified. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: The palette is not actually set by this routine. *
- * *
- * HISTORY: *
- * 09/22/1995 JLB : Created. *
- *=============================================================================================*/
- void OptionsClass::Fixup_Palette(void) const
- {
- Adjust_Palette(OriginalPalette, InGamePalette, Brightness, Saturation, Tint, Contrast);
- CCPalette = InGamePalette;
- }
- /***********************************************************************************************
- * OptionsClass::Normalize_Volume -- Convert to a real volume value. *
- * *
- * This routine will take a relative volume value and convert it to the real volume value *
- * to use. This allows all the game volumes to be corrected to the correct global volume. *
- * *
- * INPUT: volume -- Requested volume level. *
- * *
- * OUTPUT: Returns with the actual volume level to use. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/22/1995 JLB : Created. *
- *=============================================================================================*/
- int OptionsClass::Normalize_Volume(int volume) const
- {
- return(volume * Volume);
- }
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