//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.

// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
// in the hope that it will be useful, but with permitted additional restrictions 
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
// distributed with this program. You should have received a copy of the 
// GNU General Public License along with permitted additional restrictions 
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection

/* $Header:   F:\projects\c&c\vcs\code\mapsel.cpv   1.8   16 Oct 1995 16:49:48   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 : MAPSEL.CPP                                                   *
 *                                                                                             *
 *                   Programmer : Barry W. Green                                               *
 *                                                                                             *
 *                   Start Date : April 17, 1995                                               *
 *                                                                                             *
 *                  Last Update : April 27, 1995   [BWG]                                       *
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 *   Bit_It_In -- Pixel fade graphic copy.                                                     *
 *   Map_Selection -- Starts the whole process of selecting next map to go to                  *
 *   Print_Statistics -- Prints statistics on country selected                                 *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#include	"function.h"
#include	"textblit.h"

#ifndef DEMO

void Map_Selection(void);
void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest);
void Print_Statistics(int country, int xpos, int ypos);
void Cycle_Call_Back_Delay(int time, unsigned char *pal);
int LowMedHiStr(int percentage);
extern int ControlQ;

unsigned char CountryRemap[256];
#ifdef OBSOLETE
unsigned char const High16Remap[256]={
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF,
 0xF0,0xF1,0xF2,0xF3,0xF4,0xF5,0xF6,0xF7,0xF8,0xF9,0xFA,0xFB,0xFC,0xFD,0xFE,0xFF
};
#endif

#define SDE	SCEN_DIR_EAST
#define SDW	SCEN_DIR_WEST
#define SDN SCEN_DIR_NONE
#define SVA SCEN_VAR_A
#define SVB SCEN_VAR_B
#define SVC SCEN_VAR_C
#define SVN SCEN_VAR_NONE
struct countrylist {
	int Choices[2];	// # of map choices this time - 0 = no map selection screen
	int Start[2];
	int ContAnim[2];
	int CountryColor[2][3];
	int CountryShape[2][3];	// shape in COUNTRYE.SHP
	ScenarioDirType CountryDir[2][3];
	ScenarioVarType CountryVariant[2][3];
} const CountryArray[27] = {
// GDI SCENARIO CHOICES
/*  0 */	{0},	  /*E  W*/ /* cont */	/* East colors */ /* West color*/	/* E frame   W frame */
/*  1 */	{{1,1}, { 0, 0}, {  3,  3},{{0x95,   0,   0},{0x95,   0,   0}}, {{17, 0, 0},{17, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/*  2 */	{{1,1}, {16,16}, { 19, 19},{{0x80,   0,   0},{0x80,   0,   0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/*  3 */	{{3,3}, {32,32}, { 35, 35},{{0x81,0x82,0x83},{0x81,0x82,0x83}}, {{ 3, 3, 1},{ 3, 3, 1}}, {{SDW,SDW,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVA},{SVN,SVN,SVN}}},
/*  4 */	{{2,2}, {48,64}, { 51, 67},{{0x84,0x85,   0},{0x86,0x87,   0}}, {{ 4, 4, 0},{ 2, 2, 0}}, {{SDE,SDE,SDN},{SDW,SDW,SDN}},{{SVA,SVA,SVN},{SVA,SVB,SVN}}},
/*  5 */	{{2,2}, {99,99}, {102,102},{{0x88,0x89,   0},{0x88,0x89,   0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}},
/*  6 */	{{2,2}, {80,83}, { 86, 86},{{0x88,0x89,   0},{0x88,0x89,   0}}, {{ 7, 7, 0},{ 7, 7, 0}}, {{SDE,SDE,SDN},{SDE,SDE,SDN}},{{SVA,SVA,SVN},{SVA,SVA,SVN}}},
/*  7 */	{{2,2}, {115,0}, {118,  0},{{0x8B,0x8A,   0},{0x8B,0x8A,   0}}, {{ 6, 8, 0},{ 6, 8, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/*  8 */	{{1,1}, {131,0}, {134,  0},{{0x8C,   0,   0},{0x8C,   0,   0}}, {{ 9, 0, 0},{ 9, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/*  9 */	{{2,1}, {147,0}, {150,  0},{{0x8D,0x8E,   0},{   0,   0,   0}}, {{10,13, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 10 */	{{1,1}, {163,0}, {166,  0},{{0x8F,   0,   0},{   0,   0,   0}}, {{16, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 11 */	{{2,1}, {179,0}, {182,  0},{{0x90,0x91,   0},{   0,   0,   0}}, {{14,15, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 12 */	{{2,1}, {195,0}, {198,  0},{{0x92,0x93,   0},{   0,   0,   0}}, {{12,12, 0},{ 0, 0, 0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}}},
/* 13 */	{{1,1}, {211,0}, {214,  0},{{0x93,   0,   0},{   0,   0,   0}}, {{12, 0, 0},{ 0, 0, 0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}}},
/* 14 */	{{3,1}, {  0,0}, {  3,  0},{{0x81,0x82,0x83},{   0,   0,   0}}, {{ 0, 0, 0},{ 0, 0, 0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}}},

// NOD SCENARIO CHOICES
//	  		choices   E/W start continue   East colors    West colors  E shape    W shape	  direction								variant
/*  1 */	{ {2,1}, {  0,0},   {  3,  0},{{0x80,0x81,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/*  2 */	{ {2,1}, { 16,0},   { 19,  0},{{0x82,0x83,0x00},{0,0,0}}, {{ 6, 6, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/*  3 */	{ {2,1}, { 32,0},   { 35,  0},{{0x84,0x85,0x00},{0,0,0}}, {{ 5, 5, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/*  4 */	{ {1,1}, { 48,0},   { 51,  0},{{0x86,0x00,0x00},{0,0,0}}, {{ 0, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/*  5 */	{ {3,1}, { 64,0},   { 67,  0},{{0x87,0x88,0x89},{0,0,0}}, {{ 1, 2, 3},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} },
/*  6 */	{ {3,1}, { 80,0},   { 83,  0},{{0x8A,0x8B,0x8C},{0,0,0}}, {{ 9, 7, 8},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} },
/*  7 */	{ {2,1}, { 96,0},   { 99,  0},{{0x8D,0x8E,0x00},{0,0,0}}, {{10,10, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/*  8 */	{ {1,1}, {112,0},   {115,  0},{{0xA0,0x00,0x00},{0,0,0}}, {{ 4, 4, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/*  9 */	{ {2,1}, {128,0},   {131,  0},{{0x8F,0x90,0x00},{0,0,0}}, {{11,15, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 10 */	{ {2,1}, {144,0},   {147,  0},{{0x91,0x92,0x00},{0,0,0}}, {{12,16, 0},{0,0,0}}, {{SDE,SDE,SDN},{SDN,SDN,SDN}},{{SVA,SVB,SVN},{SVN,SVN,SVN}} },
/* 11 */	{ {1,1}, {160,0},   {163,  0},{{0x93,0x00,0x00},{0,0,0}}, {{13, 0, 0},{0,0,0}}, {{SDE,SDN,SDN},{SDN,SDN,SDN}},{{SVA,SVN,SVN},{SVN,SVN,SVN}} },
/* 12 */	{ {3,1}, {  0,0},   {  3,  0},{{0x81,0x82,0x83},{0,0,0}}, {{14, 0, 0},{0,0,0}}, {{SDE,SDE,SDE},{SDN,SDN,SDN}},{{SVA,SVB,SVC},{SVN,SVN,SVN}} }
};

struct gdistats {
	int nameindex;
	int pop;
	int area;
	int capital;
	int govt;
	int gdp;
	int conflict;
	int  military;
} const GDIStats[]={
// Name   Pop        Area  	  Capital	Government     GDP	    Conflict   Military
	{ 0,TXT_MAP_P01, TXT_MAP_A00,TXT_MAP_C00, 0,       TXT_MAP_GDP00, TXT_MAP_PC00,	0},
	{ 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1,			TXT_MAP_GDP01, TXT_MAP_PC01,	3},
	{ 1,TXT_MAP_P02, TXT_MAP_A01,TXT_MAP_C01, 1,			TXT_MAP_GDP01, TXT_MAP_PC02,	3},
	{ 2,TXT_MAP_P03, TXT_MAP_A02,TXT_MAP_C02, 0,       TXT_MAP_GDP00, TXT_MAP_PC03,	1},
	{ 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3,			TXT_MAP_GDP02, TXT_MAP_PC04,	1},
	{ 3,TXT_MAP_P04, TXT_MAP_A03,TXT_MAP_C03, 3,			TXT_MAP_GDP02, TXT_MAP_PC04,	1},
	{ 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2,			TXT_MAP_GDP03, TXT_MAP_PC05,	5},
	{ 4,TXT_MAP_P05, TXT_MAP_A04,TXT_MAP_C04, 2,			TXT_MAP_GDP03, TXT_MAP_PC06,	5},
	{ 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0,			TXT_MAP_GDP04, TXT_MAP_PC07,	2},
	{ 5,TXT_MAP_P06, TXT_MAP_A05,TXT_MAP_C05, 0,			TXT_MAP_GDP04, TXT_MAP_PC07,	2},
	{ 6,TXT_MAP_P07, TXT_MAP_A06,TXT_MAP_C06, 0,			TXT_MAP_GDP00, TXT_MAP_PC08,	0},
	{ 7,TXT_MAP_P08, TXT_MAP_A07,TXT_MAP_C07, 4,			TXT_MAP_GDP05, TXT_MAP_PC00,	2},
	{ 8,TXT_MAP_P09, TXT_MAP_A08,TXT_MAP_C08, 4,			TXT_MAP_GDP06, TXT_MAP_PC10,	2},
	{ 9,TXT_MAP_P10, TXT_MAP_A09,TXT_MAP_C09, 0,			TXT_MAP_GDP07, TXT_MAP_PC11,	1},
	{10,TXT_MAP_P11, TXT_MAP_A10,TXT_MAP_C10, 0,			TXT_MAP_GDP08, TXT_MAP_PC12,	2},
	{11,TXT_MAP_P12, TXT_MAP_A11,TXT_MAP_C11, 5,			TXT_MAP_GDP09, TXT_MAP_PC13,	3},
	{12,TXT_MAP_P13, TXT_MAP_A12,TXT_MAP_C12, 6,			TXT_MAP_GDP10, TXT_MAP_PC14,	2},
	{13,TXT_MAP_P14, TXT_MAP_A13,TXT_MAP_C13, 0,			TXT_MAP_GDP11, TXT_MAP_PC15,	2},
	{14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0,			TXT_MAP_GDP12, TXT_MAP_PC16,	3},
	{14,TXT_MAP_P15, TXT_MAP_A14,TXT_MAP_C14, 0,			TXT_MAP_GDP12, TXT_MAP_PC17,	3},
	{15,TXT_MAP_P16, TXT_MAP_A15,TXT_MAP_C15, 7,			TXT_MAP_GDP13, TXT_MAP_PC18,	4},
// Hack in a slot for Estonia
	{34,TXT_MAP_P17, TXT_MAP_A16,TXT_MAP_C16, 0,			TXT_MAP_GDP00, TXT_MAP_PC19,	0}
};

struct nodstats {
	int nameindex;
	int pop;
	int expendable;
	int capital;
	int govt;
	int corruptible;
	int worth;
	int conflict;
	int military;
	int probability;
} const NodStats[]={
// Name   Pop     Expendable   Capital	Government Corruptible   Worth	    Conflict   Military  Probability
	{16, TXT_MAP_P18,  38,     TXT_MAP_C17,   8,     86,        TXT_MAP_GDP14, TXT_MAP_PC20, 0,       23},
	{17, TXT_MAP_P19,	 75,		TXT_MAP_C18,   0,		 18,			TXT_MAP_GDP15, TXT_MAP_PC21, 1,			82},
	{17, TXT_MAP_P19,	 75,		TXT_MAP_C18,   0,		 18,			TXT_MAP_GDP15, TXT_MAP_PC22, 1,			82},
	{18, TXT_MAP_P20,	 50,		TXT_MAP_C19,   9,		 52,			TXT_MAP_GDP16, TXT_MAP_PC23, 0,			72},
	{18, TXT_MAP_P20,	 50,		TXT_MAP_C19,   9,		 52,			TXT_MAP_GDP16, TXT_MAP_PC24, 0,			72},
	{19, TXT_MAP_P21,	 80,		TXT_MAP_C20,   0,		 85,			TXT_MAP_GDP17, TXT_MAP_PC25, 2,			35},
	{19, TXT_MAP_P21,	 80,		TXT_MAP_C20,   0,		 85,			TXT_MAP_GDP17, TXT_MAP_PC26, 2,			35},
	{20, TXT_MAP_P22,	 50,		TXT_MAP_C21,  10,		 48,			TXT_MAP_GDP17, TXT_MAP_PC27, 2,			24},
	{21, TXT_MAP_P23,	 33,		TXT_MAP_C22,   0,		 28,			TXT_MAP_GDP18, TXT_MAP_PC28, 3,			67},
	{22, TXT_MAP_P24,	 75,		TXT_MAP_C23,   6,		 17,			TXT_MAP_GDP19, TXT_MAP_PC29, 2,			80},
	{23, TXT_MAP_P25,	 60,		TXT_MAP_C24,   7,		 93,			TXT_MAP_GDP20, TXT_MAP_PC30, 3,			50},
	{24, TXT_MAP_P26,	  5,		TXT_MAP_C25,   0,		 84,			TXT_MAP_GDP21, TXT_MAP_PC31, 2,			22},
	{25, TXT_MAP_P27,	 55,		TXT_MAP_C26,   0,		 48,			TXT_MAP_GDP22, TXT_MAP_PC32, 3,			62},
	{26, TXT_MAP_P28,	 65,		TXT_MAP_C27,   0,		 41,			TXT_MAP_GDP23, TXT_MAP_PC33, 2,			49},
	{27, TXT_MAP_P29,	 72,		TXT_MAP_C28,   0,		 74,			TXT_MAP_GDP24, TXT_MAP_PC34, 3,			54},
	{27, TXT_MAP_P29,	 72,		TXT_MAP_C28,   0,		 74,			TXT_MAP_GDP24, TXT_MAP_PC35, 3,			54},
	{17, TXT_MAP_P30,	 45,		TXT_MAP_C29,   6,		  3,			TXT_MAP_GDP15, TXT_MAP_PC36, 3,		  100},
	{28, TXT_MAP_P31,	 45,		TXT_MAP_C30,   0,		 63,			TXT_MAP_GDP25, TXT_MAP_PC37, 2,			66},
	{29, TXT_MAP_P32,	 55,		TXT_MAP_C31,   0,		 27,			TXT_MAP_GDP26, TXT_MAP_PC38, 2,			68},
	{30, TXT_MAP_P33,	  5,		TXT_MAP_C32,   0,		 65,			TXT_MAP_GDP27, TXT_MAP_PC39, 4,			74},
	{31, TXT_MAP_P34,	 65,		TXT_MAP_C33,   0,		 52,			TXT_MAP_GDP19, TXT_MAP_PC40, 2,			84},
	{32, TXT_MAP_P35,	  2,		TXT_MAP_C34,  11,		 12,			TXT_MAP_GDP28, TXT_MAP_PC41, 2,			92},
	{33, TXT_MAP_P36,	 10,		TXT_MAP_C35,   0,		  8,			TXT_MAP_GDP29, TXT_MAP_PC42, 1,		  100}
};



/***********************************************************************************************
 * Map_Selection -- Starts the whole process of selecting next map to go to                    *
 *                                                                                             *
 *                                                                                             *
 * INPUT:                                                                                      *
 *                                                                                             *
 * OUTPUT:  none                                                                               *
 *                                                                                             *
 * WARNINGS:   none                                                                            *
 *                                                                                             *
 * HISTORY:                                                                                    *
 *   04/17/1995 BWG : Created.                                                                 *
 *=============================================================================================*/
void Map_Selection(void)
{
	void *anim, *progress, *oldfont, *greyearth, *greyearth2;
	unsigned char localpalette[768];
	int scenario, lastscenario;
	int house = PlayerPtr->Class->House;
	int attackxcoord = 0;

	static int const _countryx[]={195,217,115,167,
											244, 97,130,142,
											171,170,139,158,
											180,207,177,213,
											201,198,
											/* Nod countries */
											 69, 82,105,119,
											184,149,187,130,
											153,124,162,144,
											145,164,166,200,
											201};
	static int const _countryy[]={ 35, 57, 82, 75,
											 93,111,108, 91,
											100,111,120,136,
											136,117,158,143,
											167,21,
											/* Nod countries */
											 45, 80, 75, 76,
											 31, 64, 69, 89,
											 88,106,115,139,
											168,164,183,123,
											154};
	//static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15};
	static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44};
	static char const _othergreenpal[]={0,0x21,0x22,0x23,0x24,0x25,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26,0x26};
	static char const _regpal[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
	GraphicBufferClass backpage(20*6,8);

	unsigned char *grey2palette    = new unsigned char[768];
	unsigned char *progresspalette = new unsigned char[768];


	Keyboard::Clear();
	oldfont = Set_Font(ScoreFontPtr);
	Set_Font_Palette(_regpal);
	Set_Palette(BlackPalette);

	scenario = Scenario + ((house == HOUSE_GOOD) ? 0 : 14);
	if (house == HOUSE_GOOD) {
		lastscenario = (Scenario == 14);
		if (Scenario == 15) return;
	} else {
		lastscenario = (Scenario == 12);
		if (Scenario == 13) return;
	}

	// Check if they're even entitled to map selection this time
	if (CountryArray[scenario].Choices[ScenDir]==0) return;

	Theme.Queue_Song(THEME_MAP1);
	PseudoSeenBuff = new GraphicBufferClass(320,200,(void*)NULL);

	/*
	** Extra graphic buffer to draw text into
	*/
	TextPrintBuffer = new GraphicBufferClass(SeenBuff.Get_Width(), SeenBuff.Get_Height(), (void*)NULL);
	TextPrintBuffer->Clear();
	BlitList.Clear();

	/*
	** Now start the process where we fade the gray earth in.
	*/
	greyearth  = Open_Animation("GREYERTH.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), localpalette);
	greyearth2 = Open_Animation("E-BWTOCL.WSA", NULL, 0, (WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE), grey2palette);

	/*
	** Load the spinning-globe anim
	*/
	if (house == HOUSE_GOOD) {
		//anim     = Open_Animation("EARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
		anim     = Open_Animation("HEARTH_E.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
		//progress = Open_Animation(lastscenario ? "BOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
		progress = Open_Animation(lastscenario ? "HBOSNIA.WSA" : "EUROPE.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
	} else {
		//anim     = Open_Animation("EARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
		anim     = Open_Animation("HEARTH_A.WSA", NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),Palette);
		//progress = Open_Animation(lastscenario ? "S_AFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
		progress = Open_Animation(lastscenario ? "HSAFRICA.WSA" : "AFRICA.WSA",NULL,0,(WSAOpenType)(WSA_OPEN_FROM_MEM | WSA_OPEN_TO_PAGE),progresspalette);
	}

	void const * appear1 = MixFileClass::Retrieve("APPEAR1.AUD");
	void const * sfx4 = MixFileClass::Retrieve("SFX4.AUD");
	void const * text2 = MixFileClass::Retrieve("TEXT2.AUD");
	void const * target1 = MixFileClass::Retrieve("TARGET1.AUD");
	void const * target2 = MixFileClass::Retrieve("TARGET2.AUD");
//	void const * target3 = MixFileClass::Retrieve("TARGET3.AUD");
	void const * newtarg1  = MixFileClass::Retrieve("NEWTARG1.AUD");
	void const * beepy2  = MixFileClass::Retrieve("BEEPY2.AUD");
	void const * beepy3  = MixFileClass::Retrieve("BEEPY3.AUD");
	void const * beepy6  = MixFileClass::Retrieve("BEEPY6.AUD");
	void const * world2  = MixFileClass::Retrieve("WORLD2.AUD");
	void const * country1 = MixFileClass::Retrieve("COUNTRY1.AUD");
	void const * scold1 = MixFileClass::Retrieve("SCOLD1.AUD");

	SysMemPage.Clear();
	PseudoSeenBuff->Clear();
	WWMouse->Erase_Mouse(&HidPage, TRUE);
	HiddenPage.Clear();
	InterpolationPaletteChanged = TRUE;
	InterpolationPalette = Palette;
	Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
	Read_Interpolation_Palette("MAP1.PAL");
//	SeenBuff.Blit(HidPage);
	Animate_Frame(greyearth, SysMemPage, 0);

	Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff);
	PseudoSeenBuff->Put_Pixel(237,92,TBLACK);
	PseudoSeenBuff->Put_Pixel(237,93,TBLACK);
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,"MAP1.PAL");

	InterpolationPaletteChanged = TRUE;
	InterpolationPalette = localpalette;
	Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
	Read_Interpolation_Palette("MAP_LOCL.PAL");
	Play_Sample(appear1, 255, Options.Normalize_Sound(110));
	Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back);
	int i;
	for (i = 1; i < Get_Animation_Frame_Count(greyearth); i++) {
		Call_Back_Delay(4);
		Animate_Frame(greyearth, *PseudoSeenBuff, i);
	}
	Close_Animation(greyearth);
	Write_Interpolation_Palette("MAP_LOCL.PAL");

	Call_Back_Delay(4);
	SysMemPage.Clear();
	Animate_Frame(greyearth2, SysMemPage, 0);
	InterpolationPaletteChanged = TRUE;
	InterpolationPalette = grey2palette;
	Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
	Read_Interpolation_Palette("MAP_GRY2.PAL");
	Wait_Vert_Blank();
	Set_Palette(grey2palette);
	SysMemPage.Blit(*PseudoSeenBuff);
	Call_Back_Delay(4);
	for (i = 1; i < Get_Animation_Frame_Count(greyearth2); i++) {
		Animate_Frame(greyearth2,*PseudoSeenBuff,i);
		Call_Back_Delay(4);
	}
	Close_Animation(greyearth2);
	Write_Interpolation_Palette("MAP_GRY2.PAL");

	/*
	** Copy the first frame up to the seenpage (while screen is black)
	*/
	SysMemPage.Clear();
	Animate_Frame(anim, SysMemPage, 1);//, 0,0, (WSAType)0,0,0);
	SysMemPage.Blit(*PseudoSeenBuff);
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);

	Stop_Speaking();

	while (CountDownTimer.Time() || Is_Speaking()) {
		Call_Back();
//		if (Keyboard::Check()) CountDownTimer.Set(0);
	}

//	Keyboard::Clear();

	/*
	** now make the grid appear
	*/
	SysMemPage.Blit(*PseudoSeenBuff);
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);
	Play_Sample(sfx4, 255, Options.Normalize_Sound(130));
	Play_Sample(text2, 255, Options.Normalize_Sound(90));


	int frame = 1;

	while (frame < Get_Animation_Frame_Count(anim)) {
		if (frame == 16 || frame == 33 || frame == 44 || frame == 70 || frame == 73) Play_Sample(text2, 255, Options.Normalize_Sound(90));
		if (frame == 21 || frame == 27) Play_Sample(target1, 255, Options.Normalize_Sound(90));
		if (frame == 45 || frame == 47 || frame == 49) Play_Sample(beepy6, 255, Options.Normalize_Sound(90));
		if (frame == 51) Play_Sample(world2, 255, Options.Normalize_Sound(90));
		if (frame == 70 || frame == 72) Play_Sample(beepy2, 255, Options.Normalize_Sound(90));
		if (frame == 74) Play_Sample(target2, 255, Options.Normalize_Sound(110));

		switch (frame){
			case 1:
				Alloc_Object(new MultiStagePrintClass(Text_String (TXT_READING_IMAGE_DATA), 0,10,_othergreenpal));
				break;

			case 16:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), BLACK);
				break;

			case 17:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_READING_IMAGE_DATA)), 2*(10 + 12), TBLACK);
				Alloc_Object(new MultiStagePrintClass("ANALYZING", 0,10,_othergreenpal));
				break;

			case 33:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), BLACK);
				break;

			case 34:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ANALYZING)), 2*(10 + 12), TBLACK);
				Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ENHANCING_IMAGE_DATA), 0,10,_othergreenpal));
				break;

			case 44:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), BLACK);
				break;

			case 45:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE_DATA)), 2*(10 + 12), TBLACK);
				Alloc_Object(new MultiStagePrintClass(Text_String(TXT_ISOLATING_OPERATIONAL_THEATER), 0,10,_othergreenpal));
				break;

			case 70:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), BLACK);
				break;

			case 71:
				TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String(TXT_ISOLATING_OPERATIONAL_THEATER)), 2*(10 + 12), TBLACK);
				Alloc_Object(new MultiStagePrintClass(Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES), 0,10,_othergreenpal));
				break;

			case 74:
				Alloc_Object(new MultiStagePrintClass(Text_String (TXT_FOR_VISUAL_REFERENCE), 0,22,_othergreenpal));
				break;
		}


		Animate_Frame(anim, *PseudoSeenBuff, frame++);
		Call_Back_Delay(/*Keyboard::Check() ? 0 :*/ 3);
	}

	TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), BLACK);
	Call_Back_Delay (1);
	TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ESTABLISHING_TRADITIONAL_BOUNDARIES)), 2*(10 + 24), TBLACK);
	Call_Back_Delay (1);

	Close_Animation(anim);

	Keyboard::Clear();
	BlitList.Clear();

	/*
	** Freeze on the map of Europe or Africa
	*/

	SysMemPage.Clear();
	Animate_Frame(progress,SysMemPage,0);
	SysMemPage.Blit(*PseudoSeenBuff);
	InterpolationPaletteChanged = TRUE;
	InterpolationPalette = progresspalette;
	Increase_Palette_Luminance(InterpolationPalette , 30,30,30,63);
	Read_Interpolation_Palette("MAP_PROG.PAL");

	GraphicBufferClass *europe = new GraphicBufferClass(SysMemPage.Get_Width(),SysMemPage.Get_Height(),(GBC_Enum)0);
	SysMemPage.Blit(*europe);

	/*
	** Now show territories as they existed last scenario
	*/
	int startframe = CountryArray[scenario].Start[ScenDir];
	if (startframe) {
		Animate_Frame(progress,SysMemPage,startframe);
		SysMemPage.Blit(*PseudoSeenBuff);
	}
	Set_Palette(progresspalette);
	Call_Back_Delay(45);
	//Write_Interpolation_Palette("MAP_PROG.PAL");

	/*
	** Now dissolve in first advance of territories
	*/
	int xcoord = (house == HOUSE_GOOD ? 0 : 204);
	SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8);
	Play_Sample(text2, 255, Options.Normalize_Sound(90));
	if (house == HOUSE_GOOD) {
		Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,0,2,_greenpal));
	} else {
		Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,xcoord,2,_greenpal));
	}
	Call_Back_Delay(60);

	Play_Sample(country1, 255, Options.Normalize_Sound(90));
	Animate_Frame(progress,SysMemPage,startframe+1);
	Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff,&SeenBuff,1,1);
	backpage.Blit(SysMemPage, 0,0, xcoord,1, 20*6,8);
	Call_Back_Delay(85);

	/*
	** Now dissolve in second advance of territories
	*/
#ifdef FRENCH
	PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16 + 10,8,BLACK);
	TextPrintBuffer->Fill_Rect(xcoord*2,0,2*(xcoord + 6*16 + 10),2*8,BLACK);
#else
	PseudoSeenBuff->Fill_Rect(xcoord,0,xcoord + 6*16,8,BLACK);
	TextPrintBuffer->Fill_Rect(2*xcoord,0,2*(xcoord + 6*16),2*8,BLACK);
#endif
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL);
	SysMemPage.Blit(backpage, xcoord,1, 0,0, 20*6,8);
	if (!lastscenario) {
		Play_Sample(text2, 255, Options.Normalize_Sound(90));
		if (house == HOUSE_GOOD) {
			Alloc_Object(new ScorePrintClass(TXT_MAP_NOD,0,12,_greenpal));
		} else {
			Alloc_Object(new ScorePrintClass(TXT_MAP_GDI,xcoord,12,_greenpal));
		}
		Call_Back_Delay(65);
	}

	Play_Sample(country1, 255, Options.Normalize_Sound(90));
	Animate_Frame(progress,SysMemPage,startframe+2);
	Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff,1,1);
	backpage.Blit(SysMemPage, 0,0, xcoord,11, 20*6,8);
	if (!lastscenario) Call_Back_Delay(85);
//	Set_Font(oldfont);
#ifdef FRENCH
	PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16+10,20,BLACK);
	TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16+10),2*20,BLACK);
#else
	PseudoSeenBuff->Fill_Rect(xcoord,12,xcoord+6*16,20,BLACK);
	TextPrintBuffer->Fill_Rect(2*xcoord,2*12,2*(xcoord+6*16),2*20,BLACK);
#endif
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff,NULL);

	startframe = CountryArray[scenario].ContAnim[ScenDir];

	/*
	** Now print the text over the page
	*/
	Play_Sample(text2, 255, Options.Normalize_Sound(90));
	Alloc_Object(new ScorePrintClass(TXT_MAP_LOCATE,0,160,_greenpal));
	Call_Back_Delay(20);
	Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISSION,     0,170,_greenpal));
#if (GERMAN | FRENCH)
	Call_Back_Delay(20);
	Alloc_Object(new ScorePrintClass(TXT_MAP_NEXT_MISS2,       0,180,_greenpal));
#endif
	Call_Back_Delay(50);

	/*
	** If we're on the last scenario, erase that text before doing the crosshairs
	*/
	if (lastscenario) {
#if (GERMAN | FRENCH)
		SysMemPage.Fill_Rect(0,160, 20*6,186, TBLACK);
		PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK);
		TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK);
		SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK);
		HidPage.Fill_Rect(0,2*160, 2*20*6,2*186, TBLACK);
#else
		SysMemPage.Fill_Rect(0,160, 20*6,176, TBLACK);
		PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK);
		TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK);
		SeenBuff.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK);
		HidPage.Fill_Rect(0,2*160, 2*20*6,2*176, TBLACK);
#endif
		BlitList.Clear();
		Bit_It_In_Scale(0, 0, 320, 200, &SysMemPage, PseudoSeenBuff , &SeenBuff);
	}

	/*
	** Fix up the palette that seems different for the last scenario
	*/
	if (lastscenario){
		InterpolationPaletteChanged = TRUE;
		InterpolationPalette = CurrentPalette;
		if (house == HOUSE_GOOD){
			Read_Interpolation_Palette("LASTSCNG.PAL");
			Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNG.PAL");
		}else{
			Read_Interpolation_Palette("LASTSCNB.PAL");
			Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, "LASTSCNB.PAL");
		}
	}


	int q = 0;
	for (frame = 0; frame < ((lastscenario) ? Get_Animation_Frame_Count(progress)-4 : 13); frame++) {
		if (!frame) Play_Sample(beepy3, 255, Options.Normalize_Sound(90));
		if (frame == 2) Play_Sample(beepy3, 255, Options.Normalize_Sound(90));
		if (frame == 6) Play_Sample(newtarg1, 255, Options.Normalize_Sound(90));


		if (lastscenario){
			switch ( frame ){

				case 23:
					if (house == HOUSE_GOOD){
						Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 0, 10, _othergreenpal));
					}else{
#if (FRENCH)
						Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 180, 10, _othergreenpal));
#else
						Alloc_Object(new MultiStagePrintClass (Text_String (TXT_ENHANCING_IMAGE), 210, 10, _othergreenpal));
#endif	//(FRENCH)
					}


				case 35:
					if (house == HOUSE_GOOD){
						TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), BLACK);
					}else{
#if (FRENCH)
						TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK);
#else
						TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), BLACK);
#endif	//(FRENCH)
					}
					break;

				case 36:
					if (house == HOUSE_GOOD){
						TextPrintBuffer->Fill_Rect (0, 2*10, 2*String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE)), 2*(10 + 12), TBLACK);
					}else{
#if (FRENCH)
						TextPrintBuffer->Fill_Rect (2*180, 2*10, 2*(180+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK);
#else
						TextPrintBuffer->Fill_Rect (2*210, 2*10, 2*(210+String_Pixel_Width (Text_String (TXT_ENHANCING_IMAGE))), 2*(10 + 12), TBLACK);
#endif	//(FRENCH)
					}
					break;
			}
		}

		Animate_Frame(progress,*PseudoSeenBuff,startframe + frame);
		Call_Back_Delay(6);
		/* Cause it to cycle on the flashing on the country for a little while */
		if (!lastscenario && frame == 4 && q < 4) {
			frame = 2;
			q++;
		}
	}

	int selection = 0, color = 0;
	// erase the "Locating Coordinates" message...
	Play_Sample(beepy6, 255, Options.Normalize_Sound(90));
	if (!lastscenario) {
#if (GERMAN | FRENCH)
		SysMemPage.Fill_Rect( 0,160, 20*6,186, TBLACK);
		PseudoSeenBuff->Fill_Rect(0,160, 20*6,186, TBLACK);
		TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*186, BLACK);
#else
		SysMemPage.Fill_Rect( 0,160, 20*6,176, TBLACK);
		PseudoSeenBuff->Fill_Rect(0,160, 20*6,176, TBLACK);
		TextPrintBuffer->Fill_Rect(0,2*160, 2*20*6,2*176, BLACK);
#endif
	}
	Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);

	/*
	** Now the crosshairs are over the target countries - loop until a
	** selection is made?
	*/
	int done = 0;
	int framecounter = 0;

	if (house == HOUSE_GOOD) {
		Load_Uncompress(CCFileClass(lastscenario ? "CLICK_EB.CPS" : "CLICK_E.CPS"), SysMemPage, SysMemPage);
	} else {
		Load_Uncompress(CCFileClass(lastscenario ? "CLICK_SA.CPS" : "CLICK_A.CPS"), SysMemPage, SysMemPage);
		if (lastscenario) attackxcoord = 200;
	}

//	Set_Font(ScoreFontPtr);
	Play_Sample(text2, 255, Options.Normalize_Sound(90));
	Alloc_Object(new ScorePrintClass(TXT_MAP_SELECT,attackxcoord,160,_greenpal));
	Cycle_Call_Back_Delay(16,progresspalette);
	Alloc_Object(new ScorePrintClass(TXT_MAP_TO_ATTACK,attackxcoord,170,_greenpal));
	Cycle_Call_Back_Delay(24,progresspalette);
	while (Get_Mouse_State() > 0) Show_Mouse();

	Keyboard::Clear();
	while (!done) {
		Cycle_Call_Back_Delay(1,progresspalette);

		// Check for the mouse button
		if (Keyboard::Check()) {
			if ((Keyboard::Get() & 0x10FF) == KN_LMOUSE) {
				for (selection = 0; selection < CountryArray[scenario].Choices[ScenDir]; selection++) {
					color = SysMemPage.Get_Pixel(Get_Mouse_X()/2,Get_Mouse_Y()/2);

					/*
					** Special hack for Egypt the second time through
					*/
					if (CountryArray[scenario].CountryColor[ScenDir][selection] == 0xA0) {
						if ((color == 0x80) || (color == 0x81)) color = 0xA0;
					}

					if (CountryArray[scenario].CountryColor[ScenDir][selection] == color) {
						Play_Sample(world2, 255, Options.Normalize_Sound(90));
						done = 1;
						break;
					} else {
						Play_Sample(scold1, 255, Options.Normalize_Sound(90));
					}
				}
			}
		}
	}
	ScenVar = CountryArray[scenario].CountryVariant[ScenDir][selection];
	ScenDir = CountryArray[scenario].CountryDir[ScenDir][selection];

	if (!lastscenario) {
		Close_Animation(progress);

		/*
		** Now it's time to highlight the country we're going to.
		*/
		void const * countryshape = MixFileClass::Retrieve(house == HOUSE_GOOD ? "COUNTRYE.SHP" : "COUNTRYA.SHP");

		Hide_Mouse();
		// erase "Select country to attack"
		PseudoSeenBuff->Fill_Rect(attackxcoord,160, attackxcoord+(17*6),178,BLACK);
		TextPrintBuffer->Fill_Rect(2*attackxcoord,2*160, 2*(attackxcoord+(17*6)),2*178,BLACK);
#if (GERMAN | FRENCH)
		PseudoSeenBuff->Fill_Rect(attackxcoord+(17*6),160, attackxcoord+(21*6),178,BLACK);
		TextPrintBuffer->Fill_Rect(2*attackxcoord+(17*6*2),2*160, 2*(attackxcoord+(21*6)),2*178,BLACK);
#endif	//GERMAN
		Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);

		/*
		** Draw the country's shape in non-fading colors
		*/
		Set_Logic_Page(SysMemPage);
		europe->Blit(SysMemPage);

		int shape = CountryArray[scenario].CountryShape[ScenDir][selection];
		int xyindex = shape + (house == HOUSE_GOOD ? 0 : 18);
		CC_Draw_Shape(countryshape, shape,
					 _countryx[xyindex],_countryy[xyindex],
					 WINDOW_MAIN, SHAPE_WIN_REL | SHAPE_CENTER, 0,0);
		SysMemPage.Blit(*PseudoSeenBuff);
		Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff ,NULL);

		/*
		** Now clear the palette of all but the country's colors, and fade
		** the palette down
		*/
		CCFileClass("DARK_E.PAL").Read(localpalette, 768);
//		Load_Data("DARK_E.PAL", localpalette, 768);
		InterpolationPaletteChanged = TRUE;
		InterpolationPalette = localpalette;
		Increase_Palette_Luminance(localpalette , 30,30,30,63);
		Read_Interpolation_Palette("MAP_LOC2.PAL");
		Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC2.PAL");
		Fade_Palette_To(localpalette, FADE_PALETTE_MEDIUM, Call_Back);

		countryshape = 0;

		Print_Statistics(color & 0x7F, _countryx[xyindex], _countryy[xyindex]);
	} else {
		CCFileClass(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL").Read(localpalette, 768);
		InterpolationPaletteChanged = TRUE;
		InterpolationPalette = localpalette;
		Increase_Palette_Luminance(localpalette , 30,30,30,63);
		Read_Interpolation_Palette("MAP_LOC3.PAL");
		Interpolate_2X_Scale(PseudoSeenBuff , &SeenBuff , "MAP_LOC3.PAL");
		Set_Palette(localpalette);
//		Load_Data(house == HOUSE_GOOD ? "DARK_B.PAL" : "DARK_SA.PAL", localpalette, 768);

		Hide_Mouse();
#if (GERMAN | FRENCH)
		PseudoSeenBuff->Fill_Rect(attackxcoord, 160, 319, 178, BLACK);	// erase "Select country to attack"
		TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 639, 2*178, BLACK);	// erase "Select country to attack"
#else
		PseudoSeenBuff->Fill_Rect(attackxcoord, 160, attackxcoord + (17*6), 199, BLACK);	// erase "Select country to attack"
		TextPrintBuffer->Fill_Rect(2*attackxcoord, 2*160, 2*(attackxcoord + (17*6)), 2*199, BLACK);	// erase "Select country to attack"
#endif
		Interpolate_2X_Scale(PseudoSeenBuff, &SeenBuff, NULL);
		Animate_Frame(progress, *PseudoSeenBuff, Get_Animation_Frame_Count(progress)-1);
		Set_Palette(localpalette);
		Close_Animation(progress);
		PseudoSeenBuff->Blit(SysMemPage);
		Print_Statistics(20, 160, house == HOUSE_GOOD ? 0 : 160);
	}

	Theme.Queue_Song(THEME_NONE);
	Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
	delete europe;
	delete progresspalette;
	delete grey2palette;
	delete TextPrintBuffer;
	TextPrintBuffer = NULL;
	BlitList.Clear();
}


/***************************************************************************
 * Print_Statistics -- Prints statistics on country selected               *
 *                                                                         *
 *                                                                         *
 *                                                                         *
 * INPUT:   shape = country #, x & y = country's on-screen coords          *
 *                                                                         *
 * OUTPUT:                                                                 *
 *                                                                         *
 * WARNINGS:                                                               *
 *                                                                         *
 * HISTORY:                                                                *
 *   04/27/1995 BWG : Created.                                             *
 *=========================================================================*/
void Print_Statistics(int country, int xpos, int ypos)
{
	int index,newx;
	void *oldfont;
	static int const _gdistatnames[]={
		TXT_MAP_GDISTAT0,
		TXT_MAP_GDISTAT1,
		TXT_MAP_GDISTAT2,
		TXT_MAP_GDISTAT3,
		TXT_MAP_GDISTAT4,
		TXT_MAP_GDISTAT5,
		TXT_MAP_GDISTAT6
		};
	static int const _nodstatnames[]={
		TXT_MAP_GDISTAT0,
		TXT_MAP_NODSTAT0,
		TXT_MAP_GDISTAT2,
		TXT_MAP_GDISTAT3,
		TXT_MAP_NODSTAT1,
		TXT_MAP_NODSTAT2,
		TXT_MAP_GDISTAT5,
		TXT_MAP_NODSTAT3,
		TXT_MAP_NODSTAT4
	};
	static int const _countryname[]={
		TXT_MAP_COUNTRYNAME0,
		TXT_MAP_COUNTRYNAME1,
		TXT_MAP_COUNTRYNAME2,
		TXT_MAP_COUNTRYNAME3,
		TXT_MAP_COUNTRYNAME4,
		TXT_MAP_COUNTRYNAME5,
		TXT_MAP_COUNTRYNAME6,
		TXT_MAP_COUNTRYNAME7,
		TXT_MAP_COUNTRYNAME8,
		TXT_MAP_COUNTRYNAME9,
		TXT_MAP_COUNTRYNAME10,
		TXT_MAP_COUNTRYNAME11,
		TXT_MAP_COUNTRYNAME12,
		TXT_MAP_COUNTRYNAME13,
		TXT_MAP_COUNTRYNAME14,
		TXT_MAP_COUNTRYNAME15,
		TXT_MAP_COUNTRYNAME16,
		TXT_MAP_COUNTRYNAME17,
		TXT_MAP_COUNTRYNAME18,
		TXT_MAP_COUNTRYNAME19,
		TXT_MAP_COUNTRYNAME20,
		TXT_MAP_COUNTRYNAME21,
		TXT_MAP_COUNTRYNAME22,
		TXT_MAP_COUNTRYNAME23,
		TXT_MAP_COUNTRYNAME24,
		TXT_MAP_COUNTRYNAME25,
		TXT_MAP_COUNTRYNAME26,
		TXT_MAP_COUNTRYNAME27,
		TXT_MAP_COUNTRYNAME28,
		TXT_MAP_COUNTRYNAME29,
		TXT_MAP_COUNTRYNAME30,
		TXT_MAP_COUNTRYNAME31,
		TXT_MAP_COUNTRYNAME32,
		TXT_MAP_COUNTRYNAME33,
		TXT_MAP_COUNTRYNAME34
	};

	static int const _govtnames[]={
		TXT_MAP_GOVT0,
		TXT_MAP_GOVT1,
		TXT_MAP_GOVT2,
		TXT_MAP_GOVT3,
		TXT_MAP_GOVT4,
		TXT_MAP_GOVT5,
		TXT_MAP_GOVT6,
		TXT_MAP_GOVT7,
		TXT_MAP_GOVT8,
		TXT_MAP_GOVT9,
		TXT_MAP_GOVT10,
		TXT_MAP_GOVT11
	};
	static int const _armynames[]={
		TXT_MAP_ARMY0,
		TXT_MAP_ARMY1,
		TXT_MAP_ARMY2,
		TXT_MAP_ARMY3,
		TXT_MAP_ARMY4,
		TXT_MAP_ARMY5
	};
	static int const _military[]={
		TXT_MAP_MILITARY0,
		TXT_MAP_MILITARY1,
		TXT_MAP_MILITARY2,
		TXT_MAP_MILITARY3,
		TXT_MAP_MILITARY4
	};

	static char const _greenpal[]={0,0x41,0x42,0x43,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44,0x44};
	//static char const _greenpal[]={0,1,0x42,3,0x43,5,0x44,7,0x44,9,10,1,12,13,0x41,15};
	static char _deststr[16];

/* Change to the six-point font for Text_Print */
	oldfont = Set_Font(ScoreFontPtr);

#ifdef GERMAN
	xpos = 8;
#else
	xpos = (xpos > 128) ? 8 : 136;
#endif
	ypos = (ypos > 100) ? 8 : 104-6;
	if (PlayerPtr->Class->House == HOUSE_GOOD) {
		Alloc_Object(new ScorePrintClass(_countryname[GDIStats[country].nameindex],xpos,ypos,_greenpal));
		Call_Back_Delay(strlen(Text_String(_countryname[GDIStats[country].nameindex]))*3);
		ypos += 16;
		for (index = 0; index < 7; index ++) {
			Alloc_Object(new ScorePrintClass(_gdistatnames[index],xpos,ypos,_greenpal));
			Call_Back_Delay(strlen(Text_String(_gdistatnames[index]+3)));
			newx = xpos + 6*strlen(Text_String(_gdistatnames[index]));
			switch (index) {
				case 0:
					Alloc_Object(new ScorePrintClass(GDIStats[country].pop,newx,ypos,_greenpal));
					break;
				case 1:
					Alloc_Object(new ScorePrintClass(GDIStats[country].area,newx,ypos,_greenpal));
					break;
				case 2:
					Alloc_Object(new ScorePrintClass(GDIStats[country].capital,newx,ypos,_greenpal));
					break;
				case 3:
					Alloc_Object(new ScorePrintClass(_govtnames[GDIStats[country].govt],newx,ypos,_greenpal));
					break;
				case 4:
					Alloc_Object(new ScorePrintClass(GDIStats[country].gdp,newx,ypos,_greenpal));
					break;
				case 5:
					Alloc_Object(new ScorePrintClass(GDIStats[country].conflict,newx,ypos,_greenpal));
					break;
				case 6:
					Alloc_Object(new ScorePrintClass(_armynames[GDIStats[country].military],newx,ypos,_greenpal));
					break;
			}
			ypos += 8;
		}
	} else {	// Nod statistics
		if (country > 30) {
			country = 15;	// hack for 2nd time in Egypt
		} else {
			if (country >=15) country++;	// hack to account for Egypt
		}
		country++;

		Alloc_Object(new ScorePrintClass(_countryname[NodStats[country].nameindex],xpos,ypos,_greenpal));
		Call_Back_Delay(strlen(Text_String(_countryname[NodStats[country].nameindex]))*3);
		ypos += 16;
		for (index = 0; index < 9; index ++) {
			Alloc_Object(new ScorePrintClass(_nodstatnames[index],xpos,ypos,_greenpal));
			Call_Back_Delay(strlen(Text_String(_nodstatnames[index]+3)));
			newx = xpos + 6*strlen(Text_String(_nodstatnames[index]));
			switch (index) {
				case 0:
					Alloc_Object(new ScorePrintClass(NodStats[country].pop,newx,ypos,_greenpal));
					break;
				case 1:
					sprintf(_deststr,"%d%%",NodStats[country].expendable);
					Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
					break;
				case 2:
					Alloc_Object(new ScorePrintClass(NodStats[country].capital,newx,ypos,_greenpal));
					break;
				case 3:
					Alloc_Object(new ScorePrintClass(_govtnames[NodStats[country].govt],newx,ypos,_greenpal));
					break;
				case 4:
#ifdef FIX_ME_LATER
					sprintf(_deststr,"%s %d%%",LowMedHiStr(NodStats[country].corruptible),NodStats[country].corruptible);
#endif	//FIX_ME_LATER
					sprintf(_deststr,"%d%%",NodStats[country].corruptible);
					Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
					break;
				case 5:
					Alloc_Object(new ScorePrintClass(NodStats[country].worth,newx,ypos,_greenpal));
					break;
				case 6:
					Alloc_Object(new ScorePrintClass(NodStats[country].conflict,newx,ypos,_greenpal));
					break;
				case 7:
					Alloc_Object(new ScorePrintClass(_military[NodStats[country].military],newx,ypos,_greenpal));
					break;
				case 8:
					sprintf(_deststr,"%d%%",NodStats[country].probability);
					Alloc_Object(new ScorePrintClass(_deststr,newx,ypos,_greenpal));
					break;
			}
			ypos += 8;
		}
	}

#ifdef FRENCH
	Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,94,193-6,_greenpal));
#else
	Alloc_Object(new ScorePrintClass(TXT_MAP_CLICK2,160-(17*3),193-6,_greenpal));
#endif

	int done = 0;
	while (!done) {
		done = 1;
		for (int x = 0; x < MAXSCOREOBJS; x++) if (ScoreObjs[x]) {
			done = 0;
			Call_Back_Delay(1);
		}
	}
	Keyboard::Clear();
	while (Keyboard::Check()){
		Keyboard::Clear();
	}
	while (!Keyboard::Check() && !ControlQ) {
		Call_Back_Delay(1);
	}
	Keyboard::Clear();
	Set_Font(oldfont);
}

#ifdef NEVER
/***************************************************************************
 * FADING_BYTE_BLIT -- 'Pixelized' incremental byte blit.                  *
 *                                                                         *
 *    This routine will perform the same function as Byte_Blit, but will   *
 *    do so in an incremental (one piece at a time) method.  This is       *
 *    usefull for graphic 'fades' from one display to another.             *
 *                                                                         *
 * INPUT:   srcx  - Source page X byte position of upper left corner.      *
 *                                                                         *
 *          srcy  - Source page Y pixel position of upper left corner.     *
 *                                                                         *
 *          destx - Dest page X byte position of upper left corner.        *
 *                                                                         *
 *          desty - Dest page Y pixel position of upper left corner.       *
 *                                                                         *
 *          w     - Width of the blit in bytes.                            *
 *                                                                         *
 *          h     - Height of the blit in pixels.                          *
 *                                                                         *
 *          src   - PageType of the source page.                           *
 *                                                                         *
 *          dest  - Page type of the destination.                          *
 *                                                                         *
 * OUTPUT:  none                                                           *
 *                                                                         *
 * WARNINGS:   This routine, although functionally equivalent to the       *
 *             normal Byte_Blit, is very slow.  Only use this when         *
 *             the 'fading' graphic effect is desired.  This means the     *
 *             destination page should probably be the SEENPAGE.           *
 *                                                                         *
 * HISTORY:                                                                *
 *   07/17/1991 JLB : Created from Bit_It_In() (LJC code).                 *
 *   04/17/1995 BWG : Adapted to the C++ system.									*
 *=========================================================================*/
void Fading_Byte_Blit(int srcx, int srcy, int destx, int desty, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest)
{
	unsigned int	xindex,			// Working array index var.
						yindex;			// Working y index var.
	unsigned int	x,y;				// Extraction position indexes.
	unsigned int	tempy;			// Temporary working Y index var.
	int	_xindex[40];	// X position array.
	int	_yindex[200];	// Y position array.

	// Anticipate two pixel rows per blit.
	h >>= 1;

	// This routine is byte-aligned
	srcx  >>=3;
	destx >>=3;
	w		>>=3;

	for (xindex = 0; xindex < w; xindex++) _xindex[xindex] = xindex;		/* init the index array */
	for (yindex = 0; yindex < h; yindex++) _yindex[yindex] = yindex;		/* init the index array */

	/*
	**	Shuffle the X indexes around a bit.  This gives it
	**	that 'random' feel while remaining precise.
	*/
	for (xindex = 0; xindex < w; xindex++) {
		int	temp;

	 	x = IRandom(0,w-1);
		temp = _xindex[x];
		_xindex[x] = _xindex[xindex];
		_xindex[xindex] = temp;
	}

	/*
	**	Shuffle the Y indexes around a bit for the same reason that
	**	the x indexes were shuffled.
	*/
	for (yindex = 0; yindex < h; yindex++) {
		int	temp;

	 	y = IRandom(0,h-1);
		temp = _yindex[y];
		_yindex[y] = _yindex[yindex];
		_yindex[yindex] = temp;
	}

	/*
	**	Sweep through the indexes and 'construct' the destination display
	**	from a series of miniature Byte_Blits.
	*/
	for (yindex = 0; yindex < h; yindex++) {
		tempy = yindex;
		Call_Back();
		for (xindex = 0; xindex < w; xindex++) {
			x = _xindex[xindex];
			y = _yindex[tempy];
			tempy++;
			if (tempy >= h) tempy = 0;
			src->Blit(*dest, (srcx+x)<<3, srcy+(y<<1), (destx+x)<<3, desty+(y<<1), 1<<3, 2);
		}
	}
}
#endif





void Cycle_Call_Back_Delay(int time, unsigned char *pal)
{
	static int _counter;
	unsigned char r,g,b;
	int i;

	while (time--) {
		_counter = (++_counter & 3);

		if (!(_counter & 3) ) {
			r = pal[249*3+0];
			g = pal[249*3+1];
			b = pal[249*3+2];

			for (i = 249; i < 254; i++) {
				pal[i*3+0] = pal[(i+1)*3+0];
				pal[i*3+1] = pal[(i+1)*3+1];
				pal[i*3+2] = pal[(i+1)*3+2];
			}
			pal[254*3+0] = r;
			pal[254*3+1] = g;
			pal[254*3+2] = b;

			Set_Palette(pal);
		}
		Call_Back_Delay(1);
	}
}

int LowMedHiStr(int percentage)
{
	if (percentage < 30) return(TXT_MAP_LMH0);
	if (percentage < 70) return(TXT_MAP_LMH1);
	return(TXT_MAP_LMH2);
}



#endif		//DEMO


/***************************************************************************
 * Bit_It_In -- Pixel fade graphic copy.                                   *
 *                                                                         *
 *    Copies a block of graphic memory using a 'random' pixel algorithm.   *
 *    Typcial use would be to 'fade' some graphic display into another.    *
 *                                                                         *
 * INPUT:   x,y   - Pixel position of upper left corner of block.          *
 *                                                                         *
 *          w,y   - Pixel width and height of block to pixel blit.         *
 *                                                                         *
 *          src   - Page number of the source page.                        *
 *                                                                         *
 *          dest  - Page number of the destination page.                   *
 *                                                                         *
 *    		delay - # of frames to wait after each line fades in           *
 *                                                                         *
 * OUTPUT:     none                                                        *
 *                                                                         *
 * WARNINGS:   This function uses PIXEL coordinates for the X and width    *
 *             parameters.  This is unlike the Byte_Blit() routine that    *
 *             it most closely resembles.                                  *
 *                                                                         *
 * HISTORY:                                                                *
 *   04/16/1991 JLB : Created.                                             *
 *   04/17/1995 BWG : Adapted to C++ library.                              *
 *=========================================================================*/

void Bit_It_In_Scale(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, GraphicViewPortClass * /*seen*/ , int delay, int dagger)
{
	short int	 *xindex,*yindex;
	int			 n;
	int i,j,k,m,j1;
	short			 ScaleBuffer[320+200];

	xindex = (short int *) ScaleBuffer;
	yindex = xindex + 320;

	for (i=0; i<w; i++) xindex[i]=i;		/* init the index array */
	for (i=0; i<h; i++) yindex[i]=i;		/* init the index array */
	for (i=0; i<w; i++) {						/* shuffle the indexes */
	 	k=IRandom(0,w-1);
		m=i;
		n=xindex[k];
		xindex[k]=xindex[m];
		xindex[m]=n;
	}
	for (i=0; i<h; i++) {						/* shuffle the indexes */
	 	k=IRandom(0,h-1);
		m=i;
		n=yindex[k];
		yindex[k]=yindex[m];
		yindex[m]=n;
	}

	for (j=0; j<h; j++) {
		j1=j;
// execute delay every other line
		if (j & 1) {
			i = delay;
			do {
				Call_Back_Delay(i ? 1 : 0);
			} while(i--);
		} else {
			Call_Back();
		}

		if (src->Lock() && dest->Lock()){
			for (i=0; i<w; i++) {
				k=x+xindex[i];
				m=y+yindex[j1];
				j1++;
				if (j1>=h) j1=0;

				Buffer_Put_Pixel (dest,k,m,Buffer_Get_Pixel(src,k,m));
				//n=src->Get_Pixel(k,m);
				//dest->Put_Pixel(k,m,n);
			}
			if (dagger) for (int q=j; q>=0; q--) {
				Buffer_Put_Pixel(dest,160-(j-q),q,Buffer_Get_Pixel(src,160-(j-q),q));
				Buffer_Put_Pixel(dest,160+(j-q),q,Buffer_Get_Pixel(src,160+(j-q),q));
				//dest->Put_Pixel(160-(j-q),q,src->Get_Pixel(160-(j-q),q));
				//dest->Put_Pixel(160+(j-q),q,src->Get_Pixel(160+(j-q),q));
			}
		}
		src->Unlock();
		dest->Unlock();
		//if (seen){
			//Interpolate_2X_Scale(dest , seen ,NULL);
		//}
	}
}

void Bit_It_In(int x, int y, int w, int h, GraphicBufferClass *src, GraphicBufferClass *dest, int delay, int dagger)
{
	Bit_It_In_Scale (x, y, w, h,  src, dest, NULL , delay,  dagger);
}