CnC_Remastered_Collection/REDALERT/LOADDLG.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

784 lines
28 KiB
C++

//
// 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/LOADDLG.CPP 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : LOADDLG.CPP *
* *
* Programmer : Maria Legg, Joe Bostic, Bill Randolph *
* *
* Start Date : March 19, 1995 *
* *
* Last Update : June 25, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* LoadOptionsClass::LoadOptionsClass -- class constructor *
* LoadOptionsClass::~LoadOptionsClass -- class destructor *
* LoadOptionsClass::Process -- main processing routine *
* LoadOptionsClass::Clear_List -- clears the list box & Files arrays *
* LoadOptionsClass::Fill_List -- fills the list box & GameNum arrays *
* LoadOptionsClass::Num_From_Ext -- clears the list box & GameNum arrays *
* LoadOptionsClass::Compare -- for qsort *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include <io.h> // for unlink
/***********************************************************************************************
* LoadOptionsClass::LoadOptionsClass -- class constructor *
* *
* INPUT: *
* style style for this load/save dialog (LOAD/SAVE/DELETE) *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
LoadOptionsClass::LoadOptionsClass(LoadStyleType style)
{
Style = style;
Files.Clear();
}
/***********************************************************************************************
* LoadOptionsClass::~LoadOptionsClass -- class destructor *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
LoadOptionsClass::~LoadOptionsClass()
{
for (int i = 0; i < Files.Count(); i++) {
delete Files[i];
}
Files.Clear();
}
/***********************************************************************************************
* LoadOptionsClass::Process -- main processing routine *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* false = User cancelled, true = operation completed *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
int LoadOptionsClass::Process(void)
{
/*
** Dialog & button dimensions
*/
int d_dialog_w = 250 * RESFACTOR; // dialog width
int d_dialog_h = 156 * RESFACTOR; // dialog height
int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2); // centered x-coord
int d_dialog_y = (((200 * RESFACTOR) - d_dialog_h) / 2); // centered y-coord
int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // coord of x-center
int d_txt8_h = 11 * RESFACTOR; // ht of 8-pt text
int d_margin = 7 * RESFACTOR; // margin width/height
int x_margin = 16 * RESFACTOR; // margin width/height
int d_list_w = d_dialog_w - (x_margin * 2);
int d_list_h = 104 * RESFACTOR;
int d_list_x = d_dialog_x + x_margin;
int d_list_y = d_dialog_y + d_margin + d_txt8_h + d_margin;
int d_edit_w = d_dialog_w - (x_margin * 2);
int d_edit_h = 13 * RESFACTOR;
int d_edit_x = d_dialog_x + x_margin;
int d_edit_y = d_list_y + d_list_h - (30 * RESFACTOR) + d_margin + d_txt8_h;
#if (GERMAN | FRENCH)
int d_button_w = 50 * RESFACTOR;
#else
int d_button_w = 40 * RESFACTOR;
#endif
int d_button_h = 13 * RESFACTOR;
int d_button_x = d_dialog_cx - d_button_w - d_margin;
int d_button_y = d_dialog_y + d_dialog_h - d_button_h - d_margin;
#if defined(GERMAN) || defined(FRENCH)
int d_cancel_w = 60 * RESFACTOR;//BG:40
#else
int d_cancel_w = 40 * RESFACTOR;
#endif
int d_cancel_h = 13 * RESFACTOR;
int d_cancel_x = d_dialog_cx + d_margin;
int d_cancel_y = d_dialog_y + d_dialog_h - d_cancel_h - d_margin;
/*
** Button enumerations
*/
enum {
BUTTON_LOAD = 100,
BUTTON_SAVE,
BUTTON_DELETE,
BUTTON_CANCEL,
BUTTON_LIST,
BUTTON_EDIT,
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*
** Dialog variables
*/
bool cancel = false; // true = user cancels
int list_ht = d_list_h; // adjusted list box height
/*
** Other Variables
*/
int btn_txt; // text on the 'OK' button
int btn_id; // ID of 'OK' button
int caption; // dialog caption
int game_idx = 0; // index of game to save/load/etc
int game_num = 0; // file number of game to load/save/etc
char game_descr[DESCRIP_MAX] = {0}; // save-game description
char fname[_MAX_NAME+_MAX_EXT]; // for generating filename to delete
int rc; // return code
/*
** Buttons
*/
ControlClass * commands = NULL; // the button list
switch (Style) {
case LOAD:
btn_txt = TXT_LOAD_BUTTON;
btn_id = BUTTON_LOAD;
caption = TXT_LOAD_MISSION;
break;
case SAVE:
btn_txt = TXT_SAVE_BUTTON;
btn_id = BUTTON_SAVE;
caption = TXT_SAVE_MISSION;
list_ht -= 30;
break;
default:
btn_txt = TXT_DELETE_BUTTON;
btn_id = BUTTON_DELETE;
caption = TXT_DELETE_MISSION;
break;
}
TextButtonClass button (btn_id, btn_txt, TPF_BUTTON, d_button_x, d_button_y, d_button_w);
TextButtonClass cancelbtn (BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w);
ListClass listbtn (BUTTON_LIST, d_list_x, d_list_y, d_list_w, list_ht,
TPF_6PT_GRAD | TPF_NOSHADOW,
MFCD::Retrieve("BTN-UP.SHP"),
MFCD::Retrieve("BTN-DN.SHP"));
EditClass editbtn (BUTTON_EDIT, game_descr, sizeof(game_descr)-4, TPF_6PT_GRAD|TPF_NOSHADOW, d_edit_x, d_edit_y, d_edit_w, -1, EditClass::ALPHANUMERIC);
/*
** Initialize.
*/
Set_Logic_Page(SeenBuff);
Fill_List(&listbtn);
/*
** Do nothing if list is empty.
*/
if ((Style == LOAD || Style == WWDELETE) && listbtn.Count()==0) {
Clear_List(&listbtn);
WWMessageBox().Process(TXT_NO_SAVES);
return(false);
}
/*
** Create the button list.
*/
commands = &button;
cancelbtn.Add_Tail(*commands);
listbtn.Add_Tail(*commands);
if (Style == SAVE) {
editbtn.Add_Tail(*commands);
editbtn.Set_Focus();
}
/*
** Main Processing Loop.
*/
Keyboard->Clear();
bool firsttime = true;
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback.
*/
if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH) {
Call_Back();
} else {
if (Main_Loop()) {
process = false;
cancel = true;
}
}
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored=FALSE;
display = true;
}
#endif
/*
** Refresh display if needed.
*/
if (display) {
/*
** Display the dialog box.
*/
Hide_Mouse();
if (display) {
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
Draw_Caption(caption, d_dialog_x, d_dialog_y, d_dialog_w);
if (Style == SAVE) {
Fancy_Text_Print(TXT_MISSION_DESCRIPTION, d_dialog_cx,
d_edit_y - d_txt8_h, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT | TPF_CENTER);
}
}
/*
** Redraw the buttons.
*/
if (display) {
commands->Flag_List_To_Redraw();
}
Show_Mouse();
display = false;
}
/*
** Get user input.
*/
KeyNumType input = commands->Input();
/*
** The first time through the processing loop, set the edit
** gadget to have the focus if this is the save dialog. The
** focus must be set here since the gadget list has changed
** and this change will cause any previous focus setting to be
** cleared by the input processing routine.
*/
if (firsttime && Style == SAVE) {
firsttime = false;
editbtn.Set_Focus();
editbtn.Flag_To_Redraw();
}
/*
** If the <RETURN> key was pressed, then default to the appropriate
** action button according to the style of this dialog box.
*/
if (input == KN_RETURN || input == (BUTTON_EDIT|KN_BUTTON)) {
ToggleClass * toggle = NULL;
switch (Style) {
case SAVE:
input = (KeyNumType)(BUTTON_SAVE|KN_BUTTON);
cancelbtn.Turn_Off();
// cancelbtn.IsOn = false;
toggle = (ToggleClass*)commands->Extract_Gadget(BUTTON_SAVE);
if (toggle != NULL) {
toggle->Turn_On();
// toggle->IsOn = true;
toggle->IsPressed = true;
}
break;
case LOAD:
input = (KeyNumType)(BUTTON_LOAD|KN_BUTTON);
// cancelbtn.IsOn = false;
cancelbtn.Turn_Off();
toggle = (ToggleClass *)commands->Extract_Gadget(BUTTON_LOAD);
if (toggle != NULL) {
toggle->IsOn = true;
toggle->IsPressed = true;
}
break;
case WWDELETE:
input = (KeyNumType)(BUTTON_DELETE|KN_BUTTON);
// cancelbtn.IsOn = false;
cancelbtn.Turn_Off();
toggle = (ToggleClass *)commands->Extract_Gadget(BUTTON_DELETE);
if (toggle != NULL) {
toggle->IsOn = true;
toggle->IsPressed = true;
}
break;
}
Hide_Mouse();
commands->Draw_All(true);
Show_Mouse();
}
/*
** Process input.
*/
switch (input) {
/*
** Load: if load fails, present a message, and stay in the dialog
** to allow the user to try another game
*/
case (BUTTON_LOAD | KN_BUTTON):
game_idx = listbtn.Current_Index();
game_num = Files[game_idx]->Num;
if (Files[game_idx]->Valid) {
/*
** Start a timer before we load the game
*/
CDTimerClass<SystemTimerClass> timer;
// timer.Start();
timer = TICKS_PER_SECOND*4;
WWMessageBox().Process(TXT_LOADING, TXT_NONE);
Theme.Fade_Out();
rc = Load_Game(game_num);
/*
** Make sure the message says on the screen at least 1 second
*/
while (timer > 0) {
Call_Back();
}
Keyboard->Clear();
if (!rc) {
WWMessageBox().Process(TXT_ERROR_LOADING_GAME);
} else {
Speak(VOX_LOAD1);
while (Is_Speaking()) {
Call_Back();
}
Hide_Mouse();
SeenPage.Clear();
GamePalette.Set();
// Set_Palette(GamePalette);
Show_Mouse();
process = false;
}
} else {
WWMessageBox().Process(TXT_OBSOLETE_SAVEGAME);
}
break;
/*
** Save: Save the game & exit the dialog
*/
case (BUTTON_EDIT | KN_BUTTON):
case (BUTTON_SAVE | KN_BUTTON):
if (!strlen(game_descr)) {
WWMessageBox().Process(TXT_MUSTENTER_DESCRIPTION);
firsttime = true;
display = true;
break;
}
game_idx = listbtn.Current_Index();
if (Disk_Space_Available() < SAVE_GAME_DISK_SPACE && game_idx == 0) {
WWMessageBox().Process(TXT_SPACE_CANT_SAVE);
firsttime = true;
display = true;
break;
}
game_num = Files[game_idx]->Num;
if (!Save_Game(game_num, game_descr)) {
WWMessageBox().Process(TXT_ERROR_SAVING_GAME);
} else {
Speak(VOX_SAVE1);
while (Is_Speaking()) {
Call_Back();
}
CDTimerClass<SystemTimerClass> timer;
// timer.Start();
timer = TICKS_PER_SECOND*4;
WWMessageBox().Process(TXT_GAME_WAS_SAVED, TXT_NONE, TXT_NONE);
/*
** Delay to let the user read the message
*/
while (timer > 0) {
Call_Back();
}
Keyboard->Clear();
}
process = false;
break;
/*
** Delete: delete the file & stay in the dialog, to allow the user
** to delete multiple files.
*/
case (BUTTON_DELETE | KN_BUTTON):
game_idx = listbtn.Current_Index();
game_num = Files[game_idx]->Num;
if (WWMessageBox().Process(TXT_DELETE_FILE_QUERY, TXT_YES, TXT_NO)==0) {
sprintf(fname, "SAVEGAME.%03d", game_num);
unlink(fname);
Clear_List(&listbtn);
Fill_List(&listbtn);
if (listbtn.Count() == 0) {
process = false;
} else {
ToggleClass * toggle = (ToggleClass *)commands->Extract_Gadget(BUTTON_DELETE);
if (toggle != NULL) {
// toggle->IsOn = false;
toggle->Turn_Off();
toggle->IsPressed = false;
toggle->Flag_To_Redraw();
}
}
}
display = true;
break;
/*
** If the user clicks on the list, see if the there is a new current
** item; if so, and if we're in SAVE mode, copy the list item into
** the save-game description field.
*/
case (BUTTON_LIST | KN_BUTTON):
if (Style != SAVE) {
break;
}
if (listbtn.Count() && listbtn.Current_Index() != game_idx) {
game_idx = listbtn.Current_Index();
/*
** Copy the game's description, UNLESS it's the empty slot; if
** it is, set the edit buffer to empty.
*/
if (game_idx != 0) {
strcpy(game_descr, listbtn.Get_Item(game_idx));
/*
** Strip any leading parenthesis off of the description.
*/
if (game_descr[0] == '(') {
char * ptr = strchr(game_descr, ')');
if (ptr != NULL) {
strcpy(game_descr, ptr+1);
strtrim(game_descr);
}
}
} else {
game_descr[0] = 0;
}
editbtn.Set_Text(game_descr, 40);
}
break;
/*
** ESC/Cancel: break
*/
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
}
Clear_List(&listbtn);
if (cancel) return(false);
return(true);
}
/***********************************************************************************************
* LoadOptionsClass::Clear_List -- clears the list box & Files arrays *
* *
* This step is essential, because it frees all the strings allocated for list items. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
void LoadOptionsClass::Clear_List(ListClass * list)
{
/*
** For every item in the list, free its buffer & remove it from the list.
*/
int j = list->Count();
for (int i = 0; i < j; i++) {
list->Remove_Item(list->Get_Item(0));
}
/*
** Clear the array of game numbers
*/
for (int i = 0; i < Files.Count(); i++) {
delete Files[i];
}
Files.Clear();
}
/***********************************************************************************************
* LoadOptionsClass::Fill_List -- fills the list box & GameNum arrays *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
* 06/25/1995 JLB : Shows which saved games are "(old)". *
*=============================================================================================*/
void LoadOptionsClass::Fill_List(ListClass * list)
{
#if(0) //PG
FileEntryClass * fdata; // for adding entries to 'Files'
char descr[DESCRIP_MAX+32];
unsigned scenario; // scenario #
HousesType house; // house
struct find_t ff; // for _dos_findfirst
int id;
/*
** Make sure the list is empty
*/
Clear_List(list);
/*
** Add the Empty Slot entry
*/
if (Style == SAVE) {
fdata = new FileEntryClass;
strcpy(fdata->Descr, Text_String(TXT_EMPTY_SLOT));
fdata->DateTime = 0xffffffff; // will always be first
Files.Add(fdata);
}
/*
** Find all savegame files
*/
int rc = _dos_findfirst("SAVEGAME.*", _A_NORMAL, &ff);
while (!rc) {
if (stricmp(ff.name, NET_SAVE_FILE_NAME) != 0) {
/*
** Extract the game ID from the filename
*/
id = Num_From_Ext(ff.name);
/*
** get the game's info; if success, add it to the list
*/
bool ok = Get_Savefile_Info(id, descr, &scenario, &house);
fdata = new FileEntryClass;
fdata->Descr[0] = '\0';
if (!ok) {
strcpy(fdata->Descr, Text_String(TXT_OLD_GAME));
} else {
if (house == HOUSE_USSR || house == HOUSE_UKRAINE) {
#ifdef WIN32
sprintf(fdata->Descr, "(%s) ", Text_String(TXT_SOVIET));
#else
sprintf(fdata->Descr, "(%c) ", *Text_String(TXT_SOVIET));
#endif
} else {
#ifdef WIN32
sprintf(fdata->Descr, "(%s) ", Text_String(TXT_ALLIES));
#else
sprintf(fdata->Descr, "(%c) ", *Text_String(TXT_ALLIES));
#endif
}
}
strncat(fdata->Descr, descr, (sizeof(fdata->Descr)-strlen(fdata->Descr))-1);
fdata->Valid = ok;
fdata->Scenario = scenario;
fdata->House = house;
fdata->Num = id;
fdata->DateTime = (((unsigned long)ff.wr_date) << 16) | (unsigned long)ff.wr_time;
Files.Add(fdata);
}
/*
** Find the next file
*/
rc = _dos_findnext(&ff);
}
/*
** If saving a game, determine a unique file ID for the empty slot
*/
if (Style == SAVE) {
/*
** Find an un-used number to associate with the Empty Slot by looking in
** GameNum for each number from 0 to 'N', where 'N' is the # of entries
** in the list; if any number isn't found, use that number; otherwise,
** use 'N + 1'.
*/
for (int i = 0; i < Files.Count(); i++) { // i = the # we're searching for
id = -1; // mark as 'not found'
for (int j = 0; j < Files.Count(); j++) { // loop through all game ID's
if (Files[j]->Num==i) { // if found, mark as found
id = j;
break;
}
}
if (id == -1) break; // if ID not found, use this one
}
Files[0]->Num = i; // set the empty slot's ID
}
/*
** Now sort the list in order of Date/Time (newest first, oldest last)
*/
qsort((void *)(&Files[0]), Files.Count(), sizeof(class FileEntryClass *), LoadOptionsClass::Compare);
/*
** Now add every file's name to the list box
*/
for (int i = 0; i < Files.Count(); i++) {
list->Add_Item(Files[i]->Descr);
}
#endif
}
/***********************************************************************************************
* LoadOptionsClass::Num_From_Ext -- clears the list box & GameNum arrays *
* *
* INPUT: *
* fname filename to parse *
* *
* OUTPUT: *
* File number for this name. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
int LoadOptionsClass::Num_From_Ext(char * fname)
{
char ext[_MAX_EXT];
_splitpath(fname, NULL, NULL, NULL, ext);
int num = atoi(ext + 1); // skip the '.'
return(num);
}
/***********************************************************************************************
* LoadOptionsClass::Compare -- for qsort *
* *
* INPUT: *
* p1,p2 ptrs to elements to compare *
* *
* OUTPUT: *
* 0 = same, -1 = (*p1) goes BEFORE (*p2), 1 = (*p1) goes AFTER (*p2) *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
int LoadOptionsClass::Compare(const void * p1, const void * p2)
{
class FileEntryClass * fe1, * fe2;
fe1 = *((class FileEntryClass **)p1);
fe2 = *((class FileEntryClass **)p2);
if (fe1->DateTime > fe2->DateTime) return(-1);
if (fe1->DateTime < fe2->DateTime) return(1);
return(0);
}