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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TIBERIANDAWN/CREDITS.CPP
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TIBERIANDAWN/CREDITS.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: F:\projects\c&c\vcs\code\credits.cpv 2.17 16 Oct 1995 16:51:28 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 : CREDITS.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 17, 1994 *
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* *
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* Last Update : March 13, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CreditClass::AI -- Handles updating the credit display. *
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* CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
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* CreditClass::CreditClass -- Default constructor for the credit class object. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* CreditClass::CreditClass -- Default constructor for the credit class object. *
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* *
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* This is the constructor for the credit class object. It merely sets the credit display *
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* state to null. *
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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: *
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* 03/13/1995 JLB : Created. *
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*=============================================================================================*/
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CreditClass::CreditClass(void)
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{
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IsToRedraw = false;
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IsUp = false;
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IsAudible = false;
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Credits = 0;
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Current = 0;
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Countdown = 0;
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}
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/***********************************************************************************************
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* CreditClass::Graphic_Logic -- Handles the credit redraw logic. *
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* *
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* This routine should be called whenever the main game screen is to be updated. It will *
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* check to see if the credit display should be redrawn. If so, it will redraw it. *
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* *
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* INPUT: forced -- Should the credit display be redrawn regardless of whether the redraw *
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* flag is set? This is typically the case when the screen needs to be *
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* redrawn from scratch. *
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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: *
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* 03/13/1995 JLB : Created. *
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*=============================================================================================*/
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#define XX (320-120)
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#define WW 50
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void CreditClass::Graphic_Logic(bool forced)
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{
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int factor = Get_Resolution_Factor();
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int xx = SeenBuff.Get_Width() - (120 << factor);
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if (forced || IsToRedraw) {
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/*
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** Play a sound effect when the money display changes, but only if a sound
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** effect was requested.
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*/
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if (IsAudible) {
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if (IsUp) {
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Sound_Effect(VOC_UP, VOL_1);
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} else {
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Sound_Effect(VOC_DOWN, VOL_1);
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}
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}
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/*
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** Display the new current value.
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*/
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//LogicPage->Fill_Rect(xx-(20 << factor), 1 << factor, xx+(20 << factor), 6 << factor, LTGREY);
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TabClass::Draw_Credits_Tab();
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Fancy_Text_Print("%ld", xx, 0, 11, TBLACK, TPF_GREEN12_GRAD|TPF_CENTER | TPF_USE_GRAD_PAL, Current);
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IsToRedraw = false;
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IsAudible = false;
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}
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}
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/***********************************************************************************************
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* CreditClass::AI -- Handles updating the credit display. *
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* *
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* This routine handles the logic that controls the rate of credit change in the credit *
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* display. It doesn't actually redraw the credit display, but will flag it to be redrawn *
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* if it detects that a change is to occur. *
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* *
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* INPUT: forced -- Should the credit display immediately reflect the current credit *
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* total for the player? This is usually desired when initially loading *
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* a scenario or saved game. *
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* player_ptr -- Player to calculate visible credits for *
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* logic_only -- If true, don't flag map for redraw *
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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: *
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* 03/13/1995 JLB : Created. *
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* 10/16/2019 ST : Added house and logic parameters so we can call this from HouseClass::AI *
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*=============================================================================================*/
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void CreditClass::AI(bool forced, HouseClass *player_ptr, bool logic_only)
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{
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if (player_ptr == NULL) {
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return;
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}
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Credits = player_ptr->Available_Money();
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/*
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** Make sure that the credit counter doesn't drop below zero.
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*/
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Credits = MAX(Credits, 0L);
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if (Current == Credits) return;
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if (forced) {
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IsAudible = false;
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Current = Credits;
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} else {
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if (Countdown) Countdown--;
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if (Countdown) return;
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/*
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** Determine the amount to change the display toward the
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** desired value.
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*/
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long adder = Credits - Current;
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adder = ABS(adder);
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adder >>= 5;
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adder = Bound(adder, 1L, 71+72);
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if (Current > Credits) adder = -adder;
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Current += adder;
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Countdown = 1;
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if (Current-adder != Current) {
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IsAudible = true;
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IsUp = (adder > 0);
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}
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}
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IsToRedraw = true;
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if (!logic_only) {
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Map.Flag_To_Redraw(false);
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}
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}
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