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

663 lines
18 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
// Wol_Logn.cpp - WW online name/password dialog.
// ajw 07/16/98
#include "function.h"
#include "IconList.h"
#include "WolapiOb.h"
#include "PassEdit.h"
#include "WolStrng.h"
#include "BigCheck.h"
bool ReadSavedNicks( WolapiObject* pWO, IconListClass& NickList, char* szNameBuffer, char* szPassBuffer );
bool bSaveNick( WolapiObject* pWO, const char* szNickToSave, const char* szPassToSave, bool bPassIsMangled );
void DeleteNick( WolapiObject* pWO, int iOneBasedEntryToDelete );
//char* LoadShpFile( const char* szShpFile );
void DebugChatDef( HRESULT hRes );
extern bool bTabKeyPressedHack;
//#include "WolDebug.h"
//***********************************************************************************************
int WOL_Login_Dialog( WolapiObject* pWO )
{
// Return values: 0 = user cancels, 1 = success, -1 = force game exit
if( pWO->bLoggedIn() )
{
pWO->bReturningAfterGame = true; // Set trigger for chat dialog.
return 1; // We are already logged in, and have just come back from a game.
}
/*
** Dialog & button dimensions
*/
#ifdef FRENCH
int d_dialog_w = 160 * RESFACTOR; // dialog width
#else
int d_dialog_w = 150 * RESFACTOR; // dialog width
#endif
int d_dialog_h = 85 * RESFACTOR; // dialog height
int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2);
int d_dialog_y = (((255 * 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_name_w = 66 * RESFACTOR;
int d_name_h = 10 * RESFACTOR;
#ifdef FRENCH
int d_name_x = d_dialog_x + 25 * RESFACTOR;
#else
int d_name_x = d_dialog_x + 20 * RESFACTOR;
#endif
int d_name_y = d_dialog_y + top_margin + 25 * RESFACTOR;
int d_pass_w = 36 * RESFACTOR;
int d_pass_h = d_name_h;
int d_pass_x = d_name_x + d_name_w + 6 * RESFACTOR;
int d_pass_y = d_name_y;
int d_list_w = d_name_w;
int d_list_h = 20 * RESFACTOR;
int d_list_x = d_name_x;
int d_list_y = d_dialog_y + top_margin + 40 * RESFACTOR;
// int d_save_w = d_pass_w;
int d_save_h = 9 * RESFACTOR;
int d_save_x = d_pass_x + ( d_pass_w / 2 ) - ( d_pass_w / 2 );
int d_save_y = d_list_y; // + ( d_list_h / 2 ) - ( d_save_h / 2 );
int d_delete_w = d_pass_w;
int d_delete_h = 10 * RESFACTOR;
int d_delete_x = d_save_x;
int d_delete_y = d_list_y + d_list_h - d_delete_h;
#ifdef FRENCH
int d_connect_w = 45 * RESFACTOR;
#else
int d_connect_w = 40 * RESFACTOR;
#endif
int d_connect_h = 13 * RESFACTOR;
int d_connect_x = d_name_x + d_name_w/2 - d_connect_w/2;
int d_connect_y = d_dialog_y + top_margin + 65 * RESFACTOR; //d_dialog_y + d_dialog_h - d_connect_h - d_margin;
#if defined(GERMAN) || defined(FRENCH)
int d_cancel_w = 40 * RESFACTOR;//BG:40
#else
int d_cancel_w = 40 * RESFACTOR;
#endif
int d_cancel_h = 13 * RESFACTOR;
int d_cancel_x = d_pass_x + d_pass_w/2 - d_cancel_w/2; //d_dialog_cx + d_margin;
int d_cancel_y = d_connect_y;
/*
** Button enumerations
*/
enum {
BUTTON_CONNECT = 100,
BUTTON_CANCEL,
LISTBOX_NICKS,
EDITBOX_NAME,
EDITBOX_PASS,
BUTTON_SAVECHECK,
BUTTON_DELETE,
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*
** Dialog variables
*/
int iReturn = 1; // 0 = user cancels, 1 = success, -1 = force game exit
/*
** Other Variables
*/
char szNameBuffer[ WOL_NAME_LEN_MAX ] = {0}; // User name.
char szPassBuffer[ WOL_PASSWORD_LEN ] = {0}; // User password.
/*
** Buttons
*/
ControlClass* commands = NULL; // the button list
TextButtonClass ConnectBtn( BUTTON_CONNECT, TXT_WOL_CONNECT, TPF_BUTTON, d_connect_x, d_connect_y, d_connect_w );
TextButtonClass CancelBtn( BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w );
IconListClass NickList( LISTBOX_NICKS, d_list_x, d_list_y, d_list_w, d_list_h, TPF_6PT_GRAD | TPF_NOSHADOW,
MFCD::Retrieve("BTN-UP.SHP"), MFCD::Retrieve("BTN-DN.SHP"), true, 1, 0 );
WOLEditClass NameEdit( EDITBOX_NAME, szNameBuffer, sizeof(szNameBuffer), TPF_6PT_GRAD|TPF_NOSHADOW,
d_name_x, d_name_y, d_name_w, -1, EditClass::ALPHANUMERIC );
PassEditClass PassEdit( EDITBOX_PASS, szPassBuffer, sizeof(szPassBuffer), TPF_6PT_GRAD|TPF_NOSHADOW,
d_pass_x, d_pass_y, d_pass_w, -1, EditClass::ALPHANUMERIC );
// Just making sure globals are set right before String_Pixel_Width() call... sigh
Fancy_Text_Print( TXT_NONE, 0, 0, GadgetClass::Get_Color_Scheme(), TBLACK, TPF_6PT_GRAD | TPF_NOSHADOW );
int iSaveTextWidth = String_Pixel_Width( TXT_WOL_SAVELOGIN ) + BIGCHECK_OFFSETX;
BigCheckBoxClass SaveCheckBox( BUTTON_SAVECHECK, d_save_x, d_save_y, iSaveTextWidth, d_save_h,
TXT_WOL_SAVELOGIN, TPF_6PT_GRAD | TPF_NOSHADOW, true );
TextButtonClass DeleteBtn( BUTTON_DELETE, TXT_DELETE_BUTTON, TPF_BUTTON, d_delete_x, d_delete_y, d_delete_w );
/*
** Initialize.
*/
Set_Logic_Page(SeenBuff);
// Get saved nickname/passwords from the registry.
if( ReadSavedNicks( pWO, NickList, szNameBuffer, szPassBuffer ) )
{
PassEdit.bClearOnNextSetFocus = true;
}
else
{
// Offer user the chance to go to web site now to get a nick.
if( pWO->DoWebRegistration() )
{
// User chose to go to web page. Leave function so that we'll re-read nicks when they return.
return 0;
}
}
/*
** Create the button list.
*/
commands = &ConnectBtn;
CancelBtn.Add_Tail(*commands);
NickList.Add_Tail(*commands);
NameEdit.Add_Tail(*commands);
PassEdit.Add_Tail(*commands);
SaveCheckBox.Add_Tail(*commands);
DeleteBtn.Add_Tail(*commands);
NameEdit.Set_Focus();
if( NickList.Count() == 0 )
DeleteBtn.Disable();
/*
** Main Processing Loop.
*/
Keyboard->Clear();
bool firsttime = true;
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) {
//------------------------------------------------------------------------
// Clear screen
//------------------------------------------------------------------------
Hide_Mouse();
Load_Title_Page(true);
// Show_Mouse();
/*
** Display the dialog box.
*/
// Hide_Mouse();
if (display) {
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
Draw_Caption(TXT_WOL_LOGINDIALOG, d_dialog_x, d_dialog_y, d_dialog_w);
}
/*
** Redraw the buttons.
*/
if (display) {
Fancy_Text_Print( TXT_WOL_NAME, d_name_x + ( d_name_w / 2 ), d_name_y - 14,
GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT | TPF_CENTER );
Fancy_Text_Print( TXT_WOL_PASSWORD, d_pass_x + ( d_pass_w / 2 ), d_pass_y - 14,
GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT | TPF_CENTER );
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.
*/
bTabKeyPressedHack = false;
KeyNumType input = commands->Input();
/*
** The first time through the processing loop, set the edit
** gadget to have the focus. The
** focus must be set here since the gadget list has changed
** and this change will cause any previous focus setting to be
** cleared by the input processing routine.
*/
if (firsttime ) {
firsttime = false;
NameEdit.Set_Focus();
NameEdit.Flag_To_Redraw();
}
// /*
// ** If the <RETURN> key was pressed, then default to the appropriate
// ** action button according to the style of this dialog box.
// */
/* if (input == KN_RETURN || input == (BUTTON_CONNECT|KN_BUTTON)) {
ToggleClass * toggle = NULL;
input = (KeyNumType)(BUTTON_CONNECT|KN_BUTTON);
CancelBtn.Turn_Off();
toggle = (ToggleClass*)commands->Extract_Gadget(BUTTON_CONNECT);
if (toggle != NULL) {
toggle->Turn_On();
toggle->IsPressed = true;
}
Hide_Mouse();
commands->Draw_All(true);
Show_Mouse();
}
*/
/*
** Process input.
*/
// if( input )
// debugprint( "input: %i\n", input );
if( bTabKeyPressedHack )
{
if( NameEdit.Has_Focus() )
PassEdit.Set_Focus();
else
NameEdit.Set_Focus();
NameEdit.Flag_To_Redraw();
PassEdit.Flag_To_Redraw();
}
switch( input )
{
/*
** ESC/Cancel: break
*/
case ( KN_ESC ):
case ( BUTTON_CANCEL | KN_BUTTON ):
iReturn = 0;
process = false;
break;
case KN_RETURN:
case ( EDITBOX_NAME | KN_BUTTON ):
case ( EDITBOX_PASS | KN_BUTTON ):
case ( BUTTON_CONNECT | KN_BUTTON ):
{
if( !strlen( szNameBuffer ) )
{
WWMessageBox().Process( TXT_WOL_MISSINGNAME );
firsttime = true; // Bloody hack.
NameEdit.Set_Focus();
Keyboard->Clear();
display = true;
break;
}
if( !strlen( szPassBuffer ) )
{
WWMessageBox().Process( TXT_WOL_MISSINGPASSWORD );
firsttime = true; // Bloody hack.
PassEdit.Set_Focus();
Keyboard->Clear();
display = true;
break;
}
// If we have not done RequestServerList() yet, do it now.
if( !pWO->pChatSink->pServer )
{
bool bBreak = false;
HRESULT hRes = pWO->GetChatServer();
switch( hRes )
{
case E_FAIL:
bBreak = true;
WWMessageBox().Process( TXT_WOL_CANTCONNECT );
firsttime = true; // Bloody hack.
NameEdit.Set_Focus();
Keyboard->Clear();
display = true;
break;
case USERCANCELLED:
bBreak = true;
WWMessageBox().Process( TXT_WOL_LOGINCANCEL );
firsttime = true; // Bloody hack.
NameEdit.Set_Focus();
Keyboard->Clear();
display = true;
break;
case PATCHAVOIDED:
bBreak = true;
firsttime = true; // Bloody hack.
NameEdit.Set_Focus();
Keyboard->Clear();
display = true;
break;
case PATCHDOWNLOADED:
bBreak = true;
process = false;
iReturn = -1;
break;
}
if( bBreak )
break;
}
// RequestConnection()...
HRESULT hRes = pWO->AttemptLogin( szNameBuffer, szPassBuffer, PassEdit.bClearOnNextSetFocus );
if( hRes == S_OK )
{
if( SaveCheckBox.IsOn && !bSaveNick( pWO, szNameBuffer, szPassBuffer, PassEdit.bClearOnNextSetFocus ) )
{
// Nick/pass save failed.
WWMessageBox().Process( TXT_WOL_CANTSAVENICK );
}
process = false;
}
else
{
switch( hRes )
{
case USERCANCELLED:
WWMessageBox().Process( TXT_WOL_LOGINCANCEL );
break;
case CHAT_E_TIMEOUT:
WWMessageBox().Process( TXT_WOL_TIMEOUT );
break;
case CHAT_E_BADPASS:
WWMessageBox().Process( TXT_WOL_BADPASS );
break;
case CHAT_E_NICKINUSE:
WWMessageBox().Process( TXT_WOL_NICKINUSE );
break;
case CHAT_E_CON_ERROR:
// This error value I pass back myself, when the emergency timeout is hit.
WWMessageBox().Process( TXT_WOL_TIMEOUT );
break;
}
firsttime = true; // Bloody hack.
NameEdit.Set_Focus();
Keyboard->Clear();
display = true;
}
break;
}
/*
case( EDITBOX_PASS | KN_BUTTON ):
{
// Message with delay so that user has time to read it...
CDTimerClass<SystemTimerClass> timer;
timer = TICKS_PER_SECOND*4;
WWMessageBox().Process(TXT_WOL_DEBUG2, TXT_NONE);
while (timer > 0) {
Call_Back();
}
Keyboard->Clear();
display = true;
break;
}
*/
case ( LISTBOX_NICKS | KN_BUTTON ):
strcpy( szNameBuffer, NickList.Get_Item( NickList.Current_Index() ) );
strcpy( szPassBuffer, NickList.Get_Item_ExtraDataString( NickList.Current_Index() ) );
NameEdit.Flag_To_Redraw();
PassEdit.Flag_To_Redraw();
// Because the password is mangled, if the user begins to edit it now, we clear it.
// Otherwise we could get a half-mangled, half-unmangled password field.
// PassEdit.bClearOnNextSetFocus also acts as a flag telling us whether or not the
// password field is mangled or not.
PassEdit.bClearOnNextSetFocus = true;
// display = true;
break;
case ( BUTTON_SAVECHECK | KN_BUTTON ):
break;
case ( BUTTON_DELETE | KN_BUTTON ):
if( NickList.Count() > 0 )
{
DeleteNick( pWO, NickList.Current_Index() + 1 );
NickList.Remove_Item( NickList.Current_Index() );
NickList.Flag_To_Redraw();
if( NickList.Count() == 0 )
{
DeleteBtn.Disable();
DeleteBtn.Flag_To_Redraw();
}
}
break;
default:
break;
}
}
return iReturn;
}
//***********************************************************************************************
bool ReadSavedNicks( WolapiObject* pWO, IconListClass& NickList, char* szNameBuffer, char* szPassBuffer )
{
// Read saved nickname/passwords from the registry.
// Set up the list of nick/passwords.
// Copy the first nick into the nick/password edits.
// Returns true if edits are set with a default nick/pass because a nick was found.
LPCSTR szNick;
LPCSTR szPass;
bool bReturn = false;
for( int i = 1; i != 3; i++ )
{
if( pWO->pChat->GetNick( i, &szNick, &szPass ) == S_OK )
{
if( *szNick )
{
NickList.Add_Item( szNick, NULL, NULL, ICON_SHAPE, szPass );
if( i == 1 )
{
strcpy( szNameBuffer, szNick );
strcpy( szPassBuffer, szPass );
bReturn = true;
}
}
}
}
return bReturn;
}
//***********************************************************************************************
bool bSaveNick( WolapiObject* pWO, const char* szNickToSave, const char* szPassToSave, bool bPassIsMangled )
{
// Saves specified nick and password in the registry, using SetNick.
// Returns false if nick can't be saved.
// If slot 1 empty, use slot 1.
// Else push nick 1 down to second slot and save new nick in slot 1, unless
// nick 1 name matches new entry.
LPCSTR szNick;
LPCSTR szPass;
bool bPushSlot1 = true;
switch( pWO->pChat->GetNick( 1, &szNick, &szPass ) )
{
case E_FAIL:
// Assume that this is because there is no registry entry. We can use this slot.
bPushSlot1 = false;
break;
case S_OK:
if( *szNick == 0 )
bPushSlot1 = false; // We can use this blank slot.
else
if( strcmp( szNick, szNickToSave ) == 0 )
bPushSlot1 = false; // We can use this slot as the name is the same.
break;
}
if( bPushSlot1 )
{
// Move nick in slot 1 to slot 2.
pWO->pChat->SetNick( 2, szNick, szPass, false ); // (Already mangled.)
}
// Save new nick in slot 1.
return ( pWO->pChat->SetNick( 1, szNickToSave, szPassToSave, !bPassIsMangled ) == S_OK );
/*
int iSlot;
bool bStop = false;
for( iSlot = 1; iSlot != 3; iSlot++ )
{
switch( pWO->pChat->GetNick( iSlot, &szNick, &szPass ) )
{
case E_FAIL:
// Assume that this is because there is no registry entry. We can use this slot.
bStop = true;
break;
case S_OK:
if( *szNick == 0 )
bStop = true; // We can use this blank slot.
else
if( strcmp( szNick, szNickToSave ) == 0 )
bStop = true; // We can use this slot as the name is the same.
break;
}
if( bStop )
break;
}
if( iSlot == 3 )
{
// No open slots were found.
// Get nick 1.
pWO->pChat->GetNick( 1, &szNick, &szPass );
// Save as nick 2.
pWO->pChat->SetNick( 2, szNick, szPass, false ); // (Already mangled.)
// Save new nick 1.
return ( pWO->pChat->SetNick( 1, szNickToSave, szPassToSave, !bPassIsMangled ) == S_OK );
}
else
{
// iSlot points to an open slot.
return ( pWO->pChat->SetNick( iSlot, szNickToSave, szPassToSave, !bPassIsMangled ) == S_OK );
}
*/
}
//***********************************************************************************************
void DeleteNick( WolapiObject* pWO, int iOneBasedEntryToDelete )
{
// Delete a nick from the registry via wolapi SetNick.
// If nick to delete is in position one, and there is a second nick, move the second nick into position one.
if( iOneBasedEntryToDelete == 1 )
{
// Check for nick 2.
LPCSTR szNick;
LPCSTR szPass;
if( pWO->pChat->GetNick( 2, &szNick, &szPass ) == S_OK && *szNick != 0 )
{
// Copy nick in slot 2 to slot 1.
pWO->pChat->SetNick( 1, szNick, szPass, false ); // (Already mangled.)
// Delete slot 2.
HRESULT hRes = pWO->pChat->SetNick( 2, "", "", false );
DebugChatDef( hRes );
}
else
{
// No second nick.
HRESULT hRes = pWO->pChat->SetNick( 1, "", "", false );
DebugChatDef( hRes );
}
}
else
{
HRESULT hRes = pWO->pChat->SetNick( 2, "", "", false );
DebugChatDef( hRes );
}
}
/*
//***********************************************************************************************
char* LoadShpFile( const char* szShpFile )
{
// Returns pointer to shp data that has been new'ed (and must be delete[]d), or NULL if failure.
// ajw: No longer needed - I used this before putting new resources into a mix file.
HANDLE hFile;
hFile = CreateFile( szShpFile, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL );
if( hFile == INVALID_HANDLE_VALUE )
return NULL;
DWORD dwFileSize = GetFileSize( hFile, NULL );
char* pShp = new char[ dwFileSize ];
DWORD dwBytesRead;
ReadFile( hFile, pShp, dwFileSize, &dwBytesRead, NULL );
// debugprint( "~~ LoadShpFile() - Read %i bytes out of %i from shp file.\n", dwBytesRead, dwFileSize );
CloseHandle( hFile );
return pShp;
}
*/
#endif