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

418 lines
15 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
#ifdef WOLAPI_INTEGRATION
// WolapiOb.h
// ajw 07/10/98
// Class WolapiObject is mainly a container so I can avoid globals and keep things clean.
// All WOLAPI interfacing will be done through this object. It's lifetime will begin when
// API functions are first needed and end when we are finished with the API - this will
// presumably parallel the duration of the user's connection to WOL.
#ifndef WOLAPI_H
#define WOLAPI_H
#include "RAWolapi.h"
#include "dibapi.h"
#include "IconList.h"
//***********************************************************************************************
class IconListClass;
class WOL_GameSetupDialog;
class ToolTipClass;
#define PUMPSLEEPDURATION 300 // Milliseconds between PumpMessages() calls.
#define EMERGENCY_TIMEOUT 40000 // Longest we wait for a wolapi response before terminating everything.
// Milliseconds between automatic behaviors.
#define WOLAPIPUMPWAIT 300
#define CHANNELUPDATEWAIT 45000
#define WOL_NAME_LEN_MAX 10 // Includes null-terminator.
#define WOL_PASSWORD_LEN 9 // Includes null-terminator.
#define WOL_CHANNAME_LEN_MAX 17 // Includes null-terminator.
#define WOL_CHANKEY_LEN_MAX 9 // Includes null-terminator.
#define CHAT_USER_SQUELCHED 0x0004 // Will theoretically be added to the api and implemented.
#define LOBBYPASSWORD "not_a_valid_password" // password removed per Security requirements - 8/27/2018
#define USERCANCELLED 1
#define PATCHDOWNLOADED 2
#define PATCHAVOIDED 3
// Special hidden descriptors added to channel list items.
// These serve double-duty as tooltip help text.
#define CHANNELTYPE_TOP TXT_WOL_CHANNELTYPE_TOP
#define CHANNELTYPE_OFFICIALCHAT TXT_WOL_CHANNELTYPE_OFFICIALCHAT
#define CHANNELTYPE_USERCHAT TXT_WOL_CHANNELTYPE_USERCHAT
#define CHANNELTYPE_GAMES TXT_WOL_CHANNELTYPE_GAMES
#define CHANNELTYPE_GAMESOFTYPE "GamesOfType" // Not seen.
#define CHANNELTYPE_CHATCHANNEL "ChatChannel" // Not seen.
#define CHANNELTYPE_GAMECHANNEL "GameChannel" // Not seen.
#define CHANNELTYPE_LOADING TXT_WOL_CHANNELTYPE_LOADING
#define CHANNELTYPE_LOBBIES TXT_WOL_CHANNELTYPE_LOBBIES
#define CHANNELTYPE_LOBBYCHANNEL "LobbyChannel" // Not seen.
enum WOL_LEVEL
{
WOL_LEVEL_TOP, // Viewing top level menu choices.
WOL_LEVEL_OFFICIALCHAT, // Viewing official chat channels.
WOL_LEVEL_USERCHAT, // Viewing user chat channels.
WOL_LEVEL_INCHATCHANNEL, // In a chat channel.
WOL_LEVEL_GAMES, // Viewing types (skus) of games.
WOL_LEVEL_GAMESOFTYPE, // Viewing game channels of a type.
WOL_LEVEL_INGAMECHANNEL, // In a game channel.
WOL_LEVEL_LOBBIES, // Viewing the game lobbies.
WOL_LEVEL_INLOBBY, // In a "lobby" chat channel.
WOL_LEVEL_INVALID
};
struct WOL_GAMETYPEINFO
{
int iGameType;
char szName[128];
char szURL[256];
HDIB hDIB; // DIB handle.
const char* pDIB; // What you get when you GlobalLock hDIB.
};
// Header values for game options messages. Note that 0 is not used!
enum WOL_GAMEOPT
{
WOL_GAMEOPT_REQCOLOR = 1, // REQuest = guest asks game host for a color
WOL_GAMEOPT_INFCOLOR, // INForm = game host tells guests color of a single player (not "accept-canceling")
WOL_GAMEOPT_INFPARAMS, // host tells guests all common game params
WOL_GAMEOPT_REQHOUSE, // guest tells host he's changed house (REQ because it's guest->host)
WOL_GAMEOPT_INFHOUSE, // host tells guests about new house of a single player
WOL_GAMEOPT_REQACCEPT, // guest tells host he accepts current params
WOL_GAMEOPT_INFACCEPT, // host tells guests that a player accepted
WOL_GAMEOPT_INFSTART, // host tell guests to go into wait for start mode
WOL_GAMEOPT_REQSTART, // guest acknowledges WOL_GAMEOPT_INFSTART
WOL_GAMEOPT_REQSTART_BUTNEEDSCENARIO, // guests acks WOL_GAMEOPT_INFSTART and asks for scenario download
WOL_GAMEOPT_INFCANCELSTART, // host tells guests to cancel game start, as a change arrived or player joined/left
WOL_GAMEOPT_INFGO, // host tells everyone to start
WOL_GAMEOPT_INFNEWGUESTPLAYERINFO, // host tells new guest a lot of stuff about everyone that's in the game
};
enum DIBICON
{
DIBICON_OWNER,
DIBICON_SQUELCH,
DIBICON_LATENCY,
DIBICON_ACCEPT,
DIBICON_NOTACCEPT,
DIBICON_USER,
DIBICON_PRIVATE,
DIBICON_TOURNAMENT,
DIBICON_VOICE,
};
#define NUMDIBICONS 9
struct DIBICONINFO
{
char szFile[50];
HDIB hDIB;
const char* pDIB;
};
// See SaveChat()...
#define SAVECHATWIDTH 150 // Wider than text that will fit in the chat list window.
struct CHATSAVE // What we save about each individual list item.
{
char szText[ SAVECHATWIDTH + 1 ];
IconList_ItemExtras ItemExtras; // Only color is used.
CHATSAVE* next;
};
struct CREATEGAMEINFO
{
enum GAMEKIND // Gets or'ed with lobby number in channel 'reserved' field.
{
RAGAME = 0x01000000,
CSGAME = 0x02000000,
AMGAME = 0x04000000,
};
bool bCreateGame; // True if user confirms game creation.
int iPlayerMax; // NOT number of players, but maximum number allowed into game channel.
int iPlayerCount; // Number of initial human players in game. Set at game launch, used for stats.
bool bTournament;
bool bPrivate;
GAMEKIND GameKind;
char szPassword[ WOL_CHANKEY_LEN_MAX ]; // If not blank, key for private game.
};
//***********************************************************************************************
HPALETTE GetCurrentScreenPalette();
void RemapDIBToPalette( HPALETTE hPal, const char* pDIB ); // Note: pDIB is treated as non-const.
//char* LoadFileIntoMemory( const char* szFileName, int& iLength );
//***********************************************************************************************
class WolapiObject
{
public:
WolapiObject();
virtual ~WolapiObject();
IChat* pChat;
IDownload* pDownload;
INetUtil* pNetUtil;
DWORD dwChatAdvise; // Value that identifies the "connection" from chat to chatsink.
DWORD dwDownloadAdvise;
DWORD dwNetUtilAdvise;
RAChatEventSink* pChatSink;
RADownloadEventSink* pDownloadSink;
RANetUtilEventSink* pNetUtilSink;
bool bChatShownBefore;
char szLadderServerHost[ 150 ];
int iLadderServerPort;
char szGameResServerHost1[ 150 ];
int iGameResServerPort1;
char szGameResServerHost2[ 150 ];
int iGameResServerPort2;
bool bFindEnabled; // I have to maintain these, though wolapi should do it for me...
bool bPageEnabled; // Note they are initialized true, as is currently the case in wol.
bool bLangFilter; //
bool bAllGamesShown;
bool bEggSounds; // Easter egg related. True = user actions trigger sounds.
bool bEgg8Player; // True = 8 player games can be created. This is hidden so that we don't really have to support the feature...
WOL_LEVEL CurrentLevel;
WOL_LEVEL LastUpdateChannelCallLevel;
char szMyName[WOL_NAME_LEN_MAX]; // Local user's name, valid while connected.
char szMyRecord[ WOL_NAME_LEN_MAX + 80 ];
char szMyRecordAM[ WOL_NAME_LEN_MAX + 80 ];
bool bMyRecordUpdated; // True when szMyRecord has changed and not yet recognized by chat dialog.
char szChannelListTitle[ 100 ];
bool bChannelListTitleUpdated;
char szChannelNameCurrent[WOL_CHANNAME_LEN_MAX];
bool bChannelOwner;
char szChannelReturnOnGameEnterFail[WOL_CHANNAME_LEN_MAX];
int iLobbyReturnAfterGame; // When in game channel, part of the value of the channel's 'reserved' field.
bool bReturningAfterGame;
int iLobbyLast; // Number of last lobby we personally were in.
// CREATEGAMEINFO::GAMEKIND GameKindCurrent; // Kind of game (Red Alert, CS, AM) we are in game setup for.
CREATEGAMEINFO GameInfoCurrent; // Kind of game (Red Alert, CS, AM, tournament, private) we are in game setup for.
bool bEnableNewAftermathUnits; // Used to pass game parameter back to init only.
DWORD dwTimeNextWolapiPump;
DWORD dwTimeNextChannelUpdate;
DIBICONINFO DibIconInfos[ NUMDIBICONS ];
HRESULT hresPatchResults; // Used when a patch has been downloaded or cancelled.
WOL_GameSetupDialog* pGSupDlg; // When in a game channel, setting up a game; ptr to the dialog.
bool bInGame; // True while playing a game.
bool bConnectionDown; // Flag used while in a game, set to true if connection goes down.
bool bGameServer; // Flag used while in a game, true if game server (host).
unsigned long TournamentOpponentIP; // Valid while playing a tournament game. IP address of opponent.
bool bPump_In_Call_Back; // Used to enable PumpMessages during Call_Back(), for when we're in a modal dialog.
bool bSelfDestruct; // If set true, causes logout and deletion of wolapi object.
char szWebBrowser[ _MAX_PATH + 1 ];
// For "disconnect pinging".
bool bDoingDisconnectPinging;
bool bDisconnectPingingCompleted;
int iDisconnectPingCurrent;
DISCONNECT_PING_STATUS DisconnectPingResult_Server[ DISCONNECT_PING_COUNT ];
DISCONNECT_PING_STATUS DisconnectPingResult_Opponent[ DISCONNECT_PING_COUNT ];
// Used for in-game paging and responding.
char szExternalPager[ WOL_NAME_LEN_MAX ]; // Last person to page me from outside the game, or blank for none.
bool bFreezeExternalPager;
bool bShowRankRA; // true = view RA rankings, false = view AM rankings
bool bShowRankUpdated; // set true when bShowRankRA value changes
// Standard wol buttons.
char* pShpDiscon;
char* pShpLeave;
char* pShpRefresh;
char* pShpSquelch;
char* pShpBan;
char* pShpKick;
char* pShpFindpage;
char* pShpOptions;
char* pShpLadder;
char* pShpHelp;
ShapeButtonClass* pShpBtnDiscon;
ShapeButtonClass* pShpBtnLeave;
ShapeButtonClass* pShpBtnRefresh;
ShapeButtonClass* pShpBtnSquelch;
ShapeButtonClass* pShpBtnBan;
ShapeButtonClass* pShpBtnKick;
ShapeButtonClass* pShpBtnFindpage;
ShapeButtonClass* pShpBtnOptions;
ShapeButtonClass* pShpBtnLadder;
ShapeButtonClass* pShpBtnHelp;
ToolTipClass* pTTipDiscon;
ToolTipClass* pTTipLeave;
ToolTipClass* pTTipRefresh;
ToolTipClass* pTTipSquelch;
ToolTipClass* pTTipBan;
ToolTipClass* pTTipKick;
ToolTipClass* pTTipFindpage;
ToolTipClass* pTTipOptions;
ToolTipClass* pTTipLadder;
ToolTipClass* pTTipHelp;
WOL_GAMETYPEINFO OldRAGameTypeInfos[ 3 ]; // Used for storing old red alert icons only.
public:
bool bLoggedIn();
void LinkToChatDlg( IconListClass* pILChat, IconListClass* pILChannels, IconListClass* pILUsers, StaticButtonClass* pStaticUsers );
void ClearListPtrs();
void LinkToGameDlg( IconListClass* pILDisc, IconListClass* pILPlayers );
void PrepareButtonsAndIcons();
bool bSetupCOMStuff();
void UnsetupCOMStuff();
void PrintMessage( const char* szText, PlayerColorType iColorRemap = PCOLOR_NONE );
void PrintMessage( const char* szText, RemapControlType* pColorRemap );
HRESULT GetChatServer();
HRESULT AttemptLogin( const char* szName, const char* szPass, bool bPassIsMangled );
void Logout();
bool UpdateChannels( int iChannelType, CHANNELFILTER ChannelFilter, bool bAutoping );
void OnChannelList();
void ListChannels();
HRESULT ChannelJoin( const char* szChannelName, const char* szKey );
HRESULT ChannelJoin( Channel* pChannelToJoin );
bool ChannelLeave();
// bool UserList();
bool ListChannelUsers();
bool bItemMarkedAccepted( int iIndex );
bool MarkItemAccepted( int iIndex, bool bAccept );
bool bItemMarkedReadyToGo( int iIndex );
void MarkItemReadyToGo( int iIndex, const char* szReadyState );
bool bItemMarkedNeedScenario( int iIndex );
void PullPlayerName_Into_From( char* szDest, const char* szSource );
HousesType PullPlayerHouse_From( const char* szSource );
void WritePlayerListItem( char* szDest, const char* szName, HousesType House );
void RequestPlayerPings();
void SendMessage( const char* szMessage, IconListClass& ILUsers, bool bAction );
bool ChannelCreate( const char* szChannelName, const char* szKey, bool bGame = false, int iMaxPlayers = 0,
bool bTournament = false, int iLobby = 0, CREATEGAMEINFO::GAMEKIND GameKind = CREATEGAMEINFO::RAGAME );
void DoFindPage();
HRESULT Locate( const char* szUser );
HRESULT Page( const char* szUser, const char* szSend, bool bWaitForResult );
void DoKick( IconListClass* pILUsersOrPlayers, bool bAndBan );
bool Kick( User* pUserToKick );
bool Ban( User* pUserToKick );
void DoSquelch( IconListClass* pILUsersOrPlayers );
bool Squelch( User* pUserToSquelch );
void DoOptions();
bool DoLadder();
bool DoHelp();
bool DoWebRegistration();
bool DoGameAdvertising( const Channel* pChannel );
bool SpawnBrowser( const char* szURL );
void ChannelListTitle( const char* szTitle );
bool EnterLevel_Top();
bool EnterLevel_OfficialChat();
bool EnterLevel_UserChat();
bool EnterLevel_Games();
bool EnterLevel_GamesOfType( WOL_GAMETYPEINFO* pGameTypeInfo );
bool EnterLevel_Lobbies();
bool OnEnteringChatChannel( const char* szChannelName, bool bICreatedChannel, int iLobby );
void OnExitingChatChannel();
bool ExitChatChannelForGameChannel();
bool OnEnteringGameChannel( const char* szChannelName, bool bICreatedChannel, const CREATEGAMEINFO& CreateGameInfo );
bool OnEnteringGameSetup();
void OnFailedToEnterGameChannel();
void OnExitingGameChannel();
void RejoinLobbyAfterGame();
bool RequestLadders( const char* szName );
bool RequestIPs( const char* szName );
void SaveChat();
void RestoreChat();
void AddHostLeftMessageToSavedChat( const char* szName );
void AddMessageToSavedChat( const char* szMessage );
void DeleteSavedChat();
void GenericErrorMessage();
bool GetNameOfBeginningLobby( char* szNameToSet );
bool GetLobbyChannels();
const char* pGameHostName();
User* pGameHost();
bool SendGameOpt( const char* szSend, User* pUserPriv );
bool RequestGameStart();
bool SendGo( const char* szSend );
void Init_DisconnectPinging();
bool Pump_DisconnectPinging();
void DisconnectPingResultsString( char* szStringToSet );
void SetOptionDefaults();
void SetOptions( bool bEnableFind, bool bEnablePage, bool bLangFilterOn, bool bShowAllGames );
protected:
void GetGameTypeInfo( int iGameType, WOL_GAMETYPEINFO& GameTypeInfo, HPALETTE hPal );
void* IconForGameType( int iGameType );
const char* NameOfGameType( int iGameType ) const;
const char* URLForGameType( int iGameType ) const;
protected:
// Used by the general chat dialog.
IconListClass* pILChat; // Main messages list.
IconListClass* pILChannels; // Channels list.
IconListClass* pILUsers; // Users list.
// IconListClass* pILDisc; // Main messages list. (pILChat is used.)
IconListClass* pILPlayers; // Players list.
StaticButtonClass* pStaticUsers; // Title for a users list. Used by main chat dialog only, not by game setup.
WOL_GAMETYPEINFO* GameTypeInfos;
unsigned int nGameTypeInfos;
float fLatencyToIconWidth;
CHATSAVE* pChatSaveList;
CHATSAVE* pChatSaveLast;
};
#endif
#endif