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/OPTIONS.H
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REDALERT/OPTIONS.H
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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/OPTIONS.H 1 3/03/97 10:25a Joe_bostic $ */
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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.H *
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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 : June 8, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef OPTIONS_H
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#define OPTIONS_H
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class OptionsClass {
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public:
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enum {
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MAX_SCROLL_SETTING=7,
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MAX_SPEED_SETTING=7
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};
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OptionsClass(void);
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void One_Time(void);
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void Process(void);
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void Fixup_Palette(void) const;
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void Set_Shuffle(int on);
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void Set_Repeat(int on);
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void Set_Score_Volume(fixed volume, bool feedback);
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void Set_Sound_Volume(fixed volume, bool feedback);
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void Set_Brightness(fixed brightness);
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fixed Get_Brightness(void) const;
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void Set_Saturation(fixed color);
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fixed Get_Saturation(void) const;
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void Set_Contrast(fixed contrast);
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fixed Get_Contrast(void) const;
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void Set_Tint(fixed tint);
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fixed Get_Tint(void) const;
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int Normalize_Delay(int delay) const;
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int Normalize_Volume(int volume) const;
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/*
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** File I/O routines
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*/
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void Load_Settings(void);
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void Save_Settings(void);
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void Set(void);
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/*
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** This is actually the delay between game frames expressed as 1/60 of
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** a second. The default value is 4 (1/15 second).
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*/
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unsigned int GameSpeed;
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int ScrollRate; // Distance to scroll.
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fixed Volume; // Volume for sound effects.
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fixed ScoreVolume; // Volume for scores.
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#ifdef FIXIT_VERSION_3
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fixed MultiScoreVolume; // Volume for scores during multiplayer games.
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#endif
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fixed Brightness; // Brightness.
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fixed Tint; // Hue
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fixed Saturation; // Saturation
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fixed Contrast; // Value
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unsigned AutoScroll:1; // Does map autoscroll?
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unsigned IsScoreRepeat:1; // Score should repeat?
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unsigned IsScoreShuffle:1; // Score list should shuffle?
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unsigned IsPaletteScroll:1;// Allow palette scrolling?
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/*
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** These are the hotkeys used for keyboard control.
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*/
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KeyNumType KeyForceMove1;
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KeyNumType KeyForceMove2;
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KeyNumType KeyForceAttack1;
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KeyNumType KeyForceAttack2;
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KeyNumType KeySelect1;
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KeyNumType KeySelect2;
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KeyNumType KeyScatter;
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KeyNumType KeyStop;
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KeyNumType KeyGuard;
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KeyNumType KeyNext;
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KeyNumType KeyPrevious;
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KeyNumType KeyFormation;
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KeyNumType KeyHome1;
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KeyNumType KeyHome2;
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KeyNumType KeyBase;
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KeyNumType KeyResign;
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KeyNumType KeyAlliance;
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KeyNumType KeyBookmark1;
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KeyNumType KeyBookmark2;
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KeyNumType KeyBookmark3;
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KeyNumType KeyBookmark4;
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KeyNumType KeySelectView;
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KeyNumType KeyRepair;
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KeyNumType KeyRepairOn;
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KeyNumType KeyRepairOff;
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KeyNumType KeySell;
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KeyNumType KeySellOn;
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KeyNumType KeySellOff;
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KeyNumType KeyMap;
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KeyNumType KeySidebarUp;
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KeyNumType KeySidebarDown;
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KeyNumType KeyOption1;
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KeyNumType KeyOption2;
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KeyNumType KeyScrollLeft;
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KeyNumType KeyScrollRight;
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KeyNumType KeyScrollUp;
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KeyNumType KeyScrollDown;
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KeyNumType KeyQueueMove1;
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KeyNumType KeyQueueMove2;
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KeyNumType KeyTeam1;
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KeyNumType KeyTeam2;
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KeyNumType KeyTeam3;
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KeyNumType KeyTeam4;
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KeyNumType KeyTeam5;
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KeyNumType KeyTeam6;
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KeyNumType KeyTeam7;
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KeyNumType KeyTeam8;
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KeyNumType KeyTeam9;
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KeyNumType KeyTeam10;
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void Adjust_Palette(PaletteClass const & oldpal, PaletteClass & newpal, fixed brightness, fixed color, fixed tint, fixed contrast) const;
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protected:
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private:
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static char const * const HotkeyName;
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};
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#endif
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