CnC_Remastered_Collection/REDALERT/DLLInterface.cpp
PG-SteveT 1f6350fe6e August 12th Hotfix
Includes fix for infinite loop in FootClass::Detach
2020-08-12 11:32:36 -07:00

8732 lines
248 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
/*
** DLLInterfac.cpp
**
** This is where we implement the API expected by the Instance Server.
**
** The Instance Server will pass in requests for loading and starting maps, control input from players,
** and requests for game simulation and rendering states.
**
**
*/
// Exception handling isn't enabled
#pragma warning (disable : 4530) //warning C4530: C++ exception handler used, but unwind semantics are not enabled.
#include <string>
#include <vector>
#include <set>
#include "function.h"
#include "externs.h"
#include "DLLInterface.h"
#include "Gadget.h"
#include "defines.h" // VOC_COUNT, VOX_COUNT
#include "SidebarGlyphx.h"
#include <chrono>
/*
** Externs
*/
extern int DLL_Startup(const char * command_line);
extern void Reallocate_Big_Shape_Buffer(void);
extern bool ProgEndCalled;
extern int Write_PCX_File(char* name, GraphicViewPortClass& pic, unsigned char* palette );
extern void Color_Cycle(void);
bool Debug_Write_Shape_Type(const ObjectTypeClass *type, int shapenum);
bool Debug_Write_Shape(const char *file_name, void const * shapefile, int shapenum, int flags = 0, void const * ghostdata = NULL);
typedef void (__cdecl* CNC_Event_Callback_Type)(const EventCallbackStruct &event);
typedef unsigned __int64 uint64;
typedef __int64 int64;
/*
** Audio defines
**
**
**
**
**
*/
// For compatibility with Watcom in audio enums
#pragma warning (disable : 4091)
// From RedAlert\Audio.cpp
enum ContextType;
extern struct SoundEffectNameStruct {
char const *Name; // Digitized voice file name.
int Priority; // Playback priority of this sample.
ContextType Where; // In what game context does this sample exist.
} SoundEffectName[VOC_COUNT];
// From RedAlert\Audio.cpp
extern char const* Speech[VOX_COUNT];
// From RedAlert\Audio.cpp
typedef enum {
IN_NOVAR, // No variation or alterations allowed.
IN_VAR // Infantry variance response modification.
};
/*
** Misc defines
**
**
**
**
**
*/
#define GAME_TO_PLAY Session.Type
#define MULTIPLAYER_COUNT Session.Players.Count()
#define KEYBOARD Keyboard
#define RANDOM_START_POSITION 0x7f
#define KILL_PLAYER_ON_DISCONNECT 1
/*
** DLL Interface
**
**
**
**
**
*/
extern "C" __declspec(dllexport) unsigned int __cdecl CNC_Version(unsigned int version_in);
extern "C" __declspec(dllexport) void __cdecl CNC_Init(const char *command_line, CNC_Event_Callback_Type event_callback);
extern "C" __declspec(dllexport) void __cdecl CNC_Config(const CNCRulesDataStruct& rules);
extern "C" __declspec(dllexport) void __cdecl CNC_Add_Mod_Path(const char *mod_path);
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Visible_Page(unsigned char *buffer_in, unsigned int &width, unsigned int &height);
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Palette(unsigned char(&palette_in)[256][3]);
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Instance(int scenario_index, int build_level, const char *faction, const char *game_type, const char *content_directory, int sabotaged_structure, const char *override_map_name);
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Instance_Variation(int scenario_index, int scenario_variation, int scenario_direction, int build_level, const char *faction, const char *game_type, const char *content_directory, int sabotaged_structure, const char *override_map_name);
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Custom_Instance(const char* content_directory, const char* directory_path, const char* scenario_name, int build_level, bool multiplayer);
extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player_id);
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Game_State(GameStateRequestEnum state_type, uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
extern "C" __declspec(dllexport) bool __cdecl CNC_Read_INI(int scenario_index, int scenario_variation, int scenario_direction, const char *content_directory, const char *override_map_name, char *ini_buffer, int _ini_buffer_size);
extern "C" __declspec(dllexport) void __cdecl CNC_Set_Home_Cell(int x, int y, uint64 player_id);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Game_Request(GameRequestEnum request_type);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Game_Settings_Request(int health_bar_display_mode, int resource_bar_display_mode);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Input(InputRequestEnum mouse_event, unsigned char special_key_flags, uint64 player_id, int x1, int y1, int x2, int y2);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Structure_Request(StructureRequestEnum request_type, uint64 player_id, int object_id);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Unit_Request(UnitRequestEnum request_type, uint64 player_id);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Sidebar_Request(SidebarRequestEnum request_type, uint64 player_id, int buildable_type, int buildable_id, short cell_x, short cell_y);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_SuperWeapon_Request(SuperWeaponRequestEnum request_type, uint64 player_id, int buildable_type, int buildable_id, int x1, int y1);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_ControlGroup_Request(ControlGroupRequestEnum request_type, uint64 player_id, unsigned char control_group_index);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Debug_Request(DebugRequestEnum debug_request_type, uint64 player_id, const char *object_name, int x, int y, bool unshroud, bool enemy);
extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scenario_index, CNCMultiplayerOptionsStruct &game_options, int num_players, CNCPlayerInfoStruct *player_list, int max_players);
extern "C" __declspec(dllexport) bool __cdecl CNC_Clear_Object_Selection(uint64 player_id);
extern "C" __declspec(dllexport) bool __cdecl CNC_Select_Object(uint64 player_id, int object_type_id, int object_to_select_id);
extern "C" __declspec(dllexport) bool __cdecl CNC_Save_Load(bool save, const char *file_path_and_name, const char *game_type);
extern "C" __declspec(dllexport) void __cdecl CNC_Set_Difficulty(int difficulty);
extern "C" __declspec(dllexport) void __cdecl CNC_Restore_Carryover_Objects(const CarryoverObjectStruct* objects);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Player_Switch_To_AI(uint64 player_id);
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Human_Team_Wins(uint64 player_id);
extern "C" __declspec(dllexport) void __cdecl CNC_Start_Mission_Timer(int time);
/*
** Class to implement the interface, and contain additional game state required by the conversion from peer/peer to client/server
**
**
**
**
**
*/
class DLLExportClass {
public:
static void Init(void);
static void Shutdown(void);
static void Config(const CNCRulesDataStruct& rules);
static void Add_Mod_Path(const char *mod_path);
static void Set_Home_Cell(int x, int y, uint64 player_id);
static void Set_Content_Directory(const char *dir);
static bool Get_Layer_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static bool Get_Sidebar_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static bool Start_Construction(uint64 player_id, int buildable_type, int buildable_id);
static bool Hold_Construction(uint64 player_id, int buildable_type, int buildable_id);
static bool Cancel_Construction(uint64 player_id, int buildable_type, int buildable_id);
static bool Start_Placement(uint64 player_id, int buildable_type, int buildable_id);
static BuildingClass *Get_Pending_Placement_Object(uint64 player_id, int buildable_type, int buildable_id);
static bool Get_Placement_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static void Convert_Type(const ObjectClass *object, CNCObjectStruct &object_out);
static void DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, const ObjectClass *object, DirType rotation, long scale, const char *shape_file_name = NULL, char override_owner = HOUSE_NONE);
static void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip);
static bool Place(uint64 player_id, int buildable_type, int buildable_id, short cell_x, short cell_y);
static bool Cancel_Placement(uint64 player_id, int buildable_type, int buildable_id);
static bool Place_Super_Weapon(uint64 player_id, int buildable_type, int buildable_id, int x, int y);
static bool Create_Control_Group(unsigned char control_group_index);
static bool Add_To_Control_Group(unsigned char control_group_index);
static bool Toggle_Control_Group_Selection(unsigned char control_group_index);
static bool Construction_Action(SidebarRequestEnum construction_action, uint64 player_id, int buildable_type, int buildable_id);
static bool MP_Construction_Action(SidebarRequestEnum construction_action, uint64 player_id, int buildable_type, int buildable_id);
static bool Passes_Proximity_Check(CELL cell_in, BuildingTypeClass *placement_type, unsigned char* placement_distance);
static void Calculate_Start_Positions(void);
static void Computer_Message(bool last_player_taunt);
static void Repair_Mode(uint64 player_id);
static void Repair(uint64 player_id, int object_id);
static void Sell_Mode(uint64 player_id);
static void Sell(uint64 player_id, int object_id);
static void Repair_Sell_Cancel(uint64 player_id);
static void Scatter_Selected(uint64 player_id);
static void Select_Next_Unit(uint64 player_id);
static void Select_Previous_Unit(uint64 player_id);
static void Selected_Guard_Mode(uint64 player_id);
static void Selected_Stop(uint64 player_id);
static void Team_Units_Formation_Toggle_On(uint64 player_id);
static void Units_Queued_Movement_Toggle(uint64 player_id, bool toggle);
static void Cell_Class_Draw_It(CNCDynamicMapStruct *dynamic_map, int &entry_index, CellClass *cell_ptr, int xpixel, int ypixel, bool debug_output);
static bool Get_Dynamic_Map_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static bool Get_Shroud_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static bool Get_Occupier_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static bool Get_Player_Info_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size);
static void Set_Event_Callback(CNC_Event_Callback_Type event_callback) {EventCallback = event_callback;}
static void Debug_Spawn_Unit(const char *object_name, int x, int y, bool enemy = false);
static void Debug_Spawn_All(int x, int y);
static bool Try_Debug_Spawn_Unlimbo(TechnoClass *techno, int &cell_x, int &cell_y);
static void Debug_Kill_Unit(int x, int y);
static void Debug_Heal_Unit(int x, int y);
static void On_Play_Movie(const char * movie_name, ThemeType theme, bool immediate);
static void On_Display_Briefing_Text();
static void On_Sound_Effect(const HouseClass* player_ptr, int sound_effect_index, const char* extension, int variation, COORDINATE coord);
static void On_Speech(const HouseClass* player_ptr, int speech_index);
static void On_Message(const HouseClass* player_ptr, const char* message, float timeout_seconds, EventCallbackMessageEnum message_type, int64 message_id);
static void On_Update_Map_Cell(int cell_x, int cell_y, const char* template_type_name);
static void On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type);
static void On_Ping(const HouseClass* player_ptr, COORDINATE coord);
static void On_Game_Over(uint64 glyphx_player_id, bool player_wins);
static void On_Multiplayer_Game_Over(void);
static void On_Debug_Output(const char *debug_text);
static void On_Achievement(const HouseClass* player_ptr, const char *achievement_type, const char *achievement_reason);
static void On_Center_Camera(const HouseClass* player_ptr, int coord_x, int coord_y);
static void Glyphx_Queue_AI();
static void Store_Carryover_Objects();
static void Force_Human_Team_Wins(uint64 quitting_player_id);
/*
** Player context switching for input/output
*/
static bool Set_Player_Context(uint64 glyphx_player, bool force = false);
static void Reset_Player_Context(void);
static void Adjust_Internal_View(bool force_ignore_view_constraints = false);
static void Logic_Switch_Player_Context(ObjectClass *object);
static void Logic_Switch_Player_Context(HouseClass *house);
static void Refresh_Player_Control_Flags(void);
static __int64 Get_GlyphX_Player_ID(const HouseClass *house);
static void Recalculate_Placement_Distances();
static void Reset_Sidebars(void);
static SidebarGlyphxClass *Get_Current_Context_Sidebar(HouseClass *player_ptr = NULL);
static uint64 GlyphxPlayerIDs[MAX_PLAYERS];
static const void *Get_Shadow_Shapes(void) {return Map.ShadowShapes;}
static const unsigned char *Get_Shadow_Trans(void) {return &Map.ShadowTrans[0];}
static bool Legacy_Render_Enabled(void);
static bool Get_Input_Key_State(KeyNumType key);
static void Set_Special_Key_Flags(unsigned char special_key_flags);
static void Clear_Special_Key_Flags();
static bool Load(Straw &file);
static bool Save(Pipe &file);
static void Code_Pointers(void);
static void Decode_Pointers(void);
static bool Get_Game_Over() { return GameOver; }
private:
static void Calculate_Single_Player_Score(EventCallbackStruct&);
static int RA_Calculate_Leadership( HousesType player_house, int units_lost, int buildings_lost );
static int RA_Calculate_Economy( long available_money, int stolen_buildings_credits, unsigned harvested_credits, long initial_credits );
static int RA_Calculate_Score( int uspoints, int leadership, int economy );
static void Convert_Action_Type(ActionType type, ObjectClass* object, TARGET target, DllActionTypeEnum& dll_type);
static void Convert_Special_Weapon_Type(SpecialWeaponType weapon_type, DllSuperweaponTypeEnum& dll_weapon_type, char* weapon_name);
static void Fill_Sidebar_Entry_From_Special_Weapon(CNCSidebarEntryStruct& sidebar_entry_out, SuperClass*& super_weapon_out, SpecialWeaponType weapon_type);
static void Calculate_Placement_Distances(BuildingTypeClass* placement_type, unsigned char* placement_distance);
static int CurrentDrawCount;
static int TotalObjectCount;
static int SortOrder;
static int ExportLayer;
static CNCObjectListStruct *ObjectList;
static CNC_Event_Callback_Type EventCallback;
static int CurrentLocalPlayerIndex;
static bool GameOver;
static std::set<int64> MessagesSent;
/*
** Pseudo sidebars for players in multiplayer
*/
static SidebarGlyphxClass MultiplayerSidebars[MAX_PLAYERS];
static CELL MultiplayerStartPositions[MAX_PLAYERS];
static BuildingTypeClass *PlacementType[MAX_PLAYERS];
static unsigned char PlacementDistance[MAX_PLAYERS][MAP_CELL_TOTAL];
static unsigned char SpecialKeyFlags[MAX_PLAYERS];
/*
** Mod directories
*/
static DynamicVectorClass<char *> ModSearchPaths;
};
/*
** DLLExportClass static data
**
**
**
**
**
*/
int DLLExportClass::CurrentDrawCount = 0;
int DLLExportClass::TotalObjectCount = 0;
int DLLExportClass::SortOrder = 0;
int DLLExportClass::ExportLayer = 0;
CNCObjectListStruct *DLLExportClass::ObjectList = NULL;
SidebarGlyphxClass DLLExportClass::MultiplayerSidebars [MAX_PLAYERS];
uint64 DLLExportClass::GlyphxPlayerIDs[MAX_PLAYERS] = {0xffffffffl};
int DLLExportClass::CurrentLocalPlayerIndex = -1;
CELL DLLExportClass::MultiplayerStartPositions[MAX_PLAYERS];
BuildingTypeClass *DLLExportClass::PlacementType[MAX_PLAYERS];
unsigned char DLLExportClass::PlacementDistance[MAX_PLAYERS][MAP_CELL_TOTAL];
unsigned char DLLExportClass::SpecialKeyFlags[MAX_PLAYERS] = { 0U };
DynamicVectorClass<char *> DLLExportClass::ModSearchPaths;
std::set<int64> DLLExportClass::MessagesSent;
bool DLLExportClass::GameOver = false;
/*
** Global variables
**
**
**
**
**
*/
int DLLForceMouseX = 0;
int DLLForceMouseY = 0;
CNC_Event_Callback_Type DLLExportClass::EventCallback = NULL;
// Needed to accomodate Glyphx client sidebar. ST - 4/12/2019 5:29PM
int GlyphXClientSidebarWidthInLeptons = 0;
bool MPlayerIsHuman[MAX_PLAYERS];
int MPlayerTeamIDs[MAX_PLAYERS];
int MPlayerStartLocations[MAX_PLAYERS];
bool MPSuperWeaponDisable = false;
bool ShareAllyVisibility = true;
bool UseGlyphXStartLocations = true;
SpecialClass* SpecialBackup = NULL;
int GetRandSeed()
{
using namespace std::chrono;
time_point<system_clock> time_since_epoch = system_clock::now();
auto microseconds_since_epoch = floor<std::chrono::microseconds>(time_since_epoch);
return abs( static_cast<int>(microseconds_since_epoch.time_since_epoch().count()) );
}
void Play_Movie_GlyphX(const char * movie_name, ThemeType theme, bool immediate = false)
{
if ((movie_name[0] == 'x' || movie_name[0] == 'X') && movie_name[1] == 0) {
return;
}
DLLExportClass::On_Play_Movie(movie_name, theme, immediate);
}
void Display_Briefing_Text_GlyphX()
{
DLLExportClass::On_Display_Briefing_Text();
}
void On_Sound_Effect(int sound_index, int variation, COORDINATE coord, int house)
{
// MBL 06.17.2019
int voc = sound_index;
if (voc == VOC_NONE)
{
return;
}
// MBL 06.17.2019 - Borrowed from RedAlert\AUDIO.CPP Sound_Effect()
//
#if 1
/*
** Fetch a pointer to the sound effect data. Modify the sound as appropriate and desired.
*/
char const * ext = ""; // ".AUD";
if (SoundEffectName[voc].Where == IN_VAR) {
/*
** If there is no forced house, then use the current player
** act like house.
*/
if (house == HOUSE_NONE) {
house = PlayerPtr->ActLike;
}
/*
** Change the extension based on the variation and house accent requested.
*/
if (((1 << house) & HOUSEF_ALLIES) != 0) {
/*
** For infantry, use a variation on the response. For vehicles, always
** use the vehicle response table.
*/
if (variation < 0) {
if (ABS(variation) % 2) {
ext = ".V00";
} else {
ext = ".V02";
}
} else {
if (variation % 2) {
ext = ".V01";
} else {
ext = ".V03";
}
}
} else {
if (variation < 0) {
if (ABS(variation) % 2) {
ext = ".R00";
} else {
ext = ".R02";
}
} else {
if (variation % 2) {
ext = ".R01";
} else {
ext = ".R03";
}
}
}
}
#endif
// END MBL
DLLExportClass::On_Sound_Effect(PlayerPtr, sound_index, ext, variation, coord);
#if 0
// MBL 02.26.2019
int voc = sound_index;
if (voc == VOC_NONE)
{
return;
}
// MBL 02.26.2019 - Borrowed from AUDIO.CPP Sound_Effect()
//
char const * ext = ""; // ".AUD";
#ifdef TIBERIAN_DAWN
if (Special.IsJuvenile && SoundEffectName[voc].Where == IN_JUV) {
ext = ".JUV";
} else {
#endif
if (SoundEffectName[voc].Where == IN_VAR) {
/*
** For infantry, use a variation on the response. For vehicles, always
** use the vehicle response table.
*/
if (variation < 0) {
if (ABS(variation) % 2) {
ext = ".V00";
} else {
ext = ".V02";
}
} else {
if (variation % 2) {
ext = ".V01";
} else {
ext = ".V03";
}
}
}
#ifdef TIBERIAN_DAWN
}
#endif
// END MBL
DLLExportClass::On_Sound_Effect(PlayerPtr, sound_index, ext, variation, coord);
#endif
}
// void On_Speech(int speech_index) // MBL 02.06.2020
void On_Speech(int speech_index, HouseClass *house)
{
// DLLExportClass::On_Speech(PlayerPtr, speech_index); // MBL 02.06.2020
if (house == NULL) {
DLLExportClass::On_Speech(PlayerPtr, speech_index);
}
else
{
DLLExportClass::On_Speech(house, speech_index);
}
}
void On_Message(const char* message, float timeout_seconds, int64 id)
{
DLLExportClass::On_Message(PlayerPtr, message, timeout_seconds, MESSAGE_TYPE_DIRECT, id);
}
void On_Update_Map_Cell(int cell_x, int cell_y, const char* template_type_name)
{
DLLExportClass::On_Update_Map_Cell(cell_x, cell_y, template_type_name);
}
void On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type)
{
DLLExportClass::On_Special_Weapon_Targetting(player_ptr, weapon_type);
}
void On_Ping(const HouseClass* player_ptr, COORDINATE coord)
{
DLLExportClass::On_Ping(player_ptr, coord);
}
void On_Defeated_Message(const char* message, float timeout_seconds)
{
DLLExportClass::On_Message(PlayerPtr, message, timeout_seconds, MESSAGE_TYPE_PLAYER_DEFEATED, -1);
}
void GlyphX_Debug_Print(const char *debug_text)
{
DLLExportClass::On_Debug_Output(debug_text);
}
void On_Achievement_Event(const HouseClass* player_ptr, const char *achievement_type, const char *achievement_reason)
{
DLLExportClass::On_Achievement(player_ptr, achievement_type, achievement_reason);
}
/**************************************************************************************************
* CNC_Version -- Check DLL/Server version
*
* In: Version expected
*
* Out: Actual version
*
*
*
* History: 4/9/2020 2:12PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) unsigned int __cdecl CNC_Version(unsigned int version_in)
{
// Unreferenced, but potentially useful to know which version the server is expecting
version_in;
return CNC_DLL_API_VERSION;
}
/**************************************************************************************************
* CNC_Init -- Initialize the .DLL
*
* In: Command line
*
* Out:
*
*
*
* History: 1/3/2019 11:33AM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Init(const char *command_line, CNC_Event_Callback_Type event_callback)
{
DLLExportClass::Set_Content_Directory(NULL);
DLL_Startup(command_line);
// MBL
DLLExportClass::Set_Event_Callback( event_callback );
DLLExportClass::Init();
}
/**************************************************************************************************
* DLL_Shutdown -- Shutdown the .DLL
*
* In:
*
* Out:
*
*
*
* History: 2/20/2020 1:58PM - ST
**************************************************************************************************/
void DLL_Shutdown(void)
{
DLLExportClass::Shutdown();
}
/**************************************************************************************************
* CNC_Config -- Configure the plugin
*
* In: Configuration data
*
* Out:
*
*
*
* History: 10/03/2019 - SKY
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Config(const CNCRulesDataStruct& rules)
{
DLLExportClass::Config(rules);
}
/**************************************************************************************************
* CNC_Add_Mod_Path -- Add a path to load mod files from
*
* In: Path to load mods from
*
* Out:
*
*
*
* History: 2/20/2020 2:04PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Add_Mod_Path(const char *mod_path)
{
DLLExportClass::Add_Mod_Path(mod_path);
}
/**************************************************************************************************
* CNC_Get_Visible_Page -- Get the screen buffer 'SeenBuff' from the game
*
* In: If buffer_in is null, just return info about page
*
* Out: false if not changed since last call
*
*
*
* History: 1/3/2019 11:33AM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Visible_Page(unsigned char *buffer_in, unsigned int &width, unsigned int &height)
{
if (!DLLExportClass::Legacy_Render_Enabled() || (buffer_in == NULL)) {
return false;
}
/*
** Assume the seen page viewport is the same size as the page
*/
GraphicBufferClass *gbuffer = HidPage.Get_Graphic_Buffer();
if (gbuffer == NULL) {
return false;
}
int view_port_width = Map.MapCellWidth * CELL_PIXEL_W;
int view_port_height = Map.MapCellHeight * CELL_PIXEL_H;
if (view_port_width == 0 || view_port_height == 0) {
return false;
}
unsigned char *raw_buffer = (unsigned char*) gbuffer->Get_Buffer();
long raw_size = gbuffer->Get_Size();
if (raw_buffer == NULL || gbuffer->Get_Width() < view_port_width || gbuffer->Get_Height() < view_port_height) {
return false;
}
width = view_port_width;
height = view_port_height;
int pitch = gbuffer->Get_Width();
for (int i = 0; i < view_port_height; ++i, buffer_in += view_port_width, raw_buffer += pitch) {
memcpy(buffer_in, raw_buffer, view_port_width);
}
return true;
}
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Palette(unsigned char(&palette_in)[256][3])
{
memcpy(palette_in, CurrentPalette, sizeof(palette_in));
return true;
}
/**************************************************************************************************
* CNC_Set_Multiplayer_Data -- Set up for a multiplayer match
*
* In: Multiplayer data
*
* Out: false if data is bad
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scenario_index, CNCMultiplayerOptionsStruct &game_options, int num_players, CNCPlayerInfoStruct *player_list, int max_players)
{
if (num_players <= 0) {
return false;
}
if (num_players > min(MAX_PLAYERS, max_players)) {
return false;
}
DLLExportClass::Init();
Session.Options.Bases = game_options.MPlayerBases; // 1 = bases are on for this scenario
Session.Options.Credits = game_options.MPlayerCredits; // # credits everyone gets
Session.Options.Tiberium = game_options.MPlayerTiberium; // 1 = tiberium enabled for this scenario
Session.Options.Goodies = game_options.MPlayerGoodies; // 1 = goodies enabled for this scenario
Session.Options.Ghosts = game_options.MPlayerGhosts; // 1 = houses with no players will still play
//MPlayerSolo = game_options.MPlayerSolo; // 1 = allows a single-player net game
Session.Options.UnitCount = game_options.MPlayerUnitCount; // # units for non-base multiplayer scenarios
Special.IsShadowGrow = game_options.MPlayerShadowRegrow;
Special.IsCaptureTheFlag = game_options.CaptureTheFlag;
if (Session.Options.Tiberium) {
Special.IsTGrowth = 1;
Special.IsTSpread = 1;
} else {
Special.IsTGrowth = 0;
Special.IsTSpread = 0;
}
Session.Options.ScenarioIndex = scenario_index;
Special.IsMCVDeploy = game_options.IsMCVDeploy;
Special.UseMCVDeploy = true;
MPSuperWeaponDisable = !game_options.EnableSuperweapons; // Are superweapons available
//Session.Options.AIPlayers = WWGetPrivateProfileInt("Options", "AI", 0, buffer); //Number of AI players
Special.IsEarlyWin = game_options.DestroyStructures;
Special.ModernBalance = game_options.ModernBalance;
/*
** Enable Counterstrike/Aftermath units
*/
OverrideNewUnitsEnabled = game_options.MPlayerAftermathUnits;
while (Session.Players.Count() > 0) {
delete Session.Players[0];
Session.Players.Delete(Session.Players[0]);
}
for (int i=0 ; i<num_players ; i++) {
CNCPlayerInfoStruct &player_info = player_list[i];
NodeNameType *who = new NodeNameType;
strncpy(who->Name, player_info.Name, MPLAYER_NAME_MAX);
who->Name[MPLAYER_NAME_MAX - 1] = 0; // Make sure it's terminated
who->Player.House = (HousesType)player_info.House;
who->Player.Color = (PlayerColorType) player_info.ColorIndex;
Session.Players.Add (who);
/*
** Player IDs are done differently in Red Alert vs. TD.
** In TD, the ID is created from the house/color combination
** In RA, the ID is HOUSE_MULTI1 + the index into the Session.Players vector
*/
DLLExportClass::GlyphxPlayerIDs[i] = player_info.GlyphxPlayerID;
MPlayerIsHuman[i] = !player_info.IsAI;
MPlayerTeamIDs[i] = player_info.Team;
MPlayerStartLocations[i] = player_info.StartLocationIndex;
/*
** Temp fix for custom maps that don't have valid start positions set from matchmaking
*/
if (i > 0 && MPlayerStartLocations[i] == 0 && MPlayerStartLocations[0] == 0) {
MPlayerStartLocations[i] = i;
}
}
/*
** Force smart defense always on for multiplayer/skirmish
*/
Rule.IsSmartDefense = true;
/*
** Backup special
*/
if (SpecialBackup != NULL) {
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
return true;
}
extern "C" __declspec(dllexport) bool __cdecl CNC_Clear_Object_Selection(uint64 player_id)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
Unselect_All();
return true;
}
extern "C" __declspec(dllexport) bool __cdecl CNC_Select_Object(uint64 player_id, int object_type_id, int object_to_select_id)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
switch (object_type_id)
{
case INFANTRY:
{
for (int index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj
&& !obj->IsInLimbo
&& obj->House->IsPlayerControl
&& Infantry.ID((InfantryClass*)obj) == object_to_select_id)
{
if (!obj->Is_Selected_By_Player())
{
obj->Select();
AllowVoice = false;
}
return true;
}
}
}
break;
case UNIT:
{
for (int index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj
&& !obj->IsInLimbo
&& obj->House->IsPlayerControl
&& Units.ID((UnitClass*)obj) == object_to_select_id)
{
if (!obj->Is_Selected_By_Player())
{
obj->Select();
AllowVoice = false;
}
return true;
}
}
}
break;
case AIRCRAFT:
{
for (int index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj
&& !obj->IsInLimbo
&& obj->House->IsPlayerControl
&& Aircraft.ID((AircraftClass*)obj) == object_to_select_id)
{
if (!obj->Is_Selected_By_Player())
{
obj->Select();
AllowVoice = false;
}
return true;
}
}
}
break;
case BUILDING:
{
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * obj = Buildings.Ptr(index);
if (obj
&& !obj->IsInLimbo
&& obj->House->IsPlayerControl
&& Buildings.ID((BuildingClass*)obj) == object_to_select_id)
{
if (!obj->Is_Selected_By_Player())
{
obj->Select();
AllowVoice = false;
}
return true;
}
}
}
break;
case VESSEL:
{
for (int index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj
&& !obj->IsInLimbo
&& obj->House->IsPlayerControl
&& Vessels.ID((VesselClass*)obj) == object_to_select_id)
{
if (!obj->Is_Selected_By_Player())
{
obj->Select();
AllowVoice = false;
}
return true;
}
}
}
break;
}
return false;
}
/**************************************************************************************************
* GlyphX_Assign_Houses -- Replacement for Assign_Houses in INI.CPP / SCNEARIO.CPP
*
* In:
*
* Out:
*
*
*
* History: 8/8/2019 12:37PM - ST
**************************************************************************************************/
void GlyphX_Assign_Houses(void)
{
/*
** RA version
*/
extern int _build_tech[11];
int assigned[MAX_PLAYERS];
bool preassigned;
int i,j,random_start_location;
HousesType house, house2;
HouseClass * housep, *housep2;
int lowest_color;
int index;
srand(timeGetTime());
/*
** Use pre-selected start locations as long as at least one has been defined, otherwise let the original code
** in SCENARIO.CPP figure it out
*/
UseGlyphXStartLocations = false;
/*
** Assign random start positions if needed.
*/
int random_start_locations[26];
int num_start_locations = 0;
int num_random_start_locations = 0;
for (i = 0; i < 26; i++) {
if (Scen.Waypoint[i] != -1) {
preassigned = false;
for (j = 0; !preassigned && (j < Session.Players.Count()); j++) {
if (MPlayerStartLocations[j] == num_start_locations) {
preassigned = true;
UseGlyphXStartLocations = true;
}
}
if (!preassigned) {
random_start_locations[num_random_start_locations] = num_start_locations;
num_random_start_locations++;
}
num_start_locations++;
}
}
if (num_random_start_locations > 1) {
for (i = 0; i < num_random_start_locations - 1; i++) {
j = i + rand() / (RAND_MAX / (num_random_start_locations - i) + 1);
int t = random_start_locations[j];
random_start_locations[j] = random_start_locations[i];
random_start_locations[i] = t;
}
}
//------------------------------------------------------------------------
// Initialize
//------------------------------------------------------------------------
for (i = 0; i < MAX_PLAYERS; i++) {
assigned[i] = 0;
}
random_start_location = 0;
// debugprint( "Assign_Houses()\n" );
//------------------------------------------------------------------------
// Assign each player in 'Players' to a multiplayer house. Players will
// be sorted by their chosen color value (this value must be unique among
// all the players).
//------------------------------------------------------------------------
for (i = 0; i < Session.Players.Count(); i++) {
//.....................................................................
// Find the player with the lowest color index
//.....................................................................
index = 0;
lowest_color = 255;
for (j = 0; j < Session.Players.Count(); j++) {
//..................................................................
// If we've already assigned this house, skip it.
//..................................................................
if (assigned[j]) {
continue;
}
if (Session.Players[j]->Player.Color < lowest_color) {
lowest_color = Session.Players[j]->Player.Color;
index = j;
}
}
//.....................................................................
// Mark this player as having been assigned.
//.....................................................................
assigned[index] = 1;
//.....................................................................
// Assign the lowest-color'd player to the next available slot in the
// HouseClass array.
//.....................................................................
house = (HousesType)(i + HOUSE_MULTI1);
housep = HouseClass::As_Pointer(house);
memset((char *)housep->IniName, 0, MPLAYER_NAME_MAX);
strncpy((char *)housep->IniName, Session.Players[index]->Name, MPLAYER_NAME_MAX - 1);
#ifdef WOLAPI_INTEGRATION
// Make another copy of name, permanent throughout entire game.
strncpy((char *)housep->InitialName, Session.Players[index]->Name, MPLAYER_NAME_MAX - 1);
#endif
housep->IsHuman = MPlayerIsHuman[index];
housep->IsPlayerControl = housep->IsHuman;
if (!housep->IsHuman) {
housep->IsStarted = true;
strncpy(housep->IniName, Text_String(TXT_COMPUTER), HOUSE_NAME_MAX);
housep->IQ = Rule.MaxIQ;
//housep->Control.TechLevel = _build_tech[BuildLevel];
} else {
housep->IQ = 0;
}
housep->Init_Data((PlayerColorType)(Session.Players[index]->Player.Color),
Session.Players[index]->Player.House, Session.Options.Credits);
/*
** Set the start location override
*/
if (MPlayerStartLocations[index] != RANDOM_START_POSITION) {
housep->StartLocationOverride = MPlayerStartLocations[index];
} else {
if (random_start_location < num_random_start_locations) {
housep->StartLocationOverride = random_start_locations[random_start_location++];
} else {
housep->StartLocationOverride = -1;
}
}
if (index == 0) {
PlayerPtr = housep;
}
/*
** Convert the build level into an actual tech level to assign to the house.
** There isn't a one-to-one correspondence.
*/
housep->Control.TechLevel = _build_tech[BuildLevel];
housep->Assign_Handicap(Scen.Difficulty);
//.....................................................................
// Record where we placed this player
//.....................................................................
Session.Players[index]->Player.ID = house;
// debugprint( "Assigned ID of %i to %s\n", house, Session.Players[index]->Name );
}
for (i = Session.Players.Count(); i < Rule.MaxPlayers; i++) {
house = (HousesType)(i + HOUSE_MULTI1);
housep = HouseClass::As_Pointer(house);
if (housep != NULL) {
housep->IsDefeated = true;
}
}
for (i = 0; i < Session.Players.Count(); i++) {
house = Session.Players[i]->Player.ID;
housep = HouseClass::As_Pointer(house);
if (housep) {
int team = MPlayerTeamIDs[i];
for (int j=0 ; j < Session.Players.Count(); j++) {
if (i != j) {
if (team == MPlayerTeamIDs[j]) {
house2 = Session.Players[j]->Player.ID;
housep2 = HouseClass::As_Pointer(house2);
if (housep2) {
housep->Make_Ally(house2);
}
}
}
}
}
}
}
/**************************************************************************************************
* CNC_Set_Home_Cell -- Allows overriding the start position for the camera
*
*
* History: 2/14/2020 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Set_Home_Cell(int x, int y, uint64 player_id)
{
DLLExportClass::Set_Home_Cell(x, y, player_id);
}
/**************************************************************************************************
* CNC_Start_Instance -- Load and start a cnc map -> WITHOUT SPECIFYING A SCENARIO VARIATION (SCEN_VAR)
*
* In: Map initialization parameters
*
* Out: false if map load failed
*
*
*
* History: 7/10/2019 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Instance(int scenario_index, int build_level, const char *faction, const char *game_type, const char *content_directory, int sabotaged_structure, const char *override_map_name)
{
return CNC_Start_Instance_Variation(scenario_index, (int)SCEN_VAR_NONE, (int)SCEN_DIR_EAST, build_level, faction, game_type, content_directory, sabotaged_structure, override_map_name);
}
/**************************************************************************************************
* CNC_Start_Instance -- Load and start a cnc map
*
* In: Map initialization parameters
*
* Out: false if map load failed
*
*
* Renamed and modified to accept a scenario variation 7/10/2019 - LLL
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Instance_Variation(int scenario_index, int scenario_variation, int scenario_direction, int build_level, const char *faction, const char *game_type, const char *content_directory, int sabotaged_structure, const char *override_map_name)
{
if (game_type == NULL) {
return false;
}
if (faction == NULL) {
return false;
}
if (content_directory == NULL) {
return false;
}
ScenarioPlayerType scen_player = SCEN_PLAYER_NONE;
if (stricmp(faction, "SPAIN") == 0) {
scen_player = SCEN_PLAYER_SPAIN;
Whom = HOUSE_GOOD;
}
if (stricmp(faction, "GREECE") == 0 || stricmp(faction, "ALLY") == 0) {
scen_player = SCEN_PLAYER_GREECE;
Whom = HOUSE_GOOD;
}
if (stricmp(faction, "USSR") == 0) {
scen_player = SCEN_PLAYER_USSR;
Whom = HOUSE_BAD;
}
DLLExportClass::Set_Content_Directory(content_directory);
BuildLevel = build_level;
Scen.Scenario = scenario_index;
ScenarioDirType scen_dir = (ScenarioDirType)scenario_direction;
if (stricmp(game_type, "GAME_NORMAL") == 0) {
GAME_TO_PLAY = GAME_NORMAL;
if (scen_player == SCEN_PLAYER_NONE) {
return false;
}
} else {
if (stricmp(game_type, "GAME_GLYPHX_MULTIPLAYER") == 0) {
GAME_TO_PLAY = GAME_GLYPHX_MULTIPLAYER;
scen_player = SCEN_PLAYER_MPLAYER;
} else {
return false;
}
}
/*
** Load the scenario. Specify variation 'A' for the editor; for the game,
** don't specify a variation, to make 'Set_Scenario_Name()' pick a random one.
** Skip this if we've already loaded a save-game.
*/
Force_CD_Available(ALWAYS_RELOAD_CD);
if (override_map_name && strlen(override_map_name)) {
strcpy(Scen.ScenarioName, override_map_name);
} else {
Scen.Set_Scenario_Name(Scen.Scenario, scen_player, scen_dir, (ScenarioVarType)scenario_variation);
}
HiddenPage.Clear();
VisiblePage.Clear();
/*
** Set the mouse to some position where it's not going to scroll, or do something else wierd.
*/
DLLForceMouseX = 100;
DLLForceMouseY = 100;
KEYBOARD->MouseQX = 100;
KEYBOARD->MouseQY = 100;
GlyphXClientSidebarWidthInLeptons = 0;
Seed = GetRandSeed();
Scen.RandomNumber = Seed;
if (!Start_Scenario(Scen.ScenarioName)) {
return(false);
}
DLLExportClass::Reset_Sidebars();
DLLExportClass::Reset_Player_Context();
DLLExportClass::Calculate_Start_Positions();
/*
** Make sure the scroll constraints are applied. This is important for GDI 1 where the map isn't wide enough for the screen
*/
COORDINATE origin_coord = Coord_Add(Map.TacticalCoord, XY_Coord(1, 0));
Map.Set_Tactical_Position(origin_coord);
origin_coord = Coord_Add(Map.TacticalCoord, XY_Coord(-1, 0));
Map.Set_Tactical_Position(origin_coord);
if (GAME_TO_PLAY == GAME_NORMAL) {
MPSuperWeaponDisable = false;
} else {
if (MPSuperWeaponDisable) {
/*
** Write over the tecb level settings we just loaded from the Rules ini
*/
Rule.GPSTechLevel = 100;
Rule.ParaInfantryTechLevel = 100;
Rule.SpyPlaneTechLevel = 100;
Rule.ParaBombTechLevel = 100;
Rule.ChronoTechLevel = 100;
}
}
/*
** Hide the SeenBuff; force the map to render one frame. The caller can
** then fade the palette in.
** (If we loaded a game, this step will fade out the title screen. If we
** started a scenario, Start_Scenario() will have played a couple of VQ
** movies, which will have cleared the screen to black already.)
*/
//Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
HiddenPage.Clear();
VisiblePage.Clear();
Set_Logic_Page(SeenBuff);
/*
** Sidebar is always active in hi-res.
*/
if (!Debug_Map) {
Map.SidebarClass::Activate(1);
}
Map.Flag_To_Redraw(true);
Set_Palette(GamePalette.Get_Data());
Map.Render();
Set_Palette(GamePalette.Get_Data());
return true;
}
/**************************************************************************************************
* CNC_Read_INI -- Load an ini file into the supplied buffer
*
* In: Map initialization parameters
*
* Out: false if ini load failed
*
*
* History: 12/16/2019 11:44AM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Read_INI(int scenario_index, int scenario_variation, int scenario_direction, const char *content_directory, const char *override_map_name, char *ini_buffer, int _ini_buffer_size)
{
if (content_directory == NULL) {
return false;
}
DLLExportClass::Set_Content_Directory(content_directory);
Scen.Scenario = scenario_index;
ScenarioDirType scen_dir = (ScenarioDirType)scenario_direction;
GAME_TO_PLAY = GAME_GLYPHX_MULTIPLAYER;
ScenarioPlayerType scen_player = SCEN_PLAYER_MPLAYER;
Force_CD_Available(ALWAYS_RELOAD_CD);
if (override_map_name && strlen(override_map_name)) {
strcpy(Scen.ScenarioName, override_map_name);
} else {
Scen.Set_Scenario_Name(Scen.Scenario, scen_player, scen_dir, (ScenarioVarType)scenario_variation);
}
if (_ini_buffer_size < _ShapeBufferSize) {
GlyphX_Debug_Print("INI file buffer may be too small");
return false;
}
if (!ini_buffer) {
GlyphX_Debug_Print("No INI file buffer");
return false;
}
memset(ini_buffer, _ini_buffer_size, 0);
CCFileClass file(Scen.ScenarioName);
if (!file.Is_Available()) {
GlyphX_Debug_Print("Failed to find scenario file");
GlyphX_Debug_Print(Scen.ScenarioName);
return(false);
} else {
GlyphX_Debug_Print("Opened scenario file");
GlyphX_Debug_Print(Scen.ScenarioName);
int bytes_read = file.Read(ini_buffer, _ini_buffer_size-1);
if (bytes_read == _ini_buffer_size - 1) {
GlyphX_Debug_Print("INI file buffer is too small");
return false;
}
}
/*
** Ini buffer should be zero terminated
*/
if ((int) strlen(ini_buffer) >= _ini_buffer_size) {
GlyphX_Debug_Print("INI file buffer overrun");
return false;
}
return true;
}
/**************************************************************************************************
* CNC_Start_Custom_Instance -- Load and start a custom map
*
* In: Map initialization parameters
*
* Out: false if map load failed
*
*
*
* History: 2019/10/28 - JAS
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Start_Custom_Instance(const char* content_directory, const char* directory_path, const char* scenario_name, int build_level, bool multiplayer)
{
DLLExportClass::Set_Content_Directory(content_directory);
char fullname[_MAX_FNAME + _MAX_EXT];
snprintf(fullname, _MAX_FNAME + _MAX_EXT, "%s%s.mpr", directory_path, scenario_name);
char name_buffer[128];
char digest_buffer[32];
CCFileClass file(fullname);
INIClass ini;
ini.Load(file);
ini.Get_String("Basic", "Name", "No Name", name_buffer, sizeof(name_buffer));
ini.Get_String("Digest", "1", "No Digest", digest_buffer, sizeof(digest_buffer));
Session.Scenarios.Add(new MultiMission(fullname, name_buffer, digest_buffer, ini.Get_Bool("Basic", "Official", false), false));
BuildLevel = build_level;
ScenarioPlayerType scen_player;
strncpy(Scen.ScenarioName, fullname, _MAX_FNAME + _MAX_EXT);
if (multiplayer) {
GAME_TO_PLAY = GAME_GLYPHX_MULTIPLAYER;
} else {
GAME_TO_PLAY = GAME_NORMAL;
}
scen_player = SCEN_PLAYER_MPLAYER;
//Scen.Scenario = scenario_index;
//ScenarioDirType scen_dir = (ScenarioDirType)scenario_direction;
//if (stricmp(game_type, "GAME_NORMAL") == 0) {
// GAME_TO_PLAY = GAME_NORMAL;
//}
//else {
// if (stricmp(game_type, "GAME_GLYPHX_MULTIPLAYER") == 0) {
// GAME_TO_PLAY = GAME_GLYPHX_MULTIPLAYER;
// scen_player = SCEN_PLAYER_MPLAYER;
// }
// else {
// return false;
// }
//}
///*
//** Load the scenario. Specify variation 'A' for the editor; for the game,
//** don't specify a variation, to make 'Set_Scenario_Name()' pick a random one.
//** Skip this if we've already loaded a save-game.
//*/
//Force_CD_Available(ALWAYS_RELOAD_CD);
//if (override_map_name && strlen(override_map_name)) {
// strcpy(Scen.ScenarioName, override_map_name);
//}
//else {
// Scen.Set_Scenario_Name(Scen.Scenario, scen_player, scen_dir, (ScenarioVarType)scenario_variation);
//}
HiddenPage.Clear();
VisiblePage.Clear();
/*
** Set the mouse to some position where it's not going to scroll, or do something else wierd.
*/
DLLForceMouseX = 100;
DLLForceMouseY = 100;
KEYBOARD->MouseQX = 100;
KEYBOARD->MouseQY = 100;
GlyphXClientSidebarWidthInLeptons = 0;
Seed = GetRandSeed();
Scen.RandomNumber = Seed;
if (!Start_Scenario(Scen.ScenarioName)) {
return(false);
}
DLLExportClass::Reset_Sidebars();
DLLExportClass::Reset_Player_Context();
DLLExportClass::Calculate_Start_Positions();
/*
** Make sure the scroll constraints are applied. This is important for GDI 1 where the map isn't wide enough for the screen
*/
COORDINATE origin_coord = Coord_Add(Map.TacticalCoord, XY_Coord(1, 0));
Map.Set_Tactical_Position(origin_coord);
origin_coord = Coord_Add(Map.TacticalCoord, XY_Coord(-1, 0));
Map.Set_Tactical_Position(origin_coord);
if (GAME_TO_PLAY == GAME_NORMAL) {
MPSuperWeaponDisable = false;
}
else {
if (MPSuperWeaponDisable) {
/*
** Write over the tecb level settings we just loaded from the Rules ini
*/
Rule.GPSTechLevel = 100;
Rule.ParaInfantryTechLevel = 100;
Rule.SpyPlaneTechLevel = 100;
Rule.ParaBombTechLevel = 100;
Rule.ChronoTechLevel = 100;
}
}
/*
** Hide the SeenBuff; force the map to render one frame. The caller can
** then fade the palette in.
** (If we loaded a game, this step will fade out the title screen. If we
** started a scenario, Start_Scenario() will have played a couple of VQ
** movies, which will have cleared the screen to black already.)
*/
//Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
HiddenPage.Clear();
VisiblePage.Clear();
Set_Logic_Page(SeenBuff);
/*
** Sidebar is always active in hi-res.
*/
if (!Debug_Map) {
Map.SidebarClass::Activate(1);
}
Map.Flag_To_Redraw(true);
Set_Palette(GamePalette.Get_Data());
Map.Render();
Set_Palette(GamePalette.Get_Data());
return true;
}
bool Debug_Write_Shape_Type(const ObjectTypeClass *type, int shapenum)
{
char fullname[_MAX_FNAME+_MAX_EXT];
char buffer[_MAX_FNAME];
CCFileClass file;
if (type->ImageData != NULL) {
sprintf(buffer, "%s_%d", type->IniName, shapenum);
_makepath(fullname, NULL, NULL, buffer, ".PCX");
return Debug_Write_Shape(fullname, type->ImageData, shapenum);
}
return false;
}
bool Debug_Write_Shape(const char *file_name, void const * shapefile, int shapenum, int flags, void const * ghostdata)
{
/*
** Build frame returns a pointer now instead of the shapes length
*/
char *shape_pointer = (char*) Build_Frame(shapefile , shapenum , _ShapeBuffer);
if (shape_pointer == NULL) {
return false;;
}
if (Get_Last_Frame_Length() > _ShapeBufferSize) {
return false;;
}
int width = Get_Build_Frame_Width(shapefile);
int height = Get_Build_Frame_Height(shapefile);
GraphicBufferClass temp_gbuffer(width, height);
GraphicViewPortClass temp_viewport(&temp_gbuffer, 0, 0, width, height);
WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = width;
WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = height;
static const char _shape_trans = 0x40;
if (flags == 0) {
Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, SHAPE_NORMAL|SHAPE_WIN_REL|_shape_trans); //, ghostdata, predoffset);
} else {
Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, flags, ghostdata);
}
Write_PCX_File((char*)file_name, temp_viewport, (unsigned char*)GamePalette.Get_Data());
return true;
}
/**************************************************************************************************
* CNC_Advance_Instance -- Process one logic frame
*
* In:
*
* Out: Is game still playing?
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player_id)
{
//DLLExportClass::Set_Event_Callback(event_callback);
if (Frame <= 10) { // Don't spam forever, but useful to know that we actually started advancing
GlyphX_Debug_Print("CNC_Advance_Instance - RA");
}
/*
** Shouldn't really need to do this, but I like the idea of always running the main loop in the context of the same player.
** Might make tbe bugs more repeatable and consistent. ST - 3/15/2019 11:58AM
*/
if (player_id != 0) {
DLLExportClass::Set_Player_Context(player_id);
} else {
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0]);
}
/*
** Restore special from backup
*/
if (SpecialBackup != NULL) {
memcpy(&Special, SpecialBackup, sizeof(SpecialClass));
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
TimeQuake = PendingTimeQuake;
PendingTimeQuake = false;
#else
TimeQuake = false;
#endif
/*
** Allocate extra memory for uncompressed shapes as needed
*/
Reallocate_Big_Shape_Buffer();
/*
** If there is no theme playing, but it looks like one is required, then start one
** playing. This is usually the symptom of there being no transition score.
*/
//if (SampleType && Theme.What_Is_Playing() == THEME_NONE) {
// Theme.Queue_Song(THEME_PICK_ANOTHER);
//}
/*
** Update the display, unless we're inside a dialog.
*/
//if (SpecialDialog == SDLG_NONE && GameInFocus) {
//WWMouse->Erase_Mouse(&HidPage, TRUE);
//Map.Input(input, x, y);
//if (input) {
// Keyboard_Process(input);
//}
/*
** The main loop passes these in uninitialized. ST - 2/7/2019 4:36PM
*/
KeyNumType input = KN_NONE; // Player input.
int x = 0;
int y = 0;
Map.Input(input, x, y);
//if (input) {
// Keyboard_Process(input);
//}
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
/*
** Process the sidebar. ST - 4/18/2019 11:59AM
*/
HouseClass *old_player_ptr = PlayerPtr;
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
DLLExportClass::Logic_Switch_Player_Context(player_ptr);
Sidebar_Glyphx_AI(player_ptr, input);
}
DLLExportClass::Logic_Switch_Player_Context(old_player_ptr);
}
//}
/*
** Sort the map's ground layer by y-coordinate value. This is done
** outside the IsToRedraw check, for the purposes of game sync'ing
** between machines; this way, all machines will sort the Map's
** layer in the same way, and any processing done that's based on
** the order of this layer will sync on different machines.
*/
Map.Layer[LAYER_GROUND].Sort();
/*
** AI logic operations are performed here.
*/
//Skip this block of code on first update of single-player games. This helps prevents trigger generated messages on the first update from being lost during loading screen or movie. - LLL
static bool FirstUpdate = GAME_TO_PLAY != GAME_GLYPHX_MULTIPLAYER;;
if (!FirstUpdate) {
HouseClass *old_player_ptr = PlayerPtr;
Logic.Clear_Recently_Created_Bits();
Logic.AI();
DLLExportClass::Logic_Switch_Player_Context(old_player_ptr);
}
FirstUpdate = false;
TimeQuake = false;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (!PendingTimeQuake) {
TimeQuakeCenter = 0;
}
#endif
/*
** Manage the inter-player message list. If Manage() returns true, it means
** a message has expired & been removed, and the entire map must be updated.
*/
if (Session.Messages.Manage()) {
#ifdef WIN32
HiddenPage.Clear();
#else //WIN32
HidPage.Clear();
#endif //WIN32
Map.Flag_To_Redraw(true);
}
/*
** Process all commands that are ready to be processed.
*/
if (GAME_TO_PLAY == GAME_NORMAL) {
Queue_AI();
} else {
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
DLLExportClass::Glyphx_Queue_AI();
/*
** Process the sidebar. ST - 3/22/2019 2:07PM
*/
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
Sidebar_Glyphx_Recalc(player_ptr);
}
}
}
/*
** Keep track of elapsed time in the game.
*/
//Score.ElapsedTime += TIMER_SECOND / TICKS_PER_SECOND;
/*
** Perform any win/lose code as indicated by the global control flags.
*/
/*
** Check for player wins or loses according to global event flag.
*/
if (PlayerWins) {
//WWMouse->Erase_Mouse(&HidPage, TRUE);
PlayerLoses = false;
PlayerWins = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
GlyphX_Debug_Print("PlayerWins = true");
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
DLLExportClass::On_Multiplayer_Game_Over();
} else {
DLLExportClass::On_Game_Over(player_id, true);
}
//DLLExportClass::Set_Event_Callback(NULL);
return false;
}
if (PlayerLoses) {
//WWMouse->Erase_Mouse(&HidPage, TRUE);
PlayerWins = false;
PlayerLoses = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
GlyphX_Debug_Print("PlayerLoses = true");
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
DLLExportClass::On_Multiplayer_Game_Over();
} else {
DLLExportClass::On_Game_Over(player_id, false);
}
//DLLExportClass::Set_Event_Callback(NULL);
return false;
}
/*
** The frame logic has been completed. Increment the frame
** counter.
*/
Frame++;
/*
** Very rarely, the human players will get a message from the computer.
**
** This was disabled in the RA source code, so copying over the functionality from TD
*/
if (GAME_TO_PLAY != GAME_NORMAL && Session.Options.Ghosts && IRandom(0,10000) == 1) {
DLLExportClass::Computer_Message(false);
}
if (ProgEndCalled) {
GlyphX_Debug_Print("ProgEndCalled - GameActive = false");
GameActive = false;
}
if (DLLExportClass::Legacy_Render_Enabled()) {
Map.Render();
}
//Sync_Delay();
//DLLExportClass::Set_Event_Callback(NULL);
Color_Cycle();
/*
** Don't respect GameActive. Game will end in multiplayer on win/loss
*/
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
return true;
}
return(GameActive);
}
/**************************************************************************************************
* CNC_Save_Load -- Process a save or load game action
*
* In:
*
* Out: Success?
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Save_Load(bool save, const char *file_path_and_name, const char *game_type)
{
bool result = false;
if (save) {
result = Save_Game(file_path_and_name, "internal");
} else {
if (game_type == NULL) {
return false;
}
if (stricmp(game_type, "GAME_NORMAL") == 0) {
GAME_TO_PLAY = GAME_NORMAL;
} else {
if (stricmp(game_type, "GAME_GLYPHX_MULTIPLAYER") == 0) {
GAME_TO_PLAY = GAME_GLYPHX_MULTIPLAYER;
//ScenPlayer = SCEN_PLAYER_MPLAYER;
} else {
return false;
}
}
while (Session.Players.Count() > 0) {
delete Session.Players[0];
Session.Players.Delete(Session.Players[0]);
}
result = Load_Game(file_path_and_name);
// MBL 07.21.2020
if (result == false)
{
return false;
}
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0], true);
Set_Logic_Page(SeenBuff);
VisiblePage.Clear();
Map.Flag_To_Redraw(true);
if (DLLExportClass::Legacy_Render_Enabled()) {
Map.Render();
}
Set_Palette(GamePalette.Get_Data());
}
return result;
}
/**************************************************************************************************
* CNC_Set_Difficulty -- Set game difficulty
*
* In:
*
* Out:
*
*
*
* History: 10/02/2019 - SKY
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Set_Difficulty(int difficulty)
{
if (GAME_TO_PLAY == GAME_NORMAL) {
Set_Scenario_Difficulty(difficulty);
}
}
/**************************************************************************************************
* CNC_Restore_Carryover_Objects
*
* History: 11/15/2019 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Restore_Carryover_Objects(const CarryoverObjectStruct* objects)
{
//Delete the list
while (Carryover) {
CarryoverClass* cptr = (CarryoverClass*)Carryover->Get_Next();
delete Carryover;
Carryover = cptr;
}
//Populate the list
const CarryoverObjectStruct* next_object = objects;
while (next_object) {
CarryoverClass* cptr = new CarryoverClass();
cptr->RTTI = (RTTIType)next_object->RTTI;
cptr->Type.Building = (StructType)next_object->Type; //This works regardless of what the RTTI-type and the enum type, because they're all enums. - LLL
cptr->Cell = (CELL)next_object->Cell;
cptr->House = (HousesType)next_object->House;
cptr->Strength = next_object->Strength;
next_object = next_object->Next;
if (Carryover == NULL) {
Carryover = cptr;
}
else {
cptr->Add_Tail(*Carryover);
}
}
}
/**************************************************************************************************
* CNC_Handle_Player_Switch_To_AI -- Renamed 3/9/2020 - LLL
* CNC_Handle_Player_Disconnect -- Handle player disconnected during multiplayer game
*
* In:
*
* Out:
*
*
*
* History: 12/3/2019 1:46PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Player_Switch_To_AI(uint64 player_id)
{
if (PlayerWins || PlayerLoses || DLLExportClass::Get_Game_Over()) {
return;
}
GlyphX_Debug_Print("CNC_Handle_Player_Switch_To_AI");
if (GAME_TO_PLAY == GAME_NORMAL) {
return;
}
#ifdef KILL_PLAYER_ON_DISCONNECT
/*
** Kill player's units on disconnect.
*/
if (player_id != 0) {
DLLExportClass::Set_Player_Context(player_id);
if (PlayerPtr) {
PlayerPtr->Flag_To_Die();
}
}
#else //KILL_PLAYER_ON_DISCONNECT
if (player_id != 0) {
HousesType house;
HouseClass *ptr;
DLLExportClass::Set_Player_Context(player_id);
if (PlayerPtr) {
PlayerPtr->WasHuman = true;
PlayerPtr->IsHuman = false;
PlayerPtr->IQ = Rule.MaxIQ;
strcpy (PlayerPtr->IniName, Text_String(TXT_COMPUTER));
PlayerPtr->IsBaseBuilding = true;
/*
** Start the unload mission for MCVs
*/
for (int index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
if (*obj == UNIT_MCV) {
obj->Assign_Mission(MISSION_GUARD);
obj->Assign_Target(TARGET_NONE);
obj->Assign_Destination(TARGET_NONE);
obj->Assign_Mission(MISSION_UNLOAD);
obj->Commence();
}
}
}
DLLExportClass::On_Message(PlayerPtr, "", 60.0f, MESSAGE_TYPE_PLAYER_DISCONNECTED, -1);
/*
** Send the disconnect taunt message
*/
int human_count = 0;
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MULTIPLAYER_COUNT); house++) {
ptr = HouseClass::As_Pointer(house);
if (ptr && ptr->IsHuman && !ptr->IsDefeated) {
human_count++;
}
}
if (human_count == 1) {
DLLExportClass::Computer_Message(true);
}
}
}
#endif //KILL_PLAYER_ON_DISCONNECT
}
/**************************************************************************************************
* CNC_Handle_Human_Team_Wins
*
* History: 3/10/2020 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Human_Team_Wins(uint64 quitting_player_id)
{
GlyphX_Debug_Print("CNC_Handle_Human_Team_Wins");
DLLExportClass::Force_Human_Team_Wins(quitting_player_id);
}
/**************************************************************************************************
* CNC_Start_Mission_Timer
*
* History: 11/25/2019 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Start_Mission_Timer(int time)
{
if (GameActive)
{
Scen.MissionTimer = time;
if (!Scen.MissionTimer.Is_Active()) {
Scen.MissionTimer.Start();
}
Map.Redraw_Tab();
}
}
/**************************************************************************************************
* DLLExportClass::Init -- Init the class
*
* In:
*
* Out:
*
*
*
* History: 3/12/2019 10:52AM - ST
**************************************************************************************************/
void DLLExportClass::Init(void)
{
for (int i=0 ; i<MAX_PLAYERS ; i++) {
GlyphxPlayerIDs[i] = 0xffffffffull;
}
CurrentLocalPlayerIndex = 0;
MessagesSent.clear();
if (SpecialBackup == NULL) {
SpecialBackup = new SpecialClass;
}
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
/**************************************************************************************************
* DLLExportClass::Shutdown -- Shutdown
*
* In:
*
* Out:
*
*
*
* History: 2/20/2020 1:59PM - ST
**************************************************************************************************/
void DLLExportClass::Shutdown(void)
{
delete SpecialBackup;
SpecialBackup = NULL;
for (int i=0 ; i<ModSearchPaths.Count() ; i++) {
delete [] ModSearchPaths[i];
}
ModSearchPaths.Clear();
}
/**************************************************************************************************
* DLLExportClass::Add_Mod_Path -- Add a path to load mod files from
*
* In: Mod path
*
* Out:
*
*
*
* History: 2/20/2020 2:03PM - ST
**************************************************************************************************/
void DLLExportClass::Add_Mod_Path(const char *mod_path)
{
char *copy_path = strdup(mod_path);
ModSearchPaths.Add(copy_path);
}
/**************************************************************************************************
* DLLExportClass::Set_Content_Directory -- Update the locations that the original code will load from
*
* In: Main (official) content directory
*
* Out:
*
*
*
* History: 2/20/2020 2:03PM - ST
**************************************************************************************************/
void DLLExportClass::Set_Content_Directory(const char *content_directory)
{
CCFileClass::Clear_Search_Drives();
CCFileClass::Reset_Raw_Path();
if ((content_directory == NULL || strlen(content_directory) == 0) && ModSearchPaths.Count() == 0) {
return;
}
char *all_paths = new char [_MAX_PATH * 100];
*all_paths = 0;
for (int i=0 ; i<ModSearchPaths.Count() ; i++) {
if (i != 0) {
strcat(all_paths, ";");
}
strcat(all_paths, ModSearchPaths[i]);
}
if (ModSearchPaths.Count() && content_directory && strlen(content_directory)) {
strcat(all_paths, ";");
}
if (content_directory) {
strcat(all_paths, content_directory);
}
CCFileClass::Set_Search_Drives(all_paths);
delete [] all_paths;
}
/**************************************************************************************************
* DLLExportClass::Config
*
* History: 1/16/2020 - SKY
**************************************************************************************************/
void DLLExportClass::Config(const CNCRulesDataStruct& rules)
{
for (int i = 0; i < 3; ++i)
{
Rule.Diff[i].FirepowerBias = rules.Difficulties[i].FirepowerBias;
Rule.Diff[i].GroundspeedBias = rules.Difficulties[i].GroundspeedBias;
Rule.Diff[i].AirspeedBias = rules.Difficulties[i].AirspeedBias;
Rule.Diff[i].ArmorBias = rules.Difficulties[i].ArmorBias;
Rule.Diff[i].ROFBias = rules.Difficulties[i].ROFBias;
Rule.Diff[i].CostBias = rules.Difficulties[i].CostBias;
Rule.Diff[i].BuildSpeedBias = rules.Difficulties[i].BuildSpeedBias;
Rule.Diff[i].RepairDelay = rules.Difficulties[i].RepairDelay;
Rule.Diff[i].BuildDelay = rules.Difficulties[i].BuildDelay;
Rule.Diff[i].IsBuildSlowdown = rules.Difficulties[i].IsBuildSlowdown ? 1 : 0;
Rule.Diff[i].IsWallDestroyer = rules.Difficulties[i].IsWallDestroyer ? 1 : 0;
Rule.Diff[i].IsContentScan = rules.Difficulties[i].IsContentScan ? 1 : 0;
}
}
/**************************************************************************************************
* DLLExportClass::Set_Home_Cell
*
* History: 2/14/2020 - LLL
**************************************************************************************************/
void DLLExportClass::Set_Home_Cell(int x, int y, uint64 player_id)
{
if (GAME_TO_PLAY == GAME_NORMAL) {
MultiplayerStartPositions[0] = XY_Cell(x, y);
}
else {
for (int i = 0; i < MAX_PLAYERS && i < 4; i++) {
if (GlyphxPlayerIDs[i] == player_id) {
MultiplayerStartPositions[i] = XY_Cell(x, y);
}
}
}
}
/**************************************************************************************************
* DLLExportClass::On_Play_Movie
*
* History: 7/23/2019 - LLL
**************************************************************************************************/
void DLLExportClass::On_Play_Movie(const char * movie_name, ThemeType theme, bool immediate)
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_MOVIE;
new_event.Movie.MovieName = movie_name;
new_event.Movie.Theme = (int)theme;
new_event.Movie.Immediate = immediate;
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Display_Briefing_Text
*
* Called when Red Alert wants to display the mission breifing screen before a mission.
*
* History: 12/04/2019 - LLL
**************************************************************************************************/
void DLLExportClass::On_Display_Briefing_Text()
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_BRIEFING_SCREEN;
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Sound_Effect -- Called when C&C wants to play a sound effect
*
* In:
*
* Out:
*
*
*
* History: 2/20/2019 2:39PM - ST
**************************************************************************************************/
void DLLExportClass::On_Sound_Effect(const HouseClass* player_ptr, int sound_effect_index, const char* extension, int variation, COORDINATE coord)
{
// player_ptr could be NULL
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_SOUND_EFFECT;
new_event.SoundEffect.SFXIndex = sound_effect_index;
new_event.SoundEffect.Variation = variation;
new_event.GlyphXPlayerID = 0;
if ( player_ptr != NULL )
{
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
if ( coord == 0 )
{
new_event.SoundEffect.PixelX = -1;
new_event.SoundEffect.PixelY = -1;
}
else
{
// Use world pixel coordinates
new_event.SoundEffect.PixelX = Lepton_To_Pixel(Coord_X(coord));
new_event.SoundEffect.PixelY = Lepton_To_Pixel(Coord_Y(coord));
}
if ( sound_effect_index >= VOC_FIRST && sound_effect_index < VOC_COUNT )
{
strncpy( new_event.SoundEffect.SoundEffectName, SoundEffectName[ sound_effect_index ].Name , 16);
if ( extension != NULL )
{
strncat( new_event.SoundEffect.SoundEffectName, extension , 16);
}
new_event.SoundEffect.SoundEffectPriority = SoundEffectName[ sound_effect_index ].Priority;
new_event.SoundEffect.SoundEffectContext = SoundEffectName[ sound_effect_index ].Where;
}
else
{
strncpy( new_event.SoundEffect.SoundEffectName, "BADINDEX", 16 );
new_event.SoundEffect.SoundEffectPriority = -1;
new_event.SoundEffect.SoundEffectContext = -1;
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Speech -- Called when C&C wants to play a speech line
*
* In:
*
* Out:
*
*
*
* History: 2/20/2019 2:39PM - ST
**************************************************************************************************/
void DLLExportClass::On_Speech(const HouseClass* player_ptr, int speech_index)
{
// player_ptr could be NULL
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_SPEECH;
new_event.Speech.SpeechIndex = speech_index;
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL)
{
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
if (speech_index >= VOX_FIRST && speech_index < VOX_COUNT)
{
strncpy(new_event.Speech.SpeechName, Speech[speech_index], 16);
}
else
{
strncpy(new_event.Speech.SpeechName, "BAD_SPEECH_INDEX", 16);
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::RA_Calculate_Leadership --
*
* History: 10.30.2019 MBL (Based on LLL's Calculate_Single_Player_Score())
**************************************************************************************************/
int DLLExportClass::RA_Calculate_Leadership( HousesType player_house, int units_lost, int buildings_lost )
{
int house = (player_house == HOUSE_USSR || player_house == HOUSE_UKRAINE); // 0 or 1
int leadership = 0;
for (int index = 0; index < Logic.Count(); index++) {
ObjectClass* object = Logic[index];
HousesType owner = object->Owner();
if ((house) && (owner == HOUSE_USSR || owner == HOUSE_BAD || owner == HOUSE_UKRAINE)) {
leadership++;
}
else {
if ((!house) && (object->Owner() == HOUSE_GREECE)) {
leadership++;
}
}
}
if (!leadership) leadership++;
leadership = 100 * fixed(leadership, (units_lost + buildings_lost + leadership));
leadership = min(150, leadership);
return leadership;
}
/**************************************************************************************************
* DLLExportClass::RA_Calculate_Economy --
*
* History: 10.30.2019 MBL (Based on LLL's Calculate_Single_Player_Score())
**************************************************************************************************/
int DLLExportClass::RA_Calculate_Economy( long available_money, int stolen_buildings_credits, unsigned harvested_credits, long initial_credits )
{
int economy = 100 * fixed((unsigned)available_money + 1 + stolen_buildings_credits, harvested_credits + (unsigned)initial_credits + 1);
economy = min(economy, 150);
return economy;
}
/**************************************************************************************************
* DLLExportClass::RA_Calculate_Score --
*
* History: 10.30.2019 MBL (Based on LLL's Calculate_Single_Player_Score())
**************************************************************************************************/
int DLLExportClass::RA_Calculate_Score( int uspoints, int leadership, int economy )
{
int score_total = ((uspoints * leadership) / 100) + ((uspoints * economy) / 100);
if (score_total < -9999) score_total = -9999;
score_total = min(score_total, 99999);
return score_total;
}
/**************************************************************************************************
* DLLExportClass::CalculateScore*
*
* History: 10/16/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Calculate_Single_Player_Score(EventCallbackStruct& event)
{
//Adapted from Red Alert SCORE.CPP Presentation() - LLL
int house = (PlayerPtr->Class->House == HOUSE_USSR || PlayerPtr->Class->House == HOUSE_UKRAINE); // 0 or 1
int good_units_lost = (HouseClass::As_Pointer(HOUSE_GOOD))->UnitsLost;
int bad_units_lost = (HouseClass::As_Pointer(HOUSE_BAD))->UnitsLost;
int neutral_units_lost = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->UnitsLost;
int good_buildings_lost = (HouseClass::As_Pointer(HOUSE_GOOD))->BuildingsLost;
int bad_buildings_lost = (HouseClass::As_Pointer(HOUSE_BAD))->BuildingsLost;
int neutral_buildings_lost = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->BuildingsLost;
int good_credits_harvested = (HouseClass::As_Pointer(HOUSE_GOOD))->HarvestedCredits;
int bad_credits_harvested = (HouseClass::As_Pointer(HOUSE_BAD))->HarvestedCredits;
int uspoints = 0;
for (HousesType hous = HOUSE_SPAIN; hous <= HOUSE_BAD; hous++) {
HouseClass *hows = HouseClass::As_Pointer(hous);
if (hous == HOUSE_USSR || hous == HOUSE_BAD || hous == HOUSE_UKRAINE) {
bad_units_lost += hows->UnitsLost;
bad_buildings_lost += hows->BuildingsLost;
}
else {
good_units_lost += hows->UnitsLost;
good_buildings_lost += hows->BuildingsLost;
}
if (PlayerPtr->Is_Ally(hous)) {
uspoints += hows->PointTotal;
}
}
// if(uspoints < 0) uspoints = 0;
// uspoints += 1000; //BG 1000 bonus points for winning mission
/*
** Bias the base score upward according to the difficulty level.
*/
switch (PlayerPtr->Difficulty) {
case DIFF_EASY:
uspoints += 500;
break;
case DIFF_NORMAL:
uspoints += 1500;
break;
case DIFF_HARD:
uspoints += 3500;
break;
}
/*
** Determine leadership rating.
*/
int leadership = 0;
for (int index = 0; index < Logic.Count(); index++) {
ObjectClass * object = Logic[index];
HousesType owner = object->Owner();
if ((house) && (owner == HOUSE_USSR || owner == HOUSE_BAD || owner == HOUSE_UKRAINE)) {
leadership++;
}
else {
if ((!house) && (object->Owner() == HOUSE_GREECE)) {
leadership++;
}
}
}
if (!leadership) leadership++;
leadership = 100 * fixed(leadership, (house ? bad_units_lost + bad_buildings_lost + leadership : good_units_lost + good_buildings_lost + leadership));
leadership = min(150, leadership);
/*
** Determine economy rating.
*/
// int init = PlayerPtr->Control.InitialCredits;
// int cred = PlayerPtr->Available_Money();
int economy = 100 * fixed((unsigned)PlayerPtr->Available_Money() + 1 + PlayerPtr->StolenBuildingsCredits, PlayerPtr->HarvestedCredits + (unsigned)PlayerPtr->Control.InitialCredits + 1);
economy = min(economy, 150);
int score_total = ((uspoints * leadership) / 100) + ((uspoints * economy) / 100);
if (score_total < -9999) score_total = -9999;
score_total = min(score_total, 99999);
//Score Stats
event.GameOver.Leadership = leadership;
event.GameOver.Efficiency = economy;
event.GameOver.Score = score_total;
event.GameOver.CategoryTotal = uspoints;
event.GameOver.NODKilled = bad_units_lost;
event.GameOver.GDIKilled = good_units_lost;
event.GameOver.CiviliansKilled = neutral_units_lost;
event.GameOver.NODBuildingsDestroyed = bad_buildings_lost;
event.GameOver.GDIBuildingsDestroyed = good_buildings_lost;
event.GameOver.CiviliansBuildingsDestroyed = neutral_buildings_lost;
event.GameOver.RemainingCredits = PlayerPtr->Available_Money();
if (Scen.IsSkipScore) {
event.GameOver.Score = -1;
}
}
/**************************************************************************************************
* DLLExportClass::On_Message -- Called when the game wants to display a message (ex. tutorial text)
*
* In:
*
* Out:
*
*
*
* History: 10/16/2019 - SKY
**************************************************************************************************/
void DLLExportClass::On_Message(const HouseClass* player_ptr, const char* message, float timeout_seconds, EventCallbackMessageEnum message_type, int64 message_id)
{
if (EventCallback == NULL)
{
return;
}
const char* p_msg = message;
std::string localized_text_name;
if (message_id != -1) {
if (message_id == TXT_INSUFFICIENT_FUNDS) {
localized_text_name = "TEXT_INSUFFICIENT_FUNDS_MESSAGE";
}
else if (message_id == TXT_LOW_POWER) {
localized_text_name = "TEXT_LOW_POWER_MESSAGE_001";
}
else if (message_id == TXT_POWER_TESLA) {
localized_text_name = "TEXT_LOW_POWER_MESSAGE_002";
}
else if (message_id == TXT_POWER_AAGUN) {
localized_text_name = "TEXT_LOW_POWER_MESSAGE_003";
}
else {
if (MessagesSent.find(message_id) != MessagesSent.end()) {
return;
}
MessagesSent.insert(message_id);
localized_text_name = "TEXT_RA_TUTORIAL_MESSAGE_";
localized_text_name += std::to_string(message_id);
}
p_msg = localized_text_name.c_str();
Sound_Effect(VOC_INCOMING_MESSAGE);
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_MESSAGE;
new_event.Message.Message = p_msg;
new_event.Message.TimeoutSeconds = timeout_seconds;
new_event.Message.MessageType = message_type;
new_event.Message.MessageParam1 = message_id;
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL)
{
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Update_Map_Cell -- Called when an individual map cell template is updated
*
*
* History: 11/7/2019 - SKY
**************************************************************************************************/
void DLLExportClass::On_Update_Map_Cell(int cell_x, int cell_y, const char* template_type_name)
{
if (EventCallback == NULL)
{
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_UPDATE_MAP_CELL;
new_event.UpdateMapCell.CellX = cell_x;
new_event.UpdateMapCell.CellY = cell_y;
strncpy(new_event.UpdateMapCell.TemplateTypeName, template_type_name, 32);
new_event.UpdateMapCell.TemplateTypeName[31] = '\0';
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Special_Weapon_Targetting -- Called when the server initiates targetting
*
*
* History: 11/19/2019 - SKY
**************************************************************************************************/
void DLLExportClass::On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type)
{
if (EventCallback == NULL)
{
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_SPECIAL_WEAPON_TARGETTING;
new_event.SpecialWeaponTargetting.Type = RTTI_SPECIAL;
new_event.SpecialWeaponTargetting.ID = weapon_type;
Convert_Special_Weapon_Type(weapon_type, new_event.SpecialWeaponTargetting.WeaponType, new_event.SpecialWeaponTargetting.Name);
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL)
{
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Ping -- Called when a radar ping is needed
*
*
* History: 05/15/2019 - SKY
**************************************************************************************************/
void DLLExportClass::On_Ping(const HouseClass* player_ptr, COORDINATE coord)
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_PING;
new_event.Ping.CoordX = Coord_X(coord);
new_event.Ping.CoordY = Coord_Y(coord);
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL)
{
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Game_Over -- Called when the C&C campaign game finishes
*
*
* History: 6/19/2019 - LLL
**************************************************************************************************/
void DLLExportClass::On_Game_Over(uint64 glyphx_Player_id, bool player_wins)
{
if (EventCallback == NULL) {
return;
}
GameOver = true;
SaveTanya = IsTanyaDead;
Scen.CarryOverTimer = Scen.MissionTimer;
// int timer = Scen.MissionTimer;
Scen.CarryOverMoney = PlayerPtr->Credits;
DLLExportClass::Store_Carryover_Objects();
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_GAME_OVER;
new_event.GlyphXPlayerID = glyphx_Player_id;
new_event.GameOver.PlayerWins = player_wins;
new_event.GameOver.AfterScoreMovieName = "";
new_event.GameOver.Multiplayer = false;
new_event.GameOver.MultiPlayerTotalPlayers = 0;
Calculate_Single_Player_Score(new_event);
VQType movie = player_wins ? Scen.WinMovie : Scen.LoseMovie;
if (movie > VQ_NONE && movie < VQ_COUNT) {
new_event.GameOver.MovieName = VQName[movie];
} else {
new_event.GameOver.MovieName = "";
}
movie = player_wins ? Scen.WinMovie2 : VQ_NONE;
if (movie > VQ_NONE && movie < VQ_COUNT) {
new_event.GameOver.MovieName2 = VQName[movie];
}
else {
new_event.GameOver.MovieName2 = "";
}
movie = player_wins ? Scen.WinMovie3 : VQ_NONE;
if (movie > VQ_NONE && movie < VQ_COUNT) {
new_event.GameOver.MovieName3 = VQName[movie];
}
else {
new_event.GameOver.MovieName3 = "";
}
movie = player_wins ? Scen.WinMovie4 : VQ_NONE;
if (movie > VQ_NONE && movie < VQ_COUNT) {
new_event.GameOver.MovieName4 = VQName[movie];
}
else {
new_event.GameOver.MovieName4 = "";
}
//Campaign win & credits
if (Scen.IsEndOfGame) {
if (PlayerPtr->ActLike == HOUSE_USSR) {
new_event.GameOver.AfterScoreMovieName = VQName[VQ_SOVFINAL];
}
else {
new_event.GameOver.AfterScoreMovieName = VQName[VQ_ALLYEND];
}
}
new_event.GameOver.SabotagedStructureType = -1;
new_event.GameOver.TimerRemaining = Scen.MissionTimer.Was_Started() ? Scen.MissionTimer.Value() : -1;
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Multiplayer_Game_Over -- Called when the C&C multiplayer game finishes
*
*
* History: 6/19/2019 - LLL
* History: 10/31/2019 - MBL - Adding the multi-player score stats support for debrief
**************************************************************************************************/
void DLLExportClass::On_Multiplayer_Game_Over(void)
{
if (EventCallback == NULL) {
return;
}
GameOver = true;
EventCallbackStruct event;
event.EventType = CALLBACK_EVENT_GAME_OVER;
// Includes AI's for skirmish
int player_count = Session.Players.Count();
// Multiplayer players data for debrief stats
event.GameOver.Multiplayer = true;
event.GameOver.MultiPlayerTotalPlayers = player_count;
for ( int player_index = 0; player_index < player_count; player_index ++ )
{
HouseClass* player_ptr = HouseClass::As_Pointer(Session.Players[ player_index ]->Player.ID);
if ( player_ptr != NULL )
{
HousesType player_house = PlayerPtr->Class->House;
int uspoints = 0;
for (HousesType hous = HOUSE_SPAIN; hous <= HOUSE_BAD; hous++) {
HouseClass* hows = HouseClass::As_Pointer(hous);
if (player_ptr->Is_Ally(hous)) {
uspoints += hows->PointTotal;
}
}
// if(uspoints < 0) uspoints = 0;
// uspoints += 1000; //BG 1000 bonus points for winning mission
// N/A for multi-player
#if 0
// Bias the base score upward according to the difficulty level.
switch (PlayerPtr->Difficulty) {
case DIFF_EASY:
uspoints += 500;
break;
case DIFF_NORMAL:
uspoints += 1500;
break;
case DIFF_HARD:
uspoints += 3500;
break;
}
#endif
int leadership = RA_Calculate_Leadership( player_ptr->Class->House, player_ptr->UnitsLost, player_ptr->BuildingsLost );
int economy = RA_Calculate_Economy( player_ptr->Available_Money(), player_ptr->StolenBuildingsCredits, player_ptr->HarvestedCredits, player_ptr->Control.InitialCredits );
int total_score = RA_Calculate_Score( uspoints, leadership, economy );
int units_killed = 0;
int structures_killed = 0;
for ( unsigned int house_index = 0; house_index < HOUSE_COUNT; house_index ++ )
{
units_killed += player_ptr->UnitsKilled[ house_index ];
structures_killed += player_ptr->BuildingsKilled[ house_index ];
}
// Populate and copy the multiplayer player data structure
GameOverMultiPlayerStatsStruct multi_player_data;
multi_player_data.GlyphXPlayerID = Get_GlyphX_Player_ID( player_ptr );
multi_player_data.IsHuman = (player_ptr->IsHuman || player_ptr->WasHuman);
multi_player_data.WasHuman = player_ptr->WasHuman;
multi_player_data.IsWinner = !player_ptr->IsDefeated;
multi_player_data.Efficiency = economy;
multi_player_data.Score = total_score;
multi_player_data.ResourcesGathered = player_ptr->HarvestedCredits;
multi_player_data.TotalUnitsKilled = units_killed;
multi_player_data.TotalStructuresKilled = structures_killed;
if ( player_index < GAME_OVER_MULTIPLAYER_MAX_PLAYERS_TRACKED )
{
event.GameOver.MultiPlayerPlayersData[ player_index ] = multi_player_data;
}
}
}
for ( int player_index = player_count; player_index < GAME_OVER_MULTIPLAYER_MAX_PLAYERS_TRACKED; player_index ++ )
{
memset( &event.GameOver.MultiPlayerPlayersData[ player_index ], 0, sizeof( GameOverMultiPlayerStatsStruct ) );
}
// Single-player N/A stuff
event.GameOver.MovieName = "";
event.GameOver.MovieName2 = "";
event.GameOver.MovieName3 = "";
event.GameOver.MovieName4 = "";
event.GameOver.AfterScoreMovieName = "";
event.GameOver.Leadership = 0;
event.GameOver.Efficiency = 0;
event.GameOver.Score = 0;
event.GameOver.NODKilled = 0;
event.GameOver.GDIKilled = 0;
event.GameOver.CiviliansKilled = 0;
event.GameOver.NODBuildingsDestroyed = 0;
event.GameOver.GDIBuildingsDestroyed = 0;
event.GameOver.CiviliansBuildingsDestroyed = 0;
event.GameOver.RemainingCredits = 0;
event.GameOver.SabotagedStructureType = 0;
event.GameOver.TimerRemaining = -1;
// Trigger an event for each human player, winner first (even if it's an AI)
for (int i = 0; i < player_count; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (!player_ptr->IsDefeated) {
event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
event.GameOver.IsHuman = player_ptr->IsHuman;
event.GameOver.PlayerWins = true;
event.GameOver.RemainingCredits = player_ptr->Available_Money();
EventCallback(event);
}
}
for (int i = 0; i < player_count; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr->IsHuman && player_ptr->IsDefeated) {
event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
event.GameOver.IsHuman = true;
event.GameOver.PlayerWins = false;
event.GameOver.RemainingCredits = player_ptr->Available_Money();
EventCallback(event);
}
}
}
/**************************************************************************************************
* DLLExportClass::On_Achievement -- Called when something achievement-related happens
*
* In: Type of achievement, reason this happened
*
* Out:
*
*
*
* History: 11/11/2019 11:37AM - ST
**************************************************************************************************/
void DLLExportClass::On_Achievement(const HouseClass* player_ptr, const char *achievement_type, const char *achievement_reason)
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_ACHIEVEMENT;
new_event.Achievement.AchievementType = achievement_type;
new_event.Achievement.AchievementReason = achievement_reason;
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL) {
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
EventCallback(new_event);
}
void DLLExportClass::On_Center_Camera(const HouseClass* player_ptr, int coord_x, int coord_y)
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_CENTER_CAMERA;
new_event.CenterCamera.CoordX = coord_x;
new_event.CenterCamera.CoordY = coord_y;
new_event.GlyphXPlayerID = 0;
if (player_ptr != NULL) {
new_event.GlyphXPlayerID = Get_GlyphX_Player_ID(player_ptr);
}
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::On_Debug_Output -- Called when C&C wants to print debug output
*
* In: String to print to GlyphX log system
*
* Out:
*
*
*
* History: 2/20/2019 2:39PM - ST
**************************************************************************************************/
void DLLExportClass::On_Debug_Output(const char *debug_text)
{
if (EventCallback == NULL) {
return;
}
EventCallbackStruct new_event;
new_event.EventType = CALLBACK_EVENT_DEBUG_PRINT;
new_event.DebugPrint.PrintString = debug_text;
EventCallback(new_event);
}
/**************************************************************************************************
* DLLExportClass::Force_Human_Team_Wins
*
* History: 3/10/2020 - LL
**************************************************************************************************/
void DLLExportClass::Force_Human_Team_Wins(uint64 quitting_player_id)
{
int winning_team = -1;
//Find the first human's multiplayer team.
for (int i = 0; i < Session.Players.Count(); i++)
{
if (GlyphxPlayerIDs[i] != quitting_player_id) {
HousesType house_type = Session.Players[i]->Player.ID;
HouseClass* house_class = HouseClass::As_Pointer(house_type);
if (house_class && house_class->IsHuman && !house_class->IsDefeated) {
winning_team = MPlayerTeamIDs[i];
break;
}
}
}
//Mark all players not on that team as defeated.
for (int i = 0; i < Session.Players.Count(); i++)
{
HousesType house_type = Session.Players[i]->Player.ID;
HouseClass* house_class = HouseClass::As_Pointer(house_type);
if (house_class) {
house_class->IsDefeated = MPlayerTeamIDs[i] != winning_team;
}
}
PlayerWins = true;
}
/**************************************************************************************************
* CNC_Get_Game_State -- Get game state
*
* In: Type of state requested
* Player perspective
* Buffer to contain game state
* Size of buffer
*
* Out: Game state returned in buffer
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) bool __cdecl CNC_Get_Game_State(GameStateRequestEnum state_type, uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
bool got_state = false;
switch (state_type) {
case GAME_STATE_LAYERS:
{
got_state = DLLExportClass::Get_Layer_State(player_id, buffer_in, buffer_size);
break;
}
case GAME_STATE_SIDEBAR:
{
got_state = DLLExportClass::Get_Sidebar_State(player_id, buffer_in, buffer_size);
break;
}
case GAME_STATE_PLACEMENT:
{
got_state = DLLExportClass::Get_Placement_State(player_id, buffer_in, buffer_size);
break;
}
case GAME_STATE_DYNAMIC_MAP:
got_state = DLLExportClass::Get_Dynamic_Map_State(player_id, buffer_in, buffer_size);
break;
case GAME_STATE_SHROUD:
got_state = DLLExportClass::Get_Shroud_State(player_id, buffer_in, buffer_size);
break;
case GAME_STATE_OCCUPIER:
got_state = DLLExportClass::Get_Occupier_State(player_id, buffer_in, buffer_size);
break;
case GAME_STATE_PLAYER_INFO:
got_state = DLLExportClass::Get_Player_Info_State(player_id, buffer_in, buffer_size);
break;
case GAME_STATE_STATIC_MAP:
{
if (buffer_size < sizeof(CNCMapDataStruct)) {
got_state = false;
break;
}
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
CNCMapDataStruct *map_data = (CNCMapDataStruct *)buffer_in;
map_data->OriginalMapCellX = map_cell_x;
map_data->OriginalMapCellY = map_cell_y;
map_data->OriginalMapCellWidth = map_cell_width;
map_data->OriginalMapCellHeight = map_cell_height;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_HEIGHT) {
map_cell_height++;
}
map_data->MapCellX = map_cell_x;
map_data->MapCellY = map_cell_y;
map_data->MapCellWidth = map_cell_width;
map_data->MapCellHeight = map_cell_height;
map_data->Theater = (CnCTheaterType) Scen.Theater;
char* dot_ptr = strchr(Scen.ScenarioName, '.');
const int count = (dot_ptr != nullptr) ? (dot_ptr - Scen.ScenarioName) : sizeof(Scen.ScenarioName);
memset(map_data->ScenarioName, 0, sizeof(map_data->ScenarioName));
strncpy(map_data->ScenarioName, Scen.ScenarioName, min(sizeof(map_data->ScenarioName) - 1, count));
int cell_index = 0;
char cell_name[_MAX_PATH];
char icon_number[32];
for (int y = 0 ; y < map_cell_height ; y++) {
for (int x = 0 ; x < map_cell_width ; x++) {
CELL cell = XY_Cell(map_cell_x+x, map_cell_y+y);
CellClass * cellptr = &Map[cell];
cell_name[0] = 0;
int icon = 0;
void *image_data = 0;
if (cellptr->Get_Template_Info(cell_name, icon, image_data)) {
itoa(icon, icon_number, 10);
strncat(cell_name, "_i", 32);
strncat(cell_name, icon_number, 32);
strncat(cell_name, ".tga", 32);
CNCStaticCellStruct &cell_info = map_data->StaticCells[cell_index++];
strncpy(cell_info.TemplateTypeName, cell_name, 32);
cell_info.IconNumber = icon;
}
}
}
got_state = true;
break;
}
default:
{
got_state = false;
break;
}
}
return got_state;
}
/**************************************************************************************************
* CNC_Handle_Game_Request
*
* Callback for when the requested movie is done playing.
*
* 7/23/2019 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Game_Request(GameRequestEnum request_type)
{
switch (request_type)
{
case INPUT_GAME_MOVIE_DONE:
break;
}
}
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Game_Settings_Request(int health_bar_display_mode, int resource_bar_display_mode)
{
if (!DLLExportClass::Legacy_Render_Enabled()) {
return;
}
RulesClass::eHealthBarDisplayMode new_hb_mode = (RulesClass::eHealthBarDisplayMode)health_bar_display_mode;
if (new_hb_mode != Rule.HealthBarDisplayMode) {
Rule.HealthBarDisplayMode = new_hb_mode;
Map.Flag_To_Redraw(true);
}
RulesClass::eResourceBarDisplayMode new_rb_mode = (RulesClass::eResourceBarDisplayMode)resource_bar_display_mode;
if (new_rb_mode != Rule.ResourceBarDisplayMode) {
Rule.ResourceBarDisplayMode = new_rb_mode;
Map.Flag_To_Redraw(true);
}
}
void DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, const ObjectClass *object, DirType rotation, long scale, const char *shape_file_name, char override_owner)
{
DLLExportClass::DLL_Draw_Intercept(shape_number, x, y, width, height, flags, object, rotation, scale, shape_file_name, override_owner);
}
void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip)
{
DLLExportClass::DLL_Draw_Pip_Intercept(object, pip);
}
void DLLExportClass::DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, const ObjectClass *object, DirType rotation, long scale, const char *shape_file_name, char override_owner)
{
CNCObjectStruct& new_object = ObjectList->Objects[TotalObjectCount + CurrentDrawCount];
memset(&new_object, 0, sizeof(new_object));
Convert_Type(object, new_object);
if (new_object.Type == UNKNOWN) {
return;
}
CNCObjectStruct* base_object = NULL;
char sub_object = 0;
for (int i = 0; i < CurrentDrawCount; ++i) {
CNCObjectStruct& draw_object = ObjectList->Objects[TotalObjectCount + i];
if (draw_object.CNCInternalObjectPointer == object) {
if (base_object == NULL) {
base_object = &draw_object;
}
sub_object++;
}
}
new_object.CNCInternalObjectPointer = (void*)object;
new_object.OccupyListLength = 0;
if (CurrentDrawCount == 0) {
new_object.SortOrder = (ExportLayer << 29) + (object->Sort_Y() >> 3);
} else {
new_object.SortOrder = ObjectList->Objects[TotalObjectCount].SortOrder + CurrentDrawCount;
}
strncpy(new_object.TypeName, object->Class_Of().IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
if (shape_file_name != NULL) {
strncpy(new_object.AssetName, shape_file_name, CNC_OBJECT_ASSET_NAME_LENGTH);
}
else {
strncpy(new_object.AssetName, object->Class_Of().Graphic_Name(), CNC_OBJECT_ASSET_NAME_LENGTH);
}
new_object.Owner = (base_object != NULL) ? ((override_owner != HOUSE_NONE) ? override_owner : base_object->Owner) : (char)object->Owner();
HouseClass* owner_house = nullptr;
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* hptr = Houses.Ptr(i);
if ((hptr != nullptr) && (hptr->Class->House == new_object.Owner)) {
owner_house = hptr;
break;
}
}
new_object.RemapColor = (owner_house != nullptr) ? owner_house->RemapColor : -1;
if (base_object == NULL) {
CNCObjectStruct& root_object = ObjectList->Objects[TotalObjectCount];
if (new_object.Type == BUILDING) {
BuildingClass *building = (BuildingClass*)object;
if (building->BState == BSTATE_CONSTRUCTION) {
strncat(new_object.AssetName, "MAKE", CNC_OBJECT_ASSET_NAME_LENGTH);
}
const BuildingTypeClass *building_type = building->Class;
short const *occupy_list = building_type->Occupy_List();
if (occupy_list) {
while (*occupy_list != REFRESH_EOL && new_object.OccupyListLength < MAX_OCCUPY_CELLS) {
new_object.OccupyList[new_object.OccupyListLength] = *occupy_list;
new_object.OccupyListLength++;
occupy_list++;
}
}
}
COORDINATE coord = object->Render_Coord();
CELL cell = Coord_Cell(coord);
int dimx, dimy;
object->Class_Of().Dimensions(dimx, dimy);
new_object.PositionX = x;
new_object.PositionY = y;
new_object.Width = width;
new_object.Height = height;
new_object.Altitude = object->Height;
new_object.DrawFlags = flags;
new_object.SubObject = 0;
new_object.ShapeIndex = (unsigned short)shape_number;
new_object.IsTheaterSpecific = IsTheaterShape;
new_object.Rotation = (unsigned char)rotation;
new_object.Scale = scale;
new_object.FlashingFlags = 0;
new_object.Cloak = (CurrentDrawCount > 0) ? root_object.Cloak : UNCLOAKED;
new_object.VisibleFlags = CNCObjectStruct::VISIBLE_FLAGS_ALL;
new_object.SpiedByFlags = 0U;
new_object.IsSelectable = object->Class_Of().IsSelectable;
new_object.IsSelectedMask = object->IsSelectedMask;
new_object.MaxStrength = object->Class_Of().MaxStrength;
new_object.Strength = object->Strength;
new_object.CellX = (CurrentDrawCount > 0) ? root_object.CellX : Cell_X(cell);
new_object.CellY = (CurrentDrawCount > 0) ? root_object.CellY : Cell_Y(cell);
new_object.CenterCoordX = Coord_X(object->Center_Coord());
new_object.CenterCoordY = Coord_Y(object->Center_Coord());
new_object.DimensionX = dimx;
new_object.DimensionY = dimy;
new_object.SimLeptonX = (CurrentDrawCount > 0) ? root_object.SimLeptonX : 0;
new_object.SimLeptonY = (CurrentDrawCount > 0) ? root_object.SimLeptonY : 0;
new_object.BaseObjectID = ((CurrentDrawCount > 0) && (root_object.Type != BUILDING) && (root_object.Type != VESSEL)) ? root_object.ID : 0;
new_object.BaseObjectType = ((CurrentDrawCount > 0) && (root_object.Type != BUILDING) && (root_object.Type != VESSEL)) ? root_object.Type : UNKNOWN;
new_object.NumLines = 0;
new_object.RecentlyCreated = object->IsRecentlyCreated;
new_object.NumPips = 0;
new_object.MaxPips = 0;
new_object.CanDemolish = object->Can_Demolish();
new_object.CanDemolishUnit = object->Can_Demolish_Unit();
new_object.CanRepair = object->Can_Repair();
memset(new_object.CanMove, false, sizeof(new_object.CanMove));
memset(new_object.CanFire, false, sizeof(new_object.CanFire));
memset(new_object.ActionWithSelected, DAT_NONE, sizeof(new_object.ActionWithSelected));
HouseClass* old_player_ptr = PlayerPtr;
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* hptr = Houses.Ptr(i);
if ((hptr != nullptr) && hptr->IsActive && hptr->IsHuman) {
HousesType house = hptr->Class->House;
DynamicVectorClass<ObjectClass*>& selected_objects = CurrentObject.Raw(house);
if (selected_objects.Count() > 0) {
Logic_Switch_Player_Context(hptr);
Convert_Action_Type(Best_Object_Action(selected_objects, object), (selected_objects.Count() == 1) ? selected_objects[0] : NULL, object->As_Target(), new_object.ActionWithSelected[house]);
}
}
}
Logic_Switch_Player_Context(old_player_ptr);
RTTIType what_is_object = object->What_Am_I();
new_object.IsRepairing = false;
new_object.IsDumping = false;
new_object.IsALoaner = false;
new_object.IsFactory = false;
new_object.IsPrimaryFactory = false;
new_object.IsNominal = false;
new_object.IsDog = false;
new_object.IsIronCurtain = false;
new_object.IsAntiGround = false;
new_object.IsAntiAircraft = false;
new_object.IsSubSurface = false;
new_object.IsFake = false;
new_object.ProductionAssetName[0] = '\0';
new_object.OverrideDisplayName = "\0";
bool is_building = what_is_object == RTTI_BUILDING;
if (is_building) {
const BuildingClass* building = static_cast<const BuildingClass*>(object);
new_object.IsRepairing = building->IsRepairing;
new_object.IsFactory = building->Class->Is_Factory();
new_object.IsPrimaryFactory = building->IsLeader;
new_object.IsFake = building->Class->IsFake;
}
if (object->Is_Techno()) {
const TechnoClass* techno_object = static_cast<const TechnoClass*>(object);
const TechnoTypeClass *ttype = techno_object->Techno_Type_Class();
new_object.MaxSpeed = (unsigned char)ttype->MaxSpeed;
new_object.IsALoaner = techno_object->IsALoaner;
new_object.IsNominal = ttype->IsNominal;
new_object.MaxPips = ttype->Max_Pips();
new_object.IsAntiGround = (ttype->PrimaryWeapon != NULL) && (ttype->PrimaryWeapon->Bullet != NULL) && ttype->PrimaryWeapon->Bullet->IsAntiGround;
new_object.IsAntiAircraft = (ttype->PrimaryWeapon != NULL) && (ttype->PrimaryWeapon->Bullet != NULL) && ttype->PrimaryWeapon->Bullet->IsAntiAircraft;
new_object.IsSubSurface = (ttype->PrimaryWeapon != NULL) && (ttype->PrimaryWeapon->Bullet != NULL) && ttype->PrimaryWeapon->Bullet->IsSubSurface;
new_object.IsIronCurtain = techno_object->IronCurtainCountDown > 0;
int full_name = techno_object->Full_Name();
if (full_name < 0)
{
new_object.OverrideDisplayName = Text_String(full_name);
}
HouseClass* old_player_ptr = PlayerPtr;
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* hptr = Houses.Ptr(i);
if ((hptr != nullptr) && hptr->IsActive && hptr->IsHuman) {
Logic_Switch_Player_Context(hptr);
HousesType house = hptr->Class->House;
new_object.CanMove[house] = techno_object->Can_Player_Move();
new_object.CanFire[house] = techno_object->Can_Player_Fire();
}
}
Logic_Switch_Player_Context(old_player_ptr);
}
new_object.ControlGroup = (unsigned char)(-1);
new_object.IsInFormation = false;
new_object.CanPlaceBombs = false;
if (object->Is_Foot()) {
const FootClass* foot = static_cast<const FootClass*>(object);
new_object.ControlGroup = foot->Group;
new_object.IsInFormation = foot->XFormOffset != 0x80000000UL;
}
bool is_infantry = what_is_object == RTTI_INFANTRY;
if (is_infantry) {
const InfantryClass* infantry = static_cast<const InfantryClass*>(object);
new_object.IsDog = infantry->Class->IsDog;
new_object.CanPlaceBombs = infantry->Class->IsBomber;
}
new_object.CanHarvest = false;
bool is_unit = what_is_object == RTTI_UNIT;
if (is_unit) {
const UnitClass* unit = static_cast<const UnitClass*>(object);
if (unit->Class->Type == UNIT_HARVESTER)
{
new_object.CanHarvest = true;
}
new_object.IsDumping = unit->IsDumping;
}
new_object.IsFixedWingedAircraft = false;
bool is_aircraft = what_is_object == RTTI_AIRCRAFT;
if (is_aircraft) {
const AircraftClass* aircraft = static_cast<const AircraftClass*>(object);;
new_object.IsFixedWingedAircraft = aircraft->Class->IsFixedWing;
}
switch (what_is_object)
{
case RTTI_INFANTRY:
case RTTI_INFANTRYTYPE:
case RTTI_UNIT:
case RTTI_UNITTYPE:
case RTTI_AIRCRAFT:
case RTTI_AIRCRAFTTYPE:
case RTTI_BUILDING:
case RTTI_BUILDINGTYPE:
case RTTI_VESSEL:
case RTTI_VESSELTYPE:
{
const TechnoClass* techno_object = static_cast<const TechnoClass*>(object);
new_object.FlashingFlags = techno_object->Get_Flashing_Flags();
new_object.Cloak = techno_object->Cloak;
new_object.SpiedByFlags = techno_object->Spied_By();
if (techno_object->Techno_Type_Class()->IsInvisible) {
// Hide for enemy players
HouseClass* owner = HouseClass::As_Pointer(object->Owner());
if (owner != nullptr) {
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* hptr = Houses.Ptr(i);
if ((hptr != nullptr) && hptr->IsActive && !owner->Is_Ally(hptr)) {
new_object.VisibleFlags &= ~(1 << hptr->Class->House);
}
}
}
}
}
break;
case RTTI_ANIM:
case RTTI_ANIMTYPE:
{
const AnimClass* anim_object = static_cast<const AnimClass*>(object);
new_object.Owner = anim_object->OwnerHouse;
new_object.RemapColor = -1;
new_object.VisibleFlags = anim_object->Get_Visible_Flags();
const AnimTypeClass& anim_type = static_cast<const AnimTypeClass&>(anim_object->Class_Of());
if (anim_type.VirtualName != NULL) {
strncpy(new_object.AssetName, anim_type.VirtualName, CNC_OBJECT_ASSET_NAME_LENGTH);
}
}
break;
case RTTI_TERRAIN:
case RTTI_TERRAINTYPE:
{
if (strncmp(new_object.AssetName, "MINE", CNC_OBJECT_ASSET_NAME_LENGTH) == 0) {
strncpy(new_object.AssetName, "OREMINE", CNC_OBJECT_ASSET_NAME_LENGTH);
}
}
break;
}
}
else {
new_object.MaxStrength = 0;
new_object.MaxSpeed = 0;
new_object.Strength = 0;
new_object.CellX = base_object->CellX;
new_object.CellY = base_object->CellY;
new_object.CenterCoordX = base_object->CenterCoordX;
new_object.CenterCoordY = base_object->CenterCoordY;
new_object.DimensionX = base_object->DimensionX;
new_object.DimensionY = base_object->DimensionY;
new_object.IsSelectable = false;
new_object.IsSelectedMask = 0U;
new_object.SimLeptonX = base_object->SimLeptonX;
new_object.SimLeptonY = base_object->SimLeptonY;
new_object.PositionX = x;
new_object.PositionY = y;
new_object.Width = width;
new_object.Height = height;
new_object.Altitude = base_object->Altitude;
new_object.DrawFlags = flags;
new_object.ShapeIndex = (unsigned short)shape_number;
new_object.IsTheaterSpecific = IsTheaterShape;
new_object.Rotation = (unsigned char)rotation;
new_object.Scale = scale;
new_object.SubObject = sub_object;
new_object.BaseObjectID = base_object->ID;
new_object.BaseObjectType = base_object->Type;
new_object.FlashingFlags = base_object->FlashingFlags;
new_object.Cloak = base_object->Cloak;
new_object.OccupyListLength = 0;
new_object.NumPips = 0;
new_object.MaxPips = 0;
new_object.NumLines = 0;
new_object.IsRepairing = false;
new_object.IsDumping = false;
new_object.IsALoaner = base_object->IsALoaner;
new_object.CanDemolish = base_object->CanDemolish;
new_object.CanDemolishUnit = base_object->CanDemolishUnit;
new_object.CanRepair = base_object->CanRepair;
new_object.RecentlyCreated = base_object->RecentlyCreated;
new_object.IsFactory = base_object->IsFactory;
new_object.IsPrimaryFactory = base_object->IsPrimaryFactory;
new_object.IsAntiGround = base_object->IsAntiGround;
new_object.IsAntiAircraft = base_object->IsAntiAircraft;
new_object.IsSubSurface = base_object->IsSubSurface;
new_object.IsNominal = base_object->IsNominal;
new_object.IsDog = base_object->IsDog;
new_object.IsIronCurtain = base_object->IsIronCurtain;
new_object.IsInFormation = false;
new_object.CanHarvest = base_object->CanHarvest;
new_object.CanPlaceBombs = base_object->CanPlaceBombs;
new_object.ControlGroup = base_object->ControlGroup;
new_object.VisibleFlags = base_object->VisibleFlags;
new_object.SpiedByFlags = base_object->SpiedByFlags;
new_object.IsFixedWingedAircraft = base_object->IsFixedWingedAircraft;
new_object.IsFake = base_object->IsFake;
new_object.ProductionAssetName[0] = '\0';
new_object.OverrideDisplayName = "\0";
memset(new_object.CanMove, false, sizeof(new_object.CanMove));
memset(new_object.CanFire, false, sizeof(new_object.CanFire));
memset(new_object.ActionWithSelected, DAT_NONE, sizeof(new_object.ActionWithSelected));
}
CurrentDrawCount++;
}
void DLLExportClass::DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip)
{
CNCObjectStruct* base_object = NULL;
for (int i = 0; i < CurrentDrawCount; ++i) {
CNCObjectStruct& draw_object = ObjectList->Objects[TotalObjectCount + i];
if (draw_object.CNCInternalObjectPointer == object) {
base_object = &draw_object;
break;
}
}
if ((base_object != NULL) && (base_object->NumPips < MAX_OBJECT_PIPS)) {
base_object->Pips[base_object->NumPips] = pip;
base_object->NumPips++;
base_object->MaxPips = max(base_object->MaxPips, base_object->NumPips);
}
}
/**************************************************************************************************
* DLLExportClass::Get_Layer_State -- Get game objects from the layers
*
* In:
*
* Out:
*
*
*
* History: 1/29/2019 11:37AM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Layer_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
player_id;
static int _export_count = 0;
bool got_state = false;
ObjectList = (CNCObjectListStruct*) buffer_in;
TotalObjectCount = 0;
/*
** Get a reference draw coordinate for cells
*/
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
if (map_cell_x > 0) {
map_cell_x--;
}
if (map_cell_y > 0) {
map_cell_y--;
}
SortOrder = 0;
/*
** Get the ground layer first and then followed by all the layers in increasing altitude.
*/
for (int layer = 0; layer < DLL_LAYER_COUNT; layer++) {
ExportLayer = layer;
for (int index = 0; index < Map.Layer[layer].Count(); index++) {
ObjectClass *object = Map.Layer[layer][index];
if (object->IsActive) {
unsigned int memory_needed = sizeof(CNCObjectListStruct);
memory_needed += (TotalObjectCount + 10) * sizeof(CNCObjectStruct);
if (memory_needed >= buffer_size) {
return false;
}
if (object->Is_Techno()) {
/*
** Skip units tethered to buildings, since the building will draw them itself
*/
TechnoClass* techno_object = static_cast<TechnoClass*>(object);
TechnoClass* contact_object = techno_object->In_Radio_Contact() ? techno_object->Contact_With_Whom() : nullptr;
if ((object->What_Am_I() != RTTI_BUILDING) && (contact_object != nullptr) && (contact_object->What_Am_I() == RTTI_BUILDING) && contact_object->IsTethered && *((BuildingClass*)contact_object) == STRUCT_WEAP) {
continue;
}
/*
** Skip units tethered to vessels, since the vessel will draw them itself
*/
if ((contact_object != nullptr) && (contact_object->What_Am_I() == RTTI_VESSEL) && !contact_object->Is_Door_Closed() && contact_object->IsTethered && !techno_object->IsInLimbo) {
continue;
}
}
if (Debug_Map || Debug_Unshroud || (object->IsDown && !object->IsInLimbo)) {
int x, y;
Map.Coord_To_Pixel(object->Render_Coord(), x, y);
/*
** Call to Draw_It can result in multiple callbacks to the draw intercept
*/
CurrentDrawCount = 0;
object->Draw_It(x, y, WINDOW_VIRTUAL);
/*
** If the root object is a factory, then the last base object is the object in production (rendered after infiltrated buildings when selected).
** The root object is updated with the production asset name, but otherwise a separate object isn't created.
** This only occurs in skirmish and multiplayer.
*/
if ((GAME_TO_PLAY != GAME_NORMAL) && (CurrentDrawCount > 0)) {
CNCObjectStruct& root_object = ObjectList->Objects[TotalObjectCount];
if (root_object.IsFactory) {
BuildingClass* building = (BuildingClass*)root_object.CNCInternalObjectPointer;
FactoryClass* factory = building->House->IsHuman ? building->House->Fetch_Factory(building->Class->ToBuild) : building->Factory;
if (factory != nullptr) {
for (int i = CurrentDrawCount - 1; i > 0; --i) {
CNCObjectStruct& base_object = ObjectList->Objects[TotalObjectCount + i];
if (base_object.SubObject) {
continue;
}
strncpy(root_object.ProductionAssetName, base_object.TypeName, CNC_OBJECT_ASSET_NAME_LENGTH);
void* production_object = base_object.CNCInternalObjectPointer;
int new_draw_count = i;
for (int j = i + 1; j < CurrentDrawCount; ++j) {
CNCObjectStruct& cnc_object = ObjectList->Objects[TotalObjectCount + j];
if (cnc_object.CNCInternalObjectPointer != production_object) {
memcpy(ObjectList->Objects + TotalObjectCount + new_draw_count, &cnc_object, sizeof(CNCObjectStruct));
new_draw_count++;
}
}
memset(ObjectList->Objects + TotalObjectCount + new_draw_count, 0, (CurrentDrawCount - new_draw_count) * sizeof(CNCObjectStruct));
CurrentDrawCount = new_draw_count;
break;
}
}
}
}
/*
** Shadows need to be rendered before the base object so they appear underneath,
** even though they get drawn as sub-objects (after the base object)
*/
for (int i = 1; i < CurrentDrawCount; ++i) {
CNCObjectStruct& sub_object = ObjectList->Objects[TotalObjectCount + i];
if (!sub_object.SubObject) {
continue;
}
static const int shadow_flags = SHAPE_PREDATOR | SHAPE_FADING;
if (((sub_object.DrawFlags & shadow_flags) == shadow_flags) || (strncmp(sub_object.AssetName, "WAKE", CNC_OBJECT_ASSET_NAME_LENGTH) == 0)) {
if ((strncmp(sub_object.AssetName, "RROTOR", CNC_OBJECT_ASSET_NAME_LENGTH) != 0) &&
(strncmp(sub_object.AssetName, "LROTOR", CNC_OBJECT_ASSET_NAME_LENGTH) != 0)) {
for (int j = i - 1; j >= 0; --j) {
CNCObjectStruct& base_object = ObjectList->Objects[TotalObjectCount + j];
if (!base_object.SubObject && (base_object.CNCInternalObjectPointer == sub_object.CNCInternalObjectPointer)) {
int sort_order = base_object.SortOrder;
base_object.SortOrder = sub_object.SortOrder;
sub_object.SortOrder = sort_order;
break;
}
}
}
}
}
TotalObjectCount += CurrentDrawCount;
}
}
}
}
ObjectList->Count = TotalObjectCount;
if (ObjectList->Count) {
_export_count++;
return true;
}
return false;
}
void DLLExportClass::Convert_Type(const ObjectClass *object, CNCObjectStruct &object_out)
{
object_out.Type = UNKNOWN;
object_out.ID = -1;
if (object == NULL) {
return;
}
RTTIType type = object->What_Am_I();
switch (type) {
default:
break;
case RTTI_VESSEL:
object_out.Type = VESSEL;
object_out.ID = Vessels.ID((VesselClass*)object);
break;
case RTTI_INFANTRY:
object_out.Type = INFANTRY;
object_out.ID = Infantry.ID((InfantryClass*)object);
break;
case RTTI_UNIT:
object_out.Type = UNIT;
object_out.ID = Units.ID((UnitClass*)object);
break;
case RTTI_AIRCRAFT:
object_out.Type = AIRCRAFT;
object_out.ID = Aircraft.ID((AircraftClass*)object);
break;
case RTTI_BUILDING:
object_out.Type = BUILDING;
object_out.ID = Buildings.ID((BuildingClass*)object);
break;
case RTTI_BULLET:
object_out.Type = BULLET;
object_out.ID = Bullets.ID((BulletClass*)object);
break;
case RTTI_ANIM:
object_out.Type = ANIM;
object_out.ID = Anims.ID((AnimClass*)object);
break;
case RTTI_SMUDGE:
object_out.Type = SMUDGE;
object_out.ID = Smudges.ID((SmudgeClass*)object);
break;
case RTTI_TERRAIN:
object_out.Type = TERRAIN;
object_out.ID = Terrains.ID((TerrainClass*)object);
break;
}
}
/**************************************************************************************************
* CNC_Handle_Input -- Process input to the game
*
* In:
*
*
*
*
* Out: Game state returned in buffer
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Input(InputRequestEnum input_event, unsigned char special_key_flags, uint64 player_id, int x1, int y1, int x2, int y2)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (input_event) {
/*
** Special keys have changed
*/
case INPUT_REQUEST_SPECIAL_KEYS:
{
DLLExportClass::Set_Special_Key_Flags(special_key_flags);
break;
}
/*
** The mouse is moving
*/
case INPUT_REQUEST_MOUSE_MOVE:
{
if (!DLLExportClass::Legacy_Render_Enabled()) {
break;
}
DLLForceMouseX = x1;
DLLForceMouseY = y1;
KEYBOARD->MouseQX = x1;
KEYBOARD->MouseQY = y1;
COORDINATE coord = Map.Pixel_To_Coord(x1, y1);
CELL cell = Coord_Cell(coord);
if (coord) {
//x -= Map.TacPixelX;
//y -= Map.TacPixelY;
/*
** Cause any displayed cursor to move along with the mouse cursor.
*/
if (cell != Map.ZoneCell) {
Map.Set_Cursor_Pos(cell);
}
}
break;
}
/*
** Player left-clicked
*/
case INPUT_REQUEST_MOUSE_LEFT_CLICK:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
KEYBOARD->MouseQX = x1;
KEYBOARD->MouseQY = y1;
KeyNumType key = (KeyNumType)(KN_LMOUSE | KN_RLSE_BIT);
if (Map.Pixel_To_Coord(x1, y1)) {
//DisplayClass::TacButton.Clicked_On(key, GadgetClass::LEFTRELEASE, x1, y1);
DisplayClass::TacButton.Clicked_On(key, GadgetClass::LEFTRELEASE, 100, 100);
}
break;
}
/*
** Player right-clicked (on up)
*/
case INPUT_REQUEST_MOUSE_RIGHT_CLICK:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
KEYBOARD->MouseQX = x1;
KEYBOARD->MouseQY = y1;
KeyNumType key = (KeyNumType)(KN_RMOUSE | KN_RLSE_BIT);
if (Map.Pixel_To_Coord(x1, y1)) {
//DisplayClass::TacButton.Clicked_On(key, GadgetClass::RIGHTRELEASE, x1, y1);
DisplayClass::TacButton.Clicked_On(key, GadgetClass::RIGHTRELEASE, 100, 100);
}
break;
}
/*
** Player right button down
*/
case INPUT_REQUEST_MOUSE_RIGHT_DOWN:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
KEYBOARD->MouseQX = x1;
KEYBOARD->MouseQY = y1;
KeyNumType key = (KeyNumType)(KN_RMOUSE);
if (Map.Pixel_To_Coord(x1, y1)) {
//DisplayClass::TacButton.Clicked_On(key, GadgetClass::RIGHTPRESS, x1, y1);
DisplayClass::TacButton.Clicked_On(key, GadgetClass::RIGHTPRESS, 100, 100);
}
break;
}
/*
** Player drag selected
*/
case INPUT_REQUEST_MOUSE_AREA:
{
DLLExportClass::Adjust_Internal_View();
Map.Select_These(XYP_Coord(x1, y1), XYP_Coord(x2, y2), false);
break;
}
case INPUT_REQUEST_MOUSE_AREA_ADDITIVE:
{
DLLExportClass::Adjust_Internal_View();
Map.Select_These(XYP_Coord(x1, y1), XYP_Coord(x2, y2), true);
break;
}
case INPUT_REQUEST_SELL_AT_POSITION:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
KEYBOARD->MouseQX = x1;
KEYBOARD->MouseQY = y1;
COORDINATE coord = Map.Pixel_To_Coord(x1, y1);
CELL cell = Coord_Cell(coord);
PlayerPtr->Sell_Wall(cell);
break;
}
case INPUT_REQUEST_SELECT_AT_POSITION:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
Keyboard->MouseQX = x1;
Keyboard->MouseQY = y1;
COORDINATE coord = Map.Pixel_To_Coord(x1, y1);
CELL cell = Coord_Cell(coord);
if (Map.Pixel_To_Coord(x1, y1))
{
KeyNumType key = (KeyNumType)(KN_LMOUSE | KN_RLSE_BIT);
DisplayClass::TacButton.Selection_At_Mouse(GadgetClass::LEFTRELEASE, key);
}
break;
}
case INPUT_REQUEST_COMMAND_AT_POSITION:
{
DLLExportClass::Adjust_Internal_View();
DLLForceMouseX = x1;
DLLForceMouseY = y1;
Keyboard->MouseQX = x1;
Keyboard->MouseQY = y1;
COORDINATE coord = Map.Pixel_To_Coord(x1, y1);
CELL cell = Coord_Cell(coord);
if (Map.Pixel_To_Coord(x1, y1))
{
KeyNumType key = (KeyNumType)(KN_LMOUSE | KN_RLSE_BIT);
DisplayClass::TacButton.Command_Object(GadgetClass::LEFTRELEASE, key);
}
break;
}
default:
break;
}
}
/**************************************************************************************************
* CNC_Handle_Structure_Request -- Process requests to repair and sell structures.
*
* In:
*
*
* Out:
*
*
*
* History: 4/29/2019 - LLL
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Structure_Request(StructureRequestEnum request_type, uint64 player_id, int object_id)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (request_type)
{
case INPUT_STRUCTURE_REPAIR_START:
DLLExportClass::Repair_Mode(player_id);
break;
case INPUT_STRUCTURE_REPAIR:
DLLExportClass::Repair(player_id, object_id);
break;
case INPUT_STRUCTURE_SELL_START:
DLLExportClass::Sell_Mode(player_id);
break;
case INPUT_STRUCTURE_SELL:
DLLExportClass::Sell(player_id, object_id);
break;
case INPUT_STRUCTURE_CANCEL:
DLLExportClass::Repair_Sell_Cancel(player_id);
break;
default:
break;
}
}
/**************************************************************************************************
* CNC_Handle_Unit_Request -- Process requests on selected units.
*
* In:
*
*
* Out:
*
*
*
* History: 10/15/2019 - SKY
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Unit_Request(UnitRequestEnum request_type, uint64 player_id)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (request_type)
{
case INPUT_UNIT_SCATTER:
DLLExportClass::Scatter_Selected(player_id);
break;
case INPUT_UNIT_SELECT_NEXT:
DLLExportClass::Select_Next_Unit(player_id);
break;
case INPUT_UNIT_SELECT_PREVIOUS:
DLLExportClass::Select_Previous_Unit(player_id);
break;
case INPUT_UNIT_GUARD_MODE:
DLLExportClass::Selected_Guard_Mode(player_id);
break;
case INPUT_UNIT_STOP:
DLLExportClass::Selected_Stop(player_id);
break;
case INPUT_UNIT_FORMATION_TOGGLE:
DLLExportClass::Team_Units_Formation_Toggle_On(player_id);
break;
case INPUT_UNIT_QUEUED_MOVEMENT_ON:
// Red Alert Only
DLLExportClass::Units_Queued_Movement_Toggle(player_id, true);
break;
case INPUT_UNIT_QUEUED_MOVEMENT_OFF:
// Red Alert Only
DLLExportClass::Units_Queued_Movement_Toggle(player_id, false);
break;
default:
break;
}
}
/**************************************************************************************************
* CNC_Handle_Sidebar_Request -- Process an input request to the sidebar
*
* In:
*
*
* Out:
*
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Sidebar_Request(SidebarRequestEnum request_type, uint64 player_id, int buildable_type, int buildable_id, short cell_x, short cell_y)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (request_type) {
// MBL 06.02.2020 - Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold
// Handle and fall through to start construction (from hold state) below
case SIDEBAR_REQUEST_START_CONSTRUCTION_MULTI:
case SIDEBAR_REQUEST_START_CONSTRUCTION:
DLLExportClass::Start_Construction(player_id, buildable_type, buildable_id);
break;
case SIDEBAR_REQUEST_HOLD_CONSTRUCTION:
DLLExportClass::Hold_Construction(player_id, buildable_type, buildable_id);
break;
case SIDEBAR_REQUEST_CANCEL_CONSTRUCTION:
DLLExportClass::Cancel_Construction(player_id, buildable_type, buildable_id);
break;
case SIDEBAR_REQUEST_START_PLACEMENT:
DLLExportClass::Start_Placement(player_id, buildable_type, buildable_id);
break;
case SIDEBAR_REQUEST_PLACE:
DLLExportClass::Place(player_id, buildable_type, buildable_id, cell_x, cell_y);
break;
case SIDEBAR_CANCEL_PLACE:
DLLExportClass::Cancel_Placement(player_id, buildable_type, buildable_id);
break;
default:
break;
}
}
/**************************************************************************************************
* CNC_Handle_SuperWeapon_Request
*
* In:
*
*
* Out:
*
*
*
* History:
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_SuperWeapon_Request(SuperWeaponRequestEnum request_type, uint64 player_id, int buildable_type, int buildable_id, int x1, int y1)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (request_type)
{
case SUPERWEAPON_REQUEST_PLACE_SUPER_WEAPON:
DLLExportClass::Place_Super_Weapon(player_id, buildable_type, buildable_id, x1, y1);
break;
}
}
/**************************************************************************************************
* CNC_Handle_ControlGroup_Request
*
* In:
*
*
* Out:
*
*
*
* History:
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_ControlGroup_Request(ControlGroupRequestEnum request_type, uint64 player_id, unsigned char control_group_index)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (request_type)
{
case CONTROL_GROUP_REQUEST_CREATE:
DLLExportClass::Create_Control_Group(control_group_index);
break;
case CONTROL_GROUP_REQUEST_TOGGLE:
DLLExportClass::Toggle_Control_Group_Selection(control_group_index);
break;
case CONTROL_GROUP_REQUEST_ADDITIVE_SELECTION:
DLLExportClass::Add_To_Control_Group(control_group_index);
break;
}
}
/**************************************************************************************************
* DLLExportClass::Get_Layer_State -- Get a snapshot of the sidebar state
*
* In:
*
* Out:
*
*
*
* History: 1/29/2019 11:37AM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
CNCSidebarStruct *sidebar = (CNCSidebarStruct*) buffer_in;
unsigned int memory_needed = sizeof(*sidebar); // Base amount needed. Will need more depending on how many entries there are
int entry_index = 0;
sidebar->Credits = 0;
sidebar->CreditsCounter = 0;
sidebar->Tiberium = 0;
sidebar->MaxTiberium = 0;
sidebar->PowerProduced = 0;
sidebar->PowerDrained = 0;
sidebar->RepairBtnEnabled = false;
sidebar->SellBtnEnabled = false;
sidebar->RadarMapActive = false;
sidebar->MissionTimer = Scen.MissionTimer.Is_Active() ? (Scen.MissionTimer / TICKS_PER_SECOND) : -1;
sidebar->UnitsKilled = 0;
sidebar->BuildingsKilled = 0;
sidebar->UnitsLost = 0;
sidebar->BuildingsLost = 0;
sidebar->TotalHarvestedCredits = 0;
if (PlayerPtr) {
sidebar->Credits = PlayerPtr->Credits;
sidebar->CreditsCounter = PlayerPtr->VisibleCredits.Current; // Timed display
// sidebar->CreditsCounter = PlayerPtr->VisibleCredits.Credits; // Actual
sidebar->Tiberium = PlayerPtr->Tiberium;
sidebar->MaxTiberium = PlayerPtr->Capacity;
sidebar->PowerProduced = PlayerPtr->Power;
sidebar->PowerDrained = PlayerPtr->Drain;
sidebar->RepairBtnEnabled = PlayerPtr->BScan > 0;
sidebar->SellBtnEnabled = PlayerPtr->BScan > 0;
sidebar->RadarMapActive = PlayerPtr->Radar == RADAR_ON;
// A. Get the DestroyedBuildings and DestroyedInfantry stats if they are available at this point
if (PlayerPtr->DestroyedBuildings) {
for ( int index = 0; index < PlayerPtr->DestroyedBuildings->Get_Unit_Count(); index ++ )
{
unsigned int count = (unsigned int) PlayerPtr->DestroyedBuildings->Get_Unit_Total( index );
sidebar->BuildingsKilled += count;
}
}
if (PlayerPtr->DestroyedInfantry) {
for ( int index = 0; index < PlayerPtr->DestroyedInfantry->Get_Unit_Count(); index ++ )
{
unsigned int count = (unsigned int) PlayerPtr->DestroyedInfantry->Get_Unit_Total( index );
sidebar->UnitsKilled += count; // Includes Infantry, Vehicles, Aircraft
}
}
if (PlayerPtr->DestroyedUnits) {
for ( int index = 0; index < PlayerPtr->DestroyedUnits->Get_Unit_Count(); index ++ )
{
unsigned int count = (unsigned int) PlayerPtr->DestroyedUnits->Get_Unit_Total( index );
sidebar->UnitsKilled += count; // Includes Infantry, Vehicles, Aircraft
}
}
if (PlayerPtr->DestroyedAircraft) {
for ( int index = 0; index < PlayerPtr->DestroyedAircraft->Get_Unit_Count(); index ++ )
{
unsigned int count = (unsigned int) PlayerPtr->DestroyedAircraft->Get_Unit_Total( index );
sidebar->UnitsKilled += count; // Includes Infantry, Vehicles, Aircraft
}
}
// B. If the DestroyedBuildings and DestroyedInfantry stats seemed to be unvailable, this is another way to do it
// Note that we need to do both of these depending on which type of match we are running, as well as for Replays/Observer and live stats reporting
// We can't just do it this way for everything, as it does not work for all cases
if (sidebar->BuildingsKilled == 0)
{
for (unsigned int house_index = 0; house_index < HOUSE_COUNT; house_index ++)
{
sidebar->BuildingsKilled += PlayerPtr->BuildingsKilled[ house_index ];
}
}
if (sidebar->UnitsKilled == 0)
{
for (unsigned int house_index = 0; house_index < HOUSE_COUNT; house_index ++)
{
sidebar->UnitsKilled += PlayerPtr->UnitsKilled[ house_index ]; // Includes Infantry, Vehicles, Aircraft
}
}
sidebar->UnitsLost = PlayerPtr->UnitsLost;
sidebar->BuildingsLost = PlayerPtr->BuildingsLost;
sidebar->TotalHarvestedCredits = PlayerPtr->HarvestedCredits;
}
if (GAME_TO_PLAY == GAME_NORMAL) {
/*
** Get each sidebar column
*/
for (int c = 0 ; c < 2 ; c++) {
sidebar->EntryCount[c] = Map.Column[c].BuildableCount;
/*
** Each production slot in the column
*/
for (int b=0 ; b < Map.Column[c].BuildableCount ; b++) {
CNCSidebarEntryStruct &sidebar_entry = sidebar->Entries[entry_index++];
if ((entry_index + 1) * sizeof(CNCSidebarEntryStruct) + memory_needed > buffer_size) {
return false;
}
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
sidebar_entry.AssetName[0] = 0;
sidebar_entry.Type = UNKNOWN;
sidebar_entry.BuildableID = Map.Column[c].Buildables[b].BuildableID;
sidebar_entry.BuildableType = Map.Column[c].Buildables[b].BuildableType;
sidebar_entry.BuildableViaCapture = Map.Column[c].Buildables[b].BuildableViaCapture;
sidebar_entry.Fake = false;
TechnoTypeClass const * tech = Fetch_Techno_Type(Map.Column[c].Buildables[b].BuildableType, Map.Column[c].Buildables[b].BuildableID);
sidebar_entry.SuperWeaponType = SW_NONE;
if (tech) {
sidebar_entry.Cost = tech->Cost * PlayerPtr->CostBias; // MBL: If this gets modified, also modify below for skirmish and multiplayer
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
} else {
sidebar_entry.Cost = 0;
sidebar_entry.AssetName[0] = 0;
}
SuperClass* super_weapon = nullptr;
bool isbusy = false;
switch (Map.Column[c].Buildables[b].BuildableType) {
case RTTI_INFANTRYTYPE:
sidebar_entry.Type = INFANTRY_TYPE;
isbusy = (PlayerPtr->InfantryFactory != -1);
isbusy |= Infantry.Avail() <= 0;
break;
case RTTI_UNITTYPE:
isbusy = (PlayerPtr->UnitFactory != -1);
isbusy |= Units.Avail() <= 0;
sidebar_entry.Type = UNIT_TYPE;
break;
case RTTI_AIRCRAFTTYPE:
isbusy = (PlayerPtr->AircraftFactory != -1);
isbusy |= Aircraft.Avail() <= 0;
sidebar_entry.Type = AIRCRAFT_TYPE;
break;
case RTTI_BUILDINGTYPE:
{
isbusy = (PlayerPtr->BuildingFactory != -1);
isbusy |= Buildings.Avail() <= 0;
sidebar_entry.Type = BUILDING_TYPE;
const BuildingTypeClass* build_type = static_cast<const BuildingTypeClass*>(tech);
sidebar_entry.PowerProvided = build_type->Power - build_type->Drain;
sidebar_entry.Fake = build_type->IsFake;
}
break;
case RTTI_VESSELTYPE:
sidebar_entry.Type = VESSEL_TYPE;
isbusy = (PlayerPtr->VesselFactory != -1);
isbusy |= Vessels.Avail() <= 0;
break;
default:
sidebar_entry.Type = UNKNOWN;
break;
case RTTI_SPECIAL:
Fill_Sidebar_Entry_From_Special_Weapon(sidebar_entry, super_weapon, (SpecialWeaponType)Map.Column[c].Buildables[b].BuildableID);
break;
}
if (super_weapon != nullptr)
{
sidebar_entry.Progress = (float)super_weapon->Anim_Stage() / (float)SuperClass::ANIMATION_STAGES;
sidebar_entry.Completed = super_weapon->Is_Ready();
sidebar_entry.Constructing = super_weapon->Anim_Stage() != SuperClass::ANIMATION_STAGES;
sidebar_entry.ConstructionOnHold = false;
sidebar_entry.PlacementListLength = 0;
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = super_weapon->Get_Recharge_Time();
}
else
{
int fnumber = Map.Column[c].Buildables[b].Factory;
FactoryClass * factory = NULL;
if (tech && fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
sidebar_entry.Completed = false;
sidebar_entry.Constructing = false;
sidebar_entry.ConstructionOnHold = false;
sidebar_entry.Progress = 0.0f;
sidebar_entry.Busy = isbusy;
sidebar_entry.PlacementListLength = 0;
if (factory) {
if (factory->Is_Building()) {
sidebar_entry.Constructing = true;
sidebar_entry.Progress = (float)factory->Completion() / (float)FactoryClass::STEP_COUNT;
sidebar_entry.Completed = factory->Has_Completed();
}
else {
sidebar_entry.Completed = factory->Has_Completed();
if (!sidebar_entry.Completed)
{
sidebar_entry.ConstructionOnHold = true;
sidebar_entry.Progress = (float)factory->Completion() / (float)FactoryClass::STEP_COUNT;
}
if (sidebar_entry.Completed && sidebar_entry.Type == BUILDING_TYPE) {
if (tech) {
BuildingTypeClass *building_type = (BuildingTypeClass*)tech;
short const *occupy_list = building_type->Occupy_List(true);
if (occupy_list) {
while (*occupy_list != REFRESH_EOL && sidebar_entry.PlacementListLength < MAX_OCCUPY_CELLS) {
sidebar_entry.PlacementList[sidebar_entry.PlacementListLength] = *occupy_list;
sidebar_entry.PlacementListLength++;
occupy_list++;
}
}
}
}
}
}
}
}
}
} else {
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
SidebarGlyphxClass *context_sidebar = DLLExportClass::Get_Current_Context_Sidebar();
/*
** Get each sidebar column
*/
for (int c = 0 ; c < 2 ; c++) {
sidebar->EntryCount[c] = context_sidebar->Column[c].BuildableCount;
/*
** Each production slot in the column
*/
for (int b=0 ; b < context_sidebar->Column[c].BuildableCount ; b++) {
CNCSidebarEntryStruct &sidebar_entry = sidebar->Entries[entry_index++];
if ((entry_index + 1) * sizeof(CNCSidebarEntryStruct) + memory_needed > buffer_size) {
return false;
}
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
sidebar_entry.AssetName[0] = 0;
sidebar_entry.Type = UNKNOWN;
sidebar_entry.BuildableID = context_sidebar->Column[c].Buildables[b].BuildableID;
sidebar_entry.BuildableType = context_sidebar->Column[c].Buildables[b].BuildableType;
sidebar_entry.BuildableViaCapture = context_sidebar->Column[c].Buildables[b].BuildableViaCapture;
sidebar_entry.Fake = false;
TechnoTypeClass const * tech = Fetch_Techno_Type(context_sidebar->Column[c].Buildables[b].BuildableType, context_sidebar->Column[c].Buildables[b].BuildableID);
sidebar_entry.SuperWeaponType = SW_NONE;
if (tech) {
// MBL 06.22.2020 - Updated to apply and difficulty abd/or faction price modifier; See https://jaas.ea.com/browse/TDRA-6864
// If this gets modified, also modify above for non-skirmish / non-multiplayer
//
// sidebar_entry.Cost = tech->Cost;
sidebar_entry.Cost = tech->Cost * PlayerPtr->CostBias;
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
} else {
sidebar_entry.Cost = 0;
sidebar_entry.AssetName[0] = 0;
}
SuperClass* super_weapon = nullptr;
bool isbusy = false;
switch (context_sidebar->Column[c].Buildables[b].BuildableType) {
case RTTI_INFANTRYTYPE:
sidebar_entry.Type = INFANTRY_TYPE;
isbusy = (PlayerPtr->InfantryFactory != -1);
isbusy |= Infantry.Avail() <= 0;
break;
case RTTI_UNITTYPE:
isbusy = (PlayerPtr->UnitFactory != -1);
isbusy |= Units.Avail() <= 0;
sidebar_entry.Type = UNIT_TYPE;
break;
case RTTI_AIRCRAFTTYPE:
isbusy = (PlayerPtr->AircraftFactory != -1);
isbusy |= Aircraft.Avail() <= 0;
sidebar_entry.Type = AIRCRAFT_TYPE;
break;
case RTTI_BUILDINGTYPE:
{
isbusy = (PlayerPtr->BuildingFactory != -1);
isbusy |= Buildings.Avail() <= 0;
sidebar_entry.Type = BUILDING_TYPE;
const BuildingTypeClass* build_type = static_cast<const BuildingTypeClass*>(tech);
sidebar_entry.PowerProvided = build_type->Power - build_type->Drain;
sidebar_entry.Fake = build_type->IsFake;
break;
}
case RTTI_VESSELTYPE:
isbusy = (PlayerPtr->VesselFactory != -1);
isbusy |= Vessels.Avail() <= 0;
sidebar_entry.Type = VESSEL_TYPE;
break;
default:
sidebar_entry.Type = UNKNOWN;
break;
case RTTI_SPECIAL:
Fill_Sidebar_Entry_From_Special_Weapon(sidebar_entry, super_weapon, (SpecialWeaponType)sidebar_entry.BuildableID);
break;
}
if (super_weapon != nullptr)
{
sidebar_entry.Progress = (float)super_weapon->Anim_Stage() / (float)SuperClass::ANIMATION_STAGES;
sidebar_entry.Completed = super_weapon->Is_Ready();
sidebar_entry.Constructing = super_weapon->Anim_Stage() != SuperClass::ANIMATION_STAGES;
sidebar_entry.ConstructionOnHold = false;
sidebar_entry.PlacementListLength = 0;
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = super_weapon->Get_Recharge_Time();
}
else
{
int fnumber = context_sidebar->Column[c].Buildables[b].Factory;
FactoryClass * factory = NULL;
if (tech && fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
sidebar_entry.Completed = false;
sidebar_entry.Constructing = false;
sidebar_entry.ConstructionOnHold = false;
sidebar_entry.Progress = 0.0f;
sidebar_entry.Busy = isbusy;
sidebar_entry.PlacementListLength = 0;
if (factory) {
if (factory->Is_Building()) {
sidebar_entry.Constructing = true;
sidebar_entry.Progress = (float)factory->Completion() / (float)FactoryClass::STEP_COUNT;
sidebar_entry.Completed = factory->Has_Completed();
}
else {
sidebar_entry.Completed = factory->Has_Completed();
if (!sidebar_entry.Completed)
{
sidebar_entry.ConstructionOnHold = true;
sidebar_entry.Progress = (float)factory->Completion() / (float)FactoryClass::STEP_COUNT;
}
if (sidebar_entry.Completed && sidebar_entry.Type == BUILDING_TYPE) {
if (tech) {
BuildingTypeClass *building_type = (BuildingTypeClass*)tech;
short const *occupy_list = building_type->Occupy_List(true);
if (occupy_list) {
while (*occupy_list != REFRESH_EOL && sidebar_entry.PlacementListLength < MAX_OCCUPY_CELLS) {
sidebar_entry.PlacementList[sidebar_entry.PlacementListLength] = *occupy_list;
sidebar_entry.PlacementListLength++;
occupy_list++;
}
}
}
}
}
}
}
}
}
}
}
return true;
}
void DLLExportClass::Convert_Action_Type(ActionType type, ObjectClass* object, TARGET target, DllActionTypeEnum& dll_type)
{
switch (type)
{
case ACTION_NONE:
default:
dll_type = DAT_NONE;
break;
case ACTION_MOVE:
dll_type = DAT_MOVE;
break;
case ACTION_NOMOVE:
dll_type = DAT_NOMOVE;
break;
case ACTION_ENTER:
dll_type = DAT_ENTER;
break;
case ACTION_SELF:
dll_type = DAT_SELF;
break;
case ACTION_ATTACK:
if (Target_Legal(target) && (object != NULL) && object->Is_Techno() && ((TechnoClass*)object)->In_Range(target, 0)) {
dll_type = DAT_ATTACK;
}
else {
dll_type = DAT_ATTACK_OUT_OF_RANGE;
}
break;
case ACTION_GUARD_AREA:
dll_type = DAT_GUARD;
break;
case ACTION_HARVEST:
dll_type = DAT_ATTACK;
break;
case ACTION_SELECT:
case ACTION_TOGGLE_SELECT:
dll_type = DAT_SELECT;
break;
case ACTION_CAPTURE:
dll_type = DAT_CAPTURE;
break;
case ACTION_DAMAGE:
dll_type = DAT_DAMAGE;
break;
case ACTION_SABOTAGE:
dll_type = DAT_SABOTAGE;
break;
case ACTION_HEAL:
dll_type = DAT_HEAL;
break;
case ACTION_TOGGLE_PRIMARY:
dll_type = DAT_TOGGLE_PRIMARY;
break;
case ACTION_NO_DEPLOY:
dll_type = DAT_CANT_DEPLOY;
break;
case ACTION_GREPAIR:
dll_type = DAT_REPAIR;
break;
case ACTION_NO_GREPAIR:
dll_type = DAT_CANT_REPAIR;
break;
}
}
void DLLExportClass::Convert_Special_Weapon_Type(SpecialWeaponType weapon_type, DllSuperweaponTypeEnum& dll_weapon_type, char* weapon_name)
{
switch (weapon_type)
{
case SPC_SONAR_PULSE:
dll_weapon_type = SW_SONAR_PULSE;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_SonarPulse", 16);
}
break;
case SPC_NUCLEAR_BOMB:
dll_weapon_type = SW_NUKE;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_Nuke", 16);
}
break;
case SPC_CHRONOSPHERE:
dll_weapon_type = SW_CHRONOSPHERE;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_Chrono", 16);
}
break;
case SPC_PARA_BOMB:
dll_weapon_type = SW_PARA_BOMB;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_ParaBomb", 16);
}
break;
case SPC_PARA_INFANTRY:
dll_weapon_type = SW_PARA_INFANTRY;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_ParaInfantry", 16);
}
break;
case SPC_SPY_MISSION:
dll_weapon_type = SW_SPY_MISSION;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_SpyMission", 16);
}
break;
case SPC_IRON_CURTAIN:
dll_weapon_type = SW_IRON_CURTAIN;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_IronCurtain", 16);
}
break;
case SPC_GPS:
dll_weapon_type = SW_GPS;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_GPS", 16);
}
break;
case SPC_CHRONO2:
dll_weapon_type = SW_CHRONOSPHERE_DESTINATION;
if (weapon_name != NULL)
{
strncpy(weapon_name, "SW_Chrono2", 16);
}
break;
default:
dll_weapon_type = SW_UNKNOWN;
if (weapon_name != NULL)
{
weapon_name[0] = '\0';
}
break;
}
}
void DLLExportClass::Fill_Sidebar_Entry_From_Special_Weapon(CNCSidebarEntryStruct& sidebar_entry_out, SuperClass*& super_weapon_out, SpecialWeaponType weapon_type)
{
sidebar_entry_out.Type = SPECIAL;
switch (weapon_type)
{
case SPC_SONAR_PULSE:
case SPC_NUCLEAR_BOMB:
case SPC_CHRONOSPHERE:
case SPC_PARA_BOMB:
case SPC_PARA_INFANTRY:
case SPC_SPY_MISSION:
case SPC_IRON_CURTAIN:
case SPC_GPS:
case SPC_CHRONO2:
Convert_Special_Weapon_Type(weapon_type, sidebar_entry_out.SuperWeaponType, sidebar_entry_out.AssetName);
break;
default:
sidebar_entry_out.SuperWeaponType = SW_UNKNOWN;
sidebar_entry_out.Type = UNKNOWN;
super_weapon_out = nullptr;
return;
}
super_weapon_out = &(PlayerPtr->SuperWeapon[weapon_type]);
}
static const int _map_width_shift_bits = 7;
void DLLExportClass::Calculate_Placement_Distances(BuildingTypeClass* placement_type, unsigned char* placement_distance)
{
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_WIDTH) {
map_cell_height++;
}
static const FacingType _scan_facings[] = {
FACING_E,
FACING_S,
FACING_W,
FACING_N
};
memset(placement_distance, 255U, MAP_CELL_TOTAL);
for (int y = 0; y < map_cell_height; y++) {
for (int x = 0; x < map_cell_width; x++) {
CELL cell = (CELL)map_cell_x + x + ((map_cell_y + y) << _map_width_shift_bits);
BuildingClass* base = (BuildingClass*)Map[cell].Cell_Find_Object(RTTI_BUILDING);
if ((base && base->House->Class->House == PlayerPtr->Class->House && base->Class->IsBase) ||
((placement_type->IsWall || ((Map[cell].Smudge != SMUDGE_NONE) && SmudgeTypeClass::As_Reference(Map[cell].Smudge).IsBib)) &&
Map[cell].Owner == PlayerPtr->Class->House)) {
placement_distance[cell] = 0U;
CELL startcell = cell;
for (unsigned char distance = 1U; distance <= (placement_type->Adjacent + 1U); distance++) {
startcell = Adjacent_Cell(startcell, FACING_NW);
CELL scancell = startcell;
for (int i = 0; i < ARRAY_SIZE(_scan_facings); i++) {
CELL nextcell = scancell;
for (unsigned char scan = 0U; scan <= (distance * 2U); scan++) {
scancell = nextcell;
if (Map.In_Radar(scancell)) {
placement_distance[scancell] = min(placement_distance[scancell], distance);
}
nextcell = Adjacent_Cell(scancell, _scan_facings[i]);
}
}
}
}
}
}
}
void Recalculate_Placement_Distances()
{
DLLExportClass::Recalculate_Placement_Distances();
}
void DLLExportClass::Recalculate_Placement_Distances()
{
if (PlacementType[CurrentLocalPlayerIndex] != NULL) {
Calculate_Placement_Distances(PlacementType[CurrentLocalPlayerIndex], PlacementDistance[CurrentLocalPlayerIndex]);
}
}
/**************************************************************************************************
* DLLExportClass::Get_Placement_State -- Get a snapshot of legal validity of placing a structure on all map cells
*
* In:
*
* Out:
*
*
*
* History: 2/4/2019 3:11PM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Placement_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
if (PlacementType[CurrentLocalPlayerIndex] == NULL) {
return false;
}
CNCPlacementInfoStruct *placement_info = (CNCPlacementInfoStruct*) buffer_in;
unsigned int memory_needed = sizeof(*placement_info); // Base amount needed. Will need more depending on how many entries there are
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_WIDTH) {
map_cell_height++;
}
memory_needed += map_cell_width * map_cell_height * sizeof(CNCPlacementCellInfoStruct);
if (memory_needed + 128 >= buffer_size) {
return false;
}
placement_info->Count = map_cell_width * map_cell_height;
int index = 0;
for (int y=0 ; y < map_cell_height ; y++) {
for (int x=0 ; x < map_cell_width ; x++) {
CELL cell = (CELL) map_cell_x + x + ((map_cell_y + y) << _map_width_shift_bits);
bool pass = Passes_Proximity_Check(cell, PlacementType[CurrentLocalPlayerIndex], PlacementDistance[CurrentLocalPlayerIndex]);
CellClass * cellptr = &Map[cell];
bool clear = cellptr->Is_Clear_To_Build(PlacementType[CurrentLocalPlayerIndex]->Speed);
CNCPlacementCellInfoStruct &placement_cell_info = placement_info->CellInfo[index++];
placement_cell_info.PassesProximityCheck = pass;
placement_cell_info.GenerallyClear = clear;
}
}
Map.ZoneOffset = 0;
return true;
}
bool DLLExportClass::Passes_Proximity_Check(CELL cell_in, BuildingTypeClass *placement_type, unsigned char* placement_distance)
{
/*
** Scan through all cells that the building foundation would cover. If any adjacent
** cells to these are of friendly persuasion, then consider the proximity check to
** have been a success.
*/
short const *occupy_list = placement_type->Occupy_List(true);
while (*occupy_list != REFRESH_EOL) {
CELL center_cell = cell_in + *occupy_list++;
if (!Map.In_Radar(center_cell)) {
return false;
}
if (placement_distance[center_cell] <= (placement_type->Adjacent + 1)) {
return true;
}
}
return false;
}
/**************************************************************************************************
* DLLExportClass::Start_Construction -- Start sidebar construction
*
* In:
*
* Out:
*
*
*
* History: 1/29/2019 11:37AM - ST
**************************************************************************************************/
bool DLLExportClass::Start_Construction(uint64 player_id, int buildable_type, int buildable_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
if (GAME_TO_PLAY == GAME_NORMAL) {
return Construction_Action(SIDEBAR_REQUEST_START_CONSTRUCTION, player_id, buildable_type, buildable_id);
}
return MP_Construction_Action(SIDEBAR_REQUEST_START_CONSTRUCTION, player_id, buildable_type, buildable_id);
}
/**************************************************************************************************
* DLLExportClass::Hold_Construction -- Pause sidebar construction
*
* In:
*
* Out:
*
*
*
* History: 6/12/2019 JAS
**************************************************************************************************/
bool DLLExportClass::Hold_Construction(uint64 player_id, int buildable_type, int buildable_id)
{
if (!DLLExportClass::Set_Player_Context(player_id))
{
return false;
}
if (GAME_TO_PLAY == GAME_NORMAL) {
return Construction_Action(SIDEBAR_REQUEST_HOLD_CONSTRUCTION, player_id, buildable_type, buildable_id);
}
return MP_Construction_Action(SIDEBAR_REQUEST_HOLD_CONSTRUCTION, player_id, buildable_type, buildable_id);
}
/**************************************************************************************************
* DLLExportClass::Cancel_Construction -- Stop sidebar construction
*
* In:
*
* Out:
*
*
*
* History: 6/12/2019 JAS
**************************************************************************************************/
bool DLLExportClass::Cancel_Construction(uint64 player_id, int buildable_type, int buildable_id)
{
if (!DLLExportClass::Set_Player_Context(player_id))
{
return false;
}
return Cancel_Placement(player_id, buildable_type, buildable_id) &&
((GAME_TO_PLAY == GAME_NORMAL) ?
Construction_Action(SIDEBAR_REQUEST_CANCEL_CONSTRUCTION, player_id, buildable_type, buildable_id) :
MP_Construction_Action(SIDEBAR_REQUEST_CANCEL_CONSTRUCTION, player_id, buildable_type, buildable_id));
}
/**************************************************************************************************
* DLLExportClass::Construction_Action -- Reproduce actions on the sidebar
*
* In:
*
* Out:
*
*
*
* History: 1/29/2019 11:37AM - ST
**************************************************************************************************/
bool DLLExportClass::Construction_Action(SidebarRequestEnum construction_action, uint64 player_id, int buildable_type, int buildable_id)
{
/*
**
** Based on SidebarClass::StripClass::SelectClass::Action
**
** Most of this code is validating that the game is in the correct state to be able to act on a sidebar icon
**
*/
for (int c = 0 ; c < 2 ; c++) {
/*
** Each production slot in the column
*/
for (int b=0 ; b < Map.Column[c].BuildableCount ; b++) {
if (Map.Column[c].Buildables[b].BuildableID == buildable_id) {
if (Map.Column[c].Buildables[b].BuildableType == buildable_type) {
int fnumber = Map.Column[c].Buildables[b].Factory;
int spc = 0;
ObjectTypeClass const * choice = NULL;
if (buildable_type != RTTI_SPECIAL) {
choice = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
} else {
spc = buildable_id;
}
FactoryClass * factory = PlayerPtr->Fetch_Factory((RTTIType)buildable_type);
if (fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
if (spc == 0 && choice) {
if (fnumber == -1 && factory != NULL) {
return(false);
}
if (factory) {
switch (construction_action)
{
case SIDEBAR_REQUEST_CANCEL_CONSTRUCTION:
On_Speech(PlayerPtr, VOX_CANCELED); // Speak(VOX_CANCELED);
OutList.Add(EventClass(EventClass::ABANDON, (RTTIType)buildable_type, buildable_id));
break;
case SIDEBAR_REQUEST_HOLD_CONSTRUCTION:
if (factory->Is_Building())
{
On_Speech(PlayerPtr, VOX_SUSPENDED); // Speak(VOX_SUSPENDED);
OutList.Add(EventClass(EventClass::SUSPEND, (RTTIType)buildable_type, buildable_id));
}
break;
default:
/*
** If this object is currently being built, then give a scold sound and text and then
** bail.
*/
if (factory->Is_Building()) {
On_Speech(PlayerPtr, VOX_NO_FACTORY); //Speak(VOX_NO_FACTORY); // "Cannot Comply"
return false;
}
else {
/*
** If production has completed, then attempt to have the object exit
** the factory or go into placement mode.
*/
if (factory->Has_Completed()) {
TechnoClass * pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
// TO_DO
//Map.IsTargettingMode = true;
}
else {
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
OutList.Add(EventClass(EventClass::ABANDON, (RTTIType)buildable_type, buildable_id));
On_Speech(PlayerPtr, VOX_NO_FACTORY); //Speak(VOX_NO_FACTORY); // "Cannot Comply"
}
else {
/*
** If the completed object is a building, then change the
** game state into building placement mode. This fact is
** not transmitted to any linked computers until the moment
** the building is actually placed down.
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
if (construction_action == SIDEBAR_REQUEST_START_PLACEMENT) {
PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
}
}
else {
/*
** For objects that can leave the factory under their own
** power, queue this event and process through normal house
** production channels.
*/
//OutList.Add(EventClass(EventClass::PLACE, otype, -1));
}
}
}
}
else {
/*
** The factory must have been in a suspended state. Resume construction
** normally.
*/
if (construction_action == SIDEBAR_REQUEST_START_CONSTRUCTION) {
if ((RTTIType)buildable_type == RTTI_INFANTRYTYPE)
{
On_Speech(PlayerPtr, VOX_TRAINING); // Speak(VOX_TRAINING);
}
else
{
On_Speech(PlayerPtr, VOX_BUILDING); // Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, (RTTIType)buildable_type, buildable_id));
return true;
}
}
}
}
} else {
switch (construction_action)
{
case SIDEBAR_REQUEST_CANCEL_CONSTRUCTION:
case SIDEBAR_REQUEST_HOLD_CONSTRUCTION:
break;
default:
/*
** If this side strip is already busy with production, then ignore the
** input and announce this fact.
*/
if ((RTTIType)buildable_type == RTTI_INFANTRYTYPE)
{
On_Speech(PlayerPtr, VOX_TRAINING); // Speak(VOX_TRAINING);
}
else
{
On_Speech(PlayerPtr, VOX_BUILDING); // Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, (RTTIType)buildable_type, buildable_id));
/*
** Execute immediately so we get the sidebar feedback
*/
Queue_AI();
return true;
}
}
}
}
}
}
}
return false;
}
/**************************************************************************************************
* DLLExportClass::MP_Construction_Action -- Reproduce actions on the sidebar
*
* In:
*
* Out:
*
*
*
* History: 3/26/2019 1:02PM - ST
**************************************************************************************************/
bool DLLExportClass::MP_Construction_Action(SidebarRequestEnum construction_action, uint64 player_id, int buildable_type, int buildable_id)
{
/*
**
** Based on SidebarClass::StripClass::SelectClass::Action
**
** Most of this code is validating that the game is in the correct state to be able to act on a sidebar icon
**
*/
SidebarGlyphxClass *context_sidebar = DLLExportClass::Get_Current_Context_Sidebar();
for (int c = 0 ; c < 2 ; c++) {
/*
** Each production slot in the column
*/
for (int b=0 ; b < context_sidebar->Column[c].BuildableCount ; b++) {
if (context_sidebar->Column[c].Buildables[b].BuildableID == buildable_id) {
if (context_sidebar->Column[c].Buildables[b].BuildableType == buildable_type) {
int genfactory = -1;
switch (buildable_type) {
case RTTI_INFANTRYTYPE:
genfactory = PlayerPtr->InfantryFactory;
break;
case RTTI_UNITTYPE:
genfactory = PlayerPtr->UnitFactory;
break;
case RTTI_AIRCRAFTTYPE:
genfactory = PlayerPtr->AircraftFactory;
break;
case RTTI_BUILDINGTYPE:
genfactory = PlayerPtr->BuildingFactory;
break;
default:
genfactory = -1;
break;
}
int fnumber = context_sidebar->Column[c].Buildables[b].Factory;
int spc = 0;
ObjectTypeClass const * choice = NULL;
if (buildable_type != RTTI_SPECIAL) {
choice = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
} else {
spc = buildable_id;
}
FactoryClass * factory = NULL;
if (fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
if (spc == 0 && choice) {
/*
** If there is already a factory attached to this strip but the player didn't click
** on the icon that has the attached factory, then say that the factory is busy and
** ignore the click.
*/
if (fnumber == -1 && genfactory != -1) {
On_Speech(PlayerPtr, VOX_NO_FACTORY); //Speak(VOX_NO_FACTORY); // "Cannot Comply"
return(false);
}
if (factory) {
switch (construction_action)
{
case SIDEBAR_REQUEST_CANCEL_CONSTRUCTION:
On_Speech(PlayerPtr, VOX_CANCELED); // Speak(VOX_CANCELED);
OutList.Add(EventClass(EventClass::ABANDON, (RTTIType)buildable_type, buildable_id));
break;
case SIDEBAR_REQUEST_HOLD_CONSTRUCTION:
if (factory->Is_Building())
{
On_Speech(PlayerPtr, VOX_SUSPENDED); // Speak(VOX_SUSPENDED);
OutList.Add(EventClass(EventClass::SUSPEND, (RTTIType)buildable_type, buildable_id));
}
break;
default:
/*
** If this object is currently being built, then give a scold sound and text and then
** bail.
*/
if (factory->Is_Building()) {
On_Speech(PlayerPtr, VOX_NO_FACTORY); //Speak(VOX_NO_FACTORY); // "Cannot Comply"
return false;
}
else {
/*
** If production has completed, then attempt to have the object exit
** the factory or go into placement mode.
*/
if (factory->Has_Completed()) {
TechnoClass * pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
// TO_DO
//Map.IsTargettingMode = true;
}
else {
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
On_Speech(PlayerPtr, VOX_NO_FACTORY); //Speak(VOX_NO_FACTORY); // "Cannot Comply"
OutList.Add(EventClass(EventClass::ABANDON, (RTTIType)buildable_type, buildable_id));
//Speak(VOX_NO_FACTORY);
}
else {
/*
** If the completed object is a building, then change the
** game state into building placement mode. This fact is
** not transmitted to any linked computers until the moment
** the building is actually placed down.
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
if (construction_action == SIDEBAR_REQUEST_START_PLACEMENT) {
if (DLLExportClass::Legacy_Render_Enabled()) {
PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
} else {
Unselect_All();
}
}
}
else {
/*
** For objects that can leave the factory under their own
** power, queue this event and process through normal house
** production channels.
*/
//OutList.Add(EventClass(EventClass::PLACE, otype, -1));
}
}
}
}
else {
/*
** The factory must have been in a suspended state. Resume construction
** normally.
*/
if (construction_action == SIDEBAR_REQUEST_START_CONSTRUCTION) {
if ((RTTIType)buildable_type == RTTI_INFANTRYTYPE)
{
On_Speech(PlayerPtr, VOX_TRAINING); // Speak(VOX_TRAINING);
}
else
{
On_Speech(PlayerPtr, VOX_BUILDING); // Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, (RTTIType)buildable_type, buildable_id));
return true;
}
}
}
break;
}
} else {
switch (construction_action)
{
case SIDEBAR_REQUEST_CANCEL_CONSTRUCTION:
case SIDEBAR_REQUEST_HOLD_CONSTRUCTION:
break;
default:
/*
**
*/
if ((RTTIType)buildable_type == RTTI_INFANTRYTYPE)
{
On_Speech(PlayerPtr, VOX_TRAINING); // Speak(VOX_TRAINING);
}
else
{
On_Speech(PlayerPtr, VOX_BUILDING); // Speak(VOX_BUILDING);
}
OutList.Add(EventClass(EventClass::PRODUCE, (RTTIType)buildable_type, buildable_id));
/*
** Execute immediately so we get the sidebar feedback
*/
DLLExportClass::Glyphx_Queue_AI();
return true;
}
}
}
}
}
}
}
return false;
}
/**************************************************************************************************
* DLLExportClass::Start_Placement -- Start placing a completed structure
*
* In:
*
* Out:
*
*
*
* History: 1/29/2019 11:37AM - ST
**************************************************************************************************/
bool DLLExportClass::Start_Placement(uint64 player_id, int buildable_type, int buildable_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
BuildingClass *building = Get_Pending_Placement_Object(player_id, buildable_type, buildable_id);
if (building) {
TechnoTypeClass const * tech = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
if (tech) {
BuildingTypeClass *building_type = (BuildingTypeClass*) tech;
//short const *occupy_list = building_type->Get_Occupy_List(true);
PlacementType[CurrentLocalPlayerIndex] = building_type;
Recalculate_Placement_Distances();
if (GAME_TO_PLAY == GAME_NORMAL) {
return Construction_Action(SIDEBAR_REQUEST_START_PLACEMENT, player_id, buildable_type, buildable_id);
}
return MP_Construction_Action(SIDEBAR_REQUEST_START_PLACEMENT, player_id, buildable_type, buildable_id);
}
}
return true;
}
/**************************************************************************************************
* DLLExportClass::Cancel_Placement -- Cancel placing a completed structure
*
* In:
*
* Out:
*
*
*
* History: 2/7/2019 10:52AM - ST
**************************************************************************************************/
bool DLLExportClass::Cancel_Placement(uint64 player_id, int buildable_type, int buildable_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
PlacementType[CurrentLocalPlayerIndex] = NULL;
Map.PendingObjectPtr = 0;
Map.PendingObject = 0;
Map.PendingHouse = HOUSE_NONE;
Map.IsTargettingMode = SPC_NONE;
Map.Set_Cursor_Shape(0);
return true;
}
/**************************************************************************************************
* DLLExportClass::Place -- Place a completed structure down
*
* In:
*
* Out:
*
*
*
* History: 2/6/2019 11:51AM - ST
**************************************************************************************************/
bool DLLExportClass::Place(uint64 player_id, int buildable_type, int buildable_id, short cell_x, short cell_y)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
static const int _map_width_shift_bits = 7;
BuildingClass *building = Get_Pending_Placement_Object(player_id, buildable_type, buildable_id);
if (building) {
TechnoTypeClass const * tech = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
if (tech) {
BuildingTypeClass *building_type = (BuildingTypeClass*) tech;
//short const *occupy_list = building_type->Get_Occupy_List(true);
PlacementType[CurrentLocalPlayerIndex] = building_type;
/*
** The cell coordinates passed in will be relative to the playable area that the client knows about
*/
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
CELL cell = (CELL) (map_cell_x + cell_x) + ( (map_cell_y + cell_y) << _map_width_shift_bits);
/*
** Call the place directly instead of queueing it, so we can evaluate the return code.
*/
if (PlayerPtr->Place_Object(building->What_Am_I(), cell + Map.ZoneOffset)) {
PlacementType[CurrentLocalPlayerIndex] = NULL;
}
}
}
return true;
}
BuildingClass *DLLExportClass::Get_Pending_Placement_Object(uint64 player_id, int buildable_type, int buildable_id)
{
/*
**
** Based on SidebarClass::StripClass::SelectClass::Action
**
**
*/
if (GAME_TO_PLAY == GAME_NORMAL) {
for (int c = 0 ; c < 2 ; c++) {
/*
** Each production slot in the column
*/
for (int b=0 ; b < Map.Column[c].BuildableCount ; b++) {
if (Map.Column[c].Buildables[b].BuildableID == buildable_id) {
if (Map.Column[c].Buildables[b].BuildableType == buildable_type) {
int genfactory = -1;
switch (buildable_type) {
case RTTI_INFANTRYTYPE:
genfactory = PlayerPtr->InfantryFactory;
break;
case RTTI_UNITTYPE:
genfactory = PlayerPtr->UnitFactory;
break;
case RTTI_AIRCRAFTTYPE:
genfactory = PlayerPtr->AircraftFactory;
break;
case RTTI_BUILDINGTYPE:
genfactory = PlayerPtr->BuildingFactory;
break;
default:
genfactory = -1;
break;
}
int fnumber = Map.Column[c].Buildables[b].Factory;
int spc = 0;
ObjectTypeClass const * choice = NULL;
if (buildable_type != RTTI_SPECIAL) {
choice = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
} else {
spc = buildable_id;
}
FactoryClass * factory = NULL;
if (fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
if (spc == 0 && choice) {
if (fnumber == -1 && genfactory != -1) {
return(NULL);
}
if (factory) {
/*
** If production has completed, then attempt to have the object exit
** the factory or go into placement mode.
*/
if (factory->Has_Completed()) {
TechnoClass * pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
//Map.IsTargettingMode = true;
} else {
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
OutList.Add(EventClass(EventClass::ABANDON, buildable_type, buildable_id));
On_Speech(PlayerPtr, VOX_NO_FACTORY); // Speak(VOX_NO_FACTORY);
} else {
/*
** If the completed object is a building, then change the
** game state into building placement mode. This fact is
** not transmitted to any linked computers until the moment
** the building is actually placed down.
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
return (BuildingClass*)pending;
//PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
}
}
}
}
}
}
}
}
}
}
} else {
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
SidebarGlyphxClass *context_sidebar = DLLExportClass::Get_Current_Context_Sidebar();
for (int c = 0 ; c < 2 ; c++) {
/*
** Each production slot in the column
*/
for (int b=0 ; b < context_sidebar->Column[c].BuildableCount ; b++) {
if (context_sidebar->Column[c].Buildables[b].BuildableID == buildable_id) {
if (context_sidebar->Column[c].Buildables[b].BuildableType == buildable_type) {
int genfactory = -1;
switch (buildable_type) {
case RTTI_INFANTRYTYPE:
genfactory = PlayerPtr->InfantryFactory;
break;
case RTTI_UNITTYPE:
genfactory = PlayerPtr->UnitFactory;
break;
case RTTI_AIRCRAFTTYPE:
genfactory = PlayerPtr->AircraftFactory;
break;
case RTTI_BUILDINGTYPE:
genfactory = PlayerPtr->BuildingFactory;
break;
default:
genfactory = -1;
break;
}
int fnumber = context_sidebar->Column[c].Buildables[b].Factory;
int spc = 0;
ObjectTypeClass const * choice = NULL;
if (buildable_type != RTTI_SPECIAL) {
choice = Fetch_Techno_Type((RTTIType)buildable_type, buildable_id);
} else {
spc = buildable_id;
}
FactoryClass * factory = NULL;
if (fnumber != -1) {
factory = Factories.Raw_Ptr(fnumber);
}
if (spc == 0 && choice) {
if (fnumber == -1 && genfactory != -1) {
return(NULL);
}
if (factory) {
/*
** If production has completed, then attempt to have the object exit
** the factory or go into placement mode.
*/
if (factory->Has_Completed()) {
TechnoClass * pending = factory->Get_Object();
if (!pending && factory->Get_Special_Item()) {
//Map.IsTargettingMode = true;
} else {
BuildingClass * builder = pending->Who_Can_Build_Me(false, false);
if (!builder) {
OutList.Add(EventClass(EventClass::ABANDON, buildable_type, buildable_id));
On_Speech(PlayerPtr, VOX_NO_FACTORY); // Speak(VOX_NO_FACTORY);
} else {
/*
** If the completed object is a building, then change the
** game state into building placement mode. This fact is
** not transmitted to any linked computers until the moment
** the building is actually placed down.
*/
if (pending->What_Am_I() == RTTI_BUILDING) {
return (BuildingClass*)pending;
//PlayerPtr->Manual_Place(builder, (BuildingClass *)pending);
}
}
}
}
}
}
}
}
}
}
}
}
return NULL;
}
/**************************************************************************************************
* DLLExportClass::Place_Super_Weapon
*
* History:
**************************************************************************************************/
bool DLLExportClass::Place_Super_Weapon(uint64 player_id, int buildable_type, int buildable_id, int x, int y)
{
if (buildable_type != RTTI_SPECIAL)
{
return false;
}
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
SpecialWeaponType weapon_type = (SpecialWeaponType)buildable_id;
OutList.Add(EventClass(EventClass::SPECIAL_PLACE, weapon_type, cell));
return true;
}
/**************************************************************************************************
* DLLExportClass::Create_Control_Group
*
* History:
**************************************************************************************************/
bool DLLExportClass::Create_Control_Group(unsigned char control_group_index)
{
Handle_Team(control_group_index, 2);
return true;
}
/**************************************************************************************************
* DLLExportClass::Add_To_Control_Group
*
* History:
**************************************************************************************************/
bool DLLExportClass::Add_To_Control_Group(unsigned char control_group_index)
{
Handle_Team(control_group_index, 1);
return true;
}
/**************************************************************************************************
* DLLExportClass::Toggle_Control_Group_Selection
*
* History:
**************************************************************************************************/
bool DLLExportClass::Toggle_Control_Group_Selection(unsigned char control_group_index)
{
Handle_Team(control_group_index, 0);
return true;
}
/**************************************************************************************************
* DLLExportClass::Get_Shroud_State -- Get a snapshot of the shroud for the given player
*
* In:
*
* Out:
*
*
*
* History: 4/12/2019 3:44PM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Shroud_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
CNCShroudStruct *shroud = (CNCShroudStruct*) buffer_in;
unsigned int memory_needed = sizeof(*shroud) + 256; // Base amount needed. Will need more depending on how many entries there are
int entry_index = 0;
/*
**
** Based loosely on DisplayClass::Redraw_Icons
**
**
*/
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_HEIGHT) {
map_cell_height++;
}
for (int y = 0; y < map_cell_height; y++) {
for (int x = 0; x < map_cell_width; x++) {
CELL cell = XY_Cell(map_cell_x + x, map_cell_y + y);
COORDINATE coord = Cell_Coord(cell) & 0xFF00FF00L;
memory_needed += sizeof(CNCShroudEntryStruct);
if (memory_needed >= buffer_size) {
return false;
}
int xpixel;
int ypixel;
Map.Coord_To_Pixel(coord, xpixel, ypixel);
CellClass * cellptr = &Map[Coord_Cell(coord)];
CNCShroudEntryStruct &shroud_entry = shroud->Entries[entry_index];
shroud_entry.IsVisible = cellptr->Is_Visible(PlayerPtr);
shroud_entry.IsMapped = cellptr->Is_Mapped(PlayerPtr);
shroud_entry.IsJamming = cellptr->Is_Jamming(PlayerPtr);
//shroud_entry.IsVisible = cellptr->IsVisible;
//shroud_entry.IsMapped = cellptr->IsMapped;
shroud_entry.ShadowIndex = -1;
if (shroud_entry.IsMapped) {
if (!shroud_entry.IsVisible) {
shroud_entry.ShadowIndex = (char)Map.Cell_Shadow(cell, PlayerPtr);
}
}
entry_index++;
}
}
shroud->Count = entry_index;
return true;
}
/**************************************************************************************************
* DLLExportClass::Get_Occupier_State -- Get the occupier state for this player
*
* In:
*
* Out:
*
*
*
* History: 10/25/2019 - SKY
**************************************************************************************************/
bool DLLExportClass::Get_Occupier_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
UNREFERENCED_PARAMETER(player_id);
CNCOccupierHeaderStruct* occupiers = (CNCOccupierHeaderStruct*)buffer_in;
CNCOccupierEntryHeaderStruct* entry = reinterpret_cast<CNCOccupierEntryHeaderStruct*>(occupiers + 1U);
occupiers->Count = 0;
unsigned int memory_needed = sizeof(CNCOccupierHeaderStruct);
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_HEIGHT) {
map_cell_height++;
}
for (int y = 0; y < map_cell_height; y++) {
for (int x = 0; x < map_cell_width; x++, occupiers->Count++) {
CELL cell = XY_Cell(map_cell_x + x, map_cell_y + y);
CellClass * cellptr = &Map[cell];
int occupier_count = 0;
ObjectClass* optr = cellptr->Cell_Occupier();
while (optr != NULL) {
occupier_count++;
optr = optr->Next;
}
memory_needed += sizeof(CNCOccupierEntryHeaderStruct) + (sizeof(CNCOccupierObjectStruct) * occupier_count);
if (memory_needed >= buffer_size) {
return false;
}
CNCOccupierObjectStruct* occupier = reinterpret_cast<CNCOccupierObjectStruct*>(entry + 1U);
entry->Count = 0;
optr = cellptr->Cell_Occupier();
for (int i = 0; i < occupier_count; i++, occupier++, entry->Count++) {
CNCObjectStruct object;
Convert_Type(optr, object);
occupier->Type = object.Type;
occupier->ID = object.ID;
optr = optr->Next;
}
entry = reinterpret_cast<CNCOccupierEntryHeaderStruct*>(occupier + 1U);
}
}
return true;
}
/**************************************************************************************************
* DLLExportClass::Get_Player_Info_State -- Get the multiplayer info for this player
*
* In:
*
* Out:
*
*
*
* History: 4/22/2019 10:33AM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Player_Info_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return false;
}
CNCPlayerInfoStruct *player_info = (CNCPlayerInfoStruct*) buffer_in;
unsigned int memory_needed = sizeof(*player_info) + 32; // A little extra for no reason
if (memory_needed >= buffer_size) {
return false;
}
player_info->GlyphxPlayerID = 0;
if (PlayerPtr == NULL) {
return false;;
}
if (Session.Players.Count() > CurrentLocalPlayerIndex) {
strncpy(&player_info->Name[0], Session.Players[CurrentLocalPlayerIndex]->Name, MPLAYER_NAME_MAX);
}
player_info->Name[MPLAYER_NAME_MAX - 1] = 0; // Make sure it's terminated
player_info->House = PlayerPtr->Class->House;
player_info->AllyFlags = PlayerPtr->Get_Ally_Flags();
if (Session.Players.Count() > CurrentLocalPlayerIndex) {
player_info->ColorIndex = Session.Players[CurrentLocalPlayerIndex]->Player.Color;
} else {
player_info->ColorIndex = (PlayerPtr->Class->House == HOUSE_USSR) ? 2 : 1; // Fudge to a sensible color in campaign; 2 = red, 1 = blue
}
player_info->GlyphxPlayerID = player_id;
player_info->HomeCellX = Cell_X(MultiplayerStartPositions[CurrentLocalPlayerIndex]);
player_info->HomeCellY = Cell_Y(MultiplayerStartPositions[CurrentLocalPlayerIndex]);
player_info->IsDefeated = PlayerPtr->IsDefeated;
// Can see other players' power if ally (except for the player themself) or spying on a power plant
// Can see other players' money if spying on a resource building
player_info->SpiedPowerFlags = 0U;
player_info->SpiedMoneyFlags = 0U;
for (int i = 0; i < Houses.Count(); ++i) {
HouseClass* house = Houses.Ptr(i);
if ((house != nullptr) && house->IsActive && (house != PlayerPtr) && house->Is_Ally(PlayerPtr)) {
player_info->SpiedPowerFlags |= 1U << house->Class->House;
}
}
for (int i = 0; i < Buildings.Count(); ++i) {
BuildingClass* building = Buildings.Ptr(i);
if ((building != nullptr) && building->IsActive && (building->Spied_By() & (1U << PlayerPtr->Class->House))) {
if ((*building == STRUCT_POWER) || (*building == STRUCT_ADVANCED_POWER)) {
player_info->SpiedPowerFlags |= 1U << building->House->Class->House;
} else if ((*building == STRUCT_REFINERY) || (*building == STRUCT_STORAGE)) {
player_info->SpiedMoneyFlags |= 1U << building->House->Class->House;
}
}
}
// Populate spied data
for (char house = 0; house < MAX_HOUSES; ++house) {
HouseClass* hptr = HouseClass::As_Pointer((HousesType)house);
if ((hptr != nullptr) && hptr->IsActive) {
if (player_info->SpiedPowerFlags & (1U << house)) {
player_info->SpiedInfo[house].Power = hptr->Power;
player_info->SpiedInfo[house].Drain = hptr->Drain;
}
if (player_info->SpiedMoneyFlags & (1U << house)) {
player_info->SpiedInfo[house].Money = hptr->Available_Money();
}
}
}
// Populate selection info
if (CurrentObject.Count() > 0) {
CNCObjectStruct object;
Convert_Type(CurrentObject[0], object);
player_info->SelectedID = object.ID;
player_info->SelectedType = object.Type;
const int left = Map.MapCellX;
const int right = Map.MapCellX + Map.MapCellWidth - 1;
const int top = Map.MapCellY;
const int bottom = Map.MapCellY + Map.MapCellHeight - 1;
// Use first object with a weapon, or first object if none
ObjectClass* action_object = nullptr;
for (int i = 0; i < CurrentObject.Count(); ++i) {
ObjectClass* object = CurrentObject[i];
if (object->Is_Techno()) {
TechnoClass* techno = (TechnoClass*)object;
if (techno->Techno_Type_Class()->PrimaryWeapon != NULL || techno->Techno_Type_Class()->SecondaryWeapon != NULL) {
action_object = object;
break;
}
}
}
if (action_object == nullptr) {
action_object = CurrentObject[0];
}
int index = 0;
for (int y = top; y <= bottom; ++y) {
for (int x = left; x <= right; ++x, ++index) {
Convert_Action_Type(action_object->What_Action(XY_Cell(x, y)), (CurrentObject.Count() == 1) ? action_object : NULL, As_Target(XY_Cell(x, y)), player_info->ActionWithSelected[index]);
}
}
player_info->ActionWithSelectedCount = Map.MapCellWidth * Map.MapCellHeight;
}
else {
player_info->SelectedID = -1;
player_info->SelectedType = UNKNOWN;
player_info->ActionWithSelectedCount = 0U;
}
// Screen shake
player_info->ScreenShake = PlayerPtr->ScreenShakeTime;
// Radar jammed
player_info->IsRadarJammed = Map.Get_Jammed(PlayerPtr);
return true;
};
/**************************************************************************************************
* DLLExportClass::Get_Dynamic_Map_State -- Get a snapshot of the smudges and overlays on the terrain
*
* In:
*
* Out:
*
*
*
* History: 2/8/2019 10:45AM - ST
**************************************************************************************************/
bool DLLExportClass::Get_Dynamic_Map_State(uint64 player_id, unsigned char *buffer_in, unsigned int buffer_size)
{
/*
** Get the player for this...
*/
player_id;
static int _call_count = 0;
CNCDynamicMapStruct *dynamic_map = (CNCDynamicMapStruct*) buffer_in;
unsigned int memory_needed = sizeof(*dynamic_map) + 256; // Base amount needed. Will need more depending on how many entries there are
int entry_index = 0;
/*
**
** Based loosely on DisplayClass::Redraw_Icons
**
**
*/
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_width = Map.MapCellWidth;
int map_cell_height = Map.MapCellHeight;
if (map_cell_x > 0) {
map_cell_x--;
map_cell_width++;
}
if (map_cell_width < MAP_MAX_CELL_WIDTH) {
map_cell_width++;
}
if (map_cell_y > 0) {
map_cell_y--;
map_cell_height++;
}
if (map_cell_height < MAP_MAX_CELL_WIDTH) {
map_cell_height++;
}
int cell_index = 0;
bool debug_output = false;
//if (_call_count == 20) {
//debug_output = true;
//}
// Need to ignore view constraints for dynamic map updates, so the radar map
// has the latest tiberium state for cells outside the tactical view
DLLExportClass::Adjust_Internal_View(true);
for (int y = 0 ; y < map_cell_height ; y++) {
for (int x = 0 ; x < map_cell_width ; x++) {
CELL cell = XY_Cell(map_cell_x+x, map_cell_y+y);
COORDINATE coord = Cell_Coord(cell) & 0xFF00FF00L;
memory_needed += sizeof(CNCDynamicMapEntryStruct) * 2;
if (memory_needed >= buffer_size) {
return false;
}
/*
** Only cells flagged to be redraw are examined.
*/
//if (In_View(cell) && Is_Cell_Flagged(cell)) {
int xpixel;
int ypixel;
if (Map.Coord_To_Pixel(coord, xpixel, ypixel)) {
CellClass * cellptr = &Map[Coord_Cell(coord)];
/*
** If there is a portion of the underlying icon that could be visible,
** then draw it. Also draw the cell if the shroud is off.
*/
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER || cellptr->IsMapped || Debug_Unshroud) {
Cell_Class_Draw_It(dynamic_map, entry_index, cellptr, xpixel, ypixel, debug_output);
}
/*
** If any cell is not fully mapped, then flag it so that the shadow drawing
** process will occur. Only draw the shadow if Debug_Unshroud is false.
*/
//if (!cellptr->IsMapped && !Debug_Unshroud) {
// IsShadowPresent = true;
//}
}
//}
}
}
if (entry_index) {
_call_count++;
}
dynamic_map->Count = entry_index;
dynamic_map->VortexActive = ChronalVortex.Is_Active();
dynamic_map->VortexX = Coord_X(ChronalVortex.Get_Position());
dynamic_map->VortexY = Coord_Y(ChronalVortex.Get_Position());
dynamic_map->VortexWidth = Pixel_To_Lepton(64);
dynamic_map->VortexHeight = Pixel_To_Lepton(64);
return true;
}
/**************************************************************************************************
* DLLExportClass::Cell_Class_Draw_It -- Go through the motions of drawing a cell to get the smudge and overlay info
*
* In:
*
* Out:
*
*
*
* History: 2/8/2019 11:09AM - ST
**************************************************************************************************/
void DLLExportClass::Cell_Class_Draw_It(CNCDynamicMapStruct *dynamic_map, int &entry_index, CellClass *cell_ptr, int xpixel, int ypixel, bool debug_output)
{
/*
**
** Based on CellClass::Draw_It and SmudgeTypeClass::Draw_It
**
**
*/
CELL cell = cell_ptr->Cell_Number();
/*
** Redraw any smudge.
*/
if (cell_ptr->Smudge != SMUDGE_NONE) {
//SmudgeTypeClass::As_Reference(Smudge).Draw_It(x, y, SmudgeData);
const SmudgeTypeClass &smudge_type = SmudgeTypeClass::As_Reference(cell_ptr->Smudge);
if (smudge_type.Get_Image_Data() != NULL) {
if (debug_output) {
IsTheaterShape = true;
Debug_Write_Shape_Type(&smudge_type, 0);
IsTheaterShape = false;
}
CNCDynamicMapEntryStruct &smudge_entry = dynamic_map->Entries[entry_index++];
strncpy(smudge_entry.AssetName, smudge_type.IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
smudge_entry.Type = (short) cell_ptr->Smudge;
smudge_entry.Owner = (char)cell_ptr->Owner;
smudge_entry.DrawFlags = SHAPE_WIN_REL; // Looks like smudges are drawn top left
smudge_entry.PositionX = xpixel;
smudge_entry.PositionY = ypixel;
smudge_entry.Width = Get_Build_Frame_Width(smudge_type.Get_Image_Data());
smudge_entry.Height = Get_Build_Frame_Height(smudge_type.Get_Image_Data());
smudge_entry.CellX = Cell_X(cell);
smudge_entry.CellY = Cell_Y(cell);
smudge_entry.ShapeIndex = cell_ptr->SmudgeData;
smudge_entry.IsSmudge = true;
smudge_entry.IsOverlay = false;
smudge_entry.IsResource = false;
smudge_entry.IsSellable = false;
smudge_entry.IsTheaterShape = true; // Smudges are always theater-specific
smudge_entry.IsFlag = false;
}
}
/*
** Draw the overlay object.
*/
if (cell_ptr->Overlay != OVERLAY_NONE) {
//OverlayTypeClass const & otype = OverlayTypeClass::As_Reference(Overlay);
//IsTheaterShape = (bool)otype.IsTheater;
//CC_Draw_Shape(otype.Get_Image_Data(), OverlayData, (x+(CELL_PIXEL_W>>1)), (y+(CELL_PIXEL_H>>1)), WINDOW_TACTICAL, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, NULL, Map.UnitShadow);
//IsTheaterShape = false;
const OverlayTypeClass &overlay_type = OverlayTypeClass::As_Reference(cell_ptr->Overlay);
if (overlay_type.Get_Image_Data() != NULL) {
CNCDynamicMapEntryStruct &overlay_entry = dynamic_map->Entries[entry_index++];
if (debug_output) {
IsTheaterShape = (bool)overlay_type.IsTheater;
Debug_Write_Shape_Type(&overlay_type, 0);
IsTheaterShape = false;
}
strncpy(overlay_entry.AssetName, overlay_type.IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
overlay_entry.Type = (short)cell_ptr->Overlay;
overlay_entry.Owner = (char)cell_ptr->Owner;
overlay_entry.DrawFlags = SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST; // Looks like overlays are drawn centered and translucent
overlay_entry.PositionX = xpixel + (CELL_PIXEL_W>>1);
overlay_entry.PositionY = ypixel + (CELL_PIXEL_H>>1);
overlay_entry.Width = Get_Build_Frame_Width(overlay_type.Get_Image_Data());
overlay_entry.Height = Get_Build_Frame_Height(overlay_type.Get_Image_Data());
overlay_entry.CellX = Cell_X(cell);
overlay_entry.CellY = Cell_Y(cell);
overlay_entry.ShapeIndex = cell_ptr->OverlayData;
overlay_entry.IsSmudge = false;
overlay_entry.IsOverlay = true;
overlay_entry.IsResource = overlay_entry.Type >= OVERLAY_GOLD1 && overlay_entry.Type <= OVERLAY_GEMS4;
overlay_entry.IsSellable = (overlay_entry.Type >= OVERLAY_SANDBAG_WALL && overlay_entry.Type <= OVERLAY_WOOD_WALL) || overlay_entry.Type == OVERLAY_FENCE;
overlay_entry.IsTheaterShape = (bool)overlay_type.IsTheater;
overlay_entry.IsFlag = false;
}
}
if (cell_ptr->IsFlagged) {
const void* image_data = MFCD::Retrieve("FLAGFLY.SHP");
if (image_data != NULL) {
CNCDynamicMapEntryStruct &flag_entry = dynamic_map->Entries[entry_index++];
strncpy(flag_entry.AssetName, "FLAGFLY", CNC_OBJECT_ASSET_NAME_LENGTH);
flag_entry.AssetName[CNC_OBJECT_ASSET_NAME_LENGTH - 1] = 0;
flag_entry.Type = -1;
flag_entry.Owner = cell_ptr->Owner;
flag_entry.DrawFlags = SHAPE_CENTER|SHAPE_GHOST|SHAPE_FADING;
flag_entry.PositionX = xpixel + (ICON_PIXEL_W / 2);
flag_entry.PositionY = ypixel + (ICON_PIXEL_H / 2);
flag_entry.Width = Get_Build_Frame_Width(image_data);
flag_entry.Height = Get_Build_Frame_Height(image_data);
flag_entry.CellX = Cell_X(cell);
flag_entry.CellY = Cell_Y(cell);
flag_entry.ShapeIndex = Frame % 14;
flag_entry.IsSmudge = false;
flag_entry.IsOverlay = false;
flag_entry.IsResource = false;
flag_entry.IsSellable = false;
flag_entry.IsTheaterShape = false;
flag_entry.IsFlag = true;
}
}
}
/**************************************************************************************************
* DLLExportClass::Glyphx_Queue_AI -- Special queue processing for Glyphx multiplayer mode
*
* In:
*
* Out:
*
*
*
* History: 3/12/2019 10:52AM - ST
**************************************************************************************************/
void DLLExportClass::Glyphx_Queue_AI(void)
{
//------------------------------------------------------------------------
// Move events from the OutList (events generated by this player) into the
// DoList (the list of events to execute).
//------------------------------------------------------------------------
while (OutList.Count) {
OutList.First().IsExecuted = false;
if (!DoList.Add(OutList.First())) {
;
}
OutList.Next();
}
/*
** Based on Execute_DoList in queue.cpp
**
** The events have the ID of the player encoded in them, so no special per-player processing should be needed.
** When the event is created, the 'local player' is assumed to be the originator of the event, so PlayerPtr will need
** to be swapped out to represent the real originating player prior to any events being created as a result of GlyphX input
**
** ST - 3/12/2019 10:51AM
*/
for (int i = 0; i < MULTIPLAYER_COUNT; i++) {
HousesType house;
HouseClass *housep;
house = Session.Players[i]->Player.ID;
housep= HouseClass::As_Pointer (house);
//.....................................................................
// If for some reason this house doesn't exist, skip it.
// Also, if this house has exited the game, skip it. (The user can
// generate events after he exits, because the exit event is scheduled
// at least FrameSendRate*3 frames ahead. If one system gets these
// packets & another system doesn't, they'll go out of sync because
// they aren't checking the CommandCount for that house, since that
// house isn't connected any more.)
//.....................................................................
if (!housep){
continue;
}
if (!housep->IsHuman){
continue;
}
//.....................................................................
// Loop through all events
//.....................................................................
for (int j = 0; j < DoList.Count; j++) {
if (!DoList[j].IsExecuted && (unsigned)Frame >= DoList[j].Frame) {
DoList[j].Execute();
//...............................................................
// Mark this event as executed.
//...............................................................
DoList[j].IsExecuted = 1;
}
}
}
//------------------------------------------------------------------------
// Clean out the DoList
//------------------------------------------------------------------------
while (DoList.Count) {
//.....................................................................
// Discard events that have been executed, OR it's too late to execute.
// (This happens if another player exits the game; he'll leave FRAMEINFO
// events lying around in my queue. They won't have been "executed",
// because his IPX connection was destroyed.)
//.....................................................................
if ( (DoList.First().IsExecuted) || ((unsigned)Frame > DoList.First().Frame) ) {
DoList.Next();
}
else {
break;
}
}
}
CarryoverClass Test_CC(CarryoverObjectStruct* cptr)
{
CarryoverClass cc;
cc.RTTI = (RTTIType)cptr->RTTI;
cc.Type.Building = (StructType)cptr->Type; //This works regardless of what the RTTI-type and the enum type, because they're all enums. - LLL
cc.Cell = (CELL)cptr->Cell;
cc.House = (HousesType)cptr->House;
cc.Strength = cptr->Strength;
return cc;
}
/**************************************************************************************************
* DLLExportClass::Reset_Sidebars -- Init the multiplayer sidebars
*
*
*
* History: 11/8/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Store_Carryover_Objects()
{
if (EventCallback == NULL || Scen.IsToCarryOver == false) {
return;
}
CarryoverObjectStruct* carryover_list = 0;
CarryoverObjectStruct* carryover_list_tail = 0;
/*
** Record all objects, that are to be part of the carry over set, into the carry over list.
*/
for (int building_index = 0; building_index < Buildings.Count(); building_index++) {
BuildingClass * building = Buildings.Ptr(building_index);
if (building && !building->IsInLimbo && building->Strength > 0) {
CarryoverClass carryover = CarryoverClass(building);
CarryoverObjectStruct* cptr = new CarryoverObjectStruct();
if (cptr) {
cptr->RTTI = carryover.RTTI;
cptr->Type = (int)carryover.Type.Building;
cptr->House = carryover.House;
cptr->Cell = carryover.Cell;
cptr->Strength = carryover.Strength;
CarryoverClass cc = Test_CC(cptr);
cc;
if (!carryover_list_tail) {
carryover_list = cptr;
carryover_list_tail = cptr;
}
else {
carryover_list_tail->Next = cptr;
carryover_list_tail = cptr;
}
}
}
}
for (int unit_index = 0; unit_index < Units.Count(); unit_index++) {
UnitClass * unit = Units.Ptr(unit_index);
if (unit && !unit->IsInLimbo && unit->Strength > 0) {
CarryoverClass carryover = CarryoverClass(unit);
CarryoverObjectStruct* cptr = new CarryoverObjectStruct();
if (cptr) {
cptr->RTTI = carryover.RTTI;
cptr->Type = (int)carryover.Type.Unit;
cptr->House = carryover.House;
cptr->Cell = carryover.Cell;
cptr->Strength = carryover.Strength;
CarryoverClass cc = Test_CC(cptr);
cc;
if (!carryover_list_tail) {
carryover_list = cptr;
carryover_list_tail = cptr;
}
else {
carryover_list_tail->Next = cptr;
carryover_list_tail = cptr;
}
}
}
}
for (int infantry_index = 0; infantry_index < Infantry.Count(); infantry_index++) {
InfantryClass * infantry = Infantry.Ptr(infantry_index);
if (infantry && !infantry->IsInLimbo && infantry->Strength > 0) {
CarryoverClass carryover = CarryoverClass(infantry);
CarryoverObjectStruct* cptr = new CarryoverObjectStruct();
if (cptr) {
cptr->RTTI = carryover.RTTI;
cptr->Type = (int)carryover.Type.Building;
cptr->House = carryover.House;
cptr->Cell = carryover.Cell;
cptr->Strength = carryover.Strength;
CarryoverClass cc = Test_CC(cptr);
cc;
if (!carryover_list_tail) {
carryover_list = cptr;
carryover_list_tail = cptr;
}
else {
carryover_list_tail->Next = cptr;
carryover_list_tail = cptr;
}
}
}
}
for (int vessel_index = 0; vessel_index < Vessels.Count(); vessel_index++) {
VesselClass * vessel = Vessels.Ptr(vessel_index);
if (vessel && !vessel->IsInLimbo && vessel->Strength > 0) {
CarryoverClass carryover = CarryoverClass(vessel);
CarryoverObjectStruct* cptr = new CarryoverObjectStruct();
if (cptr) {
cptr->RTTI = carryover.RTTI;
cptr->Type = (int)carryover.Type.Building;
cptr->House = carryover.House;
cptr->Cell = carryover.Cell;
cptr->Strength = carryover.Strength;
CarryoverClass cc = Test_CC(cptr);
cc;
if (!carryover_list_tail) {
carryover_list = cptr;
carryover_list_tail = cptr;
}
else {
carryover_list_tail->Next = cptr;
carryover_list_tail = cptr;
}
}
}
}
//Make & Send Event
EventCallbackStruct event;
event.EventType = CALLBACK_EVENT_STORE_CARRYOVER_OBJECTS;
event.CarryoverObjects.CarryoverList = carryover_list;
EventCallback(event);
//Delete the list
while (carryover_list) {
CarryoverObjectStruct* cptr = (CarryoverObjectStruct*)carryover_list->Next;
delete carryover_list;
carryover_list = cptr;
}
}
/**************************************************************************************************
* DLLExportClass::Reset_Sidebars -- Init the multiplayer sidebars
*
* In:
*
* Out:
*
*
*
* History: 3/14/2019 3:10PM - ST
**************************************************************************************************/
void DLLExportClass::Reset_Sidebars(void)
{
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
if (i >= Session.Players.Count()) {
continue;
}
if (Session.Players[i] == NULL) {
continue;
}
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
MultiplayerSidebars[i].Init_Clear(player_ptr);
}
}
/**************************************************************************************************
* DLLExportClass::Set_Player_Context -- Switch the C&C local player context
*
* In:
*
* Out:
*
*
*
* History: 3/14/2019 3:20PM - ST
**************************************************************************************************/
bool DLLExportClass::Set_Player_Context(uint64 glyphx_player_id, bool force)
{
/*
** Context never needs to change in single player
*/
if (GAME_TO_PLAY == GAME_NORMAL) {
if (PlayerPtr) {
CurrentObject.Set_Active_Context(PlayerPtr->Class->House);
}
return true;
}
/*
** C&C relies a lot on PlayerPtr, which is a pointer to the 'local' player's house. Historically, in a peer-to-peer
** multiplayer game, each player's PlayerPtr pointed to their own local player.
**
** Since much of the IO logic depends on PlayerPtr being the player performing the action, we need to set PlayerPtr
** correctly depending on which player generated input or needs output
*/
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
if (GlyphxPlayerIDs[i] == glyphx_player_id) {
if (!force && i == CurrentLocalPlayerIndex) {
return true;
}
PlayerPtr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
CurrentObject.Set_Active_Context(PlayerPtr->Class->House);
CurrentLocalPlayerIndex = i;
Refresh_Player_Control_Flags();
return true;
}
}
return false;
}
/**************************************************************************************************
* DLLExportClass::Reset_Player_Context -- Clear out old player context data
*
* In:
*
* Out:
*
*
*
* History: 4/16/2019 10:36AM - ST
**************************************************************************************************/
void DLLExportClass::Reset_Player_Context(void)
{
CurrentLocalPlayerIndex = 0;
CurrentObject.Clear_All();
}
/**************************************************************************************************
* DLLExportClass::Refresh_Player_Control_Flags -- Set the IsPlayerControl flags so that the player
* in context has IsPlayerControl
*
* In:
*
* Out:
*
*
*
* History: 4/16/2019 10:36AM - ST
**************************************************************************************************/
void DLLExportClass::Refresh_Player_Control_Flags(void)
{
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr) {
if (i == CurrentLocalPlayerIndex && player_ptr->IsHuman) {
player_ptr->IsPlayerControl = true;
} else {
player_ptr->IsPlayerControl = false;
}
}
}
}
/**************************************************************************************************
* Logic_Switch_Player_Context -- Called when the internal game locic needs to switch player context
*
* In:
*
* Out:
*
*
*
* History: 4/17/2019 9:45AM - ST
**************************************************************************************************/
void Logic_Switch_Player_Context(ObjectClass *object)
{
DLLExportClass::Logic_Switch_Player_Context(object);
}
/**************************************************************************************************
* DLLExportClass::Logic_Switch_Player_Context -- Called when the internal game locic needs to switch player context
*
* In:
*
* Out:
*
*
*
* History: 4/17/2019 9:45AM - ST
**************************************************************************************************/
void DLLExportClass::Logic_Switch_Player_Context(ObjectClass *object)
{
if (object == NULL) {
return;
}
/*
** If it's not a techno, it can't be owned.
*/
if (!object->Is_Techno()) {
return;
}
TechnoClass *tech = static_cast<TechnoClass*>(object);
//HousesType house = tech->House->Class->House;
DLLExportClass::Logic_Switch_Player_Context(tech->House);
}
/**************************************************************************************************
* Logic_Switch_Player_Context -- Called when the internal game locic needs to switch player context
*
* In:
*
* Out:
*
*
*
* History: 4/17/2019 9:45AM - ST
**************************************************************************************************/
void Logic_Switch_Player_Context(HouseClass *object)
{
DLLExportClass::Logic_Switch_Player_Context(object);
}
/**************************************************************************************************
* DLLExportClass::Logic_Switch_Player_Context -- Called when the internal game locic needs to switch player context
*
* In:
*
* Out:
*
*
*
* History: 4/17/2019 9:45AM - ST
**************************************************************************************************/
void DLLExportClass::Logic_Switch_Player_Context(HouseClass *house)
{
if (GAME_TO_PLAY == GAME_NORMAL) {
CurrentObject.Set_Active_Context(PlayerPtr->Class->House);
return;
}
if (house == NULL) {
return;
}
/*
** C&C relies a lot on PlayerPtr, which is a pointer to the 'local' player's house. Historically, in a peer-to-peer
** multiplayer game, each player's PlayerPtr pointed to their own local player.
**
** Since much of the IO logic depends on PlayerPtr being the player performing the action, we need to set PlayerPtr
** correctly depending on which player generated input or needs output
*/
HousesType house_type = house->Class->House;
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
if (house_type == Session.Players[i]->Player.ID) {
if (i == CurrentLocalPlayerIndex) {
return;
}
PlayerPtr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
CurrentObject.Set_Active_Context(PlayerPtr->Class->House);
CurrentLocalPlayerIndex = i;
Refresh_Player_Control_Flags();
return;
}
}
}
/**************************************************************************************************
* DLLExportClass::Calculate_Start_Positions -- Calculate the initial view positions for the players
*
* In:
*
* Out:
*
*
*
* History: 4/16/2019 6/12/2019 3:00PM - ST
**************************************************************************************************/
void DLLExportClass::Calculate_Start_Positions(void)
{
if (GAME_TO_PLAY == GAME_NORMAL) {
MultiplayerStartPositions[0] = Scen.Views[0];
return;
}
HouseClass *player_ptr = PlayerPtr;
ScenarioInit++;
COORDINATE old_tac = Map.TacticalCoord;
for (int i=0 ; i< MULTIPLAYER_COUNT; i++) {
PlayerPtr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (PlayerPtr) {
long x, y;
Map.Compute_Start_Pos(x, y);
MultiplayerStartPositions[i] = XY_Cell(x, y);
}
}
Map.TacticalCoord = old_tac;
ScenarioInit--;
PlayerPtr = player_ptr;
}
/**************************************************************************************************
* DLLExportClass::Get_GlyphX_Player_ID -- Get the external GlyphX player ID from the C&C house/player pointer
* Returns 0 in single player or if player ID isn't found
*
* In:
*
* Out:
*
*
*
* History: 4/22/2019 6:23PM - ST
**************************************************************************************************/
__int64 DLLExportClass::Get_GlyphX_Player_ID(const HouseClass *house)
{
/*
** C&C relies a lot on PlayerPtr, which is a pointer to the 'local' player's house. Historically, in a peer-to-peer
** multiplayer game, each player's PlayerPtr pointed to their own local player.
**
** Since much of the IO logic depends on PlayerPtr being the player performing the action, we need to set PlayerPtr
** correctly depending on which player generated input or needs output
*/
if (GAME_TO_PLAY == GAME_NORMAL) {
return 0;
}
if (house == NULL) {
return 0;
}
HousesType house_type = house->Class->House;
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
if (house_type == Session.Players[i]->Player.ID) {
return GlyphxPlayerIDs[i];
}
}
/*
** Failure case.
*/
return 0;
}
/**************************************************************************************************
* DLLExportClass::Adjust_Internal_View -- Set the internal tactical view to encompass the input coordinates
*
* In:
*
* Out:
*
*
*
* History: 4/16/2019 3:00PM - ST
**************************************************************************************************/
void DLLExportClass::Adjust_Internal_View(bool force_ignore_view_constraints)
{
/*
** When legacy rendering is disabled (especially in multiplayer) we can get input coordinates that
** fall outside the engine's tactical view. In this case, we need to adjust the tactical view before the
** input will behave as expected.
*/
if (!force_ignore_view_constraints && Legacy_Render_Enabled()) {
/*
** Render view should already be tracking the player's local view
*/
DisplayClass::IgnoreViewConstraints = false;
return;
}
DisplayClass::IgnoreViewConstraints = true;
}
/**************************************************************************************************
* DLLExportClass::Get_Current_Context_Sidebar -- Get the sidebar data for the current player context
*
* In:
*
* Out:
*
*
*
* History: 3/14/2019 3:20PM - ST
**************************************************************************************************/
SidebarGlyphxClass *DLLExportClass::Get_Current_Context_Sidebar(HouseClass *player_ptr)
{
if (player_ptr) {
for (int i=0 ; i<MULTIPLAYER_COUNT ; i++) {
if (player_ptr == HouseClass::As_Pointer(Session.Players[i]->Player.ID)) {
return &MultiplayerSidebars[i];
}
}
}
return &MultiplayerSidebars[CurrentLocalPlayerIndex];
}
SidebarGlyphxClass *Get_Current_Context_Sidebar(HouseClass *player_ptr)
{
return DLLExportClass::Get_Current_Context_Sidebar(player_ptr);
}
/**************************************************************************************************
* DLLExportClass::Repair_Mode -- Starts the player's repair mode. All it does here is unselect all units.
*
* In:
*
* Out:
*
*
*
* History: 5/1/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Repair_Mode(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
Unselect_All();
}
/**************************************************************************************************
* DLLExportClass::Repair -- Repairs a specific building
*
* In:
*
* Out:
*
*
*
* History: 5/1/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Repair(uint64 player_id, int object_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
TARGET target = Build_Target(RTTI_BUILDING, object_id);
if (target != TARGET_NONE)
{
BuildingClass* building = As_Building(target);
if (building) {
if (!building->IsActive) {
GlyphX_Debug_Print("DLLExportClass::Repair -- trying to repair a non-active building");
} else {
if (building->Can_Repair() && building->House.Is_Valid() && building->House->Class->House == PlayerPtr->Class->House)
{
building->Repair(-1);
}
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Sell_Mode -- Starts the player's sell mode. All it does here is unselect all units.
*
* In:
*
* Out:
*
*
*
* History: 5/1/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Sell_Mode(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
Unselect_All();
}
/**************************************************************************************************
* DLLExportClass::Sell -- Sell's a player's speceific building.
*
* In:
*
* Out:
*
*
*
* History: 5/1/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Sell(uint64 player_id, int object_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
TARGET target = Build_Target(RTTI_BUILDING, object_id);
if (target != TARGET_NONE)
{
BuildingClass* building = As_Building(target);
if (building) {
if (!building->IsActive) {
GlyphX_Debug_Print("DLLExportClass::Sell -- trying to sell a non-active building");
} else {
if (building->Can_Demolish() && building->House.Is_Valid() && building->House->Class->House == PlayerPtr->Class->House)
{
building->Sell_Back(1);
}
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Repair_Sell_Cancel -- Ends the player's repair or sell mode. Doesn't do anything right now.
*
* In:
*
* Out:
*
*
*
* History: 5/1/2019 - LLL
**************************************************************************************************/
void DLLExportClass::Repair_Sell_Cancel(uint64 player_id)
{
//OutputDebugString("Repair_Sell_Cancel\n");
}
/**************************************************************************************************
* DLLExportClass::Scatter_Selected -- Scatter the selected units
*
* In:
*
* Out:
*
*
*
* History: 10/15/2019 - SKY
**************************************************************************************************/
void DLLExportClass::Scatter_Selected(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && tech->Can_Player_Move()) {
OutList.Add(EventClass(EventClass::SCATTER, TargetClass(tech)));
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Select_Next_Unit
*
* History: 03.02.2020 MBL
**************************************************************************************************/
void DLLExportClass::Select_Next_Unit(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
ObjectClass* obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
if (obj) {
Unselect_All();
obj->Select();
COORDINATE center = Map.Center_Map();
Map.Flag_To_Redraw(true);
if (center) {
On_Center_Camera(PlayerPtr, Coord_X(center), Coord_Y(center));
}
}
}
/**************************************************************************************************
* DLLExportClass::Select_Previous_Unit
*
* History: 03.02.2020 MBL
**************************************************************************************************/
void DLLExportClass::Select_Previous_Unit(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
ObjectClass* obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
if (obj) {
Unselect_All();
obj->Select();
COORDINATE center = Map.Center_Map();
Map.Flag_To_Redraw(true);
if (center) {
On_Center_Camera(PlayerPtr, Coord_X(center), Coord_Y(center));
}
}
}
/**************************************************************************************************
* DLLExportClass::Selected_Guard_Mode
*
* History: 03.03.2020 MBL
**************************************************************************************************/
void DLLExportClass::Selected_Guard_Mode(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && tech->Can_Player_Fire()) {
if (tech->Can_Player_Move()) {
OutList.Add(EventClass(TargetClass(tech), MISSION_GUARD_AREA));
} else {
OutList.Add(EventClass(TargetClass(tech), MISSION_GUARD));
}
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Selected_Stop
*
* History: 03.03.2020 MBL
**************************************************************************************************/
void DLLExportClass::Selected_Stop(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
// Copied from RedAlert/Conquer.cpp - Keyboard_Process() with Options.KeyStop (VK_S)
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech != NULL && (tech->Can_Player_Move() || (tech->Can_Player_Fire() && tech->What_Am_I() != RTTI_BUILDING))) {
OutList.Add(EventClass(EventClass::IDLE, TargetClass(tech)));
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Units_Queued_Movement_Toggle
*
* History: 03.03.2020 MBL
**************************************************************************************************/
void DLLExportClass::Units_Queued_Movement_Toggle(uint64 player_id, bool toggle)
{
// Currently Red Alert only
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
if (PlayerPtr != NULL)
{
PlayerPtr->IsQueuedMovementToggle = toggle;
}
}
/**************************************************************************************************
* DLLExportClass::Team_Units_Formation_Toggle_On
*
* History: 03.03.2020 MBL
**************************************************************************************************/
// extern void Toggle_Formation(void); // Code\RedAlert\Conquer.cpp
extern char FormationEvent; // Code\RedAlert\Conquer.cpp
void DLLExportClass::Team_Units_Formation_Toggle_On(uint64 player_id)
{
/*
** Get the player for this...
*/
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
//
// MBL 03.23.2020: Code here copied and modified from Toggle_Formation(), since obj->IsSelected is not supported
// Replacing with ObjectClass::Is_Selected_By_Player(HouseClass *player);
//
int team = MAX_TEAMS;
long minx = 0x7FFFFFFFL, miny = 0x7FFFFFFFL;
long maxx = 0, maxy = 0;
int index;
bool setform = 0;
TeamFormDataStruct& team_form_data = TeamFormData[PlayerPtr->Class->House];
//
// Recording support
//
if (Session.Record) {
FormationEvent = 1;
}
/*
** Find the first selected object that is a member of a team, and
** register his group as the team we're using. Once we find the team
** number, update the 'setform' flag to know whether we should be setting
** the formation's offsets, or clearing them. If they currently have
** illegal offsets (as in 0x80000000), then we're setting.
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj) {
if (obj->House == PlayerPtr) {
if (!obj->IsInLimbo) {
if (obj->Is_Selected_By_Player(PlayerPtr)) {
team = obj->Group;
if (team < MAX_TEAMS) {
setform = obj->XFormOffset == (int)0x80000000;
team_form_data.TeamSpeed[team] = SPEED_WHEEL;
team_form_data.TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
}
}
}
if (team >= MAX_TEAMS) {
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj) {
if (obj->House == PlayerPtr) {
if (!obj->IsInLimbo) {
if (obj->Is_Selected_By_Player(PlayerPtr)) {
team = obj->Group;
if (team < MAX_TEAMS) {
setform = obj->XFormOffset == (int)0x80000000;
team_form_data.TeamSpeed[team] = SPEED_WHEEL;
team_form_data.TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
}
}
}
}
if (team >= MAX_TEAMS) {
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj) {
if (obj->House == PlayerPtr) {
if (!obj->IsInLimbo) {
if (obj->Is_Selected_By_Player(PlayerPtr)) {
team = obj->Group;
if (team < MAX_TEAMS) {
setform = obj->XFormOffset == 0x80000000UL;
team_form_data.TeamSpeed[team] = SPEED_WHEEL;
team_form_data.TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
break;
}
}
}
}
}
}
}
if (team >= MAX_TEAMS) return;
/*
** Now that we have a team, let's go set (or clear) the formation offsets.
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
team_form_data.TeamSpeed[team] = obj->Class->Speed;
}
} else {
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
}
} else {
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
}
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
obj->Mark(MARK_CHANGE);
if (setform) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
if (xc < minx) minx = xc;
if (xc > maxx) maxx = xc;
if (yc < miny) miny = yc;
if (yc > maxy) maxy = yc;
if (obj->Class->MaxSpeed < team_form_data.TeamMaxSpeed[team]) {
team_form_data.TeamMaxSpeed[team] = obj->Class->MaxSpeed;
}
} else {
obj->XFormOffset = obj->YFormOffset = 0x80000000UL;
}
}
}
/*
** All the units have been counted to find the bounding rectangle and
** center of the formation, or to clear their offsets. Now, if we're to
** set them into formation, proceed to do so. Otherwise, bail.
*/
if (setform) {
int centerx = (int)((maxx - minx)/2)+minx;
int centery = (int)((maxy - miny)/2)+miny;
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team ) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
for (index = 0; index < Vessels.Count(); index++) {
VesselClass * obj = Vessels.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->Group == team ) {
long xc = Cell_X(Coord_Cell(obj->Center_Coord()));
long yc = Cell_Y(Coord_Cell(obj->Center_Coord()));
obj->XFormOffset = xc - centerx;
obj->YFormOffset = yc - centery;
}
}
}
}
/**************************************************************************************************
* CNC_Handle_Debug_Request -- Process a debug input request
*
* In:
*
*
* Out:
*
*
* History: 1/7/2019 5:20PM - ST
**************************************************************************************************/
extern "C" __declspec(dllexport) void __cdecl CNC_Handle_Debug_Request(DebugRequestEnum debug_request_type, uint64 player_id, const char *object_name, int x, int y, bool unshroud, bool enemy)
{
if (!DLLExportClass::Set_Player_Context(player_id)) {
return;
}
switch (debug_request_type) {
case DEBUG_REQUEST_SPAWN_OBJECT:
DLLExportClass::Debug_Spawn_Unit(object_name, x, y, enemy);
break;
case DEBUG_REQUEST_FORCE_CRASH:
Debug_Force_Crash = true;
break;
case DEBUG_REQUEST_KILL_OBJECT:
if (strcmp(object_name, "HEAL") == 0) {
DLLExportClass::Debug_Heal_Unit(x, y);
}
else {
DLLExportClass::Debug_Kill_Unit(x, y);
}
break;
case DEBUG_REQUEST_END_GAME:
{
bool win = true;
const char lose[] = "LOSE";
if (strcmp(lose, object_name) == 0) {
win = false;
}
PlayerWins = win;
PlayerLoses = !win;
}
break;
case DEBUG_REQUEST_UNSHROUD:
Debug_Unshroud = unshroud;
Map.Flag_To_Redraw(true);
break;
case DEBUG_REQUEST_SUPERWEAPON_RECHARGE:
for (int i = 0; i < SPC_COUNT; ++i)
{
PlayerPtr->SuperWeapon[i].Forced_Charge(true);
}
break;
case DEBUG_REQUEST_END_PRODUCTION:
{
for (int index = 0; index < Factories.Count(); index++) {
FactoryClass* factory = Factories.Ptr(index);
if (factory->Get_House()->IsHuman) {
Factories.Ptr(index)->Force_Complete();
}
}
}
break;
case DEBUG_REQUEST_ADD_RESOURCES:
{
if (object_name) {
int amount = atoi(object_name);
PlayerPtr->Credits += amount;
if (PlayerPtr->Credits < 0) {
PlayerPtr->Credits = 0;
}
}
}
break;
case DEBUG_REQUEST_UNLOCK_BUILDABLES:
PlayerPtr->DebugUnlockBuildables = !PlayerPtr->DebugUnlockBuildables;
PlayerPtr->IsRecalcNeeded = true;
break;
case DEBUG_REQUEST_SET_GLOBAL_FLAG:
Scen.Set_Global_To(x, true);
break;
default:
break;
}
}
/**************************************************************************************************
* DLLExportClass::Debug_Spawn_All -- Debug spawn all buildable units and structures
*
* In: Object to unlimbo , x & y cell positions
*
*
* Out: True if unlimbo succeeded
*
*
*
* History: 1/22/2020 2:57PM - ST
**************************************************************************************************/
bool DLLExportClass::Try_Debug_Spawn_Unlimbo(TechnoClass *techno, int &cell_x, int &cell_y)
{
if (techno) {
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_right = map_cell_x + Map.MapCellWidth;
int map_cell_bottom = map_cell_y + Map.MapCellHeight;
map_cell_right = min(map_cell_right, cell_x + 26); // Generally try to prevent the objects from spawing off the right of the screen
int try_x = cell_x;
int try_y = cell_y;
while (try_y < map_cell_bottom) {
CELL cell = XY_Cell(try_x, try_y);
if (techno->Unlimbo(Cell_Coord(cell))) {
try_x++;
if (try_x > map_cell_right - 2) {
try_x = cell_x; //map_cell_x + 2;
try_y++;
}
cell_x = try_x;
cell_y = try_y;
return true;
}
try_x++;
if (try_x > map_cell_right - 2) {
try_x = cell_x; //map_cell_x + 2;
try_y++;
}
}
cell_x = try_x;
cell_y = try_y;
}
return false;
}
/**************************************************************************************************
* DLLExportClass::Debug_Spawn_All -- Debug spawn all buildable units and structures
*
* In:
*
* Out:
*
*
*
* History: 1/22/2020 2:57PM - ST
**************************************************************************************************/
void DLLExportClass::Debug_Spawn_All(int x, int y)
{
int map_cell_x = Map.MapCellX;
int map_cell_y = Map.MapCellY;
int map_cell_bottom = map_cell_y + Map.MapCellHeight;
int origin_x = map_cell_x + 2;
int origin_y = map_cell_y + 2;
if (x != 0 || y != 0) {
CELL screen_cell = Coord_Cell(Map.Pixel_To_Coord(x, y));
origin_x = Cell_X(screen_cell);
origin_y = Cell_Y(screen_cell);
}
int try_x = origin_x;
int try_y = origin_y;
HousesType house = PlayerPtr->Class->House;
for (StructType sindex = STRUCT_FIRST; sindex < STRUCT_COUNT; sindex++) {
BuildingTypeClass const & building_type = BuildingTypeClass::As_Reference(sindex);
if (building_type.Get_Ownable() && building_type.Level != -1) {
BuildingClass * building = new BuildingClass(building_type, house);
if (building) {
try_x = origin_x;
try_y = origin_y;
while (try_y < map_cell_bottom) {
if (Try_Debug_Spawn_Unlimbo(building, try_x, try_y)) {
break;
}
}
}
}
}
for (UnitType index = UNIT_FIRST; index < UNIT_COUNT; index++) {
UnitTypeClass const & unit_type = UnitTypeClass::As_Reference(index);
/*
** Fetch the sidebar cameo image for this building.
*/
if (unit_type.Get_Ownable() && unit_type.Level != -1) {
UnitClass * unit = (UnitClass*) unit_type.Create_One_Of(PlayerPtr);
if (unit) {
try_x = origin_x;
try_y = origin_y;
while (try_y < map_cell_bottom) {
if (Try_Debug_Spawn_Unlimbo(unit, try_x, try_y)) {
break;
}
}
}
}
}
for (InfantryType index = INFANTRY_FIRST; index < INFANTRY_COUNT; index++) {
InfantryTypeClass const &infantry_type = InfantryTypeClass::As_Reference(index);
/*
** Fetch the sidebar cameo image for this building.
*/
if (infantry_type.Get_Ownable() && infantry_type.Level != -1) {
InfantryClass * inf = (InfantryClass*) infantry_type.Create_One_Of(PlayerPtr);
if (inf) {
try_x = origin_x;
try_y = origin_y;
while (try_y < map_cell_bottom) {
if (Try_Debug_Spawn_Unlimbo(inf, try_x, try_y)) {
break;
}
}
}
}
}
for (AircraftType index = AIRCRAFT_FIRST; index < AIRCRAFT_COUNT; index++) {
AircraftTypeClass const &aircraft_type = AircraftTypeClass::As_Reference(index);
/*
** Fetch the sidebar cameo image for this building.
*/
if (aircraft_type.Get_Ownable() && aircraft_type.Level != -1) {
AircraftClass * air = (AircraftClass*) aircraft_type.Create_One_Of(PlayerPtr);
if (air) {
try_x = origin_x;
try_y = origin_y;
while (try_y < map_cell_bottom) {
if (Try_Debug_Spawn_Unlimbo(air, try_x, try_y)) {
break;
}
}
}
}
}
for (VesselType index = VESSEL_FIRST; index < VESSEL_COUNT; index++) {
VesselTypeClass const &vessel_type = VesselTypeClass::As_Reference(index);
/*
** Fetch the sidebar cameo image for this building.
*/
if (vessel_type.Get_Ownable() && vessel_type.Level != -1) {
VesselClass * boat = (VesselClass*) vessel_type.Create_One_Of(PlayerPtr);
if (boat) {
try_x = origin_x;
try_y = origin_y;
while (try_y < map_cell_bottom) {
if (Try_Debug_Spawn_Unlimbo(boat, try_x, try_y)) {
break;
}
}
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Debug_Spawn_Unit -- Debug spawn a unit at the specified location
*
* In:
*
* Out:
*
*
*
* History: 3/14/2019 3:20PM - ST
**************************************************************************************************/
void DLLExportClass::Debug_Spawn_Unit(const char *object_name, int x, int y, bool enemy)
{
if (object_name == NULL) {
return;
}
if (strlen(object_name) == 0) {
return;
}
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
HousesType house = PlayerPtr->Class->House;
/*
** Place all?
*/
if (stricmp(object_name, "ALLOBJECTS") == 0) {
Debug_Spawn_All(x, y);
return;
}
/*
** If this is for the enemy, find the enemy with the most stuff
*/
if (enemy) {
unsigned max_count = 0;
for (int i = 0; i < Houses.Count(); ++i) {
const HouseClass* player = Houses.Ptr(i);
const unsigned count = player->CurUnits + player->CurBuildings + player->CurInfantry + player->CurVessels + player->CurAircraft;
if (!PlayerPtr->Is_Ally(player) && (count >= max_count)) {
house = player->Class->House;
max_count = count;
}
}
}
/*
** What is this thing?
*/
StructType structure_type = BuildingTypeClass::From_Name(object_name);
if (structure_type != STRUCT_NONE) {
BuildingClass * building = new BuildingClass(structure_type, house);
if (building) {
if (!building->Unlimbo(Cell_Coord(cell))) {
delete building;
}
}
#if (0)
Map.PendingObject = &BuildingTypeClass::As_Reference(structure_type);
Map.PendingHouse = PlayerPtr->ActLike;
Map.PendingObjectPtr = Map.PendingObject->Create_One_Of(PlayerPtr);
if (Map.PendingObjectPtr) {
Map.Set_Cursor_Pos();
Map.Set_Cursor_Shape(Map.PendingObject->Occupy_List());
//OutList.Add(EventClass(EventClass::PLACE, RTTI_BUILDING, (CELL)(cell + Map.ZoneOffset)));
}
#endif
return;
}
UnitType unit_type = UnitTypeClass::From_Name(object_name);
if (unit_type != UNIT_NONE) {
UnitClass * unit = new UnitClass(unit_type, house);
if (unit) {
unit->Unlimbo(Map.Pixel_To_Coord(x, y), DIR_N);
}
return;
}
InfantryType infantry_type = InfantryTypeClass::From_Name(object_name);
if (infantry_type != INFANTRY_NONE) {
InfantryClass * inf = new InfantryClass(infantry_type, house);
if (inf) {
inf->Unlimbo(Map.Pixel_To_Coord(x, y), DIR_N);
}
return;
}
AircraftType aircraft_type = AircraftTypeClass::From_Name(object_name);
if (aircraft_type != AIRCRAFT_NONE) {
AircraftClass * air = new AircraftClass(aircraft_type, house);
if (air) {
air->Unlimbo(Map.Pixel_To_Coord(x, y), DIR_N);
}
return;
}
VesselType vessel_type = VesselTypeClass::From_Name(object_name);
if (vessel_type != VESSEL_NONE) {
VesselClass *boat = new VesselClass(vessel_type, house);
if (boat != NULL) {
if (boat->Unlimbo(Map.Pixel_To_Coord(x, y), DIR_N)) {
boat->Enter_Idle_Mode();
} else {
delete boat;
}
}
}
OverlayType overlay_type = OverlayTypeClass::From_Name(object_name);
if (overlay_type != OVERLAY_NONE)
{
new OverlayClass(overlay_type, cell);
return;
}
}
/**************************************************************************************************
* DLLExportClass::Debug_Kill_Unit -- Kill a unit at the specified location
*
* In:
*
* Out:
*
*
*
* History: 8/19/2019 3:09PM - ST
**************************************************************************************************/
void DLLExportClass::Debug_Kill_Unit(int x, int y)
{
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
CellClass * cellptr = &Map[cell];
if (cellptr) {
ObjectClass *obj = cellptr->Cell_Object();
static const int debug_damage = 100; // 100 = Incremental damage
if (obj) {
int damage = debug_damage;
obj->Take_Damage(damage, 0, WARHEAD_HE, 0, true);
} else {
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
if (optr->IsTiberium) {
cellptr->Reduce_Tiberium(1);
}
if (optr->IsWall) {
Map[cell].Reduce_Wall(debug_damage);
}
}
if (cellptr->TType == TEMPLATE_BRIDGE1 || cellptr->TType == TEMPLATE_BRIDGE2 ||
cellptr->TType == TEMPLATE_BRIDGE1H || cellptr->TType == TEMPLATE_BRIDGE2H ||
cellptr->TType == TEMPLATE_BRIDGE_1A || cellptr->TType == TEMPLATE_BRIDGE_1B ||
cellptr->TType == TEMPLATE_BRIDGE_2A || cellptr->TType == TEMPLATE_BRIDGE_2B ||
cellptr->TType == TEMPLATE_BRIDGE_3A || cellptr->TType == TEMPLATE_BRIDGE_3B) {
Map.Destroy_Bridge_At(cell);
}
}
}
}
void DLLExportClass::Debug_Heal_Unit(int x, int y)
{
COORDINATE coord = Map.Pixel_To_Coord(x, y);
CELL cell = Coord_Cell(coord);
CellClass * cellptr = &Map[cell];
if (cellptr) {
ObjectClass *obj = cellptr->Cell_Object();
if (obj) {
obj->Strength = obj->Class_Of().MaxStrength;
}
else {
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
if (optr->IsTiberium) {
const int cellcount = (int)FACING_COUNT + 1;
CellClass* cells[cellcount];
cells[0] = cellptr;
for (FacingType index = FACING_N; index < FACING_COUNT; index++) {
cells[(int)index + 1] = cellptr->Adjacent_Cell(index);
}
for (int index = 0; index < cellcount; index++) {
CellClass * newcell = cells[index];
if (newcell != NULL) {
if (newcell->Can_Tiberium_Germinate()) {
switch (cellptr->Overlay) {
case OVERLAY_GOLD1:
case OVERLAY_GOLD2:
case OVERLAY_GOLD3:
case OVERLAY_GOLD4:
new OverlayClass(Random_Pick(OVERLAY_GOLD1, OVERLAY_GOLD4), newcell->Cell_Number());
newcell->OverlayData = 0;
break;
case OVERLAY_GEMS1:
case OVERLAY_GEMS2:
case OVERLAY_GEMS3:
case OVERLAY_GEMS4:
new OverlayClass(Random_Pick(OVERLAY_GEMS1, OVERLAY_GEMS4), newcell->Cell_Number());
newcell->OverlayData = 0;
break;
default:
break;
}
}
else if (newcell->Land_Type() == LAND_TIBERIUM) {
switch (newcell->Overlay) {
case OVERLAY_GOLD1:
case OVERLAY_GOLD2:
case OVERLAY_GOLD3:
case OVERLAY_GOLD4:
newcell->OverlayData = MIN(newcell->OverlayData + 1, 11);
newcell->Recalc_Attributes();
newcell->Redraw_Objects();
break;
case OVERLAY_GEMS1:
case OVERLAY_GEMS2:
case OVERLAY_GEMS3:
case OVERLAY_GEMS4:
newcell->OverlayData = MIN(newcell->OverlayData + 1, 2);
newcell->Recalc_Attributes();
newcell->Redraw_Objects();
break;
default:
break;
}
}
}
}
}
}
}
}
}
/**************************************************************************************************
* DLLExportClass::Legacy_Render_Enabled -- Is the legacy rendering enabled?
*
* In:
*
* Out:
*
*
*
* History: 4/15/2019 5:46PM - ST
**************************************************************************************************/
bool DLLExportClass::Legacy_Render_Enabled(void)
{
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
unsigned int num_humans = 0U;
for (int i = 0; i < MULTIPLAYER_COUNT; ++i) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr && player_ptr->IsHuman) {
if (++num_humans > 1) break;
}
}
return num_humans < 2;
}
//return false;
return true;
}
/**************************************************************************************************
* DLLExportClass::Computer_Message -- Replacement for original Computer_Message function
*
* In:
*
* Out:
*
*
*
* History: 1/27/2020 1:42PM - ST
**************************************************************************************************/
void DLLExportClass::Computer_Message(bool last_player_taunt)
{
HousesType house;
HouseClass *ptr;
HouseClass *ai_players[MAX_PLAYERS];
int ai_player_count = 0;
/*------------------------------------------------------------------------
Find the computer house that the message will be from
------------------------------------------------------------------------*/
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MULTIPLAYER_COUNT); house++) {
ptr = HouseClass::As_Pointer(house);
if (!ptr || ptr->IsHuman || ptr->IsDefeated) {
continue;
}
ai_players[ai_player_count++] = ptr;
}
if (ai_player_count) {
int ai_player_index = 0;
if (ai_player_count > 1) {
ai_player_index = IRandom(0, ai_player_count - 1);
}
int taunt_index;
if (last_player_taunt) {
taunt_index = 13;
} else {
taunt_index = IRandom(0,12);
}
On_Message(ai_players[ai_player_index], "", 15.0f, MESSAGE_TYPE_COMPUTER_TAUNT, taunt_index);
}
}
/**************************************************************************************************
* DLLExportClass::Set_Special_Key_Flags --
*
* In:
*
* Out:
*
*
*
* History: 6/27/2019 - JAS
**************************************************************************************************/
void DLLExportClass::Set_Special_Key_Flags(unsigned char special_key_flags)
{
SpecialKeyFlags[CurrentLocalPlayerIndex] = special_key_flags;
}
/**************************************************************************************************
* DLLExportClass::Clear_Special_Key_Flags --
*
* In:
*
* Out:
*
*
*
* History: 6/27/2019 - JAS
**************************************************************************************************/
void DLLExportClass::Clear_Special_Key_Flags()
{
SpecialKeyFlags[CurrentLocalPlayerIndex] = 0;
}
/**************************************************************************************************
* DLLExportClass::Get_Input_Key_State --
*
* In:
*
* Out:
*
*
*
* History: 6/27/2019 - JAS
**************************************************************************************************/
bool DLLExportClass::Get_Input_Key_State(KeyNumType key)
{
switch (key)
{
case KN_LCTRL:
return (SpecialKeyFlags[CurrentLocalPlayerIndex] & INPUT_SPECIAL_KEY_CTRL) != 0;
break;
case KN_LSHIFT:
return (SpecialKeyFlags[CurrentLocalPlayerIndex] & INPUT_SPECIAL_KEY_SHIFT) != 0;
break;
case KN_LALT:
return (SpecialKeyFlags[CurrentLocalPlayerIndex] & INPUT_SPECIAL_KEY_ALT) != 0;
break;
default:
break;
};
return false;
}
/**************************************************************************************************
* Get_Input_Key_State
*
* History: 6/27/2019 - JAS
**************************************************************************************************/
bool DLL_Export_Get_Input_Key_State(KeyNumType key)
{
return DLLExportClass::Get_Input_Key_State(key);
}
bool DLLSave(Pipe &file)
{
return DLLExportClass::Save(file);
}
bool DLLLoad(Straw &file)
{
return DLLExportClass::Load(file);
}
/**************************************************************************************************
* DLLExportClass::Save --
*
* In:
*
* Out:
*
*
*
* History: 9/10/2019 10:24AM - ST
**************************************************************************************************/
bool DLLExportClass::Save(Pipe & pipe)
{
/*
** Version first
*/
unsigned int version = CNC_DLL_API_VERSION;
pipe.Put(&version, sizeof(version));
pipe.Put(MultiplayerStartPositions, sizeof(MultiplayerStartPositions));
pipe.Put(GlyphxPlayerIDs, sizeof(GlyphxPlayerIDs));
pipe.Put(&GlyphXClientSidebarWidthInLeptons, sizeof(GlyphXClientSidebarWidthInLeptons));
pipe.Put(MPlayerIsHuman, sizeof(MPlayerIsHuman));
pipe.Put(MultiplayerStartPositions, sizeof(MultiplayerStartPositions));
pipe.Put(PlacementType, sizeof(PlacementType));
pipe.Put(&OverrideNewUnitsEnabled, sizeof(OverrideNewUnitsEnabled));
for (int i=0 ; i<MAX_PLAYERS ; i++) {
Sidebar_Glyphx_Save(pipe, &MultiplayerSidebars[i]);
int has_player = false;
if (i < Session.Players.Count() && Session.Players[i]) {
has_player = true;
pipe.Put(&has_player, sizeof(has_player));
pipe.Put(Session.Players[i], sizeof(NodeNameType));
} else {
pipe.Put(&has_player, sizeof(has_player));
}
}
pipe.Put(&Special, sizeof(Special));
/*
** Special case for MPSuperWeaponDisable - store negated value so it defaults to enabled
*/
bool not_allow_super_weapons = !MPSuperWeaponDisable;
pipe.Put(&not_allow_super_weapons, sizeof(not_allow_super_weapons));
/*
** Room for save game expansion
*/
unsigned char padding[4095];
memset(padding, 0, sizeof(padding));
pipe.Put(padding, sizeof(padding));
return true;
}
/**************************************************************************************************
* DLLExportClass::Load --
*
* In:
*
* Out:
*
*
*
* History: 9/10/2019 10:24AM - ST
**************************************************************************************************/
bool DLLExportClass::Load(Straw & file)
{
unsigned int version = 0;
if (file.Get(&version, sizeof(version)) != sizeof(version)) {
return false;
}
if (file.Get(MultiplayerStartPositions, sizeof(MultiplayerStartPositions)) != sizeof(MultiplayerStartPositions)) {
return false;
}
if (file.Get(GlyphxPlayerIDs, sizeof(GlyphxPlayerIDs)) != sizeof(GlyphxPlayerIDs)) {
return false;
}
if (file.Get(&GlyphXClientSidebarWidthInLeptons, sizeof(GlyphXClientSidebarWidthInLeptons)) != sizeof(GlyphXClientSidebarWidthInLeptons)) {
return false;
}
if (file.Get(MPlayerIsHuman, sizeof(MPlayerIsHuman)) != sizeof(MPlayerIsHuman)) {
return false;
}
if (file.Get(MultiplayerStartPositions, sizeof(MultiplayerStartPositions)) != sizeof(MultiplayerStartPositions)) {
return false;
}
if (file.Get(PlacementType, sizeof(PlacementType)) != sizeof(PlacementType)) {
return false;
}
if (file.Get(&OverrideNewUnitsEnabled, sizeof(OverrideNewUnitsEnabled)) != sizeof(OverrideNewUnitsEnabled)) {
return false;
}
if (Is_Aftermath_Installed()) {
if (Session.Type == GAME_SKIRMISH || Session.Type == GAME_GLYPHX_MULTIPLAYER) {
bAftermathMultiplayer = NewUnitsEnabled = OverrideNewUnitsEnabled;
}
}
Session.NumPlayers = 0;
for (int i=0 ; i<MAX_PLAYERS ; i++) {
Sidebar_Glyphx_Load(file, &MultiplayerSidebars[i]);
int has_player = false;
file.Get(&has_player, sizeof(has_player));
if (has_player) {
NodeNameType *who = new NodeNameType;
file.Get(who, sizeof(NodeNameType));
Session.Players.Add (who);
Session.NumPlayers++;
}
}
if (file.Get(&Special, sizeof(Special)) != sizeof(Special)) {
return false;
}
/*
** Restore backup
*/
if (SpecialBackup != NULL) {
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
/*
** Special case for MPSuperWeaponDisable - store negated value so it defaults to enabled
*/
bool not_allow_super_weapons = false;
if (file.Get(&not_allow_super_weapons, sizeof(not_allow_super_weapons)) != sizeof(not_allow_super_weapons)) {
return false;
}
MPSuperWeaponDisable = !not_allow_super_weapons;
unsigned char padding[4095];
if (file.Get(padding, sizeof(padding)) != sizeof(padding)) {
return false;
}
return true;
}
/**************************************************************************************************
* DLLExportClass::Code_Pointers --
*
* In:
*
* Out:
*
*
*
* History: 9/10/2019 10:24AM - ST
**************************************************************************************************/
void DLLExportClass::Code_Pointers(void)
{
for (int i=0 ; i<MAX_PLAYERS ; i++) {
Sidebar_Glyphx_Code_Pointers(&MultiplayerSidebars[i]);
if (PlacementType[i]) {
PlacementType[i] = (BuildingTypeClass *) PlacementType[i]->Type;
}
}
}
/**************************************************************************************************
* DLLExportClass::Decode_Pointers --
*
* In:
*
* Out:
*
*
*
* History: 9/10/2019 10:24AM - ST
**************************************************************************************************/
void DLLExportClass::Decode_Pointers(void)
{
for (int i=0 ; i<MAX_PLAYERS ; i++) {
Sidebar_Glyphx_Decode_Pointers(&MultiplayerSidebars[i]);
if (PlacementType[i]) {
StructType type = (StructType) reinterpret_cast<unsigned int>(PlacementType[i]);
PlacementType[i] = NULL;
if (type >= STRUCT_FIRST && type < STRUCT_COUNT) {
TechnoTypeClass const * tech = Fetch_Techno_Type(RTTI_BUILDINGTYPE, type);
if (tech) {
BuildingTypeClass* build_type = (BuildingTypeClass*)(tech);
if (build_type) {
PlacementType[i] = build_type;
}
}
}
}
}
}
void DLL_Code_Pointers(void)
{
DLLExportClass::Code_Pointers();
}
void DLL_Decode_Pointers(void)
{
DLLExportClass::Decode_Pointers();
}