4186 lines
143 KiB
Plaintext
4186 lines
143 KiB
Plaintext
/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: F:\projects\c&c0\vcs\code\conquer.cpv 4.83 24 Oct 1996 12:55:42 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : CONQUER.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 3, 1991 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CC_Draw_Shape -- Custom draw shape handler. *
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* Call_Back -- Main game maintenance callback routine. *
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* Color_Cycle -- Handle the general palette color cycling. *
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* Crate_From_Name -- Given a crate name convert it to a crate type. *
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* Disk_Space_Available -- returns bytes of free disk space *
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* Do_Record_Playback -- handles saving/loading map pos & current object *
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* Fading_Table_Name -- Builds a theater specific fading table name. *
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* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
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* Force_CD_Available -- Ensures that specified CD is available. *
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* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
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* Handle_Team -- Processes team selection command. *
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* Handle_View -- Either records or restores the tactical view. *
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* KN_To_Facing -- Converts a keyboard input number into a facing value. *
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* Keyboard_Process -- Processes the tactical map input codes. *
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* Language_Name -- Build filename for current language. *
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* List_Copy -- Makes a copy of a cell offset list. *
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* Main_Game -- Main game startup routine. *
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* Main_Loop -- This is the main game loop (as a single loop). *
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* Map_Edit_Loop -- a mini-main loop for map edit mode only *
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* Message_Input -- allows inter-player message input processing *
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* MixFileHandler -- Handles VQ file access. *
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* Name_From_Source -- retrieves the name for the given SourceType *
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* Owner_From_Name -- Convert an owner name into a bitfield. *
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* Play_Movie -- Plays a VQ movie. *
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* Shake_The_Screen -- Dispatcher that shakes the screen. *
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* Shape_Dimensions -- Determine the minimum rectangle for the shape. *
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* Source_From_Name -- Converts ASCII name into SourceType. *
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* Sync_Delay -- Forces the game into a 15 FPS rate. *
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* Theater_From_Name -- Converts ASCII name into a theater number. *
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* Unselect_All -- Causes all selected objects to become unselected. *
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* VQ_Call_Back -- Maintenance callback used for VQ movies. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifdef TESTCODE
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class A {
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public:
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enum {VAR=1};
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};
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template<class T>
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class B {
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public:
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enum {VAR2=T::VAR}; // this is the line in question.
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};
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B<A> test;
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#endif
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#include "function.h"
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#ifdef WIN32
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#include "tcpip.h"
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#else
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#include "fakesock.h"
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TcpipManagerClass Winsock;
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <direct.h>
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#include <fcntl.h>
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#include <io.h>
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#include <dos.h>
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#include <share.h>
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#include "ccdde.h"
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#include "vortex.h"
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#define SHAPE_TRANS 0x40
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void * Get_Shape_Header_Data(void * ptr);
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extern bool Spawn_WChat(void);
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/****************************************
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** Function prototypes for this module **
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*****************************************/
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bool Main_Loop(void);
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void Keyboard_Process(KeyNumType & input);
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static void Message_Input(KeyNumType &input);
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static void Color_Cycle(void);
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bool Map_Edit_Loop(void);
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extern "C" {
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bool UseOldShapeDraw = false;
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}
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#ifdef CHEAT_KEYS
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void Dump_Heap_Pointers( void );
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void Error_In_Heap_Pointers( char * string );
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#endif
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static void Do_Record_Playback(void);
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void Toggle_Formation(void);
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extern "C" {
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extern char * __nheapbeg;
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}
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//
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// Special module globals for recording and playback
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//
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char TeamEvent = 0; // 0 = no event, 1,2,3 = team event type
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char TeamNumber = 0; // which team was selected? (1-9)
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char FormationEvent = 0; // 0 = no event, 1 = formation was toggled
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/* -----------------10/14/96 7:29PM------------------
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--------------------------------------------------*/
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/***********************************************************************************************
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* Main_Game -- Main game startup routine. *
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* *
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* This is the first official routine of the game. It handles game initialization and *
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* the main game loop control. *
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* *
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* Initialization: *
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* - Init_Game handles one-time-only inits *
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* - Select_Game is responsible for initializations required for each new game played *
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* (these may be different depending on whether a multiplayer game is selected, and *
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* other parameters) *
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* - This routine performs any un-inits required, both for each game played, and one-time *
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* *
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* INPUT: argc -- Number of command line arguments (including program name itself). *
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* *
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* argv -- Array of command line argument pointers. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 10/01/1994 JLB : Created. *
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*=============================================================================================*/
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void Main_Game(int argc, char * argv[])
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{
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static bool fade = true;
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/*
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** Perform one-time-only initializations
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*/
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if (!Init_Game(argc, argv)) {
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return;
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}
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/*
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** Game processing loop:
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** 1) Select which game to play, or whether to exit (don't fade the palette
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** on the first game selection, but fade it in on subsequent calls)
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** 2) Invoke either the main-loop routine, or the editor-loop routine,
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** until they indicate that the user wants to exit the scenario.
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*/
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while (Select_Game(fade)) {
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fade = false;
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ScenarioInit = 0; // Kludge.
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fade = true;
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/*
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** Initialise the color lookup tables for the chronal vortex
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*/
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ChronalVortex.Stop();
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ChronalVortex.Setup_Remap_Tables(Scen.Theater);
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/*
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** Make the game screen visible, clear the keyboard buffer of spurious
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** values, and then show the mouse. This PRESUMES that Select_Game() has
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** told the map to draw itself.
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*/
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GamePalette.Set(FADE_PALETTE_MEDIUM);
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Keyboard->Clear();
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/*
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** Only show the mouse if we're not playing back a recording.
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*/
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if (Session.Play) {
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Hide_Mouse();
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TeamEvent = 0;
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TeamNumber = 0;
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FormationEvent = 0;
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} else {
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Show_Mouse();
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}
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#ifdef WIN32
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if (Session.Type == GAME_INTERNET) {
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Register_Game_Start_Time();
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GameStatisticsPacketSent = false;
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PacketLater = NULL;
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ConnectionLost = false;
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} else {
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DDEServer.Disable();
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}
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#endif //WIN32
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#ifdef SCENARIO_EDITOR
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/*
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** Scenario-editor version of main-loop processing
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*/
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for (;;) {
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/*
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** Non-scenario-editor-mode: call the game's main loop
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*/
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if (!Debug_Map) {
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TimeQuake = false;
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if (Main_Loop()) {
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break;
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}
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if (SpecialDialog != SDLG_NONE) {
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switch (SpecialDialog) {
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case SDLG_SPECIAL:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Special_Dialog();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_OPTIONS:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Options.Process();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_SURRENDER:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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if (Surrender_Dialog(TXT_SURRENDER)) {
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PlayerPtr->Flag_To_Lose();
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}
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SpecialDialog = SDLG_NONE;
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Map.Revert_Mouse_Shape();
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break;
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default:
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break;
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}
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}
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} else {
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/*
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** Scenario-editor-mode: call the editor's main loop
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*/
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if (Map_Edit_Loop()) {
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break;
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}
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}
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}
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#else
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/*
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** Non-editor version of main-loop processing
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*/
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for (;;) {
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TimeQuake = false;
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/*
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**call the game's main loop
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*/
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//VG_MONO
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Mono_Print("About to call Main Loop in Main Game/n/n");
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if (Main_Loop()) {
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break;
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}
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/*
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** If the SpecialDialog flag is set, invoke the given special dialog.
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** This must be done outside the main loop, since the dialog will call
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** Main_Loop(), allowing the game to run in the background.
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*/
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if (SpecialDialog != SDLG_NONE) {
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switch (SpecialDialog) {
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case SDLG_SPECIAL:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Special_Dialog();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_OPTIONS:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Options.Process();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_SURRENDER:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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if (Surrender_Dialog(TXT_SURRENDER)) {
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OutList.Add(EventClass(EventClass::DESTRUCT));
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}
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SpecialDialog = SDLG_NONE;
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Map.Revert_Mouse_Shape();
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break;
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default:
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break;
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}
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}
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}
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#endif
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#ifdef WIN32
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/*
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** Send the game stats to WChat if we havnt already done so
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*/
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if (!GameStatisticsPacketSent && PacketLater) {
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Send_Statistics_Packet();
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}
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#endif //WIN32
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/*
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** Scenario is done; fade palette to black
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*/
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BlackPalette.Set(FADE_PALETTE_SLOW);
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VisiblePage.Clear();
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/*
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** Un-initialize whatever needs it, for each game played.
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**
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** Shut down either the modem or network; they'll get re-initialized if
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** the user selections those options again in Select_Game(). This
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** "re-boots" the modem & network code, which I currently feel is safer
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** than just letting it hang around.
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** (Skip this step if we're in playback mode; the modem or net won't have
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** been initialized in that case.)
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*/
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if (Session.Record || Session.Play) {
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Session.RecordFile.Close();
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}
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if (Session.Type == GAME_NULL_MODEM || Session.Type == GAME_MODEM) {
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if (!Session.Play) {
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Modem_Signoff();
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}
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} else {
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if (Session.Type == GAME_IPX) {
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if (!Session.Play) {
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Shutdown_Network();
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}
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}
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}
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/*
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** If we're playing back, the mouse will be hidden; show it.
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** Also, set all variables back to normal, to return to the main menu.
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*/
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if (Session.Play) {
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Show_Mouse();
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Session.Type = GAME_NORMAL;
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Session.Play = 0;
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}
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#ifdef WIN32
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if (Special.IsFromWChat) {
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Shutdown_Network(); // Clear up the pseudo IPX stuff
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Winsock.Close();
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Special.IsFromWChat = false;
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SpawnedFromWChat = false;
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DDEServer.Delete_MPlayer_Game_Info(); //Make sure we dont use the same start packet twice
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Session.Type = GAME_NORMAL; //Have to do this or we will got straight to the multiplayer menu
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Spawn_WChat(); //Will switch back to Wchat. It must be there because its been poking us
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}
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#endif //WIN32
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}
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/*
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** Free the scenario description buffers
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*/
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Session.Free_Scenario_Descriptions();
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}
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/***********************************************************************************************
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* Keyboard_Process -- Processes the tactical map input codes. *
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* *
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* This routine is used to process the input codes while the player *
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* has the tactical map displayed. It handles all the keys that *
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* are appropriate to that mode. *
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* *
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* INPUT: input -- Input code as returned from Input_Num(). *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/21/1992 JLB : Created. *
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* 07/04/1995 JLB : Handles team and map control hotkeys. *
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*=============================================================================================*/
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void Keyboard_Process(KeyNumType & input)
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{
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ObjectClass * obj;
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int index;
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/*
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** Don't do anything if there is not keyboard event.
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*/
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if (input == KN_NONE) {
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return;
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}
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/*
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** For network & modem, process user input for inter-player messages.
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*/
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Message_Input(input);
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#ifdef WIN32
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/*
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** The VK_BIT must be stripped from the "plain" value of the key so that a comparison to
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** KN_1, for example, will yield TRUE if in fact the "1" key was pressed.
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*/
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KeyNumType plain = KeyNumType(input & ~(WWKEY_SHIFT_BIT|WWKEY_ALT_BIT|WWKEY_CTRL_BIT|WWKEY_VK_BIT));
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KeyNumType key = KeyNumType(input & ~WWKEY_VK_BIT);
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#else
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KeyNumType plain = KeyNumType(input & ~(KN_SHIFT_BIT|KN_ALT_BIT|KN_CTRL_BIT));
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KeyNumType key = plain;
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#endif
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#ifdef CHEAT_KEYS
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if (Debug_Flag) {
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HousesType h;
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switch (int(input)) {
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case int(int(KN_M) | int(KN_SHIFT_BIT)):
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case int(int(KN_M) | int(KN_ALT_BIT)):
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case int(int(KN_M) | int(KN_CTRL_BIT)):
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for (h = HOUSE_FIRST; h < HOUSE_COUNT; h++) {
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Houses.Ptr(h)->Refund_Money(10000);
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}
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break;
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default:
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break;
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}
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}
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#endif
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#ifdef VIRGIN_CHEAT_KEYS
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if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
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PlayerPtr->Blockage = false;
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PlayerPtr->Flag_To_Win();
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}
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#endif
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#ifdef CHEAT_KEYS
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#ifdef WIN32
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if (Debug_Playtest && input == (KA_W|KN_ALT_BIT)) {
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#else
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if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
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#endif
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PlayerPtr->Blockage = false;
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PlayerPtr->Flag_To_Win();
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}
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if ((Debug_Flag || Debug_Playtest) && plain == KN_F4) {
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if (Session.Type == GAME_NORMAL) {
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Debug_Unshroud = (Debug_Unshroud == false);
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Map.Flag_To_Redraw(true);
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}
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}
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if (Debug_Flag && input == KN_SLASH) {
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if (Session.Type != GAME_NORMAL) {
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SpecialDialog = SDLG_SPECIAL;
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input = KN_NONE;
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} else {
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Special_Dialog();
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}
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}
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#endif
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/*
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** Process prerecorded team selection. This will be an additive select
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** if the SHIFT key is held down. It will create the team if the
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** CTRL or ALT key is held down.
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*/
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int action = 0;
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#ifdef WIN32
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if (input & WWKEY_SHIFT_BIT) action = 1;
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if (input & WWKEY_ALT_BIT) action = 3;
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if (input & WWKEY_CTRL_BIT) action = 2;
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#else
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if (input & KN_SHIFT_BIT) action = 1;
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if (input & KN_ALT_BIT) action = 3;
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if (input & KN_CTRL_BIT) action = 2;
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#endif
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/*
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** If the "N" key is pressed, then select the next object.
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*/
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if (key != 0 && key == Options.KeyNext) {
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if (action) {
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obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
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} else {
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obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
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}
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if (obj != NULL) {
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Unselect_All();
|
|
obj->Select();
|
|
Map.Center_Map();
|
|
Map.Flag_To_Redraw(true);
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
if (key != 0 && key == Options.KeyPrevious) {
|
|
if (action) {
|
|
obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
|
|
} else {
|
|
obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
|
|
}
|
|
if (obj != NULL) {
|
|
Unselect_All();
|
|
obj->Select();
|
|
Map.Center_Map();
|
|
Map.Flag_To_Redraw(true);
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
|
|
|
|
/*
|
|
** All selected units will go into idle mode.
|
|
*/
|
|
if (key != 0 && key == Options.KeyStop) {
|
|
if (CurrentObject.Count()) {
|
|
for (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)));
|
|
}
|
|
}
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** All selected units will attempt to go into guard area mode.
|
|
*/
|
|
if (key != 0 && key == Options.KeyGuard) {
|
|
if (CurrentObject.Count()) {
|
|
for (index = 0; index < CurrentObject.Count(); index++) {
|
|
ObjectClass const * tech = CurrentObject[index];
|
|
|
|
if (tech != NULL && tech->Can_Player_Move() && tech->Can_Player_Fire()) {
|
|
OutList.Add(EventClass(TargetClass(tech), MISSION_GUARD_AREA));
|
|
}
|
|
}
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** All selected units will attempt to scatter.
|
|
*/
|
|
if (key != 0 && key == Options.KeyScatter) {
|
|
if (CurrentObject.Count()) {
|
|
for (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)));
|
|
}
|
|
}
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Center the map around the currently selected objects. If no
|
|
** objects are selected, then fall into the home case.
|
|
*/
|
|
if (key != 0 && (key == Options.KeyHome1 || key == Options.KeyHome2)) {
|
|
if (CurrentObject.Count()) {
|
|
Map.Center_Map();
|
|
#ifdef WIN32
|
|
Map.Flag_To_Redraw(true);
|
|
#endif
|
|
input = KN_NONE;
|
|
} else {
|
|
input = Options.KeyBase;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Center the map about the construction yard or construction vehicle
|
|
** if one is present.
|
|
*/
|
|
if (key != 0 && key == Options.KeyBase) {
|
|
Unselect_All();
|
|
if (PlayerPtr->CurBuildings) {
|
|
for (index = 0; index < Buildings.Count(); index++) {
|
|
BuildingClass * building = Buildings.Ptr(index);
|
|
|
|
if (building != NULL && !building->IsInLimbo && building->House == PlayerPtr && *building == STRUCT_CONST) {
|
|
Unselect_All();
|
|
building->Select();
|
|
if (building->IsLeader) break;
|
|
}
|
|
}
|
|
}
|
|
if (CurrentObject.Count() == 0 && PlayerPtr->CurUnits) {
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * unit = Units.Ptr(index);
|
|
|
|
if (unit != NULL && !unit->IsInLimbo && unit->House == PlayerPtr && *unit == UNIT_MCV) {
|
|
Unselect_All();
|
|
unit->Select();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (CurrentObject.Count()) {
|
|
Map.Center_Map();
|
|
} else {
|
|
if (PlayerPtr->Center != 0) {
|
|
Map.Center_Map(PlayerPtr->Center);
|
|
}
|
|
}
|
|
Map.Flag_To_Redraw(true);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Toggle the status of formation for the current team
|
|
*/
|
|
if (key != 0 && key == Options.KeyFormation) {
|
|
Toggle_Formation();
|
|
input = KN_NONE;
|
|
}
|
|
|
|
#ifdef TOFIX
|
|
/*
|
|
** For multiplayer, 'R' pops up the surrender dialog.
|
|
*/
|
|
if (input != 0 && input == Options.KeyResign) {
|
|
if (!PlayerLoses && /*Session.Type != GAME_NORMAL &&*/ !PlayerPtr->IsDefeated) {
|
|
SpecialDialog = SDLG_SURRENDER;
|
|
input = KN_NONE;
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** Handle making and breaking alliances.
|
|
*/
|
|
if (key != 0 && key == Options.KeyAlliance) {
|
|
if (Session.Type != GAME_NORMAL || Debug_Flag) {
|
|
if (CurrentObject.Count() && !PlayerPtr->IsDefeated) {
|
|
if (CurrentObject[0]->Owner() != PlayerPtr->Class->House) {
|
|
OutList.Add(EventClass(EventClass::ALLY, CurrentObject[0]->Owner()));
|
|
}
|
|
}
|
|
}
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Select all the units on the current display. This is equivalent to
|
|
** drag selecting the whole view.
|
|
*/
|
|
if (key != 0 && key == Options.KeySelectView) {
|
|
Map.Select_These(0x00000000, XY_Coord(Map.TacLeptonWidth, Map.TacLeptonHeight));
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Toggles the repair state similarly to pressing the repair button.
|
|
*/
|
|
if (key != 0 && key == Options.KeyRepair) {
|
|
Map.Repair_Mode_Control(-1);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Toggles the sell state similarly to pressing the sell button.
|
|
*/
|
|
if (key != 0 && key == Options.KeySell) {
|
|
Map.Sell_Mode_Control(-1);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Toggles the map zoom mode similarly to pressing the map button.
|
|
*/
|
|
if (key != 0 && key == Options.KeyMap) {
|
|
Map.Zoom_Mode_Control();
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Scrolls the sidebar up one slot.
|
|
*/
|
|
if (key != 0 && key == Options.KeySidebarUp) {
|
|
Map.SidebarClass::Scroll(true, -1);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Scrolls the sidebar down one slot.
|
|
*/
|
|
if (key != 0 && key == Options.KeySidebarDown) {
|
|
Map.SidebarClass::Scroll(false, -1);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Brings up the options dialog box.
|
|
*/
|
|
if (key != 0 && (key == Options.KeyOption1 || key == Options.KeyOption2)) {
|
|
Map.Help_Text(TXT_NONE); // Turns off help text.
|
|
Queue_Options();
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Scrolls the tactical map in the direction specified.
|
|
*/
|
|
int distance = CELL_LEPTON_W;
|
|
if (key != 0 && key == Options.KeyScrollLeft) {
|
|
Map.Scroll_Map(DIR_W, distance, true);
|
|
input = KN_NONE;
|
|
}
|
|
if (key != 0 && key == Options.KeyScrollRight) {
|
|
Map.Scroll_Map(DIR_E, distance, true);
|
|
input = KN_NONE;
|
|
}
|
|
if (key != 0 && key == Options.KeyScrollUp) {
|
|
Map.Scroll_Map(DIR_N, distance, true);
|
|
input = KN_NONE;
|
|
}
|
|
if (key != 0 && key == Options.KeyScrollDown) {
|
|
Map.Scroll_Map(DIR_S, distance, true);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Teams are handled by the 10 special team keys. The manual comparison
|
|
** to the KN numbers is because the Windows keyboard driver can vary
|
|
** the base code number for the key depending on the shift or alt key
|
|
** state!
|
|
*/
|
|
if (input != 0 && (plain == Options.KeyTeam1 || plain == KN_1)) {
|
|
Handle_Team(0, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam2 || plain == KN_2)) {
|
|
Handle_Team(1, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam3 || plain == KN_3)) {
|
|
Handle_Team(2, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam4 || plain == KN_4)) {
|
|
Handle_Team(3, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam5 || plain == KN_5)) {
|
|
Handle_Team(4, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam6 || plain == KN_6)) {
|
|
Handle_Team(5, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam7 || plain == KN_7)) {
|
|
Handle_Team(6, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam8 || plain == KN_8)) {
|
|
Handle_Team(7, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam9 || plain == KN_9)) {
|
|
Handle_Team(8, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && (plain == Options.KeyTeam10 || plain == KN_0)) {
|
|
Handle_Team(9, action);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
/*
|
|
** Handle the bookmark hotkeys.
|
|
*/
|
|
if (input != 0 && plain == Options.KeyBookmark1 && !Debug_Map) {
|
|
Handle_View(0, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && plain == Options.KeyBookmark2 && !Debug_Map) {
|
|
Handle_View(1, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && plain == Options.KeyBookmark3 && !Debug_Map) {
|
|
Handle_View(2, action);
|
|
input = KN_NONE;
|
|
}
|
|
if (input != 0 && plain == Options.KeyBookmark4 && !Debug_Map) {
|
|
Handle_View(3, action);
|
|
input = KN_NONE;
|
|
}
|
|
|
|
#ifdef CHEAT_KEYS
|
|
if (input != 0 && Debug_Flag && input && (input & KN_RLSE_BIT) == 0) {
|
|
Debug_Key(input);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void Toggle_Formation(void) {
|
|
int team = -1;
|
|
long minx = 0x7FFFFFFFL, miny = 0x7FFFFFFFL;
|
|
long maxx = 0, maxy = 0;
|
|
int index;
|
|
bool setform = 0;
|
|
|
|
//
|
|
// 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 && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
|
|
team = obj->Group;
|
|
if (team != -1) {
|
|
setform = obj->XFormOffset == (int)0x80000000;
|
|
TeamSpeed[team] = SPEED_WHEEL;
|
|
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (team == -1) {
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * obj = Infantry.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
|
|
team = obj->Group;
|
|
if (team != -1) {
|
|
setform = obj->XFormOffset == (int)0x80000000;
|
|
TeamSpeed[team] = SPEED_WHEEL;
|
|
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (team == -1) {
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass * obj = Vessels.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr && obj->IsSelected) {
|
|
team = obj->Group;
|
|
if (team != -1) {
|
|
setform = obj->XFormOffset == 0x80000000UL;
|
|
TeamSpeed[team] = SPEED_WHEEL;
|
|
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (team == -1) 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 < TeamMaxSpeed[team]) {
|
|
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
|
|
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 < TeamMaxSpeed[team]) {
|
|
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 < TeamMaxSpeed[team]) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Message_Input -- allows inter-player message input processing *
|
|
* *
|
|
* INPUT: *
|
|
* input key value *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/22/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
#pragma off (unreferenced)
|
|
static void Message_Input(KeyNumType &input)
|
|
{
|
|
int rc;
|
|
char txt[MAX_MESSAGE_LENGTH+32];
|
|
int id;
|
|
SerialPacketType * serial_packet;
|
|
int i;
|
|
KeyNumType copy_input;
|
|
//char *msg;
|
|
|
|
/*
|
|
** Check keyboard input for a request to send a message.
|
|
** The 'to' argument for Add_Edit is prefixed to the message buffer; the
|
|
** message buffer is big enough for the 'to' field plus MAX_MESSAGE_LENGTH.
|
|
** To send the message, calling Get_Edit_Buf retrieves the buffer minus the
|
|
** 'to' portion. At the other end, the buffer allocated to display the
|
|
** message must be MAX_MESSAGE_LENGTH plus the size of "From: xxx (house)".
|
|
*/
|
|
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && input >= KN_F1 && input < (KN_F1 + Session.MaxPlayers) && !Session.Messages.Is_Edit()) {
|
|
memset (txt, 0, 40);
|
|
|
|
/*
|
|
** For a serial game, send a message on F1 or F4; set 'txt' to the
|
|
** "Message:" string & add an editable message to the list.
|
|
*/
|
|
if (Session.Type==GAME_NULL_MODEM || Session.Type==GAME_MODEM) {
|
|
if (input==KN_F1 || input==(KN_F1 + Session.MaxPlayers - 1)) {
|
|
|
|
strcpy(txt, Text_String(TXT_MESSAGE)); // "Message:"
|
|
|
|
Session.Messages.Add_Edit (Session.ColorIdx,
|
|
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
|
|
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
} else if ((Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) && !Session.Messages.Is_Edit()) {
|
|
/*
|
|
** For a network game:
|
|
** F1-F7 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
|
|
** F8 = "To All:"
|
|
*/
|
|
if (input==(KN_F1 + Session.MaxPlayers - 1)) {
|
|
|
|
Session.MessageAddress = IPXAddressClass(); // set to broadcast
|
|
strcpy(txt, Text_String(TXT_TO_ALL)); // "To All:"
|
|
|
|
Session.Messages.Add_Edit(Session.ColorIdx,
|
|
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
|
|
|
|
Map.Flag_To_Redraw(false);
|
|
} else if ((input - KN_F1) < Ipx.Num_Connections() && !Session.ObiWan) {
|
|
|
|
id = Ipx.Connection_ID(input - KN_F1);
|
|
Session.MessageAddress = (*(Ipx.Connection_Address (id)));
|
|
sprintf(txt, Text_String(TXT_TO), Ipx.Connection_Name(id));
|
|
|
|
Session.Messages.Add_Edit(Session.ColorIdx,
|
|
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 0, 232 * RESFACTOR);
|
|
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Process message-system input; send the message out if RETURN is hit.
|
|
*/
|
|
copy_input = input;
|
|
rc = Session.Messages.Input(input);
|
|
|
|
/*
|
|
** If a single character has been added to an edit buffer, update the display.
|
|
*/
|
|
if (rc == 1 && Session.Type != GAME_NORMAL) {
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
|
|
/*
|
|
** If backspace was hit, redraw the map. If the edit message was removed,
|
|
** the map must be force-drawn, since it won't be able to compute the
|
|
** cells to redraw; otherwise, let the map compute the cells to redraw,
|
|
** by not force-drawing it, but just setting the IsToRedraw bit.
|
|
*/
|
|
if (rc==2 && Session.Type != GAME_NORMAL) {
|
|
if (copy_input==KN_ESC) {
|
|
Map.Flag_To_Redraw(true);
|
|
} else {
|
|
Map.Flag_To_Redraw(false);
|
|
}
|
|
Map.DisplayClass::IsToRedraw = true;
|
|
}
|
|
|
|
/*
|
|
** Send a message
|
|
*/
|
|
if ((rc==3 || rc==4) && Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH) {
|
|
/*
|
|
** Serial game: fill in a SerialPacketType & send it.
|
|
** (Note: The size of the SerialPacketType.Command must be the same as
|
|
** the EventClass.Type!)
|
|
*/
|
|
if (Session.Type==GAME_NULL_MODEM || Session.Type==GAME_MODEM) {
|
|
serial_packet = (SerialPacketType *)NullModem.BuildBuf;
|
|
|
|
serial_packet->Command = SERIAL_MESSAGE;
|
|
strcpy (serial_packet->Name, Session.Players[0]->Name);
|
|
serial_packet->ID = Session.ColorIdx;
|
|
|
|
if (rc==3) {
|
|
strcpy (serial_packet->Message.Message, Session.Messages.Get_Edit_Buf());
|
|
} else {
|
|
strcpy (serial_packet->Message.Message, Session.Messages.Get_Overflow_Buf());
|
|
Session.Messages.Clear_Overflow_Buf();
|
|
}
|
|
|
|
/*
|
|
** Send the message, and store this message in our LastMessage
|
|
** buffer; the computer may send us a version of it later.
|
|
*/
|
|
NullModem.Send_Message(NullModem.BuildBuf,
|
|
sizeof(SerialPacketType), 1);
|
|
|
|
strcpy(Session.LastMessage, serial_packet->Message.Message);
|
|
} else if (Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) {
|
|
/*
|
|
** Network game: fill in a GlobalPacketType & send it.
|
|
*/
|
|
Session.GPacket.Command = NET_MESSAGE;
|
|
strcpy (Session.GPacket.Name, Session.Players[0]->Name);
|
|
Session.GPacket.Message.Color = Session.ColorIdx;
|
|
Session.GPacket.Message.NameCRC = Compute_Name_CRC(Session.GameName);
|
|
|
|
if (rc==3) {
|
|
strcpy (Session.GPacket.Message.Buf, Session.Messages.Get_Edit_Buf());
|
|
} else {
|
|
strcpy (Session.GPacket.Message.Buf,
|
|
Session.Messages.Get_Overflow_Buf());
|
|
Session.Messages.Clear_Overflow_Buf();
|
|
}
|
|
|
|
/*
|
|
** If 'F4' was hit, MessageAddress will be a broadcast address; send
|
|
** the message to every player we have a connection with.
|
|
*/
|
|
if (Session.MessageAddress.Is_Broadcast()) {
|
|
for (i = 0; i < Ipx.Num_Connections(); i++) {
|
|
Ipx.Send_Global_Message(&Session.GPacket,
|
|
sizeof(GlobalPacketType), 1,
|
|
Ipx.Connection_Address(Ipx.Connection_ID(i)));
|
|
Ipx.Service();
|
|
}
|
|
} else {
|
|
|
|
/*
|
|
** Otherwise, MessageAddress contains the exact address to send to.
|
|
** Send to that address only.
|
|
*/
|
|
Ipx.Send_Global_Message(&Session.GPacket,
|
|
sizeof(GlobalPacketType), 1,
|
|
&Session.MessageAddress);
|
|
Ipx.Service();
|
|
|
|
}
|
|
|
|
/*
|
|
** Store this message in our LastMessage buffer; the computer may send
|
|
** us a version of it later.
|
|
*/
|
|
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
|
|
}
|
|
|
|
/*
|
|
** Tell the map to completely update itself, since a message is now missing.
|
|
*/
|
|
Map.Flag_To_Redraw(true);
|
|
}
|
|
}
|
|
#pragma on (unreferenced)
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Color_Cycle -- Handle the general palette color cycling. *
|
|
* *
|
|
* This is a maintenance routine that handles the color cycling. It should be called as *
|
|
* often as necessary to achieve smooth color cycling effects -- at least 8 times a second. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/31/1994 JLB : Created. *
|
|
* 06/10/1994 JLB : Uses new cycle color values. *
|
|
* 12/21/1994 JLB : Handles text fade color. *
|
|
* 07/16/1996 JLB : Faster pulsing of white color. *
|
|
*=============================================================================================*/
|
|
void Color_Cycle(void)
|
|
{
|
|
static CDTimerClass<SystemTimerClass> _timer;
|
|
static CDTimerClass<SystemTimerClass> _ftimer;
|
|
static bool _up = false;
|
|
static int val = 255;
|
|
bool changed = false;
|
|
|
|
if (Options.IsPaletteScroll) {
|
|
/*
|
|
** Process the fading white color. It is used for the radar box and other glowing
|
|
** game interface elements.
|
|
*/
|
|
if (!_ftimer) {
|
|
_ftimer = TIMER_SECOND/6;
|
|
|
|
#define STEP_RATE 20
|
|
if (_up) {
|
|
val += STEP_RATE;
|
|
if (val > 150) {
|
|
val = 150;
|
|
_up = false;
|
|
}
|
|
} else {
|
|
val -= STEP_RATE;
|
|
if (val < 0x20) {
|
|
val = 0x20;
|
|
_up = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Set the pulse color as the proportional value between white and the
|
|
** minimum value for pulsing.
|
|
*/
|
|
InGamePalette[CC_PULSE_COLOR] = GamePalette[WHITE];
|
|
InGamePalette[CC_PULSE_COLOR].Adjust(val, BlackColor);
|
|
|
|
/*
|
|
** Pulse the glowing embers between medium and dark red.
|
|
*/
|
|
InGamePalette[CC_EMBER_COLOR] = RGBClass(255, 80, 80);
|
|
InGamePalette[CC_EMBER_COLOR].Adjust(val, BlackColor);
|
|
|
|
changed = true;
|
|
}
|
|
|
|
/*
|
|
** Process the color cycling effects -- water.
|
|
*/
|
|
if (!_timer) {
|
|
_timer = TIMER_SECOND/4;
|
|
|
|
RGBClass first = InGamePalette[CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1];
|
|
for (int index = CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1; index >= CYCLE_COLOR_START; index--) {
|
|
InGamePalette[index] = InGamePalette[index-1];
|
|
}
|
|
InGamePalette[CYCLE_COLOR_START] = first;
|
|
|
|
changed = true;
|
|
}
|
|
|
|
/*
|
|
** If any of the processing functions changed the palette, then this palette must be
|
|
** passed to the system.
|
|
*/
|
|
if (changed) {
|
|
BStart(BENCH_PALETTE);
|
|
InGamePalette.Set();
|
|
// Set_Palette(InGamePalette);
|
|
BEnd(BENCH_PALETTE);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Call_Back -- Main game maintenance callback routine. *
|
|
* *
|
|
* This routine handles all the "real time" processing that needs to *
|
|
* occur. This includes palette fading and sound updating. It needs *
|
|
* to be called as often as possible. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/07/1992 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void Call_Back(void)
|
|
{
|
|
/*
|
|
** Music and speech maintenance
|
|
*/
|
|
if (SampleType) {
|
|
Sound_Callback();
|
|
Theme.AI();
|
|
Speak_AI();
|
|
}
|
|
|
|
/*
|
|
** Network maintenance.
|
|
*/
|
|
if (Session.Type == GAME_IPX || Session.Type == GAME_INTERNET) {
|
|
IPX_Call_Back();
|
|
}
|
|
|
|
/*
|
|
** Serial game maintenance.
|
|
*/
|
|
if (Session.Type == GAME_NULL_MODEM || ((Session.Type == GAME_MODEM) && Session.ModemService)) {
|
|
NullModem.Service();
|
|
}
|
|
}
|
|
|
|
|
|
void IPX_Call_Back(void)
|
|
{
|
|
Ipx.Service();
|
|
|
|
/*
|
|
** Read packets only if the game is "closed", so we don't steal global
|
|
** messages from the connection dialogs.
|
|
*/
|
|
if (!Session.NetOpen) {
|
|
if (Ipx.Get_Global_Message (&Session.GPacket, &Session.GPacketlen, &Session.GAddress, &Session.GProductID)) {
|
|
|
|
if (Session.GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER0) {
|
|
|
|
/*
|
|
** If this is another player signing off, remove the connection &
|
|
** mark that player's house as non-human, so the computer will take
|
|
** it over.
|
|
*/
|
|
if (Session.GPacket.Command == NET_SIGN_OFF) {
|
|
for (int i = 0; i < Ipx.Num_Connections(); i++) {
|
|
|
|
int id = Ipx.Connection_ID(i);
|
|
|
|
if (Session.GAddress == (*Ipx.Connection_Address(id))) {
|
|
|
|
Destroy_Connection(id, 0);
|
|
}
|
|
}
|
|
} else {
|
|
|
|
/*
|
|
** Process a message from another user.
|
|
*/
|
|
if (Session.GPacket.Command == NET_MESSAGE) {
|
|
bool msg_ok = false;
|
|
|
|
/*
|
|
** If NetProtect is set, make sure this message came from within
|
|
** this game.
|
|
*/
|
|
if (!Session.NetProtect) {
|
|
msg_ok = true;
|
|
} else {
|
|
if (Session.GPacket.Message.NameCRC ==
|
|
Compute_Name_CRC(Session.GameName)) {
|
|
msg_ok = true;
|
|
} else {
|
|
msg_ok = false;
|
|
}
|
|
}
|
|
|
|
if (msg_ok) {
|
|
if (!Session.Messages.Concat_Message(Session.GPacket.Name,
|
|
Session.GPacket.Message.Color,
|
|
Session.GPacket.Message.Buf, Rule.MessageDelay * TICKS_PER_MINUTE)) {
|
|
|
|
Session.Messages.Add_Message (Session.GPacket.Name,
|
|
Session.GPacket.Message.Color,
|
|
Session.GPacket.Message.Buf,
|
|
Session.GPacket.Message.Color,
|
|
TPF_6PT_GRAD | TPF_USE_GRAD_PAL |
|
|
TPF_FULLSHADOW, Rule.MessageDelay * TICKS_PER_MINUTE);
|
|
|
|
Sound_Effect(VOC_INCOMING_MESSAGE);
|
|
}
|
|
|
|
/*
|
|
** Tell the map to do a partial update (just to force the messages
|
|
** to redraw).
|
|
*/
|
|
Map.Flag_To_Redraw(true);
|
|
|
|
/*
|
|
** Save this message in our last-message buffer
|
|
*/
|
|
strcpy(Session.LastMessage, Session.GPacket.Message.Buf);
|
|
}
|
|
} else {
|
|
Process_Global_Packet(&Session.GPacket, &Session.GAddress);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Language_Name -- Build filename for current language. *
|
|
* *
|
|
* This routine attaches a language specific suffix to the base *
|
|
* filename provided. Typical use of this is when loading language *
|
|
* specific files at game initialization time. *
|
|
* *
|
|
* INPUT: basename -- Base name to append language specific *
|
|
* extension to. *
|
|
* *
|
|
* OUTPUT: Returns with pointer to completed filename. *
|
|
* *
|
|
* WARNINGS: The return pointer value is valid only until the next time *
|
|
* this routine is called. *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/07/1992 JLB : Created. *
|
|
*=============================================================================================*/
|
|
char const * Language_Name(char const * basename)
|
|
{
|
|
static char _fullname[_MAX_FNAME+_MAX_EXT];
|
|
|
|
if (!basename) return(NULL);
|
|
|
|
sprintf(_fullname, "%s.ENG", basename);
|
|
return(_fullname);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Source_From_Name -- Converts ASCII name into SourceType. *
|
|
* *
|
|
* This routine is used to convert an ASCII name representing a *
|
|
* SourceType into the actual SourceType value. Typically, this is *
|
|
* used when processing the scenario INI file. *
|
|
* *
|
|
* INPUT: name -- The ASCII source name to process. *
|
|
* *
|
|
* OUTPUT: Returns with the SourceType represented by the name *
|
|
* specified. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/17/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
SourceType Source_From_Name(char const * name)
|
|
{
|
|
if (name) {
|
|
for (SourceType source = SOURCE_FIRST; source < SOURCE_COUNT; source++) {
|
|
if (stricmp(SourceName[source], name) == 0) {
|
|
return(source);
|
|
}
|
|
}
|
|
}
|
|
return(SOURCE_NONE);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Name_From_Source -- retrieves the name for the given SourceType *
|
|
* *
|
|
* INPUT: *
|
|
* source SourceType to get the name for *
|
|
* *
|
|
* OUTPUT: *
|
|
* name of SourceType *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/15/1994 BR : Created. *
|
|
*=============================================================================================*/
|
|
char const * Name_From_Source(SourceType source)
|
|
{
|
|
if ((unsigned)source < SOURCE_COUNT) {
|
|
return(SourceName[source]);
|
|
}
|
|
return("None");
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Theater_From_Name -- Converts ASCII name into a theater number. *
|
|
* *
|
|
* This routine converts an ASCII representation of a theater and converts it into a *
|
|
* matching theater number. If no match was found, then THEATER_NONE is returned. *
|
|
* *
|
|
* INPUT: name -- Pointer to ASCII name to convert. *
|
|
* *
|
|
* OUTPUT: Returns with the name converted into a theater number. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/01/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
TheaterType Theater_From_Name(char const * name)
|
|
{
|
|
TheaterType index;
|
|
|
|
if (name) {
|
|
for (index = THEATER_FIRST; index < THEATER_COUNT; index++) {
|
|
if (stricmp(name, Theaters[index].Name) == 0) {
|
|
return(index);
|
|
}
|
|
}
|
|
}
|
|
return(THEATER_NONE);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* KN_To_Facing -- Converts a keyboard input number into a facing value. *
|
|
* *
|
|
* This routine determine which compass direction is represented by the keyboard value *
|
|
* provided. It is used for map scrolling and other directional control operations from *
|
|
* the keyboard. *
|
|
* *
|
|
* INPUT: input -- The KN number to convert. *
|
|
* *
|
|
* OUTPUT: Returns with the facing type that the keyboard number represents. If it could *
|
|
* not be translated, then FACING_NONE is returned. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/28/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
FacingType KN_To_Facing(int input)
|
|
{
|
|
input &= ~(KN_ALT_BIT|KN_SHIFT_BIT|KN_CTRL_BIT);
|
|
switch (input) {
|
|
case KN_LEFT:
|
|
return(FACING_W);
|
|
|
|
case KN_RIGHT:
|
|
return(FACING_E);
|
|
|
|
case KN_UP:
|
|
return(FACING_N);
|
|
|
|
case KN_DOWN:
|
|
return(FACING_S);
|
|
|
|
case KN_UPLEFT:
|
|
return(FACING_NW);
|
|
|
|
case KN_UPRIGHT:
|
|
return(FACING_NE);
|
|
|
|
case KN_DOWNLEFT:
|
|
return(FACING_SW);
|
|
|
|
case KN_DOWNRIGHT:
|
|
return(FACING_SE);
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return(FACING_NONE);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Sync_Delay -- Forces the game into a 15 FPS rate. *
|
|
* *
|
|
* This routine will wait until the timer for the current frame has expired before *
|
|
* returning. It is called at the end of every game loop in order to force the game loop *
|
|
* to run at a fixed rate. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: This routine will delay an amount of time according to the game speed setting. *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/04/1995 JLB : Created. *
|
|
* 03/06/1995 JLB : Fixed. *
|
|
*=============================================================================================*/
|
|
static void Sync_Delay(void)
|
|
{
|
|
/*
|
|
** Accumulate the number of 'spare' ticks that are frittered away here.
|
|
*/
|
|
SpareTicks += FrameTimer;
|
|
|
|
/*
|
|
** Delay until the frame timer expires. This forces the game loop to be regulated to a
|
|
** speed controlled by the game options slider.
|
|
*/
|
|
while (FrameTimer) {
|
|
Color_Cycle();
|
|
Call_Back();
|
|
|
|
if (SpecialDialog == SDLG_NONE) {
|
|
#ifdef WIN32
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#endif //WIN32
|
|
KeyNumType input = KN_NONE;
|
|
int x, y;
|
|
Map.Input(input, x, y);
|
|
if (input) {
|
|
Keyboard_Process(input);
|
|
}
|
|
Map.Render();
|
|
}
|
|
}
|
|
Color_Cycle();
|
|
Call_Back();
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Main_Loop -- This is the main game loop (as a single loop). *
|
|
* *
|
|
* This function will perform one game loop. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: bool; Should the game end? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/01/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
#ifdef WIN32
|
|
extern void Check_For_Focus_Loss(void);
|
|
void Reallocate_Big_Shape_Buffer(void);
|
|
#endif //WIN32
|
|
|
|
|
|
bool Main_Loop()
|
|
{
|
|
KeyNumType input; // Player input.
|
|
int x;
|
|
int y;
|
|
int framedelay;
|
|
|
|
if (!GameActive) return(!GameActive);
|
|
|
|
#ifdef WIN32
|
|
/*
|
|
** Call the focus loss handler
|
|
*/
|
|
Check_For_Focus_Loss();
|
|
|
|
/*
|
|
** Allocate extra memory for uncompressed shapes as needed
|
|
*/
|
|
Reallocate_Big_Shape_Buffer();
|
|
#endif
|
|
|
|
/*
|
|
** Sync-bug trapping code
|
|
*/
|
|
if (Frame >= Session.TrapFrame) {
|
|
Session.Trap_Object();
|
|
}
|
|
|
|
//
|
|
// Initialize our AI processing timer
|
|
//
|
|
Session.ProcessTimer = TickCount;
|
|
|
|
#if 1
|
|
if (Session.TrapCheckHeap) {
|
|
Debug_Trap_Check_Heap = true;
|
|
}
|
|
#endif
|
|
|
|
#ifdef CHEAT_KEYS
|
|
|
|
/*
|
|
** Update the running status debug display.
|
|
*/
|
|
Self_Regulate();
|
|
#endif
|
|
|
|
BStart(BENCH_GAME_FRAME);
|
|
|
|
/*
|
|
** 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);
|
|
}
|
|
|
|
/*
|
|
** Setup the timer so that the Main_Loop function processes at the correct rate.
|
|
*/
|
|
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH &&
|
|
Session.CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
|
|
|
|
//
|
|
// In playback mode, run as fast as possible.
|
|
//
|
|
if (Session.Play) {
|
|
FrameTimer = 0;
|
|
} else {
|
|
framedelay = TIMER_SECOND / Session.DesiredFrameRate;
|
|
FrameTimer = framedelay;
|
|
}
|
|
} else {
|
|
if (Options.GameSpeed != 0) {
|
|
FrameTimer = Options.GameSpeed +
|
|
(PlayerPtr->Difficulty == DIFF_EASY ? 1 : 0) -
|
|
(PlayerPtr->Difficulty == DIFF_HARD ? 1 : 0);
|
|
} else {
|
|
FrameTimer = Options.GameSpeed + (PlayerPtr->Difficulty == DIFF_EASY ? 1 : 0);
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Update the display, unless we're inside a dialog.
|
|
*/
|
|
if (!Session.Play) {
|
|
#ifdef WIN32
|
|
if (SpecialDialog == SDLG_NONE && GameInFocus) {
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#else
|
|
if (SpecialDialog == SDLG_NONE) {
|
|
#endif
|
|
Map.Input(input, x, y);
|
|
if (input) {
|
|
Keyboard_Process(input);
|
|
}
|
|
Map.Render();
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Save map's position & selected objects, if we're recording the game.
|
|
*/
|
|
if (Session.Record || Session.Play) {
|
|
Do_Record_Playback();
|
|
}
|
|
|
|
#ifndef SORTDRAW
|
|
/*
|
|
** 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 remain in sync.
|
|
*/
|
|
DisplayClass::Layer[LAYER_GROUND].Sort();
|
|
#endif
|
|
|
|
/*
|
|
** AI logic operations are performed here.
|
|
*/
|
|
Logic.AI();
|
|
TimeQuake = false;
|
|
|
|
/*
|
|
** 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);
|
|
}
|
|
|
|
//
|
|
// Measure how long it took to process the AI
|
|
//
|
|
Session.ProcessTicks += (TickCount - Session.ProcessTimer);
|
|
Session.ProcessFrames++;
|
|
|
|
/*
|
|
** Process all commands that are ready to be processed.
|
|
*/
|
|
Queue_AI();
|
|
|
|
/*
|
|
** Keep track of elapsed time in the game.
|
|
*/
|
|
Score.ElapsedTime += TIMER_SECOND / TICKS_PER_SECOND;
|
|
|
|
Call_Back();
|
|
|
|
/*
|
|
** Check for player wins or loses according to global event flag.
|
|
*/
|
|
if (PlayerWins) {
|
|
|
|
#ifdef WIN32
|
|
|
|
/*
|
|
** Send the game statistics to WChat.
|
|
*/
|
|
if (Session.Type == GAME_INTERNET && !GameStatisticsPacketSent) {
|
|
Register_Game_End_Time();
|
|
Send_Statistics_Packet();
|
|
}
|
|
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#endif //WIN32
|
|
PlayerLoses = false;
|
|
PlayerWins = false;
|
|
PlayerRestarts = false;
|
|
Map.Help_Text(TXT_NONE);
|
|
Do_Win();
|
|
return(!GameActive);
|
|
}
|
|
if (PlayerLoses) {
|
|
#ifdef WIN32
|
|
/*
|
|
** Send the game statistics to WChat.
|
|
*/
|
|
if (Session.Type == GAME_INTERNET && !GameStatisticsPacketSent) {
|
|
Register_Game_End_Time();
|
|
Send_Statistics_Packet();
|
|
}
|
|
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#endif //WIN32
|
|
PlayerWins = false;
|
|
PlayerLoses = false;
|
|
PlayerRestarts = false;
|
|
Map.Help_Text(TXT_NONE);
|
|
Do_Lose();
|
|
return(!GameActive);
|
|
}
|
|
if (PlayerRestarts) {
|
|
#ifdef WIN32
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#endif //WIN32
|
|
PlayerWins = false;
|
|
PlayerLoses = false;
|
|
PlayerRestarts = false;
|
|
Map.Help_Text(TXT_NONE);
|
|
Do_Restart();
|
|
return(!GameActive);
|
|
}
|
|
|
|
/*
|
|
** The frame logic has been completed. Increment the frame
|
|
** counter.
|
|
*/
|
|
Frame++;
|
|
|
|
/*
|
|
** Is there a memory trasher altering the map??
|
|
*/
|
|
if (Debug_Check_Map) {
|
|
if (!Map.Validate()) {
|
|
if (WWMessageBox().Process (TEXT_MAP_ERROR, TEXT_STOP, TEXT_CONTINUE)==0) {
|
|
GameActive = 0;
|
|
}
|
|
Map.Validate(); // give debugger a chance to catch it
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef WIN32
|
|
if (Debug_MotionCapture) {
|
|
static void ** _array = 0;
|
|
static int _sequence = 0;
|
|
static int _seqsize = Rule.MovieTime * TICKS_PER_MINUTE;
|
|
|
|
if (_array == NULL) {
|
|
_array = new void * [_seqsize];
|
|
memset(_array, '\0', _seqsize * sizeof(void*));
|
|
}
|
|
|
|
if (_array == NULL) {
|
|
Debug_MotionCapture = false;
|
|
}
|
|
|
|
static GraphicBufferClass temp_page( SeenBuff.Get_Width(),
|
|
SeenBuff.Get_Height(),
|
|
NULL,
|
|
SeenBuff.Get_Width() * SeenBuff.Get_Height());
|
|
|
|
int size = SeenBuff.Get_Width() * SeenBuff.Get_Height();
|
|
|
|
if (_sequence < _seqsize) {
|
|
if (_array[_sequence] == NULL) {
|
|
_array[_sequence] = new char[size];
|
|
}
|
|
|
|
if (_array[_sequence] != NULL) {
|
|
SeenBuff.Blit(temp_page);
|
|
memmove(_array[_sequence], temp_page.Get_Buffer(), size);
|
|
}
|
|
_sequence++;
|
|
|
|
} else {
|
|
Debug_MotionCapture = false;
|
|
|
|
CDFileClass file;
|
|
file.Cache(200000);
|
|
char filename[30];
|
|
|
|
for (int index = 0; index < _sequence; index++) {
|
|
memmove(temp_page.Get_Buffer(), _array[index], size);
|
|
sprintf(filename, "cap%04d.pcx", index);
|
|
file.Set_Name(filename);
|
|
|
|
Write_PCX_File(file, temp_page, & GamePalette);
|
|
}
|
|
|
|
_sequence = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BEnd(BENCH_GAME_FRAME);
|
|
|
|
Sync_Delay();
|
|
return(!GameActive);
|
|
}
|
|
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
/***************************************************************************
|
|
* Map_Edit_Loop -- a mini-main loop for map edit mode only *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/19/1994 BR : Created. *
|
|
*=========================================================================*/
|
|
bool Map_Edit_Loop(void)
|
|
{
|
|
/*
|
|
** Redraw the map.
|
|
*/
|
|
Map.Render();
|
|
|
|
/*
|
|
** Get user input (keys, mouse clicks).
|
|
*/
|
|
KeyNumType input;
|
|
|
|
#ifdef WIN32
|
|
WWMouse->Erase_Mouse(&HidPage, TRUE);
|
|
#endif //WIN32
|
|
|
|
int x;
|
|
int y;
|
|
Map.Input(input, x, y);
|
|
|
|
/*
|
|
** Process keypress.
|
|
*/
|
|
if (input) {
|
|
Keyboard_Process(input);
|
|
}
|
|
|
|
Call_Back(); // maintains Theme.AI() for music
|
|
Color_Cycle();
|
|
|
|
return(!GameActive);
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* Go_Editor -- Enables/disables the map editor *
|
|
* *
|
|
* INPUT: *
|
|
* flag true = go into editor mode; false = go into game mode *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/19/1994 BR : Created. *
|
|
*=========================================================================*/
|
|
void Go_Editor(bool flag)
|
|
{
|
|
/*
|
|
** Go into Scenario Editor mode
|
|
*/
|
|
if (flag) {
|
|
Debug_Map = true;
|
|
Debug_Unshroud = true;
|
|
|
|
/*
|
|
** Un-select any selected objects
|
|
*/
|
|
Unselect_All();
|
|
|
|
/*
|
|
** Turn off the sidebar if it's on
|
|
*/
|
|
Map.Activate(0);
|
|
|
|
/*
|
|
** Reset the map's Button list for the new mode
|
|
*/
|
|
Map.Init_IO();
|
|
|
|
/*
|
|
** Force a complete redraw of the screen
|
|
*/
|
|
#ifdef WIN32
|
|
HiddenPage.Clear();
|
|
#else
|
|
HidPage.Clear();
|
|
#endif
|
|
Map.Flag_To_Redraw(true);
|
|
Map.Render();
|
|
|
|
} else {
|
|
|
|
/*
|
|
** Go into normal game mode
|
|
*/
|
|
Debug_Map = false;
|
|
Debug_Unshroud = false;
|
|
|
|
/*
|
|
** Un-select any selected objects
|
|
*/
|
|
Unselect_All();
|
|
|
|
/*
|
|
** Reset the map's Button list for the new mode
|
|
*/
|
|
Map.Init_IO();
|
|
|
|
/*
|
|
** Force a complete redraw of the screen
|
|
*/
|
|
HidPage.Clear();
|
|
Map.Flag_To_Redraw(true);
|
|
Map.Render();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
/***********************************************************************************************
|
|
* MixFileHandler -- Handles VQ file access. *
|
|
* *
|
|
* This routine is called from the VQ player when it needs to access the source file. By *
|
|
* using this routine it is possible to virtualize the file system. *
|
|
* *
|
|
* INPUT: vqa -- Pointer to the VQA handle for this animation. *
|
|
* *
|
|
* action-- The requested action to perform. *
|
|
* *
|
|
* buffer-- Optional buffer pointer as needed by the type of action. *
|
|
* *
|
|
* nbytes-- The number of bytes (if needed) for this operation. *
|
|
* *
|
|
* OUTPUT: Returns a value consistent with the action requested. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/04/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
long MixFileHandler(VQAHandle * vqa, long action, void * buffer, long nbytes)
|
|
{
|
|
CCFileClass * file;
|
|
long error;
|
|
|
|
file = (CCFileClass *)vqa->VQAio;
|
|
|
|
/*
|
|
** Perform the action specified by the stream command.
|
|
*/
|
|
switch (action) {
|
|
|
|
/*
|
|
** VQACMD_READ means read NBytes from the stream and place it in the
|
|
** memory pointed to by Buffer.
|
|
**
|
|
** Any error code returned will be remapped by VQA library into
|
|
** VQAERR_READ.
|
|
*/
|
|
case VQACMD_READ:
|
|
error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
|
|
break;
|
|
|
|
/*
|
|
** VQACMD_WRITE is analogous to VQACMD_READ.
|
|
**
|
|
** Writing is not allowed to the VQA file, VQA library will remap the
|
|
** error into VQAERR_WRITE.
|
|
*/
|
|
case VQACMD_WRITE:
|
|
error = 1;
|
|
break;
|
|
|
|
/*
|
|
** VQACMD_SEEK asks that you perform a seek relative to the current
|
|
** position. NBytes is a signed number, indicating seek direction
|
|
** (positive for forward, negative for backward). Buffer has no meaning
|
|
** here.
|
|
**
|
|
** Any error code returned will be remapped by VQA library into
|
|
** VQAERR_SEEK.
|
|
*/
|
|
case VQACMD_SEEK:
|
|
error = (file->Seek(nbytes, SEEK_CUR) == -1);
|
|
break;
|
|
|
|
/*
|
|
** VQACMD_OPEN asks that you open your stream for access.
|
|
*/
|
|
case VQACMD_OPEN:
|
|
file = new CCFileClass((char *)buffer);
|
|
|
|
if (file != NULL && file->Is_Available()) {
|
|
error = file->Open((char *)buffer, READ);
|
|
|
|
if (error != -1) {
|
|
vqa->VQAio = (unsigned long)file;
|
|
error = 0;
|
|
} else {
|
|
delete file;
|
|
file = 0;
|
|
error = 1;
|
|
}
|
|
} else {
|
|
error = 1;
|
|
}
|
|
break;
|
|
|
|
case VQACMD_CLOSE:
|
|
file->Close();
|
|
delete file;
|
|
file = 0;
|
|
vqa->VQAio = 0;
|
|
error = 0;
|
|
break;
|
|
|
|
/*
|
|
** VQACMD_INIT means to prepare your stream for reading. This is used for
|
|
** certain streams that can't be read immediately upon opening, and need
|
|
** further preparation. This operation is allowed to fail; the error code
|
|
** will be returned directly to the client.
|
|
*/
|
|
case VQACMD_INIT:
|
|
|
|
/*
|
|
** IFFCMD_CLEANUP means to terminate the transaction with the associated
|
|
** stream. This is used for streams that can't simply be closed. This
|
|
** operation is not allowed to fail; any error returned will be ignored.
|
|
*/
|
|
case VQACMD_CLEANUP:
|
|
error = 0;
|
|
break;
|
|
|
|
default:
|
|
error = 0;
|
|
break;
|
|
}
|
|
|
|
return(error);
|
|
}
|
|
|
|
|
|
void Rebuild_Interpolated_Palette(unsigned char * interpal)
|
|
{
|
|
for (int y=0; y<255; y++) {
|
|
for (int x=y+1; x<256; x++) {
|
|
*(interpal + (y*256+x)) = *(interpal + (x*256+y));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
unsigned char * InterpolatedPalettes[50];
|
|
BOOL PalettesRead;
|
|
unsigned PaletteCounter;
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Load_Interpolated_Palettes -- Loads in any precalculated palettes for hires VQs *
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: Name of palette file *
|
|
* *
|
|
* OUTPUT: Number of palettes loaded *
|
|
* *
|
|
* WARNINGS: None *
|
|
* *
|
|
* HISTORY: *
|
|
* 5/7/96 9:49AM ST : Created *
|
|
*=============================================================================================*/
|
|
int Load_Interpolated_Palettes(char const * filename, BOOL add)
|
|
{
|
|
int num_palettes=0;
|
|
int i;
|
|
int start_palette;
|
|
|
|
PalettesRead = FALSE;
|
|
CCFileClass file(filename);
|
|
|
|
if (!add) {
|
|
for (i=0; i < 50; i++) {
|
|
InterpolatedPalettes[i]=NULL;
|
|
}
|
|
start_palette=0;
|
|
} else {
|
|
for (start_palette = 0; start_palette < 50; start_palette++) {
|
|
if (!InterpolatedPalettes[start_palette]) break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Hack another interpolated palette if the requested one is
|
|
** not present.
|
|
*/
|
|
if (!file.Is_Available()) {
|
|
file.Set_Name("AAGUN.VQP");
|
|
}
|
|
|
|
if (file.Is_Available()) {
|
|
|
|
file.Open(READ);
|
|
file.Read(&num_palettes , 4);
|
|
|
|
for (i=0; i < num_palettes; i++) {
|
|
InterpolatedPalettes[i+start_palette] = (unsigned char *)malloc (65536);
|
|
memset (InterpolatedPalettes[i+start_palette], 0, 65536);
|
|
for (int y = 0; y < 256; y++) {
|
|
file.Read (InterpolatedPalettes[i+start_palette] + y*256 , y+1);
|
|
}
|
|
|
|
Rebuild_Interpolated_Palette(InterpolatedPalettes[i+start_palette]);
|
|
}
|
|
|
|
PalettesRead = TRUE;
|
|
file.Close();
|
|
}
|
|
PaletteCounter = 0;
|
|
return (num_palettes);
|
|
}
|
|
|
|
|
|
void Free_Interpolated_Palettes(void)
|
|
{
|
|
for (int i = 0; i < 50 ;i++) {
|
|
if (InterpolatedPalettes[i]) {
|
|
free(InterpolatedPalettes[i]);
|
|
InterpolatedPalettes[i]=NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Play_Movie -- Plays a VQ movie. *
|
|
* *
|
|
* Use this routine to play a VQ movie. It will dispatch the specified movie to the *
|
|
* VQ player. The routine will not return until the movie has finished playing. *
|
|
* *
|
|
* INPUT: name -- The name of the movie file (sans ".VQA"). *
|
|
* *
|
|
* theme -- The identifier for an optional theme that should be played in the *
|
|
* background while this VQ plays. *
|
|
* *
|
|
* clrscrn -- 'true' if to clear the screen when the movie is over *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/19/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
#ifdef WIN32
|
|
extern void Suspend_Audio_Thread(void);
|
|
extern void Resume_Audio_Thread(void);
|
|
|
|
#ifdef MOVIE640
|
|
extern GraphicBufferClass VQ640;
|
|
#endif
|
|
#endif
|
|
void Play_Movie(char const * name, ThemeType theme, bool clrscrn)
|
|
{
|
|
/*
|
|
** Don't play movies in editor mode
|
|
*/
|
|
if (Debug_Map) {
|
|
return;
|
|
}
|
|
|
|
/*
|
|
** Don't play movies in multiplayer mode
|
|
*/
|
|
if (Session.Type != GAME_NORMAL) {
|
|
return;
|
|
}
|
|
|
|
if (name) {
|
|
char fullname[_MAX_FNAME+_MAX_EXT];
|
|
_makepath(fullname, NULL, NULL, name, ".VQA");
|
|
#ifdef WIN32
|
|
char palname [_MAX_FNAME+_MAX_EXT];
|
|
_makepath(palname , NULL, NULL, name, ".VQP");
|
|
#endif //WIN32
|
|
#ifdef CHEAT_KEYS
|
|
Mono_Set_Cursor(0, 0);Mono_Printf("[%s]", fullname);
|
|
#endif
|
|
|
|
if (!CCFileClass(fullname).Is_Available()) return;
|
|
|
|
/*
|
|
** Reset the anim control structure.
|
|
*/
|
|
Anim_Init();
|
|
|
|
/*
|
|
** Prepare to play a movie. First hide the mouse and stop any score that is playing.
|
|
** While the score (if any) is fading to silence, fade the palette to black as well.
|
|
** When the palette has finished fading, wait until the score has finished fading
|
|
** before launching the movie.
|
|
*/
|
|
Hide_Mouse();
|
|
Theme.Queue_Song(theme);
|
|
if (PreserveVQAScreen == 0 && !clrscrn) {
|
|
BlackPalette.Set(FADE_PALETTE_MEDIUM);
|
|
VisiblePage.Clear();
|
|
BlackPalette.Adjust(0x08, WhitePalette);
|
|
BlackPalette.Set();
|
|
BlackPalette.Adjust(0xFF);
|
|
BlackPalette.Set();
|
|
}
|
|
PreserveVQAScreen = 0;
|
|
Keyboard->Clear();
|
|
|
|
VQAHandle * vqa = NULL;
|
|
|
|
|
|
#ifdef WIN32
|
|
#ifdef MOVIE640
|
|
if(IsVQ640) {
|
|
AnimControl.ImageWidth = 640;
|
|
AnimControl.ImageHeight = 400;
|
|
AnimControl.ImageBuf = (unsigned char *)VQ640.Get_Offset();
|
|
} else {
|
|
AnimControl.ImageWidth = 320;
|
|
AnimControl.ImageHeight = 200;
|
|
AnimControl.ImageBuf = (unsigned char *)SysMemPage.Get_Offset();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
if (!Debug_Quiet && Get_Digi_Handle() != -1) {
|
|
AnimControl.OptionFlags |= VQAOPTF_AUDIO;
|
|
} else {
|
|
AnimControl.OptionFlags &= ~VQAOPTF_AUDIO;
|
|
}
|
|
|
|
if ((vqa = VQA_Alloc()) != NULL) {
|
|
VQA_Init(vqa, MixFileHandler);
|
|
|
|
if (VQA_Open(vqa, fullname, &AnimControl) == 0) {
|
|
Brokeout = false;
|
|
#ifdef WIN32
|
|
//Suspend_Audio_Thread();
|
|
#ifdef MOVIE640
|
|
if(!IsVQ640) {
|
|
Load_Interpolated_Palettes(palname);
|
|
}
|
|
#else
|
|
Load_Interpolated_Palettes(palname);
|
|
#endif
|
|
//Set_Palette(BlackPalette);
|
|
SysMemPage.Clear();
|
|
InMovie = true;
|
|
#endif //WIN32
|
|
VQA_Play(vqa, VQAMODE_RUN);
|
|
VQA_Close(vqa);
|
|
#ifdef WIN32
|
|
//Resume_Audio_Thread();
|
|
InMovie = FALSE;
|
|
#ifdef MOVIE640
|
|
if(!IsVQ640) {
|
|
Free_Interpolated_Palettes();
|
|
}
|
|
#else
|
|
Free_Interpolated_Palettes();
|
|
#endif
|
|
IsVQ640 = false;
|
|
Set_Primary_Buffer_Format();
|
|
#endif //WIN32
|
|
|
|
/*
|
|
** Any movie that ends prematurely must have the screen
|
|
** cleared to avoid any unexpected palette glitches.
|
|
*/
|
|
if (Brokeout) {
|
|
clrscrn = true;
|
|
VisiblePage.Clear();
|
|
Brokeout = false;
|
|
}
|
|
} else {
|
|
#ifndef NDEBUG
|
|
bool error = true;
|
|
assert(error);
|
|
#endif
|
|
}
|
|
|
|
VQA_Free(vqa);
|
|
} else {
|
|
assert(vqa != NULL);
|
|
}
|
|
|
|
/*
|
|
** Presume that the screen is left in a garbage state as well as the palette
|
|
** being in an unknown condition. Recover from this by clearing the screen and
|
|
** forcing the palette to black.
|
|
*/
|
|
if (clrscrn) {
|
|
VisiblePage.Clear();
|
|
BlackPalette.Adjust(0x08, WhitePalette);
|
|
BlackPalette.Set();
|
|
BlackPalette.Adjust(0xFF);
|
|
BlackPalette.Set();
|
|
}
|
|
Show_Mouse();
|
|
}
|
|
}
|
|
|
|
|
|
void Play_Movie(VQType name, ThemeType theme, bool clrscrn)
|
|
{
|
|
if (name != VQ_NONE) {
|
|
if (name == VQ_REDINTRO) {
|
|
IsVQ640 = true;
|
|
}
|
|
Play_Movie(VQName[name], theme, clrscrn);
|
|
IsVQ640 = false;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Unselect_All -- Causes all selected objects to become unselected. *
|
|
* *
|
|
* This routine will unselect all objects that are currently selected. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void Unselect_All(void)
|
|
{
|
|
while (CurrentObject.Count()) {
|
|
CurrentObject[0]->Unselect();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Fading_Table_Name -- Builds a theater specific fading table name. *
|
|
* *
|
|
* This routine builds a standard fading table name. This name is dependant on the theater *
|
|
* being played, since each theater has its own palette. *
|
|
* *
|
|
* INPUT: base -- The base name of this fading table. The base name can be no longer than *
|
|
* seven characters. *
|
|
* *
|
|
* theater -- The theater that this fading table is specific to. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the constructed fading table filename. This pointer is *
|
|
* valid until this function is called again. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 01/19/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
char const * Fading_Table_Name(char const * base, TheaterType theater)
|
|
{
|
|
static char _buffer[_MAX_FNAME+_MAX_EXT];
|
|
char root[_MAX_FNAME];
|
|
|
|
sprintf(root, "%1.1s%s", Theaters[theater].Root, base);
|
|
_makepath(_buffer, NULL, NULL, root, ".MRF");
|
|
return(_buffer);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
|
|
* *
|
|
* INPUT: void const * shapefile - pointer to a key framed shapefile *
|
|
* int shapenum - shape to extract from shapefile *
|
|
* *
|
|
* OUTPUT: void const * - 3/3 icon set of shape from file *
|
|
* *
|
|
* HISTORY: *
|
|
* 04/12/1995 PWG : Created. *
|
|
* 05/10/1995 JLB : Handles a null shapefile pointer. *
|
|
*=============================================================================================*/
|
|
void const * Get_Radar_Icon(void const * shapefile, int shapenum, int frames, int zoomfactor)
|
|
{
|
|
static int _offx[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
|
|
static int _offy[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
|
|
int lp,framelp;
|
|
char pixel;
|
|
|
|
char * retval = NULL;
|
|
char * buffer = NULL;
|
|
|
|
/*
|
|
** If there is no shape file, then there can be no radar icon imagery.
|
|
*/
|
|
if (!shapefile) return(NULL);
|
|
|
|
#if (0)
|
|
CCPalette.Set();
|
|
Set_Logic_Page(SeenBuff);
|
|
CC_Draw_Shape(shapefile, shapenum, 64, 64, WINDOW_MAIN, SHAPE_WIN_REL);
|
|
#endif
|
|
|
|
/*
|
|
** Get the pixel width and height of the frame we built. This will
|
|
** be used to extract icons and build pixels.
|
|
*/
|
|
int pixel_width = Get_Build_Frame_Width( shapefile );
|
|
int pixel_height = Get_Build_Frame_Height( shapefile );
|
|
|
|
/*
|
|
** Find the width and height in icons, adjust these by half an
|
|
** icon because the artists may be sloppy and miss the edge of an
|
|
** icon one way or the other.
|
|
*/
|
|
int icon_width = (pixel_width + 12) / 24;
|
|
int icon_height = (pixel_height + 12) / 24;
|
|
|
|
/*
|
|
** If we have been told to build as many frames as possible, then
|
|
** find out how many frames there are to build.
|
|
*/
|
|
if (frames == -1) frames = Get_Build_Frame_Count( shapefile );
|
|
|
|
/*
|
|
** Allocate a position to store our icons. If the alloc fails then
|
|
** we don't add these icons to the set.
|
|
**/
|
|
buffer = new char[(icon_width * icon_height * 9 * frames)+2];
|
|
if (!buffer) return(NULL);
|
|
|
|
/*
|
|
** Save off the return value so that we can return it to the calling
|
|
** function.
|
|
*/
|
|
retval = (char *)buffer;
|
|
*buffer++ = (char)icon_width;
|
|
*buffer++ = (char)icon_height;
|
|
int val = 24/zoomfactor;
|
|
|
|
for (framelp = 0; framelp < frames; framelp ++) {
|
|
/*
|
|
** Build the current frame. If the frame can not be built then we
|
|
** just need to skip past this set of icons and try to build the
|
|
** next frame.
|
|
*/
|
|
#ifdef WIN32
|
|
void * ptr;
|
|
if ((ptr = (void *)(Build_Frame(shapefile, shapenum + framelp, SysMemPage.Get_Buffer()))) != NULL) {
|
|
ptr = Get_Shape_Header_Data(ptr);
|
|
#else //WIN#@
|
|
if (Build_Frame(shapefile, shapenum + framelp, HidPage.Get_Buffer()) <= (unsigned long)HidPage.Get_Size() ) {
|
|
#endif //WIN32
|
|
|
|
/*
|
|
** Loop through the icon width and the icon height building icons
|
|
** into the buffer pointer. When the getx or gety falls outside of
|
|
** the width and height of the shape, just insert transparent pixels.
|
|
*/
|
|
for (int icony = 0; icony < icon_height; icony ++) {
|
|
for (int iconx = 0; iconx < icon_width; iconx ++) {
|
|
#ifdef WIN32
|
|
|
|
for (int y = 0; y < zoomfactor; y++) {
|
|
for (int x = 0; x < zoomfactor; x++) {
|
|
int getx = (iconx * 24) + (x * val) + (zoomfactor / 2);
|
|
int gety = (icony * 24) + (y * val) + (zoomfactor / 2);
|
|
if ((getx < pixel_width) && (gety < pixel_height)) {
|
|
for (lp = 0; lp < 9; lp ++) {
|
|
pixel = *(char *)((char *)ptr + ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp]);
|
|
|
|
#else //WIN32
|
|
for (int y = 0; y < 3; y++) {
|
|
for (int x = 0; x < 3; x++) {
|
|
int getx = (iconx * 24) + (x << 3) + 4;
|
|
int gety = (icony * 24) + (y << 3) + 4;
|
|
if ((getx < pixel_width) && (gety < pixel_height)) {
|
|
for (lp = 0; lp < 9; lp ++) {
|
|
pixel = *(char *)((char *)HidPage.Get_Buffer(), ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp]);
|
|
#endif //WIN32
|
|
if (pixel == LTGREEN) pixel = 0;
|
|
if (pixel) {
|
|
break;
|
|
}
|
|
}
|
|
*buffer++ = pixel;
|
|
} else {
|
|
*buffer++ = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
buffer += icon_width * icon_height * 9;
|
|
}
|
|
}
|
|
return(retval);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* CC_Draw_Shape -- Custom draw shape handler. *
|
|
* *
|
|
* All draw shape calls will route through this function. It handles all draws for *
|
|
* C&C. Such draws always occur to the logical page and assume certain things about *
|
|
* the parameters passed. *
|
|
* *
|
|
* INPUT: shapefile -- Pointer to the shape data file. This data file contains all the *
|
|
* embedded shapes. *
|
|
* *
|
|
* shapenum -- The shape number within the shapefile that will be drawn. *
|
|
* *
|
|
* x,y -- The pixel coordinates to draw the shape. *
|
|
* *
|
|
* window -- The clipping window to use. *
|
|
* *
|
|
* flags -- The custom draw shape flags. This controls how the parameters *
|
|
* are used (if any). *
|
|
* *
|
|
* fadingdata -- If SHAPE_FADING is desired, then this points to the fading *
|
|
* data table. *
|
|
* *
|
|
* ghostdata -- If SHAPE_GHOST is desired, then this points to the ghost remap *
|
|
* table. *
|
|
* *
|
|
* rotation -- Rotation to apply to the shape (DIR_N = no rotation at all). *
|
|
* *
|
|
* scale -- 24.8 fixed point scale factor. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 02/21/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void CC_Draw_Shape(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, DirType rotation, long scale)
|
|
{
|
|
int predoffset;
|
|
#ifdef WIN32
|
|
unsigned long shape_pointer;
|
|
#endif //WIN32
|
|
|
|
|
|
/*
|
|
** Special kludge for E3 to prevent crashes
|
|
*/
|
|
if ((flags & SHAPE_GHOST) && (!ghostdata)) {
|
|
ghostdata = DisplayClass::SpecialGhost;
|
|
}
|
|
if ((flags & SHAPE_FADING) && (!fadingdata)) {
|
|
fadingdata = DisplayClass::FadingShade;
|
|
}
|
|
|
|
static unsigned char * _xbuffer = 0;
|
|
|
|
if (!_xbuffer) {
|
|
_xbuffer = new unsigned char[SHAPE_BUFFER_SIZE];
|
|
}
|
|
|
|
if (shapefile != NULL && shapenum != -1) {
|
|
|
|
int width = Get_Build_Frame_Width(shapefile);
|
|
int height = Get_Build_Frame_Height(shapefile);
|
|
|
|
#ifdef NEVER
|
|
/*
|
|
** Perform a quick clip check against the destination rectangle.
|
|
*/
|
|
if (flags & SHAPE_CENTER) {
|
|
if (x-width/2 >= WindowList[window][WINDOWWIDTH]) return;
|
|
if (y-width/2 >= WindowList[window][WINDOWHEIGHT]) return;
|
|
if (x+width/2 < 0) return;
|
|
if (y+height/2 < 0) return;
|
|
|
|
} else {
|
|
if (x >= WindowList[window][WINDOWWIDTH]) return;
|
|
if (y >= WindowList[window][WINDOWHEIGHT]) return;
|
|
if (x+width < 0) return;
|
|
if (y+height < 0) return;
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifdef WIN32
|
|
/*
|
|
** In WIn95, build shape returns a pointer to the shape not its size
|
|
*/
|
|
shape_pointer = Build_Frame(shapefile, shapenum, _ShapeBuffer);
|
|
if (shape_pointer) {
|
|
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
|
|
WindowList[window][WINDOWX] + LogicPage->Get_XPos(),
|
|
WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
|
|
WindowList[window][WINDOWWIDTH],
|
|
WindowList[window][WINDOWHEIGHT]);
|
|
unsigned char * buffer = (unsigned char *) shape_pointer; //Get_Shape_Header_Data((void*)shape_pointer);
|
|
|
|
#else //WIN32
|
|
if ( Build_Frame(shapefile, shapenum, _ShapeBuffer ) <= (unsigned long)_ShapeBufferSize) {
|
|
GraphicViewPortClass draw_window(LogicPage,
|
|
WindowList[window][WINDOWX],
|
|
WindowList[window][WINDOWY],
|
|
WindowList[window][WINDOWWIDTH],
|
|
WindowList[window][WINDOWHEIGHT]);
|
|
unsigned char * buffer = (unsigned char *)_ShapeBuffer;
|
|
#endif //WIN32
|
|
|
|
UseOldShapeDraw = false;
|
|
/*
|
|
** Rotation and scale handler.
|
|
*/
|
|
if (rotation != DIR_N || scale != 0x0100) {
|
|
|
|
/*
|
|
** Get the raw shape data without the new header and flag to use the old shape drawing
|
|
*/
|
|
UseOldShapeDraw = true;
|
|
#ifdef WIN32
|
|
buffer = (unsigned char *) Get_Shape_Header_Data((void*)shape_pointer);
|
|
#endif
|
|
|
|
if (Debug_Rotate) {
|
|
|
|
GraphicBufferClass src(width, height, buffer);
|
|
width *= 2;
|
|
height *= 2;
|
|
memset(_xbuffer, '\0', SHAPE_BUFFER_SIZE);
|
|
GraphicBufferClass dst(width, height, _xbuffer);
|
|
Rotate_Bitmap(&src, &dst, rotation);
|
|
buffer = _xbuffer;
|
|
|
|
} else {
|
|
|
|
BitmapClass bm(width, height, buffer);
|
|
width *= 2;
|
|
height *= 2;
|
|
memset(_xbuffer, '\0', SHAPE_BUFFER_SIZE);
|
|
GraphicBufferClass gb(width, height, _xbuffer);
|
|
TPoint2D pt(width/2, height/2);
|
|
|
|
gb.Scale_Rotate(bm, pt, scale, (256-(rotation-64)));
|
|
buffer = _xbuffer;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Special shadow drawing code (used for aircraft and bullets).
|
|
*/
|
|
if ((flags & (SHAPE_FADING|SHAPE_PREDATOR)) == (SHAPE_FADING|SHAPE_PREDATOR)) {
|
|
flags = flags & ~(SHAPE_FADING|SHAPE_PREDATOR);
|
|
flags = flags | SHAPE_GHOST;
|
|
ghostdata = DisplayClass::SpecialGhost;
|
|
}
|
|
|
|
predoffset = Frame;
|
|
|
|
if (x > ( WindowList[window][WINDOWWIDTH] << 2)) {
|
|
predoffset = -predoffset;
|
|
}
|
|
|
|
if (draw_window.Lock()) {
|
|
if ((flags & (SHAPE_GHOST|SHAPE_FADING)) == (SHAPE_GHOST|SHAPE_FADING)) {
|
|
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, ghostdata, fadingdata, 1, predoffset);
|
|
} else {
|
|
if (flags & SHAPE_FADING) {
|
|
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, fadingdata, 1, predoffset);
|
|
} else {
|
|
if (flags & SHAPE_PREDATOR) {
|
|
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, predoffset);
|
|
} else {
|
|
Buffer_Frame_To_Page(x, y, width, height, buffer, draw_window, flags | SHAPE_TRANS, ghostdata, predoffset);
|
|
}
|
|
}
|
|
}
|
|
draw_window.Unlock();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Shape_Dimensions -- Determine the minimum rectangle for the shape. *
|
|
* *
|
|
* This routine will calculate (using brute forced) the minimum rectangle that will *
|
|
* enclose the pixels of the shape. This rectangle will be relative to the upper left *
|
|
* corner of the maximum shape size. By using this minimum rectangle, it is possible to *
|
|
* greatly optimize the map 'dirty rectangle' logic. *
|
|
* *
|
|
* INPUT: shapedata -- Pointer to the shape data block. *
|
|
* *
|
|
* shapenum -- The shape number to examine. Each shape would have a different *
|
|
* dimension rectangle. *
|
|
* *
|
|
* OUTPUT: Returns with the rectangle that encloses the shape. *
|
|
* *
|
|
* WARNINGS: This routine uses brute force and is slow. It is presumed that the results *
|
|
* will be cached for subsiquent reuse. *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/22/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
Rect const Shape_Dimensions(void const * shapedata, int shapenum)
|
|
{
|
|
Rect rect;
|
|
|
|
if (shapedata == NULL || shapenum < 0 || shapenum > Get_Build_Frame_Count(shapedata)) {
|
|
return(rect);
|
|
}
|
|
|
|
char * shape;
|
|
#ifdef WIN32
|
|
void * sh = (void *)Build_Frame(shapedata, shapenum, _ShapeBuffer);
|
|
if (sh == NULL) return(rect);
|
|
// shape = (char *)sh;
|
|
shape = (char *)Get_Shape_Header_Data(sh);
|
|
#else
|
|
Build_Frame(shapedata, shapenum, _ShapeBuffer);
|
|
shape = (char *)_ShapeBuffer;
|
|
#endif
|
|
|
|
int width = Get_Build_Frame_Width(shapedata);
|
|
int height = Get_Build_Frame_Height(shapedata);
|
|
|
|
rect.X = 0;
|
|
rect.Y = 0;
|
|
int xlimit = width-1;
|
|
int ylimit = height-1;
|
|
|
|
/*
|
|
** Find top edge of the shape.
|
|
*/
|
|
for (int y = 0; y <= ylimit; y++) {
|
|
for (int x = 0; x <= xlimit; x++) {
|
|
if (shape[y*width + x] != 0) {
|
|
rect.Y = y;
|
|
rect.X = x;
|
|
y = ylimit+1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Find bottom edge of the shape.
|
|
*/
|
|
for (y = ylimit; y >= rect.Y; y--) {
|
|
for (int x = xlimit; x >= 0; x--) {
|
|
if (shape[y*width + x] != 0) {
|
|
rect.Height = (y-rect.Y)+1;
|
|
xlimit = x;
|
|
y = rect.Y-1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Find left edge of the shape.
|
|
*/
|
|
for (int x = 0; x < rect.X; x++) {
|
|
for (y = rect.Y; y < rect.Y+rect.Height; y++) {
|
|
if (shape[y*width + x] != 0) {
|
|
rect.X = x;
|
|
x = rect.X;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Find the right edge of the shape.
|
|
*/
|
|
for (x = width-1; x >= xlimit; x--) {
|
|
for (y = rect.Y; y < rect.Y+rect.Height; y++) {
|
|
if (shape[y*width + x] != 0) {
|
|
rect.Width = (x-rect.X)+1;
|
|
x = xlimit-1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Normalize the rectangle around the center of the shape.
|
|
*/
|
|
rect.X -= width / 2;
|
|
rect.Y -= height / 2;
|
|
|
|
/*
|
|
** Return with the minimum rectangle that encloses the shape.
|
|
*/
|
|
return(rect);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
|
|
* *
|
|
* This routine will convert the supplied RTTI type number and the ID value into a valid *
|
|
* TechnoTypeClass pointer. If there is an error in conversion, then NULL is returned. *
|
|
* *
|
|
* INPUT: type -- RTTI type of the techno class object. *
|
|
* *
|
|
* id -- Integer representation of the techno sub type number. *
|
|
* *
|
|
* OUTPUT: Returns with a pointer to the techno type class object specified or NULL if the *
|
|
* conversion could not occur. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/08/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
TechnoTypeClass const * Fetch_Techno_Type(RTTIType type, int id)
|
|
{
|
|
switch (type) {
|
|
case RTTI_UNITTYPE:
|
|
case RTTI_UNIT:
|
|
return(&UnitTypeClass::As_Reference(UnitType(id)));
|
|
|
|
case RTTI_VESSELTYPE:
|
|
case RTTI_VESSEL:
|
|
return(&VesselTypeClass::As_Reference(VesselType(id)));
|
|
|
|
case RTTI_BUILDINGTYPE:
|
|
case RTTI_BUILDING:
|
|
return(&BuildingTypeClass::As_Reference(StructType(id)));
|
|
|
|
case RTTI_INFANTRYTYPE:
|
|
case RTTI_INFANTRY:
|
|
return(&InfantryTypeClass::As_Reference(InfantryType(id)));
|
|
|
|
case RTTI_AIRCRAFTTYPE:
|
|
case RTTI_AIRCRAFT:
|
|
return(&AircraftTypeClass::As_Reference(AircraftType(id)));
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* VQ_Call_Back -- Maintenance callback used for VQ movies. *
|
|
* *
|
|
* This routine is called every frame of the VQ movie as it is being played. If this *
|
|
* routine returns non-zero, then the movie will stop. *
|
|
* *
|
|
* INPUT: buffer -- Pointer to the image buffer for the current frame. *
|
|
* *
|
|
* frame -- The frame number about to be displayed. *
|
|
* *
|
|
* OUTPUT: Should the movie be stopped? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/24/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
#ifdef WIN32
|
|
void VQA_PauseAudio(void);
|
|
void Check_VQ_Palette_Set(void);
|
|
|
|
extern GraphicBufferClass VQ640;
|
|
extern bool IsVQ640;
|
|
long VQ_Call_Back(unsigned char *, long )
|
|
{
|
|
int key = 0;
|
|
if (Keyboard->Check()) {
|
|
key = Keyboard->Get();
|
|
Keyboard->Clear();
|
|
}
|
|
Check_VQ_Palette_Set();
|
|
#ifdef MOVIE640
|
|
if(IsVQ640) {
|
|
VQ640.Blit(SeenBuff);
|
|
} else {
|
|
Interpolate_2X_Scale(&SysMemPage, &SeenBuff, NULL);
|
|
}
|
|
#else
|
|
Interpolate_2X_Scale(&SysMemPage, &SeenBuff, NULL);
|
|
#endif
|
|
//Call_Back();
|
|
|
|
if ((BreakoutAllowed || Debug_Flag) && key == KN_ESC) {
|
|
Keyboard->Clear();
|
|
Brokeout = true;
|
|
return(true);
|
|
}
|
|
|
|
if (!GameInFocus) {
|
|
VQA_PauseAudio();
|
|
while (!GameInFocus) {
|
|
Check_For_Focus_Loss();
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
#else //WIN32
|
|
|
|
long VQ_Call_Back(unsigned char *, long )
|
|
{
|
|
Call_Back();
|
|
if ((BreakoutAllowed || Debug_Flag) && Keyboard->Check()) {
|
|
if (Keyboard->Get() == KN_ESC) {
|
|
Keyboard->Clear();
|
|
Brokeout = true;
|
|
return(true);
|
|
}
|
|
Keyboard->Clear();
|
|
}
|
|
return(false);
|
|
}
|
|
#endif //WIN32
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Handle_Team -- Processes team selection command. *
|
|
* *
|
|
* This routine will handle creation and selection of pseudo teams that the player can *
|
|
* create or control. A team in this sense is an arbitrary grouping of units such that *
|
|
* rapid selection control is allowed. *
|
|
* *
|
|
* INPUT: team -- The logical team number to process. *
|
|
* *
|
|
* action-- The action to perform on this team: *
|
|
* 0 - Toggle the select state for all members of this team. *
|
|
* 1 - Select the members of this team. *
|
|
* 2 - Make all selected objects members of this team. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/27/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void Handle_Team(int team, int action)
|
|
{
|
|
int index;
|
|
|
|
//
|
|
// Recording support
|
|
//
|
|
if (Session.Record) {
|
|
TeamNumber = (char)team;
|
|
TeamEvent = (char)action + 1;
|
|
}
|
|
|
|
AllowVoice = true;
|
|
switch (action) {
|
|
|
|
/*
|
|
** Toggle the team selection. If the team is selected, then merely unselect it. If the
|
|
** team is not selected, then unselect all others before selecting this team.
|
|
*/
|
|
case 3:
|
|
case 0:
|
|
|
|
/*
|
|
** If a non team member is currently selected, then deselect all objects
|
|
** before selecting this team.
|
|
*/
|
|
if (CurrentObject.Count()) {
|
|
if (CurrentObject[0]->Is_Foot() && ((FootClass *)CurrentObject[0])->Group != team) {
|
|
Unselect_All();
|
|
}
|
|
}
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass * obj = Vessels.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * obj = Units.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * obj = Infantry.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass * obj = Aircraft.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Center the map around the team if the ALT key was pressed too.
|
|
*/
|
|
if (action == 3) {
|
|
Map.Center_Map();
|
|
#ifdef WIN32
|
|
Map.Flag_To_Redraw(true);
|
|
#endif //WIn32
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Additive selection of team.
|
|
*/
|
|
case 1:
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * obj = Units.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass * obj = Vessels.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * obj = Infantry.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass * obj = Aircraft.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House->IsPlayerControl) {
|
|
if (!obj->IsSelected) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
/*
|
|
** Create the team.
|
|
*/
|
|
case 2: {
|
|
long minx = 0x7FFFFFFFL, miny = 0x7FFFFFFFL;
|
|
long maxx = 0, maxy = 0;
|
|
TeamSpeed[team] = SPEED_WHEEL;
|
|
TeamMaxSpeed[team] = MPH_LIGHT_SPEED;
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * obj = Units.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
|
|
if (obj->Group == team) obj->Group = 0xFF;
|
|
if (obj->IsSelected) {
|
|
obj->Group = team;
|
|
obj->Mark(MARK_CHANGE);
|
|
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 < TeamMaxSpeed[team]) {
|
|
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
|
|
TeamSpeed[team] = obj->Class->Speed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (index = 0; index < Vessels.Count(); index++) {
|
|
VesselClass * obj = Vessels.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
|
|
if (obj->Group == team) obj->Group = -1;
|
|
if (obj->IsSelected) {
|
|
obj->Group = team;
|
|
obj->Mark(MARK_CHANGE);
|
|
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 < TeamMaxSpeed[team]) {
|
|
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
|
|
TeamSpeed[team] = obj->Class->Speed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * obj = Infantry.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
|
|
if (obj->Group == team) obj->Group = 0xFF;
|
|
if (obj->IsSelected) {
|
|
obj->Group = team;
|
|
obj->Mark(MARK_CHANGE);
|
|
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 < TeamMaxSpeed[team]) {
|
|
TeamMaxSpeed[team] = obj->Class->MaxSpeed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (index = 0; index < Aircraft.Count(); index++) {
|
|
AircraftClass * obj = Aircraft.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
|
|
if (obj->Group == team) obj->Group = 0xFF;
|
|
if (obj->IsSelected) {
|
|
obj->Group = team;
|
|
obj->Mark(MARK_CHANGE);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (index = 0; index < Units.Count(); index++) {
|
|
UnitClass * obj = Units.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl &&
|
|
(obj->Group == team) && (obj->IsSelected) ) {
|
|
|
|
/*
|
|
** When a team is first created, they're created without a
|
|
** formation offset, so they will not be created in
|
|
** formation. Later, if they're assigned a formation, the
|
|
** XFormOffset & YFormOffset numbers will change to valid
|
|
** offsets, and they'll be formationed.
|
|
*/
|
|
#if(1)
|
|
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
|
|
#else
|
|
#if(1)
|
|
// Old always-north formation stuff
|
|
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;
|
|
#else
|
|
// New method: save direction and distance rather than x & y offset
|
|
obj->XFormOffset = ::Direction(As_Coord(center), obj->Center_Coord());
|
|
obj->YFormOffset = ::Distance (As_Coord(center), obj->Center_Coord());
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
for (index = 0; index < Infantry.Count(); index++) {
|
|
InfantryClass * obj = Infantry.Ptr(index);
|
|
if (obj && !obj->IsInLimbo && obj->House->IsPlayerControl) {
|
|
if (obj->Group == team) obj->Group = 0xFF;
|
|
if (obj->IsSelected) obj->Group = team;
|
|
if (obj->Group == team && obj->IsSelected) {
|
|
#if(1)
|
|
obj->XFormOffset = obj->YFormOffset = (int)0x80000000;
|
|
#else
|
|
#if(1)
|
|
// Old always-north formation stuff
|
|
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;
|
|
#else
|
|
// New method: save direction and distance rather than x & y offset
|
|
obj->XFormOffset = ::Direction(As_Coord(center), obj->Center_Coord());
|
|
obj->YFormOffset = ::Distance (As_Coord(center), obj->Center_Coord());
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
AllowVoice = true;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Handle_View -- Either records or restores the tactical view. *
|
|
* *
|
|
* This routine is used to record or restore the current map tactical view. *
|
|
* *
|
|
* INPUT: view -- The view number to work with. *
|
|
* *
|
|
* action-- The action to perform with this view number. *
|
|
* 0 = Restore the view to this previously remembered location. *
|
|
* 1 = Record the current view location. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/04/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void Handle_View(int view, int action)
|
|
{
|
|
if ((unsigned)view < sizeof(Scen.Views)/sizeof(Scen.Views[0])) {
|
|
if (action == 0) {
|
|
Map.Set_Tactical_Position(Coord_Whole(Cell_Coord(Scen.Views[view])));
|
|
#ifdef WIN32
|
|
/*
|
|
** Win95 scrolling logic cant handle just jumps in screen position so redraw the lot.
|
|
*/
|
|
Map.Flag_To_Redraw (true);
|
|
#endif //WIN32
|
|
} else {
|
|
Scen.Views[view] = Coord_Cell(Map.TacticalCoord);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifndef ROR_NOT_READY
|
|
#define ROR_NOT_READY 21
|
|
#endif
|
|
|
|
static char * _CD_Volume_Label[] = {
|
|
"CD1",
|
|
"CD2",
|
|
};
|
|
static int _Num_Volumes = ARRAY_SIZE(_CD_Volume_Label);
|
|
|
|
|
|
#ifdef WIN32
|
|
/***********************************************************************************************
|
|
* Get_CD_Index -- returns the volume type of the CD in the given drive *
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: drive number *
|
|
* timeout *
|
|
* *
|
|
* OUTPUT: 0 = gdi *
|
|
* 1 = nod *
|
|
* 2 = covert *
|
|
* -1 = non C&C *
|
|
* *
|
|
* WARNINGS: None *
|
|
* *
|
|
* HISTORY: *
|
|
* 5/21/96 5:27PM ST : Created *
|
|
*=============================================================================================*/
|
|
int Get_CD_Index (int cd_drive, int timeout)
|
|
{
|
|
char volume_name[128];
|
|
char buffer[128];
|
|
unsigned filename_length;
|
|
unsigned misc_dword;
|
|
int count = 0;
|
|
|
|
CountDownTimerClass timer;
|
|
|
|
|
|
|
|
timer.Set(timeout);
|
|
|
|
|
|
/*
|
|
** Get the volume label. If we get a 'not ready' error then retry for the timeout
|
|
** period.
|
|
*/
|
|
for (;;) {
|
|
sprintf(buffer, "%c:\\", 'A' + cd_drive);
|
|
if (GetVolumeInformation ((char const *)buffer,
|
|
&volume_name[0] ,
|
|
(unsigned long)sizeof(volume_name),
|
|
(unsigned long *)NULL ,
|
|
(unsigned long *)&filename_length,
|
|
(unsigned long *)&misc_dword ,
|
|
(char *)NULL ,
|
|
(unsigned long)0)) {
|
|
|
|
/*
|
|
** Try opening 'movies.mix' to verify that the CD is really there and is what
|
|
** it says it is.
|
|
*/
|
|
sprintf(buffer, "%c:\\main.mix", 'A' + cd_drive);
|
|
|
|
HANDLE handle = CreateFile(buffer, GENERIC_READ, FILE_SHARE_READ,
|
|
NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
|
|
|
|
if (handle != INVALID_HANDLE_VALUE) {
|
|
CloseHandle(handle);
|
|
|
|
/*
|
|
** Match the volume label to the list of known C&C volume labels.
|
|
*/
|
|
for (int i=0 ; i<_Num_Volumes ; i++) {
|
|
if (!stricmp(_CD_Volume_Label[i], volume_name)) return (i);
|
|
}
|
|
} else {
|
|
if (!count)
|
|
count++;
|
|
else return -1;
|
|
}
|
|
} else {
|
|
/*
|
|
** Failed to get the volume label on a known CD drive.
|
|
** If this is a CD changer it may require time to swap the disks so dont return
|
|
** immediately if the error is ROR_NOT_READY
|
|
*/
|
|
if (!timer.Time()) return -1;
|
|
int val = GetLastError();
|
|
if (val != ROR_NOT_READY) return -1;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
int Get_CD_Index (int cd_drive, int )
|
|
{
|
|
char buffer[128];
|
|
|
|
/*
|
|
** We need to do this twice because of the possibilities of a directory
|
|
** being cached. If this is so, it will only be discovered when we
|
|
** actually attempt to read a file from the drive.
|
|
*/
|
|
if(cd_drive) for (int count = 0; count < 2; count ++) {
|
|
struct find_t ft;
|
|
int file;
|
|
int open_failed;
|
|
|
|
/*
|
|
** Create a path for the cd drive and attempt to read the volume label from
|
|
** it.
|
|
*/
|
|
sprintf(buffer, "%c:\\", 'A' + cd_drive);
|
|
|
|
/*
|
|
** If we are able to read the volume label, this is good but not enough.
|
|
** Further verification must be done.
|
|
*/
|
|
if (!_dos_findfirst(buffer, _A_VOLID, &ft)) {
|
|
|
|
/*
|
|
** Since some versions of disk cacheing software will cache the CD's
|
|
** directory tracks, we may think the CD is in the drive when it is
|
|
** actually not. To resolve this we must attempt to open a file on
|
|
** the cd. Opening a file will always update the directory tracks
|
|
** (suposedly).
|
|
*/
|
|
sprintf(buffer, "%c:\\main.mix", 'A' + cd_drive);
|
|
open_failed = _dos_open(buffer, O_RDONLY|SH_DENYNO, &file);
|
|
if (!open_failed) {
|
|
_dos_close(file);
|
|
|
|
/*
|
|
** Hey some times the stupid dos driver appends a period to the
|
|
** name if it is eight characters long. If the last char is a
|
|
** period then erase it.
|
|
*/
|
|
if (ft.name[strlen(ft.name)-1] == '.') {
|
|
ft.name[strlen(ft.name)-1] = 0;
|
|
}
|
|
|
|
/*
|
|
** Match the volume label to the list of known C&C volume labels.
|
|
*/
|
|
for (int i=0 ; i < _Num_Volumes ; i++) {
|
|
if (!stricmp(_CD_Volume_Label[i], ft.name)) return (i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
#endif
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Force_CD_Available -- Ensures that specified CD is available. *
|
|
* *
|
|
* Call this routine when you need to ensure that the specified CD is actually in the *
|
|
* CD-ROM drive. *
|
|
* *
|
|
* INPUT: cd -- The CD that must be available. This will either be "0" for the GDI CD, or *
|
|
* "1" for the Nod CD. If either CD will qualify, then pass in "-1". *
|
|
* *
|
|
* OUTPUT: Is the CD inserted and available? If false is returned, then this indicates that *
|
|
* the player pressed <CANCEL>. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/11/1995 JLB : Created. *
|
|
* 05/22/1996 ST : Handles multiple CD drives / CD changers *
|
|
*=============================================================================================*/
|
|
bool Force_CD_Available(int cd)
|
|
{
|
|
#ifndef DEMO
|
|
static int _last = -1;
|
|
#endif
|
|
// static char _palette[768];
|
|
// static char _hold[256];
|
|
static void *font;
|
|
static char * _cd_name[] = {
|
|
"RED ALERT DISK 1",
|
|
"RED ALERT DISK 2",
|
|
};
|
|
|
|
int new_cd_drive = 0;
|
|
int cd_index;
|
|
char buffer[128];
|
|
int cd_drive;
|
|
int current_drive;
|
|
int drive_search_timeout;
|
|
|
|
ThemeType theme_playing = THEME_NONE;
|
|
|
|
/*
|
|
** If the required CD is set to -2 then it means that the file is present
|
|
** on the local hard drive and we shouldn't have to worry about it.
|
|
*/
|
|
if (cd == -2) return(true);
|
|
|
|
/*
|
|
** Find out if the CD in the current drive is the one we are looking for
|
|
*/
|
|
current_drive = CCFileClass::Get_CD_Drive();
|
|
cd_index = Get_CD_Index(current_drive, 1*60);
|
|
if (cd_index >= 0) {
|
|
if (cd == cd_index || cd == -1) {
|
|
/*
|
|
** The required CD is still in the CD drive we used last time
|
|
*/
|
|
new_cd_drive = current_drive;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Flag that we will have to restart the theme
|
|
*/
|
|
theme_playing = Theme.What_Is_Playing();
|
|
Theme.Stop();
|
|
|
|
|
|
if (!new_cd_drive) {
|
|
/*
|
|
** Check the last CD drive we used if its different from the current one
|
|
*/
|
|
int last_drive = CCFileClass::Get_Last_CD_Drive();
|
|
|
|
/*
|
|
** Make sure the last drive is valid and it isnt the current drive
|
|
*/
|
|
if (last_drive && last_drive != CCFileClass::Get_CD_Drive()) {
|
|
/*
|
|
** Find out if there is a C&C cd in the last drive and if so is it the one we are looking for
|
|
** Give it a nice big timeout so the CD changer has time to swap the discs
|
|
*/
|
|
cd_index = Get_CD_Index(last_drive, 10*60);
|
|
if (cd_index >= 0) {
|
|
if (cd == cd_index || cd == -1) {
|
|
/*
|
|
** The required CD is in the CD drive we used last time
|
|
*/
|
|
new_cd_drive = last_drive;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Lordy. No sign of that blimming CD anywhere. Search all the CD drives
|
|
** then if we still cant find it prompt the user to insert it.
|
|
*/
|
|
if (!new_cd_drive) {
|
|
|
|
/*
|
|
** Small timeout for the first pass through the drives
|
|
*/
|
|
drive_search_timeout = 2*60;
|
|
|
|
for (;;) {
|
|
/*
|
|
** Search all present CD drives for the required disc.
|
|
*/
|
|
for (int i=0 ; i<CDList.Get_Number_Of_Drives() ; i++) {
|
|
cd_drive = CDList.Get_Next_CD_Drive();
|
|
cd_index = Get_CD_Index(cd_drive, drive_search_timeout);
|
|
if (cd_index>=0) {
|
|
/*
|
|
** We found a C&C cd - lets see if it was the one we were looking for
|
|
*/
|
|
if (cd == cd_index || cd == -1 || cd == -2) {
|
|
/*
|
|
** Woohoo! The disk was in a different cd drive. Refresh the search path list
|
|
* and return.
|
|
*/
|
|
new_cd_drive = cd_drive;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** A new disc has become available so break
|
|
*/
|
|
if (new_cd_drive) break;
|
|
|
|
/*
|
|
** Increase the timeout for subsequent drive searches.
|
|
*/
|
|
drive_search_timeout = 5*60;
|
|
|
|
/*
|
|
** Prompt to insert the CD into the drive.
|
|
*/
|
|
if (cd == -1) {
|
|
sprintf(buffer, Text_String(TXT_CD_DIALOG_1), cd+1, _cd_name[cd]);
|
|
} else {
|
|
sprintf(buffer, Text_String(TXT_CD_DIALOG_2), cd+1, _cd_name[cd]);
|
|
}
|
|
#ifdef WIN32
|
|
GraphicViewPortClass * oldpage = Set_Logic_Page(SeenBuff);
|
|
#else
|
|
GraphicBufferClass * oldpage = Set_Logic_Page(SeenBuff);
|
|
#endif
|
|
theme_playing = Theme.What_Is_Playing();
|
|
Theme.Stop();
|
|
int hidden = Get_Mouse_State();
|
|
font = (void *)FontPtr;
|
|
|
|
/*
|
|
** Only set the palette if necessary.
|
|
*/
|
|
if (PaletteClass::CurrentPalette[1].Red_Component() +
|
|
PaletteClass::CurrentPalette[1].Blue_Component() +
|
|
PaletteClass::CurrentPalette[1].Green_Component() == 0) {
|
|
|
|
GamePalette.Set();
|
|
}
|
|
|
|
Keyboard->Clear();
|
|
|
|
while (Get_Mouse_State()) Show_Mouse();
|
|
|
|
if (WWMessageBox().Process(buffer, TXT_OK, TXT_CANCEL, TXT_NONE, TRUE) == 1) {
|
|
Set_Logic_Page(oldpage);
|
|
Hide_Mouse();
|
|
return(false);
|
|
}
|
|
while (hidden--) Hide_Mouse();
|
|
Set_Font(font);
|
|
Set_Logic_Page(oldpage);
|
|
}
|
|
}
|
|
|
|
CurrentCD = cd_index;
|
|
|
|
#ifndef DEMO
|
|
|
|
CCFileClass::Set_CD_Drive(new_cd_drive);
|
|
CCFileClass::Refresh_Search_Drives();
|
|
|
|
/*
|
|
** If it broke out of the query for CD-ROM loop, then this means that the
|
|
** CD-ROM has been inserted.
|
|
*/
|
|
// if (cd > -3 && _last != cd) {
|
|
if (cd > -1 && _last != cd) {
|
|
_last = cd;
|
|
|
|
Theme.Stop();
|
|
|
|
// if (ConquerMix) delete ConquerMix;
|
|
if (MoviesMix) delete MoviesMix;
|
|
if (GeneralMix) delete GeneralMix;
|
|
if (ScoreMix) delete ScoreMix;
|
|
if (MainMix) delete MainMix;
|
|
|
|
MainMix = new MFCD("MAIN.MIX", &FastKey);
|
|
assert(MainMix != NULL);
|
|
// ConquerMix = new MFCD("CONQUER.MIX", &FastKey);
|
|
if (CCFileClass("MOVIES1.MIX").Is_Available()) {
|
|
MoviesMix = new MFCD("MOVIES1.MIX", &FastKey);
|
|
} else {
|
|
MoviesMix = new MFCD("MOVIES2.MIX", &FastKey);
|
|
}
|
|
assert(MoviesMix != NULL);
|
|
GeneralMix = new MFCD("GENERAL.MIX", &FastKey);
|
|
ScoreMix = new MFCD("SCORES.MIX", &FastKey);
|
|
ThemeClass::Scan();
|
|
}
|
|
#endif
|
|
|
|
if (theme_playing != THEME_NONE) {
|
|
Theme.Queue_Song(theme_playing);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
* DISK_SPACE_AVAILABLE -- returns bytes of free disk space *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: returns amount of free disk space *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/11/1995 PWG : Created. *
|
|
*=========================================================================*/
|
|
unsigned long Disk_Space_Available(void)
|
|
{
|
|
struct diskfree_t diskdata;
|
|
unsigned drive;
|
|
|
|
_dos_getdrive(&drive);
|
|
_dos_getdiskfree(drive, &diskdata);
|
|
|
|
return(diskdata.avail_clusters * diskdata.sectors_per_cluster * diskdata.bytes_per_sector);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Do_Record_Playback -- handles saving/loading map pos & current object *
|
|
* *
|
|
* INPUT: *
|
|
* none. *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/15/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
static void Do_Record_Playback(void)
|
|
{
|
|
int count;
|
|
TARGET tgt;
|
|
int i;
|
|
COORDINATE coord;
|
|
ObjectClass * obj;
|
|
unsigned long sum;
|
|
unsigned long sum2;
|
|
unsigned long ltgt;
|
|
|
|
/*
|
|
** Record a game
|
|
*/
|
|
if (Session.Record) {
|
|
|
|
/*
|
|
** Save the map's location
|
|
*/
|
|
Session.RecordFile.Write(&Map.DesiredTacticalCoord,
|
|
sizeof (Map.DesiredTacticalCoord));
|
|
|
|
/*
|
|
** Save the current object list count
|
|
*/
|
|
count = CurrentObject.Count();
|
|
Session.RecordFile.Write(&count, sizeof(count));
|
|
|
|
/*
|
|
** Save a CRC of the selected-object list.
|
|
*/
|
|
sum = 0;
|
|
for (i = 0; i < count; i++) {
|
|
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
|
|
sum += ltgt;
|
|
}
|
|
Session.RecordFile.Write (&sum, sizeof(sum));
|
|
|
|
/*
|
|
** Save all selected objects.
|
|
*/
|
|
for (i = 0; i < count; i++) {
|
|
tgt = CurrentObject[i]->As_Target();
|
|
Session.RecordFile.Write (&tgt, sizeof(tgt));
|
|
}
|
|
|
|
//
|
|
// Save team-selection and formation events
|
|
//
|
|
Session.RecordFile.Write (&TeamEvent, sizeof(TeamEvent));
|
|
Session.RecordFile.Write (&TeamNumber, sizeof(TeamNumber));
|
|
Session.RecordFile.Write (&FormationEvent, sizeof(FormationEvent));
|
|
Session.RecordFile.Write (TeamMaxSpeed, sizeof(TeamMaxSpeed));
|
|
Session.RecordFile.Write (TeamSpeed, sizeof(TeamSpeed));
|
|
Session.RecordFile.Write (&FormMove, sizeof(FormMove));
|
|
Session.RecordFile.Write (&FormSpeed, sizeof(FormSpeed));
|
|
Session.RecordFile.Write (&FormMaxSpeed, sizeof(FormMaxSpeed));
|
|
TeamEvent = 0;
|
|
TeamNumber = 0;
|
|
FormationEvent = 0;
|
|
}
|
|
|
|
/*
|
|
** Play back a game ("attract" mode)
|
|
*/
|
|
if (Session.Play) {
|
|
|
|
/*
|
|
** Read & set the map's location.
|
|
*/
|
|
if (Session.RecordFile.Read(&coord, sizeof(coord))==sizeof(coord)) {
|
|
if (coord != Map.DesiredTacticalCoord) {
|
|
Map.Set_Tactical_Position(coord);
|
|
}
|
|
}
|
|
|
|
if (Session.RecordFile.Read(&count, sizeof(count))==sizeof(count)) {
|
|
/*
|
|
** Compute a CRC of the current object-selection list.
|
|
*/
|
|
sum = 0;
|
|
for (i = 0; i < CurrentObject.Count(); i++) {
|
|
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
|
|
sum += ltgt;
|
|
}
|
|
|
|
/*
|
|
** Load the CRC of the objects on disk; if it doesn't match, select
|
|
** all objects as they're loaded.
|
|
*/
|
|
Session.RecordFile.Read (&sum2, sizeof(sum2));
|
|
if (sum2 != sum) {
|
|
Unselect_All();
|
|
}
|
|
|
|
AllowVoice = true;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
if (Session.RecordFile.Read (&tgt, sizeof(tgt))==sizeof(tgt)) {
|
|
obj = As_Object(tgt);
|
|
if (obj && (sum2 != sum)) {
|
|
obj->Select();
|
|
AllowVoice = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
AllowVoice = true;
|
|
|
|
}
|
|
|
|
//
|
|
// Save team-selection and formation events
|
|
//
|
|
Session.RecordFile.Read (&TeamEvent, sizeof(TeamEvent));
|
|
Session.RecordFile.Read (&TeamNumber, sizeof(TeamNumber));
|
|
Session.RecordFile.Read (&FormationEvent, sizeof(FormationEvent));
|
|
if (TeamEvent) {
|
|
Handle_Team(TeamNumber, TeamEvent - 1);
|
|
}
|
|
if (FormationEvent) {
|
|
Toggle_Formation();
|
|
}
|
|
|
|
Session.RecordFile.Read (TeamMaxSpeed, sizeof(TeamMaxSpeed));
|
|
Session.RecordFile.Read (TeamSpeed, sizeof(TeamSpeed));
|
|
Session.RecordFile.Read (&FormMove, sizeof(FormMove));
|
|
Session.RecordFile.Read (&FormSpeed, sizeof(FormSpeed));
|
|
Session.RecordFile.Read (&FormMaxSpeed, sizeof(FormMaxSpeed));
|
|
/*
|
|
** The map isn't drawn in playback mode, so draw it here.
|
|
*/
|
|
Map.Render();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Hires_Load -- Allocates memory for, and loads, a resolution dependant file. *
|
|
* *
|
|
* *
|
|
* *
|
|
* INPUT: Name of file to load *
|
|
* *
|
|
* OUTPUT: Ptr to loaded file *
|
|
* *
|
|
* WARNINGS: Caller is responsible for releasing the memory allocated *
|
|
* *
|
|
* *
|
|
* HISTORY: *
|
|
* 5/13/96 3:20PM ST : Created *
|
|
*=============================================================================================*/
|
|
void * Hires_Load(char * name)
|
|
{
|
|
char filename[30];
|
|
int length;
|
|
void * return_ptr;
|
|
|
|
#ifdef WIN32
|
|
sprintf(filename, "H%s", name);
|
|
#else
|
|
strcpy(filename, name);
|
|
#endif
|
|
CCFileClass file (filename);
|
|
|
|
if (file.Is_Available()) {
|
|
|
|
length = file.Size();
|
|
return_ptr = new char[length];
|
|
file.Read(return_ptr, length);
|
|
return (return_ptr);
|
|
|
|
} else {
|
|
return (NULL);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Crate_From_Name -- Given a crate name convert it to a crate type. *
|
|
* *
|
|
* Use this routine to convert an ASCII crate name into a crate type. If no match could *
|
|
* be found, then CRATE_MONEY is assumed. *
|
|
* *
|
|
* INPUT: name -- Pointer to the crate name text to convert into a crate type. *
|
|
* *
|
|
* OUTPUT: Returns with the crate name converted into a crate type. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/12/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
CrateType Crate_From_Name(char const * name)
|
|
{
|
|
if (name != NULL) {
|
|
for (CrateType crate = CRATE_FIRST; crate < CRATE_COUNT; crate++) {
|
|
if (stricmp(name, CrateNames[crate]) == 0) return(crate);
|
|
}
|
|
}
|
|
return(CRATE_MONEY);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Owner_From_Name -- Convert an owner name into a bitfield. *
|
|
* *
|
|
* This will take an owner specification and convert it into a bitfield that represents *
|
|
* it. Sometimes this will be just a single house bit, but other times it could be *
|
|
* all the allies or soviet house bits combined. *
|
|
* *
|
|
* INPUT: text -- Pointer to the text to convert into a house bitfield. *
|
|
* *
|
|
* OUTPUT: Returns with the houses specified. The value is in the form of a bit field with *
|
|
* one bit per house type. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/12/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int Owner_From_Name(char const * text)
|
|
{
|
|
int ownable = 0;
|
|
if (stricmp(text, "soviet") == 0) {
|
|
ownable |= HOUSEF_SOVIET;
|
|
} else {
|
|
if (stricmp(text, "allies") == 0 || stricmp(text, "allied") == 0) {
|
|
ownable |= HOUSEF_ALLIES;
|
|
} else {
|
|
HousesType h = HouseTypeClass::From_Name(text);
|
|
if (h != HOUSE_NONE && (h < HOUSE_MULTI1 || h > HOUSE_MULTI8)) {
|
|
ownable |= (1 << h);
|
|
}
|
|
}
|
|
}
|
|
return(ownable);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Shake_The_Screen -- Dispatcher that shakes the screen. *
|
|
* *
|
|
* This routine will shake the game screen the number of shakes requested. *
|
|
* *
|
|
* INPUT: shakes -- The number of shakes to shake the screen. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/04/1996 BWG : Created. *
|
|
*=============================================================================================*/
|
|
void Shake_The_Screen(int shakes)
|
|
{
|
|
#ifdef WIN32
|
|
shakes += shakes;
|
|
|
|
Hide_Mouse();
|
|
SeenPage.Blit(HidPage);
|
|
int oldyoff = 0;
|
|
int newyoff = 0;
|
|
while(shakes--) {
|
|
int x = TickCount;
|
|
// CountDownTimer = 1;
|
|
do {
|
|
newyoff = Sim_Random_Pick(0,2) - 1;
|
|
} while (newyoff == oldyoff);
|
|
switch (newyoff) {
|
|
case -1:
|
|
HidPage.Blit(SeenPage, 0,2, 0,0, 640,398);
|
|
break;
|
|
case 0:
|
|
HidPage.Blit(SeenPage);
|
|
break;
|
|
case 1:
|
|
HidPage.Blit(SeenPage, 0,0, 0,2, 640,398);
|
|
break;
|
|
} while (x == TickCount);
|
|
// } while (CountDownTimer != 0) ;
|
|
}
|
|
HidPage.Blit(SeenPage);
|
|
Show_Mouse();
|
|
#else
|
|
Shake_Screen(shakes);
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* List_Copy -- Makes a copy of a cell offset list. *
|
|
* *
|
|
* This routine will make a copy of a cell offset list. It will only copy the significant *
|
|
* elements of the list limited by the maximum length specified. *
|
|
* *
|
|
* INPUT: source -- Pointer to a cell offset list. *
|
|
* *
|
|
* len -- The maximum number of cell offset elements to store in to the *
|
|
* destination list pointer. *
|
|
* *
|
|
* dest -- Pointer to the destination list to store the copy into. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: Ensure that the destination list is large enough to hold the list copy. *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/04/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void List_Copy(short const * source, int len, short * dest)
|
|
{
|
|
if (dest == NULL || dest == NULL) {
|
|
return;
|
|
}
|
|
|
|
while (len > 0) {
|
|
*dest = *source;
|
|
if (*dest == REFRESH_EOL) break;
|
|
dest++;
|
|
source++;
|
|
len--;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
//
|
|
// Boy, this function sure is crummy
|
|
//
|
|
void Crummy(int crumb1, int crumb2)
|
|
{
|
|
if (Debug_Check_Map && Debug_Heap_Dump) {
|
|
Mono_Printf("Hi, I'm Crummy. And so are these: %d, %d\n",crumb1,crumb2);
|
|
}
|
|
}
|
|
#endif
|