CnC_Remastered_Collection/REDALERT/NETDLG.CPP

7844 lines
330 KiB
C++
Raw Permalink Blame History

//
// 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/NETDLG.CPP 13 10/13/97 2:20p Steve_t $ */
/***********************************************************************************************
*** 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 : NETDLG.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : January 23, 1995 *
* *
* Last Update : December 12, 1995 [BRR] *
* *
*---------------------------------------------------------------------------------------------*
* *
* These routines establish & maintain peer-to-peer connections between this system *
* and all others in the game. Each system finds out the IPX address of the others, *
* and forms a direct connection (IPXConnectionClass) to that system. Systems are *
* found out via broadcast queries. Every system broadcasts its queries, and every *
* system replies to queries it receives. At the point when the game owner signals *
* 'OK', every system must know about all the other systems in the game. *
* *
* How Bridges are handled: *
* Currently, bridges are handled by specifying the destination IPX address of the *
* "server" (game owner's system) on the command-line. This address is used to *
* derive a broadcast address to that destination network, and this system's queries *
* are broadcast over its network & the server's network; replies to the queries come *
* with each system's IPX address attached, so once we have the address, we can form *
* a connection with any system on the bridged net. *
* *
* The flaw in this plan is that we can only cross one bridge. If there are 3 nets *
* bridged (A, B, & C), and the server is on net B, and we're on net A, our broadcasts *
* will reach nets A & B, but not C. The way to circumvent this (if it becomes a problem) *
* would be to have the server tell us what other systems are in its game, not each *
* individual player's system. Thus, each system would find out about all the other systems *
* by interacting with the game's owner system (this would be more involved than what *
* I'm doing here). *
* *
* Here's a list of all the different packets sent over the Global Channel: *
* *
* NET_QUERY_GAME *
* (no other data) *
* NET_ANSWER_GAME *
* Name: game owner's name *
* GameInfo: game's version & open state *
* NET_QUERY_PLAYER *
* Name: name of game we want players to respond for *
* NET_ANSWER_PLAYER *
* Name: player's name *
* PlayerInfo: info about player *
* NET_CHAT_ANNOUNCE *
* Chat: unique id of the local node, so I can tell *
* if this chat announcement is from myself *
* NET_QUERY_JOIN *
* Name: name of player wanting to join *
* PlayerInfo: player's requested house, color, & version range *
* NET_CONFIRM_JOIN *
* PlayerInfo: approves player's house & color *
* NET_REJECT_JOIN *
* Reject.Why: tells why we got rejected *
* NET_GAME_OPTIONS *
* ScenarioInfo: info about scenario *
* NET_SIGN_OFF *
* Name: name of player signing off *
* NET_PING *
* (no other data) *
* NET_GO *
* Delay: value of one-way response time, in frames *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Init_Network -- initializes network stuff *
* Shutdown_Network -- shuts down network stuff *
* Process_Global_Packet -- responds to remote queries *
* Destroy_Connection -- destroys the given connection *
* Remote_Connect -- handles connecting this user to others *
* Net_Join_Dialog -- lets user join an existing game, or start a new one *
* Request_To_Join -- Sends a JOIN request packet to game owner *
* Unjoin_Game -- Cancels joining a game *
* Send_Join_Queries -- sends queries for the Join Dialog *
* Get_Join_Responses -- sends queries for the Join Dialog *
* Net_New_Dialog -- lets user start a new game *
* Get_NewGame_Responses -- processes packets for New Game dialog *
* Compute_Name_CRC -- computes CRC from char string *
* Net_Reconnect_Dialog -- Draws/updates the network reconnect dialog *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
// Warning - Most disgusting cpp file of all time. ajw
#include "function.h"
//PG Stubs
void Destroy_Connection(int, int) {}
bool Process_Global_Packet(GlobalPacketType *, IPXAddressClass *) { return false; }
bool Client_Remote_Connect(void) { return false; }
bool Server_Remote_Connect(void) { return false; }
bool Init_Network(void) { return false; }
bool Remote_Connect(void) { return false; }
#if (0) //PG
#ifdef WIN32
#ifdef WINSOCK_IPX
#include "WSProto.h"
#else //WINSOCK_IPX
#include "tcpip.h"
#endif //WINSOCK_IPX
#include "ccdde.h"
#else //WIN32
#include "fakesock.h"
#endif //WIN32
#include <time.h>
//#include <dos.h>
//#include "WolDebug.h"
#define SHOW_MONO 0
//#define OLDWAY 1
#ifdef FRENCH
#define TXT_HACKHACK "Connexion En Cours..."
#endif
#if defined(ENGLISH) || defined(GERMAN)
#define TXT_HACKHACK Text_String(TXT_CONNECTING)
#endif
#ifdef FIXIT_CSII // checked - ajw 9/28/98
bool Is_Mission_126x126 (char *file_name);
bool Is_Mission_Aftermath (char *file_name);
bool Is_Mission_Counterstrike (char *file_name);
bool bSpecialAftermathScenario( const char* szScenarioDescription );
#endif
#ifdef FIXIT_VERSION_3
bool Force_Scenario_Available( const char* szName );
#endif
#ifdef WOLAPI_INTEGRATION
#include "WolStrng.h"
#include "WolapiOb.h"
extern WolapiObject* pWolapi;
#endif
#include "COORDA.h"
//---------------------------------------------------------------------------
// The possible states of the join-game dialog
//---------------------------------------------------------------------------
typedef enum {
JOIN_REJECTED = -1, // we've been rejected
JOIN_NOTHING, // we're not trying to join a game
JOIN_WAIT_CONFIRM, // we're asking to join, & waiting for confirmation
JOIN_CONFIRMED, // we've been confirmed
JOIN_GAME_START, // the game we've joined is starting
JOIN_GAME_START_LOAD, // the game we've joined is starting; load saved game
} JoinStateType;
//---------------------------------------------------------------------------
// The possible return codes from Get_Join_Responses()
//---------------------------------------------------------------------------
typedef enum {
EV_NONE, // nothing happened
EV_STATE_CHANGE, // Join dialog is in a new state
EV_NEW_GAME, // a new game formed, or is now open
EV_NEW_PLAYER, // a new player was detected
EV_PLAYER_SIGNOFF, // a player has signed off
EV_GAME_SIGNOFF, // a gamed owner has signed off
EV_GAME_OPTIONS, // a game options packet was received
EV_MESSAGE, // a message was received
} JoinEventType;
//---------------------------------------------------------------------------
// The possible reasons we're rejected from joining a game
//---------------------------------------------------------------------------
typedef enum {
REJECT_DUPLICATE_NAME, // player's name is a duplicate
REJECT_GAME_FULL, // game is full
REJECT_VERSION_TOO_OLD, // joiner's version is too old
REJECT_VERSION_TOO_NEW, // joiner's version is too new
REJECT_BY_OWNER, // game owner clicked "reject"
REJECT_DISBANDED, // game was disbanded
REJECT_MISMATCH, // "rules.ini" file mismatch.
} RejectType;
#ifdef ENGLISH
char const *EngMisStr[] = {
"Coastal Influence (Med)",
"Middle Mayhem (Sm)",
"Equal Opportunity (Sm)",
"Marooned II (Med)",
"Keep off the Grass (Sm)",
"Isle of Fury (Lg)",
"Ivory Wastelands (Sm)",
"Shallow Grave (Med)",
"North By Northwest (Lg)",
"First Come, First Serve (Sm)",
"Island Hoppers (Sm)",
"Raraku (Lg)",
"Central Conflict (Lg)",
"Combat Alley (Med)",
"Island Wars (Lg)",
"Desolation (Lg)",
"No Escape (Med)",
"No Man's Land (Med)",
"Normandy (Med)",
"Pond Skirmish (Med)",
"Ridge War (Med)",
"A Path Beyond (Lg)",
"Dugout Isle (Med)",
"Treasure Isle (Med)",
"Africa (Lg)",
"Alaska Anarchy (Lg)",
"All that Glitters... (Lg)",
"Apre's Peace (Lg)",
"Antartica (Lg)",
"Armourgarden (Lg)",
"Austraila (Med)",
"Barrier to Entry (Lg)",
"Bavarian Blast (Med)",
"Be Shore (Med)",
"Bearing Straits (Med)",
"Blow Holes (Lg)",
"Bonsai (Sm)",
"Brother Stalin (Lg)",
"Bullseye (Lg)",
"C&C (Med)",
"Camos Canyon (Med)",
"Camos Coves (Lg)",
"Camos Cross (Lg)",
"Camos Crossing (Sm)",
"Central Arena (Lg)",
"Canyon River (Med)",
"Crossroads (Sm)",
"Czech Mate (Lg)",
"Dday (Med)",
"Disaster Central (Lg)",
"Docklands (Med)",
"East Coast (Med)",
"Eastern Seaboard (Lg)",
"Finger Lake (Lg)",
"Fjords (Med)",
"Floodlands (Lg)",
"Forest under fire (Lg)",
"Four Corners (Lg)",
"Frostbit Fjords (Lg)",
"Glenboig (Sm)",
"Hell Frozen Over (Lg)",
"India (Lg)",
"Indirect Fire (Lg)",
"Island Wars II (Lg)",
"Italy (Lg)",
"Kabalo (Lg)",
"King of the Hills (Lg)",
"Lake Divide (Med)",
"Lakelands (Lg)",
"Land Ladder (Lg)",
"Lotsa Lakes (Lg)",
"Lunar Battlefield (Lg Special)",
"Malibu Fields (Med)",
"Marshland (Med)",
"MyLai Delta (Med)",
"Natural Harbor (Med)",
"No Way Out (Lg)",
"Normandy Landing (Lg)",
"Ore Wars (Med)",
"Oz (Lg)",
"Pilgrim Fathers II (Lg)",
"Pip's Ice Tea (Med)",
"Polar Panic (Lg)",
"Ponds (Med)",
"Putney (Lg)",
"Return to Zion (Lg)",
"Ring of Land (Lg)",
"River Basin (Lg)",
"River Delta (Med)",
"River Islands (Med)",
"River Maze (Sm)",
"Rivers (Sm)",
"Run the Gauntlet (Med)",
"Scappa Flow (Lg)",
"Siberian Slaughter (Lg)",
"Sleepy Valley (Sm)",
"Snake River (Lg)",
"Snow Wars (Lg)",
"Snowball fight (Lg)",
"Snowy Island (Lg)",
"So Near So Far (Sm)",
"South America (Lg)",
"Spring Line (Lg)",
"Star (Lg)",
"Straighter & Narrower (Sm)",
"TerrainSpotting (Sm)",
"The Bay (Lg)",
"The Garden (Lg)",
"The Great Lakes (Med)",
"The Ice Arena (Lg)",
"The Lake District (Lg)",
"The Linked lands (Lg)",
"The Mississippi (Med)",
"The Sticky Bit (Lg)",
"The Valley (Med)",
"The Woods Today (Lg)",
"Things to Come (Lg)",
"Tiger Core (Sm)",
"To the Core (Sm)",
"Tournament Hills (Lg)",
"Tropical Storm (Med)",
"Tundra Trouble (Lg)",
"Uk (Med)",
"Undiscovered Country (Sm)",
"United States (Med)",
"Volcano (Sm)",
"Wastelands (Lg)",
"Water Works (Sm)",
"World Map (Med)",
"Zambezi (Lg)",
"A Pattern of Islands (Lg 8 players)",
"Arena Valley Extreme (Mega 8 players)",
"Around the Rim (Sm 4 players)",
"Ashes to Ashes (Lg 6 players)",
"Artic Wasteland (Mega 8 players)",
"Badajoz (Med 4 players)",
"Baptism of Fire (Lg 6 players)",
"Big Fish, Small Pond (Lg 6 players)",
"Blue Lakes (Lg 8 players)",
"Booby Traps (Mega 8 players)",
"Bridgehead (Lg 6 players)",
"Butterfly Bay (Lg 6 players)",
"Central Conflict Extreme (Mega 8 players)",
"Circles of Death (Mega 8 players)",
"Cold Front (Med 6 players)",
"Cold Pass (Med 4 players)",
"Combat Zones (Mega 8 players)",
"Conflict Cove (Sm 4 players)",
"Culloden Moor (Med 8 players)",
"Damnation Alley (Mega 8 players)",
"Death Valley (Mega 8 players)",
"Deep Six (Mega 8 players)",
"Destruction Derby (Mega 8 players)",
"Diamonds Aren't Forever (Mega 8 players)",
"Elysium (Sm 4 players)",
"Equal Shares (Lg 4 players)",
"Frost Bitten (Mega 8 players)",
"Frozen Valley (Med 6 players)",
"Gettysburg (Sm 4 players)",
"Glacial Valley (Sm 4 players)",
"Gold Coast (Med 6 players)",
"Gold Rush (Lg 4 players)",
"Habitat (Lg 4 players)",
"Hades Frozen Over (Sm 4 players)",
"Hamburger Hill (Mega 8 players)",
"Hastings (Sm 4 players)",
"Hell's Pass (Med 6 players)",
"Holy Grounds (Mega 8 players)",
"Ice Bergs (Med 6 players)",
"Ice Station (Lg 6 players)",
"Ice Queen (Lg 4 players)",
"In the Sun (Med 6 players)",
"Innocents? (Mega 8 players)",
"Islands (Med 8 players)",
"Island Plateau (Lg 4 players)",
"Island Wars Extreme (Mega 8 players)",
"Kananga (Med 6 players)",
"King of the Hills Extreme (Mega 8 players)",
"Lake Land (Lg 8 players)",
"Land Locked (Lg 8 players)",
"Lanes (Med 8 players)",
"Leipzip (Sm 4 players)",
"Meander (Lg 8 players)",
"Mekong (Med 8 players)",
"Middle Ground (Med 8 players)",
"Naval Conquests (Mega 8 players)",
"On your Marks (Med 4 players)",
"Open Warfare (Mega 8 players)",
"Ore Gardens (Lg 8 players)",
"Potholes (Mega 8 players)",
"Puddles (Med 4 players)",
"Random Violence (Mega 8 players)",
"Revenge (Med 8 players)",
"Rias (Med 8 players)",
"River Crossing (Sm 4 players)",
"River Rampage (Mega 8 players)",
"River Rapids (Lg 6 players)",
"Rivers Wild (Mega 8 players)",
"Rorkes Drift (Lg 4 players)",
"Seaside (Med 4 players)",
"Shades (Med 8 players)",
"Smuggler's Cove (Lg 6 players)",
"Snow Garden (Sm 2 players)",
"Stalingrad (Sm 4 players)",
"Sticks & Stones (Med 4 players)",
"Strathearn Valley (Lg 6 players)",
"Super Bridgehead (Mega 8 players)",
"Super Mekong (Mega 8 players)",
"Super Ore Gardens (Mega 8 players)",
"Switch (Med 4 players)",
"The Berg (Mega 8 players)",
"The Boyne (Med 4 players)",
"The Bulge (Sm 4 players)",
"The Cauldron (Lg 6 players)",
"The Finger (Lg 6 players)",
"The Hills Have Eyes (Mega 8 players)",
"The Keyes (Med 6 players)",
"The Lakes (Med 8 players)",
"The Neck (Med 6 players)",
"The Web (Lg 6 players)",
"To the Core (Lg 4 players)",
"Trafalgar (Lg 4 players)",
"Twin Rivers (Sm 4 players)",
"Umtumbo Gorge (Lg 4 players)",
"Watch Your Step Extreme (Mega 8 players)",
"Waterfalls (Lg 8 players)",
"Waterloo Revisited (Lg 6 players)",
"Water Werks (Mega 8 players)",
"Warlord's Lake (Sm 4 players)",
"Zama (Sm 4 players)",
NULL
};
#endif
#ifdef GERMAN
char const *EngMisStr[] = {
"A Path Beyond (Lg)", "Weg ins Jenseits (Gr)",
"Central Conflict (Lg)", "Der zentrale Konflikt (Gr)",
"Coastal Influence (Med)", "Sturm an der K<>ste (Mit)",
"Combat Alley (Med)", "Boulevard der Schlachten (Mit)",
"Desolation (Lg)", "Verw<EFBFBD>stung (Gr)",
"Dugout Isle (Med)", "Buddelschiff (Mit)",
"Equal Opportunity (Sm)", "Gleiche Chancen (Kl)",
"First Come, First Serve (Sm)", "Wer zuerst kommt... (Kl)",
"Island Hoppers (Sm)", "Inselspringen (Kl)",
"Island Wars (Lg)", "Der Krieg der Eilande (Gr)",
"Isle of Fury (Lg)", "Insel des Zorns (Gr)",
"Ivory Wastelands (Sm)", "Elfenbeinw<EFBFBD>ste (Kl)",
"Keep off the Grass (Sm)", "Rasen betreten verboten (Kl)",
"Marooned II (Med)", "Gestrandet (Mit)",
"Middle Mayhem (Sm)", "Mittelsmann (Kl)",
"No Escape (Med)", "Kein Entrinnen (Mit)",
"No Man's Land (Med)", "Niemandsland (Mit)",
"Normandy (Med)", "Normandie (Mit)",
"North By Northwest (Lg)", "Nord auf Nordwest (Gr)",
"Pond Skirmish (Med)", "Teichgepl<EFBFBD>nkel (Mit)",
"Raraku (Lg)", "Raraku (Gr)",
"Ridge War (Med)", "Das Tal der Cyborgs (Mit)",
"Shallow Grave (Med)", "Ein enges Grab (Mit)",
"Treasure Isle (Med)", "Die Schatzinsel (Mit)",
"Africa (Lg)", "Afrika (Gr)",
"Alaska Anarchy (Lg)", "Anarchie in Alaska (Gr)",
"All that Glitters... (Lg)", "Alles was gl<67>nzt... (Gr)",
"Apre's Peace (Lg)", "Apres Frieden (Gr)",
"Antartica (Lg)", "Antarktica (Gr)",
"Armourgarden (Lg)", "Garten der Panzer (Gr)",
"Austraila (Med)", "Koalaland (Mit)",
"Barrier to Entry (Lg)", "Zutritt verboten (Gr)",
"Bavarian Blast (Med)", "Bayrische Blasmusik (Mit)",
"Be Shore (Med)", "Strandl<EFBFBD>ufer (Mit)",
"Bearing Straits (Med)", "Die Heringstrasse (Mit)",
"Blow Holes (Lg)", "L<EFBFBD>cheriger K<>se (Gr)",
"Bonsai (Sm)", "Bonsai (Kl)",
"Brother Stalin (Lg)", "Br<EFBFBD>derchen Stalin (Gr)",
"Bullseye (Lg)", "Bullseye (Gr)",
"C&C (Med)", "C&C (Mit)",
"Camos Canyon (Med)", "Camos-Canyon (Mit)",
"Camos Coves (Lg)", "Camos-Grotte (Gr)",
"Camos Cross (Lg)", "Camos-Kreuz (Gr)",
"Camos Crossing (Sm)", "Camos-Kreuzweg (Kl)",
"Central Arena (Lg)", "Spielplatz des Teufels (Gr)",
"Canyon River (Med)", "Canyonfluss (Mit)",
"Crossroads (Sm)", "Kreuzung (Kl)",
"Czech Mate (Lg)", "Tschechische Er<45>ffnung (Gr)",
"Dday (Med)", "D-Day (Mit)",
"Disaster Central (Lg)", "Endstation Schweinebucht (Gr)",
"Docklands (Med)", "Docklands (Mit)",
"East Coast (Med)", "Ostk<EFBFBD>ste (Mit)",
"Eastern Seaboard (Lg)", "Die Passage nach Osten (Gr)",
"Finger Lake (Lg)", "Fingersee (Gr)",
"Fjords (Med)", "Fjorde (Mit)",
"Floodlands (Lg)", "Land unter! (Gr)",
"Forest under fire (Lg)", "Waldsterben im Feuer (Gr)",
"Four Corners (Lg)", "Viereck (Gr)",
"Frostbit Fjords (Lg)", "Frostbeulenfjord (Gr)",
"Glenboig (Sm)", "Glenboig (Kl)",
"Hell Frozen Over (Lg)", "Winter in der H<>lle (Gr)",
"India (Lg)", "Indien (Gr)",
"Indirect Fire (Lg)", "Indirekter Beschuss (Gr)",
"Island Wars II (Lg)", "Krieg der Inseln (Gr)",
"Italy (Lg)", "Italien (Gr)",
"Kabalo (Lg)", "Kabalo (Gr)",
"King of the Hills (Lg)", "K<EFBFBD>nig des Maulwurfsh<73>gels (Gr)",
"Lake Divide (Med)", "Wasserscheide (Mit)",
"Lakelands (Lg)", "Seenplatte (Gr)",
"Land Ladder (Lg)", "Das Leiterspiel (Gr)",
"Lotsa Lakes (Lg)", "Mehr Seen (Gr)",
"Lunar Battlefield (Lg Special)", "Schlachtfeld Mond (Gr Spezial)",
"Malibu Fields (Med)", "Malibu (Mit)",
"Marshland (Med)", "Schlammschlacht (Mit)",
"MyLai Delta (Med)", "Das Delta von My Lai (Mit)",
"Natural Harbor (Med)", "Nat<EFBFBD>rlicher Hafen (Mit)",
"No Way Out (Lg)", "Kein Entkommen (Gr)",
"Normandy Landing (Lg)", "Landung in der Normandie (Gr)",
"Ore Wars (Med)", "Die Erz-Kriege (Mit)",
"Oz (Lg)", "Das Land Oz (Gr)",
"Pilgrim Fathers II (Lg)", "Die Gr<47>nderv<72>ter (Gr)",
"Pip's Ice Tea (Med)", "Pips Eistee (Mit)",
"Polar Panic (Lg)", "Panik am Pol (Gr)",
"Ponds (Med)", "T<EFBFBD>mpelspringer (Mit)",
"Putney (Lg)", "Putney (Gr)",
"Return to Zion (Lg)", "R<EFBFBD>ckkehr nach Zion (Gr)",
"Ring of Land (Lg)", "Der Landring (Gr)",
"River Basin (Lg)", "Flusslauf (Gr)",
"River Delta (Med)", "Flussdelta (Mit)",
"River Islands (Med)", "Flussinsel (Mit)",
"River Maze (Sm)", "Flussgewirr (Kl)",
"Rivers (Sm)", "Fl<EFBFBD>sse (Kl)",
"Run the Gauntlet (Med)", "Spiessrutenlauf (Mit)",
"Scappa Flow (Lg)", "Scapa Flow (Gr)",
"Siberian Slaughter (Lg)", "Sibirisches Gemetzel (Gr)",
"Sleepy Valley (Sm)", "Tal der Ahnungslosen (Kl)",
"Snake River (Lg)", "Am Schlangenfluss (Gr)",
"Snow Wars (Lg)", "Krieg der Flocken (Gr)",
"Snowball fight (Lg)", "Schneeballschlacht (Gr)",
"Snowy Island (Lg)", "Schneeinsel (Gr)",
"So Near So Far (Sm)", "So nah und doch so fern (Kl)",
"South America (Lg)", "S<EFBFBD>damerika (Gr)",
"Spring Line (Lg)", "Fr<EFBFBD>hlingsgef<EFBFBD>hle (Gr)",
"Star (Lg)", "Stern (Gr)",
"Straighter & Narrower (Sm)", "Enger & schmaler (Kl)",
"TerrainSpotting (Sm)", "TerrainSpotting (Kl)",
"The Bay (Lg)", "Die Bucht (Gr)",
"The Garden (Lg)", "Der Garten (Gr)",
"The Great Lakes (Med)", "Die Grossen Seen (Mit)",
"The Ice Arena (Lg)", "Eisarena (Gr)",
"The Lake District (Lg)", "Kalte Seenplatte (Gr)",
"The Linked lands (Lg)", "Die verbundenen L<>nder (Gr)",
"The Mississippi (Med)", "Gr<EFBFBD>sse von Tom Sawyer (Mit)",
"The Sticky Bit (Lg)", "Der klebrige Teil (Gr)",
"The Valley (Med)", "Das Tal (Mit)",
"The Woods Today (Lg)", "Waldl<EFBFBD>ufer (Gr)",
"Things to Come (Lg)", "Was die Zukunft bringt (Gr)",
"Tiger Core (Sm)", "Das Herz des Tigers (Kl)",
"To the Core (Sm)", "Mitten ins Herz (Kl)",
"Tournament Hills (Lg)", "H<EFBFBD>gel der Entscheidung (Gr)",
"Tropical Storm (Med)", "Tropenst<EFBFBD>rme (Mit)",
"Tundra Trouble (Lg)", "Tauziehen in der Tundra (Gr)",
"Uk (Med)", "GB (Mit)",
"Undiscovered Country (Sm)", "Unentdecktes Land (Kl)",
"United States (Med)", "US (Mit)",
"Volcano (Sm)", "Vulkan (Kl)",
"Wastelands (Lg)", "W<EFBFBD>stenei (Gr)",
"Water Works (Sm)", "Wasserwerke (Kl)",
"World Map (Med)", "Weltkarte (Kl)",
"Zambezi (Lg)", "Sambesi (Gr)",
//#if 0
"A Pattern of Islands (Lg 8 players)", "Inselmuster (gross, 8 Spieler)",
"Arena Valley Extreme (Mega 8 players)", "Arenatal (sehr gross, 8 Spieler)",
"Around the Rim (Sm 4 players)", "Um die Kante (klein, 4 Spieler)",
"Ashes to Ashes (Lg 6 players)", "Asche zu Asche (gross, 6 Spieler)",
"Artic Wasteland (Mega 8 players)", "Arktische W<>ste (sehr gross, 8 Spieler)",
"Badajoz (Med 4 players)", "Badjoz (mittelgross, 4 Spieler)",
"Baptism of Fire (Lg 6 players)", "Feuertaufe (gross, 6 Spieler)",
"Big Fish, Small Pond (Lg 6 players)", "Grosser Fisch im kleinen Teich (gross, 6 Spieler)",
"Blue Lakes (Lg 8 players)", "Die blauen Seen (gross, 8 Spieler)",
"Booby Traps (Mega 8 players)", "Vorsicht, Falle! (sehr gross, 8 Spieler)",
"Bridgehead (Lg 6 players)", "Br<EFBFBD>ckenkopf im Niemandsland (gross, 6 Spieler)",
"Butterfly Bay (Lg 6 players)", "Schmetterlingsbucht (gross, 6 Spieler)",
"Central Conflict Extreme (Mega 8 players)", "Zentraler Konflikt f<>r K<>nner (sehr gross, 8 Spieler)",
"Circles of Death (Mega 8 players)", "Todeskreise (sehr gross, 8 Spieler)",
"Cold Front (Med 6 players)", "Kaltfront ( mittelgross, 6 Spieler)",
"Cold Pass (Med 4 players)", "Cooler Pass (mittelgross, 4 Spieler)",
"Combat Zones (Mega 8 players)", "Kampfgebiete (sehr gross, 8 Spieler)",
"Conflict Cove (Sm 4 players)", "H<EFBFBD>hlenkonflikt (klein, 4 Spieler)",
"Culloden Moor (Med 8 players)", "Culloden-Moor (mittelgross, 8 Spieler)",
"Damnation Alley (Mega 8 players)", "Strasse der Verdammten (sehr gross, 8 Spieler)",
"Death Valley (Mega 8 players)", "Tal des Todes (sehr gross, 8 Spieler)",
"Deep Six (Mega 8 players)", "Tiefe Sechs (sehr gross, 8 Spieler)",
"Destruction Derby (Mega 8 players)", "Destruction Derby (sehr gross, 8 Spieler)",
"Diamonds Aren't Forever (Mega 8 players)", "Verg<EFBFBD>ngliche Diamanten (sehr gross, 8 Spieler)",
"Elysium (Sm 4 players)", "Elysium (klein, 4 Spieler)",
"Equal Shares (Lg 4 players)", "Gleiche Anteile (gross, 4 Spieler)",
"Frost Bitten (Mega 8 players)", "Frostbrand (sehr gross, 8 Spieler)",
"Frozen Valley (Med 6 players)", "Eisiges Tal (mittelgross, 6 Spieler)",
"Gettysburg (Sm 4 players)", "Gettysburg (klein, 4 Spieler)",
"Glacial Valley (Sm 4 players)", "Gletschertal (klein, 4 Spieler)",
"Gold Coast (Med 6 players)", "Goldk<EFBFBD>ste (mittelgross, 6 Spieler)",
"Gold Rush (Lg 4 players)", "Goldrausch (gross, 4 Spieler)",
"Habitat (Lg 4 players)", "Habitat (gross, 4 Spieler)",
"Hades Frozen Over (Sm 4 players)", "Frostschutz f<>r die H<>lle (klein, 4 Spieler)",
"Hamburger Hill (Mega 8 players)", "Hamburger Hill (sehr gross, 8 Spieler)",
"Hastings (Sm 4 players)", "Hastings (klein, 4 Spieler)",
"Hell's Pass (Med 6 players)", "H<EFBFBD>llenpass (mittelgross, 6 Spieler)",
"Holy Grounds (Mega 8 players)", "Heiliger Boden (sehr gross, 8 Spieler)",
"Ice Bergs (Med 6 players)", "Eisberge (mittelgross, 6 Spieler)",
"Ice Station (Lg 6 players)", "Eisstation (gross, 6 Spieler)",
"Ice Queen (Lg 4 players)", "Eisk<EFBFBD>nigin (gross, 4 Spieler)",
"In the Sun (Med 6 players)", "Unter der Sonne (mittelgross, 6 Spieler)",
"Innocents? (Mega 8 players)", "Unschuldig? Wer? (sehr gross, 8 Spieler)",
"Islands (Med 8 players)", "Inseln im Nebel (mittelgross, 8 Spieler)",
"Island Plateau (Lg 4 players)", "Inselplateau (gross, 4 Spieler)",
"Island Wars Extreme (Mega 8 players)", "Extremes Inselspringen (sehr gross, 8 Spieler)",
"Kananga (Med 6 players)", "Kananga (mittelgross, 6 Spieler)",
"King of the Hills Extreme (Mega 8 players)", "K<EFBFBD>nig des Maulwurfsh<73>gels (sehr gross, 8 Spieler)",
"Lake Land (Lg 8 players)", "Seenland (gross, 8 Spieler)",
"Land Locked (Lg 8 players)", "Das Verschlossene Land (gross, 8 Spieler)",
"Lanes (Med 8 players)", "Gassenjungen (mittelgross, 8 Spieler)",
"Leipzip (Sm 4 players)", "Leipzig (klein, 4 Spieler)",
"Meander (Lg 8 players)", "M<EFBFBD>ander (gross, 8 Spieler)",
"Mekong (Med 8 players)", "Mekong (mittelgross, 8 Spieler)",
"Middle Ground (Med 8 players)", "Mittelsmann (mittelgross, 8 Spieler)",
"Naval Conquests (Mega 8 players)", "Kommt zur Marine, haben sie gesagt (sehr gross, 8 Spieler)",
"On your Marks (Med 4 players)", "Auf die Pl<50>tze (mittelgross, 4 Spieler)",
"Open Warfare (Mega 8 players)", "Offener Schlagabtausch (sehr gross, 8 Spieler)",
"Ore Gardens (Lg 8 players)", "Erzparadies (gross, 8 Spieler)",
"Potholes (Mega 8 players)", "Schlagl<EFBFBD>cher (sehr gross, 8 Spieler)",
"Puddles (Med 4 players)", "Pf<EFBFBD>tzen (mittelgross, 4 Spieler)",
"Random Violence (Mega 8 players)", "Unberechenbare Gewalt (sehr gross, 8 Spieler)",
"Revenge (Med 8 players)", "Rache (mittelgross, 8 Spieler)",
"Rias (Med 8 players)", "Kabul (mittelgross, 8 Spieler)",
"River Crossing (Sm 4 players)", "Die Furt (klein, 4 Spieler)",
"River Rampage (Mega 8 players)", "Flussfahrt (sehr gross, 8 Spieler)",
"River Rapids (Lg 6 players)", "Stromschnellen (gross, 6 Spieler)",
"Rivers Wild (Mega 8 players)", "Wildwasser (sehr gross, 8 Spieler)",
"Rorkes Drift (Lg 4 players)", "Rorkes Drift (gross, 4 Spieler)",
"Seaside (Med 4 players)", "Strandleben (mittelgross, 4 Spieler)",
"Shades (Med 8 players)", "Schattenreich (mittelgross, 8 Spieler)",
"Smuggler's Cove (Lg 6 players)", "Schmugglerh<EFBFBD>hle (gross, 6 Spieler)",
"Snow Garden (Sm 2 players)", "Schneegest<EFBFBD>ber (klein, 2 Spieler)",
"Stalingrad (Sm 4 players)", "Stalingrad (klein, 4 Spieler)",
"Sticks & Stones (Med 4 players)", "Holz und Steine (mittelgross, 4 Spieler)",
"Strathearn Valley (Lg 6 players)", "Das Tal von Strathearn (gross, 6 Spieler)",
"Super Bridgehead (Mega 8 players)", "Super-Br<42>ckenkopf (sehr gross, 8 Spieler)",
"Super Mekong (Mega 8 players)", "Super-Mekong (sehr gross, 8 Spieler)",
"Super Ore Gardens (Mega 8 players)", "Super-Erzparadies (sehr gross, 8 Spieler)",
"Switch (Med 4 players)", "Schalter (mittelgross, 4 Spieler)",
"The Berg (Mega 8 players)", "Der Berg (sehr gross, 8 Spieler)",
"The Boyne (Med 4 players)", "Boyne (mittelgross, 4 Spieler)",
"The Bulge (Sm 4 players)", "Die W<>lbung (klein, 4 Spieler)",
"The Cauldron (Lg 6 players)", "Der Kessel (gross, 6 Spieler)",
"The Finger (Lg 6 players)", "Der Finger (gross, 6 Spieler)",
"The Hills Have Eyes (Mega 8 players)", "Die H<>gel haben Augen (sehr gross, 8 Spieler)",
"The Keyes (Med 6 players)", "Ein Sumpf (mittelgross, 6 Spieler)",
"The Lakes (Med 8 players)", "Die Seen (mittelgross, 8 Spieler)",
"The Neck (Med 6 players)", "Der Hals (mittelgross, 6 Spieler)",
"The Web (Lg 6 players)", "Das Netz (gross, 6 Spieler)",
"To the Core (Lg 4 players)", "Mitten ins Herz (gross, 4 Spieler)",
"Trafalgar (Lg 4 players)", "Trafalgar (gross, 4 Spieler)",
"Twin Rivers (Sm 4 players)", "Zwillingsstr<EFBFBD>me (klein, 4 Spieler)",
"Umtumbo Gorge (Lg 4 players)", "Die Umtumbo-Schlucht (gross, 4 Spieler)",
"Watch Your Step Extreme (Mega 8 players)", "Vorsicht, Lebensgefahr (sehr gross, 8 Spieler)",
"Waterfalls (Lg 8 players)", "Wasserfall (gross, 8 Spieler)",
"Waterloo Revisited (Lg 6 players)", "Zu Besuch in Waterloo (gross, 6 Spieler)",
"Water Werks (Mega 8 players)", "Wasserwerk (sehr gross, 8 Spieler)",
"Warlord's Lake (Sm 4 players)", "Der See des Kriegsgottes (klein, 4 Spieler)",
"Zama (Sm 4 players)", "Zama (klein, 4 Spieler)",
//#endif
NULL
};
#endif
#ifdef FRENCH
char const *EngMisStr[] = {
"A Path Beyond (Lg)", "Le Passage (Max)",
"Central Conflict (Lg)", "Conflit Central (Max)",
"Coastal Influence (Med)", "Le Chant des Canons (Moy)",
"Combat Alley (Med)", "Aux Armes! (Moy)",
"Desolation (Lg)", "D<EFBFBD>solation (Max)",
"Dugout Isle (Med)", "L'Ile Maudite (Moy)",
"Equal Opportunity (Sm)", "A Chances Egales (Min)",
"First Come, First Serve (Sm)", "La Loi du Plus Fort (Min)",
"Island Hoppers (Sm)", "D'une Ile <20> l'autre (Min)",
"Island Wars (Lg)", "Guerres Insulaires (Max)",
"Isle of Fury (Lg)", "L'Ile de la Furie(Max)",
"Ivory Wastelands (Sm)", "Terres d'Ivoire (Min)",
"Keep off the Grass (Sm)", "Hors de mon Chemin (Min)",
"Marooned II (Med)", "Isolement II (Moy)",
"Middle Mayhem (Sm)", "Chaos Interne (Min)",
"No Escape (Med)", "Le Pi<50>ge (Moy)",
"No Man's Land (Med)", "No Man's Land (Moy)",
"Normandy (Med)", "Normandie (Moy)",
"North By Northwest (Lg)", "Nord, Nord-Ouest (Max)",
"Pond Skirmish (Med)", "Bain de Sang (Moy)",
"Raraku (Lg)", "Raraku (Max)",
"Ridge War (Med)", "Guerre au Sommet (Moy)",
"Shallow Grave (Med)", "La Saveur de la Mort (Moy)",
"Treasure Isle (Med)", "L'Ile au Tr<54>sor (Moy)",
"Africa (Lg)", "Afrique (Max)",
"Alaska Anarchy (Lg)", "Anarchie en Alaska (Max)",
"All that Glitters... (Lg)", "Tout ce qui brille... (Max)",
"Apre's Peace (Lg)", "Une Paix Durement N<>goci<63>e... (Max)",
"Antartica (Lg)", "Antarctique (Max)",
"Armourgarden (Lg)", "La Guerre des Blind<6E>s (Max)",
"Austraila (Med)", "Australie (Moy)",
"Barrier to Entry (Lg)", "Barri<EFBFBD>re <20> l'Entr<74>e (Max)",
"Bavarian Blast (Med)", "Tonnerre Bavarois (Moy)",
"Be Shore (Med)", "Plages Menac<61>es (Moy)",
"Bearing Straits (Med)", "Droit Devant ! (Moy)",
"Blow Holes (Lg)", "Crat<EFBFBD>res (Max)",
"Bonsai (Sm)", "Bonsa<EFBFBD> (Min)",
"Brother Stalin (Lg)", "Fr<EFBFBD>re Staline (Max)",
"Bullseye (Lg)", "L'oeil du Taureau (Max)",
"C&C (Med)", "C&C (Moy)",
"Camos Canyon (Med)", "Le Canyon (Moy)",
"Camos Coves (Lg)", "Criques (Max)",
"Camos Cross (Lg)", "La Croix de Guerre (Max)",
"Camos Crossing (Sm)", "La Crois<69>e des Chemins (Min)",
"Central Arena (Lg)", "L'Ar<41>ne Diabolique (Max)",
"Canyon River (Med)", "Au Milieu Coule Une Rivi<76>re (Moy)",
"Crossroads (Sm)", "Carrefours (Min)",
"Czech Mate (Lg)", "Tch<EFBFBD>que et Mat (Max)",
"Dday (Med)", "Le Jour J (Moy)",
"Disaster Central (Lg)", "D<EFBFBD>sastre Central (Max)",
"Docklands (Med)", "L'Enfer des Docks (Moy)",
"East Coast (Med)", "C<EFBFBD>te Est (Moy)",
"Eastern Seaboard (Lg)", "Rivages de l'Est (Max)",
"Finger Lake (Lg)", "Le Lac de tous les Dangers (Max)",
"Fjords (Med)", "Fjords (Moy)",
"Floodlands (Lg)", "Campagne Lacustre (Max)",
"Forest under fire (Lg)", "For<EFBFBD>t en flammes (Max)",
"Four Corners (Lg)", "4 Coins (Max)",
"Frostbit Fjords (Lg)", "Fjords Gel<65>s (Max)",
"Glenboig (Sm)", "Glenboig (Min)",
"Hell Frozen Over (Lg)", "Enfer de Glace Max)",
"India (Lg)", "Inde (Max)",
"Indirect Fire (Lg)", "Attaque Indirecte (Max)",
"Island Wars II (Lg)", "Guerres Insulaires II (Max)",
"Italy (Lg)", "Italie (Max)",
"Kabalo (Lg)", "Kabalo (Max)",
"King of the Hills (Lg)", "Le Roi des Montagnes (Max)",
"Lake Divide (Med)", "La Guerre du Lac (Moy)",
"Lakelands (Lg)", "Terres Submerg<72>es (Max)",
"Land Ladder (Lg)", "Jusqu'au Sommet (Max)",
"Lotsa Lakes (Lg)", "Terres de Lacs (Max)",
"Lunar Battlefield (Lg Special)", "Combat Lunaire (Max Sp<53>cial)",
"Malibu Fields (Med)", "Les Champs de Malibu (Moy)",
"Marshland (Med)", "Mar<EFBFBD>cages (Moy)",
"MyLai Delta (Med)", "Le Delta Mylai (Moy)",
"Natural Harbor (Med)", "Port Naturel (Moy)",
"No Way Out (Lg)", "Sans Issue (Max)",
"Normandy Landing (Lg)", "Le D<>barquement (Max)",
"Ore Wars (Med)", "La Guerre du Minerai (Moy)",
"Oz (Lg)", "Oz (Max)",
"Pilgrim Fathers II (Lg)", "Les P<>lerins 2 (Max)",
"Pip's Ice Tea (Med)", "Les Tranch<63>es de Glace (Moy)",
"Polar Panic (Lg)", "Panique Polaire (Max)",
"Ponds (Med)", "Les Etangs (Moy)",
"Putney (Lg)", "La Meilleure D<>fense... (Max)",
"Return to Zion (Lg)", "Retour <20> Sion (Max)",
"Ring of Land (Lg)", "Le Cycle Infernal (Max)",
"River Basin (Lg)", "Confrontation Navale (Max)",
"River Delta (Med)", "Le Delta (Moy)",
"River Islands (Med)", "C<EFBFBD>tes <20> Surveiller de Pr<50>s (Moy)",
"River Maze (Sm)", "Labyrinthe Fluvial (Min)",
"Rivers (Sm)", "Rivi<EFBFBD>res (Min)",
"Run the Gauntlet (Med)", "Relevons le D<>fi ! (Moy)",
"Scappa Flow (Lg)", "Combats Sanglants (Max)",
"Siberian Slaughter (Lg)", "Carnage Sib<69>rien (Max)",
"Sleepy Valley (Sm)", "La Vall<6C>e Endormie (Min)",
"Snake River (Lg)", "La Rivi<76>re aux Serpents (Max)",
"Snow Wars (Lg)", "Guerres de Neige (Max)",
"Snowball fight (Lg)", "Bataille de Boules de Neige (Max)",
"Snowy Island (Lg)", "L'Ile sous la Neige (Max)",
"So Near So Far (Sm)", "Si Loin, Si Proche (Min)",
"South America (Lg)", "Am<EFBFBD>rique du Sud (Max)",
"Spring Line (Lg)", "Ligne de Front (Max)",
"Star (Lg)", "Etoile (Max)",
"Straighter & Narrower (Sm)", "L'Entonnoir (Min)",
"TerrainSpotting (Sm)", "TerrainSpotting (Min)",
"The Bay (Lg)", "La Baie (Max)",
"The Garden (Lg)", "Le Jardin (Max)",
"The Great Lakes (Med)", "Les Grands Lacs (Moy)",
"The Ice Arena (Lg)", "L'Ar<41>ne de Glace (Max)",
"The Lake District (Lg)", "Un Lac Imprenable (Max)",
"The Linked lands (Lg)", "Passages <20> Gu<47> (Max)",
"The Mississippi (Med)", "Mississippi (Moy)",
"The Sticky Bit (Lg)", "Marasme (Max)",
"The Valley (Med)", "La Vall<6C>e (Moy)",
"The Woods Today (Lg)", "Aujoud'hui: la Mort ! (Max)",
"Things to Come (Lg)", "D<EFBFBD>nouement Incertain (Max)",
"Tiger Core (Sm)", "Le Coeur du Tigre (Min)",
"To the Core (Sm)", "Le Coeur du Conflit (Min)",
"Tournament Hills (Lg)", "Combat en Altitude (Max)",
"Tropical Storm (Med)", "Ouragan Tropical (Moy)",
"Tundra Trouble (Lg)", "La Toundra (Max)",
"Uk (Med)", "Royaume Uni (Moy)",
"Undiscovered Country (Sm)", "Terre Inconnue (Min)",
"United States (Med)", "Etats Unis (Moy)",
"Volcano (Sm)", "Le Volcan (Min)",
"Wastelands (Lg)", "Terres D<>sol<6F>es (Max)",
"Water Works (Sm)", "Jeux d'Eau (Min)",
"World Map (Med)", "Carte du Monde (Moy)",
"Zambezi (Lg)", "Zamb<EFBFBD>ze (Max)",
//#if 0
"A Pattern of Islands (Lg 8 players)", "Archipel (Max. 8 joueurs)",
"Arena Valley Extreme (Mega 8 players)", "La Vall<6C>e de l'ar<61>ne (XL 8 joueurs)",
"Around the Rim (Sm 4 players)", "Autour de la cr<63>te (Min. 4 joueurs)",
"Ashes to Ashes (Lg 6 players)", "R<EFBFBD>duit en cendres (Max. 6 joueurs)",
"Artic Wasteland (Mega 8 players)", "D<EFBFBD>solation arctique (XL 8 joueurs)",
"Badajoz (Med 4 players)", "Badjoz (Moy. 4 joueurs)",
"Baptism of Fire (Lg 6 players)", "Bapt<EFBFBD>me du feu (Max. 6 joueurs)",
"Big Fish, Small Pond (Lg 6 players)", "Gros poisson, Min. Mare (Max. 6 joueurs)",
"Blue Lakes (Lg 8 players)", "Lacs bleus (Max. 8 joueurs)",
"Booby Traps (Mega 8 players)", "Pi<EFBFBD>ges (XL 8 joueurs)",
"Bridgehead (Lg 6 players)", "T<EFBFBD>te de pont (Max. 6 joueurs)",
"Butterfly Bay (Lg 6 players)", "La baie du papillon (Max. 6 joueurs)",
"Central Conflict Extreme (Mega 8 players)", "Conflit central extr<74>me (XL 8 joueurs)",
"Circles of Death (Mega 8 players)", "Les cercles de la mort (XL 8 joueurs)",
"Cold Front (Med 6 players)", "Front froid ( Moy. 6 joueurs)",
"Cold Pass (Med 4 players)", "La Passe Glac<61>e (Moy. 4 joueurs)",
"Combat Zones (Mega 8 players)", "Zones de combat (XL 8 joueurs)",
"Conflict Cove (Sm 4 players)", "La Crique du conflit (Min. 4 joueurs)",
"Culloden Moor (Med 8 players)", "La Lande de Culloden (Moy. 8 joueurs)",
"Damnation Alley (Mega 8 players)", "Le chemin de la damnation (XL 8 joueurs)",
"Death Valley (Mega 8 players)", "La vall<6C>e de la mort (XL 8 joueurs)",
"Deep Six (Mega 8 players)", "Six de profondeur (XL 8 joueurs)",
"Destruction Derby (Mega 8 players)", "Stock car (XL 8 joueurs)",
"Diamonds Aren't Forever (Mega 8 players)", "Les diamants ne sont pas <20>ternels (XL 8 joueurs)",
"Elysium (Sm 4 players)", "Elys<EFBFBD>e (Min. 4 joueurs)",
"Equal Shares (Lg 4 players)", "Parts <20>gales (Max. 4 joueurs)",
"Frost Bitten (Mega 8 players)", "Engelures (XL 8 joueurs)",
"Frozen Valley (Med 6 players)", "La Vall<6C>e glac<61>e (Moy. 6 joueurs)",
"Gettysburg (Sm 4 players)", "Gettysburg (Min. 4 joueurs)",
"Glacial Valley (Sm 4 players)", "Vall<EFBFBD>e de glace (Min. 4 joueurs)",
"Gold Coast (Med 6 players)", "La c<>te dor<6F>e (Moy. 6 joueurs)",
"Gold Rush (Lg 4 players)", "La ru<72>e vers l'or (Max. 4 joueurs)",
"Habitat (Lg 4 players)", "Habitat (Max. 4 joueurs)",
"Hades Frozen Over (Sm 4 players)", "Les enfers glac<61>s (Min. 4 joueurs)",
"Hamburger Hill (Mega 8 players)", "Hamburger Hill (XL 8 joueurs)",
"Hastings (Sm 4 players)", "Hastings (Min. 4 joueurs)",
"Hell's Pass (Med 6 players)", "La route de l'enfer (Moy. 6 joueurs)",
"Holy Grounds (Mega 8 players)", "Terres saintes (XL 8 joueurs)",
"Ice Bergs (Med 6 players)", "Icebergs (Moy. 6 joueurs)",
"Ice Station (Lg 6 players)", "Station glac<61>e (Max. 6 joueurs)",
"Ice Queen (Lg 4 players)", "Reine des glaces (Max. 4 joueurs)",
"In the Sun (Med 6 players)", "Sous le soleil (Moy. 6 joueurs)",
"Innocents? (Mega 8 players)", "Innocents ? (XL 8 joueurs)",
"Islands (Med 8 players)", "Iles (Moy. 8 joueurs)",
"Island Plateau (Lg 4 players)", "Plateau des <20>les (Max. 4 joueurs)",
"Island Wars Extreme (Mega 8 players)", "Guerres insulaires extr<74>me (XL 8 joueurs)",
"Kananga (Med 6 players)", "Kananga (Moy. 6 joueurs)",
"King of the Hills Extreme (Mega 8 players)", "Roi des collines extr<74>me (XL 8 joueurs)",
"Lake Land (Lg 8 players)", "Paysage lacustre (Max. 8 joueurs)",
"Land Locked (Lg 8 players)", "Enclave (Max. 8 joueurs)",
"Lanes (Med 8 players)", "Le parcours du combattant (Moy. 8 joueurs)",
"Leipzip (Sm 4 players)", "Leipzig (Min. 4 joueurs)",
"Meander (Lg 8 players)", "M<EFBFBD>andre (Max. 8 joueurs)",
"Mekong (Med 8 players)", "M<EFBFBD>kong (Moy. 8 joueurs)",
"Middle Ground (Med 8 players)", "Plateau m<>dian (Moy. 8 joueurs)",
"Naval Conquests (Mega 8 players)", "Conqu<EFBFBD>tes navales (XL 8 joueurs)",
"On your Marks (Med 4 players)", "A vos marques (Moy. 4 joueurs)",
"Open Warfare (Mega 8 players)", "Guerre ouverte (XL 8 joueurs)",
"Ore Gardens (Lg 8 players)", "Jardins de minerai (Max. 8 joueurs)",
"Potholes (Mega 8 players)", "Nids de poules (XL 8 joueurs)",
"Puddles (Med 4 players)", "Flaques (Moy. 4 joueurs)",
"Random Violence (Mega 8 players)", "Violence al<61>atoire (XL 8 joueurs)",
"Revenge (Med 8 players)", "Vengeance (Moy. 8 joueurs)",
"Rias (Med 8 players)", "Rias (Moy. 8 joueurs)",
"River Crossing (Sm 4 players)", "Passage <20> gu<67> (Min. 4 joueurs)",
"River Rampage (Mega 8 players)", "Rivi<EFBFBD>re d<>cha<68>n<EFBFBD>e (XL 8 joueurs)",
"River Rapids (Lg 6 players)", "Rapides (Max. 6 joueurs)",
"Rivers Wild (Mega 8 players)", "Rivi<EFBFBD>res sauvages (XL 8 joueurs)",
"Rorkes Drift (Lg 4 players)", "L'Exode de Rorkes (Max. 4 joueurs)",
"Seaside (Med 4 players)", "C<EFBFBD>te (Moy. 4 joueurs)",
"Shades (Med 8 players)", "Ombres (Moy. 8 joueurs)",
"Smuggler's Cove (Lg 6 players)", "La Crique du contrebandier (Max. 6 joueurs)",
"Snow Garden (Sm 2 players)", "Jardin de neige (Min. 2 joueurs)",
"Stalingrad (Sm 4 players)", "Stalingrad (Min. 4 joueurs)",
"Sticks & Stones (Med 4 players)", "B<EFBFBD>ton & Roches (Moy. 4 joueurs)",
"Strathearn Valley (Lg 6 players)", "La Vall<6C>e de Strathearn (Max. 6 joueurs)",
"Super Bridgehead (Mega 8 players)", "Super t<>te de pont (XL 8 joueurs)",
"Super Mekong (Mega 8 players)", "Super M<>kong (XL 8 joueurs)",
"Super Ore Gardens (Mega 8 players)", "Super jardin de minerai (XL 8 joueurs)",
"Switch (Med 4 players)", "Permutation (Moy. 4 joueurs)",
"The Berg (Mega 8 players)", "Le Berg (XL 8 joueurs)",
"The Boyne (Med 4 players)", "Le Boyne (Moy. 4 joueurs)",
"The Bulge (Sm 4 players)", "Le bombement (Min. 4 joueurs)",
"The Cauldron (Lg 6 players)", "Le chaudron (Max. 6 joueurs)",
"The Finger (Lg 6 players)", "Le doigt (Max. 6 joueurs)",
"The Hills Have Eyes (Mega 8 players)", "Les collines ont des yeux (XL 8 joueurs)",
"The Keyes (Med 6 players)", "Les Keyes (Moy. 6 joueurs)",
"The Lakes (Med 8 players)", "Les lacs (Moy. 8 joueurs)",
"The Neck (Med 6 players)", "Le goulot (Moy. 6 joueurs)",
"The Web (Lg 6 players)", "La toile (Max. 6 joueurs)",
"To the Core (Lg 4 players)", "Jusqu'au cour (Max. 4 joueurs)",
"Trafalgar (Lg 4 players)", "Trafalgar (Max. 4 joueurs)",
"Twin Rivers (Sm 4 players)", "Les deux rivi<76>res (Min. 4 joueurs)",
"Umtumbo Gorge (Lg 4 players)", "La Gorge de Umtumbo (Max. 4 joueurs)",
"Watch Your Step Extreme (Mega 8 players)", "Pas-<2D>-pas extr<74>me (XL 8 joueurs)",
"Waterfalls (Lg 8 players)", "Chutes d'eau (Max. 8 joueurs)",
"Waterloo Revisited (Lg 6 players)", "Waterloo II (Max. 6 joueurs)",
"Water Werks (Mega 8 players)", "Jeux d'eau (XL 8 joueurs)",
"Warlord's Lake (Sm 4 players)", "Le lac du guerrier (Min. 4 joueurs)",
"Zama (Sm 4 players)", "Zama (Min. 4 joueurs)",
//#endif
NULL
};
#endif
/*
******************************** Prototypes *********************************
*/
static int Net_Join_Dialog(void);
static int Request_To_Join (char *playername, int join_index,
HousesType house, PlayerColorType color);
static void Unjoin_Game(char *namebuf,JoinStateType joinstate,
ListClass *gamelist, ColorListClass *playerlist, int game_index,
int goto_lobby, int msg_x, int msg_y, int msg_h, int send_x, int send_y,
int msg_len);
static void Send_Join_Queries(int curgame, JoinStateType joinstate,
int gamenow, int playernow, int chatnow, char *myname, int init = 0);
static JoinEventType Get_Join_Responses(JoinStateType *joinstate,
ListClass *gamelist, ColorListClass *playerlist, int join_index,
char *my_name, RejectType *why);
static int Net_New_Dialog(void);
static JoinEventType Get_NewGame_Responses(ColorListClass *playerlist,
int *color_used);
void Start_WWChat(ColorListClass *playerlist);
int Update_WWChat(void);
#define PCOLOR_BROWN PCOLOR_GREY
/***********************************************************************************************
* Init_Network -- initializes network stuff *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* true = Initialization OK, false = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
bool Init_Network (void)
{
NetNumType net;
NetNodeType node;
#ifdef WINSOCK_IPX
assert ( PacketTransport != NULL );
#endif //WINSOCK_IPX
//------------------------------------------------------------------------
// This call allocates all necessary queue buffers, allocates Real-mode
// memory, and commands IPX to start listening on the Global Channel.
//------------------------------------------------------------------------
if (!Ipx.Init()) {
return(false);
}
//------------------------------------------------------------------------
// Set up the IPX manager to cross a bridge
//------------------------------------------------------------------------
if (Session.Type != GAME_INTERNET) {
if (Session.IsBridge) {
Session.BridgeNet.Get_Address(net,node);
Ipx.Set_Bridge(net);
}
}
return(true);
} /* end of Init_Network */
/***********************************************************************************************
* Shutdown_Network -- shuts down network stuff *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
void Shutdown_Network (void)
{
//
// Note: The thought behind this section of code was that if the program
// terminates early, without an EventClass::EXIT event, it still needs to
// tell the other systems that it's gone, so it would send a SIGN_OFF packet.
// BUT, this causes a sync bug if the systems are running slow and this system
// is running ahead of the others; it will send the NET_SIGN_OFF >>before<<
// the other system execute their EventClass::EXIT event, and the other systems
// will kill the connection at some random Frame # & turn my stuff over to
// the computer possibly at different times.
// BRR, 10/29/96
//
#if 0
//------------------------------------------------------------------------
// If the Players vector contains at least one name, send a sign-off
// packet. If 'Players' is empty, I have no name, so there's no point
// in sending a sign-off.
//------------------------------------------------------------------------
if (Session.Players.Count()) {
//.....................................................................
// Build a sign-off packet & send it
//.....................................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, Session.Players[0]->Name);
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
if (Session.IsBridge && !Winsock.Get_Connected()) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 0,
&Session.BridgeNet);
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 0,
&Session.BridgeNet);
}
//.....................................................................
// Wait for the packets to finish going out (or the Global Channel
// times out)
//.....................................................................
for (;;) {
if (Ipx.Global_Num_Send()==0) {
break;
}
Ipx.Service();
}
}
#endif
//------------------------------------------------------------------------
// If I was in a game, I'm not now, so clear the game name
//------------------------------------------------------------------------
Session.GameName[0] = 0;
} /* end of Shutdown_Network */
/***********************************************************************************************
* Process_Global_Packet -- responds to remote queries *
* *
* The only commands from other systems this routine responds to are NET_QUERY_GAME *
* and NET_QUERY_PLAYER. The other commands are too context-specific to be able *
* to handle here, such as joining the game or signing off; but this routine handles *
* the majority of the program's needs. *
* *
* INPUT: *
* packet ptr to packet to process *
* address source address of sender *
* *
* OUTPUT: *
* true = packet was processed, false = wasn't *
* *
* WARNINGS: *
* Session.GameName must have been filled in before this function can be called. *
* *
* HISTORY: *
* 02/15/1995 BR : Created. *
*=============================================================================================*/
bool Process_Global_Packet(GlobalPacketType *packet, IPXAddressClass *address)
{
GlobalPacketType mypacket;
//------------------------------------------------------------------------
// If our Players vector is empty, just return.
//------------------------------------------------------------------------
if (Session.Players.Count()==0) {
return (true);
}
//------------------------------------------------------------------------
// Another system asking what game this is
//------------------------------------------------------------------------
if (packet->Command==NET_QUERY_GAME && Session.NetStealth==0) {
//.....................................................................
// If the game is closed, let every player respond, and let the sender of
// the query sort it all out. This way, if the game's host exits the game,
// the game still shows up on other players' dialogs.
// If the game is open, only the game owner may respond.
//.....................................................................
if (strlen(Session.GameName) > 0 && ((!Session.NetOpen) ||
(Session.NetOpen &&
!strcmp(Session.Players[0]->Name,Session.GameName)))) {
memset (&mypacket, 0, sizeof(GlobalPacketType));
mypacket.Command = NET_ANSWER_GAME;
strcpy(mypacket.Name, Session.GameName);
mypacket.GameInfo.IsOpen = Session.NetOpen;
Ipx.Send_Global_Message (&mypacket, sizeof(GlobalPacketType), 1,
address);
}
return(true);
}
//------------------------------------------------------------------------
// Another system asking what player I am
//------------------------------------------------------------------------
else if (packet->Command==NET_QUERY_PLAYER &&
!strcmp (packet->Name, Session.GameName) &&
(strlen(Session.GameName) > 0) && Session.NetStealth==0) {
memset (&mypacket, 0, sizeof(GlobalPacketType)); // changed DRD 9/26
mypacket.Command = NET_ANSWER_PLAYER;
strcpy(mypacket.Name, Session.Players[0]->Name);
mypacket.PlayerInfo.House = Session.House;
mypacket.PlayerInfo.Color = Session.ColorIdx;
mypacket.PlayerInfo.NameCRC = Compute_Name_CRC(Session.GameName);
Ipx.Send_Global_Message (&mypacket, sizeof(GlobalPacketType), 1, address);
return(true);
}
return(false);
} /* end of Process_Global_Packet */
/***********************************************************************************************
* Destroy_Connection -- destroys the given connection *
* *
* Call this routine when a connection goes bad, or another player signs off. *
* *
* INPUT: *
* id connection ID to destroy; this should be the HousesType of the player *
* on this connection *
* error 0 = user signed off; 1 = connection error; otherwise, no error is shown. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 04/22/1995 BR : Created. *
*=============================================================================================*/
void Destroy_Connection(int id, int error)
{
int i;
HouseClass *housep;
char txt[80];
if (Debug_Print_Events) {
printf("Destroying connection for house %d (%s)\n",
id,HouseClass::As_Pointer((HousesType)id)->IniName);
}
//------------------------------------------------------------------------
// Do nothing if the house isn't human.
//------------------------------------------------------------------------
housep = HouseClass::As_Pointer((HousesType)id);
if (!housep || !housep->IsHuman)
return;
//------------------------------------------------------------------------
// Create a message to display to the user
//------------------------------------------------------------------------
txt[0] = '\0';
if (error==1) {
sprintf(txt,Text_String(TXT_CONNECTION_LOST), housep->IniName);
} else if (error==0) {
sprintf(txt,Text_String(TXT_LEFT_GAME), housep->IniName);
}
if (strlen(txt)) {
Session.Messages.Add_Message (NULL,0, txt, housep->RemapColor, TPF_TEXT, Rule.MessageDelay * TICKS_PER_MINUTE);
Map.Flag_To_Redraw(false);
}
//------------------------------------------------------------------------
// Remove this player from the Players vector
//------------------------------------------------------------------------
for (i = 0; i < Session.Players.Count(); i++) {
if (!stricmp(Session.Players[i]->Name,housep->IniName)) {
delete Session.Players[i];
Session.Players.Delete(Session.Players[i]);
break;
}
}
//------------------------------------------------------------------------
// Delete the IPX connection
//------------------------------------------------------------------------
Ipx.Delete_Connection(id);
//------------------------------------------------------------------------
// Turn the player's house over to the computer's AI
//------------------------------------------------------------------------
housep->IsHuman = false;
housep->IQ = Rule.MaxIQ;
strcpy (housep->IniName,Text_String(TXT_COMPUTER));
Session.NumPlayers--;
//------------------------------------------------------------------------
// If we're the last player left, tell the user.
//------------------------------------------------------------------------
if (Session.NumPlayers == 1) {
sprintf(txt,"%s",Text_String(TXT_JUST_YOU_AND_ME));
Session.Messages.Add_Message (NULL, 0, txt, housep->RemapColor,
TPF_TEXT, Rule.MessageDelay * TICKS_PER_MINUTE);
Map.Flag_To_Redraw(false);
}
} /* end of Destroy_Connection */
/***********************************************************************************************
* Remote_Connect -- handles connecting this user to others *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* true = connections established; false = not *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
bool Remote_Connect(void)
{
int rc;
int stealth; // original state of Session.NetStealth flag
//------------------------------------------------------------------------
// Init network timing parameters; these values should work for both a
// "real" network, and a simulated modem network (ie Kali)
//------------------------------------------------------------------------
Ipx.Set_Timing ( 30, // retry 2 times per second
-1, // ignore max retries
600); // give up after 10 seconds
//------------------------------------------------------------------------
// Save the original value of the NetStealth flag, so we can turn stealth
// off for now (during this portion of the dialogs, we must show ourselves)
//------------------------------------------------------------------------
stealth = Session.NetStealth;
Session.NetStealth = 0;
//------------------------------------------------------------------------
// Init my game name to 0-length, since I haven't joined any game yet.
//------------------------------------------------------------------------
Session.GameName[0] = 0;
//------------------------------------------------------------------------
// The game is now "open" for joining. Close it as soon as we exit this
// routine.
//------------------------------------------------------------------------
Session.NetOpen = 1;
//------------------------------------------------------------------------
// Keep looping until something useful happens.
//------------------------------------------------------------------------
while (1) {
//.....................................................................
// Pop up the network Join/New dialog
//.....................................................................
rc = Net_Join_Dialog();
//.....................................................................
// -1 = user selected Cancel
//.....................................................................
if (rc==-1) {
Session.NetStealth = stealth;
Session.NetOpen = 0;
return(false);
}
//.....................................................................
// 0 = user has joined an existing game; save values & return
//.....................................................................
else if (rc==0) {
Session.Write_MultiPlayer_Settings ();
Session.NetStealth = stealth;
Session.NetOpen = 0;
return(true);
}
//.....................................................................
// 1 = user requests New Network Game
//.....................................................................
else if (rc==1) {
//..................................................................
// Pop up the New Network Game dialog; if user selects OK, return
// 'true'; otherwise, return to the Join Dialog.
//..................................................................
if (Net_New_Dialog()) {
Session.Write_MultiPlayer_Settings ();
Session.NetStealth = stealth;
Session.NetOpen = 0;
return(true);
} else {
continue;
}
}
}
} /* end of Remote_Connect */
/***********************************************************************************************
* Net_Join_Dialog -- lets user join an existing game or start a new one *
* *
* This dialog displays an edit field for the player's name, and a list of all non-stealth- *
* mode games. Clicking once on a game name displays a list of who's in that game. Clicking *
* "New" takes the user to the Net_New dialog, where he waits for other users to join his *
* game. All other input is done through this dialog. *
* *
* The dialog has several "states": *
* *
* 1) Initially, it waits for the user to fill in his/her name and then to select Join or *
* New; if New is selected, this dialog is exited. *
* *
* 2) If Join is selected, the Join & New buttons are removed, but the Cancel button remains.*
* The join request is transmitted to the game's owner, and the message "Waiting for *
* Confirmation" is displayed, until a confirmation or denial is received from the game's *
* owner. The user may click Cancel at this point to cancel the join request. *
* (Once Join is selected, the name editing field is disabled, and becomes a display-only *
* field. If cancel is selected, it reappears as an edit field.) The user can still click*
* around & see who's in which games. *
* *
* 3) If the join request is denied, the dialog re-initializes to its pre-join state; the *
* Join & New buttons reappear, & the Name field is available again. *
* *
* 4) If join confirmation is obtained, the message changes to show all the current game *
* settings. The user cannot click around & look at other games any more. *
* *
* Any game running in Stealth mode won't show up on this dialog. *
* *
* The 'Players' vector matches one-for-one the contents of the list box. The local system *
* is always listed first; the IPX Address of the local system will NOT be valid in the *
* Players vector. The Games & Players vectors should be left filled in even after this *
* routine is exited; their contents are used to form connections to the other players, *
* after the scenario has been loaded. *
* *
* The 'Chat' vector contains the address of everyone who sends me a chat announcement. *
* The address field is used to send everyone my outgoing messages. The LastTime *
* field is used as a timeout; if enough time goes by & we don't hear from this node, *
* we ping him, requesting a CHAT_ANNOUNCE if he's still in chat. If we don't hear *
* from him after that, we remove him from our list. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* -1 = cancel, 0 = OK, 1 = New net game requested *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
static int Net_Join_Dialog(void)
{
//------------------------------------------------------------------------
// Dialog & button dimensions
//------------------------------------------------------------------------
int d_dialog_w = 320 *RESFACTOR; // dialog width
int d_dialog_h = 200 *RESFACTOR; // dialog height
int d_dialog_x = ((320*RESFACTOR - d_dialog_w) / 2); // dialog 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); // center x-coord
int d_txt6_h = 6 *RESFACTOR+1; // ht of 6-pt text
int d_margin1 = 17 *RESFACTOR; // large margin
int d_margin2 = 7 *RESFACTOR; // small margin
int d_name_w = 70 *RESFACTOR;
int d_name_h = 9 *RESFACTOR;
int d_name_x = d_dialog_x + (d_dialog_w / 4) - (d_name_w / 2);
int d_name_y = d_dialog_y + d_margin2 + d_txt6_h + (2*RESFACTOR);
#ifdef OLDWAY
int d_gdi_w = 40 *RESFACTOR;
int d_gdi_h = 9 *RESFACTOR;
int d_gdi_x = d_dialog_cx - d_gdi_w;
int d_gdi_y = d_name_y;
int d_nod_w = 40 *RESFACTOR;
int d_nod_h = 9 *RESFACTOR;
int d_nod_x = d_dialog_cx;
int d_nod_y = d_name_y;
#else
int d_house_w = 60 *RESFACTOR;
int d_house_h = (8 * 5 *RESFACTOR);
int d_house_x = d_dialog_cx - (d_house_w / 2);
int d_house_y = d_name_y;
#endif
int d_color_w = 10 *RESFACTOR;
int d_color_h = 9 *RESFACTOR;
int d_color_y = d_name_y;
int d_color_x = d_dialog_x + ((d_dialog_w / 4) * 3) - (d_color_w * 3);
int d_gamelist_w = 155 *RESFACTOR;
int d_gamelist_h = ((6 * 6) + 3) *RESFACTOR; // 6 rows high
int d_gamelist_x = d_dialog_x + d_margin1 - 2*RESFACTOR;
int d_gamelist_y = d_color_y + d_color_h + d_margin2 + 2*RESFACTOR/*KO + d_txt6_h + d_margin2*/;
//BG int d_playerlist_w = 113 *RESFACTOR;
int d_playerlist_w = 118 *RESFACTOR;
int d_playerlist_h = ((6 * 6) + 3) *RESFACTOR; // 6 rows high
int d_playerlist_x = d_dialog_x + d_dialog_w - (d_margin1 + d_playerlist_w - 2*RESFACTOR);
int d_playerlist_y = d_color_y + d_color_h + d_margin2 + 2*RESFACTOR/*KO + d_txt6_h + d_margin2*/;
int d_count_w = 25 *RESFACTOR;
int d_count_h = d_txt6_h;
int d_count_x = d_gamelist_x + (d_gamelist_w / 2);
int d_count_y = d_gamelist_y + d_gamelist_h + d_margin2;
int d_level_w = 25 *RESFACTOR;
int d_level_h = d_txt6_h;
int d_level_x = d_gamelist_x + (d_gamelist_w / 2);
int d_level_y = d_count_y + d_count_h;
int d_credits_w = 25 *RESFACTOR;
int d_credits_h = d_txt6_h;
int d_credits_x = d_gamelist_x + (d_gamelist_w / 2);
int d_credits_y = d_level_y + d_level_h;
int d_aiplayers_w = 25 *RESFACTOR;
int d_aiplayers_h = d_txt6_h;
int d_aiplayers_x = d_gamelist_x + (d_gamelist_w / 2);
int d_aiplayers_y = d_credits_y + d_level_h;
int d_options_w = d_playerlist_w;
int d_options_h = ((5 * 6) + 4) *RESFACTOR;
int d_options_x = d_playerlist_x;
int d_options_y = d_playerlist_y + d_playerlist_h + d_margin2 - (2*RESFACTOR);
int d_message1_w = d_dialog_w - (d_margin1 * 2) + 4*RESFACTOR;
int d_message1_h = (14 * d_txt6_h) +3*RESFACTOR;
int d_message1_x = d_dialog_x + (d_dialog_w-d_message1_w)/2;
int d_message1_y = d_dialog_y + d_dialog_h - (27*RESFACTOR + d_message1_h);
int d_message2_w = d_message1_w;
int d_message2_h = (8 * d_txt6_h) + 3*RESFACTOR;
int d_message2_x = d_message1_x;
int d_message2_y = d_dialog_y + d_dialog_h - (27*RESFACTOR + d_message2_h);
#ifdef FRENCH //VG2
int d_join_w = 60 *RESFACTOR;
#else
int d_join_w = 40 *RESFACTOR;
#endif
int d_join_h = 9 *RESFACTOR;
int d_join_x = d_dialog_x + (d_dialog_w / 6) - (d_join_w / 2);
int d_join_y = d_dialog_y + d_dialog_h - d_join_h - 8*RESFACTOR;
int d_cancel_w = 50 *RESFACTOR;
int d_cancel_h = 9 *RESFACTOR;
int d_cancel_x = d_dialog_cx - d_cancel_w / 2;
int d_cancel_y = d_join_y;
#ifdef FRENCH
int d_new_w = 60 *RESFACTOR;
#else
int d_new_w = 40 *RESFACTOR;
#endif
int d_new_h = 9 *RESFACTOR;
int d_new_x = d_dialog_x + ((d_dialog_w * 5) / 6) - (d_new_w / 2);
int d_new_y = d_join_y;
int d_send_w = d_message1_w;
int d_send_h = 9 *RESFACTOR;
int d_send_x = d_message1_x;
int d_send_y = d_message1_y + d_message1_h;
//------------------------------------------------------------------------
// Button Enumerations
//------------------------------------------------------------------------
enum {
BUTTON_NAME = 100,
#ifdef OLDWAY
BUTTON_GDI,
BUTTON_NOD,
#else
BUTTON_HOUSE,
#endif
BUTTON_GAMELIST,
BUTTON_PLAYERLIST,
BUTTON_JOIN,
BUTTON_CANCEL,
BUTTON_NEW,
BUTTON_COUNT,
BUTTON_LEVEL,
BUTTON_CREDITS,
BUTTON_AI_PLAYERS,
BUTTON_OPTIONS,
};
//------------------------------------------------------------------------
// Redraw values: in order from "top" to "bottom" layer of the dialog
//------------------------------------------------------------------------
typedef enum {
REDRAW_NONE = 0,
REDRAW_PARMS,
REDRAW_MESSAGE,
REDRAW_COLORS,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
//------------------------------------------------------------------------
// Dialog variables
//------------------------------------------------------------------------
RedrawType display = REDRAW_ALL; // redraw level
bool process = true; // process while true
KeyNumType input;
int cbox_x[] = {
d_color_x,
d_color_x + d_color_w,
d_color_x + (d_color_w * 2),
d_color_x + (d_color_w * 3),
d_color_x + (d_color_w * 4),
d_color_x + (d_color_w * 5),
d_color_x + (d_color_w * 6),
d_color_x + (d_color_w * 7),
};
char housetext[25] = ""; // buffer for house droplist
int isdropped = 0;
JoinStateType joinstate = JOIN_NOTHING; // current "state" of this dialog
char namebuf[MPLAYER_NAME_MAX] = {0}; // buffer for player's name
int playertabs[] = {71 *RESFACTOR}; // tabs for player list box
int optiontabs[] = {8}; // tabs for player list box
int game_index = -1; // index of currently-selected game
int join_index = -1; // index of game we're joining
int rc = 0; // -1 = user cancelled, 1 = New
JoinEventType event; // event from incoming packet
int i; // loop counter
char txt[128];
char const *p;
int parms_received = 0; // 1 = game options received
int found;
NodeNameType *who; // node to add to Players
RejectType why; // reason for rejection
TTimerClass<SystemTimerClass> lastclick_timer; // time b/w send periods
int lastclick_idx = 0; // index of item last clicked on
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
Session.Options.ScenarioDescription[0] = 0; //Flag that we dont know the scenario name yet
char * item;
unsigned long starttime;
int load_game = 0; // 1 = load saved game
int goto_lobby;
bool messages_have_focus = true; // Gadget focus starts on the message system
//------------------------------------------------------------------------
// Buttons
//------------------------------------------------------------------------
GadgetClass *commands; // button list
EditClass name_edt(BUTTON_NAME, namebuf, MPLAYER_NAME_MAX, TPF_TEXT,
d_name_x, d_name_y, d_name_w, d_name_h, EditClass::ALPHANUMERIC);
#ifdef OLDWAY
TextButtonClass gdibtn(BUTTON_GDI, TXT_ALLIES, TPF_BUTTON, d_gdi_x, d_gdi_y, d_gdi_w);
TextButtonClass nodbtn(BUTTON_NOD, TXT_SOVIET, TPF_BUTTON, d_nod_x, d_nod_y, d_nod_w);
#else
Fancy_Text_Print("", 0, 0, 0, 0, TPF_TEXT);
DropListClass housebtn(BUTTON_HOUSE, housetext, sizeof(housetext),
TPF_TEXT,
d_house_x, d_house_y, d_house_w, d_house_h,
MFCD::Retrieve("BTN-UP.SHP"),
MFCD::Retrieve("BTN-DN.SHP"));
#endif
ListClass gamelist(BUTTON_GAMELIST, d_gamelist_x, d_gamelist_y, d_gamelist_w, d_gamelist_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
ColorListClass playerlist(BUTTON_PLAYERLIST, d_playerlist_x, d_playerlist_y, d_playerlist_w, d_playerlist_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
TextButtonClass joinbtn(BUTTON_JOIN, TXT_JOIN, TPF_BUTTON, d_join_x, d_join_y, d_join_w);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w);
TextButtonClass newbtn(BUTTON_NEW, TXT_NEW, TPF_BUTTON, d_new_x, d_new_y, d_new_w);
GaugeClass countgauge(BUTTON_COUNT, d_count_x, d_count_y, d_count_w, d_count_h);
GaugeClass levelgauge(BUTTON_LEVEL, d_level_x, d_level_y, d_level_w, d_level_h);
GaugeClass creditsgauge(BUTTON_CREDITS, d_credits_x, d_credits_y, d_credits_w, d_credits_h);
GaugeClass aiplayersgauge(BUTTON_AI_PLAYERS, d_aiplayers_x, d_aiplayers_y, d_aiplayers_w, d_aiplayers_h);
CheckListClass optionlist(BUTTON_OPTIONS, d_options_x, d_options_y, d_options_w, d_options_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
StaticButtonClass descrip(0, "", TPF_CENTER|TPF_TEXT, d_dialog_x + 16*RESFACTOR, d_name_y, d_dialog_w - 32*RESFACTOR, d_txt6_h+1);
StaticButtonClass staticcount(0, " ", TPF_TEXT, d_count_x + d_count_w + 2*RESFACTOR, d_count_y);
StaticButtonClass staticlevel(0, " ", TPF_TEXT, d_level_x + d_level_w + 2*RESFACTOR, d_level_y);
StaticButtonClass staticcredits(0, " ", TPF_TEXT, d_credits_x + d_credits_w + 2*RESFACTOR, d_credits_y);
StaticButtonClass staticaiplayers(0, " ", TPF_TEXT, d_aiplayers_x + d_aiplayers_w + 2*RESFACTOR, d_aiplayers_y);
//------------------------------------------------------------------------
// Init the button states
//------------------------------------------------------------------------
//........................................................................
// Name & Color
//........................................................................
Session.ColorIdx = Session.PrefColor; // init my preferred color
strcpy (namebuf, Session.Handle); // set my name
name_edt.Set_Text(namebuf,MPLAYER_NAME_MAX);
if (Session.ColorIdx == PCOLOR_DIALOG_BLUE) {
name_edt.Set_Color(&ColorRemaps[PCOLOR_REALLY_BLUE]);
} else {
name_edt.Set_Color(&ColorRemaps[Session.ColorIdx]);
}
//........................................................................
// List boxes
//........................................................................
playerlist.Set_Tabs(playertabs);
playerlist.Set_Selected_Style(ColorListClass::SELECT_NORMAL);
optionlist.Set_Tabs(optiontabs);
optionlist.Set_Read_Only(1);
optionlist.Add_Item(Text_String(TXT_BASES));
optionlist.Add_Item(Text_String(TXT_ORE_SPREADS));
optionlist.Add_Item(Text_String(TXT_CRATES));
optionlist.Add_Item(Text_String(TXT_CAPTURE_THE_FLAG));
optionlist.Add_Item(Text_String(TXT_SHADOW_REGROWS));
optionlist.Check_Item(0, Rule.IsMPBasesOn);
optionlist.Check_Item(1, Rule.IsMPTiberiumGrow);
optionlist.Check_Item(2, Rule.IsMPCrates);
optionlist.Check_Item(3, Rule.IsMPCaptureTheFlag);
optionlist.Check_Item(4, Rule.IsMPShadowGrow);
//........................................................................
// House buttons
//........................................................................
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
gdibtn.Turn_On();
} else {
nodbtn.Turn_On();
}
#else
for (HousesType house = HOUSE_USSR; house <= HOUSE_FRANCE; house++) {
// for (HousesType house = HOUSE_FIRST; house <= HOUSE_TURKEY; house++) {
housebtn.Add_Item(Text_String(HouseTypeClass::As_Reference(house).Full_Name()));
}
housebtn.Set_Selected_Index(Session.House - HOUSE_USSR);
housebtn.Set_Read_Only (true);
#endif
//........................................................................
// Option gauges
//........................................................................
countgauge.Use_Thumb(0);
countgauge.Set_Maximum(SessionClass::CountMax[Session.Options.Bases] - SessionClass::CountMin[Session.Options.Bases]);
countgauge.Set_Value(Session.Options.UnitCount - SessionClass::CountMin[Session.Options.Bases]);
levelgauge.Use_Thumb(0);
levelgauge.Set_Maximum(MPLAYER_BUILD_LEVEL_MAX - 1);
levelgauge.Set_Value(BuildLevel - 1);
creditsgauge.Use_Thumb(0);
creditsgauge.Set_Maximum(Rule.MPMaxMoney);
creditsgauge.Set_Value(Session.Options.Credits);
aiplayersgauge.Use_Thumb(0);
aiplayersgauge.Set_Maximum(Session.Options.AIPlayers);
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
Fancy_Text_Print("", 0, 0, scheme, TBLACK, TPF_TEXT);
Session.Messages.Init (d_message1_x + 1 *RESFACTOR, d_message1_y + 1 *RESFACTOR, 14,
MAX_MESSAGE_LENGTH, d_txt6_h, d_send_x + 1 *RESFACTOR, d_send_y + 1 *RESFACTOR, 1,
20, MAX_MESSAGE_LENGTH - 5, d_message2_w);
Session.Messages.Add_Edit ((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message2_w);
Session.WWChat = 0;
lastclick_timer = 0;
//------------------------------------------------------------------------
// Clear the list of games, players, and the chat list
//------------------------------------------------------------------------
Clear_Vector(&Session.Games);
Clear_Vector(&Session.Players);
Clear_Vector(&Session.Chat);
//------------------------------------------------------------------------
// Add myself to the Chat vector
//------------------------------------------------------------------------
who = new NodeNameType;
strcpy(who->Name, namebuf);
who->Chat.LastTime = 0;
who->Chat.LastChance = 0;
who->Chat.Color = Session.GPacket.Chat.Color;
Session.Chat.Add (who);
//------------------------------------------------------------------------
// Create the "Lobby" game name on the games list, and create a bogus
// node for the gamelist, so Games[i] will always match gamelist[i]
//------------------------------------------------------------------------
who = new NodeNameType;
strcpy(who->Name, "");
who->Game.IsOpen = 0;
who->Game.LastTime = 0;
Session.Games.Add (who);
item = new char [MPLAYER_NAME_MAX];
strcpy(item, Text_String(TXT_LOBBY));
gamelist.Add_Item(item);
gamelist.Set_Selected_Index(0);
game_index = 0;
//------------------------------------------------------------------------
// Send game-name query & chat announcement; also, initialize timers.
//------------------------------------------------------------------------
Send_Join_Queries (game_index, joinstate, 1, 0, 1, namebuf, 1);
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
//------------------------------------------------------------------------
// Init Mono Output
//------------------------------------------------------------------------
#if(SHOW_MONO)
Ipx.Configure_Debug(-1, sizeof (GlobalHeaderType), sizeof(NetCommandType), GlobalPacketNames, 0, 13);
Ipx.Mono_Debug_Print(-1,1);
#endif
#ifdef WIN32
//char *fred;
#endif
//------------------------------------------------------------------------
// Processing loop
//------------------------------------------------------------------------
while (process) {
#if(SHOW_MONO)
Ipx.Mono_Debug_Print(-1,0);
#endif
/*
** Kludge to make sure we redraw the message input line when it loses focus.
** If we dont do this then the cursor doesnt disappear.
*/
if (messages_have_focus) {
if (name_edt.Has_Focus()) {
if (display < REDRAW_MESSAGE) display = REDRAW_MESSAGE;
messages_have_focus = false;
}
} else {
if (!name_edt.Has_Focus()) {
messages_have_focus = true;
}
}
/*
** Collapse the country list if we are going to redraw the game list
*/
if (gamelist.Is_To_Redraw() && housebtn.IsDropped) {
housebtn.Collapse();
if (display < REDRAW_BACKGROUND) display = REDRAW_BACKGROUND;
}
#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 = REDRAW_ALL;
}
#endif
//.....................................................................
// Refresh display if needed
//.....................................................................
if (display) {
Hide_Mouse();
//..................................................................
// Redraw backgound & dialog box
//..................................................................
if (display >= REDRAW_BACKGROUND) {
housebtn.Collapse();
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
//...............................................................
// Dialog & Field labels
//...............................................................
Fancy_Text_Print(TXT_CHANNEL_GAMES, d_gamelist_x + (d_gamelist_w / 2), d_gamelist_y - d_txt6_h, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
Fancy_Text_Print(TXT_PLAYERS, d_playerlist_x + (d_playerlist_w / 2), d_playerlist_y - d_txt6_h, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
//...............................................................
// For game-browsing, label the name, side, & color buttons:
//...............................................................
if (joinstate < JOIN_CONFIRMED) {
Fancy_Text_Print(TXT_YOUR_NAME, d_name_x + (d_name_w / 2), d_name_y - d_txt6_h, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
#ifdef OLDWAY
Fancy_Text_Print(TXT_SIDE_COLON,
d_gdi_x + d_gdi_w,
d_gdi_y - d_txt6_h,
scheme, TBLACK,
TPF_CENTER | TPF_TEXT);
#else
Fancy_Text_Print(TXT_SIDE_COLON,
d_house_x + (d_house_w / 2),
d_house_y - d_txt6_h,
scheme, TBLACK,
TPF_CENTER | TPF_TEXT);
#endif
Fancy_Text_Print(TXT_COLOR_COLON,
d_dialog_x + ((d_dialog_w / 4) * 3),
d_color_y - d_txt6_h,
scheme, TBLACK,
TPF_CENTER | TPF_TEXT);
} else {
//...............................................................
// If we're joined to a game, just print the player's name & side.
//...............................................................
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(txt,Text_String(TXT_S_PLAYING_S),namebuf, Text_String(TXT_ALLIES));
} else {
sprintf(txt,Text_String(TXT_S_PLAYING_S),namebuf, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (txt, Text_String(TXT_S_PLAYING_S), namebuf, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
Fancy_Text_Print(txt,d_dialog_cx, d_dialog_y + d_margin2 + (1*RESFACTOR),
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx],
TBLACK, TPF_CENTER | TPF_TEXT);
}
//...............................................................
// Rebuild the button list
//...............................................................
cancelbtn.Zap();
gamelist.Zap();
playerlist.Zap();
#ifdef OLDWAY
gdibtn.Zap();
nodbtn.Zap();
#else
housebtn.Zap();
#endif
name_edt.Zap();
joinbtn.Zap();
newbtn.Zap();
countgauge.Zap();
levelgauge.Zap();
creditsgauge.Zap();
aiplayersgauge.Zap();
staticcount.Zap();
staticlevel.Zap();
staticcredits.Zap();
staticaiplayers.Zap();
commands = &cancelbtn;
gamelist.Add_Tail(*commands);
playerlist.Add_Tail(*commands);
//...............................................................
// Only add the name edit field, the House, Join & New buttons if
// we're doing nothing, or we've just been rejected.
//...............................................................
if (joinstate < JOIN_CONFIRMED) {
#ifdef OLDWAY
gdibtn.Add_Tail(*commands);
nodbtn.Add_Tail(*commands);
#else
housebtn.Add_Tail(*commands);
#endif
name_edt.Add_Tail(*commands);
joinbtn.Add_Tail(*commands);
newbtn.Add_Tail(*commands);
} else {
countgauge.Add_Tail(*commands);
levelgauge.Add_Tail(*commands);
creditsgauge.Add_Tail(*commands);
aiplayersgauge.Add_Tail(*commands);
staticcount.Add_Tail(*commands);
staticlevel.Add_Tail(*commands);
staticcredits.Add_Tail(*commands);
staticaiplayers.Add_Tail(*commands);
optionlist.Add_Tail(*commands);
descrip.Add_Tail(*commands);
}
}
//..................................................................
// Redraw buttons
//..................................................................
if (display >= REDRAW_BUTTONS) {
aiplayersgauge.Set_Maximum(Rule.MaxPlayers-Session.Players.Count());
if (Session.Options.AIPlayers > Rule.MaxPlayers-Session.Players.Count()) {
aiplayersgauge.Set_Value(Rule.MaxPlayers-Session.Players.Count());
}
commands->Draw_All();
}
//..................................................................
// Draw the color boxes
//..................................................................
if (display >= REDRAW_COLORS && joinstate < JOIN_CONFIRMED) {
for (i = 0; i < MAX_MPLAYER_COLORS; i++) {
LogicPage->Fill_Rect (cbox_x[i] + 1, d_color_y + 1,
cbox_x[i] + 1 + d_color_w - 2 *RESFACTOR, d_color_y + 1 + d_color_h - 2,
ColorRemaps[i].Box);
// (i == PCOLOR_DIALOG_BLUE) ? ColorRemaps[PCOLOR_REALLY_BLUE].Box : ColorRemaps[i].Box);
if (i == Session.ColorIdx) {
Draw_Box(cbox_x[i], d_color_y, d_color_w, d_color_h, BOXSTYLE_DOWN, false);
} else {
Draw_Box(cbox_x[i], d_color_y, d_color_w, d_color_h, BOXSTYLE_RAISED, false);
}
}
}
//..................................................................
// Draw the message system; erase old messages first
//..................................................................
if (display >= REDRAW_MESSAGE) {
if (joinstate==JOIN_CONFIRMED) {
Draw_Box(d_message2_x, d_message2_y, d_message2_w, d_message2_h, BOXSTYLE_BOX, true);
} else {
Draw_Box(d_message1_x, d_message1_y, d_message1_w, d_message1_h, BOXSTYLE_BOX, true);
}
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h, BOXSTYLE_BOX, true);
Session.Messages.Draw();
}
//..................................................................
// Redraw the game options
//..................................................................
if (display >= REDRAW_PARMS && parms_received && joinstate >= JOIN_CONFIRMED) {
//...............................................................
// Scenario title
//...............................................................
// LogicPage->Fill_Rect(d_dialog_x + 16 *RESFACTOR, d_name_y, d_dialog_x + d_dialog_w - 16 *RESFACTOR, d_name_y + d_txt6_h, BLACK);
p = Text_String(TXT_SCENARIO_COLON);
if (Session.Options.ScenarioDescription[0]) {
// EW - Scenario language translation goes here!!!!!!!! VG
int ii;
for (ii = 0; EngMisStr[ii] != NULL; ii++) {
if (!strcmp(Session.Options.ScenarioDescription, EngMisStr[ii])) {
#if defined(GERMAN) || defined(FRENCH)
sprintf(txt, "%s %s", p, EngMisStr[ii+1]);
#else
sprintf(txt, "%s %s", p, Session.Options.ScenarioDescription);
#endif
break;
}
}
if (EngMisStr[ii] == NULL) {
sprintf(txt, "%s %s", p, Session.Options.ScenarioDescription);
}
descrip.Set_Text(txt);
// sprintf(txt, "%s %s", p, Session.Options.ScenarioDescription);
// descrip.Set_Text(txt);
// Fancy_Text_Print("%s %s", d_dialog_cx, d_name_y, scheme, BLACK, TPF_TEXT | TPF_CENTER, p, Session.Options.ScenarioDescription);
} else {
sprintf(txt, "%s %s", p, Text_String(TXT_NOT_FOUND));
descrip.Set_Text(txt);
// Fancy_Text_Print("%s %s", d_dialog_cx, d_name_y, &ColorRemaps[PCOLOR_RED], TBLACK, TPF_TEXT | TPF_CENTER, p, Text_String(TXT_NOT_FOUND));
}
//...............................................................
// Unit count, tech level, credits, ai players
//...............................................................
// LogicPage->Fill_Rect(d_count_x + d_count_w + 2 *RESFACTOR, d_count_y, d_count_x + d_count_w + 35 *RESFACTOR, d_aiplayers_y + d_aiplayers_h+RESFACTOR, BLACK);
Fancy_Text_Print(TXT_COUNT, d_count_x - 2 *RESFACTOR, d_count_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
sprintf(txt,"%d",Session.Options.UnitCount);
staticcount.Set_Text(txt);
staticcount.Draw_Me();
// Fancy_Text_Print(txt, d_count_x + d_count_w + 2 *RESFACTOR, d_count_y, scheme, BLACK, TPF_TEXT);
Fancy_Text_Print(TXT_LEVEL, d_level_x - 2 *RESFACTOR, d_level_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
if (BuildLevel <= MPLAYER_BUILD_LEVEL_MAX) {
sprintf(txt,"%d",BuildLevel);
} else {
sprintf(txt, "**");
}
staticlevel.Set_Text(txt);
staticlevel.Draw_Me();
// Fancy_Text_Print(txt, d_level_x + d_level_w + 2 *RESFACTOR, d_level_y, scheme, BLACK, TPF_TEXT);
Fancy_Text_Print(TXT_CREDITS_COLON, d_credits_x - 2 *RESFACTOR, d_credits_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
sprintf(txt,"%d",Session.Options.Credits);
staticcredits.Set_Text(txt);
staticcredits.Draw_Me();
// Fancy_Text_Print(txt, d_credits_x + d_credits_w + 2 *RESFACTOR, d_credits_y, scheme, BLACK, TPF_TEXT);
Fancy_Text_Print(TXT_AI_PLAYERS_COLON, d_aiplayers_x - 2 * RESFACTOR, d_aiplayers_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
sprintf(txt,"%d",Session.Options.AIPlayers);
staticaiplayers.Set_Text(txt);
staticaiplayers.Draw_Me();
// Fancy_Text_Print(txt, d_aiplayers_x + d_aiplayers_w + 2 *RESFACTOR, d_aiplayers_y, scheme, BLACK, TPF_TEXT);
}
Show_Mouse();
display = REDRAW_NONE;
}
//.....................................................................
// Get user input
//.....................................................................
input = commands->Input();
if (input & KN_BUTTON) {
housebtn.Collapse();
display = REDRAW_BACKGROUND;
}
//.....................................................................
// Process input
//.....................................................................
switch (input) {
//..................................................................
// Mouse Click:
// If we're joined to a game, display an error if the user tries to
// modify a read-only control.
// If user clicks on a color button:
// - If we've joined a game, don't allow a new color selection
// - otherwise, select that color
// - Change the color of the user's name & message field to match
// the newly-selected color.
//..................................................................
case KN_LMOUSE:
if (joinstate > JOIN_NOTHING) {
if ( (Get_Mouse_X() >= d_count_x &&
Get_Mouse_X() <= d_count_x + d_count_w &&
Get_Mouse_Y() >= d_count_y &&
Get_Mouse_Y() <= d_aiplayers_y + d_aiplayers_h) ||
(Get_Mouse_X() >= d_options_x &&
Get_Mouse_X() <= d_options_x + d_options_w &&
Get_Mouse_Y() >= d_options_y &&
Get_Mouse_Y() <= d_options_y + d_options_h) ) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_ONLY_HOST_CAN_MODIFY), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
}
break;
}
if (Keyboard->MouseQX > cbox_x[0] &&
Keyboard->MouseQX < (cbox_x[MAX_MPLAYER_COLORS - 1] + d_color_w) &&
Keyboard->MouseQY > d_color_y &&
Keyboard->MouseQY < (d_color_y + d_color_h)) {
Session.PrefColor = (PlayerColorType)
((Keyboard->MouseQX - cbox_x[0]) / d_color_w);
Session.ColorIdx = Session.PrefColor;
if (Session.ColorIdx == PCOLOR_DIALOG_BLUE) {
name_edt.Set_Color (&ColorRemaps[PCOLOR_REALLY_BLUE]);
} else {
name_edt.Set_Color (&ColorRemaps[(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx]);
}
name_edt.Flag_To_Redraw();
Session.Messages.Set_Edit_Color((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx);
display = REDRAW_COLORS;
}
break;
//..................................................................
// User clicks on the game list:
//..................................................................
case (BUTTON_GAMELIST | KN_BUTTON):
//...............................................................
// Handle a double-click
//...............................................................
if (lastclick_timer < 30 && gamelist.Current_Index() == lastclick_idx) {
//............................................................
// If we're in a game, & the item clicked on is a different
// game, un-join the game we're in.
//............................................................
if ((joinstate==JOIN_CONFIRMED || joinstate==JOIN_WAIT_CONFIRM) &&
lastclick_idx != game_index) {
if (gamelist.Current_Index() == 0) {
goto_lobby = 1;
} else {
goto_lobby = 0;
}
Unjoin_Game(namebuf, joinstate, &gamelist, &playerlist,
game_index, goto_lobby, d_message1_x, d_message1_y, d_txt6_h,
d_send_x, d_send_y, MAX_MESSAGE_LENGTH);
joinstate = JOIN_NOTHING;
display = REDRAW_ALL;
//.........................................................
// Clear the Player vector & the player list box, since
// our game_index has changed.
//.........................................................
Clear_Listbox (&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
}
//............................................................
// If we clicked on another game, join that game.
//............................................................
if (joinstate != JOIN_CONFIRMED &&
joinstate != JOIN_WAIT_CONFIRM && lastclick_idx > 0) {
gamelist.Set_Selected_Index(lastclick_idx);
game_index = lastclick_idx;
name_edt.Clear_Focus();
name_edt.Flag_To_Redraw();
strcpy (Session.Handle,namebuf);
#ifndef OLDWAY
Session.House = (HousesType)(housebtn.Current_Index()+HOUSE_USSR);
#endif
join_index = gamelist.Current_Index();
parms_received = 0;
if (Request_To_Join (namebuf, join_index, Session.House,
Session.ColorIdx)) {
joinstate = JOIN_WAIT_CONFIRM;
} else {
display = REDRAW_ALL;
}
}
//............................................................
// Otherwise, we must have joined the lobby
//............................................................
if (game_index == 0) {
Clear_Listbox (&playerlist);
Session.Messages.Init (d_message1_x + 1 *RESFACTOR, d_message1_y + 1 *RESFACTOR, 14,
MAX_MESSAGE_LENGTH, d_txt6_h, d_send_x + 1 *RESFACTOR, d_send_y + 1 *RESFACTOR, 1,
20, MAX_MESSAGE_LENGTH - 5, d_message2_w);
Session.Messages.Add_Edit ((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message2_w);
Session.WWChat = 0;
display = REDRAW_ALL;
}
} else {
//...............................................................
// Handle a single-click
//...............................................................
//............................................................
// If no double-click occurred, set the last-clicked index
// & double-click timer.
//............................................................
lastclick_timer = 0;
lastclick_idx = gamelist.Current_Index();
//............................................................
// If we've joined a game, don't allow the selected item to
// change
//............................................................
if (joinstate==JOIN_CONFIRMED || joinstate==JOIN_WAIT_CONFIRM) {
gamelist.Set_Selected_Index(game_index);
}
//............................................................
// If we're not in a game, and the user clicks on a different
// entry, clear the player list & send a player query;
// init the click timer, to detect a double-click of this item.
//............................................................
else if (gamelist.Current_Index() != game_index) {
Clear_Listbox (&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
}
}
break;
#ifdef OLDWAY
//..................................................................
// House Buttons: set the player's desired House
//..................................................................
case (BUTTON_GDI | KN_BUTTON):
Session.House = HOUSE_GOOD;
gdibtn.Turn_On();
nodbtn.Turn_Off();
break;
case (BUTTON_NOD | KN_BUTTON):
Session.House = HOUSE_BAD;
gdibtn.Turn_Off();
nodbtn.Turn_On();
break;
#else
#endif
//..................................................................
// JOIN: send a join request packet & switch to waiting-for-
// confirmation mode.
//..................................................................
case (BUTTON_JOIN | KN_BUTTON):
name_edt.Clear_Focus();
name_edt.Flag_To_Redraw();
strcpy (Session.Handle,namebuf);
#ifndef OLDWAY
Session.House = (HousesType)(housebtn.Current_Index()+HOUSE_USSR);
#endif
join_index = gamelist.Current_Index();
parms_received = 0;
if (Request_To_Join (namebuf, join_index, Session.House,
Session.ColorIdx)) {
joinstate = JOIN_WAIT_CONFIRM;
} else {
display = REDRAW_MESSAGE;
}
break;
//..................................................................
// ESC / CANCEL: send a SIGN_OFF
// - If we're part of a game, stay in this dialog; otherwise, exit
//..................................................................
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
if (housebtn.IsDropped) {
housebtn.Collapse();
}
//...............................................................
// If we're joined to a game, make extra sure the other players in
// that game know I'm exiting; send my SIGN_OFF as an ack-required
// packet. Don't send this to myself (index 0).
//...............................................................
if (joinstate == JOIN_CONFIRMED) {
Unjoin_Game(namebuf, joinstate, &gamelist, &playerlist,
game_index, 1, d_message1_x, d_message1_y, d_txt6_h, d_send_x,
d_send_y, MAX_MESSAGE_LENGTH);
joinstate = JOIN_NOTHING;
display = REDRAW_ALL;
} else {
//...............................................................
// If I'm not joined to a game, send a SIGN_OFF to all players
// in my Chat vector (but not to myself, index 0)
//...............................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy(Session.GPacket.Name,namebuf);
for (i = 1; i < Session.Chat.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 1, &(Session.Chat[i]->Address));
Ipx.Service();
}
//............................................................
// Now broadcast a SIGN_OFF just to be thorough
//............................................................
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
//............................................................
// exit the dialog
//............................................................
process = false;
rc = -1;
}
break;
//..................................................................
// NEW: bail out with return code 1
//..................................................................
case (BUTTON_NEW | KN_BUTTON):
//...............................................................
// Force user to enter a name
//...............................................................
if (strlen(namebuf)==0) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_NAME_ERROR), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
break;
}
//...............................................................
// Ensure name is unique
//...............................................................
found = 0;
for (i = 1; i < Session.Games.Count(); i++) {
if (!stricmp(Session.Games[i]->Name, namebuf)) {
found = 1;
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_GAMENAME_MUSTBE_UNIQUE), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
break;
}
}
if (found) {
break;
}
//...............................................................
// Save player & game name
//...............................................................
strcpy(Session.Handle,namebuf);
strcpy(Session.GameName,namebuf);
#ifndef OLDWAY
Session.House = (HousesType)(housebtn.Current_Index()+HOUSE_USSR);
#endif
name_edt.Clear_Focus();
name_edt.Flag_To_Redraw();
rc = 1;
process = false;
break;
//..................................................................
// Default: manage the inter-player messages
//..................................................................
default:
if (Session.Messages.Manage()) {
display = REDRAW_MESSAGE;
}
//...............................................................
// Service keyboard input for any message being edited.
//...............................................................
i = Session.Messages.Input(input);
//...............................................................
// If 'Input' returned 1, it means refresh the message display.
// (We have to redraw the edit line, to erase the cursor.)
//...............................................................
if (i==1) {
Hide_Mouse();
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h,
BOXSTYLE_BOX, true);
Session.Messages.Draw();
Show_Mouse();
} else if (i==2) {
//...............................................................
// If 'Input' returned 2, it means redraw the message display.
// Rather than setting 'display', which would redraw all msgs,
// we only need to erase & redraw the edit box here.
//...............................................................
Hide_Mouse();
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h,
BOXSTYLE_BOX, true);
Session.Messages.Draw();
Show_Mouse();
} else if (i==3 || i==4) {
//...............................................................
// If 'Input' returned 3, it means send the current message.
//...............................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_MESSAGE;
strcpy (Session.GPacket.Name, namebuf);
if (i==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();
}
Session.GPacket.Message.Color = Session.ColorIdx;
Session.GPacket.Message.NameCRC =
Compute_Name_CRC(Session.GameName);
//............................................................
// If we're joined in a game, send the message to every player
// in our player list. Skip the local system (index 0).
//............................................................
if (joinstate == JOIN_CONFIRMED) {
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType),
1, &(Session.Players[i]->Address));
Ipx.Service();
}
} else {
//............................................................
// Otherwise, send the message to all players in our chat list.
//............................................................
for (i = 1; i < Session.Chat.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType),
1, &(Session.Chat[i]->Address));
Ipx.Service();
}
if (Obfuscate(Session.GPacket.Message.Buf) == 0x72A47EF6) {
Session.WWChat = 1;
Clear_Listbox (&playerlist);
Start_WWChat(&playerlist);
}
}
//............................................................
// Add the message to our own list, since we're not in the
// player list on this dialog.
//............................................................
Session.Messages.Add_Message (Session.GPacket.Name,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, -1);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message2_w);
display = REDRAW_MESSAGE;
}
#ifdef OBSOLETE
//
// This is for the old drop-down list of houses, not used any more.
//
if (housebtn.IsDropped) {
isdropped = 1;
} else if (isdropped) {
display = REDRAW_ALL;
}
#endif
break;
}
//.....................................................................
// Resend our query packets
//.....................................................................
Send_Join_Queries(game_index, joinstate, 0, 0, 0, namebuf);
//.....................................................................
// Process incoming packets
//.....................................................................
event = Get_Join_Responses(&joinstate, &gamelist, &playerlist,
join_index, namebuf, &why);
//.....................................................................
// If we've changed state, redraw everything; if we're starting the game,
// break out of the loop. If we've just joined, send out a player query
// so I'll get added to the list instantly.
//.....................................................................
if (event == EV_STATE_CHANGE) {
display = REDRAW_ALL;
if (joinstate==JOIN_GAME_START || joinstate == JOIN_GAME_START_LOAD) {
if (joinstate==JOIN_GAME_START_LOAD) {
load_game = 1;
}
/*
** Special new kludge for counterstrike.
**
** Find local scenario will fail to match a counterstrike mission
** unless the CS CD is in the drive. So....
**
** If Counterstrike is installed and this is an official map and
** the file name matches a counterstrike map then tell the host
** that I have the scenario so he can continue while we make
** sure the local user has the Counterstrike CD in the drive.
**
*/
// This is duplicated for Aftermath scenarios. ajw
bool ready_packet_was_sent = false;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Session.ScenarioIsOfficial &&
( (Expansion_CS_Present() && Is_Mission_Counterstrike(Session.ScenarioFileName)) ||
(Expansion_AM_Present() && Is_Mission_Aftermath(Session.ScenarioFileName)) ) ) {
#else
if ( Expansion_CS_Present() && Session.ScenarioIsOfficial ) {
#endif
CCFileClass check_file ( Session.ScenarioFileName );
if ( !check_file.Is_Available() ) {
int current_drive = CCFileClass::Get_CD_Drive();
#ifdef FIXIT_CSII // checked - ajw 9/28/98
int index = Get_CD_Index(current_drive, 1*60);
bool needcd = false;
if (Is_Mission_Counterstrike(Session.ScenarioFileName)) {
if (index != 2 && index != 3) {
RequiredCD = 2;
needcd = true;
}
}
if (Is_Mission_Aftermath(Session.ScenarioFileName)) {
if (index != 3) {
RequiredCD = 3;
needcd = true;
}
}
if (needcd) {
#else
if ( Get_CD_Index(current_drive, 1*60) != 2 ){
RequiredCD = 2;
#endif
/*
** We should have the scenario but the wrong disk is in.
** Tell the host that I am ready to go anyway.
*/
memset ((void*)&(Session.GPacket), 0, sizeof (Session.GPacket));
Session.GPacket.Command = NET_READY_TO_GO;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.HostAddress);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0);
ready_packet_was_sent = true;
if (!Force_CD_Available (RequiredCD)){
Emergency_Exit(EXIT_FAILURE);
}
/*
** Update the internal list of scenarios to include the counterstrike
** list.
*/
Session.Read_Scenario_Descriptions();
}
}
}
/*
** If the scenario that the host wants to play doesn't exist locally then we
** need to request that it is sent. If we can identify the scenario locally then
** we need to fix up the file name so we load the right one.
*/
Ipx.Set_Timing (25, (unsigned long) -1, 1000);
if (Find_Local_Scenario (Session.Options.ScenarioDescription,
Session.ScenarioFileName,
Session.ScenarioFileLength,
Session.ScenarioDigest,
Session.ScenarioIsOfficial)) {
Session.Options.ScenarioIndex = 1; //We dont care what it
//is as long as it isnt -1
/*
** We have the scenario. Tell the host that I am ready to go.
*/
if ( !ready_packet_was_sent ){
memset ((void*)&(Session.GPacket), 0, sizeof (Session.GPacket));
Session.GPacket.Command = NET_READY_TO_GO;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.HostAddress);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0);
}
} else {
#ifndef FIXIT_VERSION_3 // Removed restriction on downloading official maps.
/*
** Oh dear. Thats a scenario I don't have. Request that the host sends the
** scenario to me provided it's not an official scenario.
**
** If the file is received OK then we will get a true return value and the
** actual file name to load will be in Session.ScenarioFileName
*/
if (Session.ScenarioIsOfficial) {
Session.Options.ScenarioIndex = -1;
} else {
#endif
Session.Options.ScenarioIndex = 1; //We dont care what it
//is as long as it isnt -1
#ifdef FIXIT_VERSION_3
if( bSpecialAftermathScenario( Session.Options.ScenarioDescription ) )
break;
#endif
if (!Get_Scenario_File_From_Host(Session.ScenarioFileName, 1)) {
break;
} else {
/*
** Make sure we dont time-out because of the download
*/
}
#ifndef FIXIT_VERSION_3
}
#endif
}
Ipx.Set_Timing (30, (unsigned long) -1, 600);
strcpy (Scen.ScenarioName, Session.ScenarioFileName);
rc = 0;
process = false;
} else if (joinstate==JOIN_CONFIRMED) {
//..................................................................
// If we're newly-confirmed, add myself to the Players list, and
// immediately send out a player query
//..................................................................
//...............................................................
// Clear the player list, then add myself to the list.
//...............................................................
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",namebuf, Text_String(TXT_ALLIES));
} else {
sprintf(item,"%s\t%s",namebuf, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", namebuf, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
playerlist.Add_Item(item,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx]);
who = new NodeNameType;
strcpy(who->Name, namebuf);
who->Player.House = Session.House;
who->Player.Color = Session.ColorIdx;
Session.Players.Add (who);
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
//...............................................................
// Re-init the message system to its new smaller size
//...............................................................
Session.Messages.Init (d_message2_x + 1 *RESFACTOR, d_message2_y + 1 *RESFACTOR, 8,
MAX_MESSAGE_LENGTH, d_txt6_h, d_send_x + 1 *RESFACTOR, d_send_y + 1 *RESFACTOR, 1,
20, MAX_MESSAGE_LENGTH - 5, d_message2_w);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message2_w);
} else if (joinstate==JOIN_REJECTED) {
//..................................................................
// If we've been rejected, clear any messages we may have been
// typing, add a message stating why we were rejected, and send a
// chat announcement.
//..................................................................
Session.Messages.Init (d_message1_x + 1 *RESFACTOR, d_message1_y + 1 *RESFACTOR, 14,
MAX_MESSAGE_LENGTH, d_txt6_h, d_send_x + 1 *RESFACTOR, d_send_y + 1 *RESFACTOR, 1,
20, MAX_MESSAGE_LENGTH - 5, d_message2_w);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message2_w);
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_REQUEST_DENIED), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
item = NULL;
if (why==REJECT_DUPLICATE_NAME) {
item = (char *)Text_String(TXT_NAME_MUSTBE_UNIQUE);
}
else if (why==REJECT_GAME_FULL) {
item = (char *)Text_String(TXT_GAME_FULL);
}
else if (why==REJECT_VERSION_TOO_OLD) {
item = (char *)Text_String(TXT_YOURGAME_OUTDATED);
}
else if (why==REJECT_VERSION_TOO_NEW) {
item = (char *)Text_String(TXT_DESTGAME_OUTDATED);
}
else if (why==REJECT_MISMATCH) {
item = (char *)Text_String(TXT_MISMATCH);
}
else if (why==REJECT_DISBANDED) {
item = (char *)Text_String(TXT_GAME_CANCELLED);
}
if (item) {
Session.Messages.Add_Message(NULL, 0, item, PCOLOR_BROWN, TPF_TEXT, 1200);
}
Send_Join_Queries (game_index, joinstate, 0, 0, 1, namebuf);
display = REDRAW_ALL;
}
} else if (event == EV_GAME_OPTIONS) {
//.....................................................................
// If the game options have changed, print them.
//.....................................................................
countgauge.Set_Maximum(
SessionClass::CountMax[Session.Options.Bases] -
SessionClass::CountMin[Session.Options.Bases]);
countgauge.Set_Value(Session.Options.UnitCount -
SessionClass::CountMin[Session.Options.Bases]);
levelgauge.Set_Value(BuildLevel - 1);
creditsgauge.Set_Value(Session.Options.Credits);
if (Session.Options.AIPlayers > Rule.MaxPlayers-Session.Players.Count()) {
aiplayersgauge.Set_Value(Rule.MaxPlayers-Session.Players.Count());
} else {
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
}
optionlist.Check_Item(0,Session.Options.Bases);
optionlist.Check_Item(1,Session.Options.Tiberium);
optionlist.Check_Item(2,Session.Options.Goodies);
optionlist.Check_Item(3,Special.IsCaptureTheFlag);
optionlist.Check_Item(4,Special.IsShadowGrow);
optionlist.Flag_To_Redraw();
Sound_Effect(VOC_OPTIONS_CHANGED);
parms_received = 1;
display = REDRAW_PARMS;
} else if (event == EV_MESSAGE) {
//.....................................................................
// Draw an incoming message
//.....................................................................
display = REDRAW_MESSAGE;
Sound_Effect(VOC_INCOMING_MESSAGE);
} else if (event == EV_NEW_GAME) {
//.....................................................................
// If a new game has formed, or an existing game has changed state
// (from open to closed or closed to open), redraw the message system.
//.....................................................................
display = REDRAW_MESSAGE;
} else if (event == EV_NEW_PLAYER || event == EV_PLAYER_SIGNOFF) {
aiplayersgauge.Set_Maximum(Rule.MaxPlayers-Session.Players.Count());
if (Session.Options.AIPlayers > Rule.MaxPlayers-Session.Players.Count()) {
aiplayersgauge.Set_Value(Rule.MaxPlayers-Session.Players.Count());
}
} else if (event == EV_GAME_SIGNOFF) {
//.....................................................................
// EV_GAME_SIGNOFF:
// A game before the one I've selected is gone, so we have a new index
// now. 'game_index' must be kept set to the currently-selected list
// item, so we send out queries for the currently-selected game. It's
// therefore imperative that we detect any changes to the game list.
// If we're joined in a game, we must decrement our game_index to keep
// it aligned with the game we're joined to.
//.....................................................................
if (joinstate==JOIN_CONFIRMED) {
game_index--;
join_index--;
gamelist.Set_Selected_Index(join_index);
} else {
gamelist.Flag_To_Redraw();
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
}
}
//.....................................................................
// Service the Ipx connections
//.....................................................................
Ipx.Service();
if (process) {
//.....................................................................
// Clean out the Game List; if an old entry is found:
// - Remove it
// - Clear the player list
// - Send queries for the new selected game, if there is one
//.....................................................................
for (i = 1; i < Session.Games.Count(); i++) {
if (TickCount - Session.Games[i]->Game.LastTime > 400) {
delete Session.Games[i];
Session.Games.Delete(Session.Games[i]);
item = (char *)(gamelist.Get_Item (i));
gamelist.Remove_Item (item);
delete [] item;
gamelist.Flag_To_Redraw();
if (i <= game_index) {
if (joinstate==JOIN_CONFIRMED) {
game_index--;
join_index--;
gamelist.Set_Selected_Index(join_index);
} else {
gamelist.Flag_To_Redraw();
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
}
}
}
}
//.....................................................................
// If I've changed my name or color, make sure those changes go into
// the Chat vector.
//.....................................................................
strcpy(Session.Chat[0]->Name, namebuf);
Session.Chat[0]->Chat.Color = Session.ColorIdx;
if (Session.Chat[0]->Chat.Color == PCOLOR_DIALOG_BLUE) {
Session.Chat[0]->Chat.Color = PCOLOR_REALLY_BLUE;
}
//.....................................................................
// Clean out the chat vector. If we find a node that we haven't heard
// from in 6 seconds, delete that node.
// If we haven't heard from a node in 5 seconds, send him a request
// for a chat announcement; he then has 1 second to reply.
//.....................................................................
for (i = 1; i < Session.Chat.Count(); i++) {
if (TickCount - Session.Chat[i]->Chat.LastTime > 360) {
delete Session.Chat[i];
Session.Chat.Delete(Session.Chat[i]);
} else if (TickCount - Session.Chat[i]->Chat.LastTime > 300 &&
Session.Chat[i]->Chat.LastChance == 0) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Name[0] = 0;
Session.GPacket.Command = NET_CHAT_REQUEST;
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &(Session.Chat[i]->Address));
Ipx.Service();
Session.Chat[i]->Chat.LastChance = 1;
}
}
//.....................................................................
// Manage the Lobby list:
// If the user has selected the 1st Game ("Lobby"), the names of all
// users in the Chat area show up in the Players list box.
// Users can be changing their names and their colors at any time, so
// we scan the Chat list each time to see if anything's changed; if
// so, we redraw the player list.
// (If WWChat is on, the Chat list is ignored, and the playerlist
// contains custom names.)
//.....................................................................
if (game_index == 0) {
if (!Session.WWChat) {
while (Session.Chat.Count() > playerlist.Count()) {
item = new char [MPLAYER_NAME_MAX];
item[0] = 0;
playerlist.Add_Item(item);
playerlist.Flag_To_Redraw();
}
while (playerlist.Count() > Session.Chat.Count()) {
item = (char *)playerlist.Get_Item(0);
playerlist.Remove_Item(item);
delete [] item;
playerlist.Flag_To_Redraw();
}
for (i = 0; i < Session.Chat.Count(); i++) {
if (stricmp(Session.Chat[i]->Name,playerlist.Get_Item(i)) ||
&ColorRemaps[ (Session.Chat[i]->Chat.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.Chat[i]->Chat.Color] !=
playerlist.Colors[i]) {
playerlist.Colors[i] =
&ColorRemaps[Session.Chat[i]->Chat.Color];
if (playerlist.Colors[i] == &ColorRemaps[PCOLOR_DIALOG_BLUE]) {
playerlist.Colors[i] = &ColorRemaps[PCOLOR_REALLY_BLUE];
}
strcpy((char *)playerlist.Get_Item(i), Session.Chat[i]->Name);
playerlist.Flag_To_Redraw();
}
}
} else {
if (stricmp(Session.Chat[0]->Name,playerlist.Get_Item(0)) ||
&ColorRemaps[Session.Chat[0]->Chat.Color] !=
playerlist.Colors[0]) {
playerlist.Colors[0] = &ColorRemaps[Session.Chat[0]->Chat.Color];
strcpy((char *)playerlist.Get_Item(0), Session.Chat[0]->Name);
playerlist.Flag_To_Redraw();
}
if (Update_WWChat()) {
display = REDRAW_MESSAGE;
}
}
}
}
//.....................................................................
// Service the sounds & score; GameActive must be false at this point,
// so Call_Back() doesn't intercept global messages from me!
//.....................................................................
Call_Back();
} // end of while
//------------------------------------------------------------------------
// Establish connections with all other players.
//------------------------------------------------------------------------
if (rc == 0) {
//.....................................................................
// If the other guys are playing a scenario I don't have (sniff), I can't
// play. Try to bail gracefully.
//.....................................................................
if (Session.Options.ScenarioIndex==-1) {
WWMessageBox().Process (TXT_UNABLE_PLAY_WAAUGH);
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, namebuf);
//..................................................................
// Don't send myself the message.
//..................................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType),
0, &Session.BridgeNet);
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType),
0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
rc = -1;
} else {
//---------------------------------------------------------------------
// Prepare to load the scenario.
//---------------------------------------------------------------------
//..................................................................
// Set the number of players in this game, and the scenario number.
//..................................................................
Session.NumPlayers = Session.Players.Count();
}
//.....................................................................
// Wait a while, polling the IPX service routines, to give our ACK
// a chance to get to the other system. If he doesn't get our ACK,
// he'll be waiting the whole time we load MIX files.
//.....................................................................
i = max(Ipx.Global_Response_Time() * 2, 60);
starttime = TickCount;
while (TickCount - starttime < (unsigned)i) {
Ipx.Service();
}
}
//------------------------------------------------------------------------
// Init network timing values, using previous response times as a measure
// of what our retry delta & timeout should be.
//------------------------------------------------------------------------
// Ipx.Set_Timing (Ipx.Global_Response_Time() + 2, -1,
// Ipx.Global_Response_Time() * 4);
Ipx.Set_Timing (Ipx.Global_Response_Time () + 2, (unsigned long) -1, max (120, Ipx.Global_Response_Time () * 8));
//------------------------------------------------------------------------
// Clear all lists, but NOT the Games & Players vectors.
//------------------------------------------------------------------------
Clear_Listbox(&gamelist);
Clear_Listbox(&playerlist);
//------------------------------------------------------------------------
// Remove the chat edit box
//------------------------------------------------------------------------
Session.Messages.Remove_Edit();
//------------------------------------------------------------------------
// Restore screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
Show_Mouse();
//------------------------------------------------------------------------
// Load a game if the game owner told us to
//------------------------------------------------------------------------
if (load_game) {
if (!Load_Game (-1)) {
WWMessageBox().Process (TXT_ERROR_LOADING_GAME);
rc = -1;
}
Frame++;
}
//------------------------------------------------------------------------
// Clear the Players & Games vectors if we're not joined to a game.
// Clear the Chat vector regardless.
//------------------------------------------------------------------------
if (rc != 0) {
Clear_Vector(&Session.Games);
Clear_Vector(&Session.Players);
}
Clear_Vector(&Session.Chat);
return(rc);
} /* end of Net_Join_Dialog */
/***************************************************************************
* Request_To_Join -- Sends a JOIN request packet to game owner *
* *
* Regardless of the return code, the Join Dialog will need to be redrawn *
* after calling this routine. *
* *
* INPUT: *
* playername player's name *
* join_index index of game we're joining *
* house requested house *
* color requested color *
* *
* OUTPUT: *
* 1 = Packet sent, 0 = wasn't *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
*=========================================================================*/
static int Request_To_Join (char *playername, int join_index,
HousesType house, PlayerColorType color)
{
//------------------------------------------------------------------------
// Validate join_index
//------------------------------------------------------------------------
if (join_index < 1) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_MUST_SELECT_GAME), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
return(false);
}
if ( (Session.Games.Count()<=1) || join_index > Session.Games.Count()) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_NOTHING_TO_JOIN), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
return(false);
}
//------------------------------------------------------------------------
// Force user to enter a name
//------------------------------------------------------------------------
if (strlen(playername)==0) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_NAME_ERROR), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
return(false);
}
//------------------------------------------------------------------------
// The game must be open
//------------------------------------------------------------------------
if (!Session.Games[join_index]->Game.IsOpen) {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_GAME_IS_CLOSED), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
return (false);
}
//------------------------------------------------------------------------
// Send packet to game's owner
//------------------------------------------------------------------------
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_QUERY_JOIN;
strcpy (Session.GPacket.Name, playername);
Session.GPacket.PlayerInfo.House = house;
Session.GPacket.PlayerInfo.Color = color;
#ifdef FIXIT_VERSION_3
// Guest sends host his version.
// Added to the transmitted _min_ version number is a bit indicating presence of Aftermath expansion.
if( Is_Aftermath_Installed() )
{
// debugprint( "Guest tells host 'I have Aftermath'\n" );
Session.GPacket.PlayerInfo.MinVersion = VerNum.Min_Version() | 0x80000000;
}
else
{
// debugprint( "Guest tells host 'I don't have Aftermath'\n" );
Session.GPacket.PlayerInfo.MinVersion = VerNum.Min_Version();
}
#else
Session.GPacket.PlayerInfo.MinVersion = VerNum.Min_Version();
#endif
Session.GPacket.PlayerInfo.MaxVersion = VerNum.Max_Version();
Session.GPacket.PlayerInfo.CheatCheck = RuleINI.Get_Unique_ID();
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 1,
&(Session.Games[join_index]->Address));
return(true);
} /* end of Request_To_Join */
/***************************************************************************
* Unjoin_Game -- Cancels joining a game *
* *
* INPUT: *
* namebuf current player name *
* joinstate current join state *
* gamelist ListBox of game names *
* playerlist ListBox of player names *
* game_index index in 'gamelist' of game we're leaving *
* goto_lobby true = we're going to the lobby *
* msg_x message system x-coord *
* msg_y message system y-coord *
* msg_h message system char height *
* send_x message system send x-coord *
* send_y message system send y-coord *
* msg_len message system max msg length *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/12/1995 BRR : Created. *
*=========================================================================*/
static void Unjoin_Game(char *namebuf,JoinStateType joinstate,
ListClass *gamelist, ColorListClass *playerlist, int game_index,
int goto_lobby, int msg_x, int msg_y, int msg_h, int send_x, int send_y,
int msg_len)
{
int i;
char *item;
//------------------------------------------------------------------------
// Fill in a SIGN_OFF packet
//------------------------------------------------------------------------
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy(Session.GPacket.Name,namebuf);
//------------------------------------------------------------------------
// If we're joined to a game, make extra sure the other players in
// that game know I'm exiting; send my SIGN_OFF as an ack-required
// packet. Don't send this to myself (index 0).
//------------------------------------------------------------------------
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
if (joinstate == JOIN_WAIT_CONFIRM || joinstate == JOIN_CONFIRMED) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType), 1,
&(Session.Games[game_index]->Address));
}
//------------------------------------------------------------------------
// Re-init the message system to its new larger size
//------------------------------------------------------------------------
Session.Messages.Init (msg_x + 1, msg_y + 1, 14,
msg_len, msg_h, send_x + 1, send_y + 1, 1,
20, msg_len - 5);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_');
//------------------------------------------------------------------------
// Remove myself from the player list, and reset my game name
//------------------------------------------------------------------------
if (playerlist->Count()) {
item = (char *)(playerlist->Get_Item(0));
playerlist->Remove_Item(item);
delete [] item;
playerlist->Flag_To_Redraw();
}
if (Session.Players.Count() > 0) {
delete Session.Players[0];
Session.Players.Delete(Session.Players[0]);
}
Session.GameName[0] = 0;
//------------------------------------------------------------------------
// Highlight "Lobby" on the Game list, Announce I'm ready to chat
//------------------------------------------------------------------------
if (goto_lobby) {
gamelist->Set_Selected_Index(0);
Send_Join_Queries (game_index, joinstate, 0, 0, 1, namebuf);
}
} // end of Unjoin_Game
/***********************************************************************************************
* Send_Join_Queries -- sends queries for the Join Dialog *
* *
* This routine [re]sends the queries related to the Join Dialog: *
* - NET_QUERY_GAME *
* - NET_QUERY_PLAYER for the game currently selected (if there is one) *
* *
* The queries are "staggered" in time so they aren't all sent at once; otherwise, we'd *
* be inundated with reply packets & we'd miss some (even though the replies will require *
* ACK's). *
* *
* INPUT: *
* curgame index of currently-selected game; -1 = none *
* joinstate our current joinstate *
* gamenow if 1, will immediately send the game query *
* playernow if 1, will immediately send the player query for currently-selected game *
* chatnow if 1, will immediately send the chat announcement *
* myname user's name *
* init initialize the timers *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
* 04/15/1995 BRR : Created. *
*=============================================================================================*/
static void Send_Join_Queries(int curgame, JoinStateType joinstate,
int gamenow, int playernow, int chatnow, char *myname, int init)
{
//........................................................................
// These values control the timeouts for sending various types of packets;
// they're designed such that they'll rarely occur simultaneously.
//........................................................................
enum {
GAME_QUERY_TIME = 120,
PLAYER_QUERY_TIME = 35,
CHAT_ANNOUNCE_TIME = 83,
};
static CDTimerClass<SystemTimerClass> game_timer; // time between NET_QUERY_GAME's
static CDTimerClass<SystemTimerClass> player_timer; // time between NET_QUERY_PLAYERS's
static CDTimerClass<SystemTimerClass> chat_timer; // time between NET_CHAT_ANNOUNCE's
//------------------------------------------------------------------------
// Initialize timers
//------------------------------------------------------------------------
if (init) {
game_timer = GAME_QUERY_TIME;
player_timer = PLAYER_QUERY_TIME;
chat_timer = CHAT_ANNOUNCE_TIME;
}
//------------------------------------------------------------------------
// Send the game-name query if the time has expired, or we're told to do
// it right now
//------------------------------------------------------------------------
if (!game_timer || gamenow) {
game_timer = GAME_QUERY_TIME;
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_QUERY_GAME;
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, NULL);
//.....................................................................
// If the user specified a remote server address, broadcast over that
// network, too.
//.....................................................................
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
}
//------------------------------------------------------------------------
// Send the player query for the game currently clicked on, if the time has
// expired and there is a currently-selected game, or we're told to do it
// right now
//------------------------------------------------------------------------
if ( ((curgame > 0) && (curgame < Session.Games.Count()) &&
!player_timer) || playernow) {
player_timer = PLAYER_QUERY_TIME;
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_QUERY_PLAYER;
strcpy (Session.GPacket.Name, Session.Games[curgame]->Name);
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, NULL);
//.....................................................................
// If the user specified a remote server address, broadcast over that
// network, too.
//.....................................................................
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
}
//------------------------------------------------------------------------
// Send the chat announcement
//------------------------------------------------------------------------
if ((!chat_timer && joinstate!=JOIN_CONFIRMED) || chatnow) {
chat_timer = CHAT_ANNOUNCE_TIME;
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_CHAT_ANNOUNCE;
strcpy (Session.GPacket.Name, myname);
Session.GPacket.Chat.ID = Session.UniqueID;
Session.GPacket.Chat.Color = Session.ColorIdx;
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
}
} /* end of Send_Join_Queries */
/***********************************************************************************************
* Get_Join_Responses -- sends queries for the Join Dialog *
* *
* This routine polls the Global Channel to see if there are any incoming packets; *
* if so, it processes them. This routine can change the state of the Join Dialog, or *
* the contents of the list boxes, based on what the packet is. *
* *
* The list boxes are passed in as pointers; they can't be made globals, because they *
* can't be constructed, because they require shape pointers to the arrow buttons, and *
* the mix files won't have been initialized when the global variables' constructors are *
* called. *
* *
* This routine sets the globals *
* Session.House (from NET_CONFIRM_JOIN) *
* Session.ColorIdx (from NET_CONFIRM_JOIN) *
* Session.Options.Bases (from NET_GAME_OPTIONS) *
* Session.Options.Tiberium (from NET_GAME_OPTIONS) *
* Session.Options.Goodies (from NET_GAME_OPTIONS) *
* Session.Options.Ghosts (from NET_GAME_OPTIONS) *
* ScenarioIdx (from NET_GAME_OPTIONS; -1 = scenario not found) *
* *
* INPUT: *
* joinstate current state of Join Dialog *
* gamelist list box containing game names *
* playerlist list box containing player names for the currently-selected game *
* join_index index of the game we've joined or are asking to join *
* my_name name of local system *
* why ptr: filled in with reason for rejection from a game *
* *
* OUTPUT: *
* Event that occurred *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
* 04/15/1995 BRR : Created. *
*=============================================================================================*/
static JoinEventType Get_Join_Responses(JoinStateType *joinstate, ListClass *gamelist,
ColorListClass *playerlist, int join_index, char *my_name, RejectType *why)
{
int rc;
char * item; // general-purpose string
NodeNameType *who; // node to add to Games or Players
int i;
int found;
JoinEventType retcode = EV_NONE;
char txt[80];
//------------------------------------------------------------------------
// If there is no incoming packet, just return
//------------------------------------------------------------------------
rc = Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.GAddress, &Session.GProductID);
if (!rc || Session.GProductID != IPXGlobalConnClass::COMMAND_AND_CONQUER0)
return(EV_NONE);
//------------------------------------------------------------------------
// If we're joined in a game, handle the packet in a standard way; otherwise,
// don't answer standard queries.
//------------------------------------------------------------------------
if ( (*joinstate)==JOIN_CONFIRMED &&
Process_Global_Packet(&Session.GPacket,&Session.GAddress)!=0) {
return(EV_NONE);
}
//------------------------------------------------------------------------
// NET_ANSWER_GAME: Another system is answering our GAME query, so add that
// system to our list box if it's new.
//------------------------------------------------------------------------
if (Session.GPacket.Command==NET_ANSWER_GAME) {
//.....................................................................
// See if this name is unique
//.....................................................................
retcode = EV_NONE;
found = 0;
for (i = 1; i < Session.Games.Count(); i++) {
if (!strcmp(Session.Games[i]->Name, Session.GPacket.Name)) {
found = 1;
//...............................................................
// If name was found, update the node's time stamp & IsOpen flag.
//...............................................................
Session.Games[i]->Game.LastTime = TickCount;
if (Session.Games[i]->Game.IsOpen != Session.GPacket.GameInfo.IsOpen) {
item = (char *)gamelist->Get_Item(i);
if (Session.GPacket.GameInfo.IsOpen) {
sprintf(item,Text_String(TXT_THATGUYS_GAME),
Session.GPacket.Name);
}
else {
sprintf(item,Text_String(TXT_THATGUYS_GAME_BRACKET),
Session.GPacket.Name);
}
Session.Games[i]->Game.IsOpen = Session.GPacket.GameInfo.IsOpen;
gamelist->Flag_To_Redraw();
//............................................................
// If this game has gone from closed to open, copy the
// responder's address into our Game slot, since the guy
// responding to this must be game owner.
//............................................................
if (Session.Games[i]->Game.IsOpen) {
Session.Games[i]->Address = Session.GAddress;
}
//............................................................
// If we're in chat mode, print a message that the state of
// this game has changed.
//............................................................
if (*joinstate < JOIN_CONFIRMED) {
if (Session.Games[i]->Game.IsOpen) {
sprintf(txt,Text_String(TXT_S_FORMED_NEW_GAME),
Session.Games[Session.Games.Count()-1]->Name);
Sound_Effect(VOC_GAME_FORMING);
}
else {
sprintf(txt,Text_String(TXT_GAME_NOW_IN_PROGRESS),
Session.Games[Session.Games.Count()-1]->Name);
Sound_Effect(VOC_GAME_CLOSED);
}
Session.Messages.Add_Message(NULL, 0, txt, PCOLOR_BROWN, TPF_TEXT, 1200);
retcode = EV_NEW_GAME;
}
}
break;
}
}
//.....................................................................
// name not found (or addresses are different); add it to 'Games'
//.....................................................................
if (found==0) {
//..................................................................
// Create a new node structure, fill it in, add it to 'Games'
//..................................................................
who = new NodeNameType;
strcpy(who->Name, Session.GPacket.Name);
who->Address = Session.GAddress;
who->Game.IsOpen = Session.GPacket.GameInfo.IsOpen;
who->Game.LastTime = TickCount;
Session.Games.Add (who);
//..................................................................
// Create a string for "xxx's Game", leaving room for brackets around
// the string if it's a closed game
//..................................................................
item = new char [MPLAYER_NAME_MAX + 64];
if (Session.GPacket.GameInfo.IsOpen) {
sprintf(item,Text_String(TXT_THATGUYS_GAME),Session.GPacket.Name);
}
else {
sprintf(item,Text_String(TXT_THATGUYS_GAME_BRACKET),
Session.GPacket.Name);
}
gamelist->Add_Item(item);
//..................................................................
// If this player's in the Chat vector, remove him from there
//..................................................................
for (i = 1; i < Session.Chat.Count(); i++) {
if (Session.Chat[i]->Address==Session.GAddress) {
delete Session.Chat[i];
Session.Chat.Delete(Session.Chat[i]);
break;
}
}
//..................................................................
// If this game is open, display a message stating that it's
// now available.
//..................................................................
if (Session.GPacket.GameInfo.IsOpen && (*joinstate) < JOIN_CONFIRMED) {
sprintf(txt,Text_String(TXT_S_FORMED_NEW_GAME),
Session.GPacket.Name);
Session.Messages.Add_Message(NULL, 0, txt, PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_GAME_FORMING);
}
retcode = EV_NEW_GAME;
}
}
//------------------------------------------------------------------------
// NET_ANSWER_PLAYER: Another system is answering our PLAYER query, so add
// it to our player list box & the Player Vector if it's new
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_ANSWER_PLAYER) {
//.....................................................................
// See if this name is unique
//.....................................................................
retcode = EV_NONE;
found = 0;
for (i = 0; i < Session.Players.Count(); i++) {
//..................................................................
// If the address is already present, re-copy their name, color &
// house into the existing entry, in case they've changed it without
// our knowledge; set the 'found' flag so we won't create a new entry.
//..................................................................
if (Session.Players[i]->Address==Session.GAddress) {
strcpy(Session.Players[i]->Name, Session.GPacket.Name);
Session.Players[i]->Player.House = Session.GPacket.PlayerInfo.House;
Session.Players[i]->Player.Color = Session.GPacket.PlayerInfo.Color;
playerlist->Colors[i] =
&ColorRemaps[Session.GPacket.PlayerInfo.Color];
if (playerlist->Colors[i] == &ColorRemaps[PCOLOR_DIALOG_BLUE]) {
playerlist->Colors[i] = &ColorRemaps[PCOLOR_REALLY_BLUE];
}
found = 1;
break;
}
}
//.....................................................................
// Don't add this player if he's not part of the game that's selected.
//.....................................................................
i = gamelist->Current_Index();
if (Session.Games.Count() && Session.GPacket.PlayerInfo.NameCRC !=
Compute_Name_CRC(Session.Games[i]->Name)) {
found = 1;
}
//.....................................................................
// Don't add this player if it's myself. (We must check the name
// since the address of myself in 'Players' won't be valid.)
//.....................................................................
if (!strcmp (my_name,Session.GPacket.Name)) {
found = 1;
}
//.....................................................................
// name not found, or address didn't match; add to player list box
// & Players Vector
//.....................................................................
if (found==0) {
//..................................................................
// Create & add a node to the Vector
//..................................................................
who = new NodeNameType;
strcpy(who->Name, Session.GPacket.Name);
who->Address = Session.GAddress;
who->Player.House = Session.GPacket.PlayerInfo.House;
who->Player.Color = Session.GPacket.PlayerInfo.Color;
Session.Players.Add (who);
//..................................................................
// Create & add a string to the list box
//..................................................................
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.GPacket.PlayerInfo.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",Session.GPacket.Name, Text_String(TXT_ALLIES));
} else {
sprintf(item,"%s\t%s",Session.GPacket.Name, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", Session.GPacket.Name, Text_String(HouseTypeClass::As_Reference(Session.GPacket.PlayerInfo.House).Full_Name()));
#endif //OLDWAY
playerlist->Add_Item(item,
(who->Player.Color == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[who->Player.Color]);
//..................................................................
// If this player's in the Chat vector, remove him from there
//..................................................................
for (i = 1; i < Session.Chat.Count(); i++) {
if (Session.Chat[i]->Address==Session.GAddress) {
delete Session.Chat[i];
Session.Chat.Delete(Session.Chat[i]);
break;
}
}
//..................................................................
// If this player has joined our game, play a special sound.
//..................................................................
if ((*joinstate)>=JOIN_CONFIRMED) {
Sound_Effect(VOC_PLAYER_JOINED);
}
retcode = EV_NEW_PLAYER;
}
}
//------------------------------------------------------------------------
// NET_CONFIRM_JOIN: The game owner has confirmed our JOIN query; mark us
// as being confirmed, and start answering queries from other systems
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_CONFIRM_JOIN) {
if ( (*joinstate) != JOIN_CONFIRMED) {
strcpy (Session.GameName, Session.GPacket.Name);
Session.House = Session.GPacket.PlayerInfo.House;
Session.ColorIdx = Session.GPacket.PlayerInfo.Color;
(*joinstate) = JOIN_CONFIRMED;
retcode = EV_STATE_CHANGE;
}
}
//------------------------------------------------------------------------
// NET_REJECT_JOIN: The game owner has turned down our JOIN query; restore
// the dialog state to its first pop-up state.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_REJECT_JOIN) {
//.....................................................................
// If we're confirmed in a game, broadcast a sign-off to tell all other
// systems that I'm no longer a part of any game; this way, I'll be
// properly removed from their dialogs.
//.....................................................................
if ( (*joinstate) == JOIN_CONFIRMED) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name,my_name);
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType),
0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
Session.GameName[0] = 0;
//..................................................................
// remove myself from the player list
//..................................................................
item = (char *)(playerlist->Get_Item(0));
playerlist->Remove_Item(item);
delete [] item;
playerlist->Flag_To_Redraw();
delete Session.Players[0];
Session.Players.Delete(Session.Players[0]);
(*joinstate) = JOIN_REJECTED;
(*why) = REJECT_BY_OWNER;
retcode = EV_STATE_CHANGE;
}
//.....................................................................
// If we're waiting for confirmation & got rejected, tell the user why
//.....................................................................
else if ((*joinstate) == JOIN_WAIT_CONFIRM) {
(*why) = (RejectType)Session.GPacket.Reject.Why;
(*joinstate) = JOIN_REJECTED;
retcode = EV_STATE_CHANGE;
}
}
//------------------------------------------------------------------------
// NET_GAME_OPTIONS: The game owner has changed the game options & is
// sending us the new values.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_GAME_OPTIONS) {
if ( (*joinstate)==JOIN_CONFIRMED || (*joinstate)==JOIN_WAIT_CONFIRM) {
Session.Options.Credits = Session.GPacket.ScenarioInfo.Credits;
Session.Options.Bases = Session.GPacket.ScenarioInfo.IsBases;
Session.Options.Tiberium = Session.GPacket.ScenarioInfo.IsTiberium;
Session.Options.Goodies = Session.GPacket.ScenarioInfo.IsGoodies;
// Session.Options.Ghosts = Session.GPacket.ScenarioInfo.IsGhosties;
Session.Options.AIPlayers = Session.GPacket.ScenarioInfo.AIPlayers;
BuildLevel = Session.GPacket.ScenarioInfo.BuildLevel;
Session.Options.UnitCount = Session.GPacket.ScenarioInfo.UnitCount;
Seed = Session.GPacket.ScenarioInfo.Seed;
Special = Session.GPacket.ScenarioInfo.Special;
Options.GameSpeed = Session.GPacket.ScenarioInfo.GameSpeed;
#ifdef FIXIT_VERSION_3
// Guest receives game version number from host.
// Added to the transmitted version number is a bit indicating presence of Aftermath expansion.
unsigned long lVersion = Session.GPacket.ScenarioInfo.Version & ~0x80000000; // Actual version number.
Session.CommProtocol = VerNum.Version_Protocol( lVersion );
bAftermathMultiplayer = Session.GPacket.ScenarioInfo.Version & 0x80000000;
// if( bAftermathMultiplayer )
// debugprint( "Guest hears host say 'This is an Aftermath game'\n" );
// else
// debugprint( "Guest hears host say 'This is NOT an Aftermath game'\n" );
#else
Session.CommProtocol = VerNum.Version_Protocol(Session.GPacket.ScenarioInfo.Version);
PlayingAgainstVersion = Session.GPacket.ScenarioInfo.Version;
#endif
if (Session.Options.Tiberium) {
Special.IsTGrowth = 1;
Rule.IsTGrowth = 1;
Special.IsTSpread = 1;
Rule.IsTSpread = 1;
} else {
Special.IsTGrowth = 0;
Rule.IsTGrowth = 0;
Special.IsTSpread = 0;
Rule.IsTSpread = 0;
}
/*...............................................................
Copy the information about the scenario that the host wants to
play so ee can request this scenario from the host if we don't
have it locally.
...............................................................*/
strcpy (Session.Options.ScenarioDescription, Session.GPacket.ScenarioInfo.Scenario);
strcpy (Session.ScenarioFileName, Session.GPacket.ScenarioInfo.ShortFileName);
#ifdef WOLAPI_INTEGRATION
strncpy (Session.ScenarioDigest, (char*)Session.GPacket.ScenarioInfo.FileDigest, sizeof (Session.GPacket.ScenarioInfo.FileDigest));
#else
strcpy (Session.ScenarioDigest, (char*)Session.GPacket.ScenarioInfo.FileDigest);
#endif
Session.ScenarioIsOfficial = Session.GPacket.ScenarioInfo.OfficialScenario;
Session.ScenarioFileLength = Session.GPacket.ScenarioInfo.FileLength;
retcode = EV_GAME_OPTIONS;
}
}
//------------------------------------------------------------------------
// NET_SIGN_OFF: Another system is signing off: search for that system in
// both the game list & player list, & remove it if found
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_SIGN_OFF) {
//.....................................................................
// Remove this name from the list of games
//.....................................................................
for (i = 1; i < Session.Games.Count(); i++) {
if (!strcmp(Session.Games[i]->Name, Session.GPacket.Name) &&
Session.Games[i]->Address==Session.GAddress) {
//...............................................................
// If the system signing off is the currently-selected list
// item, clear the player list since that game is no longer
// forming.
//...............................................................
if (i==gamelist->Current_Index()) {
Clear_Listbox (playerlist);
Clear_Vector (&Session.Players);
}
//...............................................................
// If the system signing off was the owner of our game, mark
// ourselves as rejected
//...............................................................
if ( (*joinstate) > JOIN_NOTHING && i==join_index) {
(*joinstate) = JOIN_REJECTED;
retcode = EV_STATE_CHANGE;
(*why) = REJECT_DISBANDED;
}
//...............................................................
// Set my return code
//...............................................................
if (retcode == EV_NONE) {
if (i <= gamelist->Current_Index()) {
retcode = EV_GAME_SIGNOFF;
}
else {
retcode = EV_PLAYER_SIGNOFF;
}
}
//...............................................................
// Remove game name from game list
//...............................................................
delete Session.Games[i];
Session.Games.Delete(Session.Games[i]);
item = (char *)(gamelist->Get_Item (i));
gamelist->Remove_Item (item);
delete [] item;
gamelist->Flag_To_Redraw();
}
}
//.....................................................................
// Remove this name from the list of players
//.....................................................................
for (i = 0; i < Session.Players.Count(); i++) {
//..................................................................
// Name found; remove it
//..................................................................
if (Session.Players[i]->Address==Session.GAddress) {
item = (char *)(playerlist->Get_Item(i));
playerlist->Remove_Item(item);
delete [] item;
delete Session.Players[i];
Session.Players.Delete(Session.Players[i]);
playerlist->Flag_To_Redraw();
//...............................................................
// If this player has left our game, play a special sound.
//...............................................................
if ((*joinstate)>=JOIN_CONFIRMED) {
Sound_Effect(VOC_PLAYER_LEFT);
}
if (retcode == EV_NONE) {
retcode = EV_PLAYER_SIGNOFF;
}
}
}
//.....................................................................
// Remove this name from the chat list
//.....................................................................
for (i = 1; i < Session.Chat.Count(); i++) {
//..................................................................
// Name found; remove it
//..................................................................
if (Session.Chat[i]->Address==Session.GAddress) {
delete Session.Chat[i];
Session.Chat.Delete(Session.Chat[i]);
if (retcode == EV_NONE) {
retcode = EV_PLAYER_SIGNOFF;
}
}
}
}
//------------------------------------------------------------------------
// NET_GO: The game's owner is signalling us to start playing.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_GO) {
if ( (*joinstate)==JOIN_CONFIRMED) {
Session.MaxAhead = Session.GPacket.ResponseTime.OneWay;
(*joinstate) = JOIN_GAME_START;
retcode = EV_STATE_CHANGE;
Session.HostAddress = Session.GAddress;
}
}
//------------------------------------------------------------------------
// NET_LOADGAME: The game's owner is signalling us to start playing.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_LOADGAME) {
if ( (*joinstate)==JOIN_CONFIRMED) {
Session.MaxAhead = Session.GPacket.ResponseTime.OneWay;
(*joinstate) = JOIN_GAME_START_LOAD;
retcode = EV_STATE_CHANGE;
}
}
//------------------------------------------------------------------------
// NET_CHAT_ANNOUNCE: Someone is ready to chat; add them to our list, if
// they aren't already on it, and it's not myself.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_CHAT_ANNOUNCE) {
found = 0;
//.....................................................................
// If this packet is from myself, don't add it to the list
//.....................................................................
if (Session.GPacket.Chat.ID == Session.UniqueID) {
found = 1;
}
//.....................................................................
// Otherwise, see if we already have this address stored in our list
// If so, update that node's time values & name (in case the user
// changed it), and return.
//.....................................................................
else {
for (i = 0; i < Session.Chat.Count(); i++) {
if (Session.Chat[i]->Address==Session.GAddress) {
strcpy (Session.Chat[i]->Name, Session.GPacket.Name);
Session.Chat[i]->Chat.LastTime = TickCount;
Session.Chat[i]->Chat.LastChance = 0;
Session.Chat[i]->Chat.Color = Session.GPacket.Chat.Color;
found = 1;
break;
}
}
}
//.....................................................................
// Add a new node to the list
//.....................................................................
if (!found) {
who = new NodeNameType;
strcpy (who->Name, Session.GPacket.Name);
who->Address = Session.GAddress;
who->Chat.LastTime = TickCount;
who->Chat.LastChance = 0;
who->Chat.Color = Session.GPacket.Chat.Color;
Session.Chat.Add (who);
}
}
//------------------------------------------------------------------------
// NET_CHAT_REQUEST: Someone is requesting a CHAT_ANNOUNCE from us; send
// one to him directly.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_CHAT_REQUEST) {
if ((*joinstate) != JOIN_WAIT_CONFIRM && (*joinstate) != JOIN_CONFIRMED) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_CHAT_ANNOUNCE;
strcpy(Session.GPacket.Name, my_name);
Session.GPacket.Chat.ID = Session.UniqueID;
Session.GPacket.Chat.Color = Session.ColorIdx;
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1, &Session.GAddress);
Ipx.Service();
}
}
//------------------------------------------------------------------------
// NET_MESSAGE: Someone is sending us a message
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_MESSAGE) {
//.....................................................................
// If we're in a game, the sender must be in our game.
//.....................................................................
if ( (*joinstate)==JOIN_CONFIRMED) {
if (Session.GPacket.Message.NameCRC ==
Compute_Name_CRC(Session.GameName)) {
Session.Messages.Add_Message (Session.GPacket.Name,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
TPF_TEXT, -1);
}
}
//.....................................................................
// Otherwise, we're in the chat room; display any old message.
//.....................................................................
else {
Session.Messages.Add_Message (Session.GPacket.Name,
Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
TPF_TEXT, -1);
}
retcode = EV_MESSAGE;
}
//------------------------------------------------------------------------
// NET_PING: Someone is pinging me to get a response time measure (will only
// happen after I've joined a game). Do nothing; the IPX Manager will handle
// sending an ACK, and updating the response time measurements.
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_PING) {
retcode = EV_NONE;
}
//------------------------------------------------------------------------
// Default case: nothing happened. (This case will be hit every time I
// receive my own NET_QUERY_GAME or NET_QUERY_PLAYER packets.)
//------------------------------------------------------------------------
else {
retcode = EV_NONE;
}
return(retcode);
} /* end of Get_Join_Responses */
/***********************************************************************************************
* Net_New_Dialog -- lets user start a new game *
* *
* This dialog shows a list of who's requesting to join this game, and lets *
* the game initiator selectively approve each user. *
* *
* The 'Players' vector matches one-for-one the contents of the list box. The local system *
* is always listed first; the IPX Address of the local system will NOT be valid in the *
* Players vector. The Games & Players vectors should be left filled in even after this *
* routine is exited; their contents are used to form connections to the other players, *
* after the scenario has been loaded. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* true = success, false = cancel *
* *
* WARNINGS: *
* Session.GameName must contain this player's name. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
static int Net_New_Dialog(void)
{
return 0; //PG
#if (0)
typedef enum {
NUM_MESSAGES = 10
} NumMessagesType;
//------------------------------------------------------------------------
// Dialog & button dimensions
//------------------------------------------------------------------------
int d_dialog_w = 320 *RESFACTOR; // dialog width
int d_dialog_h = 200 *RESFACTOR; // dialog height
int d_dialog_x = ((320 *RESFACTOR- d_dialog_w) / 2); // dialog 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); // center x-coord
int d_txt6_h = 6*RESFACTOR+1; // ht of 6-pt text
int d_margin1 = 5*RESFACTOR; // margin width/height
int d_margin2 = 2*RESFACTOR; // margin width/height
//BG int d_playerlist_w = 118*RESFACTOR;
int d_playerlist_w = 124*RESFACTOR;
int d_playerlist_h = (6 * d_txt6_h) + 3*RESFACTOR; // 6 rows high
int d_playerlist_x = d_dialog_x + d_margin1 + d_margin1 + 5*RESFACTOR;
int d_playerlist_y = d_dialog_y + d_margin1 + d_txt6_h + 3*RESFACTOR;
int d_scenariolist_w = 162*RESFACTOR;
int d_scenariolist_h = (6 * d_txt6_h) + 3*RESFACTOR; // 6 rows high
int d_scenariolist_x = d_dialog_x + d_dialog_w - d_margin1 - d_margin1 - d_scenariolist_w - (5*RESFACTOR);
int d_scenariolist_y = d_playerlist_y;
int d_reject_w = 55*RESFACTOR;
int d_reject_h = 9*RESFACTOR;
int d_reject_x = d_playerlist_x + (d_playerlist_w / 2) - (d_reject_w / 2);
int d_reject_y = d_playerlist_y + d_playerlist_h + d_margin2;
int d_count_w = 25*RESFACTOR;
int d_count_h = d_txt6_h;
int d_count_x = d_playerlist_x + (d_playerlist_w / 2) + 20*RESFACTOR; // (fudged)
int d_count_y = d_reject_y + d_reject_h /*KO+ d_margin2*/;
int d_level_w = 25*RESFACTOR;
int d_level_h = d_txt6_h;
int d_level_x = d_playerlist_x + (d_playerlist_w / 2) + 20*RESFACTOR; // (fudged)
int d_level_y = d_count_y + d_count_h;
int d_credits_w = 25*RESFACTOR;
int d_credits_h = d_txt6_h;
int d_credits_x = d_playerlist_x + (d_playerlist_w / 2) + 20*RESFACTOR; // (fudged)
int d_credits_y = d_level_y + d_level_h;
int d_aiplayers_w = 25*RESFACTOR;
int d_aiplayers_h = d_txt6_h;
int d_aiplayers_x = d_playerlist_x + (d_playerlist_w / 2) + 20*RESFACTOR; // (fudged)
int d_aiplayers_y = d_credits_y + d_credits_h;
int d_options_w = 106*RESFACTOR;
int d_options_h = ((5 * 6) + 4)*RESFACTOR;
int d_options_x = d_scenariolist_x + ((d_scenariolist_w - d_options_w) / 2);
int d_options_y = d_scenariolist_y + d_scenariolist_h + d_margin1;
int d_message_w = d_dialog_w - (d_margin1 * 2) - 20*RESFACTOR;
int d_message_h = (NUM_MESSAGES * d_txt6_h) + 3*RESFACTOR; // 10 rows high
int d_message_x = d_dialog_x + d_margin1 + 10*RESFACTOR;
int d_message_y = d_dialog_y + d_dialog_h - (27*RESFACTOR + d_message_h);
// int d_message_y = d_options_y + d_options_h + d_margin1;
int d_send_w = d_dialog_w - (d_margin1 * 2) - 20*RESFACTOR;
int d_send_h = 9*RESFACTOR;
int d_send_x = d_dialog_x + d_margin1 + 10*RESFACTOR;
int d_send_y = d_message_y + d_message_h;
int d_ok_w = 50*RESFACTOR;
int d_ok_h = 9*RESFACTOR;
int d_ok_x = d_dialog_x + (d_dialog_w / 6) - (d_ok_w / 2);
int d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - d_margin1 - 3*RESFACTOR;
int d_cancel_w = 50*RESFACTOR;
int d_cancel_h = 9*RESFACTOR;
int d_cancel_x = d_dialog_cx - (d_cancel_w / 2);
int d_cancel_y = d_dialog_y + d_dialog_h - d_cancel_h - d_margin1 - 3*RESFACTOR;
int d_load_w = 50*RESFACTOR;
int d_load_h = 9*RESFACTOR;
int d_load_x = d_dialog_x + ((d_dialog_w * 5) / 6) - (d_load_w / 2);
int d_load_y = d_dialog_y + d_dialog_h - d_load_h - d_margin1 - 3*RESFACTOR;
//------------------------------------------------------------------------
// Button Enumerations
//------------------------------------------------------------------------
enum {
BUTTON_PLAYERLIST = 100,
BUTTON_SCENARIOLIST,
BUTTON_REJECT,
BUTTON_COUNT,
BUTTON_LEVEL,
BUTTON_CREDITS,
BUTTON_AIPLAYERS,
BUTTON_OPTIONS,
BUTTON_OK,
BUTTON_LOAD,
BUTTON_CANCEL,
};
//------------------------------------------------------------------------
// Redraw values: in order from "top" to "bottom" layer of the dialog
//------------------------------------------------------------------------
typedef enum {
REDRAW_NONE = 0,
REDRAW_PARMS,
REDRAW_MESSAGE,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
//------------------------------------------------------------------------
// Dialog variables
//------------------------------------------------------------------------
RedrawType display = REDRAW_ALL; // redraw level
bool process = true; // process while true
KeyNumType input;
int transmit; // 1 = re-transmit new game options
long ok_timer = 0; // for timing OK button
int index; // index for rejecting a player
int rc;
int i,j;
char *item;
int tabs[] = {77*RESFACTOR}; // tabs for player list box
int optiontabs[] = {8*RESFACTOR}; // tabs for option list box
NodeNameType *who; // node to add to Players
long ping_timer = 0; // for sending Ping packets
int color_used[MAX_MPLAYER_COLORS]; // 1 = color has been used
char txt[80];
JoinEventType whahoppa; // event generated by received packets
static int first_time = 1; // 1 = 1st time this dialog is run
CCFileClass loadfile ("SAVEGAME.NET");
int load_game = 0; // 1 = load a saved game
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
//------------------------------------------------------------------------
// Buttons
//------------------------------------------------------------------------
GadgetClass *commands; // button list
ColorListClass playerlist(BUTTON_PLAYERLIST, d_playerlist_x, d_playerlist_y, d_playerlist_w, d_playerlist_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
ListClass scenariolist(BUTTON_SCENARIOLIST, d_scenariolist_x, d_scenariolist_y, d_scenariolist_w, d_scenariolist_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
TextButtonClass rejectbtn(BUTTON_REJECT, TXT_REJECT, TPF_BUTTON, d_reject_x, d_reject_y);
GaugeClass countgauge(BUTTON_COUNT, d_count_x, d_count_y, d_count_w, d_count_h);
GaugeClass levelgauge(BUTTON_LEVEL, d_level_x, d_level_y, d_level_w, d_level_h);
GaugeClass creditsgauge(BUTTON_CREDITS, d_credits_x, d_credits_y, d_credits_w, d_credits_h);
GaugeClass aiplayersgauge(BUTTON_AIPLAYERS, d_aiplayers_x, d_aiplayers_y, d_aiplayers_w, d_aiplayers_h);
CheckListClass optionlist(BUTTON_OPTIONS, d_options_x, d_options_y, d_options_w, d_options_h, TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
TextButtonClass okbtn(BUTTON_OK, TXT_OK, TPF_BUTTON, d_ok_x, d_ok_y, 60*RESFACTOR);
TextButtonClass loadbtn(BUTTON_LOAD, TXT_LOAD_BUTTON, TPF_BUTTON, d_load_x, d_load_y, 60*RESFACTOR);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, d_cancel_x, d_cancel_y, 60*RESFACTOR);
StaticButtonClass staticunit(0, " ", TPF_TEXT, d_count_x + d_count_w + 2*RESFACTOR, d_count_y);
StaticButtonClass staticlevel(0, " ", TPF_TEXT, d_level_x + d_level_w + 2*RESFACTOR, d_level_y);
StaticButtonClass staticcredits(0, " ", TPF_TEXT, d_credits_x + d_credits_w + 2*RESFACTOR, d_credits_y);
StaticButtonClass staticaiplayers(0, " ", TPF_TEXT, d_aiplayers_x + d_aiplayers_w + 2*RESFACTOR, d_aiplayers_y);
//------------------------------------------------------------------------
// Build the button list
//------------------------------------------------------------------------
commands = &playerlist;
scenariolist.Add_Tail(*commands);
rejectbtn.Add_Tail(*commands);
staticunit.Add_Tail(*commands);
staticlevel.Add_Tail(*commands);
staticcredits.Add_Tail(*commands);
staticaiplayers.Add_Tail(*commands);
countgauge.Add_Tail(*commands);
creditsgauge.Add_Tail(*commands);
aiplayersgauge.Add_Tail(*commands);
levelgauge.Add_Tail(*commands);
optionlist.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
if (loadfile.Is_Available()) {
#ifdef FIXIT_MULTI_SAVE
// loadbtn.Add_Tail(*commands);
#endif
} else {
cancelbtn.X = loadbtn.X;
}
playerlist.Set_Tabs(tabs);
//------------------------------------------------------------------------
// Init dialog values, only the first time through
//------------------------------------------------------------------------
Special.IsCaptureTheFlag = Rule.IsMPCaptureTheFlag;
if (first_time) {
Session.Options.Credits = Rule.MPDefaultMoney; // init credits & credit buffer
Session.Options.Bases = Rule.IsMPBasesOn; // init scenario parameters
Session.Options.Tiberium = Rule.IsMPTiberiumGrow;
Session.Options.Goodies = Rule.IsMPCrates;
Session.Options.AIPlayers = 0;
Session.Options.UnitCount =
(SessionClass::CountMax[Session.Options.Bases] +
SessionClass::CountMin[Session.Options.Bases]) / 2;
first_time = 0;
}
//------------------------------------------------------------------------
// Init button states
//------------------------------------------------------------------------
optionlist.Set_Tabs(optiontabs);
optionlist.Set_Read_Only(0);
optionlist.Add_Item(Text_String(TXT_BASES));
optionlist.Add_Item(Text_String(TXT_ORE_SPREADS));
optionlist.Add_Item(Text_String(TXT_CRATES));
optionlist.Add_Item(Text_String(TXT_CAPTURE_THE_FLAG));
optionlist.Add_Item(Text_String(TXT_SHADOW_REGROWS));
optionlist.Check_Item(0, Session.Options.Bases);
optionlist.Check_Item(1, Session.Options.Tiberium);
optionlist.Check_Item(2, Session.Options.Goodies);
optionlist.Check_Item(3, Special.IsCaptureTheFlag);
optionlist.Check_Item(4, Special.IsShadowGrow);
countgauge.Set_Maximum(SessionClass::CountMax[Session.Options.Bases] - SessionClass::CountMin[Session.Options.Bases]);
countgauge.Set_Value(Session.Options.UnitCount - SessionClass::CountMin[Session.Options.Bases]);
levelgauge.Set_Maximum(MPLAYER_BUILD_LEVEL_MAX - 1);
levelgauge.Set_Value(BuildLevel - 1);
creditsgauge.Set_Maximum(Rule.MPMaxMoney);
creditsgauge.Set_Value(Session.Options.Credits);
//------------------------------------------------------------------------
// Init other scenario parameters
//------------------------------------------------------------------------
Special.IsTGrowth = Session.Options.Tiberium;
Rule.IsTGrowth = Session.Options.Tiberium;
Special.IsTSpread = Session.Options.Tiberium;
Rule.IsTSpread = Session.Options.Tiberium;
transmit = 0;
//------------------------------------------------------------------------
// Init scenario description list box
//------------------------------------------------------------------------
for (i = 0; i < Session.Scenarios.Count(); i++) {
for (j = 0; EngMisStr[j] != NULL; j++) {
if (!strcmp(Session.Scenarios[i]->Description(), EngMisStr[j])) {
#ifdef FIXIT_CSII // ajw Added Aftermath installed checks (before, it was assumed).
// Add mission if it's available to us.
if( !( ( Is_Mission_Counterstrike((char *)(Session.Scenarios[i]->Get_Filename())) && !Is_Counterstrike_Installed() ) ||
( Is_Mission_Aftermath((char *)(Session.Scenarios[i]->Get_Filename())) && !Is_Aftermath_Installed() ) ) )
#endif
#if defined(GERMAN) || defined(FRENCH)
scenariolist.Add_Item(EngMisStr[j+1]);
#else
scenariolist.Add_Item(EngMisStr[j]);
#endif
break;
}
}
if ( EngMisStr[j] == NULL) {
#ifdef FIXIT_CSII // ajw Added Aftermath installed checks (before, it was assumed). Added officialness check.
// Add mission if it's available to us.
if( !Session.Scenarios[i]->Get_Official() ||
!( ( Is_Mission_Counterstrike((char *)(Session.Scenarios[i]->Get_Filename())) && !Is_Counterstrike_Installed() ) ||
( Is_Mission_Aftermath((char *)(Session.Scenarios[i]->Get_Filename())) && !Is_Aftermath_Installed() ) ) )
#endif
{
scenariolist.Add_Item(Session.Scenarios[i]->Description());
}
}
}
Session.Options.ScenarioIndex = 0; // 1st scenario is selected
#ifdef FIXIT_VERSION_3
bAftermathMultiplayer = Is_Aftermath_Installed();
// debugprint( "Host decides that, initially, bAftermathMultiplayer is %i\n", bAftermathMultiplayer );
#else
PlayingAgainstVersion = VerNum.Version_Number();
#endif
//------------------------------------------------------------------------
// Init player color-used flags
//------------------------------------------------------------------------
for (i = 0; i < MAX_MPLAYER_COLORS; i++) {
color_used[i] = 0; // init all colors to available
}
color_used[Session.ColorIdx] = 1; // set my color to used
playerlist.Set_Selected_Style(ColorListClass::SELECT_BAR, scheme);
//------------------------------------------------------------------------
// Init random-number generator, & create a seed to be used for all random
// numbers from here on out
//------------------------------------------------------------------------
srand(time(NULL));
Seed = rand();
//------------------------------------------------------------------------
// Init the message display system
//------------------------------------------------------------------------
Session.Messages.Init(d_message_x + 1*RESFACTOR, d_message_y + 1*RESFACTOR, NUM_MESSAGES,
MAX_MESSAGE_LENGTH, d_txt6_h, d_send_x + 1*RESFACTOR, d_send_y + 1*RESFACTOR, 1,
20, MAX_MESSAGE_LENGTH - 5, d_message_w);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message_w);
//------------------------------------------------------------------------
// Init the version-clipping system
//------------------------------------------------------------------------
VerNum.Init_Clipping();
//------------------------------------------------------------------------
// Clear the list of players
//------------------------------------------------------------------------
Clear_Vector(&Session.Players);
//------------------------------------------------------------------------
// Add myself to the list, and to the Players vector.
//------------------------------------------------------------------------
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_ALLIES));
} else {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", Session.Handle, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
playerlist.Add_Item(item,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx]);
who = new NodeNameType;
strcpy(who->Name, Session.Handle);
who->Player.House = Session.House;
who->Player.Color = Session.ColorIdx;
Session.Players.Add (who);
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
//
// Now init the max range of the AI players slider.
//
aiplayersgauge.Set_Maximum(Rule.MaxPlayers-Session.Players.Count());
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
//------------------------------------------------------------------------
// Processing loop
//------------------------------------------------------------------------
while (process) {
#if(SHOW_MONO)
Ipx.Mono_Debug_Print(-1,0);
#endif
#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 = REDRAW_ALL;
}
#endif
//.....................................................................
// Refresh display if needed
//.....................................................................
if (display) {
Hide_Mouse();
//..................................................................
// Redraw backgound & dialog box
//..................................................................
if (display >= REDRAW_BACKGROUND) {
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
//...............................................................
// Dialog & Field labels
//...............................................................
Fancy_Text_Print(TXT_PLAYERS, d_playerlist_x + (d_playerlist_w / 2), d_playerlist_y - d_txt6_h, scheme, TBLACK, TPF_TEXT | TPF_CENTER);
Fancy_Text_Print(TXT_SCENARIOS, d_scenariolist_x + (d_scenariolist_w / 2), d_scenariolist_y - d_txt6_h, scheme, TBLACK, TPF_TEXT | TPF_CENTER);
Fancy_Text_Print(TXT_COUNT, d_count_x - 2*RESFACTOR, d_count_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
Fancy_Text_Print(TXT_LEVEL, d_level_x - 2*RESFACTOR, d_level_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
Fancy_Text_Print(TXT_CREDITS_COLON, d_credits_x - 2*RESFACTOR, d_credits_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
Fancy_Text_Print(TXT_AI_PLAYERS_COLON, d_aiplayers_x - 2*RESFACTOR, d_aiplayers_y, scheme, TBLACK, TPF_TEXT | TPF_RIGHT);
}
//..................................................................
// Redraw buttons
//..................................................................
if (display >= REDRAW_BUTTONS) {
/*
** Zap, Zap, Zap
*/
playerlist.Zap();
scenariolist.Zap();
rejectbtn.Zap();
staticunit.Zap();
staticlevel.Zap();
staticcredits.Zap();
staticaiplayers.Zap();
countgauge.Zap();
creditsgauge.Zap();
aiplayersgauge.Zap();
levelgauge.Zap();
optionlist.Zap();
okbtn.Zap();
cancelbtn.Zap();
loadbtn.Zap();
/*
** Hack hack, hack
*/
commands = &playerlist;
scenariolist.Add_Tail(*commands);
rejectbtn.Add_Tail(*commands);
staticunit.Add_Tail(*commands);
staticlevel.Add_Tail(*commands);
staticcredits.Add_Tail(*commands);
staticaiplayers.Add_Tail(*commands);
countgauge.Add_Tail(*commands);
creditsgauge.Add_Tail(*commands);
aiplayersgauge.Add_Tail(*commands);
levelgauge.Add_Tail(*commands);
optionlist.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
#ifdef FIXIT_VERSION_3
if( loadfile.Is_Available() ) {
#else
if (loadfile.Is_Available() && PlayingAgainstVersion > VERSION_RED_ALERT_104 ) {
#endif
#ifdef FIXIT_MULTI_SAVE
loadbtn.Add_Tail(*commands);
#endif
}
commands->Draw_All();
}
//..................................................................
// Draw the messages:
// - Erase an old message first
// - If we're in a game, print the game options (if they've been
// received)
// - If we've been rejected from a game, print that message
//..................................................................
if (display >= REDRAW_MESSAGE) {
Draw_Box(d_message_x, d_message_y, d_message_w, d_message_h, BOXSTYLE_BOX, true);
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h, BOXSTYLE_BOX, true);
Session.Messages.Draw();
}
//..................................................................
// Update game parameter labels
//..................................................................
if (display >= REDRAW_PARMS) {
// LogicPage->Fill_Rect(d_count_x + d_count_w + 2*RESFACTOR, d_count_y, d_count_x + d_count_w + 35*RESFACTOR, d_aiplayers_y + d_aiplayers_h+RESFACTOR, BLACK);
sprintf(txt,"%d",Session.Options.UnitCount);
staticunit.Set_Text(txt);
staticunit.Draw_Me();
// Fancy_Text_Print(txt, d_count_x + d_count_w + 2*RESFACTOR, d_count_y, scheme, BLACK, TPF_TEXT);
if (BuildLevel <= MPLAYER_BUILD_LEVEL_MAX) {
sprintf(txt,"%d",BuildLevel);
} else {
sprintf(txt, "**");
}
staticlevel.Set_Text(txt);
staticlevel.Draw_Me();
// Fancy_Text_Print(txt, d_level_x + d_level_w + 2*RESFACTOR, d_level_y, scheme, BLACK, TPF_TEXT);
sprintf(txt,"%d",Session.Options.Credits);
staticcredits.Set_Text(txt);
staticcredits.Draw_Me();
// Fancy_Text_Print(txt, d_credits_x + d_credits_w + 2*RESFACTOR, d_credits_y, scheme, BLACK, TPF_TEXT);
sprintf(txt,"%d",Session.Options.AIPlayers);
staticaiplayers.Set_Text(txt);
staticaiplayers.Draw_Me();
// Fancy_Text_Print(txt, d_aiplayers_x + d_aiplayers_w + 2*RESFACTOR, d_aiplayers_y, scheme, BLACK, TPF_TEXT);
}
Show_Mouse();
display = REDRAW_NONE;
}
//.....................................................................
// Get user input
//.....................................................................
input = commands->Input();
//.....................................................................
// Process input
//.....................................................................
switch (input) {
//..................................................................
// New Scenario selected.
//..................................................................
#ifdef FIXIT_VERSION_3 // All scenarios now allowable as downloads. ajw
case (BUTTON_SCENARIOLIST | KN_BUTTON):
if (scenariolist.Current_Index() != Session.Options.ScenarioIndex)
{
Session.Options.ScenarioIndex = scenariolist.Current_Index();
transmit = 1;
}
break;
#else // FIXIT_VERSION_3
case (BUTTON_SCENARIOLIST | KN_BUTTON):
if (scenariolist.Current_Index() != Session.Options.ScenarioIndex) {
#ifdef FIXIT_CSII // checked - ajw
if ((PlayingAgainstVersion != VERSION_RED_ALERT_107 && PlayingAgainstVersion != VERSION_RED_ALERT_108 && PlayingAgainstVersion < VERSION_AFTERMATH_CS) &&
#else
if (PlayingAgainstVersion < VERSION_RED_ALERT_107 &&
#endif
Session.Scenarios[scenariolist.Current_Index()]->Get_Expansion()){
scenariolist.Set_Selected_Index (Session.Options.ScenarioIndex);
Session.Messages.Add_Message(NULL, 0,
(char *)Text_String(TXT_NO_CS_SCENARIOS), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
if (display < REDRAW_MESSAGE) display = REDRAW_MESSAGE;
#ifdef FIXIT_CSII // checked - ajw
}else
if (PlayingAgainstVersion < VERSION_AFTERMATH_CS &&
Is_Mission_126x126((char *)Session.Scenarios[scenariolist.Current_Index()]->Get_Filename() ) ){
scenariolist.Set_Selected_Index (Session.Options.ScenarioIndex);
Session.Messages.Add_Message(NULL, 0,
(char *)Text_String(TXT_NO_CS_SCENARIOS), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
if (display < REDRAW_MESSAGE) display = REDRAW_MESSAGE;
#endif
} else {
Session.Options.ScenarioIndex = scenariolist.Current_Index();
transmit = 1;
}
}
break;
#endif // FIXIT_VERSION_3
//..................................................................
// Reject the currently-selected player (don't allow rejecting myself,
// who will be the first entry in the list)
//..................................................................
case (BUTTON_REJECT | KN_BUTTON):
index = playerlist.Current_Index();
if (index == 0) {
Session.Messages.Add_Message(NULL, 0,
(char *)Text_String(TXT_CANT_REJECT_SELF), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
break;
} else if (index < 0 || index >= playerlist.Count()) {
Session.Messages.Add_Message(NULL, 0,
(char *)Text_String(TXT_SELECT_PLAYER_REJECT),
PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
break;
}
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 1,
&(Session.Players[index]->Address));
break;
//..................................................................
// User adjusts max # units
//..................................................................
case (BUTTON_COUNT | KN_BUTTON):
Session.Options.UnitCount = countgauge.Get_Value() +
SessionClass::CountMin[Session.Options.Bases];
transmit = 1;
display = REDRAW_PARMS;
break;
//..................................................................
// User adjusts build level
//..................................................................
case (BUTTON_LEVEL | KN_BUTTON):
BuildLevel = levelgauge.Get_Value() + 1;
if (BuildLevel > MPLAYER_BUILD_LEVEL_MAX) // if it's pegged, max it out
BuildLevel = MPLAYER_BUILD_LEVEL_MAX;
transmit = 1;
display = REDRAW_PARMS;
break;
//..................................................................
// User edits the credits value; retransmit new game options
// Round the credits to the nearest 500.
//..................................................................
case (BUTTON_CREDITS | KN_BUTTON):
Session.Options.Credits = creditsgauge.Get_Value();
Session.Options.Credits =
((Session.Options.Credits + 250) / 500) * 500;
transmit = 1;
display = REDRAW_PARMS;
break;
//..................................................................
// User adjusts # of AI players
//..................................................................
case (BUTTON_AIPLAYERS | KN_BUTTON):
Session.Options.AIPlayers = aiplayersgauge.Get_Value();
if (Session.Options.AIPlayers+Session.Players.Count() > Rule.MaxPlayers) { // if it's pegged, max it out
Session.Options.AIPlayers = Rule.MaxPlayers - Session.Players.Count();
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
}
transmit = 1;
display = REDRAW_PARMS;
break;
//..................................................................
// Toggle-able options:
// If 'Bases' gets toggled, we have to change the range of the
// UnitCount slider.
// Also, if Tiberium gets toggled, we have to set the flags
// in SpecialClass.
//..................................................................
case (BUTTON_OPTIONS | KN_BUTTON):
if (Special.IsCaptureTheFlag != optionlist.Is_Checked(3) && !Special.IsCaptureTheFlag) {
optionlist.Check_Item(0, true);
}
if (Session.Options.Bases != (optionlist.Is_Checked(0) ? 1 : 0)) {
Session.Options.Bases = (optionlist.Is_Checked(0) ? 1 : 0);
if (Session.Options.Bases) {
Session.Options.UnitCount = Fixed_To_Cardinal (
SessionClass::CountMax[1] -
SessionClass::CountMin[1],
Cardinal_To_Fixed(
SessionClass::CountMax[0]-SessionClass::CountMin[0],
Session.Options.UnitCount-SessionClass::CountMin[0])) +
SessionClass::CountMin[1];
} else {
optionlist.Check_Item(3, false);
Session.Options.UnitCount = Fixed_To_Cardinal (
SessionClass::CountMax[0] -
SessionClass::CountMin[0],
Cardinal_To_Fixed(
SessionClass::CountMax[1]-SessionClass::CountMin[1],
Session.Options.UnitCount - SessionClass::CountMin[1])) +
SessionClass::CountMin[0];
}
countgauge.Set_Maximum(
SessionClass::CountMax[Session.Options.Bases] -
SessionClass::CountMin[Session.Options.Bases]);
countgauge.Set_Value(Session.Options.UnitCount -
SessionClass::CountMin[Session.Options.Bases]);
}
Session.Options.Tiberium = optionlist.Is_Checked(1);
Special.IsTGrowth = Session.Options.Tiberium;
Rule.IsTGrowth = Session.Options.Tiberium;
Special.IsTSpread = Session.Options.Tiberium;
Rule.IsTSpread = Session.Options.Tiberium;
Session.Options.Goodies = optionlist.Is_Checked(2);
Special.IsCaptureTheFlag = optionlist.Is_Checked(3);
Special.IsShadowGrow = optionlist.Is_Checked(4);
transmit = 1;
display = REDRAW_PARMS;
break;
//..................................................................
// OK: exit loop with TRUE status
//..................................................................
case (BUTTON_LOAD | KN_BUTTON):
case (BUTTON_OK | KN_BUTTON):
//...............................................................
// If a new player has joined in the last second, don't allow
// an OK; force a wait longer than 1 second (to give all players
// a chance to know about this new guy)
//...............................................................
i = max(Ipx.Global_Response_Time() * 2, 60);
while ((int)TickCount - ok_timer < i) {
Ipx.Service();
}
//...............................................................
// If there are at least 2 players, go ahead & play; error otherwise
//...............................................................
if (Session.Players.Count() > 1 ) {
// if (Session.Players.Count() + Session.Options.AIPlayers > 1 ) {
rc = TRUE;
process = FALSE;
} else {
Session.Messages.Add_Message(NULL, 0, (char *)Text_String(TXT_ONLY_ONE), PCOLOR_BROWN, TPF_TEXT, 1200);
Sound_Effect(VOC_SYS_ERROR);
display = REDRAW_MESSAGE;
}
if (input==(BUTTON_LOAD | KN_BUTTON)) {
load_game = 1;
} else {
load_game = 0;
}
break;
//..................................................................
// CANCEL: send a SIGN_OFF, bail out with error code
//..................................................................
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, Session.Handle);
//...............................................................
// Broadcast my sign-off over my network
//...............................................................
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
//...............................................................
// Broadcast my sign-off over a bridged network if there is one
//...............................................................
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
//...............................................................
// And now, just be absolutely sure, send my sign-off to each
// player in my game. (If there's a bridge between us, the other
// player will have specified my address, so he can cross the
// bridge; but I may not have specified a bridge address, so the
// only way I have of crossing the bridge is to send a packet
// directly to him.)
// Don't send this message to myself.
//...............................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1, &(Session.Players[i]->Address));
Ipx.Service();
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
Session.GameName[0] = 0;
process = false;
rc = false;
break;
//..................................................................
// Default: manage the inter-player messages
//..................................................................
default:
if (Session.Messages.Manage()) {
display = REDRAW_MESSAGE;
}
//...............................................................
// Re-draw the messages & service keyboard input for any message
// being edited.
//...............................................................
i = Session.Messages.Input(input);
//...............................................................
// If 'Input' returned 1, it means refresh the message display.
//...............................................................
if (i==1) {
Hide_Mouse();
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h,
BOXSTYLE_BOX, true); // (erase the cursor)
Session.Messages.Draw();
Show_Mouse();
} else if (i==2) {
//...............................................................
// If 'Input' returned 2, it means redraw the message display.
//...............................................................
Hide_Mouse();
Draw_Box(d_send_x, d_send_y, d_send_w, d_send_h,
BOXSTYLE_BOX, true); // (erase the cursor)
Session.Messages.Draw();
Show_Mouse();
} else if (i==3 || i==4) {
//...............................................................
// If 'input' returned 3, it means send the current message.
//...............................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_MESSAGE;
strcpy (Session.GPacket.Name, Session.Handle);
if (i==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();
}
Session.GPacket.Message.Color = Session.ColorIdx;
Session.GPacket.Message.NameCRC =
Compute_Name_CRC(Session.GameName);
//............................................................
// Send the message to every player in our player list, except
// myself.
//............................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
//............................................................
// Add the message to our own list, since we're not in the
// player list on this dialog.
// If there's no message with this ID already displayed, just
// add a new message; if there is one, concatenate it.
//............................................................
Session.Messages.Add_Message (Session.GPacket.Name,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, -1);
Session.Messages.Add_Edit((Session.ColorIdx == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.ColorIdx,
TPF_TEXT, NULL, '_', d_message_w);
display = REDRAW_MESSAGE;
}
break;
}
//.....................................................................
// Process incoming packets
//.....................................................................
#ifndef FIXIT_VERSION_3
int oldversion = PlayingAgainstVersion;
#endif
whahoppa = Get_NewGame_Responses(&playerlist, color_used);
if (whahoppa == EV_NEW_PLAYER) {
ok_timer = TickCount;
aiplayersgauge.Set_Maximum(Rule.MaxPlayers-Session.Players.Count());
Session.Options.AIPlayers = aiplayersgauge.Get_Value();
if (Session.Options.AIPlayers+Session.Players.Count() > Rule.MaxPlayers) { // if it's pegged, max it out
Session.Options.AIPlayers = Rule.MaxPlayers - Session.Players.Count();
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
}
#ifdef FIXIT_VERSION_3 // All scenarios now allowable for download, regardless of if CS scen. or 126x126 scen.
if (display < REDRAW_PARMS) display = REDRAW_PARMS;
#else // FIXIT_VERSION_3
if (oldversion == PlayingAgainstVersion){
if (display < REDRAW_PARMS) display = REDRAW_PARMS;
}else{
/*
** If a CS scenario was selected and we now have a red alert only player
** in the mix then deselect the cs scenario.
*/
#ifdef FIXIT_CSII // checked - ajw
if ((PlayingAgainstVersion != VERSION_RED_ALERT_107 && PlayingAgainstVersion != VERSION_RED_ALERT_108 && PlayingAgainstVersion < VERSION_AFTERMATH_CS) &&
#else
if (PlayingAgainstVersion < VERSION_RED_ALERT_107 &&
#endif
Session.Scenarios[scenariolist.Current_Index()]->Get_Expansion()){
scenariolist.Set_Selected_Index (0);
Session.Options.ScenarioIndex = scenariolist.Current_Index();
}
#ifdef FIXIT_CSII // checked - ajw
/*
** If an AM mega scenario was selected and we now have a non-AM
** player in the mix then deselect the mega scenario.
*/
if (PlayingAgainstVersion < VERSION_AFTERMATH_CS &&
Is_Mission_126x126((char *)Session.Scenarios[scenariolist.Current_Index()]->Get_Filename() ) ){
scenariolist.Set_Selected_Index (0);
Session.Options.ScenarioIndex = scenariolist.Current_Index();
}
#endif
display = REDRAW_BACKGROUND;
}
#endif // FIXIT_VERSION_3
transmit = 1;
} else if (whahoppa == EV_MESSAGE) {
display = REDRAW_MESSAGE;
} else if (whahoppa == EV_PLAYER_SIGNOFF) {
aiplayersgauge.Set_Maximum(Rule.MaxPlayers-Session.Players.Count());
Session.Options.AIPlayers = aiplayersgauge.Get_Value();
if (Session.Options.AIPlayers+Session.Players.Count() > Rule.MaxPlayers) { // if it's pegged, max it out
Session.Options.AIPlayers = Rule.MaxPlayers - Session.Players.Count();
aiplayersgauge.Set_Value(Session.Options.AIPlayers);
display = REDRAW_PARMS;
}
transmit = 1;
}
//.....................................................................
// If our Transmit flag is set, we need to send out a game option packet
// Don't send it to myself.
//.....................................................................
if (transmit) {
for (i = 1; i < Session.Players.Count(); i++) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_GAME_OPTIONS;
/*
** Set up the scenario info so the remote player can match the scenario on his machine
** or request a download if it doesnt exist
*/
strcpy (Session.GPacket.ScenarioInfo.Scenario, Session.Scenarios[Session.Options.ScenarioIndex]->Description());
CCFileClass file (Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename());
Session.GPacket.ScenarioInfo.FileLength = file.Size();
#ifdef WOLAPI_INTEGRATION
strcpy( Session.GPacket.ScenarioInfo.ShortFileName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename() );
#else
strncpy (Session.GPacket.ScenarioInfo.ShortFileName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename(), sizeof(Session.GPacket.ScenarioInfo.ShortFileName));
#endif
strncpy ((char*)Session.GPacket.ScenarioInfo.FileDigest, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Digest(), sizeof (Session.GPacket.ScenarioInfo.FileDigest));
Session.GPacket.ScenarioInfo.OfficialScenario = Session.Scenarios[Session.Options.ScenarioIndex]->Get_Official();
Session.GPacket.ScenarioInfo.Credits = Session.Options.Credits;
Session.GPacket.ScenarioInfo.IsBases = Session.Options.Bases;
Session.GPacket.ScenarioInfo.IsTiberium = Session.Options.Tiberium;
Session.GPacket.ScenarioInfo.IsGoodies = Session.Options.Goodies;
Session.GPacket.ScenarioInfo.BuildLevel = BuildLevel;
Session.GPacket.ScenarioInfo.UnitCount = Session.Options.UnitCount;
Session.GPacket.ScenarioInfo.AIPlayers = Session.Options.AIPlayers;
Session.GPacket.ScenarioInfo.Seed = Seed;
Session.GPacket.ScenarioInfo.Special = Special;
Session.GPacket.ScenarioInfo.GameSpeed = Options.GameSpeed;
#ifdef FIXIT_VERSION_3
Session.GPacket.ScenarioInfo.Version = VerNum.Get_Clipped_Version();
// Host encodes whether or not this is an Aftermath game in the highest bit.
if( bAftermathMultiplayer )
{
// debugprint( "Host tells guests 'This is an Aftermath game'\n" );
Session.GPacket.ScenarioInfo.Version = VerNum.Get_Clipped_Version() | 0x80000000;
}
else
{
// debugprint( "Host tells guests 'This is NOT an Aftermath game'\n" );
Session.GPacket.ScenarioInfo.Version = VerNum.Get_Clipped_Version();
}
#else
Session.GPacket.ScenarioInfo.Version = VerNum.Get_Clipped_Version();
#endif
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
Sound_Effect(VOC_OPTIONS_CHANGED);
transmit = 0;
}
//.....................................................................
// Ping every player in my game, to force the Global Channel to measure
// the connection response time. Don't ping myself (index 0).
//.....................................................................
if (TickCount - ping_timer > 15) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_PING;
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
ping_timer = TickCount;
}
//.....................................................................
// Service the Ipx connections
//.....................................................................
Ipx.Service();
//.....................................................................
// Service the sounds & score; GameActive must be false at this point,
// so Call_Back() doesn't intercept global messages from me!
//.....................................................................
Call_Back();
}
//------------------------------------------------------------------------
// Prepare to load the scenario
//------------------------------------------------------------------------
if (rc) {
//.....................................................................
// Set the player count & scenario number
//.....................................................................
Session.NumPlayers = Session.Players.Count();
Scen.Scenario = Session.Options.ScenarioIndex;
strcpy (Scen.ScenarioName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename());
//.....................................................................
// Compute frame delay value for packet transmissions:
// - Divide global channel's response time by 8 (2 to convert to 1-way
// value, 4 more to convert from ticks to frames)
//.....................................................................
if (Session.CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
Session.MaxAhead = max( ((((Ipx.Global_Response_Time() / 8) +
(Session.FrameSendRate - 1)) / Session.FrameSendRate) *
Session.FrameSendRate), (Session.FrameSendRate * 2) );
}
else {
Session.MaxAhead = max( (Ipx.Global_Response_Time() / 8),
NETWORK_MIN_MAX_AHEAD );
}
Ipx.Set_Timing (25, (unsigned long) -1, 1000);
//.....................................................................
// Send all players the NET_GO packet. Wait until all ACK's have been
// received.
//.....................................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
if (load_game)
Session.GPacket.Command = NET_LOADGAME;
else
Session.GPacket.Command = NET_GO;
Session.GPacket.ResponseTime.OneWay = Session.MaxAhead;
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
//.....................................................................
// Wait for all the ACK's to come in.
//.....................................................................
while (Ipx.Global_Num_Send() > 0) {
Ipx.Service();
}
/*
** Wait for the go responses from each player in case someone needs the scenario
** file to be sent.
*/
int responses[20]; //In big trub if more than 20 players
memset (responses, 0, sizeof (responses));
int num_responses = 0;
bool send_scenario = false;
#ifdef WIN32
WWDebugString ("RA95 - About to wait for 'GO' response.");
#endif
CDTimerClass<SystemTimerClass> response_timer; // timeout timer for waiting for responses
response_timer = 60*10; // Wait for 10 seconds. If we dont hear by then assume someone crashed
do {
Ipx.Service();
int retcode = Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.GAddress, &Session.GProductID);
if (retcode && Session.GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER0) {
for ( i=1 ; i<Session.Players.Count() ; i++ ) {
if (Session.Players[i]->Address == Session.GAddress) {
if (!responses[i]) {
if (Session.GPacket.Command == NET_REQ_SCENARIO) {
responses[i] = Session.GPacket.Command;
send_scenario = true;
num_responses++;
}
if (Session.GPacket.Command == NET_READY_TO_GO) {
responses[i] = Session.GPacket.Command;
num_responses++;
}
}
}
}
}
} while ( num_responses < Session.Players.Count()-1 && response_timer );
#ifdef FIXIT_VERSION_3
if( Session.Scenarios[Session.Options.ScenarioIndex]->Get_Official() )
{
if( !Force_Scenario_Available( Scen.ScenarioName ) )
Emergency_Exit(EXIT_FAILURE);
}
#endif
/*
** If one of the machines requested that the scenario be sent then send it.
*/
if (send_scenario) {
memset (Session.ScenarioRequests, 0, sizeof (Session.ScenarioRequests));
Session.RequestCount = 0;
for ( i=1 ; i<Session.Players.Count() ; i++ ) {
if (responses[i] == NET_REQ_SCENARIO) {
Session.ScenarioRequests[Session.RequestCount++] = i;
}
}
Send_Remote_File (Scen.ScenarioName, 1);
}
}
//------------------------------------------------------------------------
// Init network timing values, using previous response times as a measure
// of what our retry delta & timeout should be.
//------------------------------------------------------------------------
//Ipx.Set_Timing (Ipx.Global_Response_Time() + 2, -1, Ipx.Global_Response_Time() * 4);
Ipx.Set_Timing (Ipx.Global_Response_Time () + 2, (unsigned long) -1, max (120, Ipx.Global_Response_Time () * 8));
//------------------------------------------------------------------------
// Clear all lists, but NOT the Games or Players vectors.
//------------------------------------------------------------------------
while (scenariolist.Count()) {
scenariolist.Remove_Item(scenariolist.Get_Item(0));
}
Clear_Listbox(&playerlist);
//------------------------------------------------------------------------
// Remove the chat edit box
//------------------------------------------------------------------------
Session.Messages.Remove_Edit();
//------------------------------------------------------------------------
// Restore screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
//#ifdef WIN32
// Load_Uncompress(CCFileClass("TITLE.CPS"), SysMemPage, SysMemPage, CCPalette);
// SysMemPage.Scale(SeenPage);
//#else
// Load_Uncompress(CCFileClass("TITLE.CPS"), HidPage, HidPage, CCPalette);
// HidPage.Blit(SeenPage);
//#endif //WIN32
Show_Mouse();
if (load_game) {
if (!Load_Game (-1)) {
WWMessageBox().Process (TXT_ERROR_LOADING_GAME);
rc = false;
}
Frame++;
}
//------------------------------------------------------------------------
// Clear the Players vector if we're not starting a game.
//------------------------------------------------------------------------
if (!rc) {
Clear_Vector(&Session.Players);
}
// while (optionlist.Count()>0) {
// item = (char *)optionlist.Get_Item(0);
// delete [] item;
// optionlist.Remove_Item(item);
// }
return(rc);
#endif
} /* end of Net_New_Dialog */
/***************************************************************************
* Get_NewGame_Responses -- processes packets for New Game dialog *
* *
* This routine can modify the contents of the given list box, as well *
* as the contents of the Players Vector global. *
* *
* INPUT: *
* playerlist list of players in this game *
* color_used array of color-used flags *
* *
* OUTPUT: *
* EV_NONE = nothing happened *
* EV_NEW_PLAYER = a new player has joined; false otherwise *
* EV_PLAYER_SIGNOFF = a player has left *
* EV_MESSAGE = a message was received *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 04/18/1995 BRR : Created. *
*=========================================================================*/
static JoinEventType Get_NewGame_Responses(ColorListClass *playerlist,
int *color_used)
{
int rc;
char * item; // general-purpose string
NodeNameType *who; // node to add to Players Vector
int i;
int found;
JoinEventType retval = EV_NONE;
int resend;
unsigned long version; // version # to use
//------------------------------------------------------------------------
// If there is no incoming packet, just return
//------------------------------------------------------------------------
rc = Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.GAddress, &Session.GProductID);
if (!rc || Session.GProductID != IPXGlobalConnClass::COMMAND_AND_CONQUER0) {
return(EV_NONE);
}
//------------------------------------------------------------------------
// Try to handle the packet in a standard way
//------------------------------------------------------------------------
if (Process_Global_Packet(&Session.GPacket,&Session.GAddress) != 0) {
return(EV_NONE);
} else if (Session.GPacket.Command==NET_QUERY_JOIN) {
//------------------------------------------------------------------------
// NET_QUERY_JOIN:
//------------------------------------------------------------------------
//.....................................................................
// See if this name is unique:
// - If the name matches, but the address is different, reject this player
// - If the name & address match, this packet must be a re-send of a
// previous request; in this case, do nothing. The other player must have
// received my CONFIRM_JOIN packet (since it was sent with an ACK
// required), so we can ignore this resend.
//.....................................................................
found = 0;
resend = 0;
for (i = 1; i < Session.Players.Count(); i++) {
if (!strcmp(Session.Players[i]->Name,Session.GPacket.Name)) {
if (Session.Players[i]->Address != Session.GAddress) {
found = 1;
}
else {
resend = 1;
}
break;
}
}
//.....................................................................
// If his name is the same as mine, treat it like a duplicate name
//.....................................................................
if (!strcmp (Session.Players[0]->Name, Session.GPacket.Name)) {
found = 1;
}
//.....................................................................
// Reject if name is a duplicate
//.....................................................................
if (found) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Session.GPacket.Reject.Why = (int)REJECT_DUPLICATE_NAME;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.GAddress);
return(EV_NONE);
}
//.....................................................................
// Reject if there are too many players
//.....................................................................
else if ( (Session.Players.Count() >= Session.MaxPlayers) && !resend) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Session.GPacket.Reject.Why = (int)REJECT_GAME_FULL;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.GAddress);
return(EV_NONE);
}
/*
** Don't allow joining if the rules.ini file doesn't appear to match.
*/
else if (Session.GPacket.PlayerInfo.CheatCheck != RuleINI.Get_Unique_ID() && !resend) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Session.GPacket.Reject.Why = (int)REJECT_MISMATCH;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType), 1, &Session.GAddress);
return(EV_NONE);
}
//.....................................................................
// If this packet is NOT a resend, accept the player. Grant him the
// requested color if possible.
//.....................................................................
else if (!resend) {
//..................................................................
// Check the player's version range against our own, to see if
// there's an overlap region
//..................................................................
#ifdef FIXIT_VERSION_3
// Added to the transmitted _min_ version number is a bit indicating presence of Aftermath expansion.
bool bGuestHasAftermath = Session.GPacket.PlayerInfo.MinVersion & 0x80000000;
if( bGuestHasAftermath )
// debugprint( "Host hears guest say 'I have Aftermath'\n" );
;
else
{
// debugprint( "Host hears guest say 'I don't have Aftermath'\n" );
if( bAftermathMultiplayer )
{
// debugprint( "Host decides this is no longer an Aftermath game!\n" );
bAftermathMultiplayer = false;
}
}
Session.GPacket.PlayerInfo.MinVersion &= ~0x80000000; // Strip special bit.
#endif
version = VerNum.Clip_Version (Session.GPacket.PlayerInfo.MinVersion,
Session.GPacket.PlayerInfo.MaxVersion);
#ifndef FIXIT_VERSION_3
PlayingAgainstVersion = version;
#endif
// TCTCTC save off version number
//..................................................................
// Reject player if his version is too old
//..................................................................
if (version == 0) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Session.GPacket.Reject.Why = (int)REJECT_VERSION_TOO_OLD;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.GAddress);
return(EV_NONE);
}
//..................................................................
// Reject player if his version is too new
//..................................................................
else if (version == 0xffffffff) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_REJECT_JOIN;
Session.GPacket.Reject.Why = (int)REJECT_VERSION_TOO_NEW;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.GAddress);
return(EV_NONE);
}
//..................................................................
// If the player is accepted, our mutually-accepted version may be
// different; set the CommProtocol accordingly.
//..................................................................
else {
Session.CommProtocol = VerNum.Version_Protocol(version);
}
//..................................................................
// Add node to the Vector list
//..................................................................
who = new NodeNameType;
strcpy(who->Name, Session.GPacket.Name);
who->Address = Session.GAddress;
who->Player.House = Session.GPacket.PlayerInfo.House;
Session.Players.Add (who);
//..................................................................
// Set player's color; if requested color isn't used, give it to him;
// otherwise, give him the 1st available color. Mark the color we
// give him as used.
//..................................................................
if (color_used[Session.GPacket.PlayerInfo.Color] == 0) {
who->Player.Color = Session.GPacket.PlayerInfo.Color;
}
else {
for (i = 0; i < MAX_MPLAYER_COLORS; i++) {
if (color_used[i]==0) {
who->Player.Color = (PlayerColorType)i;
break;
}
}
}
color_used[who->Player.Color] = 1;
//..................................................................
// Add player name to the list box
//..................................................................
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.GPacket.PlayerInfo.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",Session.GPacket.Name, Text_String(TXT_ALLIES));
}
else {
sprintf(item,"%s\t%s",Session.GPacket.Name, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", Session.GPacket.Name,
Text_String(HouseTypeClass::As_Reference(Session.GPacket.PlayerInfo.House).Full_Name()));
#endif //OLDWAY
playerlist->Add_Item(item,
(who->Player.Color == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[who->Player.Color]);
//..................................................................
// Send a confirmation packet
//..................................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_CONFIRM_JOIN;
strcpy(Session.GPacket.Name,Session.Handle);
Session.GPacket.PlayerInfo.House = who->Player.House;
Session.GPacket.PlayerInfo.Color = who->Player.Color;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.GAddress);
//..................................................................
// Play a special sound.
//..................................................................
Sound_Effect(VOC_PLAYER_JOINED);
retval = EV_NEW_PLAYER;
}
}
//------------------------------------------------------------------------
// NET_SIGN_OFF: Another system is signing off: search for that system in
// the player list, & remove it if found
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_SIGN_OFF) {
for (i = 0; i < Session.Players.Count(); i++) {
//..................................................................
// Name found; remove it
//..................................................................
if (!strcmp (Session.Players[i]->Name, Session.GPacket.Name) &&
Session.Players[i]->Address==Session.GAddress) {
//...............................................................
// Remove from the list box
//...............................................................
item = (char *)(playerlist->Get_Item(i));
playerlist->Remove_Item(item);
playerlist->Flag_To_Redraw();
delete [] item;
//...............................................................
// Mark his color as available
//...............................................................
color_used[Session.Players[i]->Player.Color] = 0;
//...............................................................
// Delete from the Vector list
//...............................................................
delete Session.Players[i];
Session.Players.Delete(Session.Players[i]);
//...............................................................
// Play a special sound.
//...............................................................
Sound_Effect(VOC_PLAYER_LEFT);
retval = EV_PLAYER_SIGNOFF;
break;
}
}
}
//------------------------------------------------------------------------
// NET_MESSAGE: Someone is sending us a message
//------------------------------------------------------------------------
else if (Session.GPacket.Command==NET_MESSAGE) {
Session.Messages.Add_Message (Session.GPacket.Name,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
Session.GPacket.Message.Buf,
(Session.GPacket.Message.Color == PCOLOR_DIALOG_BLUE) ?
PCOLOR_REALLY_BLUE : Session.GPacket.Message.Color,
TPF_TEXT, -1);
Sound_Effect(VOC_INCOMING_MESSAGE);
retval = EV_MESSAGE;
}
return(retval);
} /* end of Get_NewGame_Responses */
/***************************************************************************
* Compute_Name_CRC -- computes CRC from char string *
* *
* INPUT: *
* name string to create CRC for *
* *
* OUTPUT: *
* CRC *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 06/29/1995 BRR : Created. *
*=========================================================================*/
unsigned long Compute_Name_CRC(char *name)
{
char buf[80];
unsigned long crc = 0L;
int i;
strcpy (buf, name);
strupr (buf);
for (i = 0; i < (int)strlen(buf); i++) {
Add_CRC (&crc, (unsigned long)buf[i]);
}
return (crc);
} /* end of Compute_Name_CRC */
/***************************************************************************
* Net_Reconnect_Dialog -- Draws/updates the network reconnect dialog *
* *
* INPUT: *
* reconn 1 = reconnect, 0 = waiting for first-time connection *
* fresh 1 = draw from scratch, 0 = only update time counter *
* oldest_index IPX connection index of oldest connection *
* (only used for reconnection) *
* timeval value to print in the countdown field *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 07/08/1995 BRR : Created. *
*=========================================================================*/
void Net_Reconnect_Dialog(int reconn, int fresh, int oldest_index,
unsigned long timeval)
{
reconn; fresh; oldest_index; timeval;
#if (0)//PG
static int x,y,w,h;
int id;
char buf1[40] = {0};
char buf2[40] = {0};
char const *buf3 = "";
int d_txt6_h = 6 * RESFACTOR+1;
int d_margin = 5 * RESFACTOR;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
#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;
fresh = true;
}
#endif
//------------------------------------------------------------------------
// Draw the dialog from scratch
//------------------------------------------------------------------------
if (fresh) {
Fancy_Text_Print("", 0, 0, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
switch ( Session.Type) {
case GAME_IPX:
case GAME_INTERNET:
case GAME_MODEM:
case GAME_NULL_MODEM:
if (reconn) {
id = Ipx.Connection_ID(oldest_index);
sprintf(buf1,Text_String(TXT_RECONNECTING_TO),
Ipx.Connection_Name(id));
} else {
sprintf(buf1,Text_String(TXT_WAITING_FOR_CONNECTIONS));
}
break;
#if(TEN)
case GAME_TEN:
if (reconn) {
id = Ten->Connection_ID(oldest_index);
sprintf(buf1,Text_String(TXT_RECONNECTING_TO),
Ten->Connection_Name(id));
}
else {
sprintf(buf1,Text_String(TXT_WAITING_FOR_CONNECTIONS));
}
#endif // TEN
#if(MPATH)
case GAME_MPATH:
if (reconn) {
id = MPath->Connection_ID(oldest_index);
sprintf(buf1,Text_String(TXT_RECONNECTING_TO),
MPath->Connection_Name(id));
}
else {
sprintf(buf1,Text_String(TXT_WAITING_FOR_CONNECTIONS));
}
#endif // MPATH
}
sprintf(buf2,Text_String(TXT_TIME_ALLOWED), timeval + 1);
buf3 = Text_String(TXT_PRESS_ESC);
w = max(String_Pixel_Width(buf1),String_Pixel_Width(buf2));
#ifdef FIXIT_VERSION_3
char szNewCancelMessage[ 300 ];
sprintf( szNewCancelMessage, "%s%s", buf3, TXT_WOL_CANCELMEANSFORFEIT );
if( Session.Type == GAME_INTERNET && pWolapi && pWolapi->GameInfoCurrent.bTournament )
{
w = max(String_Pixel_Width(szNewCancelMessage), w); // * RESFACTOR; why was it ever multiplied by this!!!?
w += (d_margin * 12);
}
else
{
w = max(String_Pixel_Width(buf3), w) * RESFACTOR;
w += (d_margin * 5);
}
#else
w = max(String_Pixel_Width(buf3), w) * RESFACTOR;
w += (d_margin * 5);
#endif
h = (d_txt6_h * 3) + (d_margin * 6);
x = 160*RESFACTOR - (w / 2);
y = 100*RESFACTOR - (h / 2);
Hide_Mouse();
Set_Logic_Page(SeenBuff);
Dialog_Box(x, y, w, h);
Fancy_Text_Print (buf1, 160*RESFACTOR, y + (d_margin * 2), scheme, TBLACK, TPF_CENTER | TPF_TEXT);
Fancy_Text_Print (buf2, 160*RESFACTOR, y + (d_margin * 2) + d_txt6_h + d_margin, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
#ifdef FIXIT_VERSION_3
if( Session.Type == GAME_INTERNET && pWolapi && pWolapi->GameInfoCurrent.bTournament )
Fancy_Text_Print (szNewCancelMessage, 160*RESFACTOR, y + (d_margin * 2) + (d_txt6_h + d_margin) * 2, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
else
Fancy_Text_Print (buf3, 160*RESFACTOR, y + (d_margin * 2) + (d_txt6_h + d_margin) * 2, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
#else
Fancy_Text_Print (buf3, 160*RESFACTOR, y + (d_margin * 2) + (d_txt6_h + d_margin) * 2, scheme, TBLACK, TPF_CENTER | TPF_TEXT);
#endif
Show_Mouse();
}
//------------------------------------------------------------------------
// Just update the timeout value on the dialog
//------------------------------------------------------------------------
else {
Hide_Mouse();
Set_Logic_Page(SeenBuff);
sprintf(buf2,Text_String(TXT_TIME_ALLOWED), timeval + 1);
int fillx = 160*RESFACTOR - (String_Pixel_Width (buf2) / 2) -6;
LogicPage->Fill_Rect (fillx, y + (d_margin * 2) + d_txt6_h + d_margin,
fillx + String_Pixel_Width (buf2) + 12,
y + (d_margin * 2) + d_txt6_h + d_margin + d_txt6_h +1*RESFACTOR,
BLACK);
Fancy_Text_Print (buf2, 160*RESFACTOR, y + (d_margin * 2) + d_txt6_h + d_margin, scheme, BLACK, TPF_CENTER | TPF_TEXT);
Show_Mouse();
}
#endif
} /* end of Net_Reconnect_Dialog */
#define MAX_CHAT_NAME 12
#define MAX_CHAT_PHRASE 45
struct WWPerson {
char Name[MAX_CHAT_NAME];
char Phrase[MAX_CHAT_PHRASE];
PlayerColorType Color;
unsigned long LastTime;
};
struct WWPerson WWPersons[] = {
{ {66,105,108,108,32,82,0,0,0,0,0,0,},
{72,101,121,44,32,105,115,110,39,116,32,116,104,105,115,32,99,111,111,108,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,105,108,108,32,82,0,0,0,0,0,0,},
{72,101,121,44,32,119,97,110,116,32,115,111,109,101,32,115,101,97,102,111,111,100,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,97,114,114,121,32,71,0,0,0,0,0,},
{71,114,101,97,116,46,32,74,117,115,116,32,103,114,101,97,116,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,97,114,114,121,32,71,0,0,0,0,0,},
{87,111,110,100,101,114,102,117,108,46,32,80,101,114,102,101,99,116,44,32,105,110,32,102,97,99,116,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,105,108,108,32,80,0,0,0,0,0,0,},
{89,111,117,32,99,97,108,108,32,116,104,105,115,32,65,73,63,32,32,83,104,101,101,115,104,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,105,108,108,32,80,0,0,0,0,0,0,},
{66,105,108,108,115,32,114,117,108,101,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,114,101,116,116,32,83,0,0,0,0,0,},
{84,97,107,101,32,116,104,105,115,32,111,117,116,44,32,110,111,119,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,114,101,116,116,32,83,0,0,0,0,0,},
{87,104,121,32,99,97,110,39,116,32,121,111,117,32,102,105,116,32,97,110,121,32,109,111,114,101,32,108,101,116,116,101,114,115,32,111,110,32,116,104,101,32,108,0,0,},PCOLOR_GREEN,0},
{ {66,114,101,116,116,32,83,0,0,0,0,0,},
{69,100,44,32,73,32,119,97,110,116,32,116,111,32,116,97,108,107,32,116,111,32,121,111,117,32,97,98,111,117,116,32,116,104,105,115,46,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,114,101,116,116,32,83,0,0,0,0,0,},
{69,100,44,32,99,111,109,101,32,116,111,32,109,121,32,111,102,102,105,99,101,44,32,110,111,119,33,32,32,91,99,114,97,99,107,33,93,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,101,110,105,110,97,32,70,0,0,0,0,},
{72,97,115,32,97,110,121,111,110,101,32,115,101,101,110,32,109,121,32,115,116,97,112,108,101,114,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,101,110,105,110,97,32,70,0,0,0,0,},
{72,97,115,32,97,110,121,111,110,101,32,115,101,101,110,32,109,121,32,116,104,101,115,97,117,114,117,115,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,101,110,105,110,97,32,70,0,0,0,0,},
{72,97,115,32,97,110,121,111,110,101,32,115,101,101,110,32,109,121,32,112,101,110,99,105,108,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,108,111,32,66,0,0,0,0,0,0,},
{72,101,121,32,83,116,101,118,101,44,32,99,97,110,32,119,101,32,109,101,101,116,32,105,110,32,121,111,117,114,32,111,102,102,105,99,101,63,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,108,111,32,66,0,0,0,0,0,0,},
{83,116,101,118,101,44,32,105,116,39,108,108,32,111,110,108,121,32,116,97,107,101,32,97,32,109,105,110,117,116,101,46,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {82,111,98,32,83,0,0,0,0,0,0,0,},
{77,105,108,111,44,32,100,105,97,108,32,50,52,57,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,108,115,98,101,116,104,32,87,0,0,0,},
{84,104,97,116,39,115,32,39,69,108,115,98,101,116,104,39,44,32,119,105,116,104,32,97,110,32,69,45,76,45,83,46,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,108,115,98,101,116,104,32,87,0,0,0,},
{84,104,97,116,39,115,32,39,69,108,115,98,101,116,104,39,44,32,110,111,116,32,39,69,108,115,98,97,114,102,39,46,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,108,115,98,101,116,104,32,87,0,0,0,},
{84,104,97,116,39,115,32,39,69,108,115,98,101,116,104,39,44,32,110,111,116,32,39,69,108,102,98,117,116,116,39,46,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {75,97,114,101,110,32,71,0,0,0,0,0,},
{84,104,105,115,32,105,115,32,115,111,111,111,32,119,101,105,114,100,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {75,97,114,101,110,32,71,0,0,0,0,0,},
{68,117,104,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,104,105,108,32,71,0,0,0,0,0,0,},
{72,101,121,44,32,105,116,32,119,111,114,107,101,100,32,111,110,32,109,121,32,99,111,109,112,117,116,101,114,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,104,105,108,32,71,0,0,0,0,0,0,},
{84,104,105,115,32,116,104,105,110,103,32,105,115,32,99,108,101,97,114,108,121,32,97,32,119,97,115,116,101,32,111,102,32,109,101,109,111,114,121,46,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,101,32,66,0,0,0,0,0,0,0,},
{72,109,109,44,32,73,32,115,101,101,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,101,32,66,0,0,0,0,0,0,0,},
{65,104,104,44,32,121,101,115,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,97,114,105,97,32,68,77,77,76,0,0,},
{78,111,116,32,97,110,111,116,104,101,114,32,105,110,115,116,97,108,108,101,114,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,97,114,105,97,32,68,77,77,76,0,0,},
{72,65,32,72,65,32,72,65,32,72,65,32,72,65,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,107,101,32,76,0,0,0,0,0,0,},
{84,104,105,115,32,105,115,32,114,101,97,108,108,121,32,99,111,111,108,33,32,32,71,111,115,104,32,103,117,121,115,33,32,32,87,111,119,33,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,107,101,32,76,0,0,0,0,0,0,},
{87,111,119,33,32,32,89,111,117,32,103,117,121,115,32,97,114,101,32,116,104,101,32,103,114,101,97,116,101,115,116,33,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,107,101,32,71,0,0,0,0,0,0,},
{71,114,97,121,102,105,115,104,32,102,111,114,32,108,117,110,99,104,32,97,103,97,105,110,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,107,101,32,71,0,0,0,0,0,0,},
{84,104,105,115,32,105,115,32,108,97,109,101,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {71,108,101,110,110,32,83,0,0,0,0,0,},
{84,104,105,115,32,116,104,105,110,103,39,115,32,98,117,103,103,101,100,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {71,108,101,110,110,32,83,0,0,0,0,0,},
{83,104,105,112,32,105,116,33,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {83,116,101,118,101,32,87,0,0,0,0,0,},
{79,75,32,101,118,101,114,121,111,110,101,44,32,111,117,116,32,111,102,32,109,121,32,111,102,102,105,99,101,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,100,32,68,0,0,0,0,0,0,0,0,},
{65,32,103,111,111,100,32,99,104,97,116,32,112,114,111,103,114,97,109,32,105,115,32,108,105,107,101,32,97,32,110,105,110,106,97,46,46,46,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,100,32,68,0,0,0,0,0,0,0,0,},
{65,32,103,111,111,100,32,110,105,110,106,97,32,105,115,32,108,105,107,101,32,97,32,110,105,110,106,97,46,46,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,114,105,107,32,89,0,0,0,0,0,0,},
{73,32,119,101,97,114,32,100,101,115,105,103,110,101,114,32,106,101,97,110,115,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,114,105,107,32,89,0,0,0,0,0,0,},
{72,101,121,32,66,105,108,108,44,32,116,104,105,115,32,116,104,105,110,103,32,107,101,101,112,115,32,99,114,97,25,26,24,104,105,110,103,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,101,102,102,32,70,0,0,0,0,0,0,},
{84,104,105,115,32,105,115,32,97,98,115,111,108,117,116,101,108,121,32,116,104,101,32,98,101,115,116,32,101,118,101,114,33,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,101,102,102,32,70,0,0,0,0,0,0,},
{84,104,105,115,32,105,115,32,97,98,115,111,108,117,116,101,108,121,32,116,104,101,32,119,111,114,115,116,32,101,118,101,114,33,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {82,105,99,107,32,78,0,0,0,0,0,0,},
{83,111,117,110,100,115,32,108,105,107,101,32,97,32,100,114,105,118,101,114,32,112,114,111,98,108,101,109,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {83,99,111,116,116,32,66,0,0,0,0,0,},
{73,32,110,101,101,100,32,116,104,105,115,32,102,111,114,32,76,79,76,50,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {83,116,101,118,101,32,84,0,0,0,0,0,},
{84,104,105,115,32,115,101,101,109,115,32,114,97,116,104,101,114,32,115,105,108,108,121,44,32,97,99,116,117,97,108,108,121,46,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,97,117,108,32,77,0,0,0,0,0,0,},
{78,111,32,46,46,46,46,32,32,87,32,65,32,89,33,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {82,105,99,107,32,80,0,0,0,0,0,0,},
{65,72,32,72,65,32,72,65,32,72,65,33,33,32,32,72,65,72,65,33,33,32,32,65,72,72,32,72,65,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,101,32,75,0,0,0,0,0,0,0,},
{83,116,97,108,105,110,32,107,105,108,108,101,100,32,109,121,32,102,97,116,104,101,114,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,101,32,75,0,0,0,0,0,0,0,},
{73,32,104,111,112,101,32,121,111,117,39,114,101,32,112,114,111,117,100,32,111,102,32,121,111,117,114,115,101,108,102,44,32,66,105,108,108,46,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,105,103,32,87,105,108,108,121,0,0,0,},
{65,110,121,98,111,100,121,32,102,101,114,32,97,32,115,112,105,116,116,105,110,39,32,99,111,110,116,101,115,116,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {69,114,105,99,32,87,0,0,0,0,0,0,},
{75,97,114,97,116,101,32,105,115,32,103,111,111,100,32,98,117,116,32,121,111,117,32,117,115,101,32,105,116,32,102,111,114,32,101,118,105,108,33,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {84,101,100,32,77,0,0,0,0,0,0,0,},
{72,97,46,32,32,70,117,110,110,121,46,32,32,84,104,105,115,32,105,115,32,102,117,110,110,121,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {68,97,109,111,110,32,82,0,0,0,0,0,},
{73,32,98,108,97,109,101,32,116,104,101,32,70,114,101,110,99,104,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {68,119,105,103,104,116,32,79,0,0,0,0,},
{79,104,44,32,109,97,110,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {75,105,97,32,72,0,0,0,0,0,0,0,},
{73,111,110,32,99,97,110,110,111,110,32,114,101,97,100,121,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {75,105,97,32,72,0,0,0,0,0,0,0,},
{83,101,108,101,99,116,32,116,97,114,103,101,116,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {66,114,117,99,101,32,74,0,0,0,0,0,},
{73,32,97,109,32,116,104,101,32,71,101,110,105,101,32,111,102,32,116,104,101,32,108,97,109,112,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {76,97,117,114,97,32,87,0,0,0,0,0,},
{71,111,32,97,119,97,121,44,32,66,105,108,108,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {68,97,118,105,100,32,68,0,0,0,0,0,},
{72,109,109,109,46,46,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,105,107,101,32,76,105,0,0,0,0,0,},
{67,97,108,108,32,109,101,32,78,97,116,101,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {68,101,110,122,105,108,32,76,0,0,0,0,},
{84,104,105,115,32,119,111,117,108,100,32,98,101,32,98,101,116,116,101,114,32,111,110,32,116,104,101,32,77,97,99,46,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {71,114,101,103,32,72,0,0,0,0,0,0,},
{66,117,116,32,100,111,101,115,32,105,116,32,102,105,116,32,105,110,116,111,32,50,32,77,66,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,110,97,116,104,97,110,32,76,0,0,},
{73,32,116,104,105,110,107,32,73,32,110,101,101,100,32,97,32,104,97,105,114,99,117,116,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {65,100,97,109,32,73,0,0,0,0,0,0,},
{87,104,97,116,101,118,101,114,46,32,32,66,101,101,102,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {75,117,114,116,32,79,0,0,0,0,0,0,},
{70,105,120,32,105,116,32,121,111,117,114,115,101,108,102,46,32,32,73,39,109,32,98,117,115,121,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,111,115,101,112,104,32,72,0,0,0,0,},
{60,73,99,121,32,103,108,97,114,101,62,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {77,97,116,116,32,72,0,0,0,0,0,0,},
{73,39,109,32,110,101,118,101,114,32,103,111,111,100,32,119,105,116,104,32,99,108,101,118,101,114,32,111,110,32,116,104,101,32,115,112,111,116,46,46,46,0,0,0,0,},PCOLOR_GREEN,0},
{ {67,104,114,105,115,32,82,0,0,0,0,0,},
{73,32,108,111,118,101,32,109,121,32,106,111,98,46,32,32,89,101,97,104,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {80,97,116,32,67,0,0,0,0,0,0,0,},
{73,39,109,32,97,32,112,114,111,102,101,115,115,105,111,110,97,108,32,121,111,100,101,108,108,101,114,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {73,97,110,32,76,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
{ {74,97,99,107,32,77,0,0,0,0,0,0,},
{73,32,108,105,118,101,32,97,98,111,117,116,32,97,32,98,108,111,99,107,32,102,114,111,109,32,116,104,101,32,112,114,111,112,111,115,101,100,32,115,105,116,101,46,0,},PCOLOR_GREEN,0},
{ {74,101,102,102,32,66,0,0,0,0,0,0,},
{84,104,101,121,32,97,108,108,32,108,111,111,107,32,108,105,107,101,32,97,110,116,115,32,102,114,111,109,32,117,112,32,104,101,114,101,46,0,0,0,0,0,0,0,0,},PCOLOR_GREEN,0},
};
CDTimerClass<SystemTimerClass> wwperson_timer;
void Start_WWChat(ColorListClass *playerlist)
{
char *item;
int i;
HousesType house;
//------------------------------------------------------------------------
// Ensure a different sequence each time
//------------------------------------------------------------------------
Scen.RandomNumber = rand();
//------------------------------------------------------------------------
// Add myself to the player list
//------------------------------------------------------------------------
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_ALLIES));
}
else {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", Session.Handle, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
playerlist->Add_Item(item,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx]);
//------------------------------------------------------------------------
// Add everyone else to the list
//------------------------------------------------------------------------
for (i = 0; i < sizeof(WWPersons) / sizeof(struct WWPerson); i++) {
//.....................................................................
// Add the 1st entry to the list no matter what; for entries after the
// 1st, only add the name if it's different from the previous name.
//.....................................................................
if (i==0 || strcmp(WWPersons[i].Name, WWPersons[i-1].Name)) {
WWPersons[i].Color = (PlayerColorType)(Random_Pick(0,(int)(PCOLOR_LAST - 1)));
if (Percent_Chance(50)) {
house = HOUSE_GREECE;
} else {
house = HOUSE_USSR;
}
// house = (HousesType)Random_Pick((int)HOUSE_GOOD,(int)HOUSE_BAD);
item = new char [MPLAYER_NAME_MAX + 64];
if (house != HOUSE_USSR && house != HOUSE_UKRAINE) {
sprintf(item,"%s\t%s", WWPersons[i].Name, Text_String(TXT_ALLIES));
} else {
sprintf(item,"%s\t%s", WWPersons[i].Name, Text_String(TXT_SOVIET));
}
playerlist->Add_Item(item,
(WWPersons[i].Color == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[WWPersons[i].Color]);
}
//.....................................................................
// If this entry's name is the same as the previous, copy the color
// value from the previous entry.
//.....................................................................
else if (i > 0) {
WWPersons[i].Color = WWPersons[i-1].Color;
}
}
//wwperson_timer = 240;
wwperson_timer = Random_Pick(90,360);
} // end of Start_WWChat
int Update_WWChat(void)
{
int i;
int j;
//------------------------------------------------------------------------
// Do nothing if it's too soon.
//------------------------------------------------------------------------
if (wwperson_timer > 0) {
return(0);
}
//wwperson_timer = 240;
wwperson_timer = Random_Pick(90,360);
//------------------------------------------------------------------------
// Even after the timer's gone off, there's only a 1/8 chance we'll
// print a message.
//------------------------------------------------------------------------
if (Percent_Chance(12)) {
return(0);
}
//------------------------------------------------------------------------
// Randomly select a message to "send"; ensure we pick a message that
// hasn't been recently displayed.
//------------------------------------------------------------------------
j = sizeof(WWPersons) / sizeof(struct WWPerson);
i = Random_Pick (0, j - 1);
if ((TickCount - WWPersons[i].LastTime) < 1800 &&
WWPersons[i].LastTime != 0) {
return(0);
}
Session.Messages.Add_Message (WWPersons[i].Name,
0,
WWPersons[i].Phrase, WWPersons[i].Color,
TPF_TEXT, -1);
WWPersons[i].LastTime = TickCount;
return (1);
} // end of Update_WWChat
#if(0)
/*****************************************************************************/
void Start_Logging(void)
{
FILE *fp;
static char *ColorNames[6] = {
"Yellow",
"Red",
"BlueGreen",
"Orange",
"Green",
"Blue",
};
int i;
int id;
HousesType house;
char *housenames[] = {
"ALLIES",
"SOVIET",
"Neutral",
"Special",
"Multi1",
"Multi2",
"Multi3",
"Multi4",
};
time_t t;
fp = fopen("NETPLAY.LOG","at");
if (!fp)
return;
/*
** Print game header
*/
t = time(NULL);
fprintf (fp,"==============================================================\n");
fprintf (fp,"Date: %s",ctime(&t));
fprintf (fp,"Scenario: %s\n",
Session.Scenarios[Session.Options.ScenarioIndex].Description());
fprintf (fp,"Total # players: %d\n",Session.NumPlayers);
fprintf (fp,"==============================================================\n");
/*
** Print connection info
*/
/*
** Print player data
*/
fprintf(fp,"Local Player:\n");
fprintf (fp," Name:%s\n", Session.Handle);
fprintf (fp," Color:%s\n", ColorNames[Session.ColorIdx]);
fprintf (fp," House:%s\n", housenames[Session.House]);
fprintf (fp,"\n");
for (i = 0; i < Ipx.Num_Connections(); i++) {
id = Ipx.Connection_ID(i);
house = (HouseClass)id;
fprintf(fp,"Connection %d:\n",i);
fprintf (fp," Name:%s\n", Ipx.Connection_Name(id));
fprintf (fp," Color:%s\n",
ColorNames[HouseClass::As_Pointer(house)->RemapColor);
fprintf (fp," House:%s\n", housenames[house]);
fprintf (fp,"\n");
}
/*
** Print game options
*/
fprintf(fp,"Game Options:\n");
fprintf(fp," Bases:%d\n",Session.Options.Bases);
fprintf(fp," Credits:%d\n",Session.Options.Credits);
fprintf(fp," Tiberium:%d\n",Session.Options.Tiberium);
fprintf(fp," Crates:%d\n",Session.Options.Goodies);
fprintf(fp," AI Players:%d\n",Session.Options.AIPlayers);
fprintf(fp," Build Level:%d\n",BuildLevel);
fprintf(fp," Unit Count:%d\n",Session.Options.UnitCount);
fprintf(fp," Seed:%d\n",Seed);
fprintf (fp,"\n");
fclose(fp);
} /* end of Start_Logging */
void Log_Message(char *msg)
{
FILE *fp;
fp = fopen("NETPLAY.LOG","at");
if (!fp)
return;
fprintf(fp,"%s (Frame:%d)\n",msg,Frame);
fclose(fp);
flushall();
} /* end of Log_Message */
#endif
#ifndef WOLAPI_INTEGRATION // Rest of file ifdeffed out.
extern bool Spawn_WChat(bool can_launch);
/***********************************************************************************************
* Net_Fake_New_Dialog -- lets user start a new game *
* *
* This dialog shows a list of who's requesting to join this game, and lets *
* the game initiator selectively approve each user. *
* *
* The 'Players' vector matches one-for-one the contents of the list box. The local system *
* is always listed first; the IPX Address of the local system will NOT be valid in the *
* Players vector. The Games & Players vectors should be left filled in even after this *
* routine is exited; their contents are used to form connections to the other players, *
* after the scenario has been loaded. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> New Network Game <20> *
* <20> <20> *
* <20> Players Scenario <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> Boffo <20>.<2E> <20> Green Acres <20>.<2E> <20> *
* <20> <20> Bozo <20>Ĵ <20> Brown Sewers <20>Ĵ <20> *
* <20> <20> Bonzo <20> <20> <20> ... <20> <20> <20> *
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
* <20> <20> <20>.<2E> <20> <20>.<2E> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> [Reject] Count:--- ## <20> *
* <20> Level:--- ## <20> *
* <20> <20> *
* <20> Credits: _____ <20> *
* <20> [ Bases ] [ Crates ] <20> *
* <20> [ Tiberium ] [ AI Players ] <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> <20> <20> *
* <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> [OK] [Cancel] <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* true = success, false = cancel *
* *
* WARNINGS: *
* Session.GameName must contain this player's name. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
static int Net_Fake_New_Dialog(void)
{
#ifdef WIN32
//------------------------------------------------------------------------
// Dialog & button dimensions
//------------------------------------------------------------------------
int d_dialog_w = 120 *RESFACTOR; // dialog width
int d_dialog_h = 80 *RESFACTOR; // dialog height
int d_dialog_x = ((320 *RESFACTOR- d_dialog_w) / 2); // dialog 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); // center x-coord
int d_txt6_h = 6*RESFACTOR+1; // ht of 6-pt text
int d_margin1 = 5*RESFACTOR; // margin width/height
int d_margin2 = 2*RESFACTOR; // margin width/height
int d_playerlist_w = 118*RESFACTOR;
int d_playerlist_h = ((6 * 6) + 3)*RESFACTOR; // 6 rows high
//int d_playerlist_x = d_dialog_x + d_margin1 + d_margin1;
int d_playerlist_x = 500*RESFACTOR;
int d_playerlist_y = d_dialog_y + d_margin1 + d_txt6_h;
#if (GERMAN | FRENCH)
int d_cancel_w = 50*RESFACTOR;
#else
int d_cancel_w = 40*RESFACTOR;
#endif
int d_cancel_h = 9*RESFACTOR;
int d_cancel_x = d_dialog_cx - d_cancel_w / 2;
int d_cancel_y = d_dialog_y + d_dialog_h - 20*RESFACTOR;
//------------------------------------------------------------------------
// Button Enumerations
//------------------------------------------------------------------------
enum {
BUTTON_PLAYERLIST = 100,
BUTTON_CANCEL,
};
//------------------------------------------------------------------------
// Redraw values: in order from "top" to "bottom" layer of the dialog
//------------------------------------------------------------------------
typedef enum {
REDRAW_NONE = 0,
REDRAW_PARMS,
REDRAW_MESSAGE,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
//------------------------------------------------------------------------
// Dialog variables
//------------------------------------------------------------------------
RedrawType display = REDRAW_ALL; // redraw level
bool process = true; // process while true
KeyNumType input;
int transmit; // 1 = re-transmit new game options
long ok_timer = 0; // for timing OK button
int rc;
int i;
char *item;
int tabs[] = {77}; // tabs for player list box
int optiontabs[] = {8}; // tabs for option list box
NodeNameType *who; // node to add to Players
long ping_timer = 0; // for sending Ping packets
int color_used[MAX_MPLAYER_COLORS]; // 1 = color has been used
JoinEventType whahoppa; // event generated by received packets
CCFileClass loadfile ("SAVEGAME.NET");
int load_game = 0; // 1 = load a saved game
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
int width;
int height;
bool player_joined = false;
CountDownTimerClass join_timer;
//PG_TO_FIX
//Fancy_Text_Print(TXT_NONE,0,0,TBLACK,TBLACK,TPF_6PT_GRAD | TPF_NOSHADOW);
Format_Window_String((char*)TXT_HACKHACK, SeenBuff.Get_Height(), width, height);
//------------------------------------------------------------------------
// Buttons
//------------------------------------------------------------------------
GadgetClass *commands; // button list
ColorListClass playerlist(BUTTON_PLAYERLIST,
d_playerlist_x, d_playerlist_y, d_playerlist_w, d_playerlist_h,
TPF_TEXT,
MFCD::Retrieve("BTN-UP.SHP"),
MFCD::Retrieve("BTN-DN.SHP"));
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON,
//#if (GERMAN | FRENCH)
// d_cancel_x, d_cancel_y);
//#else
d_cancel_x, d_cancel_y, d_cancel_w, d_cancel_h);
//#endif
//------------------------------------------------------------------------
// Build the button list
//------------------------------------------------------------------------
commands = &playerlist;
cancelbtn.Add_Tail(*commands);
playerlist.Set_Tabs(tabs);
//------------------------------------------------------------------------
// Init other scenario parameters
//------------------------------------------------------------------------
Rule.IsTGrowth = Special.IsTGrowth;
Special.IsTSpread = Session.Options.Tiberium;
Rule.IsTSpread = Special.IsTSpread;
transmit = 0;
//------------------------------------------------------------------------
// Init player color-used flags
//------------------------------------------------------------------------
for (i = 0; i < MAX_MPLAYER_COLORS; i++) {
color_used[i] = 0; // init all colors to available
}
color_used[Session.ColorIdx] = 1; // set my color to used
playerlist.Set_Selected_Style(ColorListClass::SELECT_BAR, scheme);
//------------------------------------------------------------------------
// Init random-number generator, & create a seed to be used for all random
// numbers from here on out
//------------------------------------------------------------------------
// randomize();
Seed = rand();
//------------------------------------------------------------------------
// Init the version-clipping system
//------------------------------------------------------------------------
VerNum.Init_Clipping();
//------------------------------------------------------------------------
// Clear the list of players
//------------------------------------------------------------------------
Clear_Vector(&Session.Players);
//------------------------------------------------------------------------
// Add myself to the list, and to the Players vector.
//------------------------------------------------------------------------
item = new char [MPLAYER_NAME_MAX + 64];
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_ALLIES));
}
else {
sprintf(item,"%s\t%s",Session.Handle, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", Session.Handle, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
playerlist.Add_Item(item,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx]);
/*
** Process the message loop until we are in focus.
*/
CDTimerClass<SystemTimerClass> focus_timer; // Timer to allow a wait after client joins
focus_timer = 5*60;
WWDebugString ("RA95 - About to enter wait for focus loop.\n");
SetForegroundWindow ( MainWindow );
ShowWindow ( MainWindow, SW_SHOWMAXIMIZED );
if (!GameInFocus) {
do {
Keyboard->Check();
if (!focus_timer){
WWDebugString ("RA95 - Calling SetForgroundWindow.\n");
SetForegroundWindow ( MainWindow );
WWDebugString ("RA95 - Calling ShowWindow.\n");
ShowWindow ( MainWindow, SW_SHOWMAXIMIZED );
focus_timer = 5*60;
}
}while (!GameInFocus);
AllSurfaces.SurfacesRestored=FALSE;
}
who = new NodeNameType;
strcpy(who->Name, Session.Handle);
who->Player.House = Session.House;
who->Player.Color = Session.ColorIdx;
Session.Players.Add (who);
if (LogicPage != &SeenBuff && LogicPage!= &HidPage) {
Set_Logic_Page (SeenBuff);
}
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
//------------------------------------------------------------------------
// Processing loop
//------------------------------------------------------------------------
while (process) {
#if(SHOW_MONO)
Ipx.Mono_Debug_Print(-1,0);
#endif
#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 = REDRAW_ALL;
}
#endif
//.....................................................................
// Refresh display if needed
//.....................................................................
if (display) {
Hide_Mouse();
//..................................................................
// Redraw backgound & dialog box
//..................................................................
if (display >= REDRAW_BACKGROUND) {
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
//...............................................................
// Dialog & Field labels
//...............................................................
Fancy_Text_Print(TXT_HACKHACK, d_dialog_cx-width/2, d_dialog_y + 25*RESFACTOR, scheme, TBLACK, TPF_TEXT);
}
//..................................................................
// Redraw buttons
//..................................................................
if (display >= REDRAW_BUTTONS) {
commands->Draw_All();
}
Show_Mouse();
display = REDRAW_NONE;
}
//.....................................................................
// Get user input
//.....................................................................
input = commands->Input();
//.....................................................................
// Process input
//.....................................................................
switch (input) {
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, Session.Handle);
//...............................................................
// Broadcast my sign-off over my network
//...............................................................
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
//...............................................................
// And now, just be absolutely sure, send my sign-off to each
// player in my game. (If there's a bridge between us, the other
// player will have specified my address, so he can cross the
// bridge; but I may not have specified a bridge address, so the
// only way I have of crossing the bridge is to send a packet
// directly to him.)
// Don't send this message to myself.
//...............................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1, &(Session.Players[i]->Address));
Ipx.Service();
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
Session.GameName[0] = 0;
process = false;
rc = false;
Send_Data_To_DDE_Server ("Hello", strlen("Hello"), DDEServerClass::DDE_CONNECTION_FAILED);
GameStatisticsPacketSent = false;
Spawn_WChat(false);
break;
//..................................................................
// Default: manage the inter-player messages
//..................................................................
default:
if (Session.Players.Count() > 1) {
/*
** Wait for several secs after receiving request to join before sending
** start game packet
*/
if (!player_joined) {
player_joined = true;
join_timer.Set (3*60, true);
break;
} else {
if (join_timer.Time()) break;
}
//...............................................................
// If a new player has joined in the last second, don't allow
// an OK; force a wait longer than 1 second (to give all players
// a chance to know about this new guy)
//...............................................................
i = MAX((int)Ipx.Global_Response_Time() * 2, 60*2);
while ((int)TickCount - ok_timer < i) {
Ipx.Service();
}
//...............................................................
// If there are at least 2 players, go ahead & play; error otherwise
//...............................................................
if (Session.Solo || Session.Players.Count() > 1 || Session.Options.Ghosts) {
rc = TRUE;
process = FALSE;
} else {
WWMessageBox().Process (TXT_ONLY_ONE,TXT_OOPS,NULL);
display = REDRAW_ALL;
Sound_Effect(VOC_SYS_ERROR);
}
//if (input==(BUTTON_LOAD | KN_BUTTON))
// load_game = 1;
break;
}
break;
}
//.....................................................................
// Process incoming packets
//.....................................................................
whahoppa = Get_NewGame_Responses(&playerlist, color_used);
if (whahoppa == EV_NEW_PLAYER) {
ok_timer = TickCount;
transmit = 1;
}
else if (whahoppa == EV_MESSAGE) {
display = REDRAW_MESSAGE;
}
//.....................................................................
// If our Transmit flag is set, we need to send out a game option packet
// Don't send it to myself.
//.....................................................................
if (transmit) {
for (i = 1; i < Session.Players.Count(); i++) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_GAME_OPTIONS;
/*
** Set up the scenario info so the remote player can match the scenario on his machine
** or request a download if it doesnt exist
*/
strcpy (Session.GPacket.ScenarioInfo.Scenario, Session.Scenarios[Session.Options.ScenarioIndex]->Description());
CCFileClass file (Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename());
// ajw - I don't understand why this check is done here and not later.
if ( !file.Is_Available() ) {
/*
** Special new kludge for counterstrike.
**
** The only time the file can be unavailable is if its a counterstrike
** mission and the CS CD is not in the drive so
** make sure the counterstrike CD is in the drive.
**
** If Counterstrike is installed and
** the file name matches a counterstrike map then force the CD
** to be there.
**
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if ( Expansion_CS_Present() || Expansion_AM_Present() ) {
if ( toupper (Session.ScenarioFileName [2]) == 'M' ){
int current_drive = CCFileClass::Get_CD_Drive();
int index = Get_CD_Index(current_drive, 1*60);
bool needcd = false;
if (Is_Mission_Counterstrike(Session.ScenarioFileName) && index!=2 && index!=3) {
needcd = true;
RequiredCD = 2;
}
if (Is_Mission_Aftermath(Session.ScenarioFileName) && index!=3) {
needcd = true;
RequiredCD = 3;
}
if (needcd) {
#else
if ( Expansion_CS_Present() ) {
if ( toupper (Session.ScenarioFileName [2]) == 'M' ){
int scen_num;
sscanf ( Session.ScenarioFileName, "SCM%02d", &scen_num );
int current_drive = CCFileClass::Get_CD_Drive();
if ( scen_num>24 && Get_CD_Index(current_drive, 1*60) != 2){
RequiredCD = 2;
#endif
if (!Force_CD_Available (RequiredCD)){
Emergency_Exit(EXIT_FAILURE);
}
/*
** Update the internal list of scenarios to include the counterstrike
** list.
*/
Session.Read_Scenario_Descriptions();
}
}
}
/*
** See if that file is available now. Its fatal if it isnt.
*/
if ( !file.Is_Available() ) {
WWMessageBox().Process (TXT_UNABLE_PLAY_WAAUGH);
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, Session.Handle);
//..................................................................
// Don't send myself the message.
//..................................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
Clear_Listbox(&playerlist);
//------------------------------------------------------------------------
// Restore screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
Show_Mouse();
//------------------------------------------------------------------------
// Clear the Players vector if we're not starting a game.
//------------------------------------------------------------------------
Clear_Vector(&Session.Players);
return (false);
}
}
Session.GPacket.ScenarioInfo.FileLength = file.Size();
#ifdef WOLAPI_INTEGRATION
strcpy( Session.GPacket.ScenarioInfo.ShortFileName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename() );
#else
strncpy (Session.GPacket.ScenarioInfo.ShortFileName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename(), sizeof(Session.GPacket.ScenarioInfo.ShortFileName));
#endif
strncpy ((char*)Session.GPacket.ScenarioInfo.FileDigest, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Digest(), sizeof (Session.GPacket.ScenarioInfo.FileDigest));
Session.GPacket.ScenarioInfo.OfficialScenario = Session.Scenarios[Session.Options.ScenarioIndex]->Get_Official();
Session.GPacket.ScenarioInfo.Credits = Session.Options.Credits;
Session.GPacket.ScenarioInfo.IsBases = Session.Options.Bases;
Session.GPacket.ScenarioInfo.IsTiberium = Session.Options.Tiberium;
Session.GPacket.ScenarioInfo.IsGoodies = Session.Options.Goodies;
//Session.GPacket.ScenarioInfo.IsGhosties = Session.Options.Ghosts;
Session.GPacket.ScenarioInfo.BuildLevel = BuildLevel;
Session.GPacket.ScenarioInfo.UnitCount = Session.Options.UnitCount;
Session.GPacket.ScenarioInfo.AIPlayers = Session.Options.AIPlayers;
Session.GPacket.ScenarioInfo.Seed = Seed;
Session.GPacket.ScenarioInfo.Special = Special;
Session.GPacket.ScenarioInfo.GameSpeed = Options.GameSpeed;
Session.GPacket.ScenarioInfo.Version = VerNum.Get_Clipped_Version();
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
Sound_Effect(VOC_OPTIONS_CHANGED);
transmit = 0;
}
//.....................................................................
// Ping every player in my game, to force the Global Channel to measure
// the connection response time. Don't ping myself (index 0).
//.....................................................................
if (TickCount - ping_timer > 15) {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_PING;
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
ping_timer = TickCount;
}
//.....................................................................
// Service the Ipx connections
//.....................................................................
Ipx.Service();
//.....................................................................
// Service the sounds & score; GameActive must be false at this point,
// so Call_Back() doesn't intercept global messages from me!
//.....................................................................
Call_Back();
}
//------------------------------------------------------------------------
// Prepare to load the scenario
//------------------------------------------------------------------------
if (rc) {
//.....................................................................
// Set the player count & scenario number
//.....................................................................
Session.NumPlayers = Session.Players.Count();
Scen.Scenario = Session.Options.ScenarioIndex;
strcpy (Scen.ScenarioName, Session.Scenarios[Session.Options.ScenarioIndex]->Get_Filename());
//.....................................................................
// Compute frame delay value for packet transmissions:
// - Divide global channel's response time by 8 (2 to convert to 1-way
// value, 4 more to convert from ticks to frames)
//.....................................................................
if (Session.CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
Session.MaxAhead = MAX( ((((Ipx.Global_Response_Time() / 8) +
(Session.FrameSendRate - 1)) / Session.FrameSendRate) *
Session.FrameSendRate), (Session.FrameSendRate * 2) );
}
else {
Session.MaxAhead = MAX( ((int)Ipx.Global_Response_Time() / 8),
NETWORK_MIN_MAX_AHEAD );
}
//.....................................................................
// Send all players the NET_GO packet. Wait until all ACK's have been
// received.
//.....................................................................
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
if (load_game)
Session.GPacket.Command = NET_LOADGAME;
else
Session.GPacket.Command = NET_GO;
Session.GPacket.ResponseTime.OneWay = Session.MaxAhead;
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &(Session.Players[i]->Address) );
}
//.....................................................................
// Wait for all the ACK's to come in.
//.....................................................................
while (Ipx.Global_Num_Send() > 0) {
Ipx.Service();
}
/*
** Wait for the go responses from each player in case someone needs the scenario
** file to be sent.
*/
int responses[20]; //In big trub if more than 20 players
memset (responses, 0, sizeof (responses));
int num_responses = 0;
bool send_scenario = false;
WWDebugString ("RA95 - About to wait for 'GO' response.\n");
CDTimerClass<SystemTimerClass> response_timer; // timeout timer for waiting for responses
response_timer = 60*30; // Wait for 30 seconds. If we dont hear by then assume someone crashed
do {
Ipx.Service();
int retcode = Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen,
&Session.GAddress, &Session.GProductID);
if (retcode && Session.GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER0) {
for ( i=1 ; i<Session.Players.Count() ; i++ ) {
if (Session.Players[i]->Address == Session.GAddress) {
if (!responses[i]) {
if (Session.GPacket.Command == NET_REQ_SCENARIO) {
responses[i] = Session.GPacket.Command;
send_scenario = true;
num_responses++;
}
if (Session.GPacket.Command == NET_READY_TO_GO) {
responses[i] = Session.GPacket.Command;
num_responses++;
}
}
}
}
}
} while ( num_responses < Session.Players.Count()-1 && response_timer );
WWDebugString ("RA95 - Exited response wait loop.\n");
/*
** If one of the machines requested that the scenario be sent then send it.
*/
if (send_scenario) {
memset (Session.ScenarioRequests, 0, sizeof (Session.ScenarioRequests));
Session.RequestCount = 0;
for ( i=1 ; i<Session.Players.Count() ; i++ ) {
if (responses[i] == NET_REQ_SCENARIO) {
Session.ScenarioRequests[Session.RequestCount++] = i;
}
}
Send_Remote_File (Scen.ScenarioName, 1);
}
}
//.....................................................................
// Wait a while, polling the IPX service routines, to give our ACK
// a chance to get to the other system. If he doesn't get our ACK,
// he'll be waiting the whole time we load MIX files.
//.....................................................................
i = MAX((int)Ipx.Global_Response_Time() * 2, 60*2);
int starttime = TickCount;
while ((int)TickCount - starttime < i) {
Ipx.Service();
}
//------------------------------------------------------------------------
// Init network timing values, using previous response times as a measure
// of what our retry delta & timeout should be.
//------------------------------------------------------------------------
//Ipx.Set_Timing (Ipx.Global_Response_Time() + 2, -1,
// Ipx.Global_Response_Time() * 4);
Ipx.Set_Timing (Ipx.Global_Response_Time () + 2, (unsigned long) -1, max (120, Ipx.Global_Response_Time () * 8));
Clear_Listbox(&playerlist);
//------------------------------------------------------------------------
// Restore screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
Show_Mouse();
if (load_game) {
if (!Load_Game (-1)) {
WWMessageBox().Process (TXT_ERROR_LOADING_GAME);
rc = false;
}
Frame++;
}
//------------------------------------------------------------------------
// Clear the Players vector if we're not starting a game.
//------------------------------------------------------------------------
if (!rc) {
Clear_Vector(&Session.Players);
}
// while (optionlist.Count()>0) {
// item = (char *)optionlist.Get_Item(0);
// delete [] item;
// optionlist.Remove_Item(item);
// }
return(rc);
#else //WIN32
return (0);
#endif //WIN32
} /* end of Net_Fake_New_Dialog */
/***********************************************************************************************
* Net_Join_Dialog -- lets user join an existing game or start a new one *
* *
* This dialog displays an edit field for the player's name, and a list of all non-stealth- *
* mode games. Clicking once on a game name displays a list of who's in that game. Clicking *
* "New" takes the user to the Net_New dialog, where he waits for other users to join his *
* game. All other input is done through this dialog. *
* *
* The dialog has several "states": *
* *
* 1) Initially, it waits for the user to fill in his/her name and then to select Join or *
* New; if New is selected, this dialog is exited. *
* *
* 2) If Join is selected, the Join & New buttons are removed, but the Cancel button remains.*
* The join request is transmitted to the game's owner, and the message "Waiting for *
* Confirmation" is displayed, until a confirmation or denial is received from the game's *
* owner. The user may click Cancel at this point to cancel the join request. *
* (Once Join is selected, the name editing field is disabled, and becomes a display-only *
* field. If cancel is selected, it reappears as an edit field.) The user can still click*
* around & see who's in which games. *
* *
* 3) If the join request is denied, the dialog re-initializes to its pre-join state; the *
* Join & New buttons reappear, & the Name field is available again. *
* *
* 4) If join confirmation is obtained, the message changes to show all the current game *
* settings. The user cannot click around & look at other games any more. *
* *
* Any game running in Stealth mode won't show up on this dialog. *
* *
* The 'Players' vector matches one-for-one the contents of the list box. The local system *
* is always listed first; the IPX Address of the local system will NOT be valid in the *
* Players vector. The Games & Players vectors should be left filled in even after this *
* routine is exited; their contents are used to form connections to the other players, *
* after the scenario has been loaded. *
* *
* The 'Chat' vector contains the address of everyone who sends me a chat announcement. *
* The address field is used to send everyone my outgoing messages. The LastTime *
* field is used as a timeout; if enough time goes by & we don't hear from this node, *
* we ping him, requesting a CHAT_ANNOUNCE if he's still in chat. If we don't hear *
* from him after that, we remove him from our list. *
* *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ *
* <20> Network Games <20> *
* <20> <20> *
* <20> Your Name: ____________ <20> *
* <20> House: [GDI] [NOD] <20> *
* <20> Desired Color: [ ][ ][ ][ ] <20> *
* <20> <20> *
* <20> Games Players <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20>(Bill's Game )<29>.<2E> <20> Peter Parker GDI <20>.<2E> <20> *
* <20> <20> Peter Parker's Game <20>Ĵ <20> Mary Jane GDI <20>Ĵ <20> *
* <20> <20>(Magnum PI's Game )<29> <20> <20> JJ Jameson NOD <20> <20> <20> *
* <20> <20> <20>Ĵ <20> <20>Ĵ <20> *
* <20> <20> <20>.<2E> <20> <20>.<2E> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> Scenario: Big Long Description <20> *
* <20> Starting Credits: xxxx <20> *
* <20> Count: --- Level: --- <20> *
* <20> Bases: ON Crates: ON <20> *
* <20> Tiberium: ON AI Players: ON <20> *
* <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20> <20> <20> *
* <20> <20> <20> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> *
* <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> *
* <20> [Join] [Cancel] [New] <20> *
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* -1 = cancel, 0 = OK, 1 = New net game requested *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 02/14/1995 BR : Created. *
*=============================================================================================*/
static int Net_Fake_Join_Dialog(void)
{
#ifdef WIN32
//------------------------------------------------------------------------
// Dialog & button dimensions
//------------------------------------------------------------------------
int d_dialog_w = 120 *RESFACTOR; // dialog width
int d_dialog_h = 80 *RESFACTOR; // dialog height
int d_dialog_x = ((320*RESFACTOR - d_dialog_w) / 2); // dialog 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); // center x-coord
int d_txt6_h = 6 *RESFACTOR+1; // ht of 6-pt text
int d_margin1 = 5 *RESFACTOR; // large margin
int d_margin2 = 7 *RESFACTOR; // small margin
int d_gamelist_w = 160 *RESFACTOR;
int d_gamelist_h = ((6 * 6) + 3) *RESFACTOR; // 6 rows high
// int d_gamelist_x = d_dialog_x + d_margin1 + d_margin1;
int d_gamelist_x = 500*RESFACTOR; //d_dialog_x + d_margin1 + d_margin1;
int d_gamelist_y = 50 + d_margin2 + 2*RESFACTOR/*KO + d_txt6_h + d_margin2*/;
int d_playerlist_w = 118 *RESFACTOR;
int d_playerlist_h = ((6 * 6) + 3) *RESFACTOR; // 6 rows high
//int d_playerlist_x = d_dialog_x + d_dialog_w - d_margin1 - d_margin1 - d_playerlist_w;
int d_playerlist_x = 500*RESFACTOR;
int d_playerlist_y = 50+ d_margin2 + 2*RESFACTOR/*KO + d_txt6_h + d_margin2*/;
#if (GERMAN | FRENCH)
int d_cancel_w = 50*RESFACTOR;
#else
int d_cancel_w = 40*RESFACTOR;
#endif
int d_cancel_h = 9*RESFACTOR;
int d_cancel_x = d_dialog_cx - d_cancel_w / 2;
int d_cancel_y = d_dialog_y + d_dialog_h - 20*RESFACTOR;
//------------------------------------------------------------------------
// Button Enumerations
//------------------------------------------------------------------------
enum {
BUTTON_GAMELIST = 100,
BUTTON_PLAYERLIST,
BUTTON_CANCEL,
};
//------------------------------------------------------------------------
// Redraw values: in order from "top" to "bottom" layer of the dialog
//------------------------------------------------------------------------
typedef enum {
REDRAW_NONE = 0,
REDRAW_PARMS,
REDRAW_MESSAGE,
REDRAW_COLORS,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
//------------------------------------------------------------------------
// Dialog variables
//------------------------------------------------------------------------
RedrawType display = REDRAW_ALL; // redraw level
bool process = true; // process while true
KeyNumType input;
char housetext[25] = ""; // buffer for house droplist
int isdropped = 0;
JoinStateType joinstate = JOIN_NOTHING; // current "state" of this dialog
char namebuf[MPLAYER_NAME_MAX] = {0}; // buffer for player's name
int playertabs[] = {77 *RESFACTOR}; // tabs for player list box
int optiontabs[] = {8}; // tabs for player list box
int game_index = -1; // index of currently-selected game
int join_index = -1; // index of game we're joining
int rc = 0; // -1 = user cancelled, 1 = New
JoinEventType event; // event from incoming packet
int i; // loop counter
int parms_received = 0; // 1 = game options received
NodeNameType *who; // node to add to Players
RejectType why; // reason for rejection
TTimerClass<SystemTimerClass> lastclick_timer; // time b/w send periods
int lastclick_idx = 0; // index of item last clicked on
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
int ready_to_go = 0;
Session.Options.ScenarioDescription[0] = 0; //Flag that we dont know the scenario name yet
int width;
int height;
//PG_TO_FIX
//Fancy_Text_Print(TXT_NONE,0,0,TBLACK,TBLACK,TPF_6PT_GRAD | TPF_NOSHADOW);
Format_Window_String((char*)TXT_HACKHACK, SeenBuff.Get_Height(), width, height);
char * item;
unsigned long starttime;
int load_game = 0; // 1 = load saved game
//------------------------------------------------------------------------
// Buttons
//------------------------------------------------------------------------
GadgetClass *commands; // button list
ListClass gamelist(BUTTON_GAMELIST, d_gamelist_x, d_gamelist_y, d_gamelist_w, d_gamelist_h,
TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
ColorListClass playerlist(BUTTON_PLAYERLIST, d_playerlist_x, d_playerlist_y, d_playerlist_w, d_playerlist_h,
TPF_TEXT, MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"));
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON,
//#if (GERMAN | FRENCH)
// d_cancel_x, d_cancel_y);
//#else
d_cancel_x, d_cancel_y, d_cancel_w, d_cancel_h);
//#endif
//------------------------------------------------------------------------
// Init the button states
//------------------------------------------------------------------------
//........................................................................
// Name & Color
//........................................................................
Session.ColorIdx = Session.PrefColor; // init my preferred color
strcpy (namebuf, Session.Handle); // set my name
//........................................................................
// List boxes
//........................................................................
playerlist.Set_Tabs(playertabs);
playerlist.Set_Selected_Style(ColorListClass::SELECT_NORMAL);
Fancy_Text_Print("", 0, 0, scheme, TBLACK,
TPF_CENTER | TPF_TEXT);
lastclick_timer = 0;
//------------------------------------------------------------------------
// Clear the list of games, players, and the chat list
//------------------------------------------------------------------------
Clear_Vector(&Session.Games);
Clear_Vector(&Session.Players);
Clear_Vector(&Session.Chat);
//------------------------------------------------------------------------
// Add myself to the Chat vector
//------------------------------------------------------------------------
who = new NodeNameType;
strcpy(who->Name, namebuf);
who->Chat.LastTime = 0;
who->Chat.LastChance = 0;
who->Chat.Color = Session.GPacket.Chat.Color;
Session.Chat.Add (who);
//------------------------------------------------------------------------
// Create the "Lobby" game name on the games list, and create a bogus
// node for the gamelist, so Games[i] will always match gamelist[i]
//------------------------------------------------------------------------
who = new NodeNameType;
strcpy(who->Name, "");
who->Game.IsOpen = 0;
who->Game.LastTime = 0;
Session.Games.Add (who);
item = new char [MPLAYER_NAME_MAX];
strcpy(item, Text_String(TXT_LOBBY));
gamelist.Add_Item(item);
gamelist.Set_Selected_Index(0);
game_index = 0;
//------------------------------------------------------------------------
// Send game-name query & chat announcement; also, initialize timers.
//------------------------------------------------------------------------
Send_Join_Queries (game_index, joinstate, 1, 0, 1, namebuf, 1);
/*
** Process the message loop until we are in focus.
*/
CDTimerClass<SystemTimerClass> focus_timer; // Timer to allow a wait after client joins
focus_timer = 5*60;
WWDebugString ("RA95 - About to enter wait for focus loop.\n");
SetForegroundWindow ( MainWindow );
ShowWindow ( MainWindow, SW_SHOWMAXIMIZED );
if (!GameInFocus) {
do {
Keyboard->Check();
if (!focus_timer){
WWDebugString ("RA95 - Calling SetForgroundWindow.\n");
SetForegroundWindow ( MainWindow );
WWDebugString ("RA95 - Calling ShowWindow.\n");
ShowWindow ( MainWindow, SW_SHOWMAXIMIZED );
focus_timer = 5*60;
}
}while (!GameInFocus);
AllSurfaces.SurfacesRestored=FALSE;
}
if (LogicPage != &SeenBuff && LogicPage!= &HidPage) {
Set_Logic_Page (SeenBuff);
}
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
//------------------------------------------------------------------------
// Processing loop
//------------------------------------------------------------------------
while (process) {
#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 = REDRAW_ALL;
}
#endif
//.....................................................................
// Refresh display if needed
//.....................................................................
if (display) {
Hide_Mouse();
//..................................................................
// Redraw backgound & dialog box
//..................................................................
if (display >= REDRAW_BACKGROUND) {
Load_Title_Page(true);
CCPalette.Set(); //GamePalette.Set();
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
//...............................................................
// Dialog & Field labels
//...............................................................
Fancy_Text_Print(TXT_HACKHACK, d_dialog_cx-width/2, d_dialog_y + 25*RESFACTOR, scheme, TBLACK, TPF_TEXT);
//...............................................................
// Rebuild the button list
//...............................................................
cancelbtn.Zap();
gamelist.Zap();
playerlist.Zap();
commands = &cancelbtn;
gamelist.Add_Tail(*commands);
playerlist.Add_Tail(*commands);
}
//..................................................................
// Redraw buttons
//..................................................................
if (display >= REDRAW_BUTTONS) {
commands->Draw_All();
}
Show_Mouse();
display = REDRAW_NONE;
}
//.....................................................................
// Get user input
//.....................................................................
input = commands->Input();
//.....................................................................
// Process input
//.....................................................................
switch (input) {
//..................................................................
// ESC / CANCEL: send a SIGN_OFF
// - If we're part of a game, stay in this dialog; otherwise, exit
//..................................................................
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
//...............................................................
// If we're joined to a game, make extra sure the other players in
// that game know I'm exiting; send my SIGN_OFF as an ack-required
// packet. Don't send this to myself (index 0).
//...............................................................
if (joinstate == JOIN_CONFIRMED) {
Unjoin_Game(namebuf, joinstate, &gamelist, &playerlist,
game_index, 1, 0, 0, d_txt6_h, 0,
0, MAX_MESSAGE_LENGTH);
joinstate = JOIN_NOTHING;
display = REDRAW_ALL;
}
//...............................................................
// If I'm not joined to a game, send a SIGN_OFF to all players
// in my Chat vector (but not to myself, index 0)
//...............................................................
else {
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy(Session.GPacket.Name,namebuf);
for (i = 1; i < Session.Chat.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType),
1, &(Session.Chat[i]->Address));
Ipx.Service();
}
//............................................................
// Now broadcast a SIGN_OFF just to be thorough
//............................................................
Ipx.Send_Global_Message (&Session.GPacket,
sizeof (GlobalPacketType), 0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
//............................................................
// exit the dialog
//............................................................
Send_Data_To_DDE_Server ("Hello", strlen("Hello"), DDEServerClass::DDE_CONNECTION_FAILED);
GameStatisticsPacketSent = false;
Spawn_WChat(false);
process = false;
rc = -1;
}
break;
//..................................................................
// JOIN: send a join request packet & switch to waiting-for-
// confirmation mode.
//..................................................................
default:
if (joinstate == JOIN_NOTHING && gamelist.Count() >1 ) {
gamelist.Set_Selected_Index(1); //lastclick_idx);
game_index = 1;
strcpy (Session.Handle,namebuf);
//Session.House = (HousesType)housebtn.Current_Index();
join_index = gamelist.Current_Index();
parms_received = 0;
if (Request_To_Join (namebuf, join_index, Session.House,
Session.ColorIdx)) {
joinstate = JOIN_WAIT_CONFIRM;
} else {
display = REDRAW_ALL;
}
}
break;
}
//.....................................................................
// Resend our query packets
//.....................................................................
Send_Join_Queries(game_index, joinstate, 0, 0, 0, namebuf);
//.....................................................................
// Process incoming packets
//.....................................................................
event = Get_Join_Responses(&joinstate, &gamelist, &playerlist,
join_index, namebuf, &why);
//.....................................................................
// If we've changed state, redraw everything; if we're starting the game,
// break out of the loop. If we've just joined, send out a player query
// so I'll get added to the list instantly.
//.....................................................................
if (event == EV_STATE_CHANGE) {
display = REDRAW_ALL;
if (joinstate==JOIN_GAME_START || joinstate == JOIN_GAME_START_LOAD) {
if (joinstate==JOIN_GAME_START_LOAD) load_game = 1;
bool ready_packet_was_sent = false;
if (!load_game){
/*
** Special new kludge for counterstrike.
**
** Find local scenario will fail to match a counterstrike mission
** unless the CS CD is in the drive. So....
**
** If Counterstrike is installed and this is an official map and
** the file name matches a counterstrike map then tell the host
** that I have the scenario so he can continue while we make
** sure the local user has the Counterstrike CD in the drive.
**
*/
// This is duplicated for Aftermath scenarios. ajw
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Session.ScenarioIsOfficial &&
( (Expansion_CS_Present() && Is_Mission_Counterstrike(Session.ScenarioFileName)) ||
(Expansion_AM_Present() && Is_Mission_Aftermath(Session.ScenarioFileName)) ) ) {
#else
if ( Expansion_CS_Present() && Session.ScenarioIsOfficial ) {
#endif
CCFileClass check_file ( Session.ScenarioFileName );
if ( !check_file.Is_Available() ) {
int current_drive = CCFileClass::Get_CD_Drive();
#ifdef FIXIT_CSII // checked - ajw 9/28/98
int index = Get_CD_Index(current_drive, 1*60);
bool needcd = false;
if (Is_Mission_Counterstrike(Session.ScenarioFileName)) {
if (index != 2 && index != 3) {
RequiredCD = 2;
needcd = true;
}
}
if (Is_Mission_Aftermath(Session.ScenarioFileName)) {
if (index != 3) {
RequiredCD = 3;
needcd = true;
}
}
if (needcd) {
#else
if ( Get_CD_Index(current_drive, 1*60) != 2 ){
RequiredCD = 2;
#endif
/*
** We should have the scenario but the wrong disk is in.
** Tell the host that I am ready to go anyway.
*/
memset ((void*)&(Session.GPacket), 0, sizeof (Session.GPacket));
Session.GPacket.Command = NET_READY_TO_GO;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.HostAddress);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0);
ready_packet_was_sent = true;
if (!Force_CD_Available (RequiredCD)){
Emergency_Exit(EXIT_FAILURE);
}
CCFileClass testfile ( Session.ScenarioFileName );
/*
** Update the internal list of scenarios to include the counterstrike
** list.
*/
Session.Read_Scenario_Descriptions();
/*
** See if that scenario is available now. Its pretty fatal if it isnt.
*/
Session.Options.ScenarioIndex = -1;
for (i = 0; i < Session.Scenarios.Count(); i++) {
if (!strcmp (Session.Scenarios[i]->Description(), Session.Options.ScenarioDescription) ){
Session.Options.ScenarioIndex = i;
break;
}
}
}
}
}
/*
** If the scenario that the host wants to play doesnt exist locally then we
** need to request that it is sent. If we can identify the scenario locally then
** we need to fix up the file name so we load the right one.
*/
if (Find_Local_Scenario (Session.Options.ScenarioDescription,
Session.ScenarioFileName,
Session.ScenarioFileLength,
Session.ScenarioDigest,
Session.ScenarioIsOfficial)) {
Session.Options.ScenarioIndex = 1; //We dont care what it
//is as long as it isnt -1
/*
** We have the scenario. Tell the host that I am ready to go.
*/
if ( !ready_packet_was_sent ){
memset ((void*)&(Session.GPacket), 0, sizeof (Session.GPacket));
Session.GPacket.Command = NET_READY_TO_GO;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.HostAddress);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0);
}
} else {
#ifndef FIXIT_VERSION_3 // Removed restriction on downloading official maps.
/*
** Oh dear. Thats a scenario I dont have. Request that the host sends the
** scenario to me provided its not an official Westwood scenario.
**
** If the file is received OK then we will get a true return value and the
** actual file name to load will be in Session.ScenarioFileName
*/
if (Session.ScenarioIsOfficial) {
Session.Options.ScenarioIndex = -1;
} else {
#endif
Session.Options.ScenarioIndex = 1; //We dont care what it
//is as long as it isnt -1
#ifdef FIXIT_VERSION_3
if( bSpecialAftermathScenario( Session.Options.ScenarioDescription ) )
break;
#endif
if (!Get_Scenario_File_From_Host(Session.ScenarioFileName, 1)) {
break;
} else {
/*
** Make sure we dont time-out because of the download
*/
}
#ifndef FIXIT_VERSION_3
}
#endif
}
}else{
/*
** Make sure we respond to the host in a load game
*/
memset ((void*)&(Session.GPacket), 0, sizeof (Session.GPacket));
Session.GPacket.Command = NET_READY_TO_GO;
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
1, &Session.HostAddress);
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0);
}
strcpy (Scen.ScenarioName, Session.ScenarioFileName);
rc = 0;
process = false;
}
//..................................................................
// If we're newly-confirmed, add myself to the Players list, and
// immediately send out a player query
//..................................................................
else if (joinstate==JOIN_CONFIRMED) {
//...............................................................
// Clear the player list, then add myself to the list.
//...............................................................
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
item = new char [MPLAYER_NAME_MAX + 12];
#ifdef OLDWAY
if (Session.House==HOUSE_GOOD) {
sprintf(item,"%s\t%s",namebuf, Text_String(TXT_ALLIES));
} else {
sprintf(item,"%s\t%s",namebuf, Text_String(TXT_SOVIET));
}
#else //OLDWAY
sprintf (item, "%s\t%s", namebuf, Text_String(HouseTypeClass::As_Reference(Session.House).Full_Name()));
#endif //OLDWAY
playerlist.Add_Item(item,
(Session.ColorIdx == PCOLOR_DIALOG_BLUE) ? &ColorRemaps[PCOLOR_REALLY_BLUE] : &ColorRemaps[Session.ColorIdx]);
who = new NodeNameType;
strcpy(who->Name, namebuf);
who->Player.House = Session.House;
who->Player.Color = Session.ColorIdx;
Session.Players.Add (who);
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
#if (0)
//...............................................................
// Re-init the message system to its new smaller size
//...............................................................
Session.Messages.Init (0,0, 8,
MAX_MESSAGE_LENGTH, d_txt6_h, 0, 0, 1,
20, MAX_MESSAGE_LENGTH - 5);
Session.Messages.Add_Edit(Session.ColorIdx, TPF_TEXT | TPF_BRIGHT_COLOR, NULL, '_');
#endif //(0)
}
//..................................................................
// If we've been rejected, clear any messages we may have been
// typing, add a message stating why we were rejected, and send a
// chat announcement.
//..................................................................
else if (joinstate==JOIN_REJECTED) {
Sound_Effect(VOC_SYS_ERROR);
Send_Join_Queries (game_index, joinstate, 0, 0, 1, namebuf);
}
} // end of state change
//.....................................................................
// If the game options have changed, print them.
//.....................................................................
else if (event == EV_GAME_OPTIONS) {
Sound_Effect(VOC_OPTIONS_CHANGED);
parms_received = 1;
display = REDRAW_PARMS;
}
//.....................................................................
// EV_GAME_SIGNOFF:
// A game before the one I've selected is gone, so we have a new index
// now. 'game_index' must be kept set to the currently-selected list
// item, so we send out queries for the currently-selected game. It's
// therefore imperative that we detect any changes to the game list.
// If we're joined in a game, we must decrement our game_index to keep
// it aligned with the game we're joined to.
//.....................................................................
else if (event == EV_GAME_SIGNOFF) {
if (joinstate==JOIN_CONFIRMED) {
game_index--;
join_index--;
gamelist.Set_Selected_Index(join_index);
}
else {
gamelist.Flag_To_Redraw();
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
}
}
//.....................................................................
// Service the Ipx connections
//.....................................................................
Ipx.Service();
if (process) {
//.....................................................................
// Clean out the Game List; if an old entry is found:
// - Remove it
// - Clear the player list
// - Send queries for the new selected game, if there is one
//.....................................................................
for (i = 1; i < Session.Games.Count(); i++) {
if (TickCount - Session.Games[i]->Game.LastTime > 400) {
delete Session.Games[i];
Session.Games.Delete(Session.Games[i]);
item = (char *)(gamelist.Get_Item (i));
gamelist.Remove_Item (item);
delete [] item;
if (i <= game_index) {
if (joinstate==JOIN_CONFIRMED) {
game_index--;
join_index--;
gamelist.Set_Selected_Index(join_index);
}
else {
gamelist.Flag_To_Redraw();
Clear_Listbox(&playerlist);
Clear_Vector (&Session.Players);
game_index = gamelist.Current_Index();
Send_Join_Queries (game_index, joinstate, 0, 1, 0, namebuf);
}
}
}
}
}
#if (0)
/*
** If we were flagged to start the game and we recognise both players then quit the loop
*/
if (ready_to_go && Session.Players.Count() == 2) {
rc = 0;
process = false;
}
#endif //(0)
//.....................................................................
// Service the sounds & score; GameActive must be false at this point,
// so Call_Back() doesn't intercept global messages from me!
//.....................................................................
Call_Back();
} // end of while
//------------------------------------------------------------------------
// Establish connections with all other players.
//------------------------------------------------------------------------
if (rc == 0) {
//.....................................................................
// If the other guys are playing a scenario I don't have (sniff), I can't
// play. Try to bail gracefully.
//.....................................................................
if (Session.Options.ScenarioIndex==-1) {
WWMessageBox().Process (TXT_UNABLE_PLAY_WAAUGH);
memset (&Session.GPacket, 0, sizeof(GlobalPacketType));
Session.GPacket.Command = NET_SIGN_OFF;
strcpy (Session.GPacket.Name, namebuf);
//..................................................................
// Don't send myself the message.
//..................................................................
for (i = 1; i < Session.Players.Count(); i++) {
Ipx.Send_Global_Message (&Session.GPacket,
sizeof(GlobalPacketType), 1,
&(Session.Players[i]->Address));
Ipx.Service();
}
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
Ipx.Send_Global_Message (&Session.GPacket, sizeof (GlobalPacketType),
0, NULL);
if (Session.IsBridge) {
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType),
0, &Session.BridgeNet);
Ipx.Send_Global_Message (&Session.GPacket, sizeof(GlobalPacketType),
0, &Session.BridgeNet);
}
while (Ipx.Global_Num_Send() > 0 && Ipx.Service() != 0) ;
rc = -1;
}
//---------------------------------------------------------------------
// Prepare to load the scenario.
//---------------------------------------------------------------------
else {
//..................................................................
// Set the number of players in this game, and the scenario number.
//..................................................................
Session.NumPlayers = Session.Players.Count();
///*
//** Hack to fake a scenario name as if it had been sent over the connection.
//*/
//sprintf(Scen.ScenarioName, "SCM%02dEA.INI", Session.Options.ScenarioIndex+1);
// Scen.Scenario = Session.Options.ScenarioIndex;
}
//.....................................................................
// Wait a while, polling the IPX service routines, to give our ACK
// a chance to get to the other system. If he doesn't get our ACK,
// he'll be waiting the whole time we load MIX files.
//.....................................................................
i = MAX((int)Ipx.Global_Response_Time() * 2, 60*2);
starttime = TickCount;
while (TickCount - starttime < (unsigned)i) {
Ipx.Service();
}
}
//------------------------------------------------------------------------
// Init network timing values, using previous response times as a measure
// of what our retry delta & timeout should be.
//------------------------------------------------------------------------
//Ipx.Set_Timing (Ipx.Global_Response_Time() + 2, -1,
// Ipx.Global_Response_Time() * 4);
Ipx.Set_Timing (Ipx.Global_Response_Time () + 2, (unsigned long) -1, max (120, Ipx.Global_Response_Time () * 8));
//------------------------------------------------------------------------
// Clear all lists, but NOT the Games & Players vectors.
//------------------------------------------------------------------------
Clear_Listbox(&gamelist);
Clear_Listbox(&playerlist);
//------------------------------------------------------------------------
// Restore screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
Show_Mouse();
//------------------------------------------------------------------------
// Load a game if the game owner told us to
//------------------------------------------------------------------------
if (load_game) {
if (!Load_Game (-1)) {
WWMessageBox().Process (TXT_ERROR_LOADING_GAME);
rc = -1;
}
Frame++;
}
//------------------------------------------------------------------------
// Clear the Players & Games vectors if we're not joined to a game.
// Clear the Chat vector regardless.
//------------------------------------------------------------------------
if (rc != 0) {
Clear_Vector(&Session.Games);
Clear_Vector(&Session.Players);
}
Clear_Vector(&Session.Chat);
return(rc);
#else //WIN32
return (0);
#endif //WIN32
} /* end of Net_Join_Dialog */
bool Server_Remote_Connect(void)
{
int stealth; // original state of Session.NetStealth flag
//------------------------------------------------------------------------
// Init network timing parameters; these values should work for both a
// "real" network, and a simulated modem network (ie Kali)
//------------------------------------------------------------------------
Ipx.Set_Timing ( 30, // retry 2 times per second
-1, // ignore max retries
600); // give up after 10 seconds
//------------------------------------------------------------------------
// Save the original value of the NetStealth flag, so we can turn stealth
// off for now (during this portion of the dialogs, we must show ourselves)
//------------------------------------------------------------------------
stealth = Session.NetStealth;
Session.NetStealth = 0;
//------------------------------------------------------------------------
// The game is now "open" for joining. Close it as soon as we exit this
// routine.
//------------------------------------------------------------------------
Session.NetOpen = 1;
//------------------------------------------------------------------------
// Read in last multiplayer game settings from the .INI file
//------------------------------------------------------------------------
if (!Net_Fake_New_Dialog()) {
Session.Write_MultiPlayer_Settings ();
return (false);
}
Session.NetOpen = 0;
Session.NetStealth = stealth;
Session.Write_MultiPlayer_Settings ();
return (true);
} /* end of Server_Remote_Connect */
bool Client_Remote_Connect(void)
{
int rc;
int stealth; // original state of Session.NetStealth flag
//------------------------------------------------------------------------
// Init network timing parameters; these values should work for both a
// "real" network, and a simulated modem network (ie Kali)
//------------------------------------------------------------------------
Ipx.Set_Timing ( 30, // retry 2 times per second
-1, // ignore max retries
600); // give up after 10 seconds
//------------------------------------------------------------------------
// Save the original value of the NetStealth flag, so we can turn stealth
// off for now (during this portion of the dialogs, we must show ourselves)
//------------------------------------------------------------------------
stealth = Session.NetStealth;
Session.NetStealth = 0;
//------------------------------------------------------------------------
// The game is now "open" for joining. Close it as soon as we exit this
// routine.
//------------------------------------------------------------------------
Session.NetOpen = 1;
//------------------------------------------------------------------------
// Read in last multiplayer game settings from the .INI file
//------------------------------------------------------------------------
rc = Net_Fake_Join_Dialog();
Session.Write_MultiPlayer_Settings ();
Session.NetStealth = stealth;
Session.NetOpen = 0;
if (rc == -1) {
return(false);
} else {
return(true);
}
} /* end of Client_Remote_Connect */
/*************************** end of netdlg.cpp *****************************/
#endif //#ifndef WOLAPI_INTEGRATION
#endif