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.
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REDALERT/GOPTIONS.CPP
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622
REDALERT/GOPTIONS.CPP
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /counterstrike/GOPTIONS.CPP 6 3/15/97 7:18p Steve_tall $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : OPTIONS.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 8, 1994 *
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* *
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* Last Update : July 27, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* OptionsClass::Process -- Handles all the options graphic interface. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "goptions.h"
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#include "loaddlg.h"
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#include "sounddlg.h"
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#include "visudlg.h"
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#include "gamedlg.h"
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#include "textbtn.h"
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#include "descdlg.h"
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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#include "WolStrng.h"
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#endif
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bool RedrawOptionsMenu;
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/***********************************************************************************************
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* OptionsClass::Process -- Handles all the options graphic interface. *
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* *
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* This routine is the main control for the visual representation of the options *
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* screen. It handles the visual overlay and the player input. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: 12/31/1994 MML : Created. *
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* 06/23/1995 JLB : Handles restating the mission objective. *
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* 07/27/1995 JLB : Adjusts menu for multiplay mode. *
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*=============================================================================================*/
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void GameOptionsClass::Process(void)
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{
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static struct {
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int ID; // Button ID to use.
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int Text; // Text number to use for this button.
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bool Multiplay; // Allowed in multiplayer version?
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} _constants[] = {
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{BUTTON_LOAD, TXT_LOAD_MISSION, false},
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#ifdef FIXIT_MULTI_SAVE
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{BUTTON_SAVE, TXT_SAVE_MISSION, true},
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#else
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{BUTTON_SAVE, TXT_SAVE_MISSION, false},
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#endif
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{BUTTON_DELETE, TXT_DELETE_MISSION, true},
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{BUTTON_GAME, TXT_GAME_CONTROLS, true},
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{BUTTON_QUIT, TXT_QUIT_MISSION, true},
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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{BUTTON_DRAW, TXT_OK, true},
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#endif
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{BUTTON_RESUME, TXT_RESUME_MISSION, true},
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{BUTTON_RESTATE, TXT_RESTATE_MISSION, false},
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};
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/*
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** Variables.
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*/
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TextButtonClass * buttons = 0;
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int selection;
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bool pressed;
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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int curbutton = 7;
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#else
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int curbutton = 6;
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#endif
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int y;
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TextButtonClass * buttonsel[ARRAY_SIZE(_constants)];
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static int num_buttons = sizeof(_constants)/sizeof(_constants[0]);
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int num_players = 0;
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int i;
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//
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// Compute the number of real players in the game; only allow saves
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// if there are more than 1.
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//
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for (i = 0; i < Session.Players.Count(); i++) {
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if (!(HouseClass::As_Pointer(Session.Players[i]->Player.ID)->IsDefeated)) {
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num_players++;
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}
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}
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Set_Logic_Page(SeenBuff);
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/*
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** Build the button list for all of the buttons for this dialog.
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*/
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int maxwidth = 0;
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for (int index = 0; index < num_buttons ; index++ ) {
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int text = _constants[index].Text;
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buttonsel[index] = NULL;
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if (Session.Type != GAME_NORMAL && !_constants[index].Multiplay) {
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continue;
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}
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if ( (Session.Type == GAME_SKIRMISH ||
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Session.Type == GAME_INTERNET) && text == TXT_SAVE_MISSION) {
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continue;
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}
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#ifdef FIXIT_VERSION_3
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if (Session.Type != GAME_NORMAL && ( num_players < 2 ) &&
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text == TXT_SAVE_MISSION) {
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continue;
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}
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#else
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#ifdef FIXIT_MULTI_SAVE
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if (Session.Type != GAME_NORMAL && (num_players < 2 || PlayingAgainstVersion == VERSION_RED_ALERT_104) &&
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text == TXT_SAVE_MISSION) {
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continue;
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}
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#endif //FIXIT_MULTI_SAVE
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#endif
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if (Session.Type == GAME_SKIRMISH && text == TXT_DELETE_MISSION) {
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continue;
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}
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if (Session.Type != GAME_NORMAL && text == TXT_DELETE_MISSION) {
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text = TXT_RESIGN;
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}
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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if (index < 6) {
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#else
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if (index < 5) {
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#endif
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y = (SeenBuff.Get_Height() - OptionHeight)/2 + ButtonY + ((OButtonHeight+2) * index);
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} else {
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y = OptionY + ButtonResumeY;
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}
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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TextButtonClass* g;
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if( _constants[index].ID == BUTTON_DRAW )
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{
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if( Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && Session.Players.Count() == 2 )
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{
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if( Scen.bLocalProposesDraw )
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{
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if( !Scen.bOtherProposesDraw )
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g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_RETRACT_DRAW, TPF_BUTTON, 0, y );
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else
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continue; // Game will end now anyway.
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}
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else
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{
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if( !Scen.bOtherProposesDraw )
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g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_PROPOSE_DRAW, TPF_BUTTON, 0, y );
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else
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g = new TextButtonClass( BUTTON_DRAW, TXT_WOL_ACCEPT_DRAW, TPF_BUTTON, 0, y );
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}
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}
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else
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continue;
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}
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else
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g = new TextButtonClass(_constants[index].ID, text, TPF_BUTTON, 0, y);
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#else
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TextButtonClass * g = new TextButtonClass(_constants[index].ID, text, TPF_BUTTON, 0, y);
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#endif
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if (g->Width > maxwidth) {
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maxwidth = g->Width;
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}
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if (buttons == NULL) {
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buttons = g;
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} else {
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g->Add_Tail(*buttons);
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}
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buttonsel[index] = g;
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}
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/*
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** BG: In skirmish mode, there is no 'restate' button, so we have to
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** backtrack through the list to find the last valid button.
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*/
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while(!buttonsel[curbutton-1]) curbutton--;
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buttonsel[curbutton-1]->Turn_On();
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/*
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** Force all button lengths to match the maximum length of the widest button.
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*/
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GadgetClass * g = buttons;
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while (g != NULL) {
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g->Width = max(maxwidth, 90 * RESFACTOR);
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g->X = OptionX+(OptionWidth-g->Width)/2;
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g = g->Get_Next();
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}
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//#ifdef FRENCH
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// buttonsel[BUTTON_RESUME-1]->Width = 110 * RESFACTOR;
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// buttonsel[BUTTON_RESUME-1]->X = OptionX + (17 * RESFACTOR) - 5;
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//#else
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buttonsel[BUTTON_RESUME-1]->Width = 90 * RESFACTOR;
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buttonsel[BUTTON_RESUME-1]->X = OptionX + (17 * RESFACTOR);
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//#endif
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if (Session.Type == GAME_NORMAL) {
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buttonsel[BUTTON_RESTATE-1]->Width = 90 * RESFACTOR;
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buttonsel[BUTTON_RESTATE-1]->X = OptionX+OptionWidth-(buttonsel[BUTTON_RESTATE-1]->Width+(17 * RESFACTOR));
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}
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/*
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** This causes left mouse button clicking within the confines of the dialog to
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** be ignored if it wasn't recognized by any other button or slider.
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*/
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(new GadgetClass(OptionX, OptionY, OptionWidth, OptionHeight, GadgetClass::LEFTPRESS))->Add_Tail(*buttons);
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/*
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** This cause a right click anywhere or a left click outside the dialog region
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** to be equivalent to clicking on the return to game button.
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*/
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(new ControlClass(BUTTON_RESUME, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS))->Add_Tail(*buttons);
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Keyboard->Clear();
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Fancy_Text_Print(TXT_NONE, 0, 0, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_CENTER|TPF_TEXT);
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/*
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** Main Processing Loop.
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*/
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bool display = true;
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bool process = true;
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pressed = false;
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while (process) {
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/*
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** Invoke game callback.
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*/
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if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH) {
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Call_Back();
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} else {
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if (Main_Loop()) {
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process = false;
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}
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}
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#ifdef WIN32
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/*
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** If we have just received input focus again after running in the background then
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** we need to redraw.
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*/
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if (AllSurfaces.SurfacesRestored) {
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AllSurfaces.SurfacesRestored = false;
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display = true;
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}
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#endif
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/*
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** Refresh display if needed.
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*/
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if (display || RedrawOptionsMenu) {
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/*
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** Redraw the map.
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*/
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HidPage.Clear();
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Map.Flag_To_Redraw(true);
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Map.Render();
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/*
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** Reset up the window. Window x-coords are in bytes not pixels.
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*/
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Set_Window(WINDOW_EDITOR, OptionX, OptionY, OptionWidth, OptionHeight);
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Hide_Mouse();
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/*
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** Draw the background.
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*/
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Dialog_Box(OptionX, OptionY, OptionWidth, OptionHeight);
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/*
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** Draw the arrows border if requested.
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*/
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Draw_Caption(TXT_OPTIONS, OptionX, OptionY, OptionWidth);
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/*
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** Display the version number at the bottom of the dialog box.
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*/
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#ifndef WIN32
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Fancy_Text_Print("%s\rV%s",
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(OptionX+OptionWidth)-(17 * RESFACTOR),
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OptionY+OptionHeight-((Session.Type == GAME_NORMAL) ? (32 * RESFACTOR) : (24 * RESFACTOR)),
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GadgetClass::Get_Color_Scheme(), TBLACK,
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TPF_EFNT|TPF_NOSHADOW|TPF_RIGHT,
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Scen.ScenarioName,
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Version_Name());
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#else
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#if (0)//PG
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Fancy_Text_Print("%s\rV%s",
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(OptionX+OptionWidth)-(25 * RESFACTOR),
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OptionY+OptionHeight-((Session.Type == GAME_NORMAL) ? (32 * RESFACTOR) : (24 * RESFACTOR)),
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GadgetClass::Get_Color_Scheme(), TBLACK,
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TPF_EFNT|TPF_NOSHADOW|TPF_RIGHT,
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Scen.ScenarioName,
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Version_Name());
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#endif
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#endif
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buttons->Draw_All();
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TabClass::Hilite_Tab(0);
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Show_Mouse();
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display = false;
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RedrawOptionsMenu = false;
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}
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/*
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** Get user input.
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*/
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KeyNumType input = buttons->Input();
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/*
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** Process Input.
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*/
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switch (input) {
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case (BUTTON_RESTATE | KN_BUTTON):
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selection = BUTTON_RESTATE;
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pressed = true;
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break;
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case (BUTTON_LOAD | KN_BUTTON):
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selection = BUTTON_LOAD;
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pressed = true;
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break;
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case (BUTTON_SAVE | KN_BUTTON):
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selection = BUTTON_SAVE;
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pressed = true;
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break;
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case (BUTTON_DELETE | KN_BUTTON):
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selection = BUTTON_DELETE;
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pressed = true;
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break;
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case (BUTTON_QUIT | KN_BUTTON):
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selection = BUTTON_QUIT;
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pressed = true;
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break;
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case (BUTTON_GAME | KN_BUTTON):
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selection = BUTTON_GAME;
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pressed = true;
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break;
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#ifdef FIXIT_VERSION_3 // Stalemate games.
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case (BUTTON_DRAW | KN_BUTTON):
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selection = BUTTON_DRAW;
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pressed = true;
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break;
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#endif
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case (KN_ESC):
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case (BUTTON_RESUME | KN_BUTTON):
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selection = BUTTON_RESUME;
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pressed = true;
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break;
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case (KN_UP):
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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do {
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curbutton--;
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if (curbutton < 1) curbutton = num_buttons;
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} while (!buttonsel[curbutton-1]);
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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break;
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case (KN_DOWN):
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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do {
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curbutton++;
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if ( curbutton > num_buttons ) curbutton = 1;
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} while (!buttonsel[curbutton-1]);
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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break;
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case (KN_RETURN):
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buttonsel[curbutton-1]->IsPressed = true;
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buttonsel[curbutton-1]->Draw_Me(true);
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selection = curbutton;
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pressed = true;
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Keyboard->Clear();
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break;
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default:
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break;
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}
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if (pressed) {
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buttonsel[curbutton-1]->Turn_Off();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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curbutton = selection;
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buttonsel[curbutton-1]->Turn_On();
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buttonsel[curbutton-1]->Flag_To_Redraw();
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switch (selection) {
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case BUTTON_RESTATE:
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display = true;
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if (!Restate_Mission(Scen.ScenarioName, TXT_VIDEO, TXT_RESUME_MISSION/*KOTXT_OPTIONS*/)) {
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BreakoutAllowed = true;
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Play_Movie(Scen.BriefMovie);
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BlackPalette.Adjust(0x08, WhitePalette);
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BlackPalette.Set();
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BlackPalette.Adjust(0xFF);
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BlackPalette.Set();
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GamePalette.Set();
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Map.Flag_To_Redraw(true);
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Theme.Queue_Song(THEME_PICK_ANOTHER);
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process = false;
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} else {
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BlackPalette.Adjust(0x08, WhitePalette);
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BlackPalette.Set();
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BlackPalette.Adjust(0xFF);
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BlackPalette.Set();
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GamePalette.Set();
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Map.Flag_To_Redraw(true);
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process = false;
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}
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break;
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case (BUTTON_LOAD):
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display = true;
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if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
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process = false;
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}
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break;
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case (BUTTON_SAVE):
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display = true;
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if (Session.Type == GAME_NORMAL) {
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LoadOptionsClass(LoadOptionsClass::SAVE).Process();
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} else {
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OutList.Add(EventClass(EventClass::SAVEGAME));
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process = false;
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||||
}
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break;
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case (BUTTON_DELETE):
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||||
display = true;
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||||
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));
|
||||
}
|
Reference in a new issue