/* ** Command & Conquer Red Alert(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Command & Conquer - Red Alert * * * * File Name : CCDDE.H * * * * Programmer : Steve Tall * * * * Start Date : 10/04/95 * * * * Last Update : August 5th, 1996 [ST] * * * *---------------------------------------------------------------------------------------------* * Overview: * * C&C's interface to the DDE class * * * *---------------------------------------------------------------------------------------------* * * * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifdef WIN32 #include "dde.h" class DDEServerClass { public: DDEServerClass (void); ~DDEServerClass (void); char *Get_MPlayer_Game_Info (void); //Returns pointer to game info int Get_MPlayer_Game_Info_Length(){return(MPlayerGameInfoLength);}; //Len of game info BOOL Callback(unsigned char *data, long length); //DDE callback function void Delete_MPlayer_Game_Info(void); //release the game info memory void Enable(void); //Enable the DDE callback void Disable(void); //Disable the DDE callback int Time_Since_Heartbeat(void); //Returns the time since the last hearbeat from WChat /* ** Enumeration for DDE packet types from WChat */ enum { DDE_PACKET_START_MPLAYER_GAME, //Start game packet. This includes game options DDE_PACKET_GAME_RESULTS, //Game results packet. The game statistics. DDE_PACKET_HEART_BEAT, //Heart beat packet so we know WChat is still there. DDE_TICKLE, //Message to prompt other app to take focus. DDE_CONNECTION_FAILED }; private: char *MPlayerGameInfo; //Pointer to game start packet int MPlayerGameInfoLength; //Length of game start packet. BOOL IsEnabled; //Flag for DDE callback enable int LastHeartbeat; // Time since last heartbeat packet was received from WChat }; extern DDEServerClass DDEServer; extern BOOL Send_Data_To_DDE_Server (char *data, int length, int packet_type); #endif //WIN32