4257 lines
141 KiB
C++
4257 lines
141 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\conquer.cpv 2.18 16 Oct 1995 16:50:24 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : CONQUER.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 3, 1991 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CC_Draw_Shape -- Custom draw shape handler. *
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* Call_Back -- Main game maintenance callback routine. *
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* Color_Cycle -- Handle the general palette color cycling. *
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* Disk_Space_Available -- returns bytes of free disk space *
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* Do_Record_Playback -- handles saving/loading map pos & current object *
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* Fading_Table_Name -- Builds a theater specific fading table name. *
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* Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer. *
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* Force_CD_Available -- Ensures that specified CD is available. *
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* Get_Radar_Icon -- Builds and alloc a radar icon from a shape file *
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* Handle_Team -- Processes team selection command. *
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* Handle_View -- Either records or restores the tactical view. *
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* KN_To_Facing -- Converts a keyboard input number into a facing value. *
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* Keyboard_Process -- Processes the tactical map input codes. *
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* Language_Name -- Build filename for current language. *
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* Main_Game -- Main game startup routine. *
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* Main_Loop -- This is the main game loop (as a single loop). *
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* Map_Edit_Loop -- a mini-main loop for map edit mode only *
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* Message_Input -- allows inter-player message input processing *
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* MixFileHandler -- Handles VQ file access. *
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* Name_From_Source -- retrieves the name for the given SourceType *
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* Play_Movie -- Plays a VQ movie. *
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* Source_From_Name -- Converts ASCII name into SourceType. *
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* Sync_Delay -- Forces the game into a 15 FPS rate. *
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* Theater_From_Name -- Converts ASCII name into a theater number. *
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* Trap_Object -- gets a ptr to object of given type & coord *
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* Unselect_All -- Causes all selected objects to become unselected. *
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* VQ_Call_Back -- Maintenance callback used for VQ movies. *
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* Validate_Error -- prints an error message when an object fails validation *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "tcpip.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <direct.h>
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#include <fcntl.h>
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#include <io.h>
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#include <dos.h>
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#include <share.h>
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#include <malloc.h>
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#include "ccdde.h"
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#define SHAPE_TRANS 0x40
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void *Get_Shape_Header_Data(void *ptr);
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/****************************************
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** Function prototypes for this module **
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*****************************************/
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bool Main_Loop();
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void Keyboard_Process(KeyNumType & input);
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#ifndef DEMO
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static void Message_Input(KeyNumType &input);
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#endif
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bool Color_Cycle(void);
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bool Map_Edit_Loop(void);
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void Trap_Object(void);
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#ifdef CHEAT_KEYS
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void Heap_Dump_Check( char *string );
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void Dump_Heap_Pointers( void );
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void Error_In_Heap_Pointers( char *string );
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#endif
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static void Do_Record_Playback(void);
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extern void Register_Game_Start_Time(void);
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extern void Register_Game_End_Time(void);
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extern void Send_Statistics_Packet(void);
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extern "C" {
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extern char *__nheapbeg;
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}
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bool InMainLoop = false;
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#ifndef ARRAY_SIZE
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#define ARRAY_SIZE(a) (sizeof(a)/sizeof(a[0]))
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#endif
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/***********************************************************************************************
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* Main_Game -- Main game startup routine. *
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* *
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* This is the first official routine of the game. It handles game initialization and *
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* the main game loop control. *
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* *
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* Initialization: *
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* - Init_Game handles one-time-only inits *
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* - Select_Game is responsible for initializations required for each new game played *
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* (these may be different depending on whether a multiplayer game is selected, and *
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* other parameters) *
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* - This routine performs any un-inits required, both for each game played, and one-time *
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* *
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* INPUT: argc -- Number of command line arguments (including program name itself). *
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* *
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* argv -- Array of command line argument pointers. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 10/01/1994 JLB : Created. *
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*=============================================================================================*/
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extern int TotalLocks;
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extern bool Spawn_WChat(bool can_launch);
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extern bool SpawnedFromWChat;
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void Main_Game(int argc, char *argv[])
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{
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bool fade = false; // don't fade title screen the first time through
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/*
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** Perform one-time-only initializations
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*/
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if (!Init_Game(argc, argv)) {
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return;
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}
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CCDebugString ("C&C95 - Game initialisation complete.\n");
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/*
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** Game processing loop:
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** 1) Select which game to play, or whether to exit (don't fade the palette
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** on the first game selection, but fade it in on subsequent calls)
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** 2) Invoke either the main-loop routine, or the editor-loop routine,
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** until they indicate that the user wants to exit the scenario.
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*/
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while (Select_Game(fade)) {
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if (RunningAsDLL) {
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return;
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}
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ScenarioInit = 0; // Kludge.
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// Theme.Queue_Song(THEME_PICK_ANOTHER);
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fade = true;
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/*
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** Make the game screen visible, clear the keyboard buffer of spurious
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** values, and then show the mouse. This PRESUMES that Select_Game() has
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** told the map to draw itself.
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*/
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Fade_Palette_To(GamePalette, FADE_PALETTE_MEDIUM, NULL);
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Keyboard::Clear();
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/*
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** Only show the mouse if we're not playing back a recording.
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*/
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if (PlaybackGame) {
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Hide_Mouse();
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} else {
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Show_Mouse();
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}
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SpecialDialog = SDLG_NONE;
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//Start_Profiler();
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if (GameToPlay == GAME_INTERNET){
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Register_Game_Start_Time();
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GameStatisticsPacketSent = false;
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PacketLater = NULL;
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ConnectionLost = false;
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}else{
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DDEServer.Disable();
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}
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InMainLoop = true;
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#ifdef SCENARIO_EDITOR
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/*
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** Scenario-editor version of main-loop processing
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*/
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for (;;) {
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/*
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** Non-scenario-editor-mode: call the game's main loop
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*/
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if (!Debug_Map) {
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TotalLocks=0;
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if (Main_Loop()) {
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break;
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}
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if (SpecialDialog != SDLG_NONE) {
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//Stop_Profiler();
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switch (SpecialDialog) {
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case SDLG_SPECIAL:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Special_Dialog();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_OPTIONS:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Options.Process();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_SURRENDER:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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if (Surrender_Dialog()) {
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OutList.Add(EventClass(EventClass::DESTRUCT));
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}
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SpecialDialog = SDLG_NONE;
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Map.Revert_Mouse_Shape();
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break;
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default:
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break;
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}
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}
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} else {
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/*
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** Scenario-editor-mode: call the editor's main loop
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*/
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if (Map_Edit_Loop()) {
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break;
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}
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}
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}
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#else
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/*
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** Non-editor version of main-loop processing
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*/
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for (;;) {
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/*
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** Call the game's main loop
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*/
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TotalLocks=0;
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if (Main_Loop()) {
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break;
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}
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/*
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** If the SpecialDialog flag is set, invoke the given special dialog.
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** This must be done outside the main loop, since the dialog will call
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** Main_Loop(), allowing the game to run in the background.
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*/
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if (SpecialDialog != SDLG_NONE) {
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//Stop_Profiler();
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switch (SpecialDialog) {
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case SDLG_SPECIAL:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Special_Dialog();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_OPTIONS:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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Options.Process();
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Map.Revert_Mouse_Shape();
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SpecialDialog = SDLG_NONE;
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break;
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case SDLG_SURRENDER:
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Map.Help_Text(TXT_NONE);
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Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
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if (Surrender_Dialog()) {
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OutList.Add(EventClass(EventClass::DESTRUCT));
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}
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SpecialDialog = SDLG_NONE;
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Map.Revert_Mouse_Shape();
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break;
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default:
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break;
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}
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}
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}
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#endif
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//Stop_Profiler();
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InMainLoop = false;
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if (!GameStatisticsPacketSent && PacketLater){
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Send_Statistics_Packet();
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}
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/*
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** Scenario is done; fade palette to black
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*/
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Fade_Palette_To(BlackPalette, FADE_PALETTE_SLOW, NULL);
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VisiblePage.Clear();
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#ifndef DEMO
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/*
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** Un-initialize whatever needs it, for each game played.
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**
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** Shut down either the modem or network; they'll get re-initialized if
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** the user selections those options again in Select_Game(). This
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** "re-boots" the modem & network code, which I currently feel is safer
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** than just letting it hang around.
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** (Skip this step if we're in playback mode; the modem or net won't have
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** been initialized in that case.)
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*/
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if ( (RecordGame && !SuperRecord) || PlaybackGame) {
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RecordFile.Close();
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}
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if (!PlaybackGame){
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switch (GameToPlay){
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case GAME_NULL_MODEM:
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case GAME_MODEM:
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//ST - 1/2/2019 4:04PM
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//Modem_Signoff();
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break;
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case GAME_IPX:
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Shutdown_Network();
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break;
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case GAME_INTERNET:
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//Winsock.Close();
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break;
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}
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}
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/*
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** If we're playing back, the mouse will be hidden; show it.
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** Also, set all variables back to normal, to return to the main menu.
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*/
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if (PlaybackGame) {
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Show_Mouse();
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GameToPlay = GAME_NORMAL;
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PlaybackGame = 0;
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}
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/*
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** If we were spawned from WChat then dont go back to the main menu - just quit
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**
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** New: If spawned from WChat then maximise WChat and go back to the main menu after all
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*/
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#ifdef FORCE_WINSOCK
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if (Special.IsFromWChat){
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Shutdown_Network(); // Clear up the pseudo IPX stuff
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Winsock.Close();
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Special.IsFromWChat = false;
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SpawnedFromWChat = false;
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DDEServer.Delete_MPlayer_Game_Info(); //Make sure we dont use the same start packet twice
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GameToPlay = GAME_NORMAL; //Have to do this or we will got straight to the multiplayer menu
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Spawn_WChat(false); //Will switch back to Wchat. It must be there because its been poking us
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//break;
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}
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#endif //FORCE_WINSOCK
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#endif //DEMO
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}
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#ifdef DEMO
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Hide_Mouse();
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Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
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Load_Title_Screen("DEMOPIC.PCX", &HidPage, Palette);
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Blit_Hid_Page_To_Seen_Buff();
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Fade_Palette_To(Palette, FADE_PALETTE_MEDIUM, NULL);
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Clear_KeyBuffer();
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Get_Key();
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Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
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// Show_Mouse();
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#else
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/*
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** Free the scenario description buffers
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*/
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Free_Scenario_Descriptions();
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#endif
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#ifndef NOMEMCHECK
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Uninit_Game();
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#endif
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}
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/***********************************************************************************************
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* Keyboard_Process -- Processes the tactical map input codes. *
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* *
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* This routine is used to process the input codes while the player *
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* has the tactical map displayed. It handles all the keys that *
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* are appropriate to that mode. *
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* *
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* INPUT: input -- Input code as returned from Input_Num(). *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/21/1992 JLB : Created. *
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* 07/04/1995 JLB : Handles team and map control hotkeys. *
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*=============================================================================================*/
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extern int DebugColour;
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void Keyboard_Process(KeyNumType &input)
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{
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ObjectClass * obj;
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int index;
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/*
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** Don't do anything if there is not keyboard event.
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*/
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if (input == KN_NONE) {
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return;
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}
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#ifndef DEMO
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/*
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** For network & modem, process user input for inter-player messages.
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*/
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Message_Input(input);
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#endif
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/*
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** Use WWKEY values because KN values have WWKEY_VK_BIT or'd in with them
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** and we need WWKEY_VK_BIT to still be set if it is.
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*/
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KeyNumType plain = input & ~(WWKEY_SHIFT_BIT|WWKEY_ALT_BIT|WWKEY_CTRL_BIT);
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#ifdef CHEAT_KEYS
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if (Debug_Flag) {
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switch (input) {
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case (int)KN_M|(int)KN_SHIFT_BIT:
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case (int)KN_M|(int)KN_ALT_BIT:
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case (int)KN_M|(int)KN_CTRL_BIT:
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PlayerPtr->Credits += 10000;
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break;
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default:
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break;
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}
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}
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#endif
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|
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#ifdef VIRGIN_CHEAT_KEYS
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if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
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PlayerPtr->Blockage = false;
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PlayerPtr->Flag_To_Win();
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}
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#endif
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//#ifdef CHEAT_KEYS
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if (/*Debug_Playtest && */input == (KN_W|KN_ALT_BIT)) {
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PlayerPtr->Blockage = false;
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PlayerPtr->Flag_To_Win();
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}
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if (Debug_Flag && input == KN_SLASH) {
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if (GameToPlay != GAME_NORMAL) {
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SpecialDialog = SDLG_SPECIAL;
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input = KN_NONE;
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} else {
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Special_Dialog();
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}
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}
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//#endif
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|
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/*
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** If the options key(s) were pressed, then bring up the options screen.
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*/
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if (input == KN_SPACE || input == KN_ESC) {
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Map.Help_Text(TXT_NONE); // Turns off help text.
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Queue_Options();
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input = KN_NONE;
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//DebugColour++;
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//DebugColour &=7;
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}
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|
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/*
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** Process prerecorded team selection. This will be an addative select
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** if the SHIFT key is held down. It will create the team if the
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** CTRL or ALT key is held down.
|
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*/
|
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int action = 0;
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if (input & WWKEY_SHIFT_BIT) action = 1;
|
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if (input & WWKEY_ALT_BIT) action = 3;
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if (input & WWKEY_CTRL_BIT) action = 2;
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|
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switch (KN_To_VK(plain)) {
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|
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/*
|
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** Center the map around the currently selected objects. If no
|
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** objects are selected, then fall into the home case.
|
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*/
|
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case VK_HOME:
|
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if (CurrentObject.Count()) {
|
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Map.Center_Map();
|
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Map.Flag_To_Redraw(true);
|
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break;
|
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}
|
|
// Fall into next case.
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|
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/*
|
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** Center the map about the construction yard or construction vehicle
|
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** if one is present.
|
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*/
|
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case VK_H:
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for (index = 0; index < Units.Count(); index++) {
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UnitClass * unit = Units.Ptr(index);
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|
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if (unit && !unit->IsInLimbo && unit->House == PlayerPtr && *unit == UNIT_MCV) {
|
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Unselect_All();
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unit->Select();
|
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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.
|
|
*/
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
} |