CnC_Remastered_Collection/REDALERT/CONQUER.CPP
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

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184 KiB
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//
// 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: /CounterStrike/CONQUER.CPP 6 3/13/97 2:05p Steve_tall $ */
/***********************************************************************************************
*** 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 : CONQUER.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 3, 1991 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* CC_Draw_Shape -- Custom draw shape handler. *
* Call_Back -- Main game maintenance callback routine. *
* Color_Cycle -- Handle the general palette color cycling. *
* Crate_From_Name -- Given a crate name convert it to a crate type. *
* Disk_Space_Available -- returns bytes of free disk space *
* Do_Record_Playback -- handles saving/loading map pos & current object *
* Fading_Table_Name -- Builds a theater specific fading table name. *
* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
* Force_CD_Available -- Ensures that specified CD is available. *
* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
* Handle_Team -- Processes team selection command. *
* Handle_View -- Either records or restores the tactical view. *
* KN_To_Facing -- Converts a keyboard input number into a facing value. *
* Keyboard_Process -- Processes the tactical map input codes. *
* Language_Name -- Build filename for current language. *
* List_Copy -- Makes a copy of a cell offset list. *
* Main_Game -- Main game startup routine. *
* Main_Loop -- This is the main game loop (as a single loop). *
* Map_Edit_Loop -- a mini-main loop for map edit mode only *
* Message_Input -- allows inter-player message input processing *
* MixFileHandler -- Handles VQ file access. *
* Name_From_Source -- retrieves the name for the given SourceType *
* Owner_From_Name -- Convert an owner name into a bitfield. *
* Play_Movie -- Plays a VQ movie. *
* Shake_The_Screen -- Dispatcher that shakes the screen. *
* Shape_Dimensions -- Determine the minimum rectangle for the shape. *
* Source_From_Name -- Converts ASCII name into SourceType. *
* Sync_Delay -- Forces the game into a 15 FPS rate. *
* Theater_From_Name -- Converts ASCII name into a theater number. *
* Unselect_All -- Causes all selected objects to become unselected. *
* VQ_Call_Back -- Maintenance callback used for VQ movies. *
* Game_Registry_Key -- Returns pointer to string containing the registry subkey for the game.
* Is_Counterstrike_Installed -- Function to determine the availability of the CS expansion.
* Is_Aftermath_Installed -- Function to determine the availability of the AM expansion.
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifdef TESTCODE
class A {
public:
enum {VAR=1};
};
template<class T>
class B {
public:
enum {VAR2=T::VAR}; // this is the line in question.
};
B<A> test;
#endif
#include "function.h"
#ifdef WIN32
#ifdef WINSOCK_IPX
#include "WSProto.h"
#else //WINSOCK_IPX
#include "tcpip.h"
#endif //WINSOCK_IPX
#else
#include "fakesock.h"
TcpipManagerClass Winsock;
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <direct.h>
#include <fcntl.h>
#include <io.h>
#include <dos.h>
#include <share.h>
#include "ccdde.h"
#include "vortex.h"
#ifdef WOLAPI_INTEGRATION
//#include "WolDebug.h"
#include "WolStrng.h"
#include "WolapiOb.h"
extern WolapiObject* pWolapi;
#define PAGE_RESPOND_KEY KN_RETURN //KN_COMMA
#endif
#ifdef MPEGMOVIE
#ifdef MCIMPEG
#include "mcimovie.h"
#endif
#include "movie.h"
MPG_RESPONSE far __stdcall MpegCallback(MPG_CMD cmd, LPVOID data, LPVOID user);
#endif
#define SHAPE_TRANS 0x40
void * Get_Shape_Header_Data(void * ptr);
extern bool Spawn_WChat(bool can_launch);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
void Enable_Secret_Units(void);
#endif
extern bool Is_Mission_Aftermath (char *file_name);
extern bool Is_Mission_Counterstrike (char *file_name);
#ifdef FIXIT_VERSION_3 // Stalemate games.
extern void Do_Draw(void);
#endif
#ifdef CHEAT_KEYS
bool bNoMovies = false;
#endif
/****************************************
** Function prototypes for this module **
*****************************************/
bool Main_Loop(void);
void Keyboard_Process(KeyNumType & input);
static void Message_Input(KeyNumType &input);
void Color_Cycle(void);
bool Map_Edit_Loop(void);
extern "C" {
bool UseOldShapeDraw = false;
}
#ifdef CHEAT_KEYS
void Dump_Heap_Pointers( void );
void Error_In_Heap_Pointers( char * string );
#endif
static void Do_Record_Playback(void);
void Toggle_Formation(void);
extern "C" {
extern char * __nheapbeg;
}
//
// Special module globals for recording and playback
//
char TeamEvent = 0; // 0 = no event, 1,2,3 = team event type
char TeamNumber = 0; // which team was selected? (1-9)
char FormationEvent = 0; // 0 = no event, 1 = formation was toggled
/* -----------------10/14/96 7:29PM------------------
--------------------------------------------------*/
#if(TEN)
void TEN_Call_Back(void);
#endif // TEN
#if(MPATH)
void MPATH_Call_Back(void);
#endif // MPATH
/***********************************************************************************************
* Main_Game -- Main game startup routine. *
* *
* This is the first official routine of the game. It handles game initialization and *
* the main game loop control. *
* *
* Initialization: *
* - Init_Game handles one-time-only inits *
* - Select_Game is responsible for initializations required for each new game played *
* (these may be different depending on whether a multiplayer game is selected, and *
* other parameters) *
* - This routine performs any un-inits required, both for each game played, and one-time *
* *
* INPUT: argc -- Number of command line arguments (including program name itself). *
* *
* argv -- Array of command line argument pointers. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
void Main_Game(int argc, char * argv[])
{
static bool fade = true;
/*
** Perform one-time-only initializations
*/
if (!Init_Game(argc, argv)) {
return;
}
/*
** Game processing loop:
** 1) Select which game to play, or whether to exit (don't fade the palette
** on the first game selection, but fade it in on subsequent calls)
** 2) Invoke either the main-loop routine, or the editor-loop routine,
** until they indicate that the user wants to exit the scenario.
*/
while (Select_Game(fade)) {
// ST 5/14/2019
if (RunningAsDLL) {
return;
}
fade = false;
ScenarioInit = 0; // Kludge.
fade = true;
/*
** Initialise the color lookup tables for the chronal vortex
*/
ChronalVortex.Stop();
ChronalVortex.Setup_Remap_Tables(Scen.Theater);
/*
** Make the game screen visible, clear the keyboard buffer of spurious
** values, and then show the mouse. This PRESUMES that Select_Game() has
** told the map to draw itself.
*/
GamePalette.Set(FADE_PALETTE_MEDIUM);
Keyboard->Clear();
/*
** Only show the mouse if we're not playing back a recording.
*/
if (Session.Play) {
Hide_Mouse();
TeamEvent = 0;
TeamNumber = 0;
FormationEvent = 0;
} else {
Show_Mouse();
}
#ifdef WIN32
if (Session.Type == GAME_INTERNET) {
Register_Game_Start_Time();
GameStatisticsPacketSent = false;
PacketLater = NULL;
ConnectionLost = false;
} else {
#ifndef WOLAPI_INTEGRATION
DDEServer.Disable();
#endif // !WOLAPI_INTEGRATION
}
#endif //WIN32
#ifdef SCENARIO_EDITOR
/*
** Scenario-editor version of main-loop processing
*/
for (;;) {
/*
** Non-scenario-editor-mode: call the game's main loop
*/
if (!Debug_Map) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
TimeQuake = PendingTimeQuake;
PendingTimeQuake = false;
#else
TimeQuake = false;
#endif
if (Main_Loop()) {
break;
}
if (SpecialDialog != SDLG_NONE) {
switch (SpecialDialog) {
case SDLG_SPECIAL:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Special_Dialog();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_OPTIONS:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Options.Process();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_SURRENDER:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog(TXT_SURRENDER)) {
PlayerPtr->Flag_To_Lose();
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
default:
break;
}
}
} else {
/*
** Scenario-editor-mode: call the editor's main loop
*/
if (Map_Edit_Loop()) {
break;
}
}
}
#else
/*
** Non-editor version of main-loop processing
*/
for (;;) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
TimeQuake = PendingTimeQuake;
PendingTimeQuake = false;
#else
TimeQuake = false;
#endif
/*
** Call the game's main loop
*/
if (Main_Loop()) {
break;
}
/*
** If the SpecialDialog flag is set, invoke the given special dialog.
** This must be done outside the main loop, since the dialog will call
** Main_Loop(), allowing the game to run in the background.
*/
if (SpecialDialog != SDLG_NONE) {
switch (SpecialDialog) {
case SDLG_SPECIAL:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Special_Dialog();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_OPTIONS:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Options.Process();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_SURRENDER:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog(TXT_SURRENDER)) {
OutList.Add(EventClass(EventClass::DESTRUCT));
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
/*ifdef FIXIT_VERSION_3 // Stalemate games.
case SDLG_PROPOSE_DRAW:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog(TXT_WOL_PROPOSE_DRAW)) {
OutList.Add(EventClass(EventClass::PROPOSE_DRAW));
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
case SDLG_ACCEPT_DRAW:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog(TXT_WOL_ACCEPT_DRAW)) {
OutList.Add(EventClass(EventClass::ACCEPT_DRAW));
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
#endif
*/
default:
break;
}
}
}
#endif
#ifdef WIN32
/*
** Send the game stats to WChat if we haven't already done so
*/
if (!GameStatisticsPacketSent && PacketLater) {
Send_Statistics_Packet(); // After game sending if PacketLater set.
}
#endif //WIN32
/*
** Scenario is done; fade palette to black
*/
BlackPalette.Set(FADE_PALETTE_SLOW);
VisiblePage.Clear();
/*
** Un-initialize whatever needs it, for each game played.
**
** Shut down either the modem or network; they'll get re-initialized if
** the user selections those options again in Select_Game(). This
** "re-boots" the modem & network code, which I currently feel is safer
** than just letting it hang around.
** (Skip this step if we're in playback mode; the modem or net won't have
** been initialized in that case.)
*/
if (Session.Record || Session.Play) {
Session.RecordFile.Close();
}
if (Session.Type == GAME_NULL_MODEM || Session.Type == GAME_MODEM) {
if (!Session.Play) {
//PG Modem_Signoff();
}
} else {
if (Session.Type == GAME_IPX) {
if (!Session.Play) {
//PG Shutdown_Network();
}
}
}
#if(TEN)
if (Session.Type == GAME_TEN) {
Shutdown_TEN();
//Prog_End();
Emergency_Exit(0);
}
#endif // TEN
#if(MPATH)
if (Session.Type == GAME_MPATH) {
Shutdown_MPATH();
//Prog_End();
Emergency_Exit(0);
}
#endif // MPATH
/*
** If we're playing back, the mouse will be hidden; show it.
** Also, set all variables back to normal, to return to the main menu.
*/
if (Session.Play) {
Show_Mouse();
Session.Type = GAME_NORMAL;
Session.Play = 0;
}
#ifndef WOLAPI_INTEGRATION
#ifdef WIN32
if (Special.IsFromWChat) {
//PG Shutdown_Network(); // Clear up the pseudo IPX stuff
#ifndef WINSOCK_IPX
Winsock.Close();
#endif //WINSOCK_IPX
Special.IsFromWChat = false;
SpawnedFromWChat = false;
DDEServer.Delete_MPlayer_Game_Info(); //Make sure we dont use the same start packet twice
Session.Type = GAME_NORMAL; //Have to do this or we will got straight to the multiplayer menu
Spawn_WChat(false); //Will switch back to Wchat. It must be there because its been poking us
}
#endif //WIN32
#endif // !WOLAPI_INTEGRATION
}
/*
** Free the scenario description buffers
*/
Session.Free_Scenario_Descriptions();
}
/***********************************************************************************************
* Keyboard_Process -- Processes the tactical map input codes. *
* *
* This routine is used to process the input codes while the player *
* has the tactical map displayed. It handles all the keys that *
* are appropriate to that mode. *
* *
* INPUT: input -- Input code as returned from Input_Num(). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/21/1992 JLB : Created. *
* 07/04/1995 JLB : Handles team and map control hotkeys. *
*=============================================================================================*/
void Keyboard_Process(KeyNumType & input)
{
ObjectClass * obj;
int index;
/*
** Don't do anything if there is not keyboard event.
*/
if (input == KN_NONE) {
return;
}
/*
** For network & modem, process user input for inter-player messages.
*/
Message_Input(input);
#ifdef WIN32
/*
** The VK_BIT must be stripped from the "plain" value of the key so that a comparison to
** KN_1, for example, will yield TRUE if in fact the "1" key was pressed.
*/
KeyNumType plain = KeyNumType(input & ~(WWKEY_SHIFT_BIT|WWKEY_ALT_BIT|WWKEY_CTRL_BIT|WWKEY_VK_BIT));
KeyNumType key = KeyNumType(input & ~WWKEY_VK_BIT);
#else
KeyNumType plain = KeyNumType(input & ~(KN_SHIFT_BIT|KN_ALT_BIT|KN_CTRL_BIT));
KeyNumType key = plain;
#endif
#ifdef CHEAT_KEYS
if (Debug_Flag) {
HousesType h;
switch (int(input)) {
case int(int(KN_M) | int(KN_SHIFT_BIT)):
case int(int(KN_M) | int(KN_ALT_BIT)):
case int(int(KN_M) | int(KN_CTRL_BIT)):
for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
Houses.Ptr(h)->Refund_Money(10000);
}
break;
default:
break;
}
}
#endif
#ifdef VIRGIN_CHEAT_KEYS
if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
PlayerPtr->Blockage = false;
PlayerPtr->Flag_To_Win();
}
#endif
#ifdef CHEAT_KEYS
#ifdef WIN32
if (Debug_Playtest && input == (KA_W|KN_ALT_BIT)) {
#else
if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
#endif
PlayerPtr->Blockage = false;
PlayerPtr->Flag_To_Win();
}
if ((Debug_Flag || Debug_Playtest) && plain == KN_F4) {
if (Session.Type == GAME_NORMAL) {
Debug_Unshroud = (Debug_Unshroud == false);
Map.Flag_To_Redraw(true);
}
}
if (Debug_Flag && input == KN_SLASH) {
if (Session.Type != GAME_NORMAL) {
SpecialDialog = SDLG_SPECIAL;
input = KN_NONE;
} else {
Special_Dialog();
}
}
#endif
/*
** Process prerecorded team selection. This will be an additive select
** if the SHIFT key is held down. It will create the team if the
** CTRL or ALT key is held down.
*/
int action = 0;
#ifdef WIN32
if (input & WWKEY_SHIFT_BIT) action = 1;
if (input & WWKEY_ALT_BIT) action = 3;
if (input & WWKEY_CTRL_BIT) action = 2;
#else
if (input & KN_SHIFT_BIT) action = 1;
if (input & KN_ALT_BIT) action = 3;
if (input & KN_CTRL_BIT) action = 2;
#endif
/*
** If the "N" key is pressed, then select the next object.
*/
if (key != 0 && key == Options.KeyNext) {
if (action) {
obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
} else {
obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
}
if (obj != NULL) {
Unselect_All();
obj->Select();
Map.Center_Map();
Map.Flag_To_Redraw(true);
}
input = KN_NONE;
}
if (key != 0 && key == Options.KeyPrevious) {
if (action) {
obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
} else {
obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
}
if (obj != NULL) {
Unselect_All();
obj->Select();
Map.Center_Map();
Map.Flag_To_Redraw(true);
}
input = KN_NONE;
}
/*
** All selected units will go into idle mode.
*/
if (key != 0 && key == Options.KeyStop) {
if (CurrentObject.Count()) {
for (index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && (tech->Can_Player_Move() || (tech->Can_Player_Fire() && tech->What_Am_I() != RTTI_BUILDING))) {
OutList.Add(EventClass(EventClass::IDLE, TargetClass(tech)));
}
}
}
input = KN_NONE;
}
/*
** All selected units will attempt to go into guard area mode.
*/
if (key != 0 && key == Options.KeyGuard) {
if (CurrentObject.Count()) {
for (index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && tech->Can_Player_Move() && tech->Can_Player_Fire()) {
OutList.Add(EventClass(TargetClass(tech), MISSION_GUARD_AREA));
}
}
}
input = KN_NONE;
}
/*
** All selected units will attempt to scatter.
*/
if (key != 0 && key == Options.KeyScatter) {
if (CurrentObject.Count()) {
for (index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && tech->Can_Player_Move()) {
OutList.Add(EventClass(EventClass::SCATTER, TargetClass(tech)));
}
}
}
input = KN_NONE;
}
/*
** Center the map around the currently selected objects. If no
** objects are selected, then fall into the home case.
*/
if (key != 0 && (key == Options.KeyHome1 || key == Options.KeyHome2)) {
if (CurrentObject.Count()) {
Map.Center_Map();
#ifdef WIN32
Map.Flag_To_Redraw(true);
#endif
input = KN_NONE;
} else {
input = Options.KeyBase;
}
}
/*
** Center the map about the construction yard or construction vehicle
** if one is present.
*/
if (key != 0 && key == Options.KeyBase) {
Unselect_All();
if (PlayerPtr->CurBuildings) {
for (index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
if (building != NULL && !building->IsInLimbo && building->House == PlayerPtr && *building == STRUCT_CONST) {
Unselect_All();
building->Select();
if (building->IsLeader) break;
}
}
}
if (CurrentObject.Count() == 0 && PlayerPtr->CurUnits) {
for (index = 0; index < Units.Count(); index++) {
UnitClass * unit = Units.Ptr(index);
if (unit != NULL && !unit->IsInLimbo && unit->House == PlayerPtr && *unit == UNIT_MCV) {
Unselect_All();
unit->Select();
break;
}
}
}
if (CurrentObject.Count()) {
Map.Center_Map();
} else {
if (PlayerPtr->Center != 0) {
Map.Center_Map(PlayerPtr->Center);
}
}
Map.Flag_To_Redraw(true);
input = KN_NONE;
}
/*
** Toggle the status of formation for the current team
*/
if (key != 0 && key == Options.KeyFormation) {
Toggle_Formation();
input = KN_NONE;
}
#ifdef TOFIX
/*
** For multiplayer, 'R' pops up the surrender dialog.
*/
if (input != 0 && input == Options.KeyResign) {
if (!PlayerLoses && /*Session.Type != GAME_NORMAL &&*/ !PlayerPtr->IsDefeated) {
SpecialDialog = SDLG_SURRENDER;
input = KN_NONE;
}
input = KN_NONE;
}
#endif
/*
** Handle making and breaking alliances.
*/
if (key != 0 && key == Options.KeyAlliance) {
if (Session.Type != GAME_NORMAL || Debug_Flag) {
if (CurrentObject.Count() && !PlayerPtr->IsDefeated) {
if (CurrentObject[0]->Owner() != PlayerPtr->Class->House) {
OutList.Add(EventClass(EventClass::ALLY, CurrentObject[0]->Owner()));
}
}
}
input = KN_NONE;
}
/*
** Select all the units on the current display. This is equivalent to
** drag selecting the whole view.
*/
if (key != 0 && key == Options.KeySelectView) {
Map.Select_These(0x00000000, XY_Coord(Map.TacLeptonWidth, Map.TacLeptonHeight));
input = KN_NONE;
}
/*
** Toggles the repair state similarly to pressing the repair button.
*/
if (key != 0 && key == Options.KeyRepair) {
Map.Repair_Mode_Control(-1);
input = KN_NONE;
}
/*
** Toggles the sell state similarly to pressing the sell button.
*/
if (key != 0 && key == Options.KeySell) {
Map.Sell_Mode_Control(-1);
input = KN_NONE;
}
/*
** Toggles the map zoom mode similarly to pressing the map button.
*/
if (key != 0 && key == Options.KeyMap) {
Map.Zoom_Mode_Control();
input = KN_NONE;
}
/*
** Scrolls the sidebar up one slot.
*/
if (key != 0 && key == Options.KeySidebarUp) {
Map.SidebarClass::Scroll(true, -1);
input = KN_NONE;
}
/*
** Scrolls the sidebar down one slot.
*/
if (key != 0 && key == Options.KeySidebarDown) {
Map.SidebarClass::Scroll(false, -1);
input = KN_NONE;
}
/*
** Brings up the options dialog box.
*/
if (key != 0 && (key == Options.KeyOption1 || key == Options.KeyOption2)) {
Map.Help_Text(TXT_NONE); // Turns off help text.
Queue_Options();
input = KN_NONE;
}
/*
** Scrolls the tactical map in the direction specified.
*/
int distance = CELL_LEPTON_W;
if (key != 0 && key == Options.KeyScrollLeft) {
Map.Scroll_Map(DIR_W, distance, true);
input = KN_NONE;
}
if (key != 0 && key == Options.KeyScrollRight) {
Map.Scroll_Map(DIR_E, distance, true);
input = KN_NONE;
}
if (key != 0 && key == Options.KeyScrollUp) {
Map.Scroll_Map(DIR_N, distance, true);
input = KN_NONE;
}
if (key != 0 && key == Options.KeyScrollDown) {
Map.Scroll_Map(DIR_S, distance, true);
input = KN_NONE;
}
/*
** Teams are handled by the 10 special team keys. The manual comparison
** to the KN numbers is because the Windows keyboard driver can vary
** the base code number for the key depending on the shift or alt key
** state!
*/
if (input != 0 && (plain == Options.KeyTeam1 || plain == KN_1)) {
Handle_Team(0, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam2 || plain == KN_2)) {
Handle_Team(1, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam3 || plain == KN_3)) {
Handle_Team(2, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam4 || plain == KN_4)) {
Handle_Team(3, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam5 || plain == KN_5)) {
Handle_Team(4, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam6 || plain == KN_6)) {
Handle_Team(5, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam7 || plain == KN_7)) {
Handle_Team(6, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam8 || plain == KN_8)) {
Handle_Team(7, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam9 || plain == KN_9)) {
Handle_Team(8, action);
input = KN_NONE;
}
if (input != 0 && (plain == Options.KeyTeam10 || plain == KN_0)) {
Handle_Team(9, action);
input = KN_NONE;
}
/*
** Handle the bookmark hotkeys.
*/
if (input != 0 && plain == Options.KeyBookmark1 && !Debug_Map) {
Handle_View(0, action);
input = KN_NONE;
}
if (input != 0 && plain == Options.KeyBookmark2 && !Debug_Map) {
Handle_View(1, action);
input = KN_NONE;
}
if (input != 0 && plain == Options.KeyBookmark3 && !Debug_Map) {
Handle_View(2, action);
input = KN_NONE;
}
if (input != 0 && plain == Options.KeyBookmark4 && !Debug_Map) {
Handle_View(3, action);
input = KN_NONE;
}
#ifdef CHEAT_KEYS
if (input != 0 && Debug_Flag && input && (input & KN_RLSE_BIT) == 0) {
Debug_Key(input);
}
#endif
}
void Toggle_Formation(void) {
// MBL 03.23.2020: this has been copied to DLLExportClass::Team_Units_Formation_Toggle_On(), and modified as needed
#if 0
int team = -1;
long minx = 0x7FFFFFFFL, miny = 0x7FFFFFFFL;
long maxx = 0, maxy = 0;
int index;
bool setform = 0;
//
// Recording support
//
if (Session.Record) {
FormationEvent = 1;
}
/*
** Find the first selected object that is a member of a team, and
** register his group as the team we're using. Once we find the team
** number, update the 'setform' flag to know whether we should be setting
** the formation's offsets, or clearing them. If they currently have
** illegal offsets (as in 0x80000000), then we're setting.
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
team = obj->Group;
if (team != -1) {
setform = obj->XFormOffset == (int)0x80000000;
TeamSpeed[team] = SPEED_WHEEL;
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
if (team == -1) {
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
team = obj->Group;
if (team != -1) {
setform = obj->XFormOffset == (int)0x80000000;
TeamSpeed[team] = SPEED_WHEEL;
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
}
if (team == -1) {
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
team = obj->Group;
if (team != -1) {
setform = obj->XFormOffset == 0x80000000UL;
TeamSpeed[team] = SPEED_WHEEL;
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
}
if (team == -1) return;
/*
** Now that we have a team, let's go set (or clear) the formation offsets.
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < TeamMaxSpeed[team]) {
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
TeamSpeed[team] = obj->Class->Speed;
}
} else {
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < TeamMaxSpeed[team]) {
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
}
} else {
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
}
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < TeamMaxSpeed[team]) {
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
}
} else {
obj->XFormOffset = obj->YFormOffset = 0x80000000UL;
}
}
}
/*
** All the units have been counted to find the bounding rectangle and
** center of the formation, or to clear their offsets. Now, if we're to
** set them into formation, proceed to do so. Otherwise, bail.
*/
if (setform) {
int centerx = (int)((maxx - minx)/2)+minx;
int centery = (int)((maxy - miny)/2)+miny;
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team ) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team ) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
}
#endif
}
/***********************************************************************************************
* Message_Input -- allows inter-player message input processing *
* *
* INPUT: *
* input key value *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 05/22/1995 BRR : Created. *
*=============================================================================================*/
//#pragma off (unreferenced)
static void Message_Input(KeyNumType &input)
{
int rc;
char txt[MAX_MESSAGE_LENGTH+32];
int id;
// SerialPacketType * serial_packet;
//int i;
KeyNumType copy_input;
//char *msg;
/*
** Check keyboard input for a request to send a message.
** The 'to' argument for Add_Edit is prefixed to the message buffer; the
** message buffer is big enough for the 'to' field plus MAX_MESSAGE_LENGTH.
** To send the message, calling Get_Edit_Buf retrieves the buffer minus the
** 'to' portion. At the other end, the buffer allocated to display the
** message must be MAX_MESSAGE_LENGTH plus the size of "From: xxx (house)".
*/
#ifdef WOLAPI_INTEGRATION
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH &&
( ( input >= KN_F1 && input < (KN_F1 + Session.MaxPlayers) ) || input == PAGE_RESPOND_KEY ) &&
!Session.Messages.Is_Edit()) {
#else
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && input >= KN_F1 && input < (KN_F1 + Session.MaxPlayers) && !Session.Messages.Is_Edit()) {
#endif
memset (txt, 0, 40);
/*
** For a serial game, send a message on F1 or F4; set 'txt' to the
** "Message:" string & add an editable message to the list.
*/
if (Session.Type==GAME_NULL_MODEM || Session.Type==GAME_MODEM) {
if (input==KN_F1 || input==(KN_F1 + Session.MaxPlayers - 1)) {
strcpy(txt, Text_String(TXT_MESSAGE)); // "Message:"
Session.Messages.Add_Edit (Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
}
} else if ((Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) && !Session.Messages.Is_Edit()) {
/*
** For a network game:
** F1-F7 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
** F8 = "To All:"
*/
if (input==(KN_F1 + Session.MaxPlayers - 1)) {
Session.MessageAddress = IPXAddressClass(); // set to broadcast
strcpy(txt, Text_String(TXT_TO_ALL)); // "To All:"
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
#ifdef WOLAPI_INTEGRATION
} else if ((input - KN_F1) < Ipx.Num_Connections() && !Session.ObiWan && input != PAGE_RESPOND_KEY ) {
#else
} else if ((input - KN_F1) < Ipx.Num_Connections() && !Session.ObiWan) {
#endif
id = Ipx.Connection_ID(input - KN_F1);
Session.MessageAddress = (*(Ipx.Connection_Address (id)));
sprintf(txt, Text_String(TXT_TO), Ipx.Connection_Name(id));
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
}
#ifdef WOLAPI_INTEGRATION
else if( Session.Type == GAME_INTERNET && pWolapi && !pWolapi->bConnectionDown && input == PAGE_RESPOND_KEY )
{
if( *pWolapi->szExternalPager )
{
// Respond to a page from external ww online user that paged me.
// Set MessageAddress to all zeroes, as a flag to ourselves later on.
NetNumType blip;
NetNodeType blop;
memset( blip, 0, 4 );
memset( blop, 0, 6 );
Session.MessageAddress = IPXAddressClass( blip, blop );
// Tell pWolapi not to reset szExternalPager for the time being.
pWolapi->bFreezeExternalPager = true;
sprintf( txt, Text_String( TXT_TO ), pWolapi->szExternalPager );
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
Keyboard->Clear();
}
else
{
Session.Messages.Add_Message( NULL, 0, TXT_WOL_NOTPAGED, PCOLOR_GOLD, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE );
Sound_Effect( VOC_SYS_ERROR );
}
}
#endif
}
#if(TEN)
/*
** For a TEN game:
** F1-F7 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
** F8 = "To All:"
*/
else if (Session.Type == GAME_TEN && !Session.Messages.Is_Edit()) {
if (input==(KN_F1 + Session.MaxPlayers - 1)) {
Session.TenMessageAddress = -1; // set to broadcast
strcpy(txt,Text_String(TXT_TO_ALL)); // "To All:"
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
} else if ((input - KN_F1) < Ten->Num_Connections() && !Session.ObiWan) {
id = Ten->Connection_ID(input - KN_F1);
Session.TenMessageAddress = Ten->Connection_Address(id);
sprintf(txt,Text_String(TXT_TO),Ten->Connection_Name(id));
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
}
}
#endif // TEN
#if(MPATH)
/*
** For a MPATH game:
** F1-F7 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
** F8 = "To All:"
*/
else if (Session.Type == GAME_MPATH && !Session.Messages.Is_Edit()) {
if (input==(KN_F1 + Session.MaxPlayers - 1)) {
Session.MPathMessageAddress = 0; // set to broadcast
strcpy(txt,Text_String(TXT_TO_ALL)); // "To All:"
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
} else if ((input - KN_F1) < MPath->Num_Connections() && !Session.ObiWan) {
id = MPath->Connection_ID(input - KN_F1);
Session.MPathMessageAddress = MPath->Connection_Address(id);
sprintf(txt,Text_String(TXT_TO),MPath->Connection_Name(id));
Session.Messages.Add_Edit(Session.ColorIdx,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
Map.Flag_To_Redraw(false);
}
}
#endif // MPATH
}
/*
** Process message-system input; send the message out if RETURN is hit.
*/
copy_input = input;
rc = Session.Messages.Input(input);
/*
** If a single character has been added to an edit buffer, update the display.
*/
if (rc == 1 && Session.Type != GAME_NORMAL) {
Map.Flag_To_Redraw(false);
}
/*
** If backspace was hit, redraw the map. If the edit message was removed,
** the map must be force-drawn, since it won't be able to compute the
** cells to redraw; otherwise, let the map compute the cells to redraw,
** by not force-drawing it, but just setting the IsToRedraw bit.
*/
if (rc==2 && Session.Type != GAME_NORMAL) {
if (copy_input==KN_ESC) {
Map.Flag_To_Redraw(true);
#ifdef WOLAPI_INTEGRATION
if( pWolapi )
// Just in case user was responding to a page from outside the game, and we had frozen the "szExternalPager".
pWolapi->bFreezeExternalPager = false;
#endif
} else {
Map.Flag_To_Redraw(false);
}
Map.DisplayClass::IsToRedraw = true;
}
/*
** Send a message
*/
if ((rc==3 || rc==4) && Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH) {
#if (0)
/*
** Serial game: fill in a SerialPacketType & send it.
** (Note: The size of the SerialPacketType.Command must be the same as
** the EventClass.Type!)
*/
if (Session.Type==GAME_NULL_MODEM || Session.Type==GAME_MODEM) {
serial_packet = (SerialPacketType *)NullModem.BuildBuf;
serial_packet->Command = SERIAL_MESSAGE;
strcpy (serial_packet->Name, Session.Players[0]->Name);
serial_packet->ID = Session.ColorIdx;
if (rc==3) {
strcpy (serial_packet->Message.Message, Session.Messages.Get_Edit_Buf());
} else {
strcpy (serial_packet->Message.Message, Session.Messages.Get_Overflow_Buf());
Session.Messages.Clear_Overflow_Buf();
}
/*
** Send the message, and store this message in our LastMessage
** buffer; the computer may send us a version of it later.
*/
NullModem.Send_Message(NullModem.BuildBuf,
sizeof(SerialPacketType), 1);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
char *ptr = &serial_packet->Message.Message[0];
if (!strncmp(ptr,"SECRET UNITS ON ",15) && NewUnitsEnabled) {
Enable_Secret_Units();
}
#endif
strcpy(Session.LastMessage, serial_packet->Message.Message);
} else if (Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) {
#ifdef WOLAPI_INTEGRATION
NetNumType blip;
NetNodeType blop;
Session.MessageAddress.Get_Address( blip, blop );
if( blip[0] + blip[1] + blip[2] + blip[3] + blop[0] + blop[1] + blop[2] + blop[3] + blop[4] + blop[5] == 0 )
{
// This message is a response to the last person that paged me.
if( pWolapi && !pWolapi->bConnectionDown ) // (As connection may have gone down.)
{
pWolapi->Page( pWolapi->szExternalPager, Session.Messages.Get_Edit_Buf(), false );
pWolapi->bFreezeExternalPager = false;
}
}
else
#endif
{
/*
** Network game: fill in a GlobalPacketType & send it.
*/
Session.GPacket.Command = NET_MESSAGE;
strcpy (Session.GPacket.Name, Session.Players[0]->Name);
Session.GPacket.Message.Color = Session.ColorIdx;
Session.GPacket.Message.NameCRC = Compute_Name_CRC(Session.GameName);
if (rc==3) {
strcpy (Session.GPacket.Message.Buf, Session.Messages.Get_Edit_Buf());
} else {
strcpy (Session.GPacket.Message.Buf,
Session.Messages.Get_Overflow_Buf());
Session.Messages.Clear_Overflow_Buf();
}
/*
** If 'F4' was hit, MessageAddress will be a broadcast address; send
** the message to every player we have a connection with.
*/
if (Session.MessageAddress.Is_Broadcast()) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
char *ptr = &Session.GPacket.Message.Buf[0];
if (!strncmp(ptr,"SECRET UNITS ON ",15) && NewUnitsEnabled) {
*ptr = 'X'; // force it to an odd hack so we know it was broadcast.
Enable_Secret_Units();
}
#endif
for (i = 0; i < Ipx.Num_Connections(); i++) {
Ipx.Send_Global_Message(&Session.GPacket,
sizeof(GlobalPacketType), 1,
Ipx.Connection_Address(Ipx.Connection_ID(i)));
Ipx.Service();
}
} else {
/*
** Otherwise, MessageAddress contains the exact address to send to.
** Send to that address only.
*/
Ipx.Send_Global_Message(&Session.GPacket,
sizeof(GlobalPacketType), 1,
&Session.MessageAddress);
Ipx.Service();
}
/*
** Store this message in our LastMessage buffer; the computer may send
** us a version of it later.
*/
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
}
}
#if(TEN)
/*
** TEN game: fill in a GlobalPacketType & send it.
*/
else if (Session.Type == GAME_TEN) {
Session.GPacket.Command = NET_MESSAGE;
strcpy (Session.GPacket.Name, Session.Players[0]->Name);
Session.GPacket.Message.Color = Session.ColorIdx;
Session.GPacket.Message.NameCRC = Compute_Name_CRC(Session.GameName);
if (rc==3) {
strcpy (Session.GPacket.Message.Buf, Session.Messages.Get_Edit_Buf());
} else {
strcpy (Session.GPacket.Message.Buf,
Session.Messages.Get_Overflow_Buf());
Session.Messages.Clear_Overflow_Buf();
}
Ten->Send_Global_Message(&Session.GPacket, sizeof(GlobalPacketType),
1, Session.TenMessageAddress);
}
#endif // TEN
#if(MPATH)
/*
** MPATH game: fill in a GlobalPacketType & send it.
*/
else if (Session.Type == GAME_MPATH) {
Session.GPacket.Command = NET_MESSAGE;
strcpy (Session.GPacket.Name, Session.Players[0]->Name);
Session.GPacket.Message.Color = Session.ColorIdx;
Session.GPacket.Message.NameCRC = Compute_Name_CRC(Session.GameName);
if (rc==3) {
strcpy (Session.GPacket.Message.Buf, Session.Messages.Get_Edit_Buf());
} else {
strcpy (Session.GPacket.Message.Buf,
Session.Messages.Get_Overflow_Buf());
Session.Messages.Clear_Overflow_Buf();
}
MPath->Send_Global_Message(&Session.GPacket, sizeof(GlobalPacketType),
1, Session.MPathMessageAddress);
}
#endif // MPATH
/*
** Tell the map to completely update itself, since a message is now missing.
*/
Map.Flag_To_Redraw(true);
#endif
}
}
//#pragma on (unreferenced)
/***********************************************************************************************
* Color_Cycle -- Handle the general palette color cycling. *
* *
* This is a maintenance routine that handles the color cycling. It should be called as *
* often as necessary to achieve smooth color cycling effects -- at least 8 times a second. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 06/10/1994 JLB : Uses new cycle color values. *
* 12/21/1994 JLB : Handles text fade color. *
* 07/16/1996 JLB : Faster pulsing of white color. *
*=============================================================================================*/
void Color_Cycle(void)
{
static CDTimerClass<SystemTimerClass> _timer;
static CDTimerClass<SystemTimerClass> _ftimer;
static bool _up = false;
static int val = 255;
bool changed = false;
if (Options.IsPaletteScroll) {
/*
** Process the fading white color. It is used for the radar box and other glowing
** game interface elements.
*/
if (!_ftimer) {
_ftimer = TIMER_SECOND/6;
#define STEP_RATE 20
if (_up) {
val += STEP_RATE;
if (val > 150) {
val = 150;
_up = false;
}
} else {
val -= STEP_RATE;
if (val < 0x20) {
val = 0x20;
_up = true;
}
}
/*
** Set the pulse color as the proportional value between white and the
** minimum value for pulsing.
*/
InGamePalette[CC_PULSE_COLOR] = GamePalette[WHITE];
InGamePalette[CC_PULSE_COLOR].Adjust(val, BlackColor);
/*
** Pulse the glowing embers between medium and dark red.
*/
InGamePalette[CC_EMBER_COLOR] = RGBClass(255, 80, 80);
InGamePalette[CC_EMBER_COLOR].Adjust(val, BlackColor);
changed = true;
}
/*
** Process the color cycling effects -- water.
*/
if (!_timer) {
_timer = TIMER_SECOND/4;
RGBClass first = InGamePalette[CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1];
for (int index = CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1; index >= CYCLE_COLOR_START; index--) {
InGamePalette[index] = InGamePalette[index-1];
}
InGamePalette[CYCLE_COLOR_START] = first;
changed = true;
}
/*
** If any of the processing functions changed the palette, then this palette must be
** passed to the system.
*/
if (changed) {
BStart(BENCH_PALETTE);
InGamePalette.Set();
// Set_Palette(InGamePalette);
BEnd(BENCH_PALETTE);
}
}
}
/***********************************************************************************************
* Call_Back -- Main game maintenance callback routine. *
* *
* This routine handles all the "real time" processing that needs to *
* occur. This includes palette fading and sound updating. It needs *
* to be called as often as possible. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
void Call_Back(void)
{
/*
** Music and speech maintenance
*/
if (SampleType) {
Sound_Callback();
Theme.AI();
Speak_AI();
}
/*
** Network maintenance.
*/
if (Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) {
IPX_Call_Back();
}
/*
** Serial game maintenance.
*/
if (Session.Type == GAME_NULL_MODEM || ((Session.Type == GAME_MODEM) && Session.ModemService)) {
//NullModem.Service(); ST - 5/7/2019
}
#ifdef WOLAPI_INTEGRATION
// Wolapi maintenance.
if( pWolapi )
{
if( pWolapi->bInGame )
{
if( !pWolapi->bConnectionDown && ::timeGetTime() > pWolapi->dwTimeNextWolapiPump )
{
pWolapi->pChat->PumpMessages();
pWolapi->pNetUtil->PumpMessages();
pWolapi->dwTimeNextWolapiPump = ::timeGetTime() + WOLAPIPUMPWAIT + 700; // Slower pump during games.
if( pWolapi->bConnectionDown )
{
// Connection to server lost.
Session.Messages.Add_Message( NULL, 0, TXT_WOL_WOLAPIGONE, PCOLOR_GOLD, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE );
Sound_Effect( WOLSOUND_LOGOUT );
// ajw (Wolapi object is now left around, so we can try to send game results.)
// // Kill wolapi.
// pWolapi->UnsetupCOMStuff();
// delete pWolapi;
// pWolapi = NULL;
}
}
}
else
{
// When showing a modal dialog during chat, this pumping is turned on. It's turned off immediately following.
if( pWolapi->bPump_In_Call_Back && ( ::timeGetTime() > pWolapi->dwTimeNextWolapiPump ) )
{
pWolapi->pChat->PumpMessages();
pWolapi->pNetUtil->PumpMessages();
pWolapi->dwTimeNextWolapiPump = ::timeGetTime() + WOLAPIPUMPWAIT;
}
}
}
#endif
#if(TEN)
if (Session.Type == GAME_TEN) {
TEN_Call_Back();
}
#endif // TEN
#if(MPATH)
if (Session.Type == GAME_MPATH) {
MPATH_Call_Back();
}
#endif // MPATH
}
void IPX_Call_Back(void)
{
#if (0)//PG
Ipx.Service();
/*
** Read packets only if the game is "closed", so we don't steal global
** messages from the connection dialogs.
*/
if (!Session.NetOpen) {
if (Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen, &Session.GAddress, &Session.GProductID)) {
if (Session.GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER0) {
/*
** If this is another player signing off, remove the connection &
** mark that player's house as non-human, so the computer will take
** it over.
*/
if (Session.GPacket.Command == NET_SIGN_OFF) {
for (int i = 0; i < Ipx.Num_Connections(); i++) {
int id = Ipx.Connection_ID(i);
if (Session.GAddress == (*Ipx.Connection_Address(id))) {
Destroy_Connection(id, 0);
}
}
} else {
/*
** Process a message from another user.
*/
if (Session.GPacket.Command == NET_MESSAGE) {
bool msg_ok = false;
/*
** If NetProtect is set, make sure this message came from within
** this game.
*/
if (!Session.NetProtect) {
msg_ok = true;
} else {
if (Session.GPacket.Message.NameCRC ==
Compute_Name_CRC(Session.GameName)) {
msg_ok = true;
} else {
msg_ok = false;
}
}
if (msg_ok) {
if (!Session.Messages.Concat_Message(Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf, Rule.MessageDelay * TICKS_PER_MINUTE)) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (NewUnitsEnabled && !strncmp(Session.GPacket.Message.Buf,"XECRET UNITS ON ",15)) {
Session.GPacket.Message.Buf[0]='S';
Enable_Secret_Units();
}
#endif
Session.Messages.Add_Message (Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
Session.GPacket.Message.Color,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL |
TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE);
Sound_Effect(VOC_INCOMING_MESSAGE);
}
/*
** Tell the map to do a partial update (just to force the messages
** to redraw).
*/
Map.Flag_To_Redraw(true);
/*
** Save this message in our last-message buffer
*/
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
}
} else {
Process_Global_Packet(&Session.GPacket, &Session.GAddress);
}
}
}
}
}
#endif
}
#if(TEN)
void TEN_Call_Back(void)
{
int id;
Ten->Service();
if (Ten->Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.TenAddress)) {
//
// If this is another player signing off, remove the connection &
// mark that player's house as non-human, so the computer will take
// it over.
//
if (Session.GPacket.Command == NET_SIGN_OFF) {
for (int i = 0; i < Ten->Num_Connections(); i++) {
id = Ten->Connection_ID(i);
if (Session.TenAddress == Ten->Connection_Address(id)) {
Destroy_TEN_Connection(id, 0);
}
}
}
//
// Process a message from another user.
//
else if (Session.GPacket.Command == NET_MESSAGE) {
if (!Session.Messages.Concat_Message(Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf, Rule.MessageDelay * TICKS_PER_MINUTE)) {
Session.Messages.Add_Message (Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
Session.GPacket.Message.Color,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL |
TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE);
Sound_Effect(VOC_INCOMING_MESSAGE);
/*
** Tell the map to do a partial update (just to force the messages
** to redraw).
*/
Map.Flag_To_Redraw(true);
/*
** Save this message in our last-message buffer
*/
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
}
}
}
}
#endif // TEN
#if(MPATH)
void MPATH_Call_Back(void)
{
int id;
MPath->Service();
if (MPath->Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.MPathAddress)) {
//
// If this is another player signing off, remove the connection &
// mark that player's house as non-human, so the computer will take
// it over.
//
if (Session.GPacket.Command == NET_SIGN_OFF) {
for (int i = 0; i < MPath->Num_Connections(); i++) {
id = MPath->Connection_ID(i);
if (Session.MPathAddress == MPath->Connection_Address(id)) {
Destroy_MPATH_Connection(id, 0);
}
}
}
//
// Process a message from another user.
//
else if (Session.GPacket.Command == NET_MESSAGE) {
if (!Session.Messages.Concat_Message(Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf, Rule.MessageDelay * TICKS_PER_MINUTE)) {
Session.Messages.Add_Message (Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
Session.GPacket.Message.Color,
TPF_6PT_GRAD | TPF_USE_GRAD_PAL |
TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE);
Sound_Effect(VOC_INCOMING_MESSAGE);
/*
** Tell the map to do a partial update (just to force the messages
** to redraw).
*/
Map.Flag_To_Redraw(true);
/*
** Save this message in our last-message buffer
*/
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
}
}
}
}
#endif // MPATH
/***********************************************************************************************
* Language_Name -- Build filename for current language. *
* *
* This routine attaches a language specific suffix to the base *
* filename provided. Typical use of this is when loading language *
* specific files at game initialization time. *
* *
* INPUT: basename -- Base name to append language specific *
* extension to. *
* *
* OUTPUT: Returns with pointer to completed filename. *
* *
* WARNINGS: The return pointer value is valid only until the next time *
* this routine is called. *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
char const * Language_Name(char const * basename)
{
static char _fullname[_MAX_FNAME+_MAX_EXT];
if (!basename) return(NULL);
sprintf(_fullname, "%s.ENG", basename);
return(_fullname);
}
/***********************************************************************************************
* Source_From_Name -- Converts ASCII name into SourceType. *
* *
* This routine is used to convert an ASCII name representing a *
* SourceType into the actual SourceType value. Typically, this is *
* used when processing the scenario INI file. *
* *
* INPUT: name -- The ASCII source name to process. *
* *
* OUTPUT: Returns with the SourceType represented by the name *
* specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/17/1994 JLB : Created. *
*=============================================================================================*/
SourceType Source_From_Name(char const * name)
{
if (name) {
for (SourceType source = SOURCE_FIRST; source < SOURCE_COUNT; source++) {
if (stricmp(SourceName[source], name) == 0) {
return(source);
}
}
}
return(SOURCE_NONE);
}
/***********************************************************************************************
* Name_From_Source -- retrieves the name for the given SourceType *
* *
* INPUT: *
* source SourceType to get the name for *
* *
* OUTPUT: *
* name of SourceType *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/15/1994 BR : Created. *
*=============================================================================================*/
char const * Name_From_Source(SourceType source)
{
if ((unsigned)source < SOURCE_COUNT) {
return(SourceName[source]);
}
return("None");
}
/***********************************************************************************************
* Theater_From_Name -- Converts ASCII name into a theater number. *
* *
* This routine converts an ASCII representation of a theater and converts it into a *
* matching theater number. If no match was found, then THEATER_NONE is returned. *
* *
* INPUT: name -- Pointer to ASCII name to convert. *
* *
* OUTPUT: Returns with the name converted into a theater number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
TheaterType Theater_From_Name(char const * name)
{
TheaterType index;
if (name) {
for (index = THEATER_FIRST; index < THEATER_COUNT; index++) {
if (stricmp(name, Theaters[index].Name) == 0) {
return(index);
}
}
}
return(THEATER_NONE);
}
/***********************************************************************************************
* KN_To_Facing -- Converts a keyboard input number into a facing value. *
* *
* This routine determine which compass direction is represented by the keyboard value *
* provided. It is used for map scrolling and other directional control operations from *
* the keyboard. *
* *
* INPUT: input -- The KN number to convert. *
* *
* OUTPUT: Returns with the facing type that the keyboard number represents. If it could *
* not be translated, then FACING_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
FacingType KN_To_Facing(int input)
{
input &= ~(KN_ALT_BIT|KN_SHIFT_BIT|KN_CTRL_BIT);
switch (input) {
case KN_LEFT:
return(FACING_W);
case KN_RIGHT:
return(FACING_E);
case KN_UP:
return(FACING_N);
case KN_DOWN:
return(FACING_S);
case KN_UPLEFT:
return(FACING_NW);
case KN_UPRIGHT:
return(FACING_NE);
case KN_DOWNLEFT:
return(FACING_SW);
case KN_DOWNRIGHT:
return(FACING_SE);
default:
break;
}
return(FACING_NONE);
}
/***********************************************************************************************
* Sync_Delay -- Forces the game into a 15 FPS rate. *
* *
* This routine will wait until the timer for the current frame has expired before *
* returning. It is called at the end of every game loop in order to force the game loop *
* to run at a fixed rate. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine will delay an amount of time according to the game speed setting. *
* *
* HISTORY: *
* 01/04/1995 JLB : Created. *
* 03/06/1995 JLB : Fixed. *
*=============================================================================================*/
static void Sync_Delay(void)
{
/*
** Accumulate the number of 'spare' ticks that are frittered away here.
*/
SpareTicks += FrameTimer;
/*
** Delay until the frame timer expires. This forces the game loop to be regulated to a
** speed controlled by the game options slider.
*/
while (FrameTimer) {
Color_Cycle();
Call_Back();
if (SpecialDialog == SDLG_NONE) {
#ifdef WIN32
WWMouse->Erase_Mouse(&HidPage, TRUE);
#endif //WIN32
KeyNumType input = KN_NONE;
int x, y;
Map.Input(input, x, y);
if (input) {
Keyboard_Process(input);
}
Map.Render();
}
}
Color_Cycle();
Call_Back();
}
/***********************************************************************************************
* Main_Loop -- This is the main game loop (as a single loop). *
* *
* This function will perform one game loop. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Should the game end? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
#ifdef WIN32
extern void Check_For_Focus_Loss(void);
void Reallocate_Big_Shape_Buffer(void);
#endif //WIN32
bool Main_Loop()
{
KeyNumType input; // Player input.
int x;
int y;
int framedelay;
Mono_Set_Cursor(0,0);
if (!GameActive) return(!GameActive);
#ifdef WIN32
/*
** Call the focus loss handler
*/
Check_For_Focus_Loss();
/*
** Allocate extra memory for uncompressed shapes as needed
*/
Reallocate_Big_Shape_Buffer();
#endif
/*
** Sync-bug trapping code
*/
if (Frame >= Session.TrapFrame) {
Session.Trap_Object();
}
//
// Initialize our AI processing timer
//
Session.ProcessTimer = TickCount;
#if 1
if (Session.TrapCheckHeap) {
Debug_Trap_Check_Heap = true;
}
#endif
#ifdef CHEAT_KEYS
/*
** Update the running status debug display.
*/
Self_Regulate();
#endif
BStart(BENCH_GAME_FRAME);
/*
** If there is no theme playing, but it looks like one is required, then start one
** playing. This is usually the symptom of there being no transition score.
*/
if (SampleType && Theme.What_Is_Playing() == THEME_NONE) {
Theme.Queue_Song(THEME_PICK_ANOTHER);
}
/*
** Setup the timer so that the Main_Loop function processes at the correct rate.
*/
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH &&
Session.CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
//
// In playback mode, run as fast as possible.
//
if (Session.Play) {
FrameTimer = 0;
} else {
#ifdef FIXIT_VERSION_3
if( !Session.DesiredFrameRate )
Session.DesiredFrameRate = 60; // A division by zero was happening (very rare).
#endif
framedelay = TIMER_SECOND / Session.DesiredFrameRate;
FrameTimer = framedelay;
}
} else {
if (Options.GameSpeed != 0) {
FrameTimer = Options.GameSpeed +
(PlayerPtr->Difficulty == DIFF_EASY ? 1 : 0) -
(PlayerPtr->Difficulty == DIFF_HARD ? 1 : 0);
} else {
FrameTimer = Options.GameSpeed + (PlayerPtr->Difficulty == DIFF_EASY ? 1 : 0);
}
}
/*
** Update the display, unless we're inside a dialog.
*/
if (!Session.Play) {
#ifdef WIN32
if (SpecialDialog == SDLG_NONE && GameInFocus) {
WWMouse->Erase_Mouse(&HidPage, TRUE);
#else
if (SpecialDialog == SDLG_NONE) {
#endif
Map.Input(input, x, y);
if (input) {
Keyboard_Process(input);
}
Map.Render();
}
}
/*
** Save map's position & selected objects, if we're recording the game.
*/
if (Session.Record || Session.Play) {
Do_Record_Playback();
}
#ifndef SORTDRAW
/*
** Sort the map's ground layer by y-coordinate value. This is done
** outside the IsToRedraw check, for the purposes of game sync'ing
** between machines; this way, all machines will sort the Map's
** layer in the same way, and any processing done that's based on
** the order of this layer will remain in sync.
*/
DisplayClass::Layer[LAYER_GROUND].Sort();
#endif
/*
** AI logic operations are performed here.
*/
Logic.AI();
TimeQuake = false;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (!PendingTimeQuake) {
TimeQuakeCenter = 0;
}
#endif
/*
** Manage the inter-player message list. If Manage() returns true, it means
** a message has expired & been removed, and the entire map must be updated.
*/
if (Session.Messages.Manage()) {
#ifdef WIN32
HiddenPage.Clear();
#else //WIN32
HidPage.Clear();
#endif //WIN32
Map.Flag_To_Redraw(true);
}
//
// Measure how long it took to process the AI
//
Session.ProcessTicks += (TickCount - Session.ProcessTimer);
Session.ProcessFrames++;
/*
** Process all commands that are ready to be processed.
*/
Queue_AI();
/*
** Keep track of elapsed time in the game.
*/
Score.ElapsedTime += TIMER_SECOND / TICKS_PER_SECOND;
Call_Back();
/*
** Check for player wins or loses according to global event flag.
*/
if (PlayerWins) {
#ifdef WIN32
/*
** Send the game statistics to WChat.
*/
if (Session.Type == GAME_INTERNET && !GameStatisticsPacketSent) {
Register_Game_End_Time();
Send_Statistics_Packet(); // Player just won.
}
WWMouse->Erase_Mouse(&HidPage, TRUE);
#endif //WIN32
PlayerLoses = false;
PlayerWins = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Win();
return(!GameActive);
}
if (PlayerLoses) {
#ifdef WIN32
/*
** Send the game statistics to WChat.
*/
if (Session.Type == GAME_INTERNET && !GameStatisticsPacketSent) {
Register_Game_End_Time();
Send_Statistics_Packet(); // Player just lost.
}
WWMouse->Erase_Mouse(&HidPage, TRUE);
#endif //WIN32
PlayerWins = false;
PlayerLoses = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Lose();
return(!GameActive);
}
if (PlayerRestarts) {
#ifdef WIN32
WWMouse->Erase_Mouse(&HidPage, TRUE);
#endif //WIN32
PlayerWins = false;
PlayerLoses = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Restart();
return(!GameActive);
}
#ifdef FIXIT_VERSION_3 // Stalemate games.
if( Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && Session.Players.Count() == 2 &&
Scen.bLocalProposesDraw && Scen.bOtherProposesDraw )
{
// End game in a draw.
if (Session.Type == GAME_INTERNET && !GameStatisticsPacketSent) {
Register_Game_End_Time();
Send_Statistics_Packet();
}
WWMouse->Erase_Mouse(&HidPage, TRUE);
Map.Help_Text(TXT_NONE);
Do_Draw();
return(!GameActive);
}
#endif
/*
** The frame logic has been completed. Increment the frame
** counter.
*/
Frame++;
/*
** Is there a memory trasher altering the map??
*/
if (Debug_Check_Map) {
if (!Map.Validate()) {
if (WWMessageBox().Process (TEXT_MAP_ERROR, TEXT_STOP, TEXT_CONTINUE)==0) {
GameActive = 0;
}
Map.Validate(); // give debugger a chance to catch it
}
}
#if (0) //ST - 5/8/2019
#ifdef WIN32
if (Debug_MotionCapture) {
static void ** _array = 0;
static int _sequence = 0;
static int _seqsize = Rule.MovieTime * TICKS_PER_MINUTE;
if (_array == NULL) {
_array = new void * [_seqsize];
memset(_array, '\0', _seqsize * sizeof(void*));
}
if (_array == NULL) {
Debug_MotionCapture = false;
}
static GraphicBufferClass temp_page( SeenBuff.Get_Width(),
SeenBuff.Get_Height(),
NULL,
SeenBuff.Get_Width() * SeenBuff.Get_Height());
int size = SeenBuff.Get_Width() * SeenBuff.Get_Height();
if (_sequence < _seqsize) {
if (_array[_sequence] == NULL) {
_array[_sequence] = new char[size];
}
if (_array[_sequence] != NULL) {
SeenBuff.Blit(temp_page);
memmove(_array[_sequence], temp_page.Get_Buffer(), size);
}
_sequence++;
} else {
Debug_MotionCapture = false;
CDFileClass file;
file.Cache(200000);
char filename[30];
for (int index = 0; index < _sequence; index++) {
memmove(temp_page.Get_Buffer(), _array[index], size);
sprintf(filename, "cap%04d.pcx", index);
file.Set_Name(filename);
Write_PCX_File(file, temp_page, & GamePalette);
}
_sequence = 0;
}
}
#endif
#endif
BEnd(BENCH_GAME_FRAME);
Sync_Delay();
return(!GameActive);
}
#ifdef SCENARIO_EDITOR
/***************************************************************************
* Map_Edit_Loop -- a mini-main loop for map edit mode only *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/19/1994 BR : Created. *
*=========================================================================*/
bool Map_Edit_Loop(void)
{
/*
** Redraw the map.
*/
Map.Render();
/*
** Get user input (keys, mouse clicks).
*/
KeyNumType input;
#ifdef WIN32
WWMouse->Erase_Mouse(&HidPage, TRUE);
#endif //WIN32
int x;
int y;
Map.Input(input, x, y);
/*
** Process keypress.
*/
if (input) {
Keyboard_Process(input);
}
Call_Back(); // maintains Theme.AI() for music
Color_Cycle();
return(!GameActive);
}
/***************************************************************************
* Go_Editor -- Enables/disables the map editor *
* *
* INPUT: *
* flag true = go into editor mode; false = go into game mode *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/19/1994 BR : Created. *
*=========================================================================*/
void Go_Editor(bool flag)
{
/*
** Go into Scenario Editor mode
*/
if (flag) {
Debug_Map = true;
Debug_Unshroud = true;
/*
** Un-select any selected objects
*/
Unselect_All();
/*
** Turn off the sidebar if it's on
*/
Map.Activate(0);
/*
** Reset the map's Button list for the new mode
*/
Map.Init_IO();
/*
** Force a complete redraw of the screen
*/
#ifdef WIN32
HiddenPage.Clear();
#else
HidPage.Clear();
#endif
Map.Flag_To_Redraw(true);
Map.Render();
} else {
/*
** Go into normal game mode
*/
Debug_Map = false;
Debug_Unshroud = false;
/*
** Un-select any selected objects
*/
Unselect_All();
/*
** Reset the map's Button list for the new mode
*/
Map.Init_IO();
/*
** Force a complete redraw of the screen
*/
HidPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
}
}
#endif
#if (0)
/***********************************************************************************************
* MixFileHandler -- Handles VQ file access. *
* *
* This routine is called from the VQ player when it needs to access the source file. By *
* using this routine it is possible to virtualize the file system. *
* *
* INPUT: vqa -- Pointer to the VQA handle for this animation. *
* *
* action-- The requested action to perform. *
* *
* buffer-- Optional buffer pointer as needed by the type of action. *
* *
* nbytes-- The number of bytes (if needed) for this operation. *
* *
* OUTPUT: Returns a value consistent with the action requested. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
long MixFileHandler(VQAHandle * vqa, long action, void * buffer, long nbytes)
{
CCFileClass * file;
long error;
file = (CCFileClass *)vqa->VQAio;
/*
** Perform the action specified by the stream command.
*/
switch (action) {
/*
** VQACMD_READ means read NBytes from the stream and place it in the
** memory pointed to by Buffer.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_READ.
*/
case VQACMD_READ:
error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
break;
/*
** VQACMD_WRITE is analogous to VQACMD_READ.
**
** Writing is not allowed to the VQA file, VQA library will remap the
** error into VQAERR_WRITE.
*/
case VQACMD_WRITE:
error = 1;
break;
/*
** VQACMD_SEEK asks that you perform a seek relative to the current
** position. NBytes is a signed number, indicating seek direction
** (positive for forward, negative for backward). Buffer has no meaning
** here.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_SEEK.
*/
case VQACMD_SEEK:
error = (file->Seek(nbytes, SEEK_CUR) == -1);
break;
/*
** VQACMD_OPEN asks that you open your stream for access.
*/
case VQACMD_OPEN:
file = new CCFileClass((char *)buffer);
if (file != NULL && file->Is_Available()) {
error = file->Open((char *)buffer, READ);
if (error != -1) {
vqa->VQAio = (unsigned long)file;
error = 0;
} else {
delete file;
file = 0;
error = 1;
}
} else {
error = 1;
}
break;
case VQACMD_CLOSE:
file->Close();
delete file;
file = 0;
vqa->VQAio = 0;
error = 0;
break;
/*
** VQACMD_INIT means to prepare your stream for reading. This is used for
** certain streams that can't be read immediately upon opening, and need
** further preparation. This operation is allowed to fail; the error code
** will be returned directly to the client.
*/
case VQACMD_INIT:
/*
** IFFCMD_CLEANUP means to terminate the transaction with the associated
** stream. This is used for streams that can't simply be closed. This
** operation is not allowed to fail; any error returned will be ignored.
*/
case VQACMD_CLEANUP:
error = 0;
break;
default:
error = 0;
break;
}
return(error);
}
#endif
void Rebuild_Interpolated_Palette(unsigned char * interpal)
{
for (int y=0; y<255; y++) {
for (int x=y+1; x<256; x++) {
*(interpal + (y*256+x)) = *(interpal + (x*256+y));
}
}
}
unsigned char * InterpolatedPalettes[100];
BOOL PalettesRead;
unsigned PaletteCounter;
/***********************************************************************************************
* Load_Interpolated_Palettes -- Loads in any precalculated palettes for hires VQs *
* *
* *
* *
* INPUT: Name of palette file *
* *
* OUTPUT: Number of palettes loaded *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 5/7/96 9:49AM ST : Created *
*=============================================================================================*/
int Load_Interpolated_Palettes(char const * filename, BOOL add)
{
int num_palettes=0;
int i;
int start_palette;
PalettesRead = FALSE;
CCFileClass file(filename);
if (!add) {
for (i=0; i < ARRAY_SIZE(InterpolatedPalettes); i++) {
InterpolatedPalettes[i]=NULL;
}
start_palette=0;
} else {
for (start_palette = 0; start_palette < ARRAY_SIZE(InterpolatedPalettes); start_palette++) {
if (!InterpolatedPalettes[start_palette]) break;
}
}
/*
** Hack another interpolated palette if the requested one is
** not present.
*/
if (!file.Is_Available()) {
file.Set_Name("AAGUN.VQP");
}
if (file.Is_Available()) {
file.Open(READ);
file.Read(&num_palettes , 4);
for (i=0; i < num_palettes; i++) {
InterpolatedPalettes[i+start_palette] = (unsigned char *)malloc (65536);
memset (InterpolatedPalettes[i+start_palette], 0, 65536);
for (int y = 0; y < 256; y++) {
file.Read (InterpolatedPalettes[i+start_palette] + y*256 , y+1);
}
Rebuild_Interpolated_Palette(InterpolatedPalettes[i+start_palette]);
}
PalettesRead = TRUE;
file.Close();
}
PaletteCounter = 0;
return (num_palettes);
}
void Free_Interpolated_Palettes(void)
{
for (int i = 0; i < ARRAY_SIZE(InterpolatedPalettes) ;i++) {
if (InterpolatedPalettes[i]) {
free(InterpolatedPalettes[i]);
InterpolatedPalettes[i]=NULL;
}
}
}
/***********************************************************************************************
* Play_Movie -- Plays a VQ movie. *
* *
* Use this routine to play a VQ movie. It will dispatch the specified movie to the *
* VQ player. The routine will not return until the movie has finished playing. *
* *
* INPUT: name -- The name of the movie file (sans ".VQA"). *
* *
* theme -- The identifier for an optional theme that should be played in the *
* background while this VQ plays. *
* *
* clrscrn -- 'true' if to clear the screen when the movie is over *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/19/1994 JLB : Created. *
*=============================================================================================*/
#ifdef WIN32
extern void Suspend_Audio_Thread(void);
extern void Resume_Audio_Thread(void);
#ifdef MOVIE640
extern GraphicBufferClass VQ640;
#endif
#endif
extern void Play_Movie_GlyphX(const char * movie_name, ThemeType theme, bool immediate);
void Play_Movie(char const * name, ThemeType theme, bool clrscrn, bool immediate)
{
#if (1)
if (strcmp(name, "x") == 0 || strcmp(name, "X") == 0) {
return;
}
Play_Movie_GlyphX(name, theme, immediate);
return;
#else
#ifdef MPEGMOVIE
//theme = theme;
//clrscrn = clrscrn;
if( Using_DVD() )
{
if (PlayMpegMovie(name))
return;
}
#endif
#ifdef CHEAT_KEYS
// Mono_Printf("Movie: %s\n", name);
#endif //CHEAT_KEYS
/*
** Don't play movies in editor mode
*/
if (Debug_Map) {
return;
}
#ifdef CHEAT_KEYS
// Mono_Printf("A\n");
#endif //CHEAT_KEYS
/*
** Don't play movies in multiplayer mode
*/
if (Session.Type != GAME_NORMAL) {
return;
}
#ifdef CHEAT_KEYS
//Mono_Printf("b\n");
#endif //CHEAT_KEYS
if (name) {
char fullname[_MAX_FNAME+_MAX_EXT];
_makepath(fullname, NULL, NULL, name, ".VQA");
#ifdef WIN32
char palname [_MAX_FNAME+_MAX_EXT];
_makepath(palname , NULL, NULL, name, ".VQP");
#endif //WIN32
#ifdef CHEAT_KEYS
// Mono_Set_Cursor(0, 0);Mono_Printf("[%s]", fullname);
#endif
if (!CCFileClass(fullname).Is_Available()){
#ifdef CHEAT_KEYS
// Mono_Printf("fullname: %s\n", fullname);
#endif //CHEAT_KEYS
return;
}
/*
** Reset the anim control structure.
*/
Anim_Init();
/*
** Prepare to play a movie. First hide the mouse and stop any score that is playing.
** While the score (if any) is fading to silence, fade the palette to black as well.
** When the palette has finished fading, wait until the score has finished fading
** before launching the movie.
*/
Hide_Mouse();
Theme.Queue_Song(theme);
if (PreserveVQAScreen == 0 && !clrscrn) {
BlackPalette.Set(FADE_PALETTE_MEDIUM);
VisiblePage.Clear();
BlackPalette.Adjust(0x08, WhitePalette);
BlackPalette.Set();
BlackPalette.Adjust(0xFF);
BlackPalette.Set();
}
PreserveVQAScreen = 0;
Keyboard->Clear();
VQAHandle * vqa = NULL;
#ifdef WIN32
#ifdef MOVIE640
if(IsVQ640) {
AnimControl.ImageWidth = 640;
AnimControl.ImageHeight = 400;
AnimControl.ImageBuf = (unsigned char *)VQ640.Get_Offset();
} else {
AnimControl.ImageWidth = 320;
AnimControl.ImageHeight = 200;
AnimControl.ImageBuf = (unsigned char *)SysMemPage.Get_Offset();
}
#endif
#endif
if (!Debug_Quiet && Get_Digi_Handle() != -1) {
AnimControl.OptionFlags |= VQAOPTF_AUDIO;
} else {
AnimControl.OptionFlags &= ~VQAOPTF_AUDIO;
}
if ((vqa = VQA_Alloc()) != NULL) {
VQA_Init(vqa, MixFileHandler);
if (VQA_Open(vqa, fullname, &AnimControl) == 0) {
Brokeout = false;
#ifdef WIN32
//Suspend_Audio_Thread();
#ifdef MOVIE640
if(!IsVQ640) {
Load_Interpolated_Palettes(palname);
}
#else
Load_Interpolated_Palettes(palname);
#endif
//Set_Palette(BlackPalette);
SysMemPage.Clear();
InMovie = true;
#endif //WIN32
VQA_Play(vqa, VQAMODE_RUN);
VQA_Close(vqa);
#ifdef WIN32
//Resume_Audio_Thread();
InMovie = FALSE;
#ifdef MOVIE640
if(!IsVQ640) {
Free_Interpolated_Palettes();
}
#else
Free_Interpolated_Palettes();
#endif
IsVQ640 = false;
Set_Primary_Buffer_Format();
#endif //WIN32
/*
** Any movie that ends prematurely must have the screen
** cleared to avoid any unexpected palette glitches.
*/
if (Brokeout) {
clrscrn = true;
VisiblePage.Clear();
Brokeout = false;
}
} else {
#ifndef NDEBUG
bool error = true;
assert(error);
#endif
}
VQA_Free(vqa);
} else {
assert(vqa != NULL);
}
#ifdef CHEAT_KEYS
//Mono_Printf("d");
#endif //CHEAT_KEYS
/*
** Presume that the screen is left in a garbage state as well as the palette
** being in an unknown condition. Recover from this by clearing the screen and
** forcing the palette to black.
*/
if (clrscrn) {
VisiblePage.Clear();
BlackPalette.Adjust(0x08, WhitePalette);
BlackPalette.Set();
BlackPalette.Adjust(0xFF);
BlackPalette.Set();
}
Show_Mouse();
}
#endif
}
void Play_Movie(VQType name, ThemeType theme, bool clrscrn, bool immediate)
{
if (name != VQ_NONE) {
if (name == VQ_REDINTRO) {
IsVQ640 = true;
}
Play_Movie(VQName[name], theme, clrscrn, immediate);
IsVQ640 = false;
}
}
// Denzil 5/18/98 - Mpeg movie playback
#ifdef MPEGMOVIE
extern LPDIRECTDRAWPALETTE PalettePtr;
bool PlayMpegMovie(const char* name)
{
char path[MAX_PATH];
CCFileClass file;
const char* filename;
#ifdef CHEAT_KEYS
if( bNoMovies )
return true;
#endif
sprintf(path, "movies\\%.8s.%.3s", name, "mpg");
filename = file.Set_Name(path);
if (!file.Is_Available())
{
#if(1)
VisiblePage.Clear();
GamePalette.Set();
Show_Mouse();
sprintf(path, "Couldn't find %s\n", filename);
WWMessageBox().Process(path);
#endif
return false;
}
// Stop theme music
if (Misc_Focus_Loss_Function)
Misc_Focus_Loss_Function();
// Release primary surface
VisiblePage.Un_Init();
#ifdef MCIMPEG
if (MciMovie && MpgSettings && (MpgSettings->GetDeviceName() != NULL))
{
DirectDrawObject->SetCooperativeLevel(MainWindow, DDSCL_NORMAL);
if (!MciMovie->Open(filename, MpgSettings->GetDeviceName()))
{
WWMessageBox().Process("Couldn't open movie.\n");
}
else if (!MciMovie->Play(MainWindow))
{
WWMessageBox().Process("Couldn't play movie.\n");
}
DirectDrawObject->SetCooperativeLevel(MainWindow, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
}
else
#endif
{
DDSURFACEDESC ddsd;
IDirectDrawSurface* primary = NULL;
bool modeChange = false;
RECT rect;
if (FAILED(DirectDrawObject->SetDisplayMode(ScreenWidth, ScreenHeight, 16)))
{
WWMessageBox().Process("Couldn't change display mode.\n");
}
else
{
// Create primary surface reference
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if (FAILED(DirectDrawObject->CreateSurface(&ddsd, &primary, NULL)))
{
WWMessageBox().Process("Couldn't create primary movie surface.\n");
}
else
{
rect.top = rect.left = 0;
rect.bottom = ScreenHeight;
rect.right = ScreenWidth;
MpgSetCallback(MpegCallback, NULL);
MpgPlay(filename, DirectDrawObject, primary, &rect);
if (primary)
primary->Release();
}
DirectDrawObject->SetDisplayMode(ScreenWidth, ScreenHeight, 8);
}
}
// Restore surfaces
VisiblePage.Init(ScreenWidth, ScreenHeight, NULL, 0, (GBC_Enum)(GBC_VISIBLE|GBC_VIDEOMEM));
PaletteSurface->SetPalette(PalettePtr);
AllSurfaces.Set_Surface_Focus(true);
AllSurfaces.Restore_Surfaces();
return true;
}
MPG_RESPONSE far __stdcall MpegCallback(MPG_CMD cmd, LPVOID data, LPVOID user)
{
static IDirectDrawPalette* _palette = NULL;
user = user;
switch (cmd)
{
case MPGCMD_ERROR:
WWMessageBox().Process((char const *)data);
break;
case MPGCMD_INIT:
VisiblePage.Clear();
break;
case MPGCMD_CLEANUP:
VisiblePage.Clear();
if (_palette != NULL)
{
PaletteSurface->SetPalette(_palette);
_palette->Release();
_palette = NULL;
}
break;
case MPGCMD_PALETTE:
if (FAILED(PaletteSurface->GetPalette(&_palette)))
{
WWMessageBox().Process("Couldn't get primary palette.\n");
}
else
{
if (FAILED(PaletteSurface->SetPalette((IDirectDrawPalette*)data)))
{
WWMessageBox().Process("Couldn't set movie palette.\n");
}
}
break;
case MPGCMD_UPDATE:
if ((BreakoutAllowed || Debug_Flag) && Keyboard->Check())
{
if (Keyboard->Get() == KN_ESC)
{
Keyboard->Clear();
return MPGRES_QUIT;
}
Keyboard->Clear();
}
if (!GameInFocus)
{
MpgPause();
while (!GameInFocus)
{
Check_For_Focus_Loss();
}
MpgResume();
return MPGRES_LOSTFOCUS;
}
break;
default:
break;
}
return MPGRES_CONTINUE;
}
#endif
/***********************************************************************************************
* Unselect_All -- Causes all selected objects to become unselected. *
* *
* This routine will unselect all objects that are currently selected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void Unselect_All(void)
{
//while (CurrentObject.Count()) {
// CurrentObject[0]->Unselect();
//}
//Added some error handling incase there was an issue removing the object - JAS 6/28/2019
while (CurrentObject.Count()) {
int count_before = CurrentObject.Count();
CurrentObject[0]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Unselect_All failed to remove an object");
CurrentObject.Delete(CurrentObject[0]);
}
}
//End of change - JAS 6/28/2019
}
void Unselect_All_Except(ObjectClass* object)
{
int index = 0;
while (index < CurrentObject.Count()) {
if (CurrentObject[index] == object) {
index++;
continue;
}
int count_before = CurrentObject.Count();
CurrentObject[index]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Unselect_All failed to remove an object");
CurrentObject.Delete(CurrentObject[index]);
}
}
}
/***********************************************************************************************
* Fading_Table_Name -- Builds a theater specific fading table name. *
* *
* This routine builds a standard fading table name. This name is dependant on the theater *
* being played, since each theater has its own palette. *
* *
* INPUT: base -- The base name of this fading table. The base name can be no longer than *
* seven characters. *
* *
* theater -- The theater that this fading table is specific to. *
* *
* OUTPUT: Returns with a pointer to the constructed fading table filename. This pointer is *
* valid until this function is called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
char const * Fading_Table_Name(char const * base, TheaterType theater)
{
static char _buffer[_MAX_FNAME+_MAX_EXT];
char root[_MAX_FNAME];
sprintf(root, "%1.1s%s", Theaters[theater].Root, base);
_makepath(_buffer, NULL, NULL, root, ".MRF");
return(_buffer);
}
/***********************************************************************************************
* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
* *
* INPUT: void const * shapefile - pointer to a key framed shapefile *
* int shapenum - shape to extract from shapefile *
* *
* OUTPUT: void const * - 3/3 icon set of shape from file *
* *
* HISTORY: *
* 04/12/1995 PWG : Created. *
* 05/10/1995 JLB : Handles a null shapefile pointer. *
*=============================================================================================*/
void const * Get_Radar_Icon(void const * shapefile, int shapenum, int frames, int zoomfactor)
{
static int _offx[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
static int _offy[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
int lp,framelp;
char pixel;
char * retval = NULL;
char * buffer = NULL;
/*
** If there is no shape file, then there can be no radar icon imagery.
*/
if (!shapefile) return(NULL);
#if (0)
CCPalette.Set();
Set_Logic_Page(SeenBuff);
CC_Draw_Shape(shapefile, shapenum, 64, 64, WINDOW_MAIN, SHAPE_WIN_REL);
#endif
/*
** Get the pixel width and height of the frame we built. This will
** be used to extract icons and build pixels.
*/
int pixel_width = Get_Build_Frame_Width( shapefile );
int pixel_height = Get_Build_Frame_Height( shapefile );
/*
** Find the width and height in icons, adjust these by half an
** icon because the artists may be sloppy and miss the edge of an
** icon one way or the other.
*/
int icon_width = (pixel_width + 12) / 24;
int icon_height = (pixel_height + 12) / 24;
/*
** If we have been told to build as many frames as possible, then
** find out how many frames there are to build.
*/
if (frames == -1) frames = Get_Build_Frame_Count( shapefile );
/*
** Allocate a position to store our icons. If the alloc fails then
** we don't add these icons to the set.
**/
buffer = new char[(icon_width * icon_height * 9 * frames)+2];
if (!buffer) return(NULL);
/*
** Save off the return value so that we can return it to the calling
** function.
*/
retval = (char *)buffer;
*buffer++ = (char)icon_width;
*buffer++ = (char)icon_height;
int val = 24/zoomfactor;
for (framelp = 0; framelp < frames; framelp ++) {
/*
** Build the current frame. If the frame can not be built then we
** just need to skip past this set of icons and try to build the
** next frame.
*/
#ifdef WIN32
void * ptr;
if ((ptr = (void *)(Build_Frame(shapefile, shapenum + framelp, SysMemPage.Get_Buffer()))) != NULL) {
ptr = Get_Shape_Header_Data(ptr);
#else //WIN#@
if (Build_Frame(shapefile, shapenum + framelp, HidPage.Get_Buffer()) <= (unsigned long)HidPage.Get_Size() ) {
#endif //WIN32
/*
** Loop through the icon width and the icon height building icons
** into the buffer pointer. When the getx or gety falls outside of
** the width and height of the shape, just insert transparent pixels.
*/
for (int icony = 0; icony < icon_height; icony ++) {
for (int iconx = 0; iconx < icon_width; iconx ++) {
#ifdef WIN32
for (int y = 0; y < zoomfactor; y++) {
for (int x = 0; x < zoomfactor; x++) {
int getx = (iconx * 24) + (x * val) + (zoomfactor / 2);
int gety = (icony * 24) + (y * val) + (zoomfactor / 2);
if ((getx < pixel_width) && (gety < pixel_height)) {
for (lp = 0; lp < 9; lp ++) {
pixel = *(char *)((char *)ptr + ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp]);
#else //WIN32
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
int getx = (iconx * 24) + (x << 3) + 4;
int gety = (icony * 24) + (y << 3) + 4;
if ((getx < pixel_width) && (gety < pixel_height)) {
for (lp = 0; lp < 9; lp ++) {
pixel = *(char *)((char *)HidPage.Get_Buffer(), ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp]);
#endif //WIN32
if (pixel == LTGREEN) pixel = 0;
if (pixel) {
break;
}
}
*buffer++ = pixel;
} else {
*buffer++ = 0;
}
}
}
}
}
} else {
buffer += icon_width * icon_height * 9;
}
}
return(retval);
}
extern void DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, const ObjectClass *object, DirType rotation, long scale, const char *shape_file_name, char override_owner);
extern void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip);
void CC_Draw_Shape(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation);
void CC_Draw_Shape(const ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation, long virtualscale, int width, int height)
{
if (window == WINDOW_VIRTUAL) {
if (width == 0) width = Get_Build_Frame_Width(shapefile);
if (height == 0) height = Get_Build_Frame_Height(shapefile);
DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, rotation, virtualscale, NULL, HOUSE_NONE);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata, rotation);
}
void CC_Draw_Shape(const ObjectClass *object, const char *shape_file_name, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation, long virtualscale, char override_owner)
{
if (window == WINDOW_VIRTUAL) {
int width = Get_Build_Frame_Width(shapefile);
int height = Get_Build_Frame_Height(shapefile);
DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, rotation, virtualscale, shape_file_name, override_owner);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata, rotation);
}
void CC_Draw_Pip(const ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation)
{
if (window == WINDOW_VIRTUAL) {
DLL_Draw_Pip_Intercept(object, shapenum);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata, rotation);
}
/***********************************************************************************************
* CC_Draw_Shape -- Custom draw shape handler. *
* *
* All draw shape calls will route through this function. It handles all draws for *
* C&C. Such draws always occur to the logical page and assume certain things about *
* the parameters passed. *
* *
* INPUT: shapefile -- Pointer to the shape data file. This data file contains all the *
* embedded shapes. *
* *
* shapenum -- The shape number within the shapefile that will be drawn. *
* *
* x,y -- The pixel coordinates to draw the shape. *
* *
* window -- The clipping window to use. *
* *
* flags -- The custom draw shape flags. This controls how the parameters *
* are used (if any). *
* *
* fadingdata -- If SHAPE_FADING is desired, then this points to the fading *
* data table. *
* *
* ghostdata -- If SHAPE_GHOST is desired, then this points to the ghost remap *
* table. *
* *
* rotation -- Rotation to apply to the shape (DIR_N = no rotation at all). *
* *
* scale -- 24.8 fixed point scale factor. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
void CC_Draw_Shape(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation)
{
int predoffset;
#ifdef WIN32
unsigned long shape_pointer;
#endif //WIN32
/*
** Special kludge for E3 to prevent crashes
*/
if ((flags & SHAPE_GHOST) && (!ghostdata)) {
ghostdata = DisplayClass::SpecialGhost;
}
if ((flags & SHAPE_FADING) && (!fadingdata)) {
fadingdata = DisplayClass::FadingShade;
}
static unsigned char * _xbuffer = 0;
if (!_xbuffer) {
_xbuffer = new unsigned char[SHAPE_BUFFER_SIZE];
}
if (shapefile != NULL && shapenum != -1) {
int width = Get_Build_Frame_Width(shapefile);
int height = Get_Build_Frame_Height(shapefile);
#ifdef NEVER
/*
** Perform a quick clip check against the destination rectangle.
*/
if (flags & SHAPE_CENTER) {
if (x-width/2 >= WindowList[window][WINDOWWIDTH]) return;
if (y-width/2 >= WindowList[window][WINDOWHEIGHT]) return;
if (x+width/2 < 0) return;
if (y+height/2 < 0) return;
} else {
if (x >= WindowList[window][WINDOWWIDTH]) return;
if (y >= WindowList[window][WINDOWHEIGHT]) return;
if (x+width < 0) return;
if (y+height < 0) return;
}
#endif
#ifdef WIN32
/*
** In WIn95, build shape returns a pointer to the shape not its size
*/
shape_pointer = Build_Frame(shapefile, shapenum, _ShapeBuffer);
if (shape_pointer) {
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
WindowList[window][WINDOWX] + LogicPage->Get_XPos(),
WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
WindowList[window][WINDOWWIDTH],
WindowList[window][WINDOWHEIGHT]);
unsigned char * buffer = (unsigned char *) shape_pointer; //Get_Shape_Header_Data((void*)shape_pointer);
#else //WIN32
if ( Build_Frame(shapefile, shapenum, _ShapeBuffer ) <= (unsigned long)_ShapeBufferSize) {
GraphicViewPortClass draw_window(LogicPage,
WindowList[window][WINDOWX],
WindowList[window][WINDOWY],
WindowList[window][WINDOWWIDTH],
WindowList[window][WINDOWHEIGHT]);
unsigned char * buffer = (unsigned char *)_ShapeBuffer;
#endif //WIN32
UseOldShapeDraw = false;
/*
** Rotation handler.
*/
if (rotation != DIR_N) {
/*
** Get the raw shape data without the new header and flag to use the old shape drawing
*/
UseOldShapeDraw = true;
#ifdef WIN32
buffer = (unsigned char *) Get_Shape_Header_Data((void*)shape_pointer);
#endif
if (Debug_Rotate) {
#if (0)//PG
GraphicBufferClass src(width, height, buffer);
width *= 2;
height *= 2;
memset(_xbuffer, '\0', SHAPE_BUFFER_SIZE);
GraphicBufferClass dst(width, height, _xbuffer);
Rotate_Bitmap(&src, &dst, rotation);
buffer = _xbuffer;
#endif
} else {
BitmapClass bm(width, height, buffer);
width *= 2;
height *= 2;
memset(_xbuffer, '\0', SHAPE_BUFFER_SIZE);
GraphicBufferClass gb(width, height, _xbuffer);
TPoint2D pt(width/2, height/2);
gb.Scale_Rotate(bm, pt, 0x0100, (256-(rotation-64)));
buffer = _xbuffer;
}
}
/*
** Special shadow drawing code (used for aircraft and bullets).
*/
if ((flags & (SHAPE_FADING|SHAPE_PREDATOR)) == (SHAPE_FADING|SHAPE_PREDATOR)) {
flags = flags & ~(SHAPE_FADING|SHAPE_PREDATOR);
flags = flags | SHAPE_GHOST;
ghostdata = DisplayClass::SpecialGhost;
}
predoffset = Frame;
if (x > ( WindowList[window][WINDOWWIDTH] << 2)) {
predoffset = -predoffset;
}
if (draw_window.Lock()) {
if ((flags & (SHAPE_GHOST|SHAPE_FADING)) == (SHAPE_GHOST|SHAPE_FADING)) {
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, ghostdata, fadingdata, 1, predoffset);
} else {
if (flags & SHAPE_FADING) {
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, fadingdata, 1, predoffset);
} else {
if (flags & SHAPE_PREDATOR) {
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, predoffset);
} else {
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, ghostdata, predoffset);
}
}
}
draw_window.Unlock();
}
}
}
}
/***********************************************************************************************
* Shape_Dimensions -- Determine the minimum rectangle for the shape. *
* *
* This routine will calculate (using brute forced) the minimum rectangle that will *
* enclose the pixels of the shape. This rectangle will be relative to the upper left *
* corner of the maximum shape size. By using this minimum rectangle, it is possible to *
* greatly optimize the map 'dirty rectangle' logic. *
* *
* INPUT: shapedata -- Pointer to the shape data block. *
* *
* shapenum -- The shape number to examine. Each shape would have a different *
* dimension rectangle. *
* *
* OUTPUT: Returns with the rectangle that encloses the shape. *
* *
* WARNINGS: This routine uses brute force and is slow. It is presumed that the results *
* will be cached for subsiquent reuse. *
* *
* HISTORY: *
* 07/22/1996 JLB : Created. *
*=============================================================================================*/
Rect const Shape_Dimensions(void const * shapedata, int shapenum)
{
Rect rect;
if (shapedata == NULL || shapenum < 0 || shapenum > Get_Build_Frame_Count(shapedata)) {
return(rect);
}
char * shape;
#ifdef WIN32
void * sh = (void *)Build_Frame(shapedata, shapenum, _ShapeBuffer);
if (sh == NULL) return(rect);
// shape = (char *)sh;
shape = (char *)Get_Shape_Header_Data(sh);
#else
Build_Frame(shapedata, shapenum, _ShapeBuffer);
shape = (char *)_ShapeBuffer;
#endif
int width = Get_Build_Frame_Width(shapedata);
int height = Get_Build_Frame_Height(shapedata);
rect.X = 0;
rect.Y = 0;
int xlimit = width-1;
int ylimit = height-1;
/*
** Find top edge of the shape.
*/
for (int y = 0; y <= ylimit; y++) {
for (int x = 0; x <= xlimit; x++) {
if (shape[y*width + x] != 0) {
rect.Y = y;
rect.X = x;
y = ylimit+1;
break;
}
}
}
/*
** Find bottom edge of the shape.
*/
for (int y = ylimit; y >= rect.Y; y--) {
for (int x = xlimit; x >= 0; x--) {
if (shape[y*width + x] != 0) {
rect.Height = (y-rect.Y)+1;
xlimit = x;
y = rect.Y-1;
break;
}
}
}
/*
** Find left edge of the shape.
*/
for (int x = 0; x < rect.X; x++) {
for (int y = rect.Y; y < rect.Y+rect.Height; y++) {
if (shape[y*width + x] != 0) {
rect.X = x;
x = rect.X;
break;
}
}
}
/*
** Find the right edge of the shape.
*/
for (int x = width-1; x >= xlimit; x--) {
for (int y = rect.Y; y < rect.Y+rect.Height; y++) {
if (shape[y*width + x] != 0) {
rect.Width = (x-rect.X)+1;
x = xlimit-1;
break;
}
}
}
/*
** Normalize the rectangle around the center of the shape.
*/
rect.X -= width / 2;
rect.Y -= height / 2;
/*
** Return with the minimum rectangle that encloses the shape.
*/
return(rect);
}
/***********************************************************************************************
* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
* *
* This routine will convert the supplied RTTI type number and the ID value into a valid *
* TechnoTypeClass pointer. If there is an error in conversion, then NULL is returned. *
* *
* INPUT: type -- RTTI type of the techno class object. *
* *
* id -- Integer representation of the techno sub type number. *
* *
* OUTPUT: Returns with a pointer to the techno type class object specified or NULL if the *
* conversion could not occur. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
TechnoTypeClass const * Fetch_Techno_Type(RTTIType type, int id)
{
switch (type) {
case RTTI_UNITTYPE:
case RTTI_UNIT:
return(&UnitTypeClass::As_Reference(UnitType(id)));
case RTTI_VESSELTYPE:
case RTTI_VESSEL:
return(&VesselTypeClass::As_Reference(VesselType(id)));
case RTTI_BUILDINGTYPE:
case RTTI_BUILDING:
return(&BuildingTypeClass::As_Reference(StructType(id)));
case RTTI_INFANTRYTYPE:
case RTTI_INFANTRY:
return(&InfantryTypeClass::As_Reference(InfantryType(id)));
case RTTI_AIRCRAFTTYPE:
case RTTI_AIRCRAFT:
return(&AircraftTypeClass::As_Reference(AircraftType(id)));
default:
break;
}
return(NULL);
}
/***********************************************************************************************
* VQ_Call_Back -- Maintenance callback used for VQ movies. *
* *
* This routine is called every frame of the VQ movie as it is being played. If this *
* routine returns non-zero, then the movie will stop. *
* *
* INPUT: buffer -- Pointer to the image buffer for the current frame. *
* *
* frame -- The frame number about to be displayed. *
* *
* OUTPUT: Should the movie be stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 JLB : Created. *
*=============================================================================================*/
#ifdef WIN32
void VQA_PauseAudio(void) {};
void Check_VQ_Palette_Set(void);
extern GraphicBufferClass VQ640;
extern bool IsVQ640;
long VQ_Call_Back(unsigned char *, long )
{
return 0;
#if (0)//PG
int key = 0;
if (Keyboard->Check()) {
key = Keyboard->Get();
Keyboard->Clear();
}
Check_VQ_Palette_Set();
#ifdef MOVIE640
if(IsVQ640) {
VQ640.Blit(SeenBuff);
} else {
Interpolate_2X_Scale(&SysMemPage, &SeenBuff, NULL);
}
#else
Interpolate_2X_Scale(&SysMemPage, &SeenBuff, NULL);
#endif
//Call_Back();
if ((BreakoutAllowed || Debug_Flag) && key == KN_ESC) {
Keyboard->Clear();
Brokeout = true;
return(true);
}
if (!GameInFocus) {
VQA_PauseAudio();
while (!GameInFocus) {
Check_For_Focus_Loss();
}
}
return(false);
#endif
}
#else //WIN32
long VQ_Call_Back(unsigned char *, long )
{
Call_Back();
if ((BreakoutAllowed || Debug_Flag) && Keyboard->Check()) {
if (Keyboard->Get() == KN_ESC) {
Keyboard->Clear();
Brokeout = true;
return(true);
}
Keyboard->Clear();
}
return(false);
}
#endif //WIN32
/***********************************************************************************************
* Handle_Team -- Processes team selection command. *
* *
* This routine will handle creation and selection of pseudo teams that the player can *
* create or control. A team in this sense is an arbitrary grouping of units such that *
* rapid selection control is allowed. *
* *
* INPUT: team -- The logical team number to process. *
* *
* action-- The action to perform on this team: *
* 0 - Toggle the select state for all members of this team. *
* 1 - Select the members of this team. *
* 2 - Make all selected objects members of this team. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/27/1995 JLB : Created. *
*=============================================================================================*/
void Handle_Team(int team, int action)
{
int index;
//
// Recording support
//
if (Session.Record) {
TeamNumber = (char)team;
TeamEvent = (char)action + 1;
}
TeamFormDataStruct& team_form_data = TeamFormData[PlayerPtr->Class->House];
AllowVoice = true;
switch (action) {
/*
** Toggle the team selection. If the team is selected, then merely unselect it. If the
** team is not selected, then unselect all others before selecting this team.
*/
case 3:
case 0:
/*
** If a non team member is currently selected, then deselect all objects
** before selecting this team.
*/
for (index = 0; index < CurrentObject.Count(); index++) {
ObjectClass * obj = CurrentObject[index];
if (obj->Is_Foot() && ((FootClass *)obj)->Group != team) {
Unselect_All();
break;
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
/*
** Center the map around the team if the ALT key was pressed too.
*/
if (action == 3) {
Map.Center_Map();
#ifdef WIN32
Map.Flag_To_Redraw(true);
#endif //WIn32
}
break;
/*
** Additive selection of team.
*/
case 1:
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
break;
/*
** Create the team.
*/
case 2: {
long minx = 0x7FFFFFFFL, miny = 0x7FFFFFFFL;
long maxx = 0, maxy = 0;
team_form_data.TeamSpeed[team] = SPEED_WHEEL;
team_form_data.TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
if (obj->Group == team) obj->Group = 0xFF;
if (obj->Is_Selected_By_Player()) {
obj->Group = team;
obj->Mark(MARK_CHANGE);
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
team_form_data.TeamSpeed[team] = obj->Class->Speed;
}
}
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
if (obj->Group == team) obj->Group = -1;
if (obj->Is_Selected_By_Player()) {
obj->Group = team;
obj->Mark(MARK_CHANGE);
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
team_form_data.TeamSpeed[team] = obj->Class->Speed;
}
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
if (obj->Group == team) obj->Group = 0xFF;
if (obj->Is_Selected_By_Player()) {
obj->Group = team;
obj->Mark(MARK_CHANGE);
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
}
}
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
if (obj->Group == team) obj->Group = 0xFF;
if (obj->Is_Selected_By_Player()) {
obj->Group = team;
obj->Mark(MARK_CHANGE);
}
}
}
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl &&
(obj->Group == team) && (obj->Is_Selected_By_Player()) ) {
/*
** When a team is first created, they're created without a
** formation offset, so they will not be created in
** formation. Later, if they're assigned a formation, the
** XFormOffset & YFormOffset numbers will change to valid
** offsets, and they'll be formationed.
*/
#if(1)
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
#else
#if(1)
// Old always-north formation stuff
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
#else
// New method: save direction and distance rather than x & y offset
obj->XFormOffset = ::Direction(As_Coord(center), obj->Center_Coord());
obj->YFormOffset = ::Distance (As_Coord(center), obj->Center_Coord());
#endif
#endif
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
if (obj->Group == team) obj->Group = 0xFF;
if (obj->Is_Selected_By_Player()) obj->Group = team;
if (obj->Group == team && obj->Is_Selected_By_Player()) {
#if(1)
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
#else
#if(1)
// Old always-north formation stuff
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
#else
// New method: save direction and distance rather than x & y offset
obj->XFormOffset = ::Direction(As_Coord(center), obj->Center_Coord());
obj->YFormOffset = ::Distance (As_Coord(center), obj->Center_Coord());
#endif
#endif
}
}
}
break;
}
default:
break;
}
AllowVoice = true;
}
/***********************************************************************************************
* Handle_View -- Either records or restores the tactical view. *
* *
* This routine is used to record or restore the current map tactical view. *
* *
* INPUT: view -- The view number to work with. *
* *
* action-- The action to perform with this view number. *
* 0 = Restore the view to this previously remembered location. *
* 1 = Record the current view location. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
void Handle_View(int view, int action)
{
if ((unsigned)view < ARRAY_SIZE(Scen.Views)) {
if (action == 0) {
Map.Set_Tactical_Position(Coord_Whole(Cell_Coord(Scen.Views[view] - (MAP_CELL_W * 4 * RESFACTOR) - (5*RESFACTOR))));
#ifdef WIN32
/*
** Win95 scrolling logic cant handle just jumps in screen position so redraw the lot.
*/
Map.Flag_To_Redraw (true);
#endif //WIN32
} else {
Scen.Views[view] = Coord_Cell(Map.TacticalCoord) + (MAP_CELL_W*4*RESFACTOR) + (5*RESFACTOR);
}
}
}
#ifndef ROR_NOT_READY
#define ROR_NOT_READY 21
#endif
static char * _CD_Volume_Label[] = {
"CD1",
"CD2",
"CD3",
"CD4",
// Denzil 4/15/98
#ifdef DVD
"CD1", // ajw - Pushes RADVD to position 5, to match enum in Force_CD_Available(). 4 will never be returned here.
"RADVD",
#endif
};
static int _Num_Volumes = ARRAY_SIZE(_CD_Volume_Label);
#ifdef WIN32
/***********************************************************************************************
* Get_CD_Index -- returns the volume type of the CD in the given drive *
* *
* *
* *
* INPUT: drive number *
* timeout *
* *
* OUTPUT: 0 = gdi *
* 1 = nod *
* 2 = covert or CS *
* 3 = Aftermath
* 5 = DVD
* -1 = non C&C *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 5/21/96 5:27PM ST : Created *
* 01/20/97 V.Grippi added CS support *
*=============================================================================================*/
int Get_CD_Index (int cd_drive, int timeout)
{
char volume_name[128];
char buffer[128];
unsigned filename_length;
unsigned misc_dword;
int count = 0;
CountDownTimerClass timer;
timer.Set(timeout);
/*
** Get the volume label. If we get a 'not ready' error then retry for the timeout
** period.
*/
for (;;)
{
sprintf(buffer, "%c:\\", 'A' + cd_drive);
if (GetVolumeInformation ((char const *)buffer, &volume_name[0] ,
(unsigned long)sizeof(volume_name), (unsigned long *)NULL ,
(unsigned long *)&filename_length, (unsigned long *)&misc_dword,
(char *)NULL, (unsigned long)0))
{
/*
** Try opening 'movies.mix' to verify that the CD is really there and is what
** it says it is.
*/
sprintf(buffer, "%c:\\main.mix", 'A' + cd_drive);
HANDLE handle = CreateFile(buffer, GENERIC_READ, FILE_SHARE_READ,NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (handle != INVALID_HANDLE_VALUE)
{
CloseHandle(handle);
/*
** Match the volume label to the list of known C&C volume labels.
*/
for (int i = 0 ; i < _Num_Volumes; i++)
{
if (!stricmp(_CD_Volume_Label[i], volume_name))
return(i);
}
}
else
{
if (!count)
count++;
else
return -1;
}
}
else
{
/*
** Failed to get the volume label on a known CD drive.
** If this is a CD changer it may require time to swap the disks so dont return
** immediately if the error is ROR_NOT_READY
*/
if (!timer.Time())
return -1;
int val = GetLastError();
if (val != ROR_NOT_READY)
return -1;
}
}
}
#else
int Get_CD_Index(int cd_drive, int)
{
char buffer[128];
/*
** We need to do this twice because of the possibilities of a directory
** being cached. If this is so, it will only be discovered when we
** actually attempt to read a file from the drive.
*/
if(cd_drive) for (int count = 0; count < 2; count ++)
{
struct find_t ft;
int file;
int open_failed;
/*
** Create a path for the cd drive and attempt to read the volume label from
** it.
*/
sprintf(buffer, "%c:\\", 'A' + cd_drive);
/*
** If we are able to read the volume label, this is good but not enough.
** Further verification must be done.
*/
if (!_dos_findfirst(buffer, _A_VOLID, &ft))
{
/*
** Since some versions of disk cacheing software will cache the CD's
** directory tracks, we may think the CD is in the drive when it is
** actually not. To resolve this we must attempt to open a file on
** the cd. Opening a file will always update the directory tracks
** (suposedly).
*/
sprintf(buffer, "%c:\\main.mix", 'A' + cd_drive);
open_failed = _dos_open(buffer, O_RDONLY|SH_DENYNO, &file);
if (!open_failed)
{
_dos_close(file);
/*
** Hey some times the stupid dos driver appends a period to the
** name if it is eight characters long. If the last char is a
** period then erase it.
*/
if (ft.name[strlen(ft.name)-1] == '.')
{
ft.name[strlen(ft.name)-1] = 0;
}
/*
** Match the volume label to the list of known C&C volume labels.
*/
for (int i = 0 ; i < _Num_Volumes; i++)
{
if (!stricmp(_CD_Volume_Label[i], ft.name))
return (i);
}
}
}
}
return -1;
}
#endif
/***********************************************************************************************
* Force_CD_Available -- Ensures that specified CD is available. *
* *
* Call this routine when you need to ensure that the specified CD is actually in the *
* CD-ROM drive. *
* *
* INPUT: cd -- The CD that must be available. This will either be "0" for the GDI CD, or *
* "1" for the Nod CD. If either CD will qualify, then pass in "-1". *
* 0 = CD1
* 1 = CD2
* 2 = Counterstrike
* 3 = Aftermath
* 4 = Counterstrike or Aftermath
* 5 = DVD
* -1 = Any CD
* -2 = Local Harddisk
* *
* OUTPUT: Is the CD inserted and available? If false is returned, then this indicates that *
* the player pressed <CANCEL>. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/11/1995 JLB : Created. *
* 05/22/1996 ST : Handles multiple CD drives / CD changers *
* 01/20/1997 V.Grippi added expansion cd message
*=============================================================================================*/
#if (1) //ST - 5/13/2019
bool Force_CD_Available(int cd)
{
static int _last = -1;
if (_last != cd || cd == ALWAYS_RELOAD_CD) {
if (cd != ALWAYS_RELOAD_CD) {
_last = cd;
}
Theme.Stop();
// if (ConquerMix) delete ConquerMix;
if (MoviesMix) {
delete MoviesMix;
MoviesMix = 0;
}
if (GeneralMix) {
delete GeneralMix;
GeneralMix = 0;
}
if (ScoreMix) {
delete ScoreMix;
ScoreMix = 0;
}
if (MainMix) {
delete MainMix;
MainMix = 0;
}
MainMix = new MFCD("MAIN.MIX", &FastKey);
assert(MainMix != NULL);
// ConquerMix = new MFCD("CONQUER.MIX", &FastKey);
if (CCFileClass("MOVIES1.MIX").Is_Available())
MoviesMix = new MFCD("MOVIES1.MIX", &FastKey);
else
MoviesMix = new MFCD("MOVIES2.MIX", &FastKey);
assert(MoviesMix != NULL);
GeneralMix = new MFCD("GENERAL.MIX", &FastKey);
ScoreMix = new MFCD("SCORES.MIX", &FastKey);
}
return true;
}
#endif
#if (0) //ST - 5/13/2019
typedef enum {
CD_LOCAL = -2,
CD_ANY = -1,
CD_SOVIET = 0,
CD_ALLIED,
CD_COUNTERSTRIKE,
CD_AFTERMATH,
CD_CS_OR_AM,
CD_DVD
} CD_VOLUME;
#ifdef FIXIT_VERSION_3
#ifndef DVD
#error DVD must be defined!
#endif
bool Force_CD_Available( int cd_desired ) // ajw
{
static int _last = -1;
static void *font;
#ifdef FRENCH
static char * _cd_name[] = {
"ALERTE ROUGE CD1",
"ALERTE ROUGE CD2",
"CD Missions Taiga",
"CD Missions M.A.D.",
"ALERTE ROUGE DVD",
};
#endif
#ifdef GERMAN
static char * _cd_name[] = {
"ALARMSTUFE ROT CD1",
"ALARMSTUFE ROT CD2",
"CD Gegenangriff einlegen",
"CD TRANS einlegen",
"ALARMSTUFE ROT DVD",
};
#endif
#ifdef ENGLISH
static char * _cd_name[] = {
"RED ALERT DISK 1",
"RED ALERT DISK 2",
"CounterStrike CD",
"Aftermath CD",
"RED ALERT DVD",
};
#endif
int new_cd_drive = 0;
int cd_current;
int current_drive;
ThemeType theme_playing = THEME_NONE;
/*
** If the required CD is set to -2 then it means that the file is present
** on the local hard drive and we shouldn't have to worry about it.
*/
if (cd_desired == CD_LOCAL) return(true);
/*
** Find out if the CD in the current drive is the one we are looking for
*/
current_drive = CCFileClass::Get_CD_Drive();
cd_current = Get_CD_Index(current_drive, 1*60);
// debugprint("Get_CD_Index just returned %d\n", cd_current);
// debugprint("We are checking for %d\n", cd_desired);
// debugprint("current_drive = %d\n", current_drive);
if( Using_DVD() )
{
// All requested cd indexes get rerouted to the DVD.
cd_desired = CD_DVD;
// if( RequiredCD != -1 )
// RequiredCD = CD_DVD; // Just seems like a good idea. Not sure if necessary. ajw
}
if (cd_current >= 0 )
{
if( cd_desired == CD_CS_OR_AM )
{
// If the current cd is CS or AM then change request to whatever
// is present.
if( cd_current == CD_COUNTERSTRIKE || cd_current == CD_AFTERMATH )
cd_desired = cd_current;
}
// If the current CD is requested or any CD will work
if( cd_desired == cd_current || cd_desired == CD_ANY )
{
/*
** The required CD is still in the CD drive we used last time
*/
new_cd_drive = current_drive;
}
}
/*
** Flag that we will have to restart the theme
*/
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
// Check the last drive
if (!new_cd_drive)
{
/*
** Check the last CD drive we used if it's different from the current one
*/
int last_drive = CCFileClass::Get_Last_CD_Drive();
/*
** Make sure the last drive is valid and it isn't the current drive
*/
if (last_drive && last_drive != CCFileClass::Get_CD_Drive()) // Else we have already checked this cd.
{
/*
** Find out if there is a C&C cd in the last drive and if so is it the one we are looking for
** Give it a nice big timeout so the CD changer has time to swap the discs
*/
cd_current = Get_CD_Index(last_drive, 10*60);
if (cd_current >= 0 )
{
if( cd_desired == CD_CS_OR_AM )
{
// If the cd is CS or AM then change request to whatever
// is present.
if( cd_current == CD_COUNTERSTRIKE || cd_current == CD_AFTERMATH )
cd_desired = cd_current;
}
// If the cd is present or any cd will work
if( cd_desired == cd_current || cd_desired == CD_ANY )
{
/*
** The required CD is in the CD drive we used last time
*/
new_cd_drive = last_drive;
}
}
}
}
/*
** Lordy. No sign of that blimming CD anywhere. Search all the CD drives
** then if we still can't find it prompt the user to insert it.
*/
if (!new_cd_drive)
{
/*
** Small timeout for the first pass through the drives
*/
int drive_search_timeout = 2*60;
for (;;)
{
char buffer[128];
/*
** Search all present CD drives for the required disc.
*/
for (int i = 0 ; i < CDList.Get_Number_Of_Drives(); i++)
{
int cd_drive = CDList.Get_Next_CD_Drive();
cd_current = Get_CD_Index(cd_drive, drive_search_timeout);
if (cd_current >= 0)
{
/*
** We found a C&C cd - lets see if it was the one we were looking for
*/
// Require CS or AM
if( cd_desired == CD_CS_OR_AM )
{
// If the cd is CS or AM then change request to whatever
// is present.
if( cd_current == CD_COUNTERSTRIKE || cd_current == CD_AFTERMATH )
cd_desired = cd_current;
}
if( cd_desired == cd_current || cd_desired == CD_ANY )
{
/*
** Woohoo! The disk was in a different cd drive. Refresh the search path list
* and return.
*/
new_cd_drive = cd_drive;
break;
}
}
}
/*
** A new disc has become available so break
*/
if (new_cd_drive) break;
/*
** Increase the timeout for subsequent drive searches.
*/
drive_search_timeout = 5*60;
/*
** Prompt to insert the CD into the drive.
*/
//V.Grippi
if( cd_desired == CD_CS_OR_AM )
cd_desired = CD_AFTERMATH;
if( cd_desired == CD_DVD )
{
#ifdef FRENCH
sprintf(buffer, "Ins<EFBFBD>rez le %s", _cd_name[4]);
#else
#ifdef GERMAN
sprintf(buffer, "Bitte %s", _cd_name[4]);
#else
sprintf(buffer, "Please insert the %s", _cd_name[4]);
#endif
#endif
}
else if( cd_desired == CD_COUNTERSTRIKE || cd_desired == CD_AFTERMATH )
{
#ifdef FRENCH
sprintf(buffer, "Ins<EFBFBD>rez le %s", _cd_name[cd_desired]);
#else
#ifdef GERMAN
sprintf(buffer, "Bitte %s", _cd_name[cd_desired]);
#else
sprintf(buffer, "Please insert the %s", _cd_name[cd_desired]);
#endif
#endif
}
else if( cd_desired == CD_ANY )
{
sprintf(buffer, Text_String(TXT_CD_DIALOG_1), cd_desired+1, _cd_name[cd_desired]);
}
else // 0 or 1
{
sprintf(buffer, Text_String(TXT_CD_DIALOG_2), cd_desired+1, _cd_name[cd_desired]);
}
GraphicViewPortClass * oldpage = Set_Logic_Page(SeenBuff);
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
int hidden = Get_Mouse_State();
font = (void *)FontPtr;
/*
** Only set the palette if necessary.
*/
if (PaletteClass::CurrentPalette[1].Red_Component() +
PaletteClass::CurrentPalette[1].Blue_Component() +
PaletteClass::CurrentPalette[1].Green_Component() == 0)
{
GamePalette.Set();
}
Keyboard->Clear();
while (Get_Mouse_State()) Show_Mouse();
if (WWMessageBox().Process(buffer, TXT_OK, TXT_CANCEL, TXT_NONE, TRUE) == 1)
{
Set_Logic_Page(oldpage);
#ifdef FIXIT_VERSION_3
while (hidden--) Hide_Mouse();
#else
Hide_Mouse();
#endif
return(false);
}
while (hidden--) Hide_Mouse();
Set_Font(font);
Set_Logic_Page(oldpage);
}
}
CurrentCD = cd_current;
CCFileClass::Set_CD_Drive(new_cd_drive);
CCFileClass::Refresh_Search_Drives();
/*
** If it broke out of the query for CD-ROM loop, then this means that the
** CD-ROM has been inserted.
*/
if (cd_desired == 4) cd_desired--;
// ajw - Added condition of cd_desired != 5 to the following if.
// Reason: This was triggering before Init_Secondary_Mixfiles(), which was screwing up the mixfile system somehow.
//
// Since the DVD is the only disk that can possibly be required when Using_DVD(), I never have to reload the mix
// files here, because no other disk could ever have been asked for. And if not Using_DVD(), cd_desired will never
// be equal to 5. So this is safe.
if (cd_desired > -1 && _last != cd_desired && cd_desired != 5)
{
_last = cd_desired;
Theme.Stop();
// if (ConquerMix) delete ConquerMix;
if (MoviesMix) delete MoviesMix;
if (GeneralMix) delete GeneralMix;
if (ScoreMix) delete ScoreMix;
if (MainMix) delete MainMix;
MainMix = new MFCD("MAIN.MIX", &FastKey);
assert(MainMix != NULL);
// ConquerMix = new MFCD("CONQUER.MIX", &FastKey);
if (CCFileClass("MOVIES1.MIX").Is_Available())
MoviesMix = new MFCD("MOVIES1.MIX", &FastKey);
else
MoviesMix = new MFCD("MOVIES2.MIX", &FastKey);
assert(MoviesMix != NULL);
GeneralMix = new MFCD("GENERAL.MIX", &FastKey);
ScoreMix = new MFCD("SCORES.MIX", &FastKey);
ThemeClass::Scan();
}
return(true);
}
#else // FIXIT_VERSION_3 not defined
bool Force_CD_Available(int cd)
{
static int _last = -1;
// static char _palette[768];
// static char _hold[256];
static void *font;
#ifdef FRENCH
static char * _cd_name[] = {
"ALERTE ROUGE CD1",
"ALERTE ROUGE CD2",
"CD Missions Taiga",
"CD Missions M.A.D.",
// Denzil 4/15/98
#ifdef DVD
"ALERTE ROUGE DVD",
#endif
};
#endif
#ifdef GERMAN
static char * _cd_name[] = {
"ALARMSTUFE ROT CD1 einlegen",
"ALARMSTUFE ROT CD2 einlegen",
"CD Gegenangriff einlegen",
"CD TRANS einlegen",
// Denzil 4/15/98
#ifdef DVD
"ALARMSTUFE ROT DVD einlegen",
#endif
};
#endif
#ifdef ENGLISH
static char * _cd_name[] = {
"RED ALERT DISK 1",
"RED ALERT DISK 2",
"CounterStrike CD",
"Aftermath CD",
// Denzil 4/15/98
#ifdef DVD
"RED ALERT DVD",
#endif
};
#endif
int new_cd_drive = 0;
int cd_index;
char buffer[128];
int cd_drive;
int current_drive;
int drive_search_timeout;
ThemeType theme_playing = THEME_NONE;
//#ifdef FIXIT_ANTS
// if(Scen.ScenarioName[2] == 'A')
// cd = 2;
//#endif
/*
** If the required CD is set to -2 then it means that the file is present
** on the local hard drive and we shouldn't have to worry about it.
*/
if (cd == CD_LOCAL) return(true);
/*
** Find out if the CD in the current drive is the one we are looking for
*/
current_drive = CCFileClass::Get_CD_Drive();
cd_index = Get_CD_Index(current_drive, 1*60);
#ifdef CHEAT_KEYS
// Mono_Printf("Get_CD_Index just returned %d\n", cd_index);
// Mono_Printf("We are checking for %d\n", cd);
// Mono_Printf("current_drive = %d\n", current_drive);
#endif //CHEAT_KEYS
#ifdef DVD // Denzil
// CD1 and CD2 are ignored, force the DVD
if (cd_index == 0 || cd_index == 1)
cd_index = -1;
#endif
if (cd_index >= 0 )
{
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Require CS or AM
if (cd == CD_CS_OR_AM)
{
// If the current cd is CS or AM then change request to whatever
// is present.
if (cd_index == 2 || cd_index == 3)
{
cd = cd_index;
}
}
#endif
#ifdef DVD // Denzil
// If the current drive is the DVD then requests for CD1 and CD2 are okay
if (cd_index == 4)
{
// CD1, CD2 & DVD requests
if (cd == 0 || cd == 1 || cd == 5)
{
cd_index = cd;
}
}
#endif
// If the current CD is requested or any CD will work
if (cd == cd_index || cd == -1 )
{
/*
** The required CD is still in the CD drive we used last time
*/
new_cd_drive = current_drive;
}
}
/*
** Flag that we will have to restart the theme
*/
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
// Check the last drive
if (!new_cd_drive)
{
/*
** Check the last CD drive we used if it's different from the current one
*/
int last_drive = CCFileClass::Get_Last_CD_Drive();
/*
** Make sure the last drive is valid and it isn't the current drive
*/
if (last_drive && last_drive != CCFileClass::Get_CD_Drive())
{
/*
** Find out if there is a C&C cd in the last drive and if so is it the one we are looking for
** Give it a nice big timeout so the CD changer has time to swap the discs
*/
cd_index = Get_CD_Index(last_drive, 10*60);
#ifdef DVD // Denzil
// Ignore CD1 and CD2 disks, force DVD
if (cd_index == 0 || cd_index == 1)
cd_index = -1;
#endif
if (cd_index >= 0 )
{
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Require CS or AM
if (cd == 4)
{
// If CS or AM was the last drive then use it
if (cd_index == 2 || cd_index == 3)
{
cd = cd_index;
}
}
#endif
#ifdef DVD // Denzil
// If DVD is in drive
if (cd_index == 4)
{
// CD1, CD2 and DVD requests are all on the DVD
if ((cd == 0) || (cd == 1) || (cd == 5))
{
cd_index = cd;
}
}
#endif
// If the cd is present or any cd will work
if (cd == cd_index || cd == -1 )
{
/*
** The required CD is in the CD drive we used last time
*/
new_cd_drive = last_drive;
}
}
}
}
/*
** Lordy. No sign of that blimming CD anywhere. Search all the CD drives
** then if we still can't find it prompt the user to insert it.
*/
if (!new_cd_drive)
{
/*
** Small timeout for the first pass through the drives
*/
drive_search_timeout = 2*60;
for (;;)
{
/*
** Search all present CD drives for the required disc.
*/
for (int i = 0 ; i < CDList.Get_Number_Of_Drives(); i++)
{
cd_drive = CDList.Get_Next_CD_Drive();
cd_index = Get_CD_Index(cd_drive, drive_search_timeout);
#ifdef DVD // Denzil
// Ignore CD1 and CD2, force the DVD
if (cd_index == 0 || cd_index == 1)
cd_index = -1;
#endif
if (cd_index >= 0)
{
/*
** We found a C&C cd - lets see if it was the one we were looking for
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Require CS or AM
if (cd == 4)
{
// If the disk is CS or AM then request it
if (cd_index == 2 || cd_index == 3)
{
cd = cd_index;
}
}
#endif
#ifdef DVD // Denzil
if (cd_index == 4)
{
if ((cd == 0) || (cd == 1) || (cd == 5))
{
cd_index = cd;
}
}
#endif
if (cd == cd_index || cd == -1 || cd == -2 )
{
/*
** Woohoo! The disk was in a different cd drive. Refresh the search path list
* and return.
*/
new_cd_drive = cd_drive;
break;
}
}
}
/*
** A new disc has become available so break
*/
if (new_cd_drive) break;
/*
** Increase the timeout for subsequent drive searches.
*/
drive_search_timeout = 5*60;
/*
** Prompt to insert the CD into the drive.
*/
//V.Grippi
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(cd == 4) cd--;
// CS or AM
if(cd == 2 || cd == 3)
{
#else
if(cd == 2)
{
#endif
#ifdef FRENCH
sprintf(buffer, "Ins<EFBFBD>rez le %s", _cd_name[cd]);
#else
#ifdef GERMAN
sprintf(buffer, "Bitte %s", _cd_name[cd]);
#else
sprintf(buffer, "Please insert the %s", _cd_name[cd]);
#endif
#endif
}
else
{
#ifdef DVD
#ifdef FRENCH
sprintf(buffer, "Ins<EFBFBD>rez le %s", _cd_name[4]);
#else
#ifdef GERMAN
sprintf(buffer, "Bitte %s", _cd_name[4]);
#else
sprintf(buffer, "Please insert the %s", _cd_name[4]);
#endif
#endif
#else
if (cd == -1 )
{
sprintf(buffer, Text_String(TXT_CD_DIALOG_1), cd+1, _cd_name[cd]);
}
else
{
sprintf(buffer, Text_String(TXT_CD_DIALOG_2), cd+1, _cd_name[cd]);
}
#endif
}
#ifdef WIN32
GraphicViewPortClass * oldpage = Set_Logic_Page(SeenBuff);
#else
GraphicBufferClass * oldpage = Set_Logic_Page(SeenBuff);
#endif
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
int hidden = Get_Mouse_State();
font = (void *)FontPtr;
/*
** Only set the palette if necessary.
*/
if (PaletteClass::CurrentPalette[1].Red_Component() +
PaletteClass::CurrentPalette[1].Blue_Component() +
PaletteClass::CurrentPalette[1].Green_Component() == 0)
{
GamePalette.Set();
}
Keyboard->Clear();
while (Get_Mouse_State()) Show_Mouse();
if (WWMessageBox().Process(buffer, TXT_OK, TXT_CANCEL, TXT_NONE, TRUE) == 1)
{
Set_Logic_Page(oldpage);
Hide_Mouse();
return(false);
}
while (hidden--) Hide_Mouse();
Set_Font(font);
Set_Logic_Page(oldpage);
}
}
CurrentCD = cd_index;
CCFileClass::Set_CD_Drive(new_cd_drive);
CCFileClass::Refresh_Search_Drives();
/*
** If it broke out of the query for CD-ROM loop, then this means that the
** CD-ROM has been inserted.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (cd == 4) cd--;
#endif
// if (cd > -3 && _last != cd) {
if (cd > -1 && _last != cd)
{
_last = cd;
Theme.Stop();
// if (ConquerMix) delete ConquerMix;
if (MoviesMix) delete MoviesMix;
if (GeneralMix) delete GeneralMix;
if (ScoreMix) delete ScoreMix;
if (MainMix) delete MainMix;
MainMix = new MFCD("MAIN.MIX", &FastKey);
assert(MainMix != NULL);
// ConquerMix = new MFCD("CONQUER.MIX", &FastKey);
if (CCFileClass("MOVIES1.MIX").Is_Available())
{
MoviesMix = new MFCD("MOVIES1.MIX", &FastKey);
}
else
{
MoviesMix = new MFCD("MOVIES2.MIX", &FastKey);
}
assert(MoviesMix != NULL);
GeneralMix = new MFCD("GENERAL.MIX", &FastKey);
ScoreMix = new MFCD("SCORES.MIX", &FastKey);
ThemeClass::Scan();
}
if (theme_playing != THEME_NONE)
{
Theme.Queue_Song(theme_playing);
}
return(true);
}
#endif // FIXIT_VERSION_3
#endif // ST - 5/13/2019
/***************************************************************************
* DISK_SPACE_AVAILABLE -- returns bytes of free disk space *
* *
* INPUT: none *
* *
* OUTPUT: returns amount of free disk space *
* *
* HISTORY: *
* 08/11/1995 PWG : Created. *
*=========================================================================*/
unsigned long Disk_Space_Available(void)
{
return 0x7fffffff; //ST - 5/8/2019
#if (0)
struct diskfree_t diskdata;
unsigned drive;
_dos_getdrive(&drive);
_dos_getdiskfree(drive, &diskdata);
return(diskdata.avail_clusters * diskdata.sectors_per_cluster * diskdata.bytes_per_sector);
#endif
}
/***********************************************************************************************
* Do_Record_Playback -- handles saving/loading map pos & current object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/15/1995 BRR : Created. *
*=============================================================================================*/
static void Do_Record_Playback(void)
{
int count;
TARGET tgt;
int i;
COORDINATE coord;
ObjectClass * obj;
unsigned long sum;
unsigned long sum2;
unsigned long ltgt;
/*
** Record a game
*/
if (Session.Record) {
/*
** Save the map's location
*/
Session.RecordFile.Write(&Map.DesiredTacticalCoord,
sizeof (Map.DesiredTacticalCoord));
/*
** Save the current object list count
*/
count = CurrentObject.Count();
Session.RecordFile.Write(&count, sizeof(count));
/*
** Save a CRC of the selected-object list.
*/
sum = 0;
for (i = 0; i < count; i++) {
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
sum += ltgt;
}
Session.RecordFile.Write (&sum, sizeof(sum));
/*
** Save all selected objects.
*/
for (i = 0; i < count; i++) {
tgt = CurrentObject[i]->As_Target();
Session.RecordFile.Write (&tgt, sizeof(tgt));
}
//
// Save team-selection and formation events
//
Session.RecordFile.Write (&TeamEvent, sizeof(TeamEvent));
Session.RecordFile.Write (&TeamNumber, sizeof(TeamNumber));
Session.RecordFile.Write (&FormationEvent, sizeof(FormationEvent));
Session.RecordFile.Write (TeamFormData, sizeof(TeamFormData));
Session.RecordFile.Write (&FormMove, sizeof(FormMove));
Session.RecordFile.Write (&FormSpeed, sizeof(FormSpeed));
Session.RecordFile.Write (&FormMaxSpeed, sizeof(FormMaxSpeed));
TeamEvent = 0;
TeamNumber = 0;
FormationEvent = 0;
}
/*
** Play back a game ("attract" mode)
*/
if (Session.Play) {
/*
** Read & set the map's location.
*/
if (Session.RecordFile.Read(&coord, sizeof(coord))==sizeof(coord)) {
if (coord != Map.DesiredTacticalCoord) {
Map.Set_Tactical_Position(coord);
}
}
if (Session.RecordFile.Read(&count, sizeof(count))==sizeof(count)) {
/*
** Compute a CRC of the current object-selection list.
*/
sum = 0;
for (i = 0; i < CurrentObject.Count(); i++) {
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
sum += ltgt;
}
/*
** Load the CRC of the objects on disk; if it doesn't match, select
** all objects as they're loaded.
*/
Session.RecordFile.Read (&sum2, sizeof(sum2));
if (sum2 != sum) {
Unselect_All();
}
AllowVoice = true;
for (i = 0; i < count; i++) {
if (Session.RecordFile.Read (&tgt, sizeof(tgt))==sizeof(tgt)) {
obj = As_Object(tgt);
if (obj && (sum2 != sum)) {
obj->Select();
AllowVoice = false;
}
}
}
AllowVoice = true;
}
//
// Save team-selection and formation events
//
Session.RecordFile.Read (&TeamEvent, sizeof(TeamEvent));
Session.RecordFile.Read (&TeamNumber, sizeof(TeamNumber));
Session.RecordFile.Read (&FormationEvent, sizeof(FormationEvent));
if (TeamEvent) {
Handle_Team(TeamNumber, TeamEvent - 1);
}
if (FormationEvent) {
Toggle_Formation();
}
Session.RecordFile.Read (TeamFormData, sizeof(TeamFormData));
Session.RecordFile.Read (&FormMove, sizeof(FormMove));
Session.RecordFile.Read (&FormSpeed, sizeof(FormSpeed));
Session.RecordFile.Read (&FormMaxSpeed, sizeof(FormMaxSpeed));
/*
** The map isn't drawn in playback mode, so draw it here.
*/
Map.Render();
}
}
/***********************************************************************************************
* Hires_Load -- Allocates memory for, and loads, a resolution dependant file. *
* *
* *
* *
* INPUT: Name of file to load *
* *
* OUTPUT: Ptr to loaded file *
* *
* WARNINGS: Caller is responsible for releasing the memory allocated *
* *
* *
* HISTORY: *
* 5/13/96 3:20PM ST : Created *
*=============================================================================================*/
void * Hires_Load(char * name)
{
char filename[30];
int length;
void * return_ptr;
#ifdef WIN32
sprintf(filename, "H%s", name);
#else
strcpy(filename, name);
#endif
CCFileClass file (filename);
if (file.Is_Available()) {
length = file.Size();
return_ptr = new char[length];
file.Read(return_ptr, length);
return (return_ptr);
} else {
return (NULL);
}
}
/***********************************************************************************************
* Crate_From_Name -- Given a crate name convert it to a crate type. *
* *
* Use this routine to convert an ASCII crate name into a crate type. If no match could *
* be found, then CRATE_MONEY is assumed. *
* *
* INPUT: name -- Pointer to the crate name text to convert into a crate type. *
* *
* OUTPUT: Returns with the crate name converted into a crate type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
CrateType Crate_From_Name(char const * name)
{
if (name != NULL) {
for (CrateType crate = CRATE_FIRST; crate < CRATE_COUNT; crate++) {
if (stricmp(name, CrateNames[crate]) == 0) return(crate);
}
}
return(CRATE_MONEY);
}
/***********************************************************************************************
* Owner_From_Name -- Convert an owner name into a bitfield. *
* *
* This will take an owner specification and convert it into a bitfield that represents *
* it. Sometimes this will be just a single house bit, but other times it could be *
* all the allies or soviet house bits combined. *
* *
* INPUT: text -- Pointer to the text to convert into a house bitfield. *
* *
* OUTPUT: Returns with the houses specified. The value is in the form of a bit field with *
* one bit per house type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
int Owner_From_Name(char const * text)
{
int ownable = 0;
if (stricmp(text, "soviet") == 0) {
ownable |= HOUSEF_SOVIET;
} else {
if (stricmp(text, "allies") == 0 || stricmp(text, "allied") == 0) {
ownable |= HOUSEF_ALLIES;
} else {
HousesType h = HouseTypeClass::From_Name(text);
if (h != HOUSE_NONE && (h < HOUSE_MULTI1 || h > HOUSE_MULTI8)) {
ownable |= (1 << h);
}
}
}
return(ownable);
}
/***********************************************************************************************
* Shake_The_Screen -- Dispatcher that shakes the screen. *
* *
* This routine will shake the game screen the number of shakes requested. *
* *
* INPUT: shakes -- The number of shakes to shake the screen. *
* house -- House to perform the shake for (or HOUSE_NONE if all players). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/04/1996 BWG : Created. *
*=============================================================================================*/
void Shake_The_Screen(int shakes, HousesType house)
{
for (char h = HOUSE_FIRST; h < HOUSE_COUNT; ++h) {
if ((house != HOUSE_NONE) && (h != house)) {
continue;
}
HouseClass* hptr = HouseClass::As_Pointer((HousesType)h);
if ((hptr != nullptr) && hptr->IsActive && hptr->IsHuman) {
hptr->ScreenShakeTime = CDTimerClass<FrameTimerClass>(hptr->ScreenShakeTime + shakes + shakes);
hptr->ScreenShakeTime.Start();
}
}
#if (0)
#ifdef WIN32
shakes += shakes;
Hide_Mouse();
SeenPage.Blit(HidPage);
int oldyoff = 0;
int newyoff = 0;
while(shakes--) {
int x = TickCount;
// CountDownTimer = 1;
do {
newyoff = Sim_Random_Pick(0,2) - 1;
} while (newyoff == oldyoff);
switch (newyoff) {
case -1:
HidPage.Blit(SeenPage, 0,2, 0,0, 640,398);
break;
case 0:
HidPage.Blit(SeenPage);
break;
case 1:
HidPage.Blit(SeenPage, 0,0, 0,2, 640,398);
break;
} while (x == TickCount);
// } while (CountDownTimer != 0) ;
}
HidPage.Blit(SeenPage);
Show_Mouse();
#else
Shake_Screen(shakes);
#endif
#endif
}
/***********************************************************************************************
* List_Copy -- Makes a copy of a cell offset list. *
* *
* This routine will make a copy of a cell offset list. It will only copy the significant *
* elements of the list limited by the maximum length specified. *
* *
* INPUT: source -- Pointer to a cell offset list. *
* *
* len -- The maximum number of cell offset elements to store in to the *
* destination list pointer. *
* *
* dest -- Pointer to the destination list to store the copy into. *
* *
* OUTPUT: none *
* *
* WARNINGS: Ensure that the destination list is large enough to hold the list copy. *
* *
* HISTORY: *
* 09/04/1996 JLB : Created. *
*=============================================================================================*/
void List_Copy(short const * source, int len, short * dest)
{
if (dest == NULL || dest == NULL) {
return;
}
while (len > 0) {
*dest = *source;
if (*dest == REFRESH_EOL) break;
dest++;
source++;
len--;
}
}
#if 0
//
// Boy, this function sure is crummy
//
void Crummy(int crumb1, int crumb2)
{
if (Debug_Check_Map && Debug_Heap_Dump) {
Mono_Printf("Hi, I'm Crummy. And so are these: %d, %d\n",crumb1,crumb2);
}
}
#endif
/***********************************************************************************************
* Game_Registry_Key -- Returns pointer to string containing the registry subkey for the game.
* This is located under HKEY_LOCAL_MACHINE.
* HISTORY:
* 11/19/98 ajw : Created
*=============================================================================================*/
const char* Game_Registry_Key()
{
#ifdef ENGLISH
static char szKey[] = "SOFTWARE\\Westwood\\Red Alert Windows 95 Edition";
#else
#ifdef GERMAN
static char szKey[] = "SOFTWARE\\Westwood\\Alarmstufe Rot Windows 95 Edition";
#else
static char szKey[] = "SOFTWARE\\Westwood\\Alerte Rouge version Windows 95";
#endif
#endif
return szKey;
}
/***********************************************************************************************
* Is_Counterstrike_Installed -- Function to determine the availability of the CS expansion *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: true if Counterstrike is present *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 4/1/97 11:39PM ST : Created *
*=============================================================================================*/
bool Is_Counterstrike_Installed (void)
{
return true; // Remasters always have Counterstrike. ST - 10/18/2019 11:06AM
#if (0)
// ajw 9/29/98
static bool bAlreadyChecked = false;
static bool bInstalled = false;
if( !bAlreadyChecked )
{
HKEY hKey;
if( RegOpenKeyEx( HKEY_LOCAL_MACHINE, Game_Registry_Key(), 0, KEY_READ, &hKey ) != ERROR_SUCCESS )
return false;
DWORD dwValue;
DWORD dwBufSize = sizeof( DWORD );
if( RegQueryValueEx( hKey, "CStrikeInstalled", 0, NULL, (LPBYTE)&dwValue, &dwBufSize ) != ERROR_SUCCESS )
bInstalled = false;
else
bInstalled = (bool)dwValue; // (Presumably true, if it's there...)
RegCloseKey( hKey );
bAlreadyChecked = true;
}
return bInstalled;
// RawFileClass file("EXPAND.MIX");
// return(file.Is_Available());
#endif
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
/***********************************************************************************************
*=============================================================================================*/
bool Is_Aftermath_Installed (void)
{
return true; // Remasters always have Aftermath. ST - 10/18/2019 11:06AM
#if (0)
// ajw 9/29/98
static bool bAlreadyChecked = false;
static bool bInstalled = false;
if( !bAlreadyChecked )
{
HKEY hKey;
if( RegOpenKeyEx( HKEY_LOCAL_MACHINE, Game_Registry_Key(), 0, KEY_READ, &hKey ) != ERROR_SUCCESS )
return false;
DWORD dwValue;
DWORD dwBufSize = sizeof( DWORD );
if( RegQueryValueEx( hKey, "AftermathInstalled", 0, NULL, (LPBYTE)&dwValue, &dwBufSize ) != ERROR_SUCCESS )
bInstalled = false;
else
bInstalled = (bool)dwValue; // (Presumably true, if it's there...)
RegCloseKey( hKey );
bAlreadyChecked = true;
}
return bInstalled;
// RawFileClass file("EXPAND2.MIX");
// return(file.Is_Available());
#endif
}
#endif
#ifdef FIXIT_CSII // checked - ajw 9/28/98
void Enable_Secret_Units(void)
{
#if 0
SecretUnitsEnabled=true;
UnitTypeClass::As_Reference(UNIT_PHASE).Level=10;
VesselTypeClass::As_Reference(VESSEL_CARRIER).Level=10;
for (int index = 0; index < Buildings.Count(); index++) {
Buildings.Ptr(index)->Update_Buildables();
}
#endif
}
#endif
#ifdef FIXIT_VERSION_3
bool Force_Scenario_Available( const char* szName )
{
// Calls Force_CD_Available based on type of scenario. szName is assumed to be an official scenario here.
if( Is_Mission_Counterstrike( (char*)szName ) )
{
// debugprint( "Force_Scenario_Available requiring disk 4...\n" );
return Force_CD_Available( 4 );
}
else if( Is_Mission_Aftermath( (char*)szName ) )
{
// debugprint( "Force_Scenario_Available requiring disk 3...\n" );
return Force_CD_Available( 3 );
}
return true;
}
#endif