CnC_Remastered_Collection/TIBERIANDAWN/CONQUER.CPP

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\conquer.cpv 2.18 16 Oct 1995 16:50:24 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : CONQUER.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 3, 1991 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* CC_Draw_Shape -- Custom draw shape handler. *
* Call_Back -- Main game maintenance callback routine. *
* Color_Cycle -- Handle the general palette color cycling. *
* Disk_Space_Available -- returns bytes of free disk space *
* Do_Record_Playback -- handles saving/loading map pos & current object *
* Fading_Table_Name -- Builds a theater specific fading table name. *
* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
* Force_CD_Available -- Ensures that specified CD is available. *
* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
* Handle_Team -- Processes team selection command. *
* Handle_View -- Either records or restores the tactical view. *
* KN_To_Facing -- Converts a keyboard input number into a facing value. *
* Keyboard_Process -- Processes the tactical map input codes. *
* Language_Name -- Build filename for current language. *
* Main_Game -- Main game startup routine. *
* Main_Loop -- This is the main game loop (as a single loop). *
* Map_Edit_Loop -- a mini-main loop for map edit mode only *
* Message_Input -- allows inter-player message input processing *
* MixFileHandler -- Handles VQ file access. *
* Name_From_Source -- retrieves the name for the given SourceType *
* Play_Movie -- Plays a VQ movie. *
* Source_From_Name -- Converts ASCII name into SourceType. *
* Sync_Delay -- Forces the game into a 15 FPS rate. *
* Theater_From_Name -- Converts ASCII name into a theater number. *
* Trap_Object -- gets a ptr to object of given type & coord *
* Unselect_All -- Causes all selected objects to become unselected. *
* VQ_Call_Back -- Maintenance callback used for VQ movies. *
* Validate_Error -- prints an error message when an object fails validation *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "tcpip.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <direct.h>
#include <fcntl.h>
#include <io.h>
#include <dos.h>
#include <share.h>
#include <malloc.h>
#include "ccdde.h"
#define SHAPE_TRANS 0x40
void *Get_Shape_Header_Data(void *ptr);
/****************************************
** Function prototypes for this module **
*****************************************/
bool Main_Loop();
void Keyboard_Process(KeyNumType & input);
#ifndef DEMO
static void Message_Input(KeyNumType &input);
#endif
bool Color_Cycle(void);
bool Map_Edit_Loop(void);
void Trap_Object(void);
#ifdef CHEAT_KEYS
void Heap_Dump_Check( char *string );
void Dump_Heap_Pointers( void );
void Error_In_Heap_Pointers( char *string );
#endif
static void Do_Record_Playback(void);
extern void Register_Game_Start_Time(void);
extern void Register_Game_End_Time(void);
extern void Send_Statistics_Packet(void);
extern "C" {
extern char *__nheapbeg;
}
bool InMainLoop = false;
#ifndef ARRAY_SIZE
#define ARRAY_SIZE(a) (sizeof(a)/sizeof(a[0]))
#endif
/***********************************************************************************************
* Main_Game -- Main game startup routine. *
* *
* This is the first official routine of the game. It handles game initialization and *
* the main game loop control. *
* *
* Initialization: *
* - Init_Game handles one-time-only inits *
* - Select_Game is responsible for initializations required for each new game played *
* (these may be different depending on whether a multiplayer game is selected, and *
* other parameters) *
* - This routine performs any un-inits required, both for each game played, and one-time *
* *
* INPUT: argc -- Number of command line arguments (including program name itself). *
* *
* argv -- Array of command line argument pointers. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
extern int TotalLocks;
extern bool Spawn_WChat(bool can_launch);
extern bool SpawnedFromWChat;
void Main_Game(int argc, char *argv[])
{
bool fade = false; // don't fade title screen the first time through
/*
** Perform one-time-only initializations
*/
if (!Init_Game(argc, argv)) {
return;
}
CCDebugString ("C&C95 - Game initialisation complete.\n");
/*
** Game processing loop:
** 1) Select which game to play, or whether to exit (don't fade the palette
** on the first game selection, but fade it in on subsequent calls)
** 2) Invoke either the main-loop routine, or the editor-loop routine,
** until they indicate that the user wants to exit the scenario.
*/
while (Select_Game(fade)) {
if (RunningAsDLL) {
return;
}
ScenarioInit = 0; // Kludge.
// Theme.Queue_Song(THEME_PICK_ANOTHER);
fade = true;
/*
** Make the game screen visible, clear the keyboard buffer of spurious
** values, and then show the mouse. This PRESUMES that Select_Game() has
** told the map to draw itself.
*/
Fade_Palette_To(GamePalette, FADE_PALETTE_MEDIUM, NULL);
Keyboard::Clear();
/*
** Only show the mouse if we're not playing back a recording.
*/
if (PlaybackGame) {
Hide_Mouse();
} else {
Show_Mouse();
}
SpecialDialog = SDLG_NONE;
//Start_Profiler();
if (GameToPlay == GAME_INTERNET){
Register_Game_Start_Time();
GameStatisticsPacketSent = false;
PacketLater = NULL;
ConnectionLost = false;
}else{
DDEServer.Disable();
}
InMainLoop = true;
#ifdef SCENARIO_EDITOR
/*
** Scenario-editor version of main-loop processing
*/
for (;;) {
/*
** Non-scenario-editor-mode: call the game's main loop
*/
if (!Debug_Map) {
TotalLocks=0;
if (Main_Loop()) {
break;
}
if (SpecialDialog != SDLG_NONE) {
//Stop_Profiler();
switch (SpecialDialog) {
case SDLG_SPECIAL:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Special_Dialog();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_OPTIONS:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Options.Process();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_SURRENDER:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog()) {
OutList.Add(EventClass(EventClass::DESTRUCT));
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
default:
break;
}
}
} else {
/*
** Scenario-editor-mode: call the editor's main loop
*/
if (Map_Edit_Loop()) {
break;
}
}
}
#else
/*
** Non-editor version of main-loop processing
*/
for (;;) {
/*
** Call the game's main loop
*/
TotalLocks=0;
if (Main_Loop()) {
break;
}
/*
** If the SpecialDialog flag is set, invoke the given special dialog.
** This must be done outside the main loop, since the dialog will call
** Main_Loop(), allowing the game to run in the background.
*/
if (SpecialDialog != SDLG_NONE) {
//Stop_Profiler();
switch (SpecialDialog) {
case SDLG_SPECIAL:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Special_Dialog();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_OPTIONS:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
Options.Process();
Map.Revert_Mouse_Shape();
SpecialDialog = SDLG_NONE;
break;
case SDLG_SURRENDER:
Map.Help_Text(TXT_NONE);
Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
if (Surrender_Dialog()) {
OutList.Add(EventClass(EventClass::DESTRUCT));
}
SpecialDialog = SDLG_NONE;
Map.Revert_Mouse_Shape();
break;
default:
break;
}
}
}
#endif
//Stop_Profiler();
InMainLoop = false;
if (!GameStatisticsPacketSent && PacketLater){
Send_Statistics_Packet();
}
/*
** Scenario is done; fade palette to black
*/
Fade_Palette_To(BlackPalette, FADE_PALETTE_SLOW, NULL);
VisiblePage.Clear();
#ifndef DEMO
/*
** Un-initialize whatever needs it, for each game played.
**
** Shut down either the modem or network; they'll get re-initialized if
** the user selections those options again in Select_Game(). This
** "re-boots" the modem & network code, which I currently feel is safer
** than just letting it hang around.
** (Skip this step if we're in playback mode; the modem or net won't have
** been initialized in that case.)
*/
if ( (RecordGame && !SuperRecord) || PlaybackGame) {
RecordFile.Close();
}
if (!PlaybackGame){
switch (GameToPlay){
case GAME_NULL_MODEM:
case GAME_MODEM:
//ST - 1/2/2019 4:04PM
//Modem_Signoff();
break;
case GAME_IPX:
Shutdown_Network();
break;
case GAME_INTERNET:
//Winsock.Close();
break;
}
}
/*
** If we're playing back, the mouse will be hidden; show it.
** Also, set all variables back to normal, to return to the main menu.
*/
if (PlaybackGame) {
Show_Mouse();
GameToPlay = GAME_NORMAL;
PlaybackGame = 0;
}
/*
** If we were spawned from WChat then dont go back to the main menu - just quit
**
** New: If spawned from WChat then maximise WChat and go back to the main menu after all
*/
#ifdef FORCE_WINSOCK
if (Special.IsFromWChat){
Shutdown_Network(); // Clear up the pseudo IPX stuff
Winsock.Close();
Special.IsFromWChat = false;
SpawnedFromWChat = false;
DDEServer.Delete_MPlayer_Game_Info(); //Make sure we dont use the same start packet twice
GameToPlay = GAME_NORMAL; //Have to do this or we will got straight to the multiplayer menu
Spawn_WChat(false); //Will switch back to Wchat. It must be there because its been poking us
//break;
}
#endif //FORCE_WINSOCK
#endif //DEMO
}
#ifdef DEMO
Hide_Mouse();
Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
Load_Title_Screen("DEMOPIC.PCX", &HidPage, Palette);
Blit_Hid_Page_To_Seen_Buff();
Fade_Palette_To(Palette, FADE_PALETTE_MEDIUM, NULL);
Clear_KeyBuffer();
Get_Key();
Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
// Show_Mouse();
#else
/*
** Free the scenario description buffers
*/
Free_Scenario_Descriptions();
#endif
#ifndef NOMEMCHECK
Uninit_Game();
#endif
}
/***********************************************************************************************
* Keyboard_Process -- Processes the tactical map input codes. *
* *
* This routine is used to process the input codes while the player *
* has the tactical map displayed. It handles all the keys that *
* are appropriate to that mode. *
* *
* INPUT: input -- Input code as returned from Input_Num(). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/21/1992 JLB : Created. *
* 07/04/1995 JLB : Handles team and map control hotkeys. *
*=============================================================================================*/
extern int DebugColour;
void Keyboard_Process(KeyNumType &input)
{
ObjectClass * obj;
int index;
/*
** Don't do anything if there is not keyboard event.
*/
if (input == KN_NONE) {
return;
}
#ifndef DEMO
/*
** For network & modem, process user input for inter-player messages.
*/
Message_Input(input);
#endif
/*
** Use WWKEY values because KN values have WWKEY_VK_BIT or'd in with them
** and we need WWKEY_VK_BIT to still be set if it is.
*/
KeyNumType plain = input & ~(WWKEY_SHIFT_BIT|WWKEY_ALT_BIT|WWKEY_CTRL_BIT);
#ifdef CHEAT_KEYS
if (Debug_Flag) {
switch (input) {
case (int)KN_M|(int)KN_SHIFT_BIT:
case (int)KN_M|(int)KN_ALT_BIT:
case (int)KN_M|(int)KN_CTRL_BIT:
PlayerPtr->Credits += 10000;
break;
default:
break;
}
}
#endif
#ifdef VIRGIN_CHEAT_KEYS
if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
PlayerPtr->Blockage = false;
PlayerPtr->Flag_To_Win();
}
#endif
//#ifdef CHEAT_KEYS
if (/*Debug_Playtest && */input == (KN_W|KN_ALT_BIT)) {
PlayerPtr->Blockage = false;
PlayerPtr->Flag_To_Win();
}
if (Debug_Flag && input == KN_SLASH) {
if (GameToPlay != GAME_NORMAL) {
SpecialDialog = SDLG_SPECIAL;
input = KN_NONE;
} else {
Special_Dialog();
}
}
//#endif
/*
** If the options key(s) were pressed, then bring up the options screen.
*/
if (input == KN_SPACE || input == KN_ESC) {
Map.Help_Text(TXT_NONE); // Turns off help text.
Queue_Options();
input = KN_NONE;
//DebugColour++;
//DebugColour &=7;
}
/*
** Process prerecorded team selection. This will be an addative select
** if the SHIFT key is held down. It will create the team if the
** CTRL or ALT key is held down.
*/
int action = 0;
if (input & WWKEY_SHIFT_BIT) action = 1;
if (input & WWKEY_ALT_BIT) action = 3;
if (input & WWKEY_CTRL_BIT) action = 2;
switch (KN_To_VK(plain)) {
/*
** Center the map around the currently selected objects. If no
** objects are selected, then fall into the home case.
*/
case VK_HOME:
if (CurrentObject.Count()) {
Map.Center_Map();
Map.Flag_To_Redraw(true);
break;
}
// Fall into next case.
/*
** Center the map about the construction yard or construction vehicle
** if one is present.
*/
case VK_H:
for (index = 0; index < Units.Count(); index++) {
UnitClass * unit = Units.Ptr(index);
if (unit && !unit->IsInLimbo && unit->House == PlayerPtr && *unit == UNIT_MCV) {
Unselect_All();
unit->Select();
break;
}
}
for (index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
if (building && !building->IsInLimbo && building->House == PlayerPtr && *building == STRUCT_CONST) {
Unselect_All();
building->Select();
break;
}
}
Map.Center_Map();
Map.Flag_To_Redraw(true);
break;
#ifdef CHEAT_KEYS
/*
** Toggle free scrolling mode.
*/
case VK_F:
Options.IsFreeScroll = (Options.IsFreeScroll == false);
break;
#endif
/*
** If the "N" key is pressed, then select the next object.
*/
case VK_N:
if (action) {
obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
} else {
obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
}
if (obj) {
Unselect_All();
obj->Select();
Map.Center_Map();
Map.Flag_To_Redraw(true);
}
break;
/*
** For multiplayer, 'R' pops up the surrender dialog.
*/
case VK_R:
if (/*GameToPlay != GAME_NORMAL &&*/ !PlayerPtr->IsDefeated) {
SpecialDialog = SDLG_SURRENDER;
input = KN_NONE;
}
break;
/*
** Handle making and breaking alliances.
*/
case VK_A:
if (GameToPlay != GAME_NORMAL || Debug_Flag) {
if (CurrentObject.Count() && !PlayerPtr->IsDefeated) {
if (CurrentObject[0]->Owner() != PlayerPtr->Class->House) {
OutList.Add(EventClass(EventClass::ALLY, (int)CurrentObject[0]->Owner()));
}
}
}
break;
/*
** Control the remembered tactical location.
*/
case VK_F7:
case VK_F8:
case VK_F9:
case VK_F10:
if (!Debug_Map) {
Handle_View(KN_To_VK(plain) - VK_F7, action);
}
break;
#if (0)
case VK_F11:
Winsock.Set_Protocol_UDP(FALSE);
break;
case VK_F12:
Winsock.Set_Protocol_UDP(TRUE);
break;
#endif //(0)
/*
** Control the custom team select state.
*/
case VK_1:
case VK_2:
case VK_3:
case VK_4:
case VK_5:
case VK_6:
case VK_7:
case VK_8:
case VK_9:
case VK_0:
Handle_Team(KN_To_VK(plain) - VK_1, action);
break;
/*
** All selected units will go into idle mode.
*/
case VK_S:
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech && (tech->Can_Player_Move() || (tech->Can_Player_Fire() &&
tech->What_Am_I() != RTTI_BUILDING))) {
OutList.Add(EventClass(EventClass::IDLE, tech->As_Target()));
}
}
}
break;
/*
** All selected units will attempt to scatter.
*/
case VK_X:
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech && tech->Can_Player_Move()) {
OutList.Add(EventClass(EventClass::SCATTER, tech->As_Target()));
}
}
}
break;
/*
** All selected units will attempt to go into guard area mode.
*/
case VK_G:
if (CurrentObject.Count()) {
for (int index = 0; index < CurrentObject.Count(); index++) {
ObjectClass const * tech = CurrentObject[index];
if (tech && tech->Can_Player_Move() && tech->Can_Player_Fire()) {
OutList.Add(EventClass(tech->As_Target(), MISSION_GUARD_AREA));
}
}
}
break;
default:
break;
}
#ifdef NEVER
FacingType facing = KN_To_Facing(input);
/*
** Scroll the map according to the cursor key pressed.
*/
if (facing != FACING_NONE) {
Map.Scroll_Map(facing);
input = 0;
facing = FACING_NONE;
}
#endif
#ifdef NEVER
/*
** If the <TAB> key is pressed, then select the next object.
*/
if (input == KN_TAB) {
ObjectClass * obj = Map.Next_Object(CurrentObject);
if (obj) {
if (CurrentObject) {
CurrentObject->Unselect();
}
obj->Select();
}
}
#endif
#ifdef CHEAT_KEYS
if (Debug_Flag && input && (input & KN_RLSE_BIT) == 0) {
Debug_Key(input);
}
#endif
}
#ifndef DEMO
/***********************************************************************************************
* Message_Input -- allows inter-player message input processing *
* *
* INPUT: *
* input key value *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* MAX_MESSAGE_LENGTH has increased over the DOS version. COMPAT_MESSAGE_LENGTH reflects * *
* the length of the DOS message and also the length of the message in the packet header. *
* To allow transmission of longer messages I split the message into COMPAT_MESSAGE_LENGTH-4 *
* sized chunks and use the extra space after the zero terminator to specify which segment *
* of the whole message this is and also to supply a crc for the string. *
* This allows message segments to arrive out of order and still be displayed correctly. *
* *
* HISTORY: *
* 05/22/1995 BRR : Created. *
* 03/26/1995 ST : Modified to break up longer messages into multiple packets *
*=============================================================================================*/
static void Message_Input(KeyNumType &input)
{
int rc;
char txt[MAX_MESSAGE_LENGTH+12];
int id;
//PG_TO_FIX
#if (0)
SerialPacketType *serial_packet;
int i;
int message_length;
int sent_so_far;
unsigned short magic_number;
unsigned short crc;
#endif
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
/*
** Check keyboard input for a request to send a message.
** The 'to' argument for Add_Edit is prefixed to the message buffer; the
** message buffer is big enough for the 'to' field plus MAX_MESSAGE_LENGTH.
** To send the message, calling Get_Edit_Buf retrieves the buffer minus the
** 'to' portion. At the other end, the buffer allocated to display the
** message must be MAX_MESSAGE_LENGTH plus the size of "From: xxx (house)".
*/
if (input >= KN_F1 && input < (KN_F1 + MPlayerMax) &&
Messages.Get_Edit_Buf()==NULL) {
memset (txt, 0, 40);
/*
** For a serial game, send a message on F1 or F4; set 'txt' to the
** "Message:" string & add an editable message to the list.
*/
if (GameToPlay==GAME_NULL_MODEM
|| GameToPlay==GAME_MODEM){
//|| GameToPlay == GAME_INTERNET) {
if (input==KN_F1 || input==(KN_F1 + MPlayerMax - 1)) {
strcpy(txt,Text_String(TXT_MESSAGE)); // "Message:"
Messages.Add_Edit (MPlayerTColors[MPlayerColorIdx],
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
Map.Flag_To_Redraw(false);
}
} else {
/*
** For a network game:
** F1-F3 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
** F4 = "To All:"
*/
if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
if (input==(KN_F1 + MPlayerMax - 1) && Messages.Get_Edit_Buf()==NULL) {
MessageAddress = IPXAddressClass(); // set to broadcast
strcpy(txt,Text_String(TXT_TO_ALL)); // "To All:"
Messages.Add_Edit(MPlayerTColors[MPlayerColorIdx],
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
Map.Flag_To_Redraw(false);
} else {
if (Messages.Get_Edit_Buf()==NULL) {
if ((input - KN_F1) < Ipx.Num_Connections() && !MPlayerObiWan) {
id = Ipx.Connection_ID(input - KN_F1);
MessageAddress = (*(Ipx.Connection_Address (id)));
sprintf(txt,Text_String(TXT_TO),Ipx.Connection_Name(id));
Messages.Add_Edit(MPlayerTColors[MPlayerColorIdx],
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
Map.Flag_To_Redraw(false);
}
}
}
}
}
}
/*
** Function key input is meaningless beyond this point
*/
if (input >= KN_F1 && input <= KN_F10) return;
if (input >= KN_F11 && input <= KN_F12) return;
/*
** Process message-system input; send the message out if RETURN is hit.
*/
rc = Messages.Input(input);
/*
** If a single character has been added to an edit buffer, update the display.
*/
if (rc == 1) {
Map.Flag_To_Redraw(false);
}
/*
** If backspace was hit, redraw the map. This assumes the map is going to
** completely refresh all cells covered by the messages. Set DisplayClass's
** IsToRedraw to true to tell it to re-compute the cells that it needs to
** redraw.
*/
if (rc==2) {
Map.Flag_To_Redraw(false);
Map.DisplayClass::IsToRedraw = true;
}
/*
** Send a message
*/
if (rc==3) {
//
// PG_TO_FIX
#if (0)
/*.....................................................................
Store this message in our LastMessage buffer; the computer may send
us a version of it later.
.....................................................................*/
if (strlen(Messages.Get_Edit_Buf())) {
strcpy(LastMessage,Messages.Get_Edit_Buf());
}
message_length = strlen(Messages.Get_Edit_Buf());
long actual_message_size;
char *the_string;
/*
** Serial game: fill in a SerialPacketType & send it.
** (Note: The size of the SerialPacketType.Command must be the same as
** the EventClass.Type!)
*/
if (GameToPlay==GAME_NULL_MODEM
|| GameToPlay==GAME_MODEM){
//|| GameToPlay==GAME_INTERNET) {
sent_so_far = 0;
magic_number = MESSAGE_HEAD_MAGIC_NUMBER;
crc = (unsigned short) (Calculate_CRC(Messages.Get_Edit_Buf(), message_length) & 0xffff);
while (sent_so_far < message_length){
serial_packet = (SerialPacketType *)NullModem.BuildBuf;
serial_packet->Command = SERIAL_MESSAGE;
strcpy (serial_packet->Name, MPlayerName);
memcpy (serial_packet->Message, Messages.Get_Edit_Buf()+sent_so_far, COMPAT_MESSAGE_LENGTH-5);
/*
** Steve I's stuff for splitting message on word boundries
*/
actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
/* Start at the end of the message and find a space with 10 chars. */
the_string = serial_packet->Message;
while ( (COMPAT_MESSAGE_LENGTH -5) -actual_message_size < 10 &&
the_string[actual_message_size] != ' '){
--actual_message_size;
}
if ( the_string[actual_message_size] == ' ' ){
/* Now delete the extra characters after the space (they musnt print) */
for ( int i=0 ; i< (COMPAT_MESSAGE_LENGTH-5) - actual_message_size; i++ ){
the_string[i + actual_message_size] = 0xff;
}
}else{
actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
}
*(serial_packet->Message + COMPAT_MESSAGE_LENGTH-5) = 0;
/*
** Flag this message segment as either a message head or a message tail.
*/
*((unsigned short*)(serial_packet->Message + COMPAT_MESSAGE_LENGTH-4)) = magic_number;
*((unsigned short*)(serial_packet->Message + COMPAT_MESSAGE_LENGTH-2)) = crc;
serial_packet->ID = MPlayerLocalID;
NullModem.Send_Message(NullModem.BuildBuf, sizeof(SerialPacketType), 1);
magic_number++;
sent_so_far += actual_message_size; //COMPAT_MESSAGE_LENGTH-5;
}
} else {
/*
** Network game: fill in a GlobalPacketType & send it.
*/
if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
sent_so_far = 0;
magic_number = MESSAGE_HEAD_MAGIC_NUMBER;
crc = (unsigned short) (Calculate_CRC(Messages.Get_Edit_Buf(), message_length) & 0xffff);
while (sent_so_far < message_length){
GPacket.Command = NET_MESSAGE;
strcpy (GPacket.Name, MPlayerName);
memcpy (GPacket.Message.Buf, Messages.Get_Edit_Buf()+sent_so_far, COMPAT_MESSAGE_LENGTH-5);
/*
** Steve I's stuff for splitting message on word boundries
*/
actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
/* Start at the end of the message and find a space with 10 chars. */
the_string = GPacket.Message.Buf;
while ( (COMPAT_MESSAGE_LENGTH -5) -actual_message_size < 10 &&
the_string[actual_message_size] != ' '){
--actual_message_size;
}
if ( the_string[actual_message_size] == ' ' ){
/* Now delete the extra characters after the space (they musnt print) */
for ( int i=0 ; i< (COMPAT_MESSAGE_LENGTH-5) - actual_message_size; i++ ){
the_string[i + actual_message_size] = 0xff;
}
}else{
actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
}
*(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-5) = 0;
/*
** Flag this message segment as either a message head or a message tail.
*/
*((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-4)) = magic_number;
*((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-2)) = crc;
GPacket.Message.ID = MPlayerLocalID;
GPacket.Message.NameCRC = Compute_Name_CRC(MPlayerGameName);
/*
** If 'F4' was hit, MessageAddress will be a broadcast address; send
** the message to every player we have a connection with.
*/
if (MessageAddress.Is_Broadcast()) {
for (i = 0; i < Ipx.Num_Connections(); i++) {
Ipx.Send_Global_Message(&GPacket, sizeof(GlobalPacketType), 1,
Ipx.Connection_Address(Ipx.Connection_ID(i)));
Ipx.Service();
}
} else {
/*
** Otherwise, MessageAddress contains the exact address to send to.
** Send to that address only.
*/
Ipx.Send_Global_Message(&GPacket, sizeof(GlobalPacketType), 1,
&MessageAddress);
Ipx.Service();
}
magic_number++;
sent_so_far += actual_message_size; //COMPAT_MESSAGE_LENGTH-5;
}
}
}
/*
** Tell the map to completely update itself, since a message is now missing.
*/
Map.Flag_To_Redraw(true);
#endif
}
}
#endif
/***********************************************************************************************
* Color_Cycle -- Handle the general palette color cycling. *
* *
* This is a maintenance routine that handles the color cycling. It should be called as *
* often as necessary to achieve smooth color cycling effects -- at least 8 times a second. *
* *
* INPUT: none *
* *
* OUTPUT: true if palette changed *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 06/10/1994 JLB : Uses new cycle color values. *
* 12/21/1994 JLB : Handles text fade color. *
*=============================================================================================*/
bool Color_Cycle(void)
{
static CountDownTimerClass _timer(BT_SYSTEM,0L);
static CountDownTimerClass _ftimer(BT_SYSTEM,0L);
static bool _up = false;
bool changed = false;
/*
** Process the fading white color. It is used for the radar box and other glowing
** game interface elements.
*/
if (!_ftimer.Time()) {
_ftimer.Set(TIMER_SECOND/8);
/*
** Pulse the pulsing text color.
*/
#define STEP_RATE 5
if (_up) {
GamePalette[767] += STEP_RATE;
GamePalette[766] += STEP_RATE;
GamePalette[765] += STEP_RATE;
if (GamePalette[767] > MAX_CYCLE_COLOR) {
GamePalette[767] = MAX_CYCLE_COLOR;
GamePalette[766] = MAX_CYCLE_COLOR;
GamePalette[765] = MAX_CYCLE_COLOR;
_up = false;
}
} else {
GamePalette[767] -= STEP_RATE;
GamePalette[766] -= STEP_RATE;
GamePalette[765] -= STEP_RATE;
if ((unsigned)GamePalette[767] < MIN_CYCLE_COLOR) {
GamePalette[767] = MIN_CYCLE_COLOR;
GamePalette[766] = MIN_CYCLE_COLOR;
GamePalette[765] = MIN_CYCLE_COLOR;
_up = true;
}
}
changed = true;
}
/*
** Process the color cycling effects -- water.
*/
if (!_timer.Time()) {
unsigned char colors[3];
_timer.Set(TIMER_SECOND/4);
memmove(colors, &GamePalette[(CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1)*3], sizeof(colors));
memmove(&GamePalette[(CYCLE_COLOR_START+1)*3], &GamePalette[CYCLE_COLOR_START*3], (CYCLE_COLOR_COUNT-1)*3);
memmove(&GamePalette[CYCLE_COLOR_START*3], colors, sizeof(colors));
changed = true;
}
/*
** If any of the processing functions changed the palette, then this palette must be
** passed to the system.
*/
if (changed) {
Wait_Vert_Blank();
Set_Palette(GamePalette);
return (true);
}
return (false);
}
/***********************************************************************************************
* Call_Back -- Main game maintenance callback routine. *
* *
* This routine handles all the "real time" processing that needs to *
* occur. This includes palette fading and sound updating. It needs *
* to be called as often as possible. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
void Call_Back(void)
{
#ifndef DEMO
int i;
int id;
int color;
unsigned short magic_number;
unsigned short crc;
#endif
/*
** Score maintenance
*/
if (SampleType) {
Theme.AI();
Speak_AI();
}
#ifndef DEMO
/*
** Network maintenance
*/
if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
Ipx.Service();
/*
** Read packets only if the game is "closed", so we don't steal global
** messages from the connection dialogs.
*/
if (!NetOpen) {
if (Ipx.Get_Global_Message (&GPacket, &GPacketlen, &GAddress, &GProductID)) {
if (GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER) {
/*
** If this is another player signing off, remove the connection &
** mark that player's house as non-human, so the computer will take
** it over.
*/
if (GPacket.Command == NET_SIGN_OFF) {
for (i = 0; i < Ipx.Num_Connections(); i++) {
id = Ipx.Connection_ID(i);
if (!strcmp (GPacket.Name, Ipx.Connection_Name(id) ) &&
GAddress == (*Ipx.Connection_Address(id))) {
CCDebugString ("C&C95 = Destroying connection due to sign off\n");
Destroy_Connection (id,0);
}
}
} else {
/*
** Process a message from another user.
*/
if (GPacket.Command == NET_MESSAGE) {
bool msg_ok = false;
char txt[80];
/*
** If NetProtect is set, make sure this message came from within
** this game.
*/
if (!NetProtect) {
msg_ok = true;
} else {
if (GPacket.Message.NameCRC == Compute_Name_CRC(MPlayerGameName)) {
msg_ok = true;
} else {
msg_ok = false;
}
}
if (msg_ok) {
sprintf(txt,Text_String (TXT_FROM), GPacket.Name, GPacket.Message.Buf);
magic_number = *((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-4));
crc = *((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-2));
color = MPlayerID_To_ColorIndex(GPacket.Message.ID);
Messages.Add_Message(txt, MPlayerTColors[color],
TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, 600, magic_number, crc);
/*
** Tell the map to do a partial update (just to force the messages
** to redraw).
*/
Map.Flag_To_Redraw(false);
/*
** Save this message in our last-message buffer
*/
if (strlen(GPacket.Message.Buf)) {
strcpy(LastMessage, GPacket.Message.Buf);
}
}
} else {
Process_Global_Packet(&GPacket, &GAddress);
}
}
}
}
}
}
/*
** Modem and Null Modem maintenance
*/
if (GameToPlay == GAME_NULL_MODEM
|| ((GameToPlay == GAME_MODEM) && ModemService)){
//|| GameToPlay == GAME_INTERNET) {
// PG_TO_FIX
//NullModem.Service();
}
#endif
}
/***********************************************************************************************
* Language_Name -- Build filename for current language. *
* *
* This routine attaches a language specific suffix to the base *
* filename provided. Typical use of this is when loading language *
* specific files at game initialization time. *
* *
* INPUT: basename -- Base name to append language specific *
* extension to. *
* *
* OUTPUT: Returns with pointer to completed filename. *
* *
* WARNINGS: The return pointer value is valid only until the next time *
* this routine is called. *
* *
* HISTORY: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
char const *Language_Name(char const *basename)
{
static char _fullname[_MAX_FNAME+_MAX_EXT];
if (!basename) return(NULL);
sprintf(_fullname, "%s.ENG", basename);
return(_fullname);
}
/***********************************************************************************************
* Source_From_Name -- Converts ASCII name into SourceType. *
* *
* This routine is used to convert an ASCII name representing a *
* SourceType into the actual SourceType value. Typically, this is *
* used when processing the scenario INI file. *
* *
* INPUT: name -- The ASCII source name to process. *
* *
* OUTPUT: Returns with the SourceType represented by the name *
* specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/17/1994 JLB : Created. *
*=============================================================================================*/
SourceType Source_From_Name(char const *name)
{
if (name) {
for (SourceType source = SOURCE_FIRST; source < SOURCE_COUNT; source++) {
if (stricmp(SourceName[source], name) == 0) {
return(source);
}
}
}
return(SOURCE_NONE);
}
/***********************************************************************************************
* Name_From_Source -- retrieves the name for the given SourceType *
* *
* INPUT: *
* source SourceType to get the name for *
* *
* OUTPUT: *
* name of SourceType *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 11/15/1994 BR : Created. *
*=============================================================================================*/
char const *Name_From_Source(SourceType source)
{
if ((unsigned)source < SOURCE_COUNT) {
return(SourceName[source]);
}
return("None");
}
/***********************************************************************************************
* Theater_From_Name -- Converts ASCII name into a theater number. *
* *
* This routine converts an ASCII representation of a theater and converts it into a *
* matching theater number. If no match was found, then THEATER_NONE is returned. *
* *
* INPUT: name -- Pointer to ASCII name to convert. *
* *
* OUTPUT: Returns with the name converted into a theater number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
TheaterType Theater_From_Name(char const *name)
{
TheaterType index;
if (name) {
for (index = THEATER_FIRST; index < THEATER_COUNT; index++) {
if (stricmp(name, Theaters[index].Name) == 0) {
return(index);
}
}
}
return(THEATER_NONE);
}
/***********************************************************************************************
* KN_To_Facing -- Converts a keyboard input number into a facing value. *
* *
* This routine determine which compass direction is represented by the keyboard value *
* provided. It is used for map scrolling and other directional control operations from *
* the keyboard. *
* *
* INPUT: input -- The KN number to convert. *
* *
* OUTPUT: Returns with the facing type that the keyboard number represents. If it could *
* not be translated, then FACING_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
FacingType KN_To_Facing(int input)
{
input &= ~(KN_ALT_BIT|KN_SHIFT_BIT|KN_CTRL_BIT);
switch (input) {
case KN_LEFT:
return(FACING_W);
case KN_RIGHT:
return(FACING_E);
case KN_UP:
return(FACING_N);
case KN_DOWN:
return(FACING_S);
case KN_UPLEFT:
return(FACING_NW);
case KN_UPRIGHT:
return(FACING_NE);
case KN_DOWNLEFT:
return(FACING_SW);
case KN_DOWNRIGHT:
return(FACING_SE);
}
return(FACING_NONE);
}
/***********************************************************************************************
* Sync_Delay -- Forces the game into a 15 FPS rate. *
* *
* This routine will wait until the timer for the current frame has expired before *
* returning. It is called at the end of every game loop in order to force the game loop *
* to run at a fixed rate. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Will delay for up to 1/15 of a second. *
* *
* HISTORY: *
* 01/04/1995 JLB : Created. *
* 03/06/1995 JLB : Fixed. *
*=============================================================================================*/
static void Sync_Delay(void)
{
/*
** Delay one tick and keep a record that one tick was "wasted" here.
** This accumulates into a running histogram of performance.
*/
SpareTicks += FrameTimer.Time();
while (FrameTimer.Time()) {
Color_Cycle();
Call_Back();
if (SpecialDialog == SDLG_NONE) {
WWMouse->Erase_Mouse(&HidPage, TRUE);
KeyNumType input = KN_NONE;
int x, y;
WWMouse->Erase_Mouse(&HidPage, TRUE);
Map.Input(input, x, y);
if (input) {
Keyboard_Process(input);
}
Map.Render();
}
}
Color_Cycle();
Call_Back();
}
/***********************************************************************************************
* Main_Loop -- This is the main game loop (as a single loop). *
* *
* This function will perform one game loop. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Should the game end? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1994 JLB : Created. *
*=============================================================================================*/
extern void Check_For_Focus_Loss(void);
void Reallocate_Big_Shape_Buffer(void);
bool Main_Loop()
{
KeyNumType input; // Player input.
int x;
int y;
int framedelay;
// InMainLoop = true;
/*
** I think I'm gonna cry if this makes it work
*/
if (Get_Mouse_State())Show_Mouse();
/*
** Call the focus loss handler
*/
Check_For_Focus_Loss();
/*
** Allocate extra memory for uncompressed shapes as needed
*/
Reallocate_Big_Shape_Buffer();
/*
** Sync-bug trapping code
*/
if (Frame >= TrapFrame) {
Trap_Object();
}
//
// Initialize our AI processing timer
//
ProcessTimer.Set(0, true);
#if 1
if (TrapCheckHeap) {
Debug_Trap_Check_Heap = true;
}
#endif
#ifdef CHEAT_KEYS
Heap_Dump_Check( "After Trap" );
/*
** Update the running status debug display.
*/
Self_Regulate();
#endif
/*
** If there is no theme playing, but it looks like one is required, then start one
** playing. This is usually the symptom of there being no transition score.
*/
if (SampleType && Theme.What_Is_Playing() == THEME_NONE) {
Theme.Queue_Song(THEME_PICK_ANOTHER);
}
/*
** Setup the timer so that the Main_Loop function processes at the correct rate.
*/
if (GameToPlay != GAME_NORMAL && CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
framedelay = 60 / DesiredFrameRate;
FrameTimer.Set(framedelay);
} else {
FrameTimer.Set(Options.GameSpeed);
}
/*
** Update the display, unless we're inside a dialog.
*/
if (!PlaybackGame) {
if (SpecialDialog == SDLG_NONE && GameInFocus) {
WWMouse->Erase_Mouse(&HidPage, TRUE);
Map.Input(input, x, y);
if (input) {
Keyboard_Process(input);
}
// HidPage.Lock();
Map.Render();
// HidPage.Unlock();
}
}
/*
** Save map's position & selected objects, if we're recording the game.
*/
if (RecordGame || PlaybackGame) {
Do_Record_Playback();
}
/*
** Sort the map's ground layer by y-coordinate value. This is done
** outside the IsToRedraw check, for the purposes of game sync'ing
** between machines; this way, all machines will sort the Map's
** layer in the same way, and any processing done that's based on
** the order of this layer will sync on different machines.
*/
Map.Layer[LAYER_GROUND].Sort();
// Heap_Dump_Check( "Before Logic.AI" );
/*
** AI logic operations are performed here.
*/
Logic.AI();
// Heap_Dump_Check( "After Logic.AI" );
/*
** Manage the inter-player message list. If Manage() returns true, it means
** a message has expired & been removed, and the entire map must be updated.
*/
if (Messages.Manage()) {
HiddenPage.Clear();
Map.Flag_To_Redraw(true);
}
//
// Measure how long it took to process the AI
//
ProcessTicks += ProcessTimer.Time();
ProcessFrames++;
// Heap_Dump_Check( "Before Queue_AI" );
/*
** Process all commands that are ready to be processed.
*/
Queue_AI();
// Heap_Dump_Check( "After Queue_AI" );
/*
** Keep track of elapsed time in the game.
*/
Score.ElapsedTime += TIMER_SECOND / TICKS_PER_SECOND;
Call_Back();
// Heap_Dump_Check( "After Call_Back" );
/*
** Perform any win/lose code as indicated by the global control flags.
*/
if (EndCountDown) EndCountDown--;
/*
** Check for player wins or loses according to global event flag.
*/
if (PlayerWins) {
if (GameToPlay == GAME_INTERNET && !GameStatisticsPacketSent){
Register_Game_End_Time();
Send_Statistics_Packet();
}
WWMouse->Erase_Mouse(&HidPage, TRUE);
PlayerLoses = false;
PlayerWins = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Win();
}
if (PlayerLoses) {
if (GameToPlay == GAME_INTERNET && !GameStatisticsPacketSent){
Register_Game_End_Time();
Send_Statistics_Packet();
}
WWMouse->Erase_Mouse(&HidPage, TRUE);
PlayerWins = false;
PlayerLoses = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Lose();
}
if (PlayerRestarts) {
WWMouse->Erase_Mouse(&HidPage, TRUE);
PlayerWins = false;
PlayerLoses = false;
PlayerRestarts = false;
Map.Help_Text(TXT_NONE);
Do_Restart();
}
/*
** The frame logic has been completed. Increment the frame
** counter.
*/
Frame++;
/*
** Very rarely, the human players will get a message from the computer.
*/
if (GameToPlay != GAME_NORMAL && MPlayerGhosts && IRandom(0,10000) == 1) {
Computer_Message();
}
/*
** Is there a memory trasher altering the map??
*/
if (Debug_Check_Map) {
if (!Map.Validate()) {
#ifdef GERMAN
if (CCMessageBox().Process ("Kartenfehler!","Halt","Weiter")==0)
#else
#ifdef FRENCH
if (CCMessageBox().Process ("Erreur de carte!","Stop","Continuer")==0)
#else
if (CCMessageBox().Process ("Map Error!","Stop","Continue")==0)
#endif
#endif
GameActive = false;
Map.Validate(); // give debugger a chance to catch it
}
}
Sync_Delay();
// InMainLoop = false;
return(!GameActive);
}
#ifdef SCENARIO_EDITOR
/***************************************************************************
* Map_Edit_Loop -- a mini-main loop for map edit mode only *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/19/1994 BR : Created. *
*=========================================================================*/
bool Map_Edit_Loop(void)
{
/*
** Redraw the map.
*/
Map.Render();
/*
** Get user input (keys, mouse clicks).
*/
KeyNumType input;
int x;
int y;
Map.Input(input, x, y);
/*
** Process keypress.
*/
if (input) {
Keyboard_Process(input);
}
Call_Back(); // maintains Theme.AI() for music
Color_Cycle();
return(!GameActive);
}
/***************************************************************************
* Go_Editor -- Enables/disables the map editor *
* *
* INPUT: *
* flag true = go into editor mode; false = go into game mode *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 10/19/1994 BR : Created. *
*=========================================================================*/
void Go_Editor(bool flag)
{
/*
** Go into Scenario Editor mode
*/
if (flag) {
Debug_Map = true;
Debug_Unshroud = true;
/*
** Un-select any selected objects
*/
Unselect_All();
/*
** Turn off the sidebar if it's on
*/
Map.Activate(0);
/*
** Reset the map's Button list for the new mode
*/
Map.Init_IO();
/*
** Force a complete redraw of the screen
*/
HiddenPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
} else {
/*
** Go into normal game mode
*/
Debug_Map = false;
Debug_Unshroud = false;
/*
** Un-select any selected objects
*/
Unselect_All();
/*
** Reset the map's Button list for the new mode
*/
Map.Init_IO();
/*
** Force a complete redraw of the screen
*/
HiddenPage.Clear();
Map.Flag_To_Redraw(true);
Map.Render();
}
}
#endif
#if (0)
#define VQ_THREAD_BUFFER_SIZE 1024*1024
#define VQ_THREAD_BUFFER_CHUNK VQ_THREAD_BUFFER_SIZE/4
unsigned char *VQThreadBuffer = NULL;
volatile bool ThreadReading = false;
unsigned long VQThreadBlockHead;
unsigned long VQThreadBlockTail;
unsigned long VQBytesLeft;
unsigned long VQBytesRead;
void Init_VQ_Threading(CCFileClass *file)
{
if (!VQThreadBuffer){
VQThreadBuffer = new unsigned char [VQ_THREAD_BUFFER_SIZE];
}
Force_VM_Page_In(VQThreadBuffer, VQ_THREAD_BUFFER_SIZE);
VQThreadBlockHead = 0;
VQThreadBlockTail = 0;
VQBytesRead = 0;
VQBytesLeft = file->Size();
}
void Cleanup_VQ_Threading(void)
{
while (ThreadReading){}
if (VQThreadBuffer){
delete VQThreadBuffer;
VQThreadBuffer = NULL;
}
}
unsigned long __stdcall Thread_Read(void *file)
{
int bytes_to_read;
int left_to_read;
int read_this_time;
unsigned long head;
int sleep_time;
CCFileClass *ccfile = (CCFileClass*)file;
bytes_to_read = MIN (VQBytesLeft, VQ_THREAD_BUFFER_CHUNK);
if (!bytes_to_read){
ThreadReading = false;
return(0);
}
left_to_read = bytes_to_read;
while (left_to_read){
read_this_time = MIN(8*1024, left_to_read);
//if (read_this_time & 3){
ccfile->Read(VQThreadBuffer+VQThreadBlockHead, read_this_time);
//}else{
// ccfile->Read(VQThreadBuffer+VQThreadBlockHead, read_this_time/4);
// ccfile->Read(VQThreadBuffer+VQThreadBlockHead+read_this_time/4, read_this_time/4);
// ccfile->Read(VQThreadBuffer+VQThreadBlockHead+(read_this_time/4)*2, read_this_time/4);
// ccfile->Read(VQThreadBuffer+VQThreadBlockHead+(read_this_time/4)*3, read_this_time/4);
//}
VQThreadBlockHead += read_this_time;
left_to_read -= read_this_time;
head = VQThreadBlockHead;
if (head<VQThreadBlockTail) head+= VQ_THREAD_BUFFER_SIZE;
sleep_time = head - VQThreadBlockTail;
sleep_time = sleep_time/ (VQ_THREAD_BUFFER_CHUNK/32);
sleep_time += 2;
if (sleep_time<1) sleep_time=1;
Sleep(sleep_time);
}
VQThreadBlockHead &= VQ_THREAD_BUFFER_SIZE-1;
VQBytesLeft -= bytes_to_read;
ThreadReading = false;
return (0);
}
void Read_VQ_Thread_Block(CCFileClass *file)
{
HANDLE thread_handle;
DWORD thread_id;
if (!ThreadReading){
//_beginthreadex (&Thread_Read, NULL, 16*1024, NULL);
ThreadReading = true;
thread_handle = CreateThread(NULL, 0, &Thread_Read, (void*)file, 0, &thread_id);
//SetThreadPriority (thread_handle, THREAD_PRIORITY_IDLE);
CloseHandle (thread_handle);
}
}
int VQ_Thread_Read (CCFileClass *file, void *buffer, long bytes)
{
long bytes_to_read;
do {
if (VQThreadBlockHead > VQThreadBlockTail){
bytes_to_read = MIN(bytes, VQThreadBlockHead-VQThreadBlockTail);
}else{
bytes_to_read = MIN(bytes, VQThreadBlockHead+VQ_THREAD_BUFFER_SIZE - VQThreadBlockTail);
}
}while(ThreadReading && bytes_to_read<bytes);
if (VQThreadBlockTail+bytes_to_read > VQ_THREAD_BUFFER_SIZE){
int first_chunk = VQ_THREAD_BUFFER_SIZE - VQThreadBlockTail;
int second_chunk = bytes_to_read - first_chunk;
memcpy (buffer, VQThreadBuffer + VQThreadBlockTail, first_chunk);
memcpy ((unsigned char*)buffer + first_chunk, VQThreadBuffer, second_chunk);
}else{
memcpy (buffer, VQThreadBuffer + VQThreadBlockTail, bytes_to_read);
}
VQThreadBlockTail += bytes_to_read;
VQThreadBlockTail &= VQ_THREAD_BUFFER_SIZE - 1;
unsigned long head = VQThreadBlockHead;
if (head<VQThreadBlockTail) head+= VQ_THREAD_BUFFER_SIZE;
if (head-VQThreadBlockTail < VQ_THREAD_BUFFER_CHUNK && !ThreadReading) Read_VQ_Thread_Block(file);
VQBytesRead += bytes_to_read;
return (bytes_to_read);
}
int VQ_Thread_Seek (long bytes)
{
VQThreadBlockTail += bytes;
VQBytesRead += bytes;
return (VQBytesRead);
}
/***********************************************************************************************
* MixFileHandler -- Handles VQ file access. *
* *
* This routine is called from the VQ player when it needs to access the source file. By *
* using this routine it is possible to virtualize the file system. *
* *
* INPUT: vqa -- Pointer to the VQA handle for this animation. *
* *
* action-- The requested action to perform. *
* *
* buffer-- Optional buffer pointer as needed by the type of action. *
* *
* nbytes-- The number of bytes (if needed) for this operation. *
* *
* OUTPUT: Returns a value consistent with the action requested. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
long MixFileHandler(VQAHandle *vqa, long action, void *buffer, long nbytes)
{
CCFileClass *file;
long error;
file = (CCFileClass *)vqa->VQAio;
/*
** Perform the action specified by the stream command.
*/
switch (action) {
/*
** VQACMD_READ means read NBytes from the stream and place it in the
** memory pointed to by Buffer.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_READ.
*/
case VQACMD_READ:
error = VQ_Thread_Read (file, buffer, nbytes);
//error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
if (error == nbytes) error = 0;
break;
/*
** VQACMD_WRITE is analogous to VQACMD_READ.
**
** Writing is not allowed to the VQA file, VQA library will remap the
** error into VQAERR_WRITE.
*/
case VQACMD_WRITE:
error = 1;
break;
/*
** VQACMD_SEEK asks that you perform a seek relative to the current
** position. NBytes is a signed number, indicating seek direction
** (positive for forward, negative for backward). Buffer has no meaning
** here.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_SEEK.
*/
case VQACMD_SEEK:
//error = (file->Seek(nbytes, SEEK_CUR) == -1);
VQ_Thread_Seek(nbytes);
error = 0;
break;
/*
** VQACMD_OPEN asks that you open your stream for access.
*/
case VQACMD_OPEN:
file = new CCFileClass((char *)buffer);
if (file != NULL && file->Is_Available()) {
error = file->Open((char *)buffer, READ);
if (error != -1) {
vqa->VQAio = (unsigned long)file;
error = 0;
//file->Set_Buffer_Size(8*1024);
} else {
delete file;
file = 0;
error = 1;
}
} else {
error = 1;
}
if (error != -1){
Init_VQ_Threading(file);
Read_VQ_Thread_Block(file);
CountDownTimerClass timer;
timer.Set(60);
while (ThreadReading || timer.Time()){}
}
break;
case VQACMD_CLOSE:
Cleanup_VQ_Threading();
file->Close();
delete file;
file = 0;
vqa->VQAio = 0;
error = 0;
break;
/*
** VQACMD_INIT means to prepare your stream for reading. This is used for
** certain streams that can't be read immediately upon opening, and need
** further preparation. This operation is allowed to fail; the error code
** will be returned directly to the client.
*/
case VQACMD_INIT:
/*
** IFFCMD_CLEANUP means to terminate the transaction with the associated
** stream. This is used for streams that can't simply be closed. This
** operation is not allowed to fail; any error returned will be ignored.
*/
case VQACMD_CLEANUP:
error = 0;
break;
}
return(error);
}
#endif //(0)
//#if (0)
// PG_TO_FIX
typedef void* VQAHandle;
/***********************************************************************************************
* MixFileHandler -- Handles VQ file access. *
* *
* This routine is called from the VQ player when it needs to access the source file. By *
* using this routine it is possible to virtualize the file system. *
* *
* INPUT: vqa -- Pointer to the VQA handle for this animation. *
* *
* action-- The requested action to perform. *
* *
* buffer-- Optional buffer pointer as needed by the type of action. *
* *
* nbytes-- The number of bytes (if needed) for this operation. *
* *
* OUTPUT: Returns a value consistent with the action requested. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
long MixFileHandler(VQAHandle *vqa, long action, void *buffer, long nbytes)
{
return 0;;
#if (0)
CCFileClass *file;
long error;
file = (CCFileClass *)vqa->VQAio;
/*
** Perform the action specified by the stream command.
*/
switch (action) {
/*
** VQACMD_READ means read NBytes from the stream and place it in the
** memory pointed to by Buffer.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_READ.
*/
case VQACMD_READ:
error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
break;
/*
** VQACMD_WRITE is analogous to VQACMD_READ.
**
** Writing is not allowed to the VQA file, VQA library will remap the
** error into VQAERR_WRITE.
*/
case VQACMD_WRITE:
error = 1;
break;
/*
** VQACMD_SEEK asks that you perform a seek relative to the current
** position. NBytes is a signed number, indicating seek direction
** (positive for forward, negative for backward). Buffer has no meaning
** here.
**
** Any error code returned will be remapped by VQA library into
** VQAERR_SEEK.
*/
case VQACMD_SEEK:
error = (file->Seek(nbytes, SEEK_CUR) == -1);
break;
/*
** VQACMD_OPEN asks that you open your stream for access.
*/
case VQACMD_OPEN:
file = new CCFileClass((char *)buffer);
if (file != NULL && file->Is_Available()) {
error = file->Open((char *)buffer, READ);
if (error != -1) {
vqa->VQAio = (unsigned long)file;
error = 0;
file->Set_Buffer_Size(8*1024);
} else {
delete file;
file = 0;
error = 1;
}
} else {
error = 1;
}
break;
case VQACMD_CLOSE:
file->Close();
delete file;
file = 0;
vqa->VQAio = 0;
error = 0;
break;
/*
** VQACMD_INIT means to prepare your stream for reading. This is used for
** certain streams that can't be read immediately upon opening, and need
** further preparation. This operation is allowed to fail; the error code
** will be returned directly to the client.
*/
case VQACMD_INIT:
/*
** IFFCMD_CLEANUP means to terminate the transaction with the associated
** stream. This is used for streams that can't simply be closed. This
** operation is not allowed to fail; any error returned will be ignored.
*/
case VQACMD_CLEANUP:
error = 0;
break;
}
return(error);
#endif
}
//#endif //(0)
void Rebuild_Interpolated_Palette(unsigned char *interpal)
{
for (int y=0 ; y<255 ; y++){
for (int x=y+1 ; x<256 ; x++){
*(interpal + (y*256+x)) = *(interpal + (x*256+y));
}
}
}
unsigned char *InterpolatedPalettes[100];
BOOL PalettesRead;
unsigned PaletteCounter;
int Load_Interpolated_Palettes(char const *filename, BOOL add)
{
int num_palettes=0;
int i;
int start_palette;
PalettesRead = FALSE;
CCFileClass file(filename);
// RawFileClass *palette_file;
if (!add){
for (i=0 ; i<ARRAY_SIZE(InterpolatedPalettes) ; i++){
InterpolatedPalettes[i]=NULL;
}
start_palette=0;
} else {
for (start_palette=0 ; start_palette< ARRAY_SIZE(InterpolatedPalettes) ; start_palette++){
if (!InterpolatedPalettes[start_palette]) break;
}
}
// palette_file = new RawFileClass (filename);
// if (file.Is_Available()){
file.Open(READ);
file.Read(&num_palettes , 4);
for (i=0 ; i<num_palettes ; i++){
InterpolatedPalettes[i+start_palette] = (unsigned char *)malloc (65536);
memset (InterpolatedPalettes[i+start_palette],0,65536);
for (int y=0 ; y<256 ;y++){
file.Read (InterpolatedPalettes[i+start_palette] + y*256 , y+1);
}
Rebuild_Interpolated_Palette(InterpolatedPalettes[i+start_palette]);
}
PalettesRead = TRUE;
file.Close();
// }
PaletteCounter = 0;
return (num_palettes);
}
void Free_Interpolated_Palettes(void)
{
for (int i=0 ; i<ARRAY_SIZE(InterpolatedPalettes) ; i++){
if (InterpolatedPalettes[i]){
free(InterpolatedPalettes[i]);
InterpolatedPalettes[i]=NULL;
}
}
}
/***********************************************************************************************
* Play_Movie -- Plays a VQ movie. *
* *
* Use this routine to play a VQ movie. It will disptach the specified movie to the *
* VQ player. The routine will not return until the movie has finished playing. *
* *
* INPUT: file -- The file object that contains the movie. *
* *
* anim -- The anim control and configuration structure that controls how the *
* movie will be played. *
* *
* clrscrn -- Set to 1 to clear the screen when the movie is over *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/19/1994 JLB : Created. *
*=============================================================================================*/
extern BOOL InMovie;
extern bool VQPaletteChange;
extern void Suspend_Audio_Thread(void);
extern void Resume_Audio_Thread(void);
//Play
extern void Play_Movie_GlyphX(const char * movie_name, ThemeType theme );
void Play_Movie(char const * name, ThemeType theme, bool clrscrn)
{
#if (1)
if (strcmp(name, "x") == 0 || strcmp(name, "X") == 0) {
return;
}
Play_Movie_GlyphX(name, theme);
return;
#else
/*
** Don't play movies in editor mode
*/
if (Debug_Map) {
return;
}
/*
** Don't play movies in multiplayer mode
*/
if (GameToPlay != GAME_NORMAL) {
return;
}
memset (&PaletteInterpolationTable[0][0],0,65536);
if (name) {
char fullname[_MAX_FNAME+_MAX_EXT];
char palname [_MAX_FNAME+_MAX_EXT];
_makepath(fullname, NULL, NULL, name, ".VQA");
_makepath(palname , NULL, NULL, name, ".VQP");
#ifdef CHEAT_KEYS
Mono_Set_Cursor(0, 0);Mono_Printf("[%s]", fullname);
#endif
/*
** Reset the anim control structure.
*/
Anim_Init();
VQPaletteChange = false;
/*
** Prepare to play a movie. First hide the mouse and stop any score that is playing.
** While the score (if any) is fading to silence, fade the palette to black as well.
** When the palette has finished fading, wait until the score has finished fading
** before launching the movie.
*/
Hide_Mouse();
//Theme.Stop();
//Theme.AI();
Theme.Queue_Song(theme);
if (PreserveVQAScreen == 0) {
Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
VisiblePage.Clear();
memset(BlackPalette, 0x01, 768);
Set_Palette(BlackPalette);
memset(BlackPalette, 0x00, 768);
}
PreserveVQAScreen = 0;
Keyboard::Clear();
VQAHandle *vqa = NULL;
if (!Debug_Quiet && Get_Digi_Handle() != -1) {
AnimControl.OptionFlags |= VQAOPTF_AUDIO;
} else {
AnimControl.OptionFlags &= ~VQAOPTF_AUDIO;
}
if ((vqa = VQA_Alloc()) != NULL) {
VQA_Init(vqa, MixFileHandler);
if (VQA_Open(vqa, fullname, &AnimControl) == 0) {
Brokeout = false;
//Suspend_Audio_Thread();
#if (FRENCH | GERMAN | JAPANESE)
/*
** Kludge to use the old palette interpolation table for CC2TEASE
** unless the covert CD is inserted.
*/
if (!stricmp (palname, "CC2TEASE.VQP")){
int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
/*
** If cd_index == 2 then its a covert CD
*/
if (cd_index != 2){
strcpy (palname, "OLDCC2T.VQP");
}
}
#endif //(FRENCH | GERMAN)
#if (GERMAN)
/*
** Kludge to use a different palette interpolation table for RETRO.VQA
** if the covert CD is inserted.
*/
if (!stricmp (palname, "RETRO.VQP")){
int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
/*
** If cd_index == 2 then its a covert CD
*/
if (cd_index == 2){
strcpy (palname, "RETROGER.VQP");
}
}
#endif //GERMAN
Load_Interpolated_Palettes(palname);
//Set_Palette(BlackPalette);
SysMemPage.Clear();
InMovie = TRUE;
VQA_Play(vqa, VQAMODE_RUN);
VQA_Close(vqa);
//Resume_Audio_Thread();
InMovie = FALSE;
Free_Interpolated_Palettes();
Set_Primary_Buffer_Format();
/*
** Any movie that ends prematurely must have the screen
** cleared to avoid any unexpected palette glitches.
*/
if (Brokeout) {
clrscrn = true;
VisiblePage.Clear();
Brokeout = false;
}
}
VQA_Free(vqa);
}
/*
** Presume that the screen is left in a garbage state as well as the palette
** being in an unknown condition. Recover from this by clearing the screen and
** forcing the palette to black.
*/
if (clrscrn) {
VisiblePage.Clear();
memset(BlackPalette, 0x01, 768);
Set_Palette(BlackPalette);
memset(BlackPalette, 0x00, 768);
Set_Palette(BlackPalette);
}
Show_Mouse();
}
#endif
}
/***********************************************************************************************
* Unselect_All -- Causes all selected objects to become unselected. *
* *
* This routine will unselect all objects that are currently selected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void Unselect_All(void)
{
//while (CurrentObject.Count()) {
// CurrentObject[0]->Unselect();
//}
//Added some error handling incase there was an issue removing the object - JAS 6/28/2019
while (CurrentObject.Count()) {
int count_before = CurrentObject.Count();
CurrentObject[0]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Unselect_All failed to remove an object");
CurrentObject.Delete(CurrentObject[0]);
}
}
//End of change - JAS 6/28/2019
}
void Unselect_All_Except(ObjectClass* object)
{
int index = 0;
while (index < CurrentObject.Count()) {
if (CurrentObject[index] == object) {
index++;
continue;
}
int count_before = CurrentObject.Count();
CurrentObject[index]->Unselect();
if (count_before <= CurrentObject.Count()) {
GlyphX_Debug_Print("Unselect_All failed to remove an object");
CurrentObject.Delete(CurrentObject[index]);
}
}
}
/***********************************************************************************************
* Fading_Table_Name -- Builds a theater specific fading table name. *
* *
* This routine builds a standard fading table name. This name is dependant on the theater *
* being played, since each theater has its own palette. *
* *
* INPUT: base -- The base name of this fading table. The base name can be no longer than *
* seven characters. *
* *
* theater -- The theater that this fading table is specific to. *
* *
* OUTPUT: Returns with a pointer to the constructed fading table filename. This pointer is *
* valid until this function is called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
char const * Fading_Table_Name(char const * base, TheaterType theater)
{
static char _buffer[_MAX_FNAME+_MAX_EXT];
char root[_MAX_FNAME];
sprintf(root, "%1.1s%s", Theaters[theater].Root, base);
_makepath(_buffer, NULL, NULL, root, ".MRF");
return(_buffer);
}
/***********************************************************************************************
* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
* *
* INPUT: void const * shapefile - pointer to a key framed shapefile *
* int shapenum - shape to extract from shapefile *
* *
* OUTPUT: void const * - 3/3 icon set of shape from file *
* *
* HISTORY: *
* 04/12/1995 PWG : Created. *
* 05/10/1995 JLB : Handles a null shapefile pointer. *
*=============================================================================================*/
void const * Get_Radar_Icon(void const * shapefile, int shapenum, int frames, int zoomfactor)
{
static int _offx[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
static int _offy[]={ 0, 0, -1, 1, 0, -1, 1, -1, 1};
int lp,framelp;
char pixel;
char *retval = NULL;
char *buffer = NULL;
void *ptr;
/*
** If there is no shape file, then there can be no radar icon imagery.
*/
if (!shapefile) return(NULL);
/*
** Get the pixel width and height of the frame we built. This will
** be used to extract icons and build pixels.
*/
int pixel_width = Get_Build_Frame_Width( shapefile );
int pixel_height = Get_Build_Frame_Height( shapefile );
/*
** Find the width and height in icons, adjust these by half an
** icon because the artists may be sloppy and miss the edge of an
** icon one way or the other.
*/
int icon_width = (pixel_width + 12) / 24;
int icon_height = (pixel_height + 12) / 24;
/*
** If we have been told to build as many frames as possible, then
** find out how many frames there are to build.
*/
if (frames == -1) frames = Get_Build_Frame_Count( shapefile );
/*
** Allocate a position to store our icons. If the alloc fails then
** we dont add these icons to the set.
**/
buffer = new char[(icon_width * icon_height * 9 * frames)+2];
if (!buffer) return(NULL);
/*
** Save off the return value so that we can return it to the calling
** function.
*/
retval = (char *)buffer;
*buffer++ = (char)icon_width;
*buffer++ = (char)icon_height;
int val = 24/zoomfactor;
for (framelp = 0; framelp < frames; framelp ++) {
/*
** Build the current frame. If the frame can not be built then we
** just need to skip past this set of icons and try to build the
** next frame.
*/
if ((ptr = (void *)(Build_Frame(shapefile, shapenum + framelp, SysMemPage.Get_Buffer()))) != NULL) {
ptr = Get_Shape_Header_Data(ptr);
/*
** Loop through the icon width and the icon height building icons
** into the buffer pointer. When the getx or gety falls outside of
** the width and height of the shape, just insert transparent pixels.
*/
for (int icony = 0; icony < icon_height; icony ++) {
for (int iconx = 0; iconx < icon_width; iconx ++) {
for (int y = 0; y < zoomfactor; y++) {
for (int x = 0; x < zoomfactor; x++) {
int getx = (iconx * 24) + (x * val) + (zoomfactor / 2);
int gety = (icony * 24) + (y * val) + (zoomfactor / 2);
if ((getx < pixel_width) && (gety < pixel_height)) {
for (lp = 0; lp < 9; lp ++) {
pixel = *((char *)(Add_Long_To_Pointer(ptr, ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp])));
if (pixel == LTGREEN) pixel = 0;
if (pixel) {
break;
}
}
*buffer++ = pixel;
} else {
*buffer++ = 0;
}
}
}
}
}
} else {
buffer += icon_width * icon_height * 9;
}
}
return(retval);
}
void CC_Texture_Fill (void const *shapefile, int shapenum, int xpos, int ypos, int width, int height)
{
unsigned char *shape_pointer;
//unsigned char *shape_save;
unsigned long shape_size;
//int x,y;
if (shapefile && shapenum != -1) {
/*
** Build frame returns a pointer now instead of the shapes length
*/
shape_size=Build_Frame(shapefile , shapenum , _ShapeBuffer);
if (Get_Last_Frame_Length() > _ShapeBufferSize) {
Mono_Printf("Attempt to use shape buffer for size %d buffer is only size %d", shape_size, _ShapeBufferSize);
Get_Key();
}
if (shape_size) {
shape_pointer = (unsigned char *)Get_Shape_Header_Data ((void*)shape_size);
int source_width = Get_Build_Frame_Width (shapefile);
int source_height = Get_Build_Frame_Height (shapefile);
LogicPage->Texture_Fill_Rect (xpos, ypos, width, height, shape_pointer, source_width, source_height);
#if (0)
if (LogicPage->Lock()){
for (y = ypos ; y < ypos + MIN(source_height, height) ; y++ ){
shape_save = shape_pointer;
for (x = xpos ; x < xpos + MIN(source_width, width) ; x++ ){
LogicPage->Put_Pixel (x, y, *shape_pointer++);
}
shape_pointer = shape_save + source_width;
}
LogicPage->Unlock();
}
#endif
}
}
}
extern void DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, ObjectClass *object, const char *shape_file_name, char override_owner, int scale);
extern void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip);
extern void DLL_Draw_Line_Intercept(int x, int y, int x1, int y1, unsigned char color, int frame);
void CC_Draw_Shape(ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, int scale)
{
if (window == WINDOW_VIRTUAL) {
int width = Get_Build_Frame_Width(shapefile);
int height = Get_Build_Frame_Height(shapefile);
DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, NULL, -1, scale);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
}
void CC_Draw_Shape(ObjectClass *object, const char *shape_file_name, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, char override_owner)
{
if (window == WINDOW_VIRTUAL) {
int width = Get_Build_Frame_Width(shapefile);
int height = Get_Build_Frame_Height(shapefile);
DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, shape_file_name, override_owner, 0x100);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
}
void CC_Draw_Pip(ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata)
{
if (window == WINDOW_VIRTUAL) {
DLL_Draw_Pip_Intercept(object, shapenum);
return;
}
CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
}
void CC_Draw_Line(int x, int y, int x1, int y1, unsigned char color, int frame, WindowNumberType window)
{
if (window == WINDOW_VIRTUAL) {
DLL_Draw_Line_Intercept(x, y, x1, y1, color, frame);
return;
}
LogicPage->Draw_Line(x, y, x1, y1, color);
}
/***********************************************************************************************
* CC_Draw_Shape -- Custom draw shape handler. *
* *
* All draw shape calls will route through this function. It handles all draws for *
* C&C. Such draws always occur to the logical page and assume certain things about *
* the parameters passed. *
* *
* INPUT: shapefile -- Pointer to the shape data file. This data file contains all the *
* embedded shapes. *
* *
* shapenum -- The shape number within the shapefile that will be drawn. *
* *
* x,y -- The pixel coordinates to draw the shape. *
* *
* window -- The clipping window to use. *
* *
* flags -- The custom draw shape flags. This controls how the parameters *
* are used (if any). *
* *
* fadingdata -- If SHAPE_FADING is desired, then this points to the fading *
* data table. *
* *
* ghostdata -- If SHAPE_GHOST is desired, then this points to the ghost remap *
* table. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 02/21/1995 JLB : Created. *
*=============================================================================================*/
//#pragma off(unreferenced)
void CC_Draw_Shape(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata)
{
#if(TRUE)
int predoffset;
char *shape_pointer;
unsigned long shape_size;
if (shapefile && shapenum != -1) {
/*
** Build frame returns a pointer now instead of the shapes length
*/
shape_size=Build_Frame(shapefile , shapenum , _ShapeBuffer);
if (Get_Last_Frame_Length() > _ShapeBufferSize) {
Mono_Printf("Attempt to use shape buffer for size %d buffer is only size %d", shape_size, _ShapeBufferSize);
Get_Key();
}
if (shape_size) {
GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
(WindowList[window][WINDOWX] << 3) + LogicPage->Get_XPos(),
WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
WindowList[window][WINDOWWIDTH] << 3,
WindowList[window][WINDOWHEIGHT]);
shape_pointer = (char *)shape_size;
/*
** Special shadow drawing code (used for aircraft and bullets).
*/
if ((flags & (SHAPE_FADING|SHAPE_PREDATOR)) == (SHAPE_FADING|SHAPE_PREDATOR)) {
flags = flags & ~(SHAPE_FADING|SHAPE_PREDATOR);
flags = flags | SHAPE_GHOST;
ghostdata = Map.SpecialGhost;
}
predoffset = Frame;
if (x > ( WindowList[window][WINDOWWIDTH] << 2)) {
predoffset = -predoffset;
}
if (draw_window.Lock()){
if ((flags & (SHAPE_GHOST|SHAPE_FADING)) == (SHAPE_GHOST|SHAPE_FADING)) {
Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
shape_pointer, draw_window, flags | SHAPE_TRANS, ghostdata, fadingdata, 1, predoffset);
} else {
if (flags & SHAPE_FADING) {
Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
shape_pointer, draw_window, flags | SHAPE_TRANS, fadingdata, 1, predoffset);
} else {
if (flags & SHAPE_PREDATOR) {
Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
shape_pointer, draw_window, flags | SHAPE_TRANS, predoffset);
} else {
Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
shape_pointer, draw_window, flags | SHAPE_TRANS, ghostdata, predoffset);
}
}
}
}
draw_window.Unlock();
// } else {
// Mono_Printf( "Overrun ShapeBuffer!!!!!!!!!\n" );
}
}
#endif
}
/***********************************************************************************************
* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
* *
* This routine will convert the supplied RTTI type number and the ID value into a valid *
* TechnoTypeClass pointer. If there is an error in conversion, then NULL is returned. *
* *
* INPUT: type -- RTTI type of the techno class object. *
* *
* id -- Integer representation of the techno sub type number. *
* *
* OUTPUT: Returns with a pointer to the techno type class object specified or NULL if the *
* conversion could not occur. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
TechnoTypeClass const * Fetch_Techno_Type(RTTIType type, int id)
{
switch (type) {
case RTTI_UNITTYPE:
case RTTI_UNIT:
return(&UnitTypeClass::As_Reference((UnitType)id));
case RTTI_BUILDINGTYPE:
case RTTI_BUILDING:
return(&BuildingTypeClass::As_Reference((StructType)id));
case RTTI_INFANTRYTYPE:
case RTTI_INFANTRY:
return(&InfantryTypeClass::As_Reference((InfantryType)id));
case RTTI_AIRCRAFTTYPE:
case RTTI_AIRCRAFT:
return(&AircraftTypeClass::As_Reference((AircraftType)id));
}
return(NULL);
}
/***************************************************************************
* Trap_Object -- gets a ptr to object of given type & coord *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/02/1995 BRR : Created. *
*=========================================================================*/
void Trap_Object(void)
{
int i;
TrapObject.Ptr.All = NULL;
switch (TrapObjType) {
case RTTI_AIRCRAFT:
for (i = 0; i < Aircraft.Count(); i++) {
if (Aircraft.Ptr(i)->Coord == TrapCoord || Aircraft.Ptr(i)==TrapThis) {
TrapObject.Ptr.Aircraft = Aircraft.Ptr(i);
break;
}
}
break;
case RTTI_ANIM:
for (i = 0; i < Anims.Count(); i++) {
if (Anims.Ptr(i)->Coord == TrapCoord || Anims.Ptr(i)==TrapThis) {
TrapObject.Ptr.Anim = Anims.Ptr(i);
break;
}
}
break;
case RTTI_BUILDING:
for (i = 0; i < Buildings.Count(); i++) {
if (Buildings.Ptr(i)->Coord == TrapCoord || Buildings.Ptr(i)==TrapThis) {
TrapObject.Ptr.Building = Buildings.Ptr(i);
break;
}
}
break;
case RTTI_BULLET:
for (i = 0; i < Bullets.Count(); i++) {
if (Bullets.Ptr(i)->Coord == TrapCoord || Bullets.Ptr(i)==TrapThis) {
TrapObject.Ptr.Bullet = Bullets.Ptr(i);
break;
}
}
break;
case RTTI_INFANTRY:
for (i = 0; i < Infantry.Count(); i++) {
if (Infantry.Ptr(i)->Coord == TrapCoord || Infantry.Ptr(i)==TrapThis) {
TrapObject.Ptr.Infantry = Infantry.Ptr(i);
break;
}
}
break;
case RTTI_UNIT:
for (i = 0; i < Units.Count(); i++) {
if (Units.Ptr(i)->Coord == TrapCoord || Units.Ptr(i)==TrapThis) {
TrapObject.Ptr.Unit = Units.Ptr(i);
break;
}
}
break;
/*
** Last-ditch find-the-object-right-now-darnit loop
*/
case RTTI_NONE:
for (i = 0; i < Aircraft.Count(); i++) {
if (Aircraft.Raw_Ptr(i)->Coord == TrapCoord || Aircraft.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Aircraft = Aircraft.Raw_Ptr(i);
TrapObjType = RTTI_AIRCRAFT;
return;
}
}
for (i = 0; i < Anims.Count(); i++) {
if (Anims.Raw_Ptr(i)->Coord == TrapCoord || Anims.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Anim = Anims.Raw_Ptr(i);
TrapObjType = RTTI_ANIM;
return;
}
}
for (i = 0; i < Buildings.Count(); i++) {
if (Buildings.Raw_Ptr(i)->Coord == TrapCoord || Buildings.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Building = Buildings.Raw_Ptr(i);
TrapObjType = RTTI_BUILDING;
return;
}
}
for (i = 0; i < Bullets.Count(); i++) {
if (Bullets.Raw_Ptr(i)->Coord == TrapCoord || Bullets.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Bullet = Bullets.Raw_Ptr(i);
TrapObjType = RTTI_BULLET;
return;
}
}
for (i = 0; i < Infantry.Count(); i++) {
if (Infantry.Raw_Ptr(i)->Coord == TrapCoord || Infantry.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Infantry = Infantry.Raw_Ptr(i);
TrapObjType = RTTI_INFANTRY;
return;
}
}
for (i = 0; i < Units.Count(); i++) {
if (Units.Raw_Ptr(i)->Coord == TrapCoord || Units.Raw_Ptr(i)==TrapThis) {
TrapObject.Ptr.Unit = Units.Raw_Ptr(i);
TrapObjType = RTTI_UNIT;
return;
}
}
default:
break;
}
}
/***********************************************************************************************
* VQ_Call_Back -- Maintenance callback used for VQ movies. *
* *
* This routine is called every frame of the VQ movie as it is being played. If this *
* routine returns non-zero, then the movie will stop. *
* *
* INPUT: buffer -- Pointer to the image buffer for the current frame. *
* *
* frame -- The frame number about to be displayed. *
* *
* OUTPUT: Should the movie be stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 JLB : Created. *
*=============================================================================================*/
void VQA_PauseAudio(void) {};
void Check_VQ_Palette_Set(void);
long VQ_Call_Back(unsigned char *, long )
{
// PG_TO_FIX - 1/2/2019 3:59PM
#if (0)
int key = 0;
if (Keyboard::Check()){
key = Keyboard::Get();
Keyboard::Clear();
}
Check_VQ_Palette_Set();
Interpolate_2X_Scale(&SysMemPage,&SeenBuff,NULL);
//Call_Back();
if ((BreakoutAllowed || Debug_Flag) && key == KN_ESC) {
Keyboard::Clear();
Brokeout = true;
return(true);
}
if (!GameInFocus){
VQA_PauseAudio();
while (!GameInFocus){
Keyboard::Check();
Check_For_Focus_Loss();
}
}
#endif
return(false);
}
/***********************************************************************************************
* Handle_Team -- Processes team selection command. *
* *
* This routine will handle creation and selection of pseudo teams that the player can *
* create or control. A team in this sense is an arbitrary grouping of units such that *
* rapid selection control is allowed. *
* *
* INPUT: team -- The logical team number to process. *
* *
* action-- The action to perform on this team: *
* 0 - Toggle the select state for all members of this team. *
* 1 - Select the members of this team. *
* 2 - Make all selected objects members of this team. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/27/1995 JLB : Created. *
*=============================================================================================*/
void Handle_Team(int team, int action)
{
int index;
AllowVoice = true;
switch (action) {
/*
** Toggle the team selection. If the team is selected, then merely unselect it. If the
** team is not selected, then unselect all others before selecting this team.
*/
case 3:
case 0:
/*
** If a non team member is currently selected, then deselect all objects
** before selecting this team.
*/
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
for (index = 0; index < CurrentObject.Count(); index++) {
ObjectClass * obj = CurrentObject[index];
if (obj->What_Am_I() == RTTI_UNIT || obj->What_Am_I() == RTTI_INFANTRY || obj->What_Am_I() == RTTI_AIRCRAFT) {
if (((FootClass *)obj)->Group != team) {
Unselect_All();
break;
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
}
}
}
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
/*
** Center the map around the team if the ALT key was pressed too.
*/
if (action == 3) {
Map.Center_Map();
Map.Flag_To_Redraw(true);
}
break;
/*
** Additive selection of team.
*/
case 1:
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
if (!obj->Is_Selected_By_Player()) {
obj->Select();
AllowVoice = false;
}
}
}
break;
/*
** Create the team.
*/
case 2:
for (index = 0; index < Units.Count(); index++) {
UnitClass * obj = Units.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
if (obj->Group == team) obj->Group = -1;
if (obj->Is_Selected_By_Player()) obj->Group = team;
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
if (obj->Group == team) obj->Group = -1;
if (obj->Is_Selected_By_Player()) obj->Group = team;
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * obj = Aircraft.Ptr(index);
if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
if (obj->Group == team) obj->Group = -1;
if (obj->Is_Selected_By_Player()) obj->Group = team;
}
}
break;
}
AllowVoice = true;
}
/***********************************************************************************************
* Handle_View -- Either records or restores the tactical view. *
* *
* This routine is used to record or restore the current map tactical view. *
* *
* INPUT: view -- The view number to work with. *
* *
* action-- The action to perform with this view number. *
* 0 = Restore the view to this previously remembered location. *
* 1 = Record the current view location. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
void Handle_View(int view, int action)
{
if ((unsigned)view < sizeof(Views)/sizeof(Views[0])) {
if (action == 0) {
Map.Set_Tactical_Position(Cell_Coord(Views[view])&0xFF00FF00L);
Map.Flag_To_Redraw(true);
} else {
Views[view] = Coord_Cell(Map.TacticalCoord);
}
}
}
#ifdef CHEAT_KEYS
void Heap_Dump_Check( char *string )
{
#if 0
struct _heapinfo h_info;
int heap_status;
#endif
if ( !Debug_Trap_Check_Heap ) { // check the heap?
return;
}
// Debug_Heap_Dump = true;
Smart_Printf( "%s\n", string );
Dump_Heap_Pointers();
#if 0
heap_status = _heapset( 0xee );
#if (1)
if ( heap_status == _HEAPOK ||
heap_status == _HEAPEMPTY ) {
Debug_Heap_Dump = false;
return;
}
h_info._pentry = NULL;
for(;;) {
heap_status = _heapwalk( &h_info );
if ( heap_status != _HEAPOK )
break;
}
if (heap_status != _HEAPEND &&
heap_status != _HEAPEMPTY) {
#endif
h_info._pentry = NULL;
for(;;) {
heap_status = _heapwalk( &h_info );
if ( heap_status != _HEAPOK )
break;
Smart_Printf( " %s block at %Fp of size %4.4X\n",
(h_info._useflag == _USEDENTRY ? "USED" : "FREE"),
h_info._pentry, h_info._size );
}
Smart_Printf( " %d block at %Fp of size %4.4X\n",
h_info._useflag, h_info._pentry, h_info._size );
switch ( heap_status ) {
// case _HEAPEND:
// Smart_Printf( "OK - end of heap\n" );
// break;
// case _HEAPEMPTY:
// Smart_Printf( "OK - heap is empty\n" );
// break;
case _HEAPBADBEGIN:
Smart_Printf( "ERROR - heap is damaged\n" );
break;
case _HEAPBADPTR:
Smart_Printf( "ERROR - bad pointer to heap\n" );
break;
case _HEAPBADNODE:
Smart_Printf( "ERROR - bad node in heap\n" );
break;
}
#if (1)
}
#endif
#endif
// Debug_Heap_Dump = false;
}
void Dump_Heap_Pointers( void )
{
// ST - 1/2/2019 4:04PM
#if (0)
char *ptr, *lptr, *nptr, *cptr, *dptr, *wlptr, *nlptr, *aptr, *clptr;
int numallocs, numfrees, sizefree;
static char _freeorused[2][5] = { "FREE", "USED" };
ptr = (char *)__nheapbeg;
while ( ptr ) {
if ( Debug_Heap_Dump ) {
Smart_Printf( "%p pre header\n", (ptr - 8) );
Hex_Dump_Data( (ptr - 8), 0x08);
Smart_Printf( "%p header\n", ptr );
Hex_Dump_Data( ptr, 0x30);
}
dptr = (char *)*(int *)(ptr + 0x0c);
sizefree = *(int *)(ptr + 0x14);
numallocs = *(int *)(ptr + 0x18);
numfrees = *(int *)(ptr + 0x1c);
cptr = (char *)*(int *)(ptr + 0x24);
lptr = (char *)*(int *)(ptr + 0x28);
if ( ((int)cptr & 0xff000000) ||
((int)dptr & 0xff000000) ||
((int)lptr & 0xff000000) ) {
Error_In_Heap_Pointers( "local free heap ptrs too large" );
}
if ( Debug_Heap_Dump ) {
if ( lptr != dptr ||
lptr != cptr ||
cptr != dptr ) {
Smart_Printf( "The pointers are different!!\n" );
}
}
nptr = (char *)*(int *)(ptr + 8); // next block
if ( ((int)nptr & 0xFF000000) ) {
Error_In_Heap_Pointers( "next block ptr too large" );
}
if ( lptr != (ptr + 0x20) ) {
if ( !(*((int *)(ptr + 0x20))) ) { // allocated
aptr = (ptr + 0x2c);
while ( aptr < lptr ) {
if ( (*(int *)(aptr)) == -1) {
// Smart_Printf( "end alloc chain %p.\n", aptr );
// Hex_Dump_Data( aptr, 0x10);
break;
}
if ( Debug_Heap_Dump ) {
Smart_Printf( "%p chain %s, size %X.\n", aptr,
_freeorused[ ((*aptr) & 1) ],
((*(int *)(aptr)) & 0xfffffffe) );
Hex_Dump_Data( aptr, 0x10);
}
if ( ((*(int *)(aptr)) & 0xff000000) ) {
Error_In_Heap_Pointers( "alloc block size way too large" );
}
aptr += ((*(int *)(aptr)) & 0xfffffffe);
if ( ((int)aptr & 0xff000000) ) {
Error_In_Heap_Pointers( "next alloc block ptr way too large" );
}
numallocs--;
if ( aptr > lptr ) {
Error_In_Heap_Pointers( "next alloc block ptr too large" );
}
}
} else {
if ( sizefree != -1 ) {
sizefree -= ((*(int *)(ptr + 0x20)) & 0xfffffffe);
}
numfrees--;
}
wlptr = lptr;
while ( wlptr != (ptr + 0x20) ) {
if ( Debug_Heap_Dump ) {
Smart_Printf( "%p link %s, size %X.\n", wlptr,
_freeorused[ ((*wlptr) & 1) ],
((*(int *)(wlptr)) & 0xfffffffe) );
Hex_Dump_Data( wlptr, 0x10);
}
nlptr = (char *)*(int *)(wlptr + 8);
if ( !(*((int *)(wlptr))) ) { // allocated
aptr = (wlptr + 0x0c);
} else {
if ( sizefree != -1 ) {
sizefree -= ((*(int *)(wlptr)) & 0xfffffffe);
}
numfrees--;
aptr = (wlptr + ((*(int *)(wlptr)) & 0xfffffffe));
}
if (nlptr == (ptr + 0x20) ) {
clptr = nptr;
} else {
clptr = nlptr;
}
while ( aptr < clptr ) {
if ( (*(int *)(aptr)) == -1) {
// Smart_Printf( "end alloc chain %p.\n", aptr );
// Hex_Dump_Data( aptr, 0x10);
break;
}
if ( Debug_Heap_Dump ) {
Smart_Printf( "%p chain %s, size %X.\n", aptr,
_freeorused[ ((*aptr) & 1) ],
((*(int *)(aptr)) & 0xfffffffe) );
Hex_Dump_Data( aptr, 0x10);
}
if ( ((*(int *)(aptr)) & 0xff000000) ) {
Error_In_Heap_Pointers( "alloc block size way too large" );
}
aptr += ((*(int *)(aptr)) & 0xfffffffe);
if ( ((int)aptr & 0xff000000) ) {
Error_In_Heap_Pointers( "next alloc block ptr way too large" );
}
numallocs--;
if ( aptr > clptr ) {
Error_In_Heap_Pointers( "next alloc block ptr too large" );
}
}
wlptr = nlptr;
}
} else {
// Smart_Printf( "only link %s, size %X.\n",
// _freeorused[ ((*lptr) & 1) ],
// ((*(int *)(lptr)) & 0xfffffffe) );
if ( !(*((int *)(lptr))) ) { // allocated
aptr = (ptr + 0x2c);
while ( aptr < nptr ) {
if ( (*(int *)(aptr)) == -1) {
// Smart_Printf( "end alloc chain %p.\n", aptr );
// Hex_Dump_Data( aptr, 0x10);
break;
}
if ( Debug_Heap_Dump ) {
Smart_Printf( "%p chain %s, size %X.\n", aptr,
_freeorused[ ((*aptr) & 1) ],
((*(int *)(aptr)) & 0xfffffffe) );
Hex_Dump_Data( aptr, 0x10);
}
if ( ((*(int *)(aptr)) & 0xff000000) ) {
Error_In_Heap_Pointers( "alloc block size way too large" );
}
aptr += ((*(int *)(aptr)) & 0xfffffffe);
if ( ((int)aptr & 0xff000000) ) {
Error_In_Heap_Pointers( "next alloc block ptr way too large" );
}
numallocs--;
if ( aptr > nptr ) {
Error_In_Heap_Pointers( "next alloc block ptr too large" );
}
}
} else {
if ( sizefree != -1 ) {
sizefree -= ((*(int *)(ptr + 0x20)) & 0xfffffffe);
}
numfrees--;
}
}
if ( sizefree != 0 && sizefree != -1 ) {
Smart_Printf( "sizefree left over %X.\n", sizefree );
}
if ( numallocs != 0 ) {
Smart_Printf( "numallocs unaccounted for %d.\n", numallocs );
}
if ( numfrees != 0 ) {
Smart_Printf( "numfrees unaccounted for %d.\n", numfrees );
}
ptr = nptr;
}
#endif
}
void Error_In_Heap_Pointers( char *string )
{
Smart_Printf( "Error in Heap for %s\n", string );
}
#endif
#ifndef ROR_NOT_READY
#define ROR_NOT_READY 21
#endif
/***********************************************************************************************
* Get_CD_Index -- returns the volume type of the CD in the given drive *
* *
* *
* *
* INPUT: drive number *
* timeout *
* *
* OUTPUT: 0 = gdi *
* 1 = nod *
* 2 = covert *
* -1 = non C&C *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 5/21/96 5:27PM ST : Created *
*=============================================================================================*/
int Get_CD_Index (int cd_drive, int timeout)
{
char volume_name[128];
unsigned filename_length;
unsigned misc_dword;
//unsigned error_code;
int count = 0;
CountDownTimerClass timer;
static char * _volid[] = {
"GDI95",
"NOD95",
"COVERT"
};
static int num_volumes = 3;
char buffer[128];
timer.Set(timeout);
/*
** Get the volume label. If we get a 'not ready' error then retry for the timeout
** period.
*/
do{
sprintf(buffer, "%c:\\", 'A' + cd_drive);
if (GetVolumeInformation ((char const *)buffer,
&volume_name[0] ,
(unsigned long)128 ,
(unsigned long *)NULL ,
(unsigned long *)&filename_length,
(unsigned long *)&misc_dword ,
(char *)NULL ,
(unsigned long)0)) {
/*
** Try opening 'movies.mix' to verify that the CD is really there and is what
** it says it is.
*/
sprintf(buffer, "%c:\\movies.mix", 'A' + cd_drive);
HANDLE handle = CreateFile(buffer, GENERIC_READ, FILE_SHARE_READ,
NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (handle != INVALID_HANDLE_VALUE) {
CloseHandle(handle);
/*
** Match the volume label to the list of known C&C volume labels.
*/
for (int i=0 ; i<num_volumes ; i++){
if (!stricmp(_volid[i], volume_name)) return (i);
}
}else{
if (count++){
return (-1);
}
}
}else{
/*
** Failed to get the volume label on a known CD drive.
** If this is a CD changer it may require time to swap the disks so dont return
** immediately if the error is ROR_NOT_READY
*/
if (GetLastError() != ROR_NOT_READY || !timer.Time()) return (-1);
}
}while(true);
}
/***********************************************************************************************
* Force_CD_Available -- Ensures that specified CD is available. *
* *
* Call this routine when you need to ensure that the specified CD is actually in the *
* CD-ROM drive. *
* *
* INPUT: cd -- The CD that must be available. This will either be "0" for the GDI CD, or *
* "1" for the Nod CD. If either CD will qualify, then pass in "-1". *
* *
* OUTPUT: Is the CD inserted and available? If false is returned, then this indicates that *
* the player pressed <CANCEL>. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/11/1995 JLB : Created. *
* 05/22/1996 ST : Handles multiple CD drives / CD changers *
*=============================================================================================*/
#pragma warning (disable : 4101)
bool Force_CD_Available(int cd)
{
#if (1) //ST - 1/2/2019 5:44PM
static int _last = -1;
if (_last != cd) {
_last = cd;
Theme.Stop();
if (MoviesMix) {
delete MoviesMix;
MoviesMix = 0;
}
if (GeneralMix) {
delete GeneralMix;
GeneralMix = 0;
}
if (ScoreMix) {
delete ScoreMix;
ScoreMix = 0;
}
MoviesMix = new MixFileClass("MOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("SCORES.MIX");
#if (0)
switch ( cd ) {
case -1:
default:
MoviesMix = new MixFileClass("MOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("SCORES.MIX");
break;
case 0:
MoviesMix = new MixFileClass("GDIMOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("GDISCORES.MIX");
break;
case 1:
MoviesMix = new MixFileClass("NODMOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("NODSCORES.MIX");
break;
case 2:
MoviesMix = new MixFileClass("COVERTMOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("COVERTSCORES.MIX");
break;
}
#endif
ThemeClass::Scan();
}
return true;
#else
#ifndef DEMO
static int _last = -1;
int open_failed;
int file;
#endif
static char _palette[768];
static char _hold[256];
static void *font;
static char * _volid[] = {
"GDI",
"NOD",
"COVERT"
};
int drive;
char volume_name[100];
unsigned filename_length;
unsigned misc_dword;
int new_cd_drive = 0;
int cd_index;
char buffer[128];
int cd_drive;
int current_drive;
int drive_search_timeout;
bool old_in_main_loop;
ThemeType theme_playing = THEME_NONE;
/*
** If the required CD is set to -2 then it means that the file is present
** on the local hard drive and we shouldn't have to worry about it.
*/
if (cd == -2) return(true);
/*
** Find out if the CD in the current drive is the one we are looking for
*/
current_drive = CCFileClass::Get_CD_Drive();
cd_index = Get_CD_Index(current_drive, 1*60);
if (cd_index >= 0){
if (cd == cd_index || cd == -1){
/*
** The required CD is still in the CD drive we used last time
*/
new_cd_drive = current_drive;
}
}
/*
** Flag that we will have to restart the theme
*/
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
if (!new_cd_drive){
/*
** Check the last CD drive we used if its different from the current one
*/
int last_drive = CCFileClass::Get_Last_CD_Drive();
/*
** Make sure the last drive is valid and it isnt the current drive
*/
if (last_drive && last_drive != CCFileClass::Get_CD_Drive()){
/*
** Find out if there is a C&C cd in the last drive and if so is it the one we are looking for
** Give it a nice big timeout so the CD changer has time to swap the discs
*/
cd_index = Get_CD_Index(last_drive, 10*60);
if (cd_index >= 0){
if (cd == cd_index || cd == -1){
/*
** The required CD is in the CD drive we used last time
*/
new_cd_drive = last_drive;
}
}
}
}
/*
** Lordy. No sign of that blimming CD anywhere. Search all the CD drives
** then if we still cant find it prompt the user to insert it.
*/
if (!new_cd_drive){
/*
** Small timeout for the first pass through the drives
*/
drive_search_timeout = 2*60;
for (;;) {
/*
** Search all present CD drives for the required disc.
*/
for (int i=0 ; i<CDList.Get_Number_Of_Drives() ; i++){
cd_drive = CDList.Get_Next_CD_Drive();
cd_index = Get_CD_Index(cd_drive, drive_search_timeout);
if (cd_index>=0){
/*
** We found a C&C cd - lets see if it was the one we were looking for
*/
if (cd == cd_index || cd == -1){
/*
** Woohoo! The disk was in a different cd drive. Refresh the search path list
* and return.
*/
new_cd_drive = cd_drive;
break;
}
}
}
/*
** A new disc has become available so break
*/
if (new_cd_drive) break;
/*
** Increase the timeout for subsequent drive searches.
*/
drive_search_timeout = 5*60;
/*
** Prompt to insert the CD into the drive.
*/
if (cd == -1) {
sprintf(buffer, Text_String(TXT_CD_DIALOG_1), cd+1, _volid[cd]);
} else {
if (cd == 2) {
sprintf(buffer, Text_String(TXT_CD_DIALOG_3));
} else {
sprintf(buffer, Text_String(TXT_CD_DIALOG_2), cd+1, _volid[cd]);
}
}
GraphicViewPortClass * oldpage = Set_Logic_Page(SeenBuff);
theme_playing = Theme.What_Is_Playing();
Theme.Stop();
int hidden = Get_Mouse_State();
font = (void *)FontPtr;
Mem_Copy(CurrentPalette, _palette, 768);
Mem_Copy(Get_Font_Palette_Ptr(), _hold, 256);
/*
** Only set the palette if necessary.
*/
// if (CurrentPalette[3] == 0) {
Set_Palette(GamePalette);
// }
/*
** Pretend we are in the game, even if we arent
*/
old_in_main_loop = InMainLoop;
InMainLoop = true;
Keyboard::Clear();
while (Get_Mouse_State()) Show_Mouse();
if (CCMessageBox().Process(buffer, TXT_OK, TXT_CANCEL, TXT_NONE, TRUE) == 1) {
Set_Logic_Page(oldpage);
Hide_Mouse();
InMainLoop = old_in_main_loop;
return(false);
}
while (hidden--) Hide_Mouse();
Set_Palette(_palette);
Set_Font(font);
Mem_Copy(_hold, Get_Font_Palette_Ptr(), 256);
Set_Logic_Page(oldpage);
InMainLoop = old_in_main_loop;
}
}
#ifndef DEMO
CCFileClass::Set_CD_Drive(new_cd_drive);
CCFileClass::Refresh_Search_Drives();
/*
** If it broke out of the query for CD-ROM loop, then this means that the
** CD-ROM has been inserted.
*/
if (cd > -1 && _last != cd) {
_last = cd;
Theme.Stop();
if (MoviesMix) delete MoviesMix;
if (GeneralMix) delete GeneralMix;
if (ScoreMix) delete ScoreMix;
MoviesMix = new MixFileClass("MOVIES.MIX");
GeneralMix = new MixFileClass("GENERAL.MIX");
ScoreMix = new MixFileClass("SCORES.MIX");
ThemeClass::Scan();
}
#endif
if (theme_playing != THEME_NONE) {
Theme.Queue_Song(theme_playing);
}
return(true);
#endif
}
/***************************************************************************
* DISK_SPACE_AVAILABLE -- returns bytes of free disk space *
* *
* INPUT: none *
* *
* OUTPUT: returns amount of free disk space *
* *
* HISTORY: *
* 08/11/1995 PWG : Created. *
*=========================================================================*/
unsigned long Disk_Space_Available(void)
{
return 0x7fffffff;
#if (0)
struct diskfree_t diskdata;
unsigned drive;
_dos_getdrive(&drive);
_dos_getdiskfree(drive, &diskdata);
return(diskdata.avail_clusters * diskdata.sectors_per_cluster * diskdata.bytes_per_sector);
#endif
}
/***********************************************************************************************
* Validate_Error -- prints an error message when an object fails validation *
* *
* INPUT: *
* name name of object type that failed *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/15/1995 BRR : Created. *
*=============================================================================================*/
void Validate_Error(char *name)
{
GlyphX_Debug_Print("Validate_Error");
GlyphX_Debug_Print(name);
#ifdef CHEAT_KEYS
Prog_End(NULL, true);
printf("%s object error!\n",name);
if (!RunningAsDLL) {
exit(0);
}
#else
name = name;
#endif
}
/***********************************************************************************************
* Do_Record_Playback -- handles saving/loading map pos & current object *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/15/1995 BRR : Created. *
*=============================================================================================*/
static void Do_Record_Playback(void)
{
int count;
TARGET tgt;
int i;
COORDINATE coord;
ObjectClass *obj;
unsigned long sum;
unsigned long sum2;
unsigned long ltgt;
/*------------------------------------------------------------------------
Record a game
------------------------------------------------------------------------*/
if (RecordGame) {
/*.....................................................................
For 'SuperRecord', we'll open & close the file with every entry.
.....................................................................*/
if (SuperRecord) {
RecordFile.Open(READ|WRITE);
RecordFile.Seek(0,SEEK_END);
}
/*.....................................................................
Save the map's location
.....................................................................*/
RecordFile.Write(&Map.DesiredTacticalCoord, sizeof (Map.DesiredTacticalCoord));
/*.....................................................................
Save the current object list count
.....................................................................*/
count = CurrentObject.Count();
RecordFile.Write(&count, sizeof(count));
/*.....................................................................
Save a CRC of the selected-object list.
.....................................................................*/
sum = 0;
for (i = 0; i < count; i++) {
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
sum += ltgt;
}
RecordFile.Write (&sum, sizeof(sum));
/*.....................................................................
Save all selected objects.
.....................................................................*/
for (i = 0; i < count; i++) {
tgt = CurrentObject[i]->As_Target();
RecordFile.Write (&tgt, sizeof(tgt));
}
/*.....................................................................
If 'SuperRecord', close the file now.
.....................................................................*/
if (SuperRecord) {
RecordFile.Close();
}
}
/*------------------------------------------------------------------------
Play back a game ("attract" mode)
------------------------------------------------------------------------*/
if (PlaybackGame) {
/*.....................................................................
Read & set the map's location.
.....................................................................*/
if (RecordFile.Read(&coord, sizeof(coord))==sizeof(coord)) {
if (coord != Map.DesiredTacticalCoord) {
Map.Set_Tactical_Position(coord);
}
}
if (RecordFile.Read(&count, sizeof(count))==sizeof(count)) {
/*..................................................................
Compute a CRC of the current object-selection list.
..................................................................*/
sum = 0;
for (i = 0; i < CurrentObject.Count(); i++) {
ltgt = (unsigned long)(CurrentObject[i]->As_Target());
sum += ltgt;
}
/*..................................................................
Load the CRC of the objects on disk; if it doesn't match, select
all objects as they're loaded.
..................................................................*/
RecordFile.Read (&sum2, sizeof(sum2));
if (sum2 != sum)
Unselect_All();
AllowVoice = true;
for (i = 0; i < count; i++) {
if (RecordFile.Read (&tgt, sizeof(tgt))==sizeof(tgt)) {
obj = As_Object(tgt);
if (obj && (sum2 != sum)) {
obj->Select();
AllowVoice = false;
}
}
}
AllowVoice = true;
}
/*.....................................................................
The map isn't drawn in playback mode, so draw it here.
.....................................................................*/
Map.Render();
}
}
/***************************************************************************
* HIRES_RETRIEVE -- retrieves a resolution dependant file *
* *
* INPUT: char * file name of the file to retrieve *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 01/25/1996 : Created. *
*=========================================================================*/
void const * Hires_Retrieve(char *name)
{
char filename[30];
if (SeenBuff.Get_Width() != 320) {
sprintf(filename,"H%s", name);
} else {
strcpy(filename, name);
}
return(MixFileClass::Retrieve(filename));
}
int Get_Resolution_Factor(void)
{
return ((SeenBuff.Get_Width() == 320) ? 0 : 1);
}
/**************************************************************************************************
* Blit_Hid_Page_To_Seen_Buff -- Intercept for when the game refreshes the visible page
*
* In: Command line
*
* Out:
*
*
*
* History: 1/3/2019 11:33AM - ST
**************************************************************************************************/
void Blit_Hid_Page_To_Seen_Buff(void)
{
HidPage.Blit(SeenBuff);
}
/***********************************************************************************************
* Shake_The_Screen -- Dispatcher that shakes the screen. *
* *
* This routine will shake the game screen the number of shakes requested. *
* *
* INPUT: shakes -- The number of shakes to shake the screen. *
* house -- House to perform the shake for (or HOUSE_NONE if all players). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/04/1996 BWG : Created. *
*=============================================================================================*/
void Shake_The_Screen(int shakes, HousesType house)
{
for (char h = HOUSE_FIRST; h < HOUSE_COUNT; ++h) {
if ((house != HOUSE_NONE) && (h != house)) {
continue;
}
HouseClass* hptr = HouseClass::As_Pointer((HousesType)h);
if ((hptr != nullptr) && hptr->IsActive && hptr->IsHuman) {
hptr->ScreenShakeTime = hptr->ScreenShakeTime + shakes + shakes;
}
}
}