CnC_Remastered_Collection/REDALERT/WOL_CGAM.CPP

387 lines
12 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
#ifdef WOLAPI_INTEGRATION // Implies FIXIT_CSII.
// Wol_CGam.cpp - Create game dialog.
// ajw 09/9/98
#include "function.h"
#ifndef FIXIT_CSII
#error FIXIT_CSII must be defined.
#endif
#include "IconList.h"
#include "WolapiOb.h"
#include "WolStrng.h"
#include "SEditDlg.h"
#include "BigCheck.h"
//extern char* LoadShpFile( const char* szShpFile );
void SetPlayerCountList( IconListClass& PlayerCountList, int iPlayerMax, char* pShpBoxCheck, char* pShpBoxEmpty );
//***********************************************************************************************
CREATEGAMEINFO WOL_CreateGame_Dialog( WolapiObject* pWO )
{
CREATEGAMEINFO cgiReturn;
cgiReturn.bCreateGame = false;
cgiReturn.iPlayerMax = 2;
cgiReturn.bTournament = false;
cgiReturn.bPrivate = false;
cgiReturn.GameKind = CREATEGAMEINFO::RAGAME;
*cgiReturn.szPassword = 0;
bool bEscapeDown = false;
bool bReturnDown = false;
/*
** Dialog & button dimensions
*/
int d_dialog_w = 150 * RESFACTOR; // dialog width
int d_dialog_h = 135 * RESFACTOR; // dialog height
int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2);
int d_dialog_y = (((200 * RESFACTOR) - d_dialog_h) / 2);
int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // coord of x-center
int d_txt8_h = 11 * RESFACTOR; // ht of 8-pt text
int d_margin = 7 * RESFACTOR; // margin width/height
int x_margin = 16 * RESFACTOR; // margin width/height
int top_margin = 0;
int d_gaugeplayers_w = 70 * RESFACTOR;
int d_gaugeplayers_h = 9 * RESFACTOR;
int d_gaugeplayers_x = d_dialog_cx - d_gaugeplayers_w / 2;
int d_gaugeplayers_y = d_dialog_y + d_margin + 42;
int d_checktourn_w = 75 * RESFACTOR;
int d_checktourn_h = 9 * RESFACTOR;
int d_checktourn_x = d_dialog_cx - d_checktourn_w / 2;
int d_checktourn_y = d_gaugeplayers_y + d_gaugeplayers_h + 10;
int d_checkpriv_w = d_checktourn_w;
int d_checkpriv_h = 9 * RESFACTOR;
int d_checkpriv_x = d_checktourn_x;
int d_checkpriv_y = d_checktourn_y + d_checktourn_h + 10;
int d_checkra_w = d_checktourn_w;
int d_checkra_h = 9 * RESFACTOR;
int d_checkra_x = d_checktourn_x;
int d_checkra_y = d_checkpriv_y + d_checkpriv_h + 20;
int d_checkcs_w = d_checktourn_w;
int d_checkcs_h = 9 * RESFACTOR;
int d_checkcs_x = d_checktourn_x;
int d_checkcs_y = d_checkra_y + d_checkra_h + 5;
int d_checkam_w = d_checktourn_w;
int d_checkam_h = 9 * RESFACTOR;
int d_checkam_x = d_checktourn_x;
int d_checkam_y = d_checkcs_y + d_checkcs_h + 5;
#if (GERMAN | FRENCH)
int d_ok_w = 30 * RESFACTOR;
#else
int d_ok_w = 30 * RESFACTOR;
#endif
int d_ok_h = 13 * RESFACTOR;
int d_ok_x = d_dialog_x + ( d_dialog_w / 3 ) - ( d_ok_w / 2 );
int d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - d_margin;
int d_cancel_w = 40 * RESFACTOR;
int d_cancel_h = 9 * RESFACTOR;
int d_cancel_x = d_dialog_x + ( ( d_dialog_w * 2 ) / 3 ) - ( d_cancel_w / 2 );
int d_cancel_y = d_ok_y;
/*
** Button enumerations
*/
enum {
BUTTON_OK = 100,
BUTTON_CANCEL,
GAUGE_PLAYERCOUNT,
CHECK_TOURNAMENT,
CHECK_PRIVACY,
CHECK_RA,
CHECK_CS,
CHECK_AM,
};
/*
** Buttons
*/
ControlClass* commands = NULL; // the button list
TextButtonClass OkBtn( BUTTON_OK, TXT_OK, TPF_BUTTON, d_ok_x, d_ok_y, d_ok_w );
TextButtonClass CancelBtn( BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w );
StaticButtonClass PlayerCountStatic( 0, " ", TPF_TEXT, d_gaugeplayers_x, d_gaugeplayers_y - 16 );
GaugeClass PlayerCountGauge( GAUGE_PLAYERCOUNT, d_gaugeplayers_x, d_gaugeplayers_y, d_gaugeplayers_w, d_gaugeplayers_h );
if( pWO->bEgg8Player )
PlayerCountGauge.Set_Maximum( 6 );
else
PlayerCountGauge.Set_Maximum( 2 );
PlayerCountGauge.Set_Value( cgiReturn.iPlayerMax - 2 );
BigCheckBoxClass TournamentCheck( CHECK_TOURNAMENT, d_checktourn_x, d_checktourn_y, d_checktourn_w, d_checktourn_h,
TXT_WOL_CG_TOURNAMENT, TPF_6PT_GRAD | TPF_NOSHADOW, cgiReturn.bTournament );
BigCheckBoxClass PrivacyCheck( CHECK_PRIVACY, d_checkpriv_x, d_checkpriv_y, d_checkpriv_w, d_checkpriv_h,
TXT_WOL_CG_PRIVACY, TPF_6PT_GRAD | TPF_NOSHADOW, cgiReturn.bPrivate );
BigCheckBoxClass RA_Check( CHECK_RA, d_checkra_x, d_checkra_y, d_checkra_w, d_checkra_h,
TXT_WOL_CG_RAGAME, TPF_6PT_GRAD | TPF_NOSHADOW, cgiReturn.GameKind == CREATEGAMEINFO::RAGAME );
BigCheckBoxClass CS_Check( CHECK_CS, d_checkcs_x, d_checkcs_y, d_checkcs_w, d_checkcs_h,
TXT_WOL_CG_CSGAME, TPF_6PT_GRAD | TPF_NOSHADOW, cgiReturn.GameKind == CREATEGAMEINFO::CSGAME );
BigCheckBoxClass AM_Check( CHECK_AM, d_checkam_x, d_checkam_y, d_checkam_w, d_checkam_h,
TXT_WOL_CG_AMGAME, TPF_6PT_GRAD | TPF_NOSHADOW, cgiReturn.GameKind == CREATEGAMEINFO::AMGAME );
if( !Is_Counterstrike_Installed() )
CS_Check.Disable();
if( !Is_Aftermath_Installed() )
AM_Check.Disable();
/*
** Initialize.
*/
Set_Logic_Page(SeenBuff);
/*
** Create the button list.
*/
commands = &OkBtn;
CancelBtn.Add_Tail(*commands);
PlayerCountStatic.Add_Tail(*commands);
PlayerCountGauge.Add_Tail(*commands);
TournamentCheck.Add_Tail(*commands);
PrivacyCheck.Add_Tail(*commands);
RA_Check.Add_Tail(*commands);
CS_Check.Add_Tail(*commands);
AM_Check.Add_Tail(*commands);
char szPlayerCount[ 100 ];
sprintf( szPlayerCount, TXT_WOL_CG_PLAYERS, cgiReturn.iPlayerMax );
PlayerCountStatic.Set_Text( szPlayerCount );
/*
** Main Processing Loop.
*/
Keyboard->Clear();
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback.
*/
Call_Back();
#ifdef WIN32
/*
** If we have just received input focus again after running in the background then
** we need to redraw.
*/
if (AllSurfaces.SurfacesRestored) {
AllSurfaces.SurfacesRestored=FALSE;
display = true;
}
#endif
/*
** Refresh display if needed.
*/
if (display) {
/*
** Display the dialog box.
*/
Hide_Mouse();
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
Draw_Caption( TXT_WOL_CG_TITLE, d_dialog_x, d_dialog_y, d_dialog_w );
// Fancy_Text_Print( TXT_WOL_CG_PLAYERS, d_gaugeplayers_x - 2*RESFACTOR, d_gaugeplayers_y,
// GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT | TPF_RIGHT );
commands->Flag_List_To_Redraw();
Show_Mouse();
display = false;
}
// Force mouse visible, as some beta testers report unexplicable disappearing cursors.
while( Get_Mouse_State() )
Show_Mouse();
// Be nice to other apps.
Sleep( 50 );
/*
** Get user input.
*/
KeyNumType input = commands->Input();
// My hack for triggering escape and return on key up instead of down...
// The problem that was occurring was that the calling dialog would act on the key up,
// though this dialog handled the key down. ajw
if( ( ::GetAsyncKeyState( VK_ESCAPE ) & 0x8000 ) )
{
bEscapeDown = true;
}
else if( bEscapeDown )
{
input = (KeyNumType)( BUTTON_CANCEL | KN_BUTTON );
bEscapeDown = false;
}
if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
{
bReturnDown = true;
}
else if( bReturnDown )
{
input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
bReturnDown = false;
}
/*
** Process input.
*/
switch( input )
{
case ( BUTTON_OK | KN_BUTTON ):
cgiReturn.bCreateGame = true;
process = false;
break;
case ( BUTTON_CANCEL | KN_BUTTON ):
process = false;
break;
case ( GAUGE_PLAYERCOUNT | KN_BUTTON ):
if( PlayerCountGauge.Get_Value() != 0 && cgiReturn.bTournament )
{
WWMessageBox().Process( TXT_WOL_TOURNAMENTPLAYERLIMIT );
PlayerCountGauge.Set_Value( 0 );
display = true;
}
cgiReturn.iPlayerMax = PlayerCountGauge.Get_Value() + 2;
sprintf( szPlayerCount, TXT_WOL_CG_PLAYERS, cgiReturn.iPlayerMax );
PlayerCountStatic.Set_Text( szPlayerCount );
PlayerCountStatic.Draw_Me();
break;
case ( CHECK_TOURNAMENT | KN_BUTTON ):
cgiReturn.bTournament = TournamentCheck.IsOn;
if( cgiReturn.bTournament )
{
PlayerCountGauge.Set_Value( 0 );
// PlayerCountGauge.Disable();
cgiReturn.iPlayerMax = 2;
sprintf( szPlayerCount, TXT_WOL_CG_PLAYERS, cgiReturn.iPlayerMax );
PlayerCountStatic.Set_Text( szPlayerCount );
PlayerCountStatic.Draw_Me();
}
// else
// PlayerCountGauge.Enable();
break;
case ( CHECK_PRIVACY | KN_BUTTON ):
cgiReturn.bPrivate = PrivacyCheck.IsOn;
break;
case ( CHECK_RA | KN_BUTTON ):
if( RA_Check.IsOn )
{
// Box was checked.
CS_Check.Turn_Off();
AM_Check.Turn_Off();
cgiReturn.GameKind = CREATEGAMEINFO::RAGAME;
}
else
// Box was unchecked. Has no effect.
RA_Check.Turn_On();
break;
case ( CHECK_CS | KN_BUTTON ):
if( CS_Check.IsOn )
{
// Box was checked.
RA_Check.Turn_Off();
AM_Check.Turn_Off();
cgiReturn.GameKind = CREATEGAMEINFO::CSGAME;
}
else
// Box was unchecked. Has no effect.
CS_Check.Turn_On();
break;
case ( CHECK_AM | KN_BUTTON ):
if( AM_Check.IsOn )
{
// Box was checked.
RA_Check.Turn_Off();
CS_Check.Turn_Off();
cgiReturn.GameKind = CREATEGAMEINFO::AMGAME;
}
else
// Box was unchecked. Has no effect.
AM_Check.Turn_On();
break;
default:
break;
}
}
if( cgiReturn.bCreateGame && cgiReturn.bPrivate )
{
// Get a password for the channel.
Fancy_Text_Print( TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_TEXT ); // Required before String_Pixel_Width() call, for god's sake.
SimpleEditDlgClass* pEditDlg = new SimpleEditDlgClass( 300, TXT_WOL_CREATEPRIVGAMETITLE,
TXT_WOL_PASSPROMPT, WOL_CHANKEY_LEN_MAX );
pWO->bPump_In_Call_Back = true;
if( strcmp( pEditDlg->Show(), Text_String( TXT_OK ) ) == 0 && *pEditDlg->szEdit )
strcpy( cgiReturn.szPassword, pEditDlg->szEdit );
else
cgiReturn.bCreateGame = false; // Cancel creation.
pWO->bPump_In_Call_Back = false;
}
return cgiReturn;
}
//***********************************************************************************************
void SetPlayerCountList( IconListClass& PlayerCountList, int iPlayerMax, char* pShpBoxCheck, char* pShpBoxEmpty )
{
// Checks appropriate list item based on iPlayerMax.
switch( iPlayerMax )
{
case 2:
PlayerCountList.Set_Icon( 0, 0, (void*)pShpBoxCheck, ICON_SHAPE );
PlayerCountList.Set_Icon( 1, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
PlayerCountList.Set_Icon( 2, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
break;
case 3:
PlayerCountList.Set_Icon( 0, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
PlayerCountList.Set_Icon( 1, 0, (void*)pShpBoxCheck, ICON_SHAPE );
PlayerCountList.Set_Icon( 2, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
break;
case 4:
PlayerCountList.Set_Icon( 0, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
PlayerCountList.Set_Icon( 1, 0, (void*)pShpBoxEmpty, ICON_SHAPE );
PlayerCountList.Set_Icon( 2, 0, (void*)pShpBoxCheck, ICON_SHAPE );
break;
}
}
#endif