mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-18 09:04:12 +02:00
Initial work on the scenerio editor screen.
This commit is contained in:
+206
-112
@@ -1168,6 +1168,74 @@ int MapEditClass::Size_Map(int x, int y, int w, int h)
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return(0);
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}
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std::vector<const char *> scenerio_theaters;
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std::vector<const char*> scenerio_intros;
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std::vector<const char*> scenario_briefing;
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std::vector<const char*> scenario_action;
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std::vector<const char*> scenario_win;
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std::vector<const char*> scenario_loose;
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char description[DESCRIP_MAX] = "";
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int scenario_intromovie = 0;
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void ImGui_ScenerioDialog(void) {
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bool toolActive = false;
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int theater = Scen.Theater;
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int briefmovie = Scen.BriefMovie + 1;
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int action = Scen.ActionMovie + 1;
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int win = Scen.WinMovie + 1;
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int lose = Scen.LoseMovie + 1;
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ImGuiStyle& style = ImGui::GetStyle();
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style.FramePadding = ImVec2(0, 0);
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ImGui::SetNextWindowSize(ImVec2(320 * RESFACTOR, 200 * RESFACTOR));
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::Begin("Scenario Editor", &toolActive, ImGuiWindowFlags_AlwaysAutoResize);
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ImGui::Columns(2, "outer", true);
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ImGui::Text("Theater");
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ImGui::PushID("t_text");
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ImGui::Combo("", (int *)&theater, &scenerio_theaters[0], scenerio_theaters.size());
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ImGui::PopID();
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ImGui::NextColumn();
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ImGui::Text("Scenario Name:");
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ImGui::PushID("s_name");
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ImGui::InputText("", description, sizeof(description));
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ImGui::PopID();
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ImGui::Columns(1);
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ImGui::Columns(5, "outer2", true);
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ImGui::Text("Intro");
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ImGui::PushID("s_intro");
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ImGui::Combo("", (int*)&scenario_intromovie, &scenerio_intros[0], scenerio_intros.size());
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ImGui::PopID();
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ImGui::NextColumn();
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ImGui::Text("Briefing");
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ImGui::PushID("brief_txt");
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ImGui::Combo("", (int*)&briefmovie, &scenario_briefing[0], scenario_briefing.size());
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ImGui::PopID();
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ImGui::NextColumn();
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ImGui::Text("Action");
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ImGui::PushID("action_txt");
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ImGui::Combo("", (int*)&action, &scenario_action[0], scenario_action.size());
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ImGui::PopID();
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ImGui::NextColumn();
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ImGui::Text("Win");
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ImGui::PushID("win_txt");
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ImGui::Combo("", (int*)&win, &scenario_win[0], scenario_win.size());
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ImGui::PopID();
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ImGui::NextColumn();
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ImGui::Text("Lose");
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ImGui::PushID("lose_txt");
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ImGui::Combo("", (int*)&lose, &scenario_loose[0], scenario_loose.size());
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ImGui::PopID();
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ImGui::Columns(1);
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ImGui::End();
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Scen.Theater = (TheaterType)(theater);
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Scen.BriefMovie = (VQType)(briefmovie - 1);
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Scen.ActionMovie = (VQType)(action - 1);
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Scen.WinMovie = (VQType)(win - 1);
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Scen.LoseMovie = (VQType)(lose - 1);
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}
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/***************************************************************************
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* MapEditClass::Scenario_Dialog -- scenario global parameters dialog *
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@@ -1190,11 +1258,27 @@ int MapEditClass::Size_Map(int x, int y, int w, int h)
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*=========================================================================*/
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int MapEditClass::Scenario_Dialog(void)
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{
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TheaterType orig_theater = Scen.Theater; // original theater
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HousesType house = PlayerPtr->Class->House;
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HousesType newhouse = house;
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HouseStaticClass hdata[HOUSE_COUNT];
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Imgui_Dialog_Function = ImGui_ScenerioDialog;
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scenerio_theaters.clear();
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scenerio_intros.clear();
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scenario_briefing.clear();
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scenario_action.clear();
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scenario_win.clear();
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scenario_loose.clear();
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scenerio_intros.push_back("<NONE>");
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scenario_briefing.push_back("<NONE>");
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scenario_action.push_back("<NONE>");
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scenario_win.push_back("<NONE>");
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scenario_loose.push_back("<NONE>");
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/*
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** Fill in the house data for each house that exists.
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*/
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@@ -1277,12 +1361,13 @@ int MapEditClass::Scenario_Dialog(void)
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D_DIALOG_X+15*RESFACTOR, D_DIALOG_Y+30, 65, 8*5,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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for (TheaterType t = THEATER_FIRST; t < THEATER_COUNT; t++) {
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theaterbtn.Add_Item(Theaters[t].Name);
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}
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theaterbtn.Set_Selected_Index(orig_theater);
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char description[DESCRIP_MAX] = "";
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for (TheaterType t = THEATER_FIRST; t < THEATER_COUNT; t++) {
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scenerio_theaters.push_back(Theaters[t].Name);
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}
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//theaterbtn.Set_Selected_Index(orig_theater);
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strcpy(description, Scen.Description);
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EditClass desc(BUTTON_DESCRIPTION, description, sizeof(description), TPF_EFNT|TPF_NOSHADOW, theaterbtn.X+theaterbtn.Width+15, theaterbtn.Y, 160);
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@@ -1406,11 +1491,11 @@ int MapEditClass::Scenario_Dialog(void)
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theaterbtn.X, theaterbtn.Y+theaterbtn.Height+24, 50, 7*10,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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intro.Add_Item("<none>");
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//intro.Add_Item("<none>");
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for (VQType v = VQ_FIRST; v < VQ_COUNT; v++) {
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intro.Add_Item(VQName[v]);
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scenerio_intros.push_back(&VQName[v][0]);
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}
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intro.Set_Selected_Index((int)Scen.IntroMovie + 1);
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//intro.Set_Selected_Index((int)Scen.IntroMovie + 1);
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/*
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** Briefing movie name.
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@@ -1421,11 +1506,12 @@ int MapEditClass::Scenario_Dialog(void)
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intro.X+intro.Width+10, intro.Y, 50, 7*10,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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briefing.Add_Item("<none>");
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//briefing.Add_Item("<none>");
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for (v = VQ_FIRST; v < VQ_COUNT; v++) {
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briefing.Add_Item(VQName[v]);
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//briefing.Add_Item(VQName[v]);
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scenario_briefing.push_back(VQName[v]);
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}
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briefing.Set_Selected_Index((int)Scen.BriefMovie + 1);
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//briefing.Set_Selected_Index((int)Scen.BriefMovie + 1);
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char actiontext[_MAX_FNAME+_MAX_EXT];
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DropListClass action(BUTTON_ACTION, actiontext, sizeof(actiontext),
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@@ -1433,11 +1519,12 @@ int MapEditClass::Scenario_Dialog(void)
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briefing.X+briefing.Width+10, briefing.Y, 50, 7*10,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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action.Add_Item("<none>");
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//action.Add_Item("<none>");
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for (v = VQ_FIRST; v < VQ_COUNT; v++) {
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action.Add_Item(VQName[v]);
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//action.Add_Item(VQName[v]);
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scenario_action.push_back(VQName[v]);
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}
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action.Set_Selected_Index((int)Scen.ActionMovie + 1);
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//action.Set_Selected_Index((int)Scen.ActionMovie + 1);
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char wintext[_MAX_FNAME+_MAX_EXT];
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DropListClass win(BUTTON_WIN, wintext, sizeof(wintext),
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@@ -1445,11 +1532,12 @@ int MapEditClass::Scenario_Dialog(void)
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action.X+action.Width+10, action.Y, 50, 7*10,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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win.Add_Item("<none>");
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//win.Add_Item("<none>");
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for (v = VQ_FIRST; v < VQ_COUNT; v++) {
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win.Add_Item(VQName[v]);
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//win.Add_Item(VQName[v]);
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scenario_win.push_back(VQName[v]);
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}
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win.Set_Selected_Index((int)Scen.WinMovie + 1);
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//win.Set_Selected_Index((int)Scen.WinMovie + 1);
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char losetext[_MAX_FNAME+_MAX_EXT];
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DropListClass lose(BUTTON_LOSE, losetext, sizeof(losetext),
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@@ -1457,11 +1545,12 @@ int MapEditClass::Scenario_Dialog(void)
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win.X+win.Width+10, win.Y, 50, 7*10,
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MFCD::Retrieve("EBTN-UP.SHP"),
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MFCD::Retrieve("EBTN-DN.SHP"));
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lose.Add_Item("<none>");
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//lose.Add_Item("<none>");
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for (v = VQ_FIRST; v < VQ_COUNT; v++) {
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lose.Add_Item(VQName[v]);
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//lose.Add_Item(VQName[v]);
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scenario_loose.push_back(VQName[v]);
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}
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lose.Set_Selected_Index((int)Scen.LoseMovie + 1);
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//lose.Set_Selected_Index((int)Scen.LoseMovie + 1);
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/*
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** House choice list.
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@@ -1601,40 +1690,40 @@ int MapEditClass::Scenario_Dialog(void)
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/*
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** Create the list
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*/
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commands = &okbtn;
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cancelbtn.Add_Tail(*commands);
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theaterbtn.Add_Tail(*commands);
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themebtn.Add_Tail(*commands);
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housebtn.Add_Tail(*commands);
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techlevel.Add_Tail(*commands);
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techstatic.Add_Tail(*commands);
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sourcebtn.Add_Tail(*commands);
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creditbtn.Add_Tail(*commands);
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creditstatic.Add_Tail(*commands);
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maxunitstatic.Add_Tail(*commands);
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moneytib.Add_Tail(*commands);
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smartiesstatic.Add_Tail(*commands);
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allies.Add_Tail(*commands);
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control.Add_Tail(*commands);
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maxunit.Add_Tail(*commands);
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nospyplane.Add_Tail(*commands);
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skipscore.Add_Tail(*commands);
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nomapsel.Add_Tail(*commands);
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onetime.Add_Tail(*commands);
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inherit.Add_Tail(*commands);
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timercarry.Add_Tail(*commands);
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tanya.Add_Tail(*commands);
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record.Add_Tail(*commands);
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truckcrate.Add_Tail(*commands);
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endofgame.Add_Tail(*commands);
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briefing.Add_Tail(*commands);
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intro.Add_Tail(*commands);
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action.Add_Tail(*commands);
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win.Add_Tail(*commands);
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lose.Add_Tail(*commands);
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basebtn.Add_Tail(*commands);
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smarties.Add_Tail(*commands);
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desc.Add_Tail(*commands);
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//commands = &okbtn;
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//cancelbtn.Add_Tail(*commands);
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//theaterbtn.Add_Tail(*commands);
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//themebtn.Add_Tail(*commands);
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//housebtn.Add_Tail(*commands);
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//techlevel.Add_Tail(*commands);
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//techstatic.Add_Tail(*commands);
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//sourcebtn.Add_Tail(*commands);
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//creditbtn.Add_Tail(*commands);
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//creditstatic.Add_Tail(*commands);
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//maxunitstatic.Add_Tail(*commands);
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//moneytib.Add_Tail(*commands);
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//smartiesstatic.Add_Tail(*commands);
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//allies.Add_Tail(*commands);
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//control.Add_Tail(*commands);
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//maxunit.Add_Tail(*commands);
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//nospyplane.Add_Tail(*commands);
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//skipscore.Add_Tail(*commands);
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//nomapsel.Add_Tail(*commands);
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//onetime.Add_Tail(*commands);
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//inherit.Add_Tail(*commands);
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//timercarry.Add_Tail(*commands);
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//tanya.Add_Tail(*commands);
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//record.Add_Tail(*commands);
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//truckcrate.Add_Tail(*commands);
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//endofgame.Add_Tail(*commands);
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//briefing.Add_Tail(*commands);
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//intro.Add_Tail(*commands);
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//action.Add_Tail(*commands);
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//win.Add_Tail(*commands);
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//lose.Add_Tail(*commands);
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//basebtn.Add_Tail(*commands);
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//smarties.Add_Tail(*commands);
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//desc.Add_Tail(*commands);
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/*
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** Main Processing Loop
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@@ -1676,61 +1765,61 @@ int MapEditClass::Scenario_Dialog(void)
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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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Hide_Mouse();
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/*
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** Draw the background
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*/
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Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
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Draw_Caption(TXT_SCENARIO_OPTIONS, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
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/*
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** Display the text that doesn't need drawing except when the entire dialog
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** needs to be redrawn.
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*/
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Fancy_Text_Print("Tech Level =", techlevel.X, techlevel.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Credits =", creditbtn.X, creditbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Unit Max =", maxunit.X, maxunit.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("IQ =", smarties.X, smarties.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Prebuild Base:", basebtn.X, basebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Theater:", theaterbtn.X, theaterbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Scenario Name:", desc.X, desc.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Country:", housebtn.X, housebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Home Edge:", sourcebtn.X, sourcebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Allies:", allies.X, allies.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Plyr Control:", control.X, control.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Theme:", themebtn.X, themebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Intro:", intro.X, intro.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Briefing:", briefing.X, briefing.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Action:", action.X, action.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Win:", win.X, win.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Lose:", lose.X, lose.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Store scenario?", record.X+10, record.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Inherit stored scenario?", inherit.X+10, inherit.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Auto evac. Tanya (civilian)?", tanya.X+10, tanya.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Last mission of game?", endofgame.X+10, endofgame.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Inherit mission timer from last scenario?", timercarry.X+10, timercarry.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Disable spy plane?", nospyplane.X+10, nospyplane.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Skip the score screen?", skipscore.X+10, skipscore.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("No map selection (force var 'B')?", nomapsel.X+10, nomapsel.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Return to main menu after scenario finishes?", onetime.X+10, onetime.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Truck carries wood crate?", truckcrate.X+10, truckcrate.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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Fancy_Text_Print("Initial money is transferred to silos?", moneytib.X+10, moneytib.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
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theaterbtn.Collapse();
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themebtn.Collapse();
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intro.Collapse();
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briefing.Collapse();
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action.Collapse();
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win.Collapse();
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lose.Collapse();
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basebtn.Collapse();
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commands->Draw_All(true);
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Show_Mouse();
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display = false;
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dotext = true;
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}
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//if (display) {
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// Hide_Mouse();
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//
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// /*
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// ** Draw the background
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// */
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// Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
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// Draw_Caption(TXT_SCENARIO_OPTIONS, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
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//
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// /*
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// ** Display the text that doesn't need drawing except when the entire dialog
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// ** needs to be redrawn.
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// */
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// Fancy_Text_Print("Tech Level =", techlevel.X, techlevel.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Credits =", creditbtn.X, creditbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Unit Max =", maxunit.X, maxunit.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("IQ =", smarties.X, smarties.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Prebuild Base:", basebtn.X, basebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Theater:", theaterbtn.X, theaterbtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Scenario Name:", desc.X, desc.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Country:", housebtn.X, housebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Home Edge:", sourcebtn.X, sourcebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Allies:", allies.X, allies.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Plyr Control:", control.X, control.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Theme:", themebtn.X, themebtn.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Intro:", intro.X, intro.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Briefing:", briefing.X, briefing.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Action:", action.X, action.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Win:", win.X, win.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Lose:", lose.X, lose.Y-7, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Store scenario?", record.X+10, record.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Inherit stored scenario?", inherit.X+10, inherit.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Auto evac. Tanya (civilian)?", tanya.X+10, tanya.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Last mission of game?", endofgame.X+10, endofgame.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Inherit mission timer from last scenario?", timercarry.X+10, timercarry.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Disable spy plane?", nospyplane.X+10, nospyplane.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Skip the score screen?", skipscore.X+10, skipscore.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("No map selection (force var 'B')?", nomapsel.X+10, nomapsel.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Return to main menu after scenario finishes?", onetime.X+10, onetime.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Truck carries wood crate?", truckcrate.X+10, truckcrate.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
// Fancy_Text_Print("Initial money is transferred to silos?", moneytib.X+10, moneytib.Y, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_EFNT|TPF_NOSHADOW);
|
||||
//
|
||||
// theaterbtn.Collapse();
|
||||
// themebtn.Collapse();
|
||||
// intro.Collapse();
|
||||
// briefing.Collapse();
|
||||
// action.Collapse();
|
||||
// win.Collapse();
|
||||
// lose.Collapse();
|
||||
// basebtn.Collapse();
|
||||
// //commands->Draw_All(true);
|
||||
// Show_Mouse();
|
||||
// display = false;
|
||||
// dotext = true;
|
||||
//}
|
||||
|
||||
/*
|
||||
** Display the text of the buttons that could change their text as a
|
||||
@@ -1762,7 +1851,11 @@ int MapEditClass::Scenario_Dialog(void)
|
||||
/*
|
||||
** Get user input
|
||||
*/
|
||||
KeyNumType input = commands->Input();
|
||||
KeyNumType input = KN_NONE; //commands->Input();
|
||||
|
||||
KeyNumType _key;
|
||||
int _flags;
|
||||
WWSDL_ProcessEvents(_key, _flags);
|
||||
|
||||
/*
|
||||
** Process input
|
||||
@@ -1899,7 +1992,7 @@ int MapEditClass::Scenario_Dialog(void)
|
||||
PlayerPtr->IsPlayerControl = true;
|
||||
strncpy(Scen.Description, desc.Get_Text(), sizeof(Scen.Description));
|
||||
Scen.Description[sizeof(Scen.Description)-1] = '\0';
|
||||
Scen.IntroMovie = VQType(intro.Current_Index()-1);
|
||||
Scen.IntroMovie = VQType(scenario_intromovie);
|
||||
Scen.BriefMovie = VQType(briefing.Current_Index()-1);
|
||||
Scen.ActionMovie = VQType(action.Current_Index()-1);
|
||||
Scen.WinMovie = VQType(win.Current_Index()-1);
|
||||
@@ -1925,6 +2018,7 @@ int MapEditClass::Scenario_Dialog(void)
|
||||
** - Then, re-initialize the TypeClasses for the new Theater
|
||||
*/
|
||||
TheaterType theater = TheaterType(theaterbtn.Current_Index());
|
||||
TheaterType orig_theater = Scen.Theater;
|
||||
if (theater != orig_theater) {
|
||||
|
||||
unsigned char theater_mask; // template/terrain mask
|
||||
|
||||
Reference in New Issue
Block a user