mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
In editor builds the intro & sneak peak will open the scenario editor.
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@@ -70,6 +70,7 @@ extern bool Debug_Cheat;
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extern bool Debug_Remap;
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extern bool Debug_Flag;
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extern bool Debug_Lose;
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extern bool Debug_SkipBriefing;
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extern bool Debug_Map;
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extern bool Debug_Win;
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extern bool Debug_Icon;
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@@ -43,6 +43,7 @@ bool Debug_Remap = false;
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bool Debug_Icon = false;
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bool Debug_Flag = true;
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bool Debug_Lose = false;
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bool Debug_SkipBriefing = false;
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bool Debug_Win = false;
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bool Debug_Map = false; // true = map editor mode
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bool Debug_Passable = false; // true = show passable/impassable terrain
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+30
-1
@@ -1294,6 +1294,34 @@ bool Select_Game(bool fade)
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** Play a VQ
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*/
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case SEL_INTRO:
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// jmarshall
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#ifdef SCENARIO_EDITOR
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Debug_Map = true;
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Clear_Scenario();
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//Scen.Set_Scenario_Name(1, SCEN_PLAYER_SPAIN, SCEN_DIR_EAST, SCEN_VAR_A);
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strcpy(Scen.ScenarioName, "DEFAULTMAP.INI");
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/*
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** Create houses
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*/
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for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
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new HouseClass(house);
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}
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PlayerPtr = HouseClass::As_Pointer(HOUSE_SPAIN);
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PlayerPtr->IsHuman = true;
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Base.House = HOUSE_USSR;
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//LastHouse = HOUSE_GOOD;
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Fill_In_Data();
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//Size_Map(-1, -1, 30, 30);
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Scen.Waypoint[WAYPT_REINF] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
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Scen.Waypoint[WAYPT_HOME] = XY_Cell(Map.MapCellX + Map.MapCellWidth / 2, Map.MapCellY + Map.MapCellHeight / 2);
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// (*this)[TacticalCoord].IsWaypoint = 1;
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Map.Flag_Cell(Coord_Cell(Map.TacticalCoord));
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Map.Set_Tactical_Position(Cell_Coord(Scen.Waypoint[WAYPT_HOME] - (MAP_CELL_W * 4 * RESFACTOR) - (5 * RESFACTOR)));
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Go_Editor(true);
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process = false;
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Debug_SkipBriefing = true;
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#else
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Theme.Fade_Out();
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if (Debug_Flag) {
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@@ -1313,7 +1341,8 @@ bool Select_Game(bool fade)
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display = true;
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fade = true;
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selection = SEL_NONE;
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#endif
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// jmarshall end
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break;
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/*
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@@ -549,8 +549,13 @@ int Main_Menu(unsigned long )
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TextButtonClass multibtn(BUTTON_MULTI, TXT_MULTIPLAYER_GAME, TPF_BUTTON, d_button_x, d_button_y, d_button_w, d_button_h);
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d_button_y += d_button_dy;
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// jmarshall - Intro button is going to be the scenario editor button.
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#ifdef SCENARIO_EDITOR
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TextButtonClass introbtn(BUTTON_INTRO, "Scenario Editor", TPF_BUTTON, d_button_x, d_button_y, d_button_w, d_button_h);
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#else
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TextButtonClass introbtn(BUTTON_INTRO, TXT_INTRO, TPF_BUTTON, d_button_x, d_button_y, d_button_w, d_button_h);
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#endif
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// jmarshall end
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d_button_y += d_button_dy;
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TextButtonClass exitbtn(BUTTON_EXIT, TXT_EXIT_GAME, TPF_BUTTON, d_button_x, d_button_y, d_button_w, d_button_h);
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+21
-17
@@ -399,26 +399,30 @@ bool Start_Scenario(char * name, bool briefing)
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/*
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** If there's no briefing movie, restate the mission at the beginning.
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*/
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char buffer[25];
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if (Scen.BriefMovie != VQ_NONE) {
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sprintf(buffer, "%s.VQA", VQName[Scen.BriefMovie]);
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}
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if (Session.Type == GAME_NORMAL && ( Scen.BriefMovie == VQ_NONE || !CCFileClass(buffer).Is_Available() ) ) {
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/*
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** Make sure the mouse is visible before showing the restatement.
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*/
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while(Get_Mouse_State()) {
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Show_Mouse();
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if (!Debug_SkipBriefing)
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{
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char buffer[25];
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if (Scen.BriefMovie != VQ_NONE) {
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sprintf(buffer, "%s.VQA", VQName[Scen.BriefMovie]);
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}
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if (Session.Type == GAME_NORMAL && (Scen.BriefMovie == VQ_NONE || !CCFileClass(buffer).Is_Available())) {
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/*
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** Make sure the mouse is visible before showing the restatement.
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*/
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while (Get_Mouse_State()) {
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Show_Mouse();
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}
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Restate_Mission(Scen.ScenarioName, TXT_OK, TXT_NONE);
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}
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Restate_Mission(Scen.ScenarioName, TXT_OK, TXT_NONE);
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}
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if (briefing) {
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Hide_Mouse();
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VisiblePage.Clear();
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Show_Mouse();
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Play_Movie(Scen.ActionMovie, Scen.TransitTheme);
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if (briefing) {
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Hide_Mouse();
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VisiblePage.Clear();
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Show_Mouse();
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Play_Movie(Scen.ActionMovie, Scen.TransitTheme);
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}
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}
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Debug_SkipBriefing = false;
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if (Scen.TransitTheme == THEME_NONE) {
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Theme.Queue_Song(THEME_FIRST);
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@@ -764,6 +764,9 @@ void ChronalVortexClass::Zap_Target (void)
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void ChronalVortexClass::Coordinate_Remap ( GraphicViewPortClass *inbuffer, int x, int y, int width, int height, unsigned char *remap_table)
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{
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unsigned char getx,gety, remap_color, pixel_color;
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// jmarshall - todo fix ChronalVortexClass
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return;
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// jmarshall end
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BufferClass destbuf (width * height);
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