2759 lines
96 KiB
Plaintext
2759 lines
96 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\init.cpv 4.82 24 Oct 1996 12:53:00 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 : INIT.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : January 20, 1992 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Anim_Init -- Initialize the VQ animation control structure. *
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* Bootstrap -- Perform the initial bootstrap procedure. *
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* Calculate_CRC -- Calculates a one-way hash from a data block. *
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* Init_Authorization -- Verifies that the player is authorized to play the game. *
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* Init_Bootstrap_Mixfiles -- Registers and caches any mixfiles needed for bootstrapping. *
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* Init_Bulk_Data -- Initialize the time-consuming mixfile caching. *
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* Init_CDROM_Access -- Initialize the CD-ROM access handler. *
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* Init_Color_Remaps -- Initialize the text remap tables. *
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* Init_Expansion_Files -- Fetch any override expansion mixfiles. *
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* Init_Fonts -- Initialize all the game font pointers. *
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* Init_Game -- Main game initialization routine. *
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* Init_Heaps -- Initialize the game heaps and buffers. *
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* Init_Keys -- Initialize the cryptographic keys. *
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* Init_Mouse -- Initialize the mouse system. *
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* Init_One_Time_Systems -- Initialize internal pointers to the bulk data. *
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* Init_Random -- Initializes the random-number generator *
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* Init_Secondary_Mixfiles -- Register and cache secondary mixfiles. *
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* Load_Recording_Values -- Loads recording values from recording file *
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* Load_Title_Page -- Load the background art for the title page. *
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* Obfuscate -- Sufficiently transform parameter to thwart casual hackers. *
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* Parse_Command_Line -- Parses the command line parameters. *
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* Parse_INI_File -- Parses CONQUER.INI for special options *
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* Play_Intro -- plays the introduction & logo movies *
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* Save_Recording_Values -- Saves recording values to a recording file *
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* Select_Game -- The game's main menu *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "loaddlg.h"
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#ifdef WIN32
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#include "tcpip.h"
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#endif
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#include <conio.h>
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#include <dos.h>
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#ifndef WIN32
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#include <sys\timeb.h>
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#endif
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#include "ccdde.h"
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#include <time.h>
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RemapControlType SidebarScheme;
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/****************************************
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** Function prototypes for this module **
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*****************************************/
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static void Play_Intro(bool sequenced=false);
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static void Init_Color_Remaps(void);
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static void Init_Heaps(void);
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static void Init_Expansion_Files(void);
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static void Init_One_Time_Systems(void);
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static void Init_Fonts(void);
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static void Init_CDROM_Access(void);
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static void Init_Bootstrap_Mixfiles(void);
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static void Init_Secondary_Mixfiles(void);
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static void Init_Mouse(void);
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static void Bootstrap(void);
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//static void Init_Authorization(void);
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static void Init_Bulk_Data(void);
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static void Init_Keys(void);
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extern "C" {
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extern long RandNumb;
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}
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#ifndef WIN32
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static int UsePageFaultHandler = 1; // 1 = install PFH
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#endif //WIN32
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//extern int SimRandIndex;
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void Init_Random(void);
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#define ATTRACT_MODE_TIMEOUT 3600 // timeout for attract mode
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bool Load_Recording_Values(CCFileClass & file);
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bool Save_Recording_Values(CCFileClass & file);
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/***********************************************************************************************
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* Init_Game -- Main game initialization routine. *
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* *
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* Perform all one-time game initializations here. This includes all *
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* allocations and table setups. The intro and other one-time startup *
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* tasks are also performed here. *
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* *
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* INPUT: argc,argv -- Command line arguments. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Only call this ONCE!
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*
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* *
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* HISTORY: *
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* 10/07/1992 JLB : Created. *
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*=============================================================================================*/
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#include "sha.h"
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//#include <locale.h>
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bool Init_Game(int , char * [])
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{
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//must set international locale up front
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//V.Grippi 10/22/96
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//#ifdef WIN32
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//#ifdef German
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// setlocale(LC_ALL, "German");
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//#endif
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//#endif
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/*
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** Allocate the benchmark tracking objects only if the machine and
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** compile flags indicate.
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*/
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#ifdef CHEAT_KEYS
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if (Processor() >= 2) {
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Benches = new Benchmark [BENCH_COUNT];
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}
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#endif
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/*
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** Initialize the encryption keys.
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*/
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Init_Keys();
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/*
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** Bootstrap as much as possible before error-prone initializations are
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** performed. This bootstrap process will enable the error message
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** handler to function.
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*/
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//VG_MONO
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Mono_Print("about to BOOTSTRAP ourselves!!!!\n");
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Bootstrap();
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/*
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** Check for an initialize a working mouse pointer. Display error and bail if
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** no mouse driver is installed.
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*/
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Init_Mouse();
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/*
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** Initialize access to the CD-ROM and ensure that the CD is inserted. This can, and
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** most likely will, result in a visible prompt.
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*/
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Init_CDROM_Access();
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/*
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** Register and cache any secondary mixfiles.
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*/
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//VG_MONO
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Mono_Print("about to call init secondary mixfiles\n");
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Init_Secondary_Mixfiles();
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/*
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** This is a special hack to initialize the heaps that must be in place before the
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** rules file is processed. These heaps should properly be allocated as a consequence
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** of processing the rules.ini file, but that is a bit beyond the capabilities of
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** the rule parser routine (currently).
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*/
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HouseTypes.Set_Heap(HOUSE_COUNT);
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BuildingTypes.Set_Heap(STRUCT_COUNT);
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AircraftTypes.Set_Heap(AIRCRAFT_COUNT);
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InfantryTypes.Set_Heap(INFANTRY_COUNT);
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BulletTypes.Set_Heap(BULLET_COUNT);
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AnimTypes.Set_Heap(ANIM_COUNT);
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UnitTypes.Set_Heap(UNIT_COUNT);
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VesselTypes.Set_Heap(VESSEL_COUNT);
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TemplateTypes.Set_Heap(TEMPLATE_COUNT);
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TerrainTypes.Set_Heap(TERRAIN_COUNT);
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OverlayTypes.Set_Heap(OVERLAY_COUNT);
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SmudgeTypes.Set_Heap(SMUDGE_COUNT);
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HouseTypeClass::Init_Heap();
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BuildingTypeClass::Init_Heap();
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AircraftTypeClass::Init_Heap();
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InfantryTypeClass::Init_Heap();
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BulletTypeClass::Init_Heap();
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AnimTypeClass::Init_Heap();
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UnitTypeClass::Init_Heap();
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VesselTypeClass::Init_Heap();
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TemplateTypeClass::Init_Heap();
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TerrainTypeClass::Init_Heap();
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OverlayTypeClass::Init_Heap();
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SmudgeTypeClass::Init_Heap();
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/*
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** Find and process any rules for this game.
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*/
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if (RuleINI.Load(CCFileClass("RULES.INI"), false)) {
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Rule.Process(RuleINI);
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}
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Session.MaxPlayers = Rule.MaxPlayers;
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/*
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** Initialize the game object heaps as well as other rules-dependant buffer allocations.
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*/
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Init_Heaps();
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/*
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** Initialize the animation system.
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*/
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Anim_Init();
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if (SpawnedFromWChat){
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Special.IsFromWChat = true;
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}
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/*
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** Play the startup animation.
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*/
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if (!Special.IsFromInstall && !Special.IsFromWChat) {
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VisiblePage.Clear();
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Play_Intro();
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memset(CurrentPalette, 0x01, 768);
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WhitePalette.Set();
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} else {
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memset(CurrentPalette, 0x01, 768);
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}
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/*
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** Initialize the text remap tables.
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*/
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Init_Color_Remaps();
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/*
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** Get authorization to access the game.
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*/
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// Init_Authorization();
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// Show_Mouse();
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/*
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** If not automatically launching into the intro, then display the title
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** page while the bulk data is cached.
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*/
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if (!Special.IsFromInstall) {
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// Hide_Mouse();
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Load_Title_Page(true);
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CCPalette.Set(FADE_PALETTE_SLOW);
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// HidPage.Blit(SeenPage);
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// Show_Mouse();
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Call_Back();
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}
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/*
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** Initialize the bulk data. This takes the longest time and must be performed once
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** before the regular game starts.
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*/
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Init_Bulk_Data();
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/*
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** Initialize the multiplayer score values
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*/
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Session.GamesPlayed = 0;
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Session.NumScores = 0;
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Session.CurGame = 0;
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for (int i = 0; i < MAX_MULTI_NAMES; i++) {
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Session.Score[i].Name[0] = '\0';
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Session.Score[i].Wins = 0;
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for (int j = 0; j < MAX_MULTI_GAMES; j++) {
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Session.Score[i].Kills[j] = -1; // -1 = this player didn't play this round
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}
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}
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/*
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** Copy the title screen's palette into the GamePalette & OriginalPalette,
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** because the options Load routine uses these palettes to set the brightness, etc.
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*/
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GamePalette = CCPalette;
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// InGamePalette = CCPalette;
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OriginalPalette = CCPalette;
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/*
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** Read game options, so the GameSpeed is initialized when multiplayer
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** dialogs are invoked. (GameSpeed must be synchronized between systems.)
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*/
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Options.Load_Settings();
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return(true);
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}
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/***********************************************************************************************
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* Select_Game -- The game's main menu *
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* *
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* INPUT: *
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* fade if true, will fade the palette in gradually *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 06/05/1995 BRR : Created. *
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*=============================================================================================*/
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bool Select_Game(bool fade)
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{
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enum {
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SEL_TIMEOUT = -1, // main menu timeout--go into attract mode
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SEL_NEW_SCENARIO, // Expansion scenario to play.
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SEL_START_NEW_GAME, // start a new game
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#ifdef WIN32
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SEL_INTERNET,
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#endif //WIN32
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SEL_LOAD_MISSION, // load a saved game
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SEL_MULTIPLAYER_GAME, // play modem/null-modem/network game
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SEL_INTRO, // couch-potato mode
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SEL_EXIT, // exit to DOS
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SEL_FAME, // view the hall o' fame
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SEL_NONE, // placeholder default value
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};
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bool gameloaded=false; // Has the game been loaded from the menu?
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int selection; // the default selection
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bool process = true; // false = break out of while loop
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bool display = true;
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if (Special.IsFromInstall) {
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display = false;
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}
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Show_Mouse();
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#ifdef WIN32
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/*
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** Enable the DDE Server so we can get internet start game packets from WChat
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*/
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DDEServer.Enable();
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#endif //WIN32
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/*
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** [Re]set any globals that need it, in preparation for a new scenario
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*/
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GameActive = true;
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DoList.Init();
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#ifdef MIRROR_QUEUE
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MirrorList.Init();
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#endif
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OutList.Init();
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Frame = 0;
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Scen.MissionTimer = 0;
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Scen.MissionTimer.Stop();
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PlayerWins = false;
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PlayerLoses = false;
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Session.ObiWan = false;
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Debug_Unshroud = false;
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Map.Set_Cursor_Shape(0);
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Map.PendingObjectPtr = 0;
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Map.PendingObject = 0;
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Map.PendingHouse = HOUSE_NONE;
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Session.ProcessTicks = 0;
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Session.ProcessFrames = 0;
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Session.DesiredFrameRate = 30;
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/*
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** Init multiplayer game scores. Let Wins accumulate; just init the current
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** Kills for this game. Kills of -1 means this player didn't play this round.
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*/
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for (int i = 0 ; i < MAX_MULTI_GAMES; i++) {
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Session.Score[i].Kills[Session.CurGame] = -1;
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}
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/*
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** Set default mouse shape
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*/
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Map.Set_Default_Mouse(MOUSE_NORMAL, false);
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/*
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** If the last game we played was a multiplayer game, jump right to that
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** menu by pre-setting 'selection'.
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*/
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if (Session.Type == GAME_NORMAL) {
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selection = SEL_NONE;
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} else {
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selection = SEL_MULTIPLAYER_GAME;
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}
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/*
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** Main menu processing; only do this if we're not in editor mode.
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*/
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if (!Debug_Map) {
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/*
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** Menu selection processing loop
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*/
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Theme.Queue_Song(THEME_CRUS);
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/*
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** If we're playing back a recording, load all pertinent values & skip
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** the menu loop. Hide the now-useless mouse pointer.
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*/
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if (Session.Play && Session.RecordFile.Is_Available()) {
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if (Session.RecordFile.Open(READ)) {
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Load_Recording_Values(Session.RecordFile);
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process = false;
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Theme.Fade_Out();
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} else
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Session.Play = false;
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}
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#ifdef WIN32
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/*
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** Handle case where we were spawned from Wchat
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*/
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if (SpawnedFromWChat) {
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Special.IsFromInstall = false; //Dont play intro if we were spawned from wchat
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selection = SEL_INTERNET;
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Theme.Queue_Song(THEME_QUIET);
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Session.Type = GAME_INTERNET;
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display = false;
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Set_Logic_Page(SeenBuff);
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}
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#endif //WIN32
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while (process) {
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/*
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** Redraw the title page if needed
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*/
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if (display) {
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Hide_Mouse();
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/*
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** Display the title page; fade it in if this is the first time
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** through the loop, and the 'fade' flag is true
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*/
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Load_Title_Page();
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GamePalette = CCPalette;
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HidPage.Blit(SeenPage);
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// if (fade) {
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// WhitePalette.Set();
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// CCPalette.Set(FADE_PALETTE_SLOW, Call_Back);
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// fade = false;
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// } else {
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CCPalette.Set();
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// }
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Set_Logic_Page(SeenBuff);
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display = false;
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Show_Mouse();
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}
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/*
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** Display menu and fetch selection from player.
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*/
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if (Special.IsFromInstall) selection = SEL_START_NEW_GAME;
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#ifdef WIN32
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/*
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** Handle case where we were spawned from Wchat and our start game
|
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** packet has already arrived
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*/
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if (Special.IsFromWChat && DDEServer.Get_MPlayer_Game_Info()) {
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Check_From_WChat(NULL);
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selection = SEL_MULTIPLAYER_GAME;
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Theme.Queue_Song(THEME_QUIET);
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Session.Type = GAME_INTERNET;
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} else {
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/*
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** We werent spawned but we could still receive a DDE packet from wchat
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*/
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if (DDEServer.Get_MPlayer_Game_Info()) {
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Check_From_WChat(NULL);
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/*
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** Make sure top and bottom of screen are clear in 640x480 mode
|
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*/
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if (ScreenHeight == 480) {
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VisiblePage.Fill_Rect (0, 0, 639, 40, 0);
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VisiblePage.Fill_Rect (0, 440, 639, 479, 0);
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}
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}
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}
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#endif //WIN32
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if (selection == SEL_NONE) {
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selection = Main_Menu(ATTRACT_MODE_TIMEOUT);
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}
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Call_Back();
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switch (selection) {
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/*
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** Pick an expansion scenario.
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*/
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case SEL_NEW_SCENARIO:
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Scen.CarryOverMoney = 0;
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IsTanyaDead = false;
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SaveTanya = false;
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Expansion_Dialog();
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Theme.Fade_Out();
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Theme.Queue_Song(THEME_FIRST);
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Session.Type = GAME_NORMAL;
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process = false;
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break;
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/*
|
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** SEL_START_NEW_GAME: Play the game
|
||
*/
|
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case SEL_START_NEW_GAME:
|
||
if (Special.IsFromInstall) {
|
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Scen.CDifficulty = DIFF_NORMAL;
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Scen.Difficulty = DIFF_NORMAL;
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} else {
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switch (Fetch_Difficulty()) {
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case 0:
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Scen.CDifficulty = DIFF_HARD;
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Scen.Difficulty = DIFF_EASY;
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break;
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case 1:
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Scen.CDifficulty = DIFF_HARD;
|
||
Scen.Difficulty = DIFF_NORMAL;
|
||
break;
|
||
|
||
case 2:
|
||
Scen.CDifficulty = DIFF_NORMAL;
|
||
Scen.Difficulty = DIFF_NORMAL;
|
||
break;
|
||
|
||
case 3:
|
||
Scen.CDifficulty = DIFF_EASY;
|
||
Scen.Difficulty = DIFF_NORMAL;
|
||
break;
|
||
|
||
case 4:
|
||
Scen.CDifficulty = DIFF_EASY;
|
||
Scen.Difficulty = DIFF_HARD;
|
||
break;
|
||
}
|
||
}
|
||
Scen.CarryOverMoney = 0;
|
||
BuildLevel = 1;
|
||
IsTanyaDead = false;
|
||
SaveTanya = false;
|
||
Whom = HOUSE_GOOD;
|
||
|
||
if (!Special.IsFromInstall) {
|
||
switch (WWMessageBox().Process(TXT_CHOOSE, TXT_ALLIES, TXT_SOVIET)) {
|
||
default:
|
||
case 0:
|
||
Scen.Set_Scenario_Name("SCG01EA.INI");
|
||
break;
|
||
|
||
case 1:
|
||
Scen.Set_Scenario_Name("SCU01EA.INI");
|
||
break;
|
||
}
|
||
Theme.Fade_Out();
|
||
Load_Title_Page();
|
||
} else {
|
||
Theme.Fade_Out();
|
||
Hide_Mouse();
|
||
Choose_Side();
|
||
if (CurrentCD == 0) {
|
||
Scen.Set_Scenario_Name("SCG01EA.INI");
|
||
} else {
|
||
Scen.Set_Scenario_Name("SCU01EA.INI");
|
||
}
|
||
}
|
||
|
||
Session.Type = GAME_NORMAL;
|
||
process = false;
|
||
break;
|
||
|
||
#ifdef WIN32
|
||
/*
|
||
** Internet game is requested
|
||
*/
|
||
case SEL_INTERNET:
|
||
/*
|
||
** Only call up the internet menu code if we dont already have connect info from WChat
|
||
*/
|
||
if (!DDEServer.Get_MPlayer_Game_Info()) {
|
||
if (Do_The_Internet_Menu_Thang() && DDEServer.Get_MPlayer_Game_Info()) {
|
||
Check_From_WChat(NULL);
|
||
selection = SEL_MULTIPLAYER_GAME;
|
||
display = false;
|
||
Session.Type = GAME_INTERNET;
|
||
} else {
|
||
selection = SEL_NONE;
|
||
display = true;
|
||
}
|
||
} else {
|
||
Check_From_WChat(NULL);
|
||
display = false;
|
||
Session.Type = GAME_INTERNET;
|
||
selection = SEL_MULTIPLAYER_GAME;
|
||
}
|
||
break;
|
||
#endif //WIN32
|
||
|
||
/*
|
||
** Load a saved game.
|
||
*/
|
||
case SEL_LOAD_MISSION:
|
||
if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
|
||
Theme.Queue_Song(THEME_FIRST);
|
||
process = false;
|
||
gameloaded = true;
|
||
} else {
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** SEL_MULTIPLAYER_GAME: set 'Session.Type' to NULL-modem, modem, or
|
||
** network play.
|
||
*/
|
||
case SEL_MULTIPLAYER_GAME:
|
||
switch (Session.Type) {
|
||
|
||
/*
|
||
** If 'Session.Type' isn't already set up for a multiplayer game,
|
||
** we must prompt the user for which type of multiplayer game
|
||
** they want.
|
||
*/
|
||
case GAME_NORMAL:
|
||
Session.Type = Select_MPlayer_Game();
|
||
if (Session.Type == GAME_NORMAL) { // 'Cancel'
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
break;
|
||
|
||
case GAME_SKIRMISH:
|
||
if ( !Com_Scenario_Dialog(true) ) {
|
||
Session.Type = Select_MPlayer_Game();
|
||
if (Session.Type == GAME_NORMAL) { // user hit Cancel
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case GAME_NULL_MODEM:
|
||
case GAME_MODEM:
|
||
if ( Session.Type != GAME_SKIRMISH && NullModem.Num_Connections() ) {
|
||
NullModem.Init_Send_Queue();
|
||
|
||
if ((Session.Type == GAME_NULL_MODEM &&
|
||
Session.ModemType == MODEM_NULL_HOST) ||
|
||
(Session.Type == GAME_MODEM &&
|
||
Session.ModemType == MODEM_DIALER) ) {
|
||
|
||
if ( !Com_Scenario_Dialog() ) {
|
||
Session.Type = Select_Serial_Dialog();
|
||
if (Session.Type == GAME_NORMAL) { // user hit Cancel
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
}
|
||
} else {
|
||
if ( !Com_Show_Scenario_Dialog() ) {
|
||
Session.Type = Select_Serial_Dialog();
|
||
if (Session.Type == GAME_NORMAL) { // user hit Cancel
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
}
|
||
}
|
||
} else {
|
||
Session.Type = Select_MPlayer_Game();
|
||
if (Session.Type == GAME_NORMAL) { // 'Cancel'
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
}
|
||
break;
|
||
|
||
#ifdef WIN32
|
||
/*
|
||
** Handle being spawned from WChat. Internet play based on IPX code.
|
||
*/
|
||
case GAME_INTERNET:
|
||
if (Special.IsFromWChat) {
|
||
/*
|
||
** Give myself focus.
|
||
*/
|
||
SetForegroundWindow ( MainWindow );
|
||
ShowWindow ( MainWindow, ShowCommand );
|
||
|
||
OutputDebugString ("RA95 - About to initialise Winsock.\n");
|
||
if (Winsock.Init()) {
|
||
OutputDebugString ("RA95 - About to read multiplayer settings.\n");
|
||
Session.Read_MultiPlayer_Settings ();
|
||
Server = PlanetWestwoodIsHost;
|
||
|
||
OutputDebugString ("RA95 - About to set addresses.\n");
|
||
Winsock.Set_Host_Address(PlanetWestwoodIPAddress);
|
||
|
||
OutputDebugString ("RA95 - About to call Start_Server or Start_Client.\n");
|
||
if (Server) {
|
||
Winsock.Start_Server();
|
||
} else {
|
||
Winsock.Start_Client();
|
||
}
|
||
|
||
|
||
/*
|
||
** Flush out any pending packets from a previous game.
|
||
*/
|
||
OutputDebugString ("RA95 - About to flush packet queue.\n");
|
||
OutputDebugString ("RA95 - Allocating scrap memory.\n");
|
||
char *temp_buffer = new char[1024];
|
||
|
||
OutputDebugString ("RA95 - Creating timer class instance.\n");
|
||
CountDownTimerClass ptimer;
|
||
|
||
OutputDebugString ("RA95 - Entering read loop.\n");
|
||
while (Winsock.Read(temp_buffer, 1024)) {
|
||
|
||
OutputDebugString ("RA95 - Discarding a packet.\n");
|
||
ptimer.Set (30, true);
|
||
while (ptimer.Time()) {};
|
||
OutputDebugString ("RA95 - Ready to check for more packets.\n");
|
||
|
||
}
|
||
OutputDebugString ("RA95 - About to delete scrap memory.\n");
|
||
delete temp_buffer;
|
||
|
||
|
||
|
||
} else {
|
||
OutputDebugString ("RA95 - Winsock failed to initialise.\n");
|
||
Session.Type = GAME_NORMAL;
|
||
selection = SEL_EXIT;
|
||
Special.IsFromWChat = false;
|
||
break;
|
||
}
|
||
|
||
OutputDebugString ("RA95 - About to call Init_Network.\n");
|
||
Init_Network();
|
||
|
||
if (DDEServer.Get_MPlayer_Game_Info()) {
|
||
OutputDebugString ("RA95 - About to call Read_Game_Options.\n");
|
||
Read_Game_Options( NULL );
|
||
} else {
|
||
Read_Game_Options( "C&CSPAWN.INI" );
|
||
}
|
||
|
||
if (Server) {
|
||
|
||
OutputDebugString ("RA95 - About to call Server_Remote_Connect.\n");
|
||
if (Server_Remote_Connect()) {
|
||
OutputDebugString ("RA95 - Server_Remote_Connect returned success.\n");
|
||
break;
|
||
} else {
|
||
/*
|
||
** We failed to connect to the other player
|
||
*
|
||
* SEND FAILURE PACKET TO WCHAT HERE !!!!!
|
||
*
|
||
*/
|
||
Winsock.Close();
|
||
Session.Type = GAME_NORMAL;
|
||
selection = SEL_NONE;
|
||
DDEServer.Delete_MPlayer_Game_Info(); // Make sure we dont go round in an infinite loop
|
||
break;
|
||
}
|
||
} else {
|
||
OutputDebugString ("RA95 - About to call Client_Remote_Connect.\n");
|
||
if (Client_Remote_Connect()) {
|
||
OutputDebugString ("RA95 - Client_Remote_Connect returned success.\n");
|
||
break;
|
||
} else {
|
||
/*
|
||
** We failed to connect to the other player
|
||
*
|
||
* SEND FAILURE PACKET TO WCHAT HERE !!!!!
|
||
*
|
||
*/
|
||
Winsock.Close();
|
||
Session.Type = GAME_NORMAL;
|
||
selection = SEL_NONE;
|
||
DDEServer.Delete_MPlayer_Game_Info(); // Make sure we dont go round in an infinite loop
|
||
break;
|
||
}
|
||
}
|
||
|
||
} else {
|
||
Session.Type = Select_MPlayer_Game();
|
||
if (Session.Type == GAME_NORMAL) { // 'Cancel'
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
}
|
||
break;
|
||
|
||
#endif //WIN32
|
||
|
||
}
|
||
|
||
switch (Session.Type) {
|
||
/*
|
||
** Modem, Null-Modem or internet
|
||
*/
|
||
case GAME_MODEM:
|
||
case GAME_NULL_MODEM:
|
||
case GAME_INTERNET:
|
||
case GAME_SKIRMISH:
|
||
Theme.Fade_Out();
|
||
process = false;
|
||
Options.ScoreVolume = 0;
|
||
break;
|
||
|
||
/*
|
||
** Network (IPX): start a new network game.
|
||
*/
|
||
case GAME_IPX:
|
||
/*
|
||
** Init network system & remote-connect
|
||
*/
|
||
if (Session.Type == GAME_IPX && Init_Network() && Remote_Connect()) {
|
||
Options.ScoreVolume = 0;
|
||
process = false;
|
||
Theme.Fade_Out();
|
||
} else { // user hit cancel, or init failed
|
||
Session.Type = GAME_NORMAL;
|
||
display = true;
|
||
selection = SEL_NONE;
|
||
}
|
||
break;
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** Play a VQ
|
||
*/
|
||
case SEL_INTRO:
|
||
Theme.Fade_Out();
|
||
if (Debug_Flag) {
|
||
Play_Intro(Debug_Flag);
|
||
} else {
|
||
Hide_Mouse();
|
||
VisiblePage.Clear();
|
||
Show_Mouse();
|
||
Play_Movie(VQ_INTRO_MOVIE, THEME_NONE, true); // no transition picture to briefing
|
||
// Play_Movie(VQ_INTRO_MOVIE, THEME_NONE, false); // has transitino picture to briefing
|
||
}
|
||
Theme.Queue_Song(THEME_CRUS);
|
||
display = true;
|
||
fade = true;
|
||
selection = SEL_NONE;
|
||
break;
|
||
|
||
/*
|
||
** Exit to DOS.
|
||
*/
|
||
case SEL_EXIT:
|
||
Theme.Fade_Out();
|
||
BlackPalette.Set(FADE_PALETTE_SLOW);
|
||
return(false);
|
||
|
||
/*
|
||
** Display the hall of fame.
|
||
*/
|
||
case SEL_FAME:
|
||
break;
|
||
|
||
case SEL_TIMEOUT:
|
||
if (Session.Attract && Session.RecordFile.Is_Available()) {
|
||
Session.Play = true;
|
||
if (Session.RecordFile.Open(READ)) {
|
||
Load_Recording_Values(Session.RecordFile);
|
||
process = false;
|
||
Theme.Fade_Out();
|
||
} else {
|
||
Session.Play = false;
|
||
selection = SEL_NONE;
|
||
}
|
||
} else {
|
||
selection = SEL_NONE;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
} else {
|
||
|
||
/*
|
||
** For Debug_Map (editor) mode to load scenario
|
||
*/
|
||
Scen.Set_Scenario_Name("SCG01EA.INI");
|
||
}
|
||
|
||
/*
|
||
** Don't carry stray keystrokes into game.
|
||
*/
|
||
Keyboard->Clear();
|
||
|
||
/*
|
||
** Initialize the random number generator(s)
|
||
*/
|
||
//VG_MONO
|
||
Mono_Print("about to call Init_Random, COOL!!\n");
|
||
Init_Random();
|
||
|
||
/*
|
||
** Save initialization values if we're recording this game.
|
||
*/
|
||
if (Session.Record) {
|
||
if (Session.RecordFile.Open(WRITE)) {
|
||
Save_Recording_Values(Session.RecordFile);
|
||
} else {
|
||
Session.Record = false;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Load the scenario. Specify variation 'A' for the editor; for the game,
|
||
** don't specify a variation, to make 'Set_Scenario_Name()' pick a random one.
|
||
** Skip this if we've already loaded a save-game.
|
||
*/
|
||
if (!gameloaded && !Session.LoadGame) {
|
||
// if (Debug_Map) {
|
||
// Set_Scenario_Name(Scen.ScenarioName, Scen.Scenario, Scen.ScenPlayer, Scen.ScenDir, SCEN_VAR_A);
|
||
// } else {
|
||
// Set_Scenario_Name(Scen.ScenarioName, Scen.Scenario, Scen.ScenPlayer, Scen.ScenDir);
|
||
// }
|
||
|
||
/*
|
||
** Start_Scenario() changes the palette; so, fade out & clear the screen
|
||
** before calling it.
|
||
*/
|
||
Hide_Mouse();
|
||
|
||
if (selection != SEL_START_NEW_GAME) {
|
||
BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
|
||
#ifdef WIN32
|
||
//VG_MONO
|
||
Mono_Print("about tocall hiddenpage clear\n");
|
||
HiddenPage.Clear();
|
||
VisiblePage.Clear();
|
||
#else
|
||
HidPage.Clear();
|
||
SeenPage.Clear();
|
||
#endif //WIN32
|
||
}
|
||
Show_Mouse();
|
||
//VG_MONO
|
||
Mono_Print("about to call start_scenario\n");
|
||
|
||
if (!Start_Scenario(Scen.ScenarioName)) {
|
||
return(false);
|
||
}
|
||
if (Special.IsFromInstall) Show_Mouse();
|
||
Special.IsFromInstall = false;
|
||
}
|
||
|
||
/*
|
||
** For multiplayer games, initialize the inter-player message system.
|
||
** Do this after loading the scenario, so the map's upper-left corner is
|
||
** properly set.
|
||
*/
|
||
Session.Messages.Init(
|
||
Map.TacPixelX, Map.TacPixelY, // x,y for messages
|
||
6, // max # msgs
|
||
MAX_MESSAGE_LENGTH-14, // max msg length
|
||
7 * RESFACTOR, // font height in pixels
|
||
-1, -1, // x,y for edit line (appears above msgs)
|
||
0,//BG 1, // enable edit overflow
|
||
20, // min,
|
||
MAX_MESSAGE_LENGTH - 14, // max for trimming overflow
|
||
#ifdef WIN32
|
||
Lepton_To_Pixel(Map.TacLeptonWidth)); // Width in pixels of buffer
|
||
#else
|
||
(320-SIDEBAR_WID)); // Width in pixels of buffer
|
||
#endif
|
||
|
||
if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH && !Session.Play) {
|
||
Session.Create_Connections();
|
||
}
|
||
|
||
/*
|
||
** Hide the SeenPage; force the map to render one frame. The caller can
|
||
** then fade the palette in.
|
||
** (If we loaded a game, this step will fade out the title screen. If we
|
||
** started a scenario, Start_Scenario() will have played a couple of VQ
|
||
** movies, which will have cleared the screen to black already.)
|
||
*/
|
||
//VG_MONO
|
||
Mono_Print("about to call Call_Back \n");
|
||
Call_Back();
|
||
Hide_Mouse();
|
||
BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
|
||
// Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
|
||
#ifdef WIN32
|
||
HiddenPage.Clear();
|
||
VisiblePage.Clear();
|
||
#else
|
||
HidPage.Clear();
|
||
SeenPage.Clear();
|
||
#endif //WIN32
|
||
Show_Mouse();
|
||
Set_Logic_Page(SeenBuff);
|
||
#ifdef WIN32
|
||
/*
|
||
** Sidebar is always active in hi-res.
|
||
*/
|
||
//VG_MONO
|
||
Mono_Print("about to call map sidebar class::activate\n");
|
||
if (!Debug_Map) {
|
||
Map.SidebarClass::Activate(1);
|
||
}
|
||
#endif //WIN32
|
||
Map.Flag_To_Redraw();
|
||
Call_Back();
|
||
//VG_MONO
|
||
Mono_Print("about to call Map.Render \n");
|
||
Map.Render();
|
||
Mono_Print("just returned from Map.Render \n");
|
||
|
||
return(true);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Pla
|
||
y_Intro -- plays the introduction & logo movies *
|
||
* *
|
||
* INPUT: *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/06/1995 BRR : Created. *
|
||
* 05/08/1996 JLB : Modified for Red Alert and direction control. *
|
||
*=============================================================================================*/
|
||
static void Play_Intro(bool sequenced)
|
||
{
|
||
static VQType _counter = VQ_FIRST;
|
||
|
||
Keyboard->Clear();
|
||
if (sequenced) {
|
||
if (_counter <= VQ_FIRST) _counter = VQ_COUNT;
|
||
if (_counter == VQ_COUNT) _counter--;
|
||
if (_counter == VQ_REDINTRO) _counter--;
|
||
if (_counter == VQ_TITLE) _counter--;
|
||
Hide_Mouse();
|
||
VisiblePage.Clear();
|
||
Show_Mouse();
|
||
Play_Movie(VQType(_counter--), THEME_NONE);
|
||
// Show_Mouse();
|
||
} else {
|
||
Hide_Mouse();
|
||
VisiblePage.Clear();
|
||
Show_Mouse();
|
||
#ifdef WIN32
|
||
Play_Movie(VQ_REDINTRO, THEME_NONE, false);
|
||
#else
|
||
Play_Movie(VQ_TITLE, THEME_NONE, false);
|
||
#endif
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Anim_Init -- Initialize the VQ animation control structure. *
|
||
* *
|
||
* VQ animations are controlled by a structure passed to the VQ player. This routine *
|
||
* initializes the structure to values required by C&C. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: Only need to call this routine once at the beginning of the game. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/20/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
#ifdef WIN32
|
||
#ifdef MOVIE640
|
||
GraphicBufferClass VQ640(640, 400, (void *)NULL);
|
||
#endif
|
||
#endif
|
||
void Anim_Init(void)
|
||
{
|
||
|
||
#ifdef WIN32
|
||
|
||
/* Configure player with INI file */
|
||
VQA_DefaultConfig(&AnimControl);
|
||
AnimControl.DrawFlags = VQACFGF_TOPLEFT;
|
||
AnimControl.DrawFlags |= VQACFGF_BUFFER;
|
||
//AnimControl.DrawFlags |= VQACFGF_NODRAW;
|
||
//BG - M. Grayford says turn this off AnimControl.DrawFlags |= VQACFGF_NOSKIP;
|
||
|
||
AnimControl.DrawFlags |= VQACFGF_NOSKIP;
|
||
AnimControl.FrameRate = -1;
|
||
AnimControl.DrawRate = -1;
|
||
AnimControl.DrawerCallback = VQ_Call_Back;
|
||
AnimControl.ImageWidth = 320;
|
||
AnimControl.ImageHeight = 200;
|
||
AnimControl.ImageBuf = (unsigned char *)SysMemPage.Get_Offset();
|
||
#ifdef MOVIE640
|
||
if(IsVQ640) {
|
||
AnimControl.ImageWidth = 640;
|
||
AnimControl.ImageHeight = 400;
|
||
AnimControl.ImageBuf = (unsigned char *)VQ640.Get_Offset();
|
||
}
|
||
#endif
|
||
AnimControl.Vmode = 0;
|
||
AnimControl.OptionFlags |= VQAOPTF_CAPTIONS|VQAOPTF_EVA;
|
||
if (SlowPalette) {
|
||
AnimControl.OptionFlags |= VQAOPTF_SLOWPAL;
|
||
}
|
||
AnimControl.SoundObject = SoundObject;
|
||
AnimControl.PrimaryBufferPtr = PrimaryBufferPtr;
|
||
if (MonoClass::Is_Enabled()) {
|
||
AnimControl.OptionFlags |= VQAOPTF_MONO;
|
||
}
|
||
|
||
#else //WIN32
|
||
/* Configure player with INI file */
|
||
VQA_DefaultConfig(&AnimControl);
|
||
// void const * font = Load_Font(FONT8);
|
||
// AnimControl.EVAFont = (char *)font;
|
||
// AnimControl.CapFont = (char *)font;
|
||
AnimControl.DrawerCallback = VQ_Call_Back;
|
||
AnimControl.ImageWidth = 320;
|
||
AnimControl.ImageHeight = 200;
|
||
AnimControl.Vmode = MCGA_MODE;
|
||
AnimControl.VBIBit = VertBlank;
|
||
AnimControl.DrawFlags |= VQACFGF_TOPLEFT;
|
||
AnimControl.OptionFlags |= VQAOPTF_HMIINIT|VQAOPTF_CAPTIONS|VQAOPTF_EVA;
|
||
// AnimControl.AudioBuf = (unsigned char *)HidPage.Get_Buffer();
|
||
// AnimControl.AudioBufSize = 32768U;
|
||
AnimControl.DigiCard = NewConfig.DigitCard;
|
||
AnimControl.HMIBufSize = 8192;
|
||
AnimControl.DigiHandle = Get_Digi_Handle();
|
||
AnimControl.Volume = 0x00FF;
|
||
AnimControl.AudioRate = 22050;
|
||
// if (NewConfig.Speed) AnimControl.AudioRate = 11025;
|
||
|
||
if (!Debug_Quiet && Get_Digi_Handle() != -1) {
|
||
AnimControl.OptionFlags |= VQAOPTF_AUDIO;
|
||
}
|
||
|
||
if (MonoClass::Is_Enabled()) {
|
||
AnimControl.OptionFlags |= VQAOPTF_MONO;
|
||
}
|
||
|
||
#endif //WIN32
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Parse_Command_Line -- Parses the command line parameters. *
|
||
* *
|
||
* This routine should be called before the graphic mode is initialized. It examines the *
|
||
* command line parameters and sets the appropriate globals. If there is an error, then *
|
||
* it outputs a command summary and then returns false. *
|
||
* *
|
||
* INPUT: argc -- The number of command line arguments. *
|
||
* *
|
||
* argv -- Pointer to character string array that holds the individual arguments. *
|
||
* *
|
||
* OUTPUT: bool; Was the command line parsed successfully? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 03/18/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool Parse_Command_Line(int argc, char * argv[])
|
||
{
|
||
/*
|
||
** Parse the command line and set globals to reflect the parameters
|
||
** passed in.
|
||
*/
|
||
Whom = HOUSE_GOOD;
|
||
Special.Init();
|
||
|
||
Debug_Map = false;
|
||
Debug_Unshroud = false;
|
||
|
||
for (int index = 1; index < argc; index++) {
|
||
char * string; // Pointer to argument.
|
||
long code = 0;
|
||
|
||
string = strupr(argv[index]);
|
||
|
||
/*
|
||
** Print usage text only if requested.
|
||
*/
|
||
if (stricmp("/?", string) == 0 || stricmp("-?", string) == 0 || stricmp("-h", string) == 0 || stricmp("/h", string) == 0) {
|
||
/*
|
||
** Unrecognized command line parameter... Display usage
|
||
** and then exit.
|
||
*/
|
||
puts(TEXT_OPTIONS);
|
||
return(false);
|
||
}
|
||
|
||
|
||
bool processed = true;
|
||
long ob = Obfuscate(string);
|
||
|
||
/*
|
||
** Check to see if the parameter is a cheat enabling one.
|
||
*/
|
||
long const * optr = &CheatCodes[0];
|
||
while (*optr) {
|
||
if (*optr++ == ob) {
|
||
Debug_Playtest = true;
|
||
Debug_Flag = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Check to see if the parameter is a cheat enabling one.
|
||
*/
|
||
optr = &PlayCodes[0];
|
||
while (*optr) {
|
||
if (*optr++ == ob) {
|
||
Debug_Playtest = true;
|
||
Debug_Flag = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Check to see if the parameter is a scenario editor
|
||
** enabling one.
|
||
*/
|
||
optr = &EditorCodes[0];
|
||
while (*optr) {
|
||
if (*optr++ == ob) {
|
||
Debug_Map = true;
|
||
Debug_Unshroud = true;
|
||
Debug_Flag = true;
|
||
Debug_Playtest = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
switch (ob) {
|
||
|
||
#ifdef VIRGIN_CHEAT_KEYS
|
||
case PARM_PLAYTEST:
|
||
Debug_Playtest = true;
|
||
break;
|
||
#endif
|
||
|
||
/*
|
||
** Special flag - is C&C being run from the install program?
|
||
*/
|
||
case PARM_INSTALL:
|
||
Special.IsFromInstall = true;
|
||
BreakoutAllowed = false;
|
||
break;
|
||
|
||
default:
|
||
processed = false;
|
||
break;
|
||
}
|
||
if (processed) continue;
|
||
|
||
|
||
#ifdef CHEAT_KEYS
|
||
/*
|
||
** Scenario Editor Mode
|
||
*/
|
||
if (stricmp(string, "-CHECKMAP") == 0) {
|
||
Debug_Check_Map = true;
|
||
continue;
|
||
}
|
||
|
||
#endif
|
||
|
||
/*
|
||
** File search path override.
|
||
*/
|
||
if (strstr(string, "-CD")) {
|
||
CCFileClass::Set_Search_Drives(&string[3]);
|
||
continue;
|
||
}
|
||
|
||
/*
|
||
** Specify destination connection for network play
|
||
*/
|
||
if (strstr(string, "-DESTNET")) {
|
||
NetNumType net;
|
||
NetNodeType node;
|
||
|
||
/*
|
||
** Scan the command-line string, pulling off each address piece
|
||
*/
|
||
int i = 0;
|
||
char * p = strtok(string + 8, ".");
|
||
while (p) {
|
||
int x;
|
||
|
||
sscanf(p, "%x", &x); // convert from hex string to int
|
||
if (i < 4) {
|
||
net[i] = (char)x; // fill NetNum
|
||
} else {
|
||
node[i-4] = (char)x; // fill NetNode
|
||
}
|
||
i++;
|
||
p = strtok(NULL, ".");
|
||
}
|
||
|
||
/*
|
||
** If all the address components were successfully read, fill in the
|
||
** BridgeNet with a broadcast address to the network across the bridge.
|
||
*/
|
||
if (i >= 4) {
|
||
Session.IsBridge = 1;
|
||
memset(node, 0xff, 6);
|
||
Session.BridgeNet = IPXAddressClass(net, node);
|
||
}
|
||
continue;
|
||
}
|
||
|
||
/*
|
||
** Specify socket ID, as an offset from 0x4000.
|
||
*/
|
||
if (strstr(string, "-SOCKET")) {
|
||
unsigned short socket;
|
||
|
||
socket = (unsigned short)(atoi(string + strlen("SOCKET")));
|
||
socket += 0x4000;
|
||
if (socket >= 0x4000 && socket < 0x8000) {
|
||
Ipx.Set_Socket (socket);
|
||
}
|
||
continue;
|
||
}
|
||
|
||
/*
|
||
** Set the Net Stealth option
|
||
*/
|
||
if (strstr(string, "-STEALTH")) {
|
||
Session.NetStealth = true;
|
||
continue;
|
||
}
|
||
|
||
/*
|
||
** Set the Net Protection option
|
||
*/
|
||
if (strstr(string, "-MESSAGES")) {
|
||
Session.NetProtect = false;
|
||
continue;
|
||
}
|
||
|
||
/*
|
||
** Allow "attract" mode
|
||
*/
|
||
if (strstr(string, "-ATTRACT")) {
|
||
Session.Attract = true;
|
||
continue;
|
||
}
|
||
|
||
|
||
#ifdef WIN32
|
||
/*
|
||
** Set screen to 640x480 instead of 640x400
|
||
*/
|
||
if (strstr(string, "-480")) {
|
||
ScreenHeight = 480;
|
||
continue;
|
||
}
|
||
#endif
|
||
|
||
#ifdef CHEAT_KEYS
|
||
/*
|
||
** Specify the random number seed (for debugging)
|
||
*/
|
||
if (strstr(string, "-SEED")) {
|
||
CustomSeed = (unsigned short)(atoi(string + strlen("SEED")));
|
||
continue;
|
||
}
|
||
|
||
#ifndef WIN32
|
||
/*
|
||
** Don't install Page Fault Handler (MUST use this for debugger)
|
||
*/
|
||
if (stricmp(string, "-NOPFS") == 0) {
|
||
UsePageFaultHandler = 0;
|
||
continue;
|
||
}
|
||
#endif
|
||
|
||
#endif
|
||
|
||
#ifdef NEVER
|
||
/*
|
||
** Handle the prog init differently in this case.
|
||
*/
|
||
if (strstr(string, "-V")) {
|
||
continue;
|
||
}
|
||
#endif
|
||
|
||
/*
|
||
** look for passed-in video mode to default to
|
||
*/
|
||
#ifndef WIN32
|
||
if (strnicmp(string, "-V", strlen("-V")) == 0) {
|
||
Set_Video_Mode(MCGA_MODE); // do this to get around first_time variable...
|
||
Set_Original_Video_Mode(atoi(string+2));
|
||
continue;
|
||
}
|
||
#endif
|
||
/*
|
||
** Special command line control parsing.
|
||
*/
|
||
if (strnicmp(string, "-X", strlen("-O")) == 0) {
|
||
string += strlen("-X");
|
||
while (*string) {
|
||
char code = *string++;
|
||
switch (toupper(code)) {
|
||
|
||
#ifdef CHEAT_KEYS
|
||
/*
|
||
** Monochrome debug screen enable.
|
||
*/
|
||
case 'M':
|
||
MonoClass::Enable();
|
||
break;
|
||
|
||
/*
|
||
** Inert weapons -- no units take damage.
|
||
*/
|
||
case 'I':
|
||
Special.IsInert = true;
|
||
break;
|
||
|
||
/*
|
||
** Hussled recharge timer.
|
||
*/
|
||
case 'H':
|
||
Special.IsSpeedBuild = true;
|
||
break;
|
||
|
||
/*
|
||
** "Record" a multi-player game
|
||
*/
|
||
case 'X':
|
||
Session.Record = 1;
|
||
break;
|
||
|
||
/*
|
||
** "Play Back" a multi-player game
|
||
*/
|
||
case 'Y':
|
||
Session.Play = 1;
|
||
break;
|
||
|
||
/*
|
||
** Print lots of debug stuff about events & packets
|
||
*/
|
||
case 'P':
|
||
Debug_Print_Events = true;
|
||
break;
|
||
#endif
|
||
|
||
/*
|
||
** Quiet mode override control.
|
||
*/
|
||
case 'Q':
|
||
Debug_Quiet = true;
|
||
break;
|
||
|
||
default:
|
||
puts(TEXT_INVALID);
|
||
return(false);
|
||
}
|
||
|
||
}
|
||
|
||
continue;
|
||
}
|
||
}
|
||
return(true);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Obfuscate -- Sufficiently transform parameter to thwart casual hackers. *
|
||
* *
|
||
* This routine borrows from CRC and PGP technology to sufficiently alter the parameter *
|
||
* in order to make it difficult to reverse engineer the key phrase. This is designed to *
|
||
* be used for hidden game options that will be released at a later time over Westwood's *
|
||
* Web page or through magazine hint articles. *
|
||
* *
|
||
* This algorithm is cryptographically categorized as a "one way hash". *
|
||
* *
|
||
* Since this is a one way transformation, it becomes much more difficult to reverse *
|
||
* engineer the pass phrase even if the resultant pass code is known. This has an added *
|
||
* benefit of making this algorithm immune to traditional cryptographic attacks. *
|
||
* *
|
||
* The largest strength of this transformation algorithm lies in the restriction on the *
|
||
* source vector being legal ASCII uppercase characters. This restriction alone makes even *
|
||
* a simple CRC transformation practically impossible to reverse engineer. This algorithm *
|
||
* uses far more than a simple CRC transformation to achieve added strength from advanced *
|
||
* attack methods. *
|
||
* *
|
||
* INPUT: string -- Pointer to the key phrase that will be transformed into a code. *
|
||
* *
|
||
* OUTPUT: Returns with the code that the key phrase is translated into. *
|
||
* *
|
||
* WARNINGS: A zero length pass phrase results in a 0x00000000 result code. *
|
||
* *
|
||
* HISTORY: *
|
||
* 08/19/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
long Obfuscate(char const * string)
|
||
{
|
||
char buffer[128];
|
||
|
||
if (!string) return(0);
|
||
memset(buffer, '\xA5', sizeof(buffer));
|
||
|
||
/*
|
||
** Copy key phrase into a working buffer. This hides any transformation done
|
||
** to the string.
|
||
*/
|
||
strncpy(buffer, string, sizeof(buffer));
|
||
buffer[sizeof(buffer)-1] = '\0';
|
||
int length = strlen(buffer);
|
||
|
||
/*
|
||
** Only upper case letters are significant.
|
||
*/
|
||
strupr(buffer);
|
||
|
||
/*
|
||
** Ensure that only visible ASCII characters compose the key phrase. This
|
||
** discourages the direct forced illegal character input method of attack.
|
||
*/
|
||
for (int index = 0; index < length; index++) {
|
||
if (!isgraph(buffer[index])) {
|
||
buffer[index] = 'A' + (index%26);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Increase the strength of even short pass phrases by extending the
|
||
** length to be at least a minimum number of characters. This helps prevent
|
||
** a weak pass phrase from compromising the obfuscation process. This
|
||
** process also forces the key phrase to be an even multiple of four.
|
||
** This is necessary to support the cypher process that occurs later.
|
||
*/
|
||
if (length < 16 || (length & 0x03)) {
|
||
int maxlen = 16;
|
||
if (((length+3) & 0x00FC) > maxlen) {
|
||
maxlen = ((length+3) & 0x00FC);
|
||
}
|
||
for (index = length; index < maxlen; index++) {
|
||
buffer[index] = 'A' + ((('?' ^ buffer[index-length]) + index) % 26);
|
||
}
|
||
length = index;
|
||
buffer[length] = '\0';
|
||
}
|
||
|
||
/*
|
||
** Transform the buffer into a number. This transformation is character
|
||
** order dependant.
|
||
*/
|
||
long code = Calculate_CRC(buffer, length);
|
||
|
||
/*
|
||
** Record a copy of this initial transformation to be used in a later
|
||
** self referential transformation.
|
||
*/
|
||
long copy = code;
|
||
|
||
/*
|
||
** Reverse the character string and combine with the previous transformation.
|
||
** This doubles the workload of trying to reverse engineer the CRC calculation.
|
||
*/
|
||
strrev(buffer);
|
||
code ^= Calculate_CRC(buffer, length);
|
||
|
||
/*
|
||
** Perform a self referential transformation. This makes a reverse engineering
|
||
** by using a cause and effect attack more difficult.
|
||
*/
|
||
code = code ^ copy;
|
||
|
||
/*
|
||
** Unroll and combine the code value into the pass phrase and then perform
|
||
** another self referential transformation. Although this is a trivial cypher
|
||
** process, it gives the sophisticated hacker false hope since the strong
|
||
** cypher process occurs later.
|
||
*/
|
||
strrev(buffer); // Restore original string order.
|
||
for (index = 0; index < length; index++) {
|
||
code ^= (unsigned char)buffer[index];
|
||
unsigned char temp = (unsigned char)code;
|
||
buffer[index] ^= temp;
|
||
code >>= 8;
|
||
code |= (((long)temp)<<24);
|
||
}
|
||
|
||
/*
|
||
** Introduce loss into the vector. This strengthens the key against traditional
|
||
** cryptographic attack engines. Since this also weakens the key against
|
||
** unconventional attacks, the loss is limited to less than 10%.
|
||
*/
|
||
for (index = 0; index < length; index++) {
|
||
static unsigned char _lossbits[] = {0x00,0x08,0x00,0x20,0x00,0x04,0x10,0x00};
|
||
static unsigned char _addbits[] = {0x10,0x00,0x00,0x80,0x40,0x00,0x00,0x04};
|
||
|
||
buffer[index] |= _addbits[index % (sizeof(_addbits)/sizeof(_addbits[0]))];
|
||
buffer[index] &= ~_lossbits[index % (sizeof(_lossbits)/sizeof(_lossbits[0]))];
|
||
}
|
||
|
||
/*
|
||
** Perform a general cypher transformation on the vector
|
||
** and use the vector itself as the cypher key. This is a variation on the
|
||
** cypher process used in PGP. It is a very strong cypher process with no known
|
||
** weaknesses. However, in this case, the cypher key is the vector itself and this
|
||
** opens up a weakness against attacks that have access to this transformation
|
||
** algorithm. The sheer workload of reversing this transformation should be enough
|
||
** to discourage even the most determined hackers.
|
||
*/
|
||
for (index = 0; index < length; index += 4) {
|
||
short key1 = buffer[index];
|
||
short key2 = buffer[index+1];
|
||
short key3 = buffer[index+2];
|
||
short key4 = buffer[index+3];
|
||
short val1 = key1;
|
||
short val2 = key2;
|
||
short val3 = key3;
|
||
short val4 = key4;
|
||
|
||
val1 *= key1;
|
||
val2 += key2;
|
||
val3 += key3;
|
||
val4 *= key4;
|
||
|
||
short s3 = val3;
|
||
val3 ^= val1;
|
||
val3 *= key1;
|
||
short s2 = val2;
|
||
val2 ^= val4;
|
||
val2 += val3;
|
||
val2 *= key3;
|
||
val3 += val2;
|
||
|
||
val1 ^= val2;
|
||
val4 ^= val3;
|
||
|
||
val2 ^= s3;
|
||
val3 ^= s2;
|
||
|
||
buffer[index] = val1;
|
||
buffer[index+1] = val2;
|
||
buffer[index+2] = val3;
|
||
buffer[index+3] = val4;
|
||
}
|
||
|
||
/*
|
||
** Convert this final vector into a cypher key code to be
|
||
** returned by this routine.
|
||
*/
|
||
code = Calculate_CRC(buffer, length);
|
||
|
||
/*
|
||
** Return the final code value.
|
||
*/
|
||
return(code);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Calculate_CRC -- Calculates a one-way hash from a data block. *
|
||
* *
|
||
* This routine is used to create a hash value from a data block. The algorithm is similar *
|
||
* to a CRC, but is faster. *
|
||
* *
|
||
* INPUT: buffer -- Pointer to a buffer of data to be 'hashed'. *
|
||
* *
|
||
* len -- The length of the buffer to compute the hash upon. *
|
||
* *
|
||
* OUTPUT: Returns with a 32bit hash value calculated from the specified buffer. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 03/02/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
extern "C" {
|
||
long Calculate_CRC(void * buffer, long len)
|
||
{
|
||
return(CRCEngine()(buffer, len));
|
||
}
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* Init_Random -- Initializes the random-number generator *
|
||
* *
|
||
* INPUT: *
|
||
* none. *
|
||
* *
|
||
* OUTPUT: *
|
||
* none. *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/04/1995 BRR : Created. *
|
||
*=========================================================================*/
|
||
void Init_Random(void)
|
||
{
|
||
#ifdef WIN32
|
||
|
||
/*
|
||
** Gather some "random" bits from the system timer. Actually, only the
|
||
** low order millisecond bits are secure. The other bits could be
|
||
** easily guessed from the system clock (most clocks are fairly accurate
|
||
** and thus predictable).
|
||
*/
|
||
SYSTEMTIME t;
|
||
GetSystemTime(&t);
|
||
CryptRandom.Seed_Byte(t.wMilliseconds);
|
||
CryptRandom.Seed_Bit(t.wSecond);
|
||
CryptRandom.Seed_Bit(t.wSecond>>1);
|
||
CryptRandom.Seed_Bit(t.wSecond>>2);
|
||
CryptRandom.Seed_Bit(t.wSecond>>3);
|
||
CryptRandom.Seed_Bit(t.wSecond>>4);
|
||
CryptRandom.Seed_Bit(t.wMinute);
|
||
CryptRandom.Seed_Bit(t.wMinute>>1);
|
||
CryptRandom.Seed_Bit(t.wMinute>>2);
|
||
CryptRandom.Seed_Bit(t.wMinute>>3);
|
||
CryptRandom.Seed_Bit(t.wMinute>>4);
|
||
CryptRandom.Seed_Bit(t.wHour);
|
||
CryptRandom.Seed_Bit(t.wDay);
|
||
CryptRandom.Seed_Bit(t.wDayOfWeek);
|
||
CryptRandom.Seed_Bit(t.wMonth);
|
||
CryptRandom.Seed_Bit(t.wYear);
|
||
#else
|
||
|
||
/*
|
||
** Gather some "random" bits from the DOS mode timer.
|
||
*/
|
||
struct timeb t;
|
||
ftime(&t);
|
||
CryptRandom.Seed_Byte(t.millitm);
|
||
CryptRandom.Seed_Byte(t.time);
|
||
#endif
|
||
|
||
/*
|
||
** Do nothing if we've loaded a multiplayer game, or we're playing back
|
||
** a recording; the random number generator is initialized by loading
|
||
** the game.
|
||
*/
|
||
if (Session.LoadGame || Session.Play) {
|
||
RandNumb = Seed;
|
||
Scen.RandomNumber = Seed;
|
||
return;
|
||
}
|
||
|
||
/*
|
||
** Initialize the random number Seed. For multiplayer, this will have been done
|
||
** in the connection dialogs. For single-player games, AND if we're not playing
|
||
** back a recording, init the Seed to a random value.
|
||
*/
|
||
if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH &&
|
||
!Session.Play) {
|
||
|
||
/*
|
||
** Set the optional user-specified seed
|
||
*/
|
||
if (CustomSeed != 0) {
|
||
Seed = CustomSeed;
|
||
} else {
|
||
srand(time(NULL));
|
||
Seed = rand();
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Initialize the random-number generators
|
||
*/
|
||
Scen.RandomNumber = Seed;
|
||
RandNumb = Seed;
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Load_Title_Page -- Load the background art for the title page. *
|
||
* *
|
||
* This routine will load the background art in a machine independent format. There is *
|
||
* different art required for the hi-res and lo-res versions of the game. *
|
||
* *
|
||
* INPUT: visible -- Should the title page art be copied to the visible page by this *
|
||
* routine? *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: Be sure the mouse is hidden if the image is to be copied to the visible page. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void Load_Title_Page(bool visible)
|
||
{
|
||
#ifdef WIN32
|
||
Load_Title_Screen("TITLE.PCX", &HidPage, CCPalette);
|
||
if (visible) {
|
||
HidPage.Blit(SeenPage);
|
||
}
|
||
#else
|
||
Load_Picture("TITLE.CPS", HidPage, HidPage, CCPalette, BM_DEFAULT);
|
||
if (visible) {
|
||
HidPage.Blit(SeenPage);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Color_Remaps -- Initialize the text remap tables. *
|
||
* *
|
||
* There are various color scheme remap tables that are dependant upon the color remap *
|
||
* information embedded within the palette control file. This routine will fetch that *
|
||
* data and build the text remap tables as indicated. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Color_Remaps(void)
|
||
{
|
||
/*
|
||
** Setup the remap tables. PALETTE.CPS contains a special set of pixels in
|
||
** the upper-left corner. Each row of 16 pixels is one range of colors. The
|
||
** first row represents unity (the default color units are drawn in); rows
|
||
** after that are the remap colors.
|
||
*/
|
||
|
||
#ifdef WIN32
|
||
|
||
SysMemPage.Clear();
|
||
Load_Picture("PALETTE.CPS", SysMemPage, SysMemPage, NULL, BM_DEFAULT);
|
||
SysMemPage.Blit(HidPage);
|
||
#else
|
||
Load_Picture("PALETTE.CPS", HidPage, HidPage, NULL, BM_DEFAULT);
|
||
#endif
|
||
for (PlayerColorType pcolor = PCOLOR_FIRST; pcolor < PCOLOR_COUNT; pcolor++) {
|
||
|
||
unsigned char * ptr = ColorRemaps[pcolor].RemapTable;
|
||
|
||
for (int color = 0; color < 256; color++) {
|
||
ptr[color] = color;
|
||
}
|
||
|
||
for (int index = 0; index < 16; index++) {
|
||
ptr[HidPage.Get_Pixel(index, 0)] = HidPage.Get_Pixel(index, pcolor);
|
||
}
|
||
for (index = 0; index < 6; index++) {
|
||
ColorRemaps[pcolor].FontRemap[10+index] = HidPage.Get_Pixel(2+index, pcolor);
|
||
}
|
||
ColorRemaps[pcolor].BrightColor = HidPage.Get_Pixel(2, pcolor);
|
||
ColorRemaps[pcolor].Color = HidPage.Get_Pixel(4, pcolor);
|
||
|
||
ColorRemaps[pcolor].Shadow = HidPage.Get_Pixel(10, pcolor);
|
||
ColorRemaps[pcolor].Background = HidPage.Get_Pixel(9, pcolor);
|
||
ColorRemaps[pcolor].Corners = HidPage.Get_Pixel(8, pcolor);
|
||
ColorRemaps[pcolor].Highlight = HidPage.Get_Pixel(4, pcolor);
|
||
ColorRemaps[pcolor].Bright = HidPage.Get_Pixel(0, pcolor);
|
||
ColorRemaps[pcolor].Underline = HidPage.Get_Pixel(0, pcolor);
|
||
ColorRemaps[pcolor].Bar = HidPage.Get_Pixel(6, pcolor);
|
||
ColorRemaps[pcolor].Box = HidPage.Get_Pixel(4, pcolor);
|
||
}
|
||
|
||
/*
|
||
** Now do the special dim grey scheme
|
||
*/
|
||
for (int color = 0; color < 256; color++) {
|
||
GreyScheme.RemapTable[color] = color;
|
||
}
|
||
for (int index = 0; index < 6; index++) {
|
||
GreyScheme.FontRemap[10+index] = HidPage.Get_Pixel(9+index, PCOLOR_GREY) & 0x00FF;
|
||
}
|
||
GreyScheme.BrightColor = HidPage.Get_Pixel(3, PCOLOR_GREY) & 0x00FF;
|
||
GreyScheme.Color = HidPage.Get_Pixel(7, PCOLOR_GREY) & 0x00FF;
|
||
|
||
GreyScheme.Shadow = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(15, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Background = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(14, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Corners = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(13, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Highlight = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(9, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Bright = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(5, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Underline = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(5, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Bar = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(11, PCOLOR_GREY) & 0x00FF];
|
||
GreyScheme.Box = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(11, PCOLOR_GREY) & 0x00FF];
|
||
|
||
/*
|
||
** Set up the metallic remap table for the font that prints over the tabs
|
||
*/
|
||
memset ((void*)&MetalScheme, 4, sizeof(MetalScheme));
|
||
for (int color_counter = 0; color_counter < 16; color_counter++) {
|
||
MetalScheme.FontRemap[color_counter] = color_counter;
|
||
}
|
||
MetalScheme.FontRemap[1] = 128;
|
||
MetalScheme.FontRemap[2] = 12;
|
||
MetalScheme.FontRemap[3] = 13;
|
||
MetalScheme.FontRemap[4] = 14;
|
||
MetalScheme.Color = 128;
|
||
MetalScheme.Background = 0;
|
||
MetalScheme.Underline = 128;
|
||
|
||
/*
|
||
** Set up the font remap table for the mission briefing font
|
||
*/
|
||
for (int colr = 0; colr < 16; colr++) {
|
||
ColorRemaps[PCOLOR_TYPE].FontRemap[colr] = HidPage.Get_Pixel(colr, PCOLOR_TYPE);
|
||
}
|
||
|
||
ColorRemaps[PCOLOR_TYPE].Shadow = 11;
|
||
ColorRemaps[PCOLOR_TYPE].Background = 10;
|
||
ColorRemaps[PCOLOR_TYPE].Corners = 10;
|
||
ColorRemaps[PCOLOR_TYPE].Highlight = 9;
|
||
ColorRemaps[PCOLOR_TYPE].Bright = 15;
|
||
ColorRemaps[PCOLOR_TYPE].Underline = 11;
|
||
ColorRemaps[PCOLOR_TYPE].Bar = 11;
|
||
ColorRemaps[PCOLOR_TYPE].Box = 10;
|
||
ColorRemaps[PCOLOR_TYPE].BrightColor = 15;
|
||
ColorRemaps[PCOLOR_TYPE].Color = 9;
|
||
|
||
GadgetClass::Set_Color_Scheme(&ColorRemaps[PCOLOR_BLUE]);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Heaps -- Initialize the game heaps and buffers. *
|
||
* *
|
||
* This routine will allocate the game heaps and buffers. The rules file has already been *
|
||
* processed by the time that this routine is called. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Heaps(void)
|
||
{
|
||
/*
|
||
** Initialize the game object heaps.
|
||
*/
|
||
Vessels.Set_Heap(Rule.VesselMax);
|
||
Units.Set_Heap(Rule.UnitMax);
|
||
Factories.Set_Heap(Rule.FactoryMax);
|
||
Terrains.Set_Heap(Rule.TerrainMax);
|
||
Templates.Set_Heap(Rule.TemplateMax);
|
||
Smudges.Set_Heap(Rule.SmudgeMax);
|
||
Overlays.Set_Heap(Rule.OverlayMax);
|
||
Infantry.Set_Heap(Rule.InfantryMax);
|
||
Bullets.Set_Heap(Rule.BulletMax);
|
||
Buildings.Set_Heap(Rule.BuildingMax);
|
||
Anims.Set_Heap(Rule.AnimMax);
|
||
Aircraft.Set_Heap(Rule.AircraftMax);
|
||
Triggers.Set_Heap(Rule.TriggerMax);
|
||
TeamTypes.Set_Heap(Rule.TeamTypeMax);
|
||
Teams.Set_Heap(Rule.TeamMax);
|
||
Houses.Set_Heap(HOUSE_MAX);
|
||
TriggerTypes.Set_Heap(Rule.TrigTypeMax);
|
||
// Weapons.Set_Heap(Rule.WeaponMax);
|
||
|
||
/*
|
||
** Speech holding tank buffer. Since speech does not mix, it can be placed
|
||
** into a custom holding tank only as large as the largest speech file to
|
||
** be played.
|
||
*/
|
||
for (int index = 0; index < ARRAY_SIZE(SpeechBuffer); index++) {
|
||
SpeechBuffer[index] = new char [SPEECH_BUFFER_SIZE];
|
||
SpeechRecord[index] = VOX_NONE;
|
||
assert(SpeechBuffer[index] != NULL);
|
||
}
|
||
|
||
/*
|
||
** Allocate the theater buffer block.
|
||
*/
|
||
TheaterBuffer = new Buffer(THEATER_BUFFER_SIZE);
|
||
assert(TheaterBuffer != NULL);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Expansion_Files -- Fetch any override expansion mixfiles. *
|
||
* *
|
||
* This routine will search for and register/cache any override mixfiles found. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Expansion_Files(void)
|
||
{
|
||
/*
|
||
** Before all else, cache any additional mixfiles.
|
||
*/
|
||
struct find_t ff; // for _dos_findfirst
|
||
if (!_dos_findfirst("SC*.MIX", _A_NORMAL, &ff)) {
|
||
char * ptr;
|
||
do {
|
||
ptr = strdup(ff.name);
|
||
new MFCD(ptr, &FastKey);
|
||
MFCD::Cache(ptr);
|
||
} while (!_dos_findnext(&ff));
|
||
}
|
||
if (!_dos_findfirst("SS*.MIX", _A_NORMAL, &ff)) {
|
||
char * ptr;
|
||
do {
|
||
ptr = strdup(ff.name);
|
||
new MFCD(ptr, &FastKey);
|
||
} while (!_dos_findnext(&ff));
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_One_Time_Systems -- Initialize internal pointers to the bulk data. *
|
||
* *
|
||
* This performs the one-time processing required after the bulk data has been cached but *
|
||
* before the game actually starts. Typically, this routine extracts pointers to all the *
|
||
* embedded data sub-files within the main game data mixfile. This routine must be called *
|
||
* AFTER the bulk data has been cached. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: Call this routine AFTER the bulk data has been cached. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_One_Time_Systems(void)
|
||
{
|
||
Call_Back();
|
||
Map.One_Time();
|
||
Logic.One_Time();
|
||
Options.One_Time();
|
||
Session.One_Time();
|
||
|
||
ObjectTypeClass::One_Time();
|
||
BuildingTypeClass::One_Time();
|
||
BulletTypeClass::One_Time();
|
||
HouseTypeClass::One_Time();
|
||
TemplateTypeClass::One_Time();
|
||
OverlayTypeClass::One_Time();
|
||
SmudgeTypeClass::One_Time();
|
||
TerrainTypeClass::One_Time();
|
||
UnitTypeClass::One_Time();
|
||
VesselTypeClass::One_Time();
|
||
InfantryTypeClass::One_Time();
|
||
AnimTypeClass::One_Time();
|
||
AircraftTypeClass::One_Time();
|
||
HouseClass::One_Time();
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Fonts -- Initialize all the game font pointers. *
|
||
* *
|
||
* This routine is used to fetch pointers to the game fonts. The mixfile containing these *
|
||
* fonts must have been previously cached. This routine is a necessary prerequisite to *
|
||
* displaying any dialogs or printing any text. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Fonts(void)
|
||
{
|
||
Metal12FontPtr = MFCD::Retrieve("12METFNT.FNT");
|
||
MapFontPtr = MFCD::Retrieve("HELP.FNT");
|
||
Font6Ptr = MFCD::Retrieve("6POINT.FNT");
|
||
GradFont6Ptr = MFCD::Retrieve("GRAD6FNT.FNT");
|
||
EditorFont = MFCD::Retrieve("EDITFNT.FNT");
|
||
Font8Ptr = MFCD::Retrieve("8POINT.FNT");
|
||
FontPtr = (char *)Font8Ptr;
|
||
Set_Font(FontPtr);
|
||
Font3Ptr = MFCD::Retrieve("3POINT.FNT");
|
||
ScoreFontPtr = MFCD::Retrieve("SCOREFNT.FNT");
|
||
FontLEDPtr = MFCD::Retrieve("LED.FNT");
|
||
VCRFontPtr = MFCD::Retrieve("VCR.FNT");
|
||
TypeFontPtr = MFCD::Retrieve("8POINT.FNT"); //("TYPE.FNT"); //VG 10/17/96
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_CDROM_Access -- Initialize the CD-ROM access handler. *
|
||
* *
|
||
* This routine is called to setup the CD-ROM access or emulation handler. It will ensure *
|
||
* that the appropriate CD-ROM is present (dependant on the RequiredCD global). *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: The fonts, palettes, and other bootstrap systems must have been initialized *
|
||
* prior to calling this routine since this routine will quite likely display *
|
||
* a dialog box requesting the appropriate CD be inserted. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_CDROM_Access(void)
|
||
{
|
||
/*
|
||
** Always try to look at the CD-ROM for data files.
|
||
*/
|
||
if (!CCFileClass::Is_There_Search_Drives()) {
|
||
|
||
/*
|
||
** This call is needed because of a side effect of this function. It will examine the
|
||
** CD-ROMs attached to this computer and set the appropriate status values. Without this
|
||
** call, the "?:\\" could not be filled in correctly.
|
||
*/
|
||
Force_CD_Available(-1);
|
||
|
||
/*
|
||
** If there are no search drives specified then we must be playing
|
||
** off cd, so read files from there.
|
||
*/
|
||
int error;
|
||
|
||
do {
|
||
error = CCFileClass::Set_Search_Drives("?:\\");
|
||
switch (error) {
|
||
case 1:
|
||
VisiblePage.Clear();
|
||
GamePalette.Set();
|
||
Show_Mouse();
|
||
WWMessageBox().Process(TXT_CD_ERROR1, TXT_OK);
|
||
Prog_End();
|
||
exit(EXIT_FAILURE);
|
||
|
||
case 2:
|
||
VisiblePage.Clear();
|
||
GamePalette.Set();
|
||
Show_Mouse();
|
||
if (WWMessageBox().Process(TXT_CD_DIALOG_1, TXT_OK, TXT_CANCEL) == 1) {
|
||
Prog_End();
|
||
exit(EXIT_FAILURE);
|
||
}
|
||
Hide_Mouse();
|
||
break;
|
||
|
||
default:
|
||
VisiblePage.Clear();
|
||
Show_Mouse();
|
||
if (!Force_CD_Available(RequiredCD)) {
|
||
Prog_End();
|
||
exit(EXIT_FAILURE);
|
||
}
|
||
Hide_Mouse();
|
||
break;
|
||
}
|
||
} while (error);
|
||
|
||
RequiredCD = -1;
|
||
} else {
|
||
|
||
/*
|
||
** If there are search drives specified then all files are to be
|
||
** considered local.
|
||
*/
|
||
RequiredCD = -2;
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Bootstrap_Mixfiles -- Registers and caches any mixfiles needed for bootstrapping. *
|
||
* *
|
||
* This routine will register the initial mixfiles that are required to display error *
|
||
* messages and get input from the player. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: Be sure to call this routine before any dialogs would be displayed to the *
|
||
* player. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Bootstrap_Mixfiles(void)
|
||
{
|
||
int temp = RequiredCD;
|
||
RequiredCD = -2;
|
||
|
||
new MFCD("REDALERT.MIX", &FastKey);
|
||
|
||
/*
|
||
** Bootstrap enough of the system so that the error dialog box can successfully
|
||
** be displayed.
|
||
*/
|
||
new MFCD("LOCAL.MIX", &FastKey); // Cached.
|
||
bool ok = MFCD::Cache("LOCAL.MIX");
|
||
assert(ok);
|
||
|
||
#ifdef WIN32
|
||
new MFCD("HIRES.MIX", &FastKey);
|
||
ok = MFCD::Cache("HIRES.MIX");
|
||
assert(ok);
|
||
|
||
new MFCD("NCHIRES.MIX", &FastKey); //Non-cached hires stuff incl VQ palettes
|
||
#else
|
||
new MFCD("LORES.MIX", &FastKey);
|
||
ok = MFCD::Cache("LORES.MIX");
|
||
assert(ok);
|
||
#endif //WIN32
|
||
|
||
RequiredCD = temp;
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Secondary_Mixfiles -- Register and cache secondary mixfiles. *
|
||
* *
|
||
* This routine is used to register the mixfiles that are needed for main menu processing. *
|
||
* Call this routine before the main menu is display and processed. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Secondary_Mixfiles(void)
|
||
{
|
||
MainMix = new MFCD("MAIN.MIX", &FastKey);
|
||
assert(MainMix != NULL);
|
||
|
||
/*
|
||
** Inform the file system of the various MIX files.
|
||
*/
|
||
ConquerMix = new MFCD("CONQUER.MIX", &FastKey); // Cached.
|
||
// new MFCD("TRANSIT.MIX", &FastKey);
|
||
|
||
if (GeneralMix == NULL) GeneralMix = new MFCD("GENERAL.MIX", &FastKey); // Never cached.
|
||
|
||
if (CCFileClass("MOVIES1.MIX").Is_Available()) {
|
||
MoviesMix = new MFCD("MOVIES1.MIX", &FastKey); // Never cached.
|
||
} else {
|
||
MoviesMix = new MFCD("MOVIES2.MIX", &FastKey); // Never cached.
|
||
}
|
||
assert(MoviesMix != NULL);
|
||
|
||
/*
|
||
** Register the score mixfile.
|
||
*/
|
||
ScoresPresent = true;
|
||
ScoreMix = new MFCD("SCORES.MIX", &FastKey);
|
||
ThemeClass::Scan();
|
||
|
||
/*
|
||
** These are sound card specific, but the install program would have
|
||
** copied the correct versions to the hard drive.
|
||
*/
|
||
new MFCD("SPEECH.MIX", &FastKey); // Never cached.
|
||
new MFCD("SOUNDS.MIX", &FastKey); // Cached.
|
||
new MFCD("RUSSIAN.MIX", &FastKey); // Cached.
|
||
new MFCD("ALLIES.MIX", &FastKey); // Cached.
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Bootstrap -- Perform the initial bootstrap procedure. *
|
||
* *
|
||
* This routine will load and initialize the game engine such that a dialog box could be *
|
||
* displayed. Because this is very critical, call this routine before any other game *
|
||
* initialization code. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Bootstrap(void)
|
||
{
|
||
BlackPalette.Set();
|
||
|
||
/*
|
||
** Be sure to short circuit the CD-ROM check if there is a CD-ROM override
|
||
** path.
|
||
*/
|
||
if (CCFileClass::Is_There_Search_Drives()) {
|
||
RequiredCD = -2;
|
||
}
|
||
|
||
/*
|
||
** Process the message loop until we are in focus. We need to be in focus to read pixels from
|
||
** the screen.
|
||
*/
|
||
#ifdef WIN32
|
||
do {
|
||
Keyboard->Check();
|
||
} while (!GameInFocus);
|
||
AllSurfaces.SurfacesRestored = false;
|
||
#endif
|
||
|
||
/*
|
||
** Perform any special debug-only processing. This includes preparing the
|
||
** monochrome screen.
|
||
*/
|
||
Mono_Clear_Screen();
|
||
|
||
/*
|
||
** Register and make resident all local mixfiles with particular emphasis
|
||
** on the mixfiles that are necessary to display and error messages and
|
||
** process further initialization.
|
||
*/
|
||
Init_Bootstrap_Mixfiles();
|
||
|
||
/*
|
||
** Initialize the resident font pointers.
|
||
*/
|
||
Init_Fonts();
|
||
|
||
#ifndef WIN32
|
||
/*
|
||
** Install the hard error handler.
|
||
*/
|
||
_harderr(harderr_handler); // BG: Install hard error handler
|
||
|
||
/*
|
||
** Install a Page Fault handler
|
||
*/
|
||
if (UsePageFaultHandler) {
|
||
Install_Page_Fault_Handle();
|
||
}
|
||
#endif
|
||
|
||
/*
|
||
** Setup the keyboard processor in preparation for the game.
|
||
*/
|
||
#ifdef WIN32
|
||
Keyboard->Clear();
|
||
#else
|
||
Keyboard_Attributes_Off(BREAKON | SCROLLLOCKON | TRACKEXT | PAUSEON | CTRLSON | CTRLCON | FILTERONLY | TASKSWITCHABLE);
|
||
Keyboard_Attributes_On(PASSBREAKS);
|
||
Keyboard->Clear();
|
||
#endif
|
||
|
||
/*
|
||
** This is the shape staging buffer. It must always be available, so it is
|
||
** allocated here and never freed. The library sets the globals ShapeBuffer
|
||
** and ShapeBufferSize to these values, so it can be accessed for other
|
||
** purposes.
|
||
*/
|
||
Set_Shape_Buffer(new unsigned char[SHAPE_BUFFER_SIZE], SHAPE_BUFFER_SIZE);
|
||
|
||
/*
|
||
** Fetch the language text from the hard drive first. If it cannot be
|
||
** found on the hard drive, then look for it in the mixfile.
|
||
*/
|
||
SystemStrings = (char const *)MFCD::Retrieve(Language_Name("CONQUER"));
|
||
DebugStrings = (char const *)MFCD::Retrieve("DEBUG.ENG");
|
||
|
||
/*
|
||
** Default palette initialization.
|
||
*/
|
||
memmove((unsigned char *)&GamePalette[0], (void *)MFCD::Retrieve("TEMPERAT.PAL"), 768L);
|
||
WhitePalette[0] = BlackPalette[0];
|
||
// GamePalette.Set();
|
||
|
||
/*
|
||
** Initialize expansion files (if present). Expansion files must be located
|
||
** in the current directory.
|
||
*/
|
||
Init_Expansion_Files();
|
||
|
||
SidebarScheme.Background = BLACK;
|
||
SidebarScheme.Corners = LTGREY;
|
||
SidebarScheme.Shadow = DKGREY;
|
||
SidebarScheme.Highlight = WHITE;
|
||
SidebarScheme.Color = LTGREY;
|
||
SidebarScheme.Bright = WHITE;
|
||
SidebarScheme.BrightColor = WHITE;
|
||
SidebarScheme.Box = LTGREY;
|
||
GadgetClass::Set_Color_Scheme(&SidebarScheme);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Mouse -- Initialize the mouse system. *
|
||
* *
|
||
* This routine will ensure that a valid mouse driver is present and a working mouse *
|
||
* pointer can be displayed. The mouse is hidden when this routine exits. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Mouse(void)
|
||
{
|
||
/*
|
||
** Since there is no mouse shape currently available we need
|
||
** to set one of our own.
|
||
*/
|
||
#ifdef WIN32
|
||
ShowCursor(false);
|
||
#endif
|
||
if (MouseInstalled) {
|
||
void const * temp_mouse_shapes = MFCD::Retrieve("MOUSE.SHP");
|
||
if (temp_mouse_shapes) {
|
||
Set_Mouse_Cursor(0, 0, Extract_Shape(temp_mouse_shapes, 0));
|
||
while (Get_Mouse_State() > 1) Show_Mouse();
|
||
}
|
||
} else {
|
||
char buffer[255];
|
||
GamePalette.Set();
|
||
GamePalette.Set();
|
||
sprintf(buffer, TEXT_NO_MOUSE);
|
||
VisiblePage.Clear();
|
||
WWMessageBox().Process(buffer, TXT_OK);
|
||
Prog_End();
|
||
exit(1);
|
||
}
|
||
|
||
Map.Set_Default_Mouse(MOUSE_NORMAL, false);
|
||
Show_Mouse();
|
||
while (Get_Mouse_State() > 1) Show_Mouse();
|
||
Call_Back();
|
||
Hide_Mouse();
|
||
}
|
||
|
||
|
||
#ifdef OBSOLETE
|
||
/***********************************************************************************************
|
||
* Init_Authorization -- Verifies that the player is authorized to play the game. *
|
||
* *
|
||
* This is a development routine that restricts access to the game by way of passwords. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Authorization(void)
|
||
{
|
||
if (Special.IsFromInstall) return;
|
||
|
||
Load_Title_Page();
|
||
#ifdef WIN32
|
||
Wait_Vert_Blank();
|
||
#else //WIN32
|
||
Init_Delay();
|
||
Wait_Vert_Blank(VertBlank);
|
||
#endif //WIN32
|
||
|
||
CCPalette.Set();
|
||
// Set_Palette(Palette);
|
||
HidPage.Blit(SeenPage);
|
||
Show_Mouse();
|
||
|
||
/*
|
||
** Fetch the type of game to be played. This will be either
|
||
** C&C:Red Alert or C&C:Plus.
|
||
*/
|
||
//tryagain:
|
||
|
||
bool ok = Debug_Flag;
|
||
int counter = 3;
|
||
|
||
if (Debug_Flag) ok = true;
|
||
|
||
/*
|
||
** C&C:Red Alert requires a password for legal entry. Try (three times) to get a correct
|
||
** password. If not found, then try again.
|
||
*/
|
||
bool skipper = false;
|
||
#ifdef NEVER
|
||
while (!ok && counter) {
|
||
SmartPtr<char const> str = Fetch_Password(TXT_PASSWORD_CAPTION, TXT_PASSWORD_MESSAGE, TXT_OK);
|
||
SmartPtr<long const> lptr = &CheatCodes[0];
|
||
while (*lptr) {
|
||
if (Obfuscate(str) == *lptr++) {
|
||
ok = true;
|
||
break;
|
||
}
|
||
}
|
||
lptr = &EditorCodes[0];
|
||
while (*lptr) {
|
||
if (Obfuscate(str) == *lptr++) {
|
||
ok = true;
|
||
break;
|
||
}
|
||
}
|
||
lptr = &PlayCodes[0];
|
||
while (*lptr) {
|
||
if (Obfuscate(str) == *lptr++) {
|
||
ok = true;
|
||
skipper = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (ok) break;
|
||
|
||
Hide_Mouse();
|
||
Load_Title_Page();
|
||
HidPage.Blit(SeenPage);
|
||
Show_Mouse();
|
||
Delay(TIMER_SECOND*(4-counter)*1);
|
||
if (WWMessageBox().Process(TXT_PASSWORD_ERROR, TXT_TRY_AGAIN, TXT_CANCEL)) {
|
||
goto tryagain;
|
||
}
|
||
|
||
counter--;
|
||
if (counter == 0) goto tryagain;
|
||
}
|
||
#endif
|
||
|
||
if (!skipper) {
|
||
CCPalette.Set();
|
||
}
|
||
|
||
Hide_Mouse();
|
||
Load_Title_Page();
|
||
HidPage.Blit(SeenPage);
|
||
Show_Mouse();
|
||
Call_Back();
|
||
}
|
||
#endif
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Bulk_Data -- Initialize the time-consuming mixfile caching. *
|
||
* *
|
||
* This routine is called to handle the time consuming process of game initialization. *
|
||
* The title page will be displayed when this routine is called. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: This routine will take a very long time. *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/03/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Bulk_Data(void)
|
||
{
|
||
/*
|
||
** Cache the main game data. This operation can take a very long time.
|
||
*/
|
||
MFCD::Cache("CONQUER.MIX");
|
||
if (SampleType != 0 && !Debug_Quiet) {
|
||
MFCD::Cache("SOUNDS.MIX");
|
||
MFCD::Cache("RUSSIAN.MIX");
|
||
MFCD::Cache("ALLIES.MIX");
|
||
}
|
||
Call_Back();
|
||
|
||
/*
|
||
** Fetch the tutorial message data.
|
||
*/
|
||
INIClass ini;
|
||
ini.Load(CCFileClass("TUTORIAL.INI"));
|
||
for (int index = 0; index < ARRAY_SIZE(TutorialText); index++) {
|
||
TutorialText[index] = NULL;
|
||
|
||
char buffer[128];
|
||
char num[10];
|
||
sprintf(num, "%d", index);
|
||
if (ini.Get_String("Tutorial", num, "", buffer, sizeof(buffer))) {
|
||
TutorialText[index] = strdup(buffer);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Perform one-time game system initializations.
|
||
*/
|
||
Init_One_Time_Systems();
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* Init_Keys -- Initialize the cryptographic keys. *
|
||
* *
|
||
* This routine will initialize the fast cryptographic key. It will also initialize the *
|
||
* slow one if this is a scenario editor version of the game. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/08/1996 JLB : Created. *
|
||
*=============================================================================================*/
|
||
static void Init_Keys(void)
|
||
{
|
||
RAMFileClass file((void*)Keys, strlen(Keys));
|
||
INIClass ini;
|
||
ini.Load(file);
|
||
|
||
FastKey = ini.Get_PKey(true);
|
||
#ifdef SCENARIO_EDITOR
|
||
SlowKey = ini.Get_PKey(false);
|
||
#endif
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* Save_Recording_Values -- Saves multiplayer-specific values *
|
||
* *
|
||
* This routine saves multiplayer values that need to be restored for a *
|
||
* save game. In addition to saving the random # seed for this scenario, *
|
||
* it saves the contents of the actual random number generator; this *
|
||
* ensures that the random # sequencer will pick up where it left off when *
|
||
* the game was saved. *
|
||
* This routine also saves the header for a Recording file, so it must *
|
||
* save some data not needed specifically by a save-game file (ie Seed). *
|
||
* *
|
||
* INPUT: *
|
||
* file file to save to *
|
||
* *
|
||
* OUTPUT: *
|
||
* true = success, false = failure *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 09/28/1995 BRR : Created. *
|
||
*=========================================================================*/
|
||
bool Save_Recording_Values(CCFileClass & file)
|
||
{
|
||
Session.Save(file);
|
||
file.Write(&BuildLevel, sizeof(BuildLevel));
|
||
file.Write(&Debug_Unshroud, sizeof(Debug_Unshroud));
|
||
file.Write(&Seed, sizeof(Seed));
|
||
file.Write(&Scen.Scenario, sizeof(Scen.Scenario));
|
||
file.Write(Scen.ScenarioName, sizeof(Scen.ScenarioName));
|
||
file.Write(&Whom, sizeof(Whom));
|
||
file.Write(&Special, sizeof(SpecialClass));
|
||
file.Write(&Options, sizeof(GameOptionsClass));
|
||
|
||
return (true);
|
||
}
|
||
|
||
|
||
/***************************************************************************
|
||
* Load_Recording_Values -- Loads multiplayer-specific values *
|
||
* *
|
||
* INPUT: *
|
||
* file file to load from *
|
||
* *
|
||
* OUTPUT: *
|
||
* true = success, false = failure *
|
||
* *
|
||
* WARNINGS: *
|
||
* none. *
|
||
* *
|
||
* HISTORY: *
|
||
* 09/28/1995 BRR : Created. *
|
||
*=========================================================================*/
|
||
bool Load_Recording_Values(CCFileClass & file)
|
||
{
|
||
Session.Load(file);
|
||
file.Read(&BuildLevel, sizeof(BuildLevel));
|
||
file.Read(&Debug_Unshroud, sizeof(Debug_Unshroud));
|
||
file.Read(&Seed, sizeof(Seed));
|
||
file.Read(&Scen.Scenario, sizeof(Scen.Scenario));
|
||
file.Read(Scen.ScenarioName, sizeof(Scen.ScenarioName));
|
||
file.Read(&Whom, sizeof(Whom));
|
||
file.Read(&Special, sizeof(SpecialClass));
|
||
file.Read(&Options, sizeof(GameOptionsClass));
|
||
return (true);
|
||
}
|
||
|
||
extern "C" {
|
||
void __PRO(void) {
|
||
// printf("_pro\n");
|
||
}
|
||
}
|