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/DESCDLG.CPP
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TIBERIANDAWN/DESCDLG.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\descdlg.cpv 2.17 16 Oct 1995 16:49:44 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 : DESCDLG.CPP *
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* *
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* Programmer : Maria del Mar McCready Legg *
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* Joe L. Bostic *
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* *
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* Start Date : Jan 26, 1995 *
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* *
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* Last Update : Jan 26, 1995 [MML] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* DescriptionClass::Process -- Handles all the options graphic interface. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "descdlg.h"
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/***********************************************************************************************
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* DescriptionClass::Process -- Handles all the options graphic interface. *
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* *
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* This dialog uses an edit box to "fill-out" a description. *
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* *
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* INPUT: char *string - return answer here. *
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* OUTPUT: none *
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* WARNINGS: none *
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* HISTORY: 12/31/1994 MML : Created. *
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*=============================================================================================*/
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void DescriptionClass::Process(char *string)
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{
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/*
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-----------------------------------------------------------------
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Set up the window. Window x-coords are in bytes not pixels.
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-----------------------------------------------------------------
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*/
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Set_Window(WINDOW_EDITOR, OPTION_X, OPTION_Y, OPTION_WIDTH, OPTION_HEIGHT);
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Set_Logic_Page(SeenBuff);
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/*
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-----------------------------------------------------------------------
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Create Buttons. Button coords are in pixels, but are window-relative.
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-----------------------------------------------------------------------
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*/
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TextButtonClass optionsbtn(
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BUTTON_OPTIONS,
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TXT_OK,
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TPF_6PT_GRAD,
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0,
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BUTTON_Y);
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TextButtonClass cancelbtn(
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BUTTON_CANCEL,
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TXT_CANCEL,
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TPF_6PT_GRAD,
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0,
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BUTTON_Y);
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cancelbtn.X = OPTION_X + ((OPTION_WIDTH - optionsbtn.Width)/3)*2;
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optionsbtn.X = OPTION_X + ((OPTION_WIDTH - optionsbtn.Width)/3);
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optionsbtn.Add_Tail(cancelbtn);
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EditClass edit(
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BUTTON_EDIT,
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string,
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31,
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TPF_6PT_GRAD,
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0,
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EDIT_Y
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,EDIT_W);
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edit.Set_Focus();
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edit.X = OPTION_X + (OPTION_WIDTH - edit.Width)/2,
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optionsbtn.Add_Tail(edit);
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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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GadgetClass dialog(OPTION_X, OPTION_Y, OPTION_WIDTH, OPTION_HEIGHT, GadgetClass::LEFTPRESS);
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optionsbtn.Add_Tail(dialog);
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/*
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** This causes 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 options dialog.
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*/
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ControlClass background(BUTTON_OPTIONS, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS);
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optionsbtn.Add_Tail(background);
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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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while (process) {
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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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/*
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-------------- Invoke game callback -------------
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*/
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Call_Back();
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/*
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-------------- Refresh display if needed --------------
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*/
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if (display) {
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Window_Hide_Mouse(WINDOW_EDITOR);
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/*
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--------- Draw the background -----------
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*/
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Window_Box (WINDOW_EDITOR, BOXSTYLE_GREEN_BORDER); // has border, raised up
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Draw_Caption(TXT_MISSION_DESCRIPTION, OPTION_X, OPTION_Y, OPTION_WIDTH);
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/*
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--------- Draw the titles -----------
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*/
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optionsbtn.Draw_All();
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Window_Show_Mouse();
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display = 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 = optionsbtn.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 KN_RETURN:
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case BUTTON_OPTIONS|KN_BUTTON:
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strtrim(string);
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process = false;
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break;
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case KN_ESC:
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case BUTTON_CANCEL|KN_BUTTON:
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string[0]= NULL;
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strtrim(string);
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process = false;
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break;
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case BUTTON_EDIT|KN_BUTTON:
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break;
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}
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}
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}
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