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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
- // software: you can redistribute it and/or modify it under the terms of
- // the GNU General Public License as published by the Free Software Foundation,
- // either version 3 of the License, or (at your option) any later version.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/INIT.CPP 8 3/14/97 5:15p Joe_b $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : INIT.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : January 20, 1992 *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Anim_Init -- Initialize the VQ animation control structure. *
- * Bootstrap -- Perform the initial bootstrap procedure. *
- * Calculate_CRC -- Calculates a one-way hash from a data block. *
- * Init_Authorization -- Verifies that the player is authorized to play the game. *
- * Init_Bootstrap_Mixfiles -- Registers and caches any mixfiles needed for bootstrapping. *
- * Init_Bulk_Data -- Initialize the time-consuming mixfile caching. *
- * Init_CDROM_Access -- Initialize the CD-ROM access handler. *
- * Init_Color_Remaps -- Initialize the text remap tables. *
- * Init_Expansion_Files -- Fetch any override expansion mixfiles. *
- * Init_Fonts -- Initialize all the game font pointers. *
- * Init_Game -- Main game initialization routine. *
- * Init_Heaps -- Initialize the game heaps and buffers. *
- * Init_Keys -- Initialize the cryptographic keys. *
- * Init_Mouse -- Initialize the mouse system. *
- * Init_One_Time_Systems -- Initialize internal pointers to the bulk data. *
- * Init_Random -- Initializes the random-number generator *
- * Init_Secondary_Mixfiles -- Register and cache secondary mixfiles. *
- * Load_Recording_Values -- Loads recording values from recording file *
- * Load_Title_Page -- Load the background art for the title page. *
- * Obfuscate -- Sufficiently transform parameter to thwart casual hackers. *
- * Parse_Command_Line -- Parses the command line parameters. *
- * Parse_INI_File -- Parses CONQUER.INI for special options *
- * Play_Intro -- plays the introduction & logo movies *
- * Save_Recording_Values -- Saves recording values to a recording file *
- * Select_Game -- The game's main menu *
- * Load_Prolog_Page -- Loads the special pre-prolog "please wait" page. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "loaddlg.h"
- #ifdef WIN32
- #ifdef WINSOCK_IPX
- #include "WSProto.h"
- #include "WSPUDP.h"
- #include "WSPIPX.h"
- #include "internet.h"
- #else //WINSOCK_IPX
- #include "tcpip.h"
- #endif //WINSOCK_IPX
- #endif
- #include <conio.h>
- #include <dos.h>
- #ifndef WIN32
- #include <sys\timeb.h>
- #endif
- #include "ccdde.h"
- #include <time.h>
- #ifdef DONGLE
- #include "cbn_.h"
- #endif
- #ifdef MPEGMOVIE // Denzil 6/25/98
- #include "mpgset.h"
- #endif
- RemapControlType SidebarScheme;
- //#include "WolDebug.h"
- #ifdef CHEAT_KEYS
- extern bool bNoMovies;
- #endif
- /****************************************
- ** Function prototypes for this module **
- *****************************************/
- static void Play_Intro(bool sequenced=false);
- static void Init_Color_Remaps(void);
- static void Init_Heaps(void);
- static void Init_Expansion_Files(void);
- static void Init_One_Time_Systems(void);
- static void Init_Fonts(void);
- static void Init_CDROM_Access(void);
- static void Init_Bootstrap_Mixfiles(void);
- static void Init_Secondary_Mixfiles(void);
- static void Init_Mouse(void);
- static void Bootstrap(void);
- //static void Init_Authorization(void);
- static void Init_Bulk_Data(void);
- static void Init_Keys(void);
- extern int UnitBuildPenalty;
- extern "C" {
- extern long RandNumb;
- }
- #ifndef WIN32
- static int UsePageFaultHandler = 1; // 1 = install PFH
- #endif //WIN32
- //extern int SimRandIndex;
- void Init_Random(void);
- #define ATTRACT_MODE_TIMEOUT 3600 // timeout for attract mode
- bool Load_Recording_Values(CCFileClass & file);
- bool Save_Recording_Values(CCFileClass & file);
- #ifdef WOLAPI_INTEGRATION
- extern int WOL_Main();
- #include "WolapiOb.h"
- extern WolapiObject* pWolapi;
- #endif
- #ifdef FIXIT_VERSION_3
- bool Expansion_Dialog( bool bCounterstrike );
- #endif
- extern bool Is_Mission_Counterstrike (char *file_name);
- /***********************************************************************************************
- * Load_Prolog_Page -- Loads the special pre-prolog "please wait" page. *
- * *
- * This loads and displays the prolog page that is displayed before the prolog movie *
- * is played. This page is necessary because there is much loading that occurs before *
- * the prolog movie is played and looking at a picture is better than looking at a blank *
- * screen. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Load_Prolog_Page(void)
- {
- Hide_Mouse();
- #ifdef WIN32
- Load_Title_Screen("PROLOG.PCX", &HidPage, (unsigned char*)CCPalette.Get_Data());
- HidPage.Blit(SeenPage);
- #else
- Load_Picture("PROLOG.CPS", HidPage, HidPage, CCPalette, BM_DEFAULT);
- HidPage.Blit(SeenPage);
- #endif
- CCPalette.Set();
- Show_Mouse();
- }
- /***********************************************************************************************
- * Init_Game -- Main game initialization routine. *
- * *
- * Perform all one-time game initializations here. This includes all *
- * allocations and table setups. The intro and other one-time startup *
- * tasks are also performed here. *
- * *
- * INPUT: argc,argv -- Command line arguments. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only call this ONCE! *
- * *
- * HISTORY: *
- * 10/07/1992 JLB : Created. *
- *=============================================================================================*/
- #include "sha.h"
- //#include <locale.h>
- bool Init_Game(int , char * [])
- {
- /*
- ** Allocate the benchmark tracking objects only if the machine and
- ** compile flags indicate.
- */
- #ifdef CHEAT_KEYS
- if (Processor() >= 2) {
- Benches = new Benchmark [BENCH_COUNT];
- }
- #endif
- /*
- ** Initialize the encryption keys.
- */
- Init_Keys();
- /*
- ** Bootstrap as much as possible before error-prone initializations are
- ** performed. This bootstrap process will enable the error message
- ** handler to function.
- */
- Bootstrap();
- ////////////////////////////////////////
- // The editor needs to not start the mouse up. - 7/22/2019 JAS
- if (!RunningFromEditor)
- {
- /*
- ** Check for an initialize a working mouse pointer. Display error and bail if
- ** no mouse driver is installed.
- */
- Init_Mouse();
- }
- /*
- ** Initialize access to the CD-ROM and ensure that the CD is inserted. This can, and
- ** most likely will, result in a visible prompt.
- */
- #if (0) //PG
- Init_CDROM_Access();
- #endif
- if (Special.IsFromInstall) {
- Load_Prolog_Page();
- }
- /*
- ** Register and cache any secondary mixfiles.
- */
- Init_Secondary_Mixfiles();
- /*
- ** This is a special hack to initialize the heaps that must be in place before the
- ** rules file is processed. These heaps should properly be allocated as a consequence
- ** of processing the rules.ini file, but that is a bit beyond the capabilities of
- ** the rule parser routine (currently).
- */
- HouseTypes.Set_Heap(HOUSE_COUNT);
- BuildingTypes.Set_Heap(STRUCT_COUNT);
- AircraftTypes.Set_Heap(AIRCRAFT_COUNT);
- InfantryTypes.Set_Heap(INFANTRY_COUNT);
- BulletTypes.Set_Heap(BULLET_COUNT);
- AnimTypes.Set_Heap(ANIM_COUNT);
- UnitTypes.Set_Heap(UNIT_COUNT);
- VesselTypes.Set_Heap(VESSEL_COUNT);
- TemplateTypes.Set_Heap(TEMPLATE_COUNT);
- TerrainTypes.Set_Heap(TERRAIN_COUNT);
- OverlayTypes.Set_Heap(OVERLAY_COUNT);
- SmudgeTypes.Set_Heap(SMUDGE_COUNT);
- HouseTypeClass::Init_Heap();
- BuildingTypeClass::Init_Heap();
- AircraftTypeClass::Init_Heap();
- InfantryTypeClass::Init_Heap();
- BulletTypeClass::Init_Heap();
- AnimTypeClass::Init_Heap();
- UnitTypeClass::Init_Heap();
- VesselTypeClass::Init_Heap();
- TemplateTypeClass::Init_Heap();
- TerrainTypeClass::Init_Heap();
- OverlayTypeClass::Init_Heap();
- SmudgeTypeClass::Init_Heap();
- // Heap init moved here from globals.cpp. ST - 5/20/2019
- CCPtr<AircraftClass>::Set_Heap(&Aircraft);
- CCPtr<AnimClass>::Set_Heap(&Anims);
- CCPtr<BuildingClass>::Set_Heap(&Buildings);
- CCPtr<BulletClass>::Set_Heap(&Bullets);
- CCPtr<FactoryClass>::Set_Heap(&Factories);
- CCPtr<HouseClass>::Set_Heap(&Houses);
- CCPtr<InfantryClass>::Set_Heap(&Infantry);
- CCPtr<OverlayClass>::Set_Heap(&Overlays);
- CCPtr<SmudgeClass>::Set_Heap(&Smudges);
- CCPtr<TeamClass>::Set_Heap(&Teams);
- CCPtr<TeamTypeClass>::Set_Heap(&TeamTypes);
- CCPtr<TemplateClass>::Set_Heap(&Templates);
- CCPtr<TerrainClass>::Set_Heap(&Terrains);
- CCPtr<TriggerClass>::Set_Heap(&Triggers);
- CCPtr<TriggerTypeClass>::Set_Heap(&TriggerTypes);
- CCPtr<HouseTypeClass>::Set_Heap(&HouseTypes);
- CCPtr<BuildingTypeClass>::Set_Heap(&BuildingTypes);
- CCPtr<AircraftTypeClass>::Set_Heap(&AircraftTypes);
- CCPtr<InfantryTypeClass>::Set_Heap(&InfantryTypes);
- CCPtr<BulletTypeClass>::Set_Heap(&BulletTypes);
- CCPtr<AnimTypeClass>::Set_Heap(&AnimTypes);
- CCPtr<UnitTypeClass>::Set_Heap(&UnitTypes);
- CCPtr<VesselTypeClass>::Set_Heap(&VesselTypes);
- CCPtr<TemplateTypeClass>::Set_Heap(&TemplateTypes);
- CCPtr<TerrainTypeClass>::Set_Heap(&TerrainTypes);
- CCPtr<OverlayTypeClass>::Set_Heap(&OverlayTypes);
- CCPtr<SmudgeTypeClass>::Set_Heap(&SmudgeTypes);
- /*
- ** Find and process any rules for this game.
- */
- if (RuleINI.Load(CCFileClass("RULES.INI"), false)) {
- Rule.Process(RuleINI);
- }
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- // Aftermath runtime change 9/29/98
- // This is safe to do, as only rules for aftermath units are included in this ini.
- if (Is_Aftermath_Installed() == true) {
- if (AftermathINI.Load(CCFileClass("AFTRMATH.INI"), false)) {
- Rule.Process(AftermathINI);
- }
- }
- #endif
- Session.MaxPlayers = Rule.MaxPlayers;
- /*
- ** Initialize the game object heaps as well as other rules-dependant buffer allocations.
- */
- Init_Heaps();
- /*
- ** Initialize the animation system.
- */
- Anim_Init();
- #ifndef FIXIT_VERSION_3 // WChat eliminated.
- #ifdef WIN32
- if (SpawnedFromWChat){
- Special.IsFromWChat = true;
- }
- #endif
- #endif
- #ifdef MPEGMOVIE // Denzil 6/15/98
- if( Using_DVD() )
- {
- #ifdef MCIMPEG
- MciMovie = new MCIMovie(MainWindow);
- #endif
- MpgSettings = new MPGSettings(NULL); //RawFileClass(CONFIG_FILE_NAME));
- }
- #endif
- /*
- ** Play the startup animation.
- */
- if (!Special.IsFromInstall && !Special.IsFromWChat) {
- VisiblePage.Clear();
- // Mono_Printf("Playing Intro\n");
- Play_Intro();
- memset(CurrentPalette, 0x01, 768);
- WhitePalette.Set();
- } else {
- memset(CurrentPalette, 0x01, 768);
- }
- /*
- ** Initialize the text remap tables.
- */
- Init_Color_Remaps();
- /*
- ** Get authorization to access the game.
- */
- // Init_Authorization();
- // Show_Mouse();
- /*
- ** Set the logic page to the seenpage.
- */
- Set_Logic_Page(SeenBuff);
- /*
- ** If not automatically launching into the intro, then display the title
- ** page while the bulk data is cached.
- */
- if (!Special.IsFromInstall) {
- Load_Title_Page(true);
- Hide_Mouse();
- Fancy_Text_Print(TXT_STAND_BY, 160*RESFACTOR, 120*RESFACTOR, &ColorRemaps[PCOLOR_DIALOG_BLUE], TBLACK, TPF_CENTER|TPF_TEXT|TPF_DROPSHADOW);
- Show_Mouse();
- CCPalette.Set(FADE_PALETTE_SLOW);
- Call_Back();
- }
- /*
- ** Initialize the bulk data. This takes the longest time and must be performed once
- ** before the regular game starts.
- */
- Init_Bulk_Data();
- /*
- ** Initialize the multiplayer score values
- */
- Session.GamesPlayed = 0;
- Session.NumScores = 0;
- Session.CurGame = 0;
- for (int i = 0; i < MAX_MULTI_NAMES; i++) {
- Session.Score[i].Name[0] = '\0';
- Session.Score[i].Wins = 0;
- for (int j = 0; j < MAX_MULTI_GAMES; j++) {
- Session.Score[i].Kills[j] = -1; // -1 = this player didn't play this round
- }
- }
- /*
- ** Copy the title screen's palette into the GamePalette & OriginalPalette,
- ** because the options Load routine uses these palettes to set the brightness, etc.
- */
- GamePalette = CCPalette;
- // InGamePalette = CCPalette;
- OriginalPalette = CCPalette;
- /*
- ** Read game options, so the GameSpeed is initialized when multiplayer
- ** dialogs are invoked. (GameSpeed must be synchronized between systems.)
- */
- Options.Load_Settings();
- /*
- ** Initialise the color lookup tables for the chronal vortex
- */
- ChronalVortex.Stop();
- ChronalVortex.Setup_Remap_Tables(Scen.Theater);
- /*
- ** Clear out name overrides array
- */
- #ifdef FIXIT_NAME_OVERRIDE
- for (int index = 0; index < ARRAY_SIZE(NameOverride); index++) {
- NameOverride[index] = NULL;
- NameIDOverride[index] = 0;
- }
- #endif //FIXIT_NAME_OVERRIDE
- return(true);
- }
- #ifdef WINSOCK_IPX // Steve Tall missed this one - ajw
- extern bool Get_Broadcast_Addresses (void);
- #endif
- /***********************************************************************************************
- * Select_Game -- The game's main menu *
- * *
- * INPUT: *
- * fade if true, will fade the palette in gradually *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 06/05/1995 BRR : Created. *
- *=============================================================================================*/
- bool Select_Game(bool fade)
- {
- // Enums in Select_Game() must match order of buttons in Main_Menu().
- #ifdef FIXIT_VERSION_3
- enum {
- SEL_TIMEOUT = -1, // main menu timeout--go into attract mode
- SEL_NEW_SCENARIO_CS, // Expansion scenario to play.
- SEL_NEW_SCENARIO_AM, // Expansion scenario to play.
- SEL_START_NEW_GAME, // start a new game
- SEL_LOAD_MISSION, // load a saved game
- SEL_MULTIPLAYER_GAME, // play modem/null-modem/network game
- SEL_INTRO, // couch-potato mode
- SEL_EXIT, // exit to DOS
- SEL_FAME, // view the hall o' fame
- SEL_NONE, // placeholder default value
- };
- #else // FIXIT_VERSION_3
- enum {
- SEL_TIMEOUT = -1, // main menu timeout--go into attract mode
- SEL_NEW_SCENARIO, // Expansion scenario to play.
- SEL_START_NEW_GAME, // start a new game
- #if defined(WIN32) && !defined(INTERNET_OFF) // Denzil 5/1/98 - Internet play
- SEL_INTERNET,
- #endif //WIN32
- //#if defined(MPEGMOVIE) // Denzil 6/25/98
- // SEL_MOVIESETTINGS,
- //#endif
- SEL_LOAD_MISSION, // load a saved game
- SEL_MULTIPLAYER_GAME, // play modem/null-modem/network game
- SEL_INTRO, // couch-potato mode
- SEL_EXIT, // exit to DOS
- SEL_FAME, // view the hall o' fame
- SEL_NONE, // placeholder default value
- };
- #endif // FIXIT_VERSION_3
- bool gameloaded=false; // Has the game been loaded from the menu?
- int selection; // the default selection
- bool process = true; // false = break out of while loop
- bool display = true;
- #ifdef DONGLE
- /* These where added by ColinM for the dongle checking */
- short iRet = 0;
- unsigned short iPortNr = 1; /* automatic port scan enabled */
- unsigned char cSCodeSER[] = "\x41\x42";
- unsigned long ulIdRet = 0;
- unsigned char cBoxName[]= "\x00\x00";
- #endif
-
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- int cdcheck = 0;
- bool cs = Is_Counterstrike_Installed();
- #endif
- // #ifndef DVD // Denzil - We want the menu screen ajw No we don't
- // if (Special.IsFromInstall) {
- // display = false;
- // }
- // #endif
- Show_Mouse();
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- NewUnitsEnabled = SecretUnitsEnabled = 0; // Assume new units disabled, unless specifically .INI enabled or multiplayer negotiations enable it.
- #endif
- #ifndef WOLAPI_INTEGRATION
- #ifdef WIN32
- /*
- ** Enable the DDE Server so we can get internet start game packets from WChat
- */
- DDEServer.Enable();
- #endif //WIN32
- #endif // !WOLAPI_INTEGRATION
- /*
- ** [Re]set any globals that need it, in preparation for a new scenario
- */
- GameActive = true;
- DoList.Init();
- #ifdef MIRROR_QUEUE
- MirrorList.Init();
- #endif
- OutList.Init();
- Frame = 0;
- Scen.MissionTimer = 0;
- Scen.MissionTimer.Stop();
- Scen.CDifficulty = DIFF_NORMAL;
- Scen.Difficulty = DIFF_NORMAL;
- PlayerWins = false;
- PlayerLoses = false;
- Session.ObiWan = false;
- Debug_Unshroud = false;
- Map.Set_Cursor_Shape(0);
- Map.PendingObjectPtr = 0;
- Map.PendingObject = 0;
- Map.PendingHouse = HOUSE_NONE;
- Session.ProcessTicks = 0;
- Session.ProcessFrames = 0;
- Session.DesiredFrameRate = 30;
- #if(TIMING_FIX)
- NewMaxAheadFrame1 = 0;
- NewMaxAheadFrame2 = 0;
- #endif
- /* ColinM added to check for dongle */
- #ifdef DONGLE
- iRet = CbN_BoxReady( iPortNr , cBoxName);
- if (cBoxName[0] != 0xc5 && cBoxName[0] != 0xc9)
- {
- WWMessageBox().Process("Please ensure dongle is attached. Run the dongle batch file too.", TXT_OK);
- Emergency_Exit(EXIT_FAILURE);
- }
- iRet = CbN_ReadSER( iPortNr, cSCodeSER, &ulIdRet);
- if (ulIdRet != 0xa0095)
- {
- WWMessageBox().Process("Please ensure dongle is attached. Run the dongle batch file too.", TXT_OK);
- Emergency_Exit(EXIT_FAILURE);
- }
- #endif
- /*
- ** Init multiplayer game scores. Let Wins accumulate; just init the current
- ** Kills for this game. Kills of -1 means this player didn't play this round.
- */
- for (int i = 0 ; i < MAX_MULTI_GAMES; i++) {
- Session.Score[i].Kills[Session.CurGame] = -1;
- }
- /*
- ** Set default mouse shape
- */
- Map.Set_Default_Mouse(MOUSE_NORMAL, false);
- /*
- ** If the last game we played was a multiplayer game, jump right to that
- ** menu by pre-setting 'selection'.
- */
- if (Session.Type == GAME_NORMAL) {
- selection = SEL_NONE;
- } else {
- selection = SEL_MULTIPLAYER_GAME;
- }
- /*
- ** Main menu processing; only do this if we're not in editor mode.
- */
- if (!Debug_Map) {
- /*
- ** Menu selection processing loop
- */
- Theme.Queue_Song(THEME_CRUS);
- /*
- ** If we're playing back a recording, load all pertinent values & skip
- ** the menu loop. Hide the now-useless mouse pointer.
- */
- if (Session.Play && Session.RecordFile.Is_Available()) {
- if (Session.RecordFile.Open(READ)) {
- Load_Recording_Values(Session.RecordFile);
- process = false;
- Theme.Fade_Out();
- } else
- Session.Play = false;
- }
- #ifndef FIXIT_VERSION_3
- #if defined(WIN32) && !defined(INTERNET_OFF) // Denzil 5/1/98 - Internet play
- /*
- ** Handle case where we were spawned from Wchat
- */
- if (SpawnedFromWChat) {
- Special.IsFromInstall = false; //Dont play intro if we were spawned from wchat
- selection = SEL_INTERNET;
- Theme.Queue_Song(THEME_QUIET);
- Session.Type = GAME_INTERNET;
- display = false;
- Set_Logic_Page(SeenBuff);
- }
- #endif //WIN32
- #endif
- while (process) {
- /*
- ** Redraw the title page if needed
- */
- if (display) {
- Hide_Mouse();
- /*
- ** Display the title page; fade it in if this is the first time
- ** through the loop, and the 'fade' flag is true
- */
- Load_Title_Page();
- GamePalette = CCPalette;
- HidPage.Blit(SeenPage);
- // if (fade) {
- // WhitePalette.Set();
- // CCPalette.Set(FADE_PALETTE_SLOW, Call_Back);
- // fade = false;
- // } else {
- CCPalette.Set();
- // }
- Set_Logic_Page(SeenBuff);
- display = false;
- Show_Mouse();
- }
- else {
- if (RunningAsDLL) { //PG
- return true;;
- }
- }
- /*
- ** Display menu and fetch selection from player.
- */
- if (Special.IsFromInstall) selection = SEL_START_NEW_GAME;
- #ifndef WOLAPI_INTEGRATION
- #if defined(WIN32) && !defined(INTERNET_OFF) // Denzil 5/1/98 - Internet play
- /*
- ** Handle case where we were spawned from Wchat and our start game
- ** packet has already arrived
- */
- if (Special.IsFromWChat && DDEServer.Get_MPlayer_Game_Info()) {
- Check_From_WChat(NULL);
- selection = SEL_MULTIPLAYER_GAME;
- Theme.Queue_Song(THEME_QUIET);
- Session.Type = GAME_INTERNET;
- } else {
- /*
- ** We werent spawned but we could still receive a DDE packet from wchat
- */
- if (DDEServer.Get_MPlayer_Game_Info()) {
- Check_From_WChat(NULL);
- /*
- ** Make sure top and bottom of screen are clear in 640x480 mode
- */
- if (ScreenHeight == 480) {
- VisiblePage.Fill_Rect (0, 0, 639, 40, 0);
- VisiblePage.Fill_Rect (0, 440, 639, 479, 0);
- }
- }
- }
- #endif //WIN32
- #endif
- #ifdef WOLAPI_INTEGRATION
- if( pWolapi )
- selection = SEL_MULTIPLAYER_GAME; // We are returning from a game.
- #endif
- if (selection == SEL_NONE) {
- #ifdef FIXIT_ANTS
- AntsEnabled = false;
- #endif
- selection = Main_Menu(ATTRACT_MODE_TIMEOUT);
- }
- Call_Back();
- switch (selection) {
- /*
- ** Pick an expansion scenario.
- */
- #ifdef FIXIT_VERSION_3
- case SEL_NEW_SCENARIO_CS:
- case SEL_NEW_SCENARIO_AM:
- #else // FIXIT_VERSION_3
- case SEL_NEW_SCENARIO:
- #endif // FIXIT_VERSION_3
- Scen.CarryOverMoney = 0;
- IsTanyaDead = false;
- SaveTanya = false;
- #ifdef FIXIT_VERSION_3
- if( selection == SEL_NEW_SCENARIO_CS )
- {
- if(!Force_CD_Available(2)) {
- selection = SEL_NONE;
- break;
- }
- if(!Expansion_Dialog( true )){
- selection = SEL_NONE;
- break;
- }
- }
- else
- {
- if(!Force_CD_Available(3)) {
- selection = SEL_NONE;
- break;
- }
- if(!Expansion_Dialog( false )){
- selection = SEL_NONE;
- break;
- }
- }
- #else // FIXIT_VERSION_3
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- if (cs) {
- cdcheck = 2;
- }
- if (Is_Aftermath_Installed()) {
- if (!cdcheck) {
- cdcheck = 3;
- } else {
- cdcheck = 4; // special case: means check for 3 or 4
- }
- }
- if(!Force_CD_Available(cdcheck)) {
- return(false);
- }
- #else
- if(!Force_CD_Available(2)) {
- return(false);
- }
- #endif
- if(!Expansion_Dialog()){
- selection = SEL_NONE;
- break;
- }
- #endif // FIXIT_VERSION_3
- #ifdef FIXIT_DIFFICULTY
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- switch (Fetch_Difficulty(cdcheck >= 3)) {
- #else
- switch (Fetch_Difficulty()) {
- #endif
- case 0:
- Scen.CDifficulty = DIFF_HARD;
- Scen.Difficulty = DIFF_EASY;
- break;
- case 1:
- Scen.CDifficulty = DIFF_HARD;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 2:
- Scen.CDifficulty = DIFF_NORMAL;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 3:
- Scen.CDifficulty = DIFF_EASY;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 4:
- Scen.CDifficulty = DIFF_EASY;
- Scen.Difficulty = DIFF_HARD;
- break;
- }
- #endif
- Theme.Fade_Out();
- Theme.Queue_Song(THEME_FIRST);
- Session.Type = GAME_NORMAL;
- process = false;
- break;
- /*
- ** SEL_START_NEW_GAME: Play the game
- */
- case SEL_START_NEW_GAME:
- if (Special.IsFromInstall) {
- Scen.CDifficulty = DIFF_NORMAL;
- Scen.Difficulty = DIFF_NORMAL;
- } else {
- switch (Fetch_Difficulty()) {
- case 0:
- Scen.CDifficulty = DIFF_HARD;
- Scen.Difficulty = DIFF_EASY;
- break;
- case 1:
- Scen.CDifficulty = DIFF_HARD;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 2:
- Scen.CDifficulty = DIFF_NORMAL;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 3:
- Scen.CDifficulty = DIFF_EASY;
- Scen.Difficulty = DIFF_NORMAL;
- break;
- case 4:
- Scen.CDifficulty = DIFF_EASY;
- Scen.Difficulty = DIFF_HARD;
- break;
- }
- }
- Scen.CarryOverMoney = 0;
- BuildLevel = 10;
- IsTanyaDead = false;
- SaveTanya = false;
- Whom = HOUSE_GOOD;
- if (!Special.IsFromInstall) {
- #ifdef FIXIT_ANTS
- if (AntsEnabled) {
- Scen.Set_Scenario_Name("SCA01EA.INI");
- } else {
- #endif
- #ifdef FIXIT_VERSION_3
- switch (WWMessageBox().Process(TXT_CHOOSE, TXT_ALLIES, TXT_CANCEL, TXT_SOVIET)) {
- case 2:
- Scen.Set_Scenario_Name("SCU01EA.INI");
- break;
- default:
- selection = SEL_NONE;
- continue;
- #else
- switch (WWMessageBox().Process(TXT_CHOOSE, TXT_ALLIES, TXT_SOVIET)) {
- case 1:
- Scen.Set_Scenario_Name("SCU01EA.INI");
- break;
- default:
- #endif
- case 0:
- Scen.Set_Scenario_Name("SCG01EA.INI");
- break;
- }
- #ifdef FIXIT_ANTS
- }
- #endif
- Theme.Fade_Out();
- Load_Title_Page();
- } else {
- Theme.Fade_Out();
- #ifdef DVD // Denzil ajw Presumably a bug fix.
- Choose_Side();
- Hide_Mouse();
- #else
- Hide_Mouse();
- Choose_Side();
- #endif
- if (CurrentCD == 0) {
- Scen.Set_Scenario_Name("SCG01EA.INI");
- } else {
- Scen.Set_Scenario_Name("SCU01EA.INI");
- }
- }
- Session.Type = GAME_NORMAL;
- process = false;
- break;
- #ifndef FIXIT_VERSION_3 // Removed button from main menu.
- #if defined(WIN32) && !defined(INTERNET_OFF) // Denzil 5/1/98 - Internet play
- /*
- ** Internet game is requested
- */
- case SEL_INTERNET:
- /*
- ** Only call up the internet menu code if we dont already have connect info from WChat
- */
- if (!DDEServer.Get_MPlayer_Game_Info()) {
- if (Do_The_Internet_Menu_Thang() && DDEServer.Get_MPlayer_Game_Info()) {
- Check_From_WChat(NULL);
- selection = SEL_MULTIPLAYER_GAME;
- display = false;
- Session.Type = GAME_INTERNET;
- } else {
- selection = SEL_NONE;
- display = true;
- }
- } else {
- Check_From_WChat(NULL);
- display = false;
- Session.Type = GAME_INTERNET;
- selection = SEL_MULTIPLAYER_GAME;
- }
- break;
- #endif //WIN32
- #endif
- // #if defined(MPEGMOVIE) // Denzil 6/25/98
- // case SEL_MOVIESETTINGS:
- // MpgSettings->Dialog();
- // display = true;
- // selection = SEL_NONE;
- // break;
- // #endif
- /*
- ** Load a saved game.
- */
- case SEL_LOAD_MISSION:
- if (LoadOptionsClass(LoadOptionsClass::LOAD).Process()) {
- Theme.Queue_Song(THEME_FIRST);
- process = false;
- gameloaded = true;
- } else {
- display = true;
- selection = SEL_NONE;
- }
- break;
- /*
- ** SEL_MULTIPLAYER_GAME: set 'Session.Type' to NULL-modem, modem, or
- ** network play.
- */
- case SEL_MULTIPLAYER_GAME:
- #ifdef WOLAPI_INTEGRATION
- if( !pWolapi )
- {
- #endif
- switch (Session.Type) {
- /*
- ** If 'Session.Type' isn't already set up for a multiplayer game,
- ** we must prompt the user for which type of multiplayer game
- ** they want.
- */
- case GAME_NORMAL:
- Session.Type = Select_MPlayer_Game();
- if (Session.Type == GAME_NORMAL) { // 'Cancel'
- display = true;
- selection = SEL_NONE;
- }
- break;
- case GAME_SKIRMISH:
- #if (0)//PG
- if ( !Com_Scenario_Dialog(true) ) {
- Session.Type = Select_MPlayer_Game();
- if (Session.Type == GAME_NORMAL) { // user hit Cancel
- display = true;
- selection = SEL_NONE;
- }
- }
- else
- {
- // Ever hits? Session.Type set to GAME_SKIRMISH without user selecting in Select_MPlayer_Game()?
- #ifdef FIXIT_VERSION_3
- // If mission is Counterstrike, CS CD will be required. But aftermath units require AM CD.
- bAftermathMultiplayer = Is_Aftermath_Installed() && !Is_Mission_Counterstrike( Scen.ScenarioName );
- // ajw I'll bet this was needed before also...
- Session.ScenarioIsOfficial = Session.Scenarios[Session.Options.ScenarioIndex]->Get_Official();
- #endif
- }
- #endif//PG
- break;
- case GAME_NULL_MODEM:
- case GAME_MODEM:
- #if (0)
- if ( Session.Type != GAME_SKIRMISH && NullModem.Num_Connections() ) {
- NullModem.Init_Send_Queue();
- if ((Session.Type == GAME_NULL_MODEM &&
- Session.ModemType == MODEM_NULL_HOST) ||
- (Session.Type == GAME_MODEM &&
- Session.ModemType == MODEM_DIALER) ) {
- if ( !Com_Scenario_Dialog() ) {
- Session.Type = Select_Serial_Dialog();
- if (Session.Type == GAME_NORMAL) { // user hit Cancel
- display = true;
- selection = SEL_NONE;
- }
- }
- } else {
- if ( !Com_Show_Scenario_Dialog() ) {
- Session.Type = Select_Serial_Dialog();
- if (Session.Type == GAME_NORMAL) { // user hit Cancel
- display = true;
- selection = SEL_NONE;
- }
- }
- }
- } else {
- Session.Type = Select_MPlayer_Game();
- if (Session.Type == GAME_NORMAL) { // 'Cancel'
- display = true;
- selection = SEL_NONE;
- }
- }
- #endif
- break;
- #ifndef WOLAPI_INTEGRATION
- #if defined(WIN32) && !defined(INTERNET_OFF) // Denzil 5/1/98 - Internet play
- /*
- ** Handle being spawned from WChat. Internet play based on IPX code.
- */
- case GAME_INTERNET: // ajw No longer hit.
- if (Special.IsFromWChat) {
- /*
- ** Give myself focus.
- */
- SetForegroundWindow ( MainWindow );
- ShowWindow ( MainWindow, ShowCommand );
- #ifdef WINSOCK_IPX
- if (PacketTransport ) delete PacketTransport;
- PacketTransport = new UDPInterfaceClass;
- assert ( PacketTransport != NULL);
- if (PacketTransport->Init()) {
- WWDebugString ("RA95 - About to read multiplayer settings.\n");
- Session.Read_MultiPlayer_Settings ();
- WWDebugString ("RA95 - About to call Start_Server or Start_Client.\n");
- PacketTransport->Start_Listening();
- /*
- ** Flush out any pending packets from a previous game.
- */
- PacketTransport->Discard_In_Buffers();
- PacketTransport->Discard_Out_Buffers();
- } else {
- delete PacketTransport;
- PacketTransport = NULL;
- WWDebugString ("RA95 - Winsock failed to initialise.\n");
- Session.Type = GAME_NORMAL;
- selection = SEL_EXIT;
- Special.IsFromWChat = false;
- break;
- }
- WWDebugString ("RA95 - About to call Init_Network.\n");
- Init_Network();
- #else //WINSOCK_IPX
- WWDebugString ("RA95 - About to initialise Winsock.\n");
- if (Winsock.Init()) {
- WWDebugString ("RA95 - About to read multiplayer settings.\n");
- Session.Read_MultiPlayer_Settings ();
- Server = PlanetWestwoodIsHost;
- WWDebugString ("RA95 - About to set addresses.\n");
- Winsock.Set_Host_Address(PlanetWestwoodIPAddress);
- WWDebugString ("RA95 - About to call Start_Server or Start_Client.\n");
- if (Server) {
- Winsock.Start_Server();
- } else {
- Winsock.Start_Client();
- }
- /*
- ** Flush out any pending packets from a previous game.
- */
- WWDebugString ("RA95 - About to flush packet queue.\n");
- WWDebugString ("RA95 - Allocating scrap memory.\n");
- char *temp_buffer = new char[1024];
- WWDebugString ("RA95 - Creating timer class instance.\n");
- CountDownTimerClass ptimer;
- WWDebugString ("RA95 - Entering read loop.\n");
- while (Winsock.Read(temp_buffer, 1024)) {
- WWDebugString ("RA95 - Discarding a packet.\n");
- ptimer.Set (30, true);
- while (ptimer.Time()) {};
- WWDebugString ("RA95 - Ready to check for more packets.\n");
- }
- WWDebugString ("RA95 - About to delete scrap memory.\n");
- delete temp_buffer;
- } else {
- WWDebugString ("RA95 - Winsock failed to initialise.\n");
- Session.Type = GAME_NORMAL;
- selection = SEL_EXIT;
- Special.IsFromWChat = false;
- break;
- }
- #endif //WINSOCK_IPX
- WWDebugString ("RA95 - About to call Init_Network.\n");
- Init_Network();
- if (DDEServer.Get_MPlayer_Game_Info()) {
- WWDebugString ("RA95 - About to call Read_Game_Options.\n");
- Read_Game_Options( NULL );
- } else {
- Read_Game_Options( "C&CSPAWN.INI" );
- }
- #ifdef WINSOCK_IPX
- WWDebugString ("RA95 - About to set addresses.\n");
- PacketTransport->Set_Broadcast_Address (PlanetWestwoodIPAddress);
- #endif //WINSOCK_IPX
- if (PlanetWestwoodIsHost) {
- WWDebugString ("RA95 - About to call Server_Remote_Connect.\n");
- if (Server_Remote_Connect()) {
- WWDebugString ("RA95 - Server_Remote_Connect returned success.\n");
- break;
- } else {
- /*
- ** We failed to connect to the other player
- */
- #ifdef WINSOCK_IPX
- delete PacketTransport;
- PacketTransport = NULL;
- #else //WINSOCK_IPX
- Winsock.Close();
- #endif //WINSOCK_IPX
- Session.Type = GAME_NORMAL;
- selection = SEL_NONE;
- DDEServer.Delete_MPlayer_Game_Info(); // Make sure we dont go round in an infinite loop
- break;
- }
- } else {
- WWDebugString ("RA95 - About to call Client_Remote_Connect.\n");
- if (Client_Remote_Connect()) {
- WWDebugString ("RA95 - Client_Remote_Connect returned success.\n");
- break;
- } else {
- /*
- ** We failed to connect to the other player
- */
- #ifdef WINSOCK_IPX
- delete PacketTransport;
- PacketTransport = NULL;
- #else //WINSOCK_IPX
- Winsock.Close();
- #endif //WINSOCK_IPX
- Session.Type = GAME_NORMAL;
- selection = SEL_NONE;
- DDEServer.Delete_MPlayer_Game_Info(); // Make sure we dont go round in an infinite loop
- break;
- }
- }
- } else {
- Session.Type = Select_MPlayer_Game();
- if (Session.Type == GAME_NORMAL) { // 'Cancel'
- display = true;
- selection = SEL_NONE;
- }
- }
- break;
- #endif //WIN32
- #endif // !WOLAPI_INTEGRATION
- }
- #ifdef WOLAPI_INTEGRATION
- } // if( !pWolapi )
- if( pWolapi )
- Session.Type = GAME_INTERNET;
- #endif
- //debugprint( "Session.Type = %i\n", Session.Type );
- switch (Session.Type) {
- /*
- ** Modem, Null-Modem or internet
- */
- case GAME_MODEM:
- case GAME_NULL_MODEM:
- #ifndef WOLAPI_INTEGRATION
- case GAME_INTERNET:
- #endif
- case GAME_SKIRMISH:
- Theme.Fade_Out();
- process = false;
- #ifdef FIXIT_VERSION_3
- Options.ScoreVolume = Options.MultiScoreVolume;
- #else
- Options.ScoreVolume = 0;
- #endif
- break;
- #ifdef WOLAPI_INTEGRATION // implies also WINSOCK_IPX
- case GAME_INTERNET:
- if( PacketTransport )
- delete PacketTransport;
- PacketTransport = new UDPInterfaceClass;
- assert( PacketTransport != NULL );
- if( PacketTransport->Init() )
- {
- switch( WOL_Main() )
- {
- case 1:
- // Start game.
- #ifdef FIXIT_VERSION_3
- Options.ScoreVolume = Options.MultiScoreVolume;
- #else
- Options.ScoreVolume = 0;
- #endif
- process = false;
- Theme.Fade_Out();
- break;
- case 0:
- // User cancelled.
- Session.Type = GAME_NORMAL;
- display = true;
- selection = SEL_MULTIPLAYER_GAME; //SEL_NONE;
- delete PacketTransport;
- PacketTransport = NULL;
- break;
- case -1:
- // Patch was downloaded. Exit app.
- Theme.Fade_Out();
- BlackPalette.Set( FADE_PALETTE_SLOW );
- return false;
- }
- }
- else
- {
- Session.Type = GAME_NORMAL;
- display = true;
- selection = SEL_MULTIPLAYER_GAME; //SEL_NONE;
- delete PacketTransport;
- PacketTransport = NULL;
- }
- break;
- #endif
- /*
- ** Network (IPX): start a new network game.
- */
- case GAME_IPX:
- WWDebugString ("RA95 - Game type is IPX.\n");
- /*
- ** Init network system & remote-connect
- */
- #ifdef WINSOCK_IPX
- if (PacketTransport ) delete PacketTransport;
- // if (WWMessageBox().Process("Select a protocol to use for network play.", "UDP", "IPX")) {
- PacketTransport = new IPXInterfaceClass;
- assert ( PacketTransport != NULL);
- // }else{
- // PacketTransport = new UDPInterfaceClass; //IPXInterfaceClass;
- // assert ( PacketTransport != NULL);
- // if (!Get_Broadcast_Addresses()) {
- // Session.Type = GAME_NORMAL;
- // display = true;
- // selection = SEL_NONE;
- // delete PacketTransport;
- // PacketTransport = NULL;
- // break;
- // }
- // }
- #endif //WINSOCK_IPX
- WWDebugString ("RA95 - About to call Init_Network.\n");
- if (Session.Type == GAME_IPX && Init_Network() && Remote_Connect()) {
- #ifdef FIXIT_VERSION_3
- Options.ScoreVolume = Options.MultiScoreVolume;
- #else
- Options.ScoreVolume = 0;
- #endif
- process = false;
- Theme.Fade_Out();
- } else { // user hit cancel, or init failed
- Session.Type = GAME_NORMAL;
- display = true;
- selection = SEL_NONE;
- #ifdef WINSOCK_IPX
- delete PacketTransport;
- PacketTransport = NULL;
- #endif //WINSOCK_IPX
- }
- break;
- #if(TEN)
- /*
- ** TEN: jump straight into the game
- */
- case GAME_TEN:
- if (Init_TEN()) {
- #ifdef FIXIT_VERSION_3
- Options.ScoreVolume = Options.MultiScoreVolume;
- #else
- Options.ScoreVolume = 0;
- #endif
- process = false;
- Theme.Fade_Out();
- } else {
- WWMessageBox().Process("Unable to initialize TEN!");
- //Prog_End();
- Emergency_Exit(1);
- }
- break;
- #endif // TEN
- #if(MPATH)
- /*
- ** MPATH: jump straight into the game
- */
- case GAME_MPATH:
- if (Init_MPATH()) {
- #ifdef FIXIT_VERSION_3
- Options.ScoreVolume = Options.MultiScoreVolume;
- #else
- Options.ScoreVolume = 0;
- #endif
- process = false;
- Theme.Fade_Out();
- } else {
- WWMessageBox().Process("Unable to initialize MPATH!");
- //Prog_End();
- Emergency_Exit(1);
- }
- break;
- #endif // MPATH
- }
- break;
- /*
- ** Play a VQ
- */
- case SEL_INTRO:
- Theme.Fade_Out();
- if (Debug_Flag) {
- Play_Intro(Debug_Flag);
- } else {
- Hide_Mouse();
- VisiblePage.Clear();
- Show_Mouse();
- Play_Movie(VQ_INTRO_MOVIE, THEME_NONE, true); // no transition picture to briefing
- Keyboard->Clear();
- Play_Movie(VQ_SIZZLE, THEME_NONE, true);
- Play_Movie(VQ_SIZZLE2, THEME_NONE, true);
- // Play_Movie(VQ_INTRO_MOVIE, THEME_NONE, false); // has transitino picture to briefing
- }
- Theme.Queue_Song(THEME_CRUS);
- display = true;
- fade = true;
- selection = SEL_NONE;
- break;
- /*
- ** Exit to DOS.
- */
- case SEL_EXIT:
- Theme.Fade_Out();
- BlackPalette.Set(FADE_PALETTE_SLOW);
- return(false);
- /*
- ** Display the hall of fame.
- */
- case SEL_FAME:
- break;
- case SEL_TIMEOUT:
- if (Session.Attract && Session.RecordFile.Is_Available()) {
- Session.Play = true;
- if (Session.RecordFile.Open(READ)) {
- Load_Recording_Values(Session.RecordFile);
- process = false;
- Theme.Fade_Out();
- } else {
- Session.Play = false;
- selection = SEL_NONE;
- }
- } else {
- selection = SEL_NONE;
- }
- break;
- default:
- break;
- }
- }
- } else {
- /*
- ** For Debug_Map (editor) mode to load scenario
- */
- Scen.Set_Scenario_Name("SCG01EA.INI");
- }
- /*
- ** Don't carry stray keystrokes into game.
- */
- Keyboard->Clear();
- /*
- ** Initialize the random number generator(s)
- */
- Init_Random();
- /*
- ** Save initialization values if we're recording this game.
- */
- if (Session.Record) {
- if (Session.RecordFile.Open(WRITE)) {
- Save_Recording_Values(Session.RecordFile);
- } else {
- Session.Record = false;
- }
- }
- #ifdef FIXIT_CSII // checked - ajw 9/28/98
- switch(Session.Type) {
- case GAME_MODEM:
- case GAME_NULL_MODEM:
- case GAME_IPX:
- #ifdef FIXIT_VERSION_3
- if( !bAftermathMultiplayer ) {
- #else
- if (PlayingAgainstVersion < VERSION_AFTERMATH_CS) {
- #endif
- NewUnitsEnabled = SecretUnitsEnabled = false;
- } else {
- NewUnitsEnabled = true;
- }
- // debugprint( "Non Internet game: NewUnitsEnabled = %i\n", NewUnitsEnabled );
- break;
- case GAME_INTERNET:
- #if (0)
- if( !pWolapi )
- {
- // debugprint( "pWolapi is null on internet game!" );
- Fatal( "pWolapi is null on internet game!" );
- }
- //if( pWolapi->bEnableNewAftermathUnits )
- if( bAftermathMultiplayer )
- NewUnitsEnabled = true;
- else
- NewUnitsEnabled = SecretUnitsEnabled = false;
- // debugprint( "Internet game: NewUnitsEnabled = %i\n", NewUnitsEnabled );
- #endif
- break;
- default:
- break;
- }
- #endif
- /*
- ** Load the scenario. Specify variation 'A' for the editor; for the game,
- ** don't specify a variation, to make 'Set_Scenario_Name()' pick a random one.
- ** Skip this if we've already loaded a save-game.
- */
- if (!gameloaded && !Session.LoadGame) {
- // if (Debug_Map) {
- // Set_Scenario_Name(Scen.ScenarioName, Scen.Scenario, Scen.ScenPlayer, Scen.ScenDir, SCEN_VAR_A);
- // } else {
- // Set_Scenario_Name(Scen.ScenarioName, Scen.Scenario, Scen.ScenPlayer, Scen.ScenDir);
- // }
- /*
- ** Start_Scenario() changes the palette; so, fade out & clear the screen
- ** before calling it.
- */
- Hide_Mouse();
- if (selection != SEL_START_NEW_GAME) {
- BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
- #ifdef WIN32
- HiddenPage.Clear();
- VisiblePage.Clear();
- #else
- HidPage.Clear();
- SeenPage.Clear();
- #endif //WIN32
- }
- Show_Mouse();
- //Mono_Printf("About to call Start Scenario with %s\n", Scen.ScenarioName);
- if (!Start_Scenario(Scen.ScenarioName)) {
- return(false);
- }
- if (Special.IsFromInstall) Show_Mouse();
- Special.IsFromInstall = false;
- }
- /*
- ** For multiplayer games, initialize the inter-player message system.
- ** Do this after loading the scenario, so the map's upper-left corner is
- ** properly set.
- */
- Session.Messages.Init(
- Map.TacPixelX, Map.TacPixelY, // x,y for messages
- 6, // max # msgs
- MAX_MESSAGE_LENGTH-14, // max msg length
- 7 * RESFACTOR, // font height in pixels
- -1, -1, // x,y for edit line (appears above msgs)
- 0,//BG 1, // enable edit overflow
- 20, // min,
- MAX_MESSAGE_LENGTH - 14, // max for trimming overflow
- #ifdef WIN32
- Lepton_To_Pixel(Map.TacLeptonWidth)); // Width in pixels of buffer
- #else
- (320-SIDEBAR_WID)); // Width in pixels of buffer
- #endif
- if (Session.Type != GAME_NORMAL && Session.Type != GAME_SKIRMISH &&
- !Session.Play) {
- if (Session.Type == GAME_TEN) {
- #if(TEN)
- Session.Create_TEN_Connections();
- #endif // TEN
- } else if (Session.Type == GAME_MPATH) {
- #if(MPATH)
- Session.Create_MPATH_Connections();
- #endif
- } else {
- Session.Create_Connections();
- }
- }
- /*
- ** If this isnt an internet game that set the unit build rate to its default value
- */
- if (Session.Type != GAME_INTERNET){
- UnitBuildPenalty = 100;
- }
- /*
- ** Hide the SeenPage; force the map to render one frame. The caller can
- ** then fade the palette in.
- ** (If we loaded a game, this step will fade out the title screen. If we
- ** started a scenario, Start_Scenario() will have played a couple of VQ
- ** movies, which will have cleared the screen to black already.)
- */
- Call_Back();
- Hide_Mouse();
- BlackPalette.Set(FADE_PALETTE_MEDIUM, Call_Back);
- // Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
- #ifdef WIN32
- HiddenPage.Clear();
- VisiblePage.Clear();
- #else
- HidPage.Clear();
- SeenPage.Clear();
- #endif //WIN32
- Show_Mouse();
- Set_Logic_Page(SeenBuff);
- #ifdef WIN32
- /*
- ** Sidebar is always active in hi-res.
- */
- if (!Debug_Map) {
- Map.SidebarClass::Activate(1);
- }
- #endif //WIN32
- Map.Flag_To_Redraw();
- Call_Back();
- Map.Render();
- #ifdef WOLAPI_INTEGRATION
- //ajw debugging only
- // debugprint( "Debugging Session...\n" );
- // debugprint( "Session.Players count is %i.\n", Session.Players.Count() );
- for (i = 0; i < Session.Players.Count(); i++)
- {
- NetNumType net;
- NetNodeType node;
- Session.Players[i]->Address.Get_Address( net, node );
- // debugprint( "Player %i, %s, color %i, ip %i.%i.%i.%i.%i.%i\n", i, Session.Players[i]->Name,
- // Session.Players[i]->Player.Color, node[0], node[1], node[2], node[3], node[4], node[5] );
- }
- // debugprint( "PlanetWestwoodPortNumber is %i\n", PlanetWestwoodPortNumber );
- #endif
- return(true);
- }
- /***********************************************************************************************
- * Play_Intro -- plays the introduction & logo movies *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 06/06/1995 BRR : Created. *
- * 05/08/1996 JLB : Modified for Red Alert and direction control. *
- *=============================================================================================*/
- static void Play_Intro(bool sequenced)
- {
- static VQType _counter = VQ_FIRST;
- Keyboard->Clear();
- if (sequenced) {
- if (_counter <= VQ_FIRST) _counter = VQ_COUNT;
- if (_counter == VQ_COUNT) _counter--;
- if (_counter == VQ_REDINTRO) _counter--;
- if (_counter == VQ_TITLE) _counter--;
- Hide_Mouse();
- VisiblePage.Clear();
- Show_Mouse();
- Play_Movie(VQType(_counter--), THEME_NONE);
-
- // Show_Mouse();
- } else {
- Hide_Mouse();
- VisiblePage.Clear();
- Show_Mouse();
- #ifdef WIN32
- Play_Movie(VQ_REDINTRO, THEME_NONE, false);
- #else
- Play_Movie(VQ_TITLE, THEME_NONE, false);
- #endif
- }
- }
- /***********************************************************************************************
- * Anim_Init -- Initialize the VQ animation control structure. *
- * *
- * VQ animations are controlled by a structure passed to the VQ player. This routine *
- * initializes the structure to values required by C&C. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only need to call this routine once at the beginning of the game. *
- * *
- * HISTORY: *
- * 12/20/1994 JLB : Created. *
- *=============================================================================================*/
- #ifdef WIN32
- #ifdef MOVIE640
- //GraphicBufferClass VQ640(711, 400, (void *)NULL);
- #endif
- #endif
- void Anim_Init(void)
- {
- #if (0)
- #ifdef WIN32
- /* Configure player with INI file */
- VQA_DefaultConfig(&AnimControl);
- AnimControl.DrawFlags = VQACFGF_TOPLEFT;
- AnimControl.DrawFlags |= VQACFGF_BUFFER;
- //AnimControl.DrawFlags |= VQACFGF_NODRAW;
- //BG - M. Grayford says turn this off AnimControl.DrawFlags |= VQACFGF_NOSKIP;
- AnimControl.DrawFlags |= VQACFGF_NOSKIP;
- AnimControl.FrameRate = -1;
- AnimControl.DrawRate = -1;
- AnimControl.DrawerCallback = VQ_Call_Back;
- AnimControl.ImageWidth = 320;
- AnimControl.ImageHeight = 200;
- AnimControl.ImageBuf = (unsigned char *)SysMemPage.Get_Offset();
- #ifdef MOVIE640
- if(IsVQ640) {
- AnimControl.ImageWidth = 711;
- AnimControl.ImageHeight = 400;
- AnimControl.ImageBuf = (unsigned char *)VQ640.Get_Offset();
- }
- #endif
- AnimControl.Vmode = 0;
- AnimControl.OptionFlags |= VQAOPTF_CAPTIONS|VQAOPTF_EVA;
- if (SlowPalette) {
- AnimControl.OptionFlags |= VQAOPTF_SLOWPAL;
- }
- AnimControl.SoundObject = SoundObject;
- AnimControl.PrimaryBufferPtr = PrimaryBufferPtr;
- if (MonoClass::Is_Enabled()) {
- AnimControl.OptionFlags |= VQAOPTF_MONO;
- }
- #else //WIN32
- /* Configure player with INI file */
- VQA_DefaultConfig(&AnimControl);
- // void const * font = Load_Font(FONT8);
- // AnimControl.EVAFont = (char *)font;
- // AnimControl.CapFont = (char *)font;
- AnimControl.DrawerCallback = VQ_Call_Back;
- AnimControl.ImageWidth = 320;
- AnimControl.ImageHeight = 200;
- AnimControl.Vmode = MCGA_MODE;
- AnimControl.VBIBit = VertBlank;
- AnimControl.DrawFlags |= VQACFGF_TOPLEFT;
- AnimControl.OptionFlags |= VQAOPTF_HMIINIT|VQAOPTF_CAPTIONS|VQAOPTF_EVA;
- // AnimControl.AudioBuf = (unsigned char *)HidPage.Get_Buffer();
- // AnimControl.AudioBufSize = 32768U;
- AnimControl.DigiCard = NewConfig.DigitCard;
- AnimControl.HMIBufSize = 8192;
- AnimControl.DigiHandle = Get_Digi_Handle();
- AnimControl.Volume = 0x00FF;
- AnimControl.AudioRate = 22050;
- // if (NewConfig.Speed) AnimControl.AudioRate = 11025;
- if (!Debug_Quiet && Get_Digi_Handle() != -1) {
- AnimControl.OptionFlags |= VQAOPTF_AUDIO;
- }
- if (MonoClass::Is_Enabled()) {
- AnimControl.OptionFlags |= VQAOPTF_MONO;
- }
- #endif //WIN32
- #endif
- }
- /***********************************************************************************************
- * Parse_Command_Line -- Parses the command line parameters. *
- * *
- * This routine should be called before the graphic mode is initialized. It examines the *
- * command line parameters and sets the appropriate globals. If there is an error, then *
- * it outputs a command summary and then returns false. *
- * *
- * INPUT: argc -- The number of command line arguments. *
- * *
- * argv -- Pointer to character string array that holds the individual arguments. *
- * *
- * OUTPUT: bool; Was the command line parsed successfully? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/18/1995 JLB : Created. *
- *=============================================================================================*/
- bool Parse_Command_Line(int argc, char * argv[])
- {
- /*
- ** Parse the command line and set globals to reflect the parameters
- ** passed in.
- */
- Whom = HOUSE_GOOD;
- Special.Init();
- Debug_Map = false;
- Debug_Unshroud = false;
- for (int index = 1; index < argc; index++) {
- char * string; // Pointer to argument.
- long code = 0;
- char arg_string[512];
- int str_len = strlen(argv[index]);
- char *src = argv[index];
- char *dest = arg_string;
- for (int i=0 ; i<str_len ; i++) {
- if (*src == '\"') {
- src++;
- } else {
- *dest++ = *src++;
- }
- }
- *dest++ = 0;
- string = arg_string;
- strupr(string);
- //string = strupr(argv[index]);
- /*
- ** Print usage text only if requested.
- */
- if (stricmp("/?", string) == 0 || stricmp("-?", string) == 0 || stricmp("-h", string) == 0 || stricmp("/h", string) == 0) {
- /*
- ** Unrecognized command line parameter... Display usage
- ** and then exit.
- */
- puts(TEXT_OPTIONS);
- return(false);
- }
- bool processed = true;
- long ob = Obfuscate(string);
- /*
- ** Check to see if the parameter is a cheat enabling one.
- */
- long const * optr = (const long*)&CheatCodes[0];
- while (*optr) {
- if (*optr++ == ob) {
- Debug_Playtest = true;
- Debug_Flag = true;
- break;
- }
- }
- /*
- ** Check to see if the parameter is a cheat enabling one.
- */
- optr = (const long*)&PlayCodes[0];
- while (*optr) {
- if (*optr++ == ob) {
- Debug_Playtest = true;
- Debug_Flag = true;
- break;
- }
- }
- /*
- ** Check to see if the parameter is a scenario editor
- ** enabling one.
- */
- optr = (const long*)&EditorCodes[0];
- while (*optr) {
- if (*optr++ == ob) {
- Debug_Map = true;
- Debug_Unshroud = true;
- Debug_Flag = true;
- Debug_Playtest = true;
- break;
- }
- }
- switch (ob) {
- #ifdef VIRGIN_CHEAT_KEYS
- case PARM_PLAYTEST:
- Debug_Playtest = true;
- break;
- #endif
- /*
- ** Special flag - is C&C being run from the install program?
- */
- case PARM_INSTALL:
- Special.IsFromInstall = true;
- // If uncommented, will disable the <ESC> key during the first movie run.
- // BreakoutAllowed = false;
- break;
- #if(TEN)
- case PARM_ALLOW_SOLO:
- Session.AllowSolo = 1;
- break;
- #endif
- #if(MPATH)
- case PARM_ALLOW_SOLO:
- Session.AllowSolo = 1;
- break;
- #endif
- default:
- processed = false;
- break;
- }
- if (processed) continue;
- #ifdef CHEAT_KEYS
- /*
- ** Scenario Editor Mode
- */
- if (stricmp(string, "-CHECKMAP") == 0) {
- Debug_Check_Map = true;
- continue;
- }
- #endif
- /*
- ** File search path override.
- */
- if (strstr(string, "-CD")) {
- CCFileClass::Set_Search_Drives(&string[3]);
- continue;
- }
- #if (0)
- /*
- ** Build speed modifier
- */
- if (strstr (string, "-UNITRATE:")){
- int unit_rate;
- sscanf (string, "-UNITRATE:%d", &unit_rate);
- UnitBuildPenalty = unit_rate;
- }
- #endif //(0)
- /*
- ** Specify destination connection for network play
- */
- if (strstr(string, "-DESTNET")) {
- NetNumType net;
- NetNodeType node;
- /*
- ** Scan the command-line string, pulling off each address piece
- */
- int i = 0;
- char * p = strtok(string + 8, ".");
- while (p) {
- int x;
- sscanf(p, "%x", &x); // convert from hex string to int
- if (i < 4) {
- net[i] = (char)x; // fill NetNum
- } else {
- node[i-4] = (char)x; // fill NetNode
- }
- i++;
- p = strtok(NULL, ".");
- }
- /*
- ** If all the address components were successfully read, fill in the
- ** BridgeNet with a broadcast address to the network across the bridge.
- */
- if (i >= 4) {
- Session.IsBridge = 1;
- memset(node, 0xff, 6);
- Session.BridgeNet = IPXAddressClass(net, node);
- }
- continue;
- }
- /*
- ** Specify socket ID, as an offset from 0x4000.
- */
- if (strstr(string, "-SOCKET")) {
- unsigned short socket;
- socket = (unsigned short)(atoi(string + strlen("SOCKET")));
- socket += 0x4000;
- if (socket >= 0x4000 && socket < 0x8000) {
- Ipx.Set_Socket (socket);
- }
- continue;
- }
- /*
- ** Set the Net Stealth option
- */
- if (strstr(string, "-STEALTH")) {
- Session.NetStealth = true;
- continue;
- }
- /*
- ** Set the Net Protection option
- */
- if (strstr(string, "-MESSAGES")) {
- Session.NetProtect = false;
- continue;
- }
- /*
- ** Allow "attract" mode
- */
- if (strstr(string, "-ATTRACT")) {
- Session.Attract = true;
- continue;
- }
- #ifdef WIN32
- /*
- ** Set screen to 640x480 instead of 640x400
- */
- if (strstr(string, "-480")) {
- ScreenHeight = 480;
- continue;
- }
- /*
- ** Check for spawn from WChat
- */
- #ifndef FIXIT_VERSION_3 // WChat eliminated.
- if (strstr(string,"-WCHAT")){
- SpawnedFromWChat = true;
- }
- #endif
- #endif
- #ifdef CHEAT_KEYS
- /*
- ** Specify the random number seed (for debugging)
- */
- if (strstr(string, "-SEED")) {
- CustomSeed = (unsigned short)(atoi(string + strlen("SEED")));
- continue;
- }
- #ifndef WIN32
- /*
- ** Don't install Page Fault Handler (MUST use this for debugger)
- */
- if (stricmp(string, "-NOPFS") == 0) {
- UsePageFaultHandler = 0;
- continue;
- }
- #endif
- #endif
- #if(TEN)
- /*
- ** Enable TEN
- */
- if (strstr(string, "TEN")) {
- #ifdef CHEAT_KEYS
- Debug_Flag = true;
- MonoClass::Enable();
- #endif
- Session.Type = GAME_TEN;
- Special.IsFromInstall = false;
- //
- // Create the Ten network manager. This allows us to keep
- // the packet queues clean even while we're initializing the game,
- // so the queues don't fill up in case we're slow, or the user
- // didn't insert a CD.
- //
- Ten = new TenConnManClass();
- Ten->Init();
- strcpy(Session.OptionsFile, "OPTIONS.INI");
- Ten->Flush_All();
- continue;
- }
- /*
- ** Set the game options filename
- */
- if (strstr(string, "OPTIONS:")) {
- strcpy(Session.OptionsFile, string + 8);
- continue;
- }
- #endif // TEN
- #if(MPATH)
- /*
- ** Enable MPATH
- */
- if (strstr(string, "MPATH")) {
- #ifdef CHEAT_KEYS
- Debug_Flag = true;
- MonoClass::Enable();
- #endif
- Session.Type = GAME_MPATH;
- Special.IsFromInstall = false;
- //
- // Create the MPath network manager. This allows us to keep
- // the packet queues clean even while we're initializing the game,
- // so the queues don't fill up in case we're slow, or the user
- // didn't insert a CD.
- //
- MPath = new MPlayerManClass();
- MPath->Init();
- strcpy(Session.OptionsFile, "OPTIONS.INI");
- MPath->Flush_All();
- continue;
- }
- /*
- ** Set the game options filename
- */
- if (strstr(string, "OPTIONS:")) {
- strcpy(Session.OptionsFile, string + 8);
- continue;
- }
- #endif // MPATH
- #ifdef NEVER
- /*
- ** Handle the prog init differently in this case.
- */
- if (strstr(string, "-V")) {
- continue;
- }
- #endif
- /*
- ** look for passed-in video mode to default to
- */
- #ifndef WIN32
- if (strnicmp(string, "-V", strlen("-V")) == 0) {
- Set_Video_Mode(MCGA_MODE); // do this to get around first_time variable...
- Set_Original_Video_Mode(atoi(string+2));
- continue;
- }
- #endif
- #ifdef CHEAT_KEYS
- if (strstr(string,"-NOMOVIES")){
- bNoMovies = true;
- }
- #endif
- /*
- ** Special command line control parsing.
- */
- if (strnicmp(string, "-X", strlen("-O")) == 0) {
- string += strlen("-X");
- while (*string) {
- char code = *string++;
- switch (toupper(code)) {
- #ifdef CHEAT_KEYS
- /*
- ** Monochrome debug screen enable.
- */
- case 'M':
- MonoClass::Enable();
- break;
- /*
- ** Inert weapons -- no units take damage.
- */
- case 'I':
- Special.IsInert = true;
- break;
- /*
- ** Hussled recharge timer.
- */
- case 'H':
- Special.IsSpeedBuild = true;
- break;
- /*
- ** "Record" a multi-player game
- */
- case 'X':
- Session.Record = 1;
- break;
- /*
- ** "Play Back" a multi-player game
- */
- case 'Y':
- Session.Play = 1;
- break;
- /*
- ** Print lots of debug stuff about events & packets
- */
- case 'P':
- Debug_Print_Events = true;
- break;
- #endif
- /*
- ** Quiet mode override control.
- */
- case 'Q':
- Debug_Quiet = true;
- break;
- default:
- puts(TEXT_INVALID);
- return(false);
- }
- }
- continue;
- }
- }
- return(true);
- }
- /***********************************************************************************************
- * Obfuscate -- Sufficiently transform parameter to thwart casual hackers. *
- * *
- * This routine borrows from CRC and PGP technology to sufficiently alter the parameter *
- * in order to make it difficult to reverse engineer the key phrase. This is designed to *
- * be used for hidden game options that will be released at a later time over Westwood's *
- * Web page or through magazine hint articles. *
- * *
- * This algorithm is cryptographically categorized as a "one way hash". *
- * *
- * Since this is a one way transformation, it becomes much more difficult to reverse *
- * engineer the pass phrase even if the resultant pass code is known. This has an added *
- * benefit of making this algorithm immune to traditional cryptographic attacks. *
- * *
- * The largest strength of this transformation algorithm lies in the restriction on the *
- * source vector being legal ASCII uppercase characters. This restriction alone makes even *
- * a simple CRC transformation practically impossible to reverse engineer. This algorithm *
- * uses far more than a simple CRC transformation to achieve added strength from advanced *
- * attack methods. *
- * *
- * INPUT: string -- Pointer to the key phrase that will be transformed into a code. *
- * *
- * OUTPUT: Returns with the code that the key phrase is translated into. *
- * *
- * WARNINGS: A zero length pass phrase results in a 0x00000000 result code. *
- * *
- * HISTORY: *
- * 08/19/1995 JLB : Created. *
- *=============================================================================================*/
- long Obfuscate(char const * string)
- {
- char buffer[1024];
- if (!string) return(0);
- memset(buffer, '\xA5', sizeof(buffer));
- /*
- ** Copy key phrase into a working buffer. This hides any transformation done
- ** to the string.
- */
- strncpy(buffer, string, sizeof(buffer));
- buffer[sizeof(buffer)-1] = '\0';
- int length = strlen(buffer);
- /*
- ** Only upper case letters are significant.
- */
- strupr(buffer);
- /*
- ** Ensure that only visible ASCII characters compose the key phrase. This
- ** discourages the direct forced illegal character input method of attack.
- */
- int index;
- for (index = 0; index < length; index++) {
- if (!isgraph(buffer[index])) {
- buffer[index] = 'A' + (index%26);
- }
- }
- /*
- ** Increase the strength of even short pass phrases by extending the
- ** length to be at least a minimum number of characters. This helps prevent
- ** a weak pass phrase from compromising the obfuscation process. This
- ** process also forces the key phrase to be an even multiple of four.
- ** This is necessary to support the cypher process that occurs later.
- */
- if (length < 16 || (length & 0x03)) {
- int maxlen = 16;
- if (((length+3) & 0x00FC) > maxlen) {
- maxlen = ((length+3) & 0x00FC);
- }
- for (index = length; index < maxlen; index++) {
- buffer[index] = 'A' + ((('?' ^ buffer[index-length]) + index) % 26);
- }
- length = index;
- buffer[length] = '\0';
- }
- /*
- ** Transform the buffer into a number. This transformation is character
- ** order dependant.
- */
- long code = Calculate_CRC(buffer, length);
- /*
- ** Record a copy of this initial transformation to be used in a later
- ** self referential transformation.
- */
- long copy = code;
- /*
- ** Reverse the character string and combine with the previous transformation.
- ** This doubles the workload of trying to reverse engineer the CRC calculation.
- */
- strrev(buffer);
- code ^= Calculate_CRC(buffer, length);
- /*
- ** Perform a self referential transformation. This makes a reverse engineering
- ** by using a cause and effect attack more difficult.
- */
- code = code ^ copy;
- /*
- ** Unroll and combine the code value into the pass phrase and then perform
- ** another self referential transformation. Although this is a trivial cypher
- ** process, it gives the sophisticated hacker false hope since the strong
- ** cypher process occurs later.
- */
- strrev(buffer); // Restore original string order.
- for (index = 0; index < length; index++) {
- code ^= (unsigned char)buffer[index];
- unsigned char temp = (unsigned char)code;
- buffer[index] ^= temp;
- code >>= 8;
- code |= (((long)temp)<<24);
- }
- /*
- ** Introduce loss into the vector. This strengthens the key against traditional
- ** cryptographic attack engines. Since this also weakens the key against
- ** unconventional attacks, the loss is limited to less than 10%.
- */
- for (index = 0; index < length; index++) {
- static unsigned char _lossbits[] = {0x00,0x08,0x00,0x20,0x00,0x04,0x10,0x00};
- static unsigned char _addbits[] = {0x10,0x00,0x00,0x80,0x40,0x00,0x00,0x04};
- buffer[index] |= _addbits[index % (sizeof(_addbits)/sizeof(_addbits[0]))];
- buffer[index] &= ~_lossbits[index % (sizeof(_lossbits)/sizeof(_lossbits[0]))];
- }
- /*
- ** Perform a general cypher transformation on the vector
- ** and use the vector itself as the cypher key. This is a variation on the
- ** cypher process used in PGP. It is a very strong cypher process with no known
- ** weaknesses. However, in this case, the cypher key is the vector itself and this
- ** opens up a weakness against attacks that have access to this transformation
- ** algorithm. The sheer workload of reversing this transformation should be enough
- ** to discourage even the most determined hackers.
- */
- for (index = 0; index < length; index += 4) {
- short key1 = buffer[index];
- short key2 = buffer[index+1];
- short key3 = buffer[index+2];
- short key4 = buffer[index+3];
- short val1 = key1;
- short val2 = key2;
- short val3 = key3;
- short val4 = key4;
- val1 *= key1;
- val2 += key2;
- val3 += key3;
- val4 *= key4;
- short s3 = val3;
- val3 ^= val1;
- val3 *= key1;
- short s2 = val2;
- val2 ^= val4;
- val2 += val3;
- val2 *= key3;
- val3 += val2;
- val1 ^= val2;
- val4 ^= val3;
- val2 ^= s3;
- val3 ^= s2;
- buffer[index] = val1;
- buffer[index+1] = val2;
- buffer[index+2] = val3;
- buffer[index+3] = val4;
- }
- /*
- ** Convert this final vector into a cypher key code to be
- ** returned by this routine.
- */
- code = Calculate_CRC(buffer, length);
- /*
- ** Return the final code value.
- */
- return(code);
- }
- /***********************************************************************************************
- * Calculate_CRC -- Calculates a one-way hash from a data block. *
- * *
- * This routine is used to create a hash value from a data block. The algorithm is similar *
- * to a CRC, but is faster. *
- * *
- * INPUT: buffer -- Pointer to a buffer of data to be 'hashed'. *
- * *
- * len -- The length of the buffer to compute the hash upon. *
- * *
- * OUTPUT: Returns with a 32bit hash value calculated from the specified buffer. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/02/1996 JLB : Created. *
- *=============================================================================================*/
- extern "C" {
- long Calculate_CRC(void * buffer, long len)
- {
- return(CRCEngine()(buffer, len));
- }
- }
- /***************************************************************************
- * Init_Random -- Initializes the random-number generator *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * none. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 12/04/1995 BRR : Created. *
- *=========================================================================*/
- void Init_Random(void)
- {
- #ifdef WIN32
- /*
- ** Gather some "random" bits from the system timer. Actually, only the
- ** low order millisecond bits are secure. The other bits could be
- ** easily guessed from the system clock (most clocks are fairly accurate
- ** and thus predictable).
- */
- SYSTEMTIME t;
- GetSystemTime(&t);
- CryptRandom.Seed_Byte(t.wMilliseconds);
- CryptRandom.Seed_Bit(t.wSecond);
- CryptRandom.Seed_Bit(t.wSecond>>1);
- CryptRandom.Seed_Bit(t.wSecond>>2);
- CryptRandom.Seed_Bit(t.wSecond>>3);
- CryptRandom.Seed_Bit(t.wSecond>>4);
- CryptRandom.Seed_Bit(t.wMinute);
- CryptRandom.Seed_Bit(t.wMinute>>1);
- CryptRandom.Seed_Bit(t.wMinute>>2);
- CryptRandom.Seed_Bit(t.wMinute>>3);
- CryptRandom.Seed_Bit(t.wMinute>>4);
- CryptRandom.Seed_Bit(t.wHour);
- CryptRandom.Seed_Bit(t.wDay);
- CryptRandom.Seed_Bit(t.wDayOfWeek);
- CryptRandom.Seed_Bit(t.wMonth);
- CryptRandom.Seed_Bit(t.wYear);
- #else
- /*
- ** Gather some "random" bits from the DOS mode timer.
- */
- struct timeb t;
- ftime(&t);
- CryptRandom.Seed_Byte(t.millitm);
- CryptRandom.Seed_Byte(t.time);
- #endif
- #ifdef FIXIT_MULTI_SAVE
- //
- // If we've loaded a multiplayer save game, return now; the random #
- // class is loaded along with ScenarioClass.
- //
- if (Session.LoadGame) {
- return;
- }
- //
- // If we're playing a recording, the Seed is loaded in
- // Load_Recording_Values(). Just init the random # and return.
- //
- if (Session.Play) {
- RandNumb = Seed;
- Scen.RandomNumber = Seed;
- return;
- }
- #else
- /*
- ** Do nothing if we've loaded a multiplayer game, or we're playing back
- ** a recording; the random number generator is initialized by loading
- ** the game.
- */
- if (Session.LoadGame || Session.Play) {
- RandNumb = Seed;
- Scen.RandomNumber = Seed;
- return;
- }
- #endif // FIXIT_MULTI_SAVE
- /*
- ** Initialize the random number Seed. For multiplayer, this will have been done
- ** in the connection dialogs. For single-player games, AND if we're not playing
- ** back a recording, init the Seed to a random value.
- */
- if (Session.Type == GAME_NORMAL || Session.Type == GAME_SKIRMISH &&
- !Session.Play) {
- /*
- ** Set the optional user-specified seed
- */
- if (CustomSeed != 0) {
- Seed = CustomSeed;
- } else {
- srand(time(NULL));
- Seed = rand();
- }
- }
- /*
- ** Initialize the random-number generators
- */
- Scen.RandomNumber = Seed;
- RandNumb = Seed;
- }
- /***********************************************************************************************
- * Load_Title_Page -- Load the background art for the title page. *
- * *
- * This routine will load the background art in a machine independent format. There is *
- * different art required for the hi-res and lo-res versions of the game. *
- * *
- * INPUT: visible -- Should the title page art be copied to the visible page by this *
- * routine? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Be sure the mouse is hidden if the image is to be copied to the visible page. *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- void Load_Title_Page(bool visible)
- {
- #ifdef WIN32
- Load_Title_Screen("TITLE.PCX", &HidPage, (unsigned char*)CCPalette.Get_Data());
- if (visible) {
- HidPage.Blit(SeenPage);
- }
- #else
- Load_Picture("TITLE.CPS", HidPage, HidPage, CCPalette, BM_DEFAULT);
- if (visible) {
- HidPage.Blit(SeenPage);
- }
- #endif
- }
- /***********************************************************************************************
- * Init_Color_Remaps -- Initialize the text remap tables. *
- * *
- * There are various color scheme remap tables that are dependant upon the color remap *
- * information embedded within the palette control file. This routine will fetch that *
- * data and build the text remap tables as indicated. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- * 09/11/2019 ST : The default resolution doesn't have to match the size of the palette image*
- *=============================================================================================*/
- static void Init_Color_Remaps(void)
- {
- /*
- ** Setup the remap tables. PALETTE.CPS contains a special set of pixels in
- ** the upper-left corner. Each row of 16 pixels is one range of colors. The
- ** first row represents unity (the default color units are drawn in); rows
- ** after that are the remap colors.
- */
- #ifdef WIN32
- GraphicBufferClass temp_page(320, 200, (void*)NULL);
- temp_page.Clear();
- Load_Picture("PALETTE.CPS", temp_page, temp_page, NULL, BM_DEFAULT);
- temp_page.Blit(HidPage);
- #else
- Load_Picture("PALETTE.CPS", HidPage, HidPage, NULL, BM_DEFAULT);
- #endif
- for (PlayerColorType pcolor = PCOLOR_FIRST; pcolor < PCOLOR_COUNT; pcolor++) {
- unsigned char * ptr = ColorRemaps[pcolor].RemapTable;
- for (int color = 0; color < 256; color++) {
- ptr[color] = color;
- }
-
- int index;
- for (index = 0; index < 16; index++) {
- ptr[HidPage.Get_Pixel(index, 0)] = HidPage.Get_Pixel(index, pcolor);
- }
- for (index = 0; index < 6; index++) {
- ColorRemaps[pcolor].FontRemap[10+index] = HidPage.Get_Pixel(2+index, pcolor);
- }
- ColorRemaps[pcolor].BrightColor = WHITE;
- // ColorRemaps[pcolor].BrightColor = HidPage.Get_Pixel(1, pcolor);
- ColorRemaps[pcolor].Color = HidPage.Get_Pixel(4, pcolor);
- ColorRemaps[pcolor].Shadow = HidPage.Get_Pixel(10, pcolor);
- ColorRemaps[pcolor].Background = HidPage.Get_Pixel(9, pcolor);
- ColorRemaps[pcolor].Corners = HidPage.Get_Pixel(7, pcolor);
- ColorRemaps[pcolor].Highlight = HidPage.Get_Pixel(4, pcolor);
- ColorRemaps[pcolor].Bright = HidPage.Get_Pixel(0, pcolor);
- ColorRemaps[pcolor].Underline = HidPage.Get_Pixel(0, pcolor);
- ColorRemaps[pcolor].Bar = HidPage.Get_Pixel(6, pcolor);
- /*
- ** This must grab from column 4 because the multiplayer color dialog palette counts
- ** on this to be true.
- */
- ColorRemaps[pcolor].Box = HidPage.Get_Pixel(4, pcolor);
- }
- /* 12/9/2019 SKY - Swap Blue and Grey color remaps */
- {
- RemapControlType temp;
- memcpy(&temp, &ColorRemaps[PCOLOR_BLUE], sizeof(RemapControlType));
- memcpy(&ColorRemaps[PCOLOR_BLUE], &ColorRemaps[PCOLOR_GREY], sizeof(RemapControlType));
- memcpy(&ColorRemaps[PCOLOR_GREY], &temp, sizeof(RemapControlType));
- }
- /*
- ** Now do the special dim grey scheme
- */
- for (int color = 0; color < 256; color++) {
- GreyScheme.RemapTable[color] = color;
- }
- for (int index = 0; index < 6; index++) {
- GreyScheme.FontRemap[10+index] = HidPage.Get_Pixel(9+index, PCOLOR_GREY) & 0x00FF;
- }
- GreyScheme.BrightColor = HidPage.Get_Pixel(3, PCOLOR_GREY) & 0x00FF;
- GreyScheme.Color = HidPage.Get_Pixel(7, PCOLOR_GREY) & 0x00FF;
- GreyScheme.Shadow = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(15, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Background = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(14, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Corners = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(13, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Highlight = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(9, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Bright = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(5, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Underline = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(5, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Bar = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(11, PCOLOR_GREY) & 0x00FF];
- GreyScheme.Box = ColorRemaps[PCOLOR_GREY].RemapTable[HidPage.Get_Pixel(11, PCOLOR_GREY) & 0x00FF];
- /*
- ** Set up the metallic remap table for the font that prints over the tabs
- */
- memset ((void*)&MetalScheme, 4, sizeof(MetalScheme));
- for (int color_counter = 0; color_counter < 16; color_counter++) {
- MetalScheme.FontRemap[color_counter] = color_counter;
- }
- MetalScheme.FontRemap[1] = 128;
- MetalScheme.FontRemap[2] = 12;
- MetalScheme.FontRemap[3] = 13;
- MetalScheme.FontRemap[4] = 14;
- MetalScheme.Color = 128;
- MetalScheme.Background = 0;
- MetalScheme.Underline = 128;
- /*
- ** Set up the font remap table for the mission briefing font
- */
- for (int colr = 0; colr < 16; colr++) {
- ColorRemaps[PCOLOR_TYPE].FontRemap[colr] = HidPage.Get_Pixel(colr, PCOLOR_TYPE);
- }
- ColorRemaps[PCOLOR_TYPE].Shadow = 11;
- ColorRemaps[PCOLOR_TYPE].Background = 10;
- ColorRemaps[PCOLOR_TYPE].Corners = 10;
- ColorRemaps[PCOLOR_TYPE].Highlight = 9;
- ColorRemaps[PCOLOR_TYPE].Bright = 15;
- ColorRemaps[PCOLOR_TYPE].Underline = 11;
- ColorRemaps[PCOLOR_TYPE].Bar = 11;
- ColorRemaps[PCOLOR_TYPE].Box = 10;
- ColorRemaps[PCOLOR_TYPE].BrightColor = 15;
- ColorRemaps[PCOLOR_TYPE].Color = 9;
- GadgetClass::Set_Color_Scheme(&ColorRemaps[PCOLOR_DIALOG_BLUE]);
- // GadgetClass::Set_Color_Scheme(&ColorRemaps[PCOLOR_BLUE]);
- }
- /***********************************************************************************************
- * Init_Heaps -- Initialize the game heaps and buffers. *
- * *
- * This routine will allocate the game heaps and buffers. The rules file has already been *
- * processed by the time that this routine is called. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Heaps(void)
- {
- /*
- ** Initialize the game object heaps.
- */
- Vessels.Set_Heap(Rule.VesselMax);
- Units.Set_Heap(Rule.UnitMax);
- Factories.Set_Heap(Rule.FactoryMax);
- Terrains.Set_Heap(Rule.TerrainMax);
- Templates.Set_Heap(Rule.TemplateMax);
- Smudges.Set_Heap(Rule.SmudgeMax);
- Overlays.Set_Heap(Rule.OverlayMax);
- Infantry.Set_Heap(Rule.InfantryMax);
- Bullets.Set_Heap(Rule.BulletMax);
- Buildings.Set_Heap(Rule.BuildingMax);
- Anims.Set_Heap(Rule.AnimMax);
- Aircraft.Set_Heap(Rule.AircraftMax);
- Triggers.Set_Heap(Rule.TriggerMax);
- TeamTypes.Set_Heap(Rule.TeamTypeMax);
- Teams.Set_Heap(Rule.TeamMax);
- Houses.Set_Heap(HOUSE_MAX);
- TriggerTypes.Set_Heap(Rule.TrigTypeMax);
- // Weapons.Set_Heap(Rule.WeaponMax);
- /*
- ** Speech holding tank buffer. Since speech does not mix, it can be placed
- ** into a custom holding tank only as large as the largest speech file to
- ** be played.
- */
- for (int index = 0; index < ARRAY_SIZE(SpeechBuffer); index++) {
- SpeechBuffer[index] = new char [SPEECH_BUFFER_SIZE];
- SpeechRecord[index] = VOX_NONE;
- assert(SpeechBuffer[index] != NULL);
- }
- /*
- ** Allocate the theater buffer block.
- */
- TheaterBuffer = new Buffer(THEATER_BUFFER_SIZE);
- assert(TheaterBuffer != NULL);
- }
- /***********************************************************************************************
- * Init_Expansion_Files -- Fetch any override expansion mixfiles. *
- * *
- * This routine will search for and register/cache any override mixfiles found. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Expansion_Files(void)
- {
- /*
- ** Need to search the search paths. ST - 3/15/2019 2:18PM
- */
- const char *path = ".\\";
- char search_path[_MAX_PATH];
- char scan_path[_MAX_PATH];
- for (int p = 0; p < 100; p++) {
- strcpy(search_path, path);
- if (search_path[strlen(search_path) - 1] != '\\') {
- strcat(search_path, "\\");
- }
- strcpy(scan_path, search_path);
- strcat(scan_path, "SC*.MIX");
- WIN32_FIND_DATA find_data;
- memset(&find_data, 0, sizeof(find_data));
- HANDLE file_handle = FindFirstFile(scan_path, &find_data);
- if (file_handle != INVALID_HANDLE_VALUE)
- {
- do
- {
- char *ptr = strdup(find_data.cFileName);
- new MFCD(ptr, &FastKey);
- } while (FindNextFile(file_handle, &find_data));
- FindClose(file_handle);
- }
- memset(&find_data, 0, sizeof(find_data));
- strcpy(scan_path, search_path);
- strcat(scan_path, "Ss*.MIX");
- file_handle = FindFirstFile(scan_path, &find_data);
- if (file_handle != INVALID_HANDLE_VALUE)
- {
- do
- {
- char *ptr = strdup(find_data.cFileName);
- new MFCD(ptr, &FastKey);
- } while (FindNextFile(file_handle, &find_data));
- FindClose(file_handle);
- }
- path = CDFileClass::Get_Search_Path(p);
- if (path == NULL) {
- break;
- }
- }
- #if (0)
- /*
- ** Before all else, cache any additional mixfiles.
- */
- struct find_t ff; // for _dos_findfirst
- if (!_dos_findfirst("SC*.MIX", _A_NORMAL, &ff)) {
- char * ptr;
- do {
- ptr = strdup(ff.name);
- new MFCD(ptr, &FastKey);
- MFCD::Cache(ptr);
- } while (!_dos_findnext(&ff));
- }
- if (!_dos_findfirst("SS*.MIX", _A_NORMAL, &ff)) {
- char * ptr;
- do {
- ptr = strdup(ff.name);
- new MFCD(ptr, &FastKey);
- } while (!_dos_findnext(&ff));
- }
- #endif
- }
- /***********************************************************************************************
- * Init_One_Time_Systems -- Initialize internal pointers to the bulk data. *
- * *
- * This performs the one-time processing required after the bulk data has been cached but *
- * before the game actually starts. Typically, this routine extracts pointers to all the *
- * embedded data sub-files within the main game data mixfile. This routine must be called *
- * AFTER the bulk data has been cached. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Call this routine AFTER the bulk data has been cached. *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_One_Time_Systems(void)
- {
- Call_Back();
- Map.One_Time();
- Logic.One_Time();
- Options.One_Time();
- Session.One_Time();
- ObjectTypeClass::One_Time();
- BuildingTypeClass::One_Time();
- BulletTypeClass::One_Time();
- HouseTypeClass::One_Time();
- TemplateTypeClass::One_Time();
- OverlayTypeClass::One_Time();
- SmudgeTypeClass::One_Time();
- TerrainTypeClass::One_Time();
- UnitTypeClass::One_Time();
- VesselTypeClass::One_Time();
- InfantryTypeClass::One_Time();
- AnimTypeClass::One_Time();
- AircraftTypeClass::One_Time();
- HouseClass::One_Time();
- }
- /***********************************************************************************************
- * Init_Fonts -- Initialize all the game font pointers. *
- * *
- * This routine is used to fetch pointers to the game fonts. The mixfile containing these *
- * fonts must have been previously cached. This routine is a necessary prerequisite to *
- * displaying any dialogs or printing any text. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Fonts(void)
- {
- Metal12FontPtr = MFCD::Retrieve("12METFNT.FNT");
- MapFontPtr = MFCD::Retrieve("HELP.FNT");
- Font6Ptr = MFCD::Retrieve("6POINT.FNT");
- GradFont6Ptr = MFCD::Retrieve("GRAD6FNT.FNT");
- EditorFont = MFCD::Retrieve("EDITFNT.FNT");
- Font8Ptr = MFCD::Retrieve("8POINT.FNT");
- FontPtr = (char *)Font8Ptr;
- Set_Font(FontPtr);
- Font3Ptr = MFCD::Retrieve("3POINT.FNT");
- ScoreFontPtr = MFCD::Retrieve("SCOREFNT.FNT");
- FontLEDPtr = MFCD::Retrieve("LED.FNT");
- VCRFontPtr = MFCD::Retrieve("VCR.FNT");
- TypeFontPtr = MFCD::Retrieve("8POINT.FNT"); //("TYPE.FNT"); //VG 10/17/96
- }
- /***********************************************************************************************
- * Init_CDROM_Access -- Initialize the CD-ROM access handler. *
- * *
- * This routine is called to setup the CD-ROM access or emulation handler. It will ensure *
- * that the appropriate CD-ROM is present (dependant on the RequiredCD global). *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: The fonts, palettes, and other bootstrap systems must have been initialized *
- * prior to calling this routine since this routine will quite likely display *
- * a dialog box requesting the appropriate CD be inserted. *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_CDROM_Access(void)
- {
- VisiblePage.Clear();
- HidPage.Clear();
- #ifdef FIXIT_VERSION_3
- // Determine if we're going to be running from a DVD.
- // The entire session will either require a DVD, or the regular CDs. Never both.
- // Call Using_DVD() to determine which case it is.
- // Here we set the value that Using_DVD() returns.
- Determine_If_Using_DVD();
- // Force_CD_Available() is modified when Using_DVD() is true so that all requests become requests for the DVD.
- #endif
- /*
- ** Always try to look at the CD-ROM for data files.
- */
- if (!CCFileClass::Is_There_Search_Drives()) {
- /*
- ** This call is needed because of a side effect of this function. It will examine the
- ** CD-ROMs attached to this computer and set the appropriate status values. Without this
- ** call, the "?:\\" could not be filled in correctly.
- */
- Force_CD_Available(-1);
- /*
- ** If there are no search drives specified then we must be playing
- ** off cd, so read files from there.
- */
- int error;
- do {
- error = CCFileClass::Set_Search_Drives("?:\\");
- switch (error) {
- case 1:
- VisiblePage.Clear();
- GamePalette.Set();
- Show_Mouse();
- WWMessageBox().Process(TXT_CD_ERROR1, TXT_OK);
- Prog_End("Init_CDROM_Access - CD_ERROR1", true);
- Emergency_Exit(EXIT_FAILURE);
- case 2:
- VisiblePage.Clear();
- GamePalette.Set();
- Show_Mouse();
- if (WWMessageBox().Process(TXT_CD_DIALOG_1, TXT_OK, TXT_CANCEL) == 1) {
- Prog_End("Init_CDROM_Access - CD_ERROR2", true);
- Emergency_Exit(EXIT_FAILURE);
- }
- Hide_Mouse();
- break;
- default:
- VisiblePage.Clear();
- Show_Mouse();
- if (!Force_CD_Available(RequiredCD)) {
- Prog_End("Init_CDROM_Access - Force_CD_Available failed", true);
- Emergency_Exit(EXIT_FAILURE);
- }
- Hide_Mouse();
- break;
- }
- } while (error);
- RequiredCD = -1;
- } else {
- /*
- ** If there are search drives specified then all files are to be
- ** considered local.
- */
- RequiredCD = -2;
- }
- }
- /***********************************************************************************************
- * Init_Bootstrap_Mixfiles -- Registers and caches any mixfiles needed for bootstrapping. *
- * *
- * This routine will register the initial mixfiles that are required to display error *
- * messages and get input from the player. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Be sure to call this routine before any dialogs would be displayed to the *
- * player. *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Bootstrap_Mixfiles(void)
- {
- int temp = RequiredCD;
- RequiredCD = -2;
- #ifdef WOLAPI_INTEGRATION
- CCFileClass fileWolapiMix( "WOLAPI.MIX" );
- if( fileWolapiMix.Is_Available() )
- {
- new MFCD( "WOLAPI.MIX", &FastKey );
- MFCD::Cache( "WOLAPI.MIX" );
- }
- #endif
- #ifdef FIXIT_CSII // Ok. ajw
- CCFileClass file2("EXPAND2.MIX");
- if (file2.Is_Available()) {
- new MFCD("EXPAND2.MIX", &FastKey);
- bool ok = MFCD::Cache("EXPAND2.MIX");
- assert(ok);
- }
- #endif
- #ifdef FIXIT_CSII // Ok. ajw
- bool ok1;
- #if 0
- new MFCD("HIRES1.MIX", &FastKey);
- ok1 = MFCD::Cache("HIRES1.MIX");
- assert(ok1);
- #else
- new MFCD("LORES1.MIX", &FastKey);
- ok1 = MFCD::Cache("LORES1.MIX");
- assert(ok1);
- #endif
- #endif
- #ifdef FIXIT_ANTS // Ok. ajw
- CCFileClass file("EXPAND.MIX");
- if (file.Is_Available()) {
- new MFCD("EXPAND.MIX", &FastKey);
- bool ok = MFCD::Cache("EXPAND.MIX");
- assert(ok);
- }
- #endif
- new MFCD("REDALERT.MIX", &FastKey);
- /*
- ** Bootstrap enough of the system so that the error dialog box can successfully
- ** be displayed.
- */
- new MFCD("LOCAL.MIX", &FastKey); // Cached.
- bool ok = MFCD::Cache("LOCAL.MIX");
- assert(ok);
- #if 0
- new MFCD("HIRES.MIX", &FastKey);
- ok = MFCD::Cache("HIRES.MIX");
- assert(ok);
- new MFCD("NCHIRES.MIX", &FastKey); //Non-cached hires stuff incl VQ palettes
- #else
- new MFCD("LORES.MIX", &FastKey);
- ok = MFCD::Cache("LORES.MIX");
- assert(ok);
- #endif //WIN32
- RequiredCD = temp;
- }
- /***********************************************************************************************
- * Init_Secondary_Mixfiles -- Register and cache secondary mixfiles. *
- * *
- * This routine is used to register the mixfiles that are needed for main menu processing. *
- * Call this routine before the main menu is display and processed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- //#define DENZIL_MIXEXTRACT
- #ifdef DENZIL_MIXEXTRACT
- void Extract(char* filename, char* outfile);
- #endif
-
- static void Init_Secondary_Mixfiles(void)
- {
- MainMix = new MFCD("MAIN.MIX", &FastKey);
- assert(MainMix != NULL);
- //Denzil extract mixfile
- #ifdef DENZIL_MIXEXTRACT
- #if(0)
- Extract("CONQUER.MIX", "o:\\projects\\radvd\\data\\extract\\conquer.mix");
- Extract("EDHI.MIX", "o:\\projects\\radvd\\data\\extract\\edhi.mix");
- Extract("EDLO.MIX", "o:\\projects\\radvd\\data\\extract\\edlo.mix");
- Extract("GENERAL.MIX", "o:\\projects\\radvd\\data\\extract\\general.mix");
- Extract("INTERIOR.MIX", "o:\\projects\\radvd\\data\\extract\\interior.mix");
- Extract("MOVIES1.MIX", "o:\\projects\\radvd\\data\\extract\\movies1.mix");
- Extract("SCORES.MIX", "o:\\projects\\radvd\\data\\extract\\scores.mix");
- Extract("SNOW.MIX", "o:\\projects\\radvd\\data\\extract\\snow.mix");
- Extract("SOUNDS.MIX", "o:\\projects\\radvd\\data\\extract\\sounds.mix");
- Extract("RUSSIAN.MIX", "o:\\projects\\radvd\\data\\extract\\russian.mix");
- Extract("ALLIES.MIX", "o:\\projects\\radvd\\data\\extract\\allies.mix");
- Extract("TEMPERAT.MIX", "o:\\projects\\radvd\\data\\extract\\temperat.mix");
- #else
- Extract("CONQUER.MIX", "o:\\projects\\radvd\\data\\extract\\conquer.mix");
- Extract("EDHI.MIX", "o:\\projects\\radvd\\data\\extract\\edhi.mix");
- Extract("EDLO.MIX", "o:\\projects\\radvd\\data\\extract\\edlo.mix");
- Extract("GENERAL.MIX", "o:\\projects\\radvd\\data\\extract\\general.mix");
- Extract("INTERIOR.MIX", "o:\\projects\\radvd\\data\\extract\\interior.mix");
- Extract("MOVIES2.MIX", "o:\\projects\\radvd\\data\\extract\\movies2.mix");
- Extract("SCORES.MIX", "o:\\projects\\radvd\\data\\extract\\scores.mix");
- Extract("SNOW.MIX", "o:\\projects\\radvd\\data\\extract\\snow.mix");
- Extract("SOUNDS.MIX", "o:\\projects\\radvd\\data\\extract\\sounds.mix");
- Extract("RUSSIAN.MIX", "o:\\projects\\radvd\\data\\extract\\russian.mix");
- Extract("ALLIES.MIX", "o:\\projects\\radvd\\data\\extract\\allies.mix");
- Extract("TEMPERAT.MIX", "o:\\projects\\radvd\\data\\extract\\temperat.mix");
- #endif
- #endif
-
- /*
- ** Inform the file system of the various MIX files.
- */
- ConquerMix = new MFCD("CONQUER.MIX", &FastKey); // Cached.
- // new MFCD("TRANSIT.MIX", &FastKey);
- if (GeneralMix == NULL) GeneralMix = new MFCD("GENERAL.MIX", &FastKey); // Never cached.
- if (CCFileClass("MOVIES1.MIX").Is_Available()) {
- MoviesMix = new MFCD("MOVIES1.MIX", &FastKey); // Never cached.
- } else {
- MoviesMix = new MFCD("MOVIES2.MIX", &FastKey); // Never cached.
- }
- assert(MoviesMix != NULL);
- /*
- ** Register the score mixfile.
- */
- ScoresPresent = true;
- ScoreMix = new MFCD("SCORES.MIX", &FastKey);
- ThemeClass::Scan();
- /*
- ** These are sound card specific, but the install program would have
- ** copied the correct versions to the hard drive.
- */
- new MFCD("SPEECH.MIX", &FastKey); // Never cached.
- new MFCD("SOUNDS.MIX", &FastKey); // Cached.
- new MFCD("RUSSIAN.MIX", &FastKey); // Cached.
- new MFCD("ALLIES.MIX", &FastKey); // Cached.
- }
- /***********************************************************************************************
- * Bootstrap -- Perform the initial bootstrap procedure. *
- * *
- * This routine will load and initialize the game engine such that a dialog box could be *
- * displayed. Because this is very critical, call this routine before any other game *
- * initialization code. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Bootstrap(void)
- {
- BlackPalette.Set();
- /*
- ** Be sure to short circuit the CD-ROM check if there is a CD-ROM override
- ** path.
- */
- if (CCFileClass::Is_There_Search_Drives()) {
- RequiredCD = -2;
- }
- /*
- ** Process the message loop until we are in focus. We need to be in focus to read pixels from
- ** the screen.
- */
- #if (0) //PG
- #ifdef WIN32
- do {
- Keyboard->Check();
- } while (!GameInFocus);
- AllSurfaces.SurfacesRestored = false;
- #endif
- /*
- ** Perform any special debug-only processing. This includes preparing the
- ** monochrome screen.
- */
- Mono_Clear_Screen();
- #endif
- /*
- ** Register and make resident all local mixfiles with particular emphasis
- ** on the mixfiles that are necessary to display and error messages and
- ** process further initialization.
- */
- Init_Bootstrap_Mixfiles();
- /*
- ** Initialize the resident font pointers.
- */
- Init_Fonts();
- #ifndef WIN32
- /*
- ** Install the hard error handler.
- */
- _harderr(harderr_handler); // BG: Install hard error handler
- /*
- ** Install a Page Fault handler
- */
- if (UsePageFaultHandler) {
- Install_Page_Fault_Handle();
- }
- #endif
- /*
- ** Setup the keyboard processor in preparation for the game.
- */
- #ifdef WIN32
- Keyboard->Clear();
- #else
- Keyboard_Attributes_Off(BREAKON | SCROLLLOCKON | TRACKEXT | PAUSEON | CTRLSON | CTRLCON | FILTERONLY | TASKSWITCHABLE);
- Keyboard_Attributes_On(PASSBREAKS);
- Keyboard->Clear();
- #endif
- /*
- ** This is the shape staging buffer. It must always be available, so it is
- ** allocated here and never freed. The library sets the globals ShapeBuffer
- ** and ShapeBufferSize to these values, so it can be accessed for other
- ** purposes.
- */
- Set_Shape_Buffer(new unsigned char[SHAPE_BUFFER_SIZE], SHAPE_BUFFER_SIZE);
- /*
- ** Fetch the language text from the hard drive first. If it cannot be
- ** found on the hard drive, then look for it in the mixfile.
- */
- #ifdef STEVES_LOAD_OVERRIDE
- RawFileClass strings ("CONQUER.ENG");
- if (strings.Is_Available()){
- SystemStrings = new char [strings.Size()];
- strings.Read((void*)SystemStrings, strings.Size());
- }else{
- SystemStrings = (char const *)MFCD::Retrieve(Language_Name("CONQUER"));
- }
- #else
- SystemStrings = (char const *)MFCD::Retrieve(Language_Name("CONQUER"));
- #endif
- DebugStrings = (char const *)MFCD::Retrieve("DEBUG.ENG");
- /*
- ** Default palette initialization.
- */
- // PG_TO_FIX. This doesn't seem right. ST - 5/9/2019
- //memmove((unsigned char *)&GamePalette[0], (void *)MFCD::Retrieve("TEMPERAT.PAL"), 768L);
- //WhitePalette[0] = BlackPalette[0];
- // GamePalette.Set();
- /*
- ** Initialize expansion files (if present). Expansion files must be located
- ** in the current directory.
- */
- Init_Expansion_Files();
- SidebarScheme.Background = BLACK;
- SidebarScheme.Corners = LTGREY;
- SidebarScheme.Shadow = DKGREY;
- SidebarScheme.Highlight = WHITE;
- SidebarScheme.Color = LTGREY;
- SidebarScheme.Bright = WHITE;
- SidebarScheme.BrightColor = WHITE;
- SidebarScheme.Box = LTGREY;
- GadgetClass::Set_Color_Scheme(&SidebarScheme);
- }
- /***********************************************************************************************
- * Init_Mouse -- Initialize the mouse system. *
- * *
- * This routine will ensure that a valid mouse driver is present and a working mouse *
- * pointer can be displayed. The mouse is hidden when this routine exits. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Mouse(void)
- {
- /*
- ** Since there is no mouse shape currently available we need
- ** to set one of our own.
- */
- #ifdef WIN32
- ShowCursor(false);
- #endif
- if (MouseInstalled) {
- void const * temp_mouse_shapes = MFCD::Retrieve("MOUSE.SHP");
- if (temp_mouse_shapes) {
- Set_Mouse_Cursor(0, 0, Extract_Shape(temp_mouse_shapes, 0));
- while (Get_Mouse_State() > 1) Show_Mouse();
- }
- } else {
- char buffer[255];
- GamePalette.Set();
- GamePalette.Set();
- sprintf(buffer, TEXT_NO_MOUSE);
- VisiblePage.Clear();
- WWMessageBox().Process(buffer, TXT_OK);
- Prog_End("Init_Mouse", true);
- Emergency_Exit(1);
- }
- Map.Set_Default_Mouse(MOUSE_NORMAL, false);
- Show_Mouse();
- while (Get_Mouse_State() > 1) Show_Mouse();
- Call_Back();
- Hide_Mouse();
- }
- #ifdef OBSOLETE
- /***********************************************************************************************
- * Init_Authorization -- Verifies that the player is authorized to play the game. *
- * *
- * This is a development routine that restricts access to the game by way of passwords. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Authorization(void)
- {
- if (Special.IsFromInstall) return;
- Load_Title_Page();
- #ifdef WIN32
- Wait_Vert_Blank();
- #else //WIN32
- Init_Delay();
- Wait_Vert_Blank(VertBlank);
- #endif //WIN32
- CCPalette.Set();
- // Set_Palette(Palette);
- HidPage.Blit(SeenPage);
- Show_Mouse();
- /*
- ** Fetch the type of game to be played. This will be either
- ** C&C:Red Alert or C&C:Plus.
- */
- //tryagain:
- bool ok = Debug_Flag;
- int counter = 3;
- if (Debug_Flag) ok = true;
- /*
- ** C&C:Red Alert requires a password for legal entry. Try (three times) to get a correct
- ** password. If not found, then try again.
- */
- bool skipper = false;
- #ifdef NEVER
- while (!ok && counter) {
- SmartPtr<char const> str = Fetch_Password(TXT_PASSWORD_CAPTION, TXT_PASSWORD_MESSAGE, TXT_OK);
- SmartPtr<long const> lptr = &CheatCodes[0];
- while (*lptr) {
- if (Obfuscate(str) == *lptr++) {
- ok = true;
- break;
- }
- }
- lptr = &EditorCodes[0];
- while (*lptr) {
- if (Obfuscate(str) == *lptr++) {
- ok = true;
- break;
- }
- }
- lptr = &PlayCodes[0];
- while (*lptr) {
- if (Obfuscate(str) == *lptr++) {
- ok = true;
- skipper = true;
- break;
- }
- }
- if (ok) break;
- Hide_Mouse();
- Load_Title_Page();
- HidPage.Blit(SeenPage);
- Show_Mouse();
- Delay(TIMER_SECOND*(4-counter)*1);
- if (WWMessageBox().Process(TXT_PASSWORD_ERROR, TXT_TRY_AGAIN, TXT_CANCEL)) {
- goto tryagain;
- }
- counter--;
- if (counter == 0) goto tryagain;
- }
- #endif
- if (!skipper) {
- CCPalette.Set();
- }
- Hide_Mouse();
- Load_Title_Page();
- HidPage.Blit(SeenPage);
- Show_Mouse();
- Call_Back();
- }
- #endif
- /***********************************************************************************************
- * Init_Bulk_Data -- Initialize the time-consuming mixfile caching. *
- * *
- * This routine is called to handle the time consuming process of game initialization. *
- * The title page will be displayed when this routine is called. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine will take a very long time. *
- * *
- * HISTORY: *
- * 06/03/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Bulk_Data(void)
- {
- /*
- ** Cache the main game data. This operation can take a very long time.
- */
- MFCD::Cache("CONQUER.MIX");
- if (SampleType != 0 && !Debug_Quiet) {
- MFCD::Cache("SOUNDS.MIX");
- MFCD::Cache("RUSSIAN.MIX");
- MFCD::Cache("ALLIES.MIX");
- }
- Call_Back();
- /*
- ** Fetch the tutorial message data.
- */
- INIClass ini;
- ini.Load(CCFileClass("TUTORIAL.INI"));
- for (int index = 0; index < ARRAY_SIZE(TutorialText); index++) {
- TutorialText[index] = NULL;
- char buffer[128];
- char num[10];
- sprintf(num, "%d", index);
- if (ini.Get_String("Tutorial", num, "", buffer, sizeof(buffer))) {
- TutorialText[index] = strdup(buffer);
- }
- }
- /*
- ** Perform one-time game system initializations.
- */
- Init_One_Time_Systems();
- }
- /***********************************************************************************************
- * Init_Keys -- Initialize the cryptographic keys. *
- * *
- * This routine will initialize the fast cryptographic key. It will also initialize the *
- * slow one if this is a scenario editor version of the game. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/08/1996 JLB : Created. *
- *=============================================================================================*/
- static void Init_Keys(void)
- {
- RAMFileClass file((void*)Keys, strlen(Keys));
- INIClass ini;
- ini.Load(file);
- FastKey = ini.Get_PKey(true);
- #ifdef SCENARIO_EDITOR
- SlowKey = ini.Get_PKey(false);
- #endif
- }
- /***************************************************************************
- * Save_Recording_Values -- Saves multiplayer-specific values *
- * *
- * This routine saves multiplayer values that need to be restored for a *
- * save game. In addition to saving the random # seed for this scenario, *
- * it saves the contents of the actual random number generator; this *
- * ensures that the random # sequencer will pick up where it left off when *
- * the game was saved. *
- * This routine also saves the header for a Recording file, so it must *
- * save some data not needed specifically by a save-game file (ie Seed). *
- * *
- * INPUT: *
- * file file to save to *
- * *
- * OUTPUT: *
- * true = success, false = failure *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 09/28/1995 BRR : Created. *
- *=========================================================================*/
- bool Save_Recording_Values(CCFileClass & file)
- {
- Session.Save(file);
- file.Write(&BuildLevel, sizeof(BuildLevel));
- file.Write(&Debug_Unshroud, sizeof(Debug_Unshroud));
- file.Write(&Seed, sizeof(Seed));
- file.Write(&Scen.Scenario, sizeof(Scen.Scenario));
- file.Write(Scen.ScenarioName, sizeof(Scen.ScenarioName));
- file.Write(&Whom, sizeof(Whom));
- file.Write(&Special, sizeof(SpecialClass));
- file.Write(&Options, sizeof(GameOptionsClass));
- return (true);
- }
- /***************************************************************************
- * Load_Recording_Values -- Loads multiplayer-specific values *
- * *
- * INPUT: *
- * file file to load from *
- * *
- * OUTPUT: *
- * true = success, false = failure *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 09/28/1995 BRR : Created. *
- *=========================================================================*/
- bool Load_Recording_Values(CCFileClass & file)
- {
- Session.Load(file);
- file.Read(&BuildLevel, sizeof(BuildLevel));
- file.Read(&Debug_Unshroud, sizeof(Debug_Unshroud));
- file.Read(&Seed, sizeof(Seed));
- file.Read(&Scen.Scenario, sizeof(Scen.Scenario));
- file.Read(Scen.ScenarioName, sizeof(Scen.ScenarioName));
- file.Read(&Whom, sizeof(Whom));
- file.Read(&Special, sizeof(SpecialClass));
- file.Read(&Options, sizeof(GameOptionsClass));
- return (true);
- }
- extern "C" {
- void __PRO(void) {
- // printf("_pro\n");
- }
- }
- #ifdef DENZIL_MIXEXTRACT
- void Extract(char* filename, char* outname)
- {
- CCFileClass inFile(filename);
- CCFileClass outFile(outname);
- inFile.Open();
- outFile.Open(WRITE);
-
- void* buffer = malloc(32768);
- if (buffer)
- {
- unsigned long size = inFile.Size();
- unsigned long bytes;
- while (size > 0)
- {
- bytes = inFile.Read(buffer, 32768);
- outFile.Write(buffer, bytes);
- size -= bytes;
- }
-
- free(buffer);
- }
- }
- #endif
- #ifdef FIXIT_VERSION_3
- bool bUsingDVD = false;
- const char* Game_Registry_Key();
- //***********************************************************************************************
- bool Is_DVD_Installed()
- {
- bool bInstalled;
- HKEY hKey;
- if( RegOpenKeyEx( HKEY_LOCAL_MACHINE, Game_Registry_Key(), 0, KEY_READ, &hKey ) != ERROR_SUCCESS )
- return false;
- DWORD dwValue;
- DWORD dwBufSize = sizeof( DWORD );
- if( RegQueryValueEx( hKey, "DVD", 0, NULL, (LPBYTE)&dwValue, &dwBufSize ) != ERROR_SUCCESS )
- bInstalled = false;
- else
- bInstalled = (bool)dwValue; // (Presumably true, if it's there...)
- RegCloseKey( hKey );
- return bInstalled;
- }
- //***********************************************************************************************
- bool Determine_If_Using_DVD()
- {
- // Determines if the user has a DVD currently available. If they do, we'll use it throughout the
- // session. Else we won't check for it again and will always ask for CDs.
- if( Is_DVD_Installed() )
- {
- if( Force_CD_Available( 5 ) )
- {
- bUsingDVD = true;
- }
- else
- {
- // User hit cancel. Allow things to progress normally. They will be prompted for
- // a Red Alert disk as usual.
- bUsingDVD = false;
- }
- }
- else
- bUsingDVD = false;
-
- return bUsingDVD;
- }
- //***********************************************************************************************
- bool Using_DVD()
- {
- return bUsingDVD;
- }
- #endif
- /***********************************************************************************************
- * Free_Heaps -- Clear out the heaps before exit *
- * *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 12/18/2019 11:59AM ST : Created. *
- *=============================================================================================*/
- void Free_Heaps(void)
- {
- HouseTypes.Clear();
- BuildingTypes.Clear();
- AircraftTypes.Clear();
- InfantryTypes.Clear();
- BulletTypes.Clear();
- AnimTypes.Clear();
- UnitTypes.Clear();
- VesselTypes.Clear();
- TemplateTypes.Clear();
- TerrainTypes.Clear();
- OverlayTypes.Clear();
- SmudgeTypes.Clear();
- #if (0)
- HouseTypeClass::Init_Heap();
- BuildingTypeClass::Init_Heap();
- AircraftTypeClass::Init_Heap();
- InfantryTypeClass::Init_Heap();
- BulletTypeClass::Init_Heap();
- AnimTypeClass::Init_Heap();
- UnitTypeClass::Init_Heap();
- VesselTypeClass::Init_Heap();
- TemplateTypeClass::Init_Heap();
- TerrainTypeClass::Init_Heap();
- OverlayTypeClass::Init_Heap();
- SmudgeTypeClass::Init_Heap();
- // Heap init moved here from globals.cpp. ST - 5/20/2019
- CCPtr<AircraftClass>::Set_Heap(&Aircraft);
- CCPtr<AnimClass>::Set_Heap(&Anims);
- CCPtr<BuildingClass>::Set_Heap(&Buildings);
- CCPtr<BulletClass>::Set_Heap(&Bullets);
- CCPtr<FactoryClass>::Set_Heap(&Factories);
- CCPtr<HouseClass>::Set_Heap(&Houses);
- CCPtr<InfantryClass>::Set_Heap(&Infantry);
- CCPtr<OverlayClass>::Set_Heap(&Overlays);
- CCPtr<SmudgeClass>::Set_Heap(&Smudges);
- CCPtr<TeamClass>::Set_Heap(&Teams);
- CCPtr<TeamTypeClass>::Set_Heap(&TeamTypes);
- CCPtr<TemplateClass>::Set_Heap(&Templates);
- CCPtr<TerrainClass>::Set_Heap(&Terrains);
- CCPtr<TriggerClass>::Set_Heap(&Triggers);
- CCPtr<TriggerTypeClass>::Set_Heap(&TriggerTypes);
- CCPtr<HouseTypeClass>::Set_Heap(&HouseTypes);
- CCPtr<BuildingTypeClass>::Set_Heap(&BuildingTypes);
- CCPtr<AircraftTypeClass>::Set_Heap(&AircraftTypes);
- CCPtr<InfantryTypeClass>::Set_Heap(&InfantryTypes);
- CCPtr<BulletTypeClass>::Set_Heap(&BulletTypes);
- CCPtr<AnimTypeClass>::Set_Heap(&AnimTypes);
- CCPtr<UnitTypeClass>::Set_Heap(&UnitTypes);
- CCPtr<VesselTypeClass>::Set_Heap(&VesselTypes);
- CCPtr<TemplateTypeClass>::Set_Heap(&TemplateTypes);
- CCPtr<TerrainTypeClass>::Set_Heap(&TerrainTypes);
- CCPtr<OverlayTypeClass>::Set_Heap(&OverlayTypes);
- CCPtr<SmudgeTypeClass>::Set_Heap(&SmudgeTypes);
- #endif
- Vessels.Clear();
- Units.Clear();
- Factories.Clear();
- Terrains.Clear();
- Templates.Clear();
- Smudges.Clear();
- Overlays.Clear();
- Infantry.Clear();
- Bullets.Clear();
- Buildings.Clear();
- Anims.Clear();
- Aircraft.Clear();
- Triggers.Clear();
- TeamTypes.Clear();
- Teams.Clear();
- Houses.Clear();
- TriggerTypes.Clear();
- /*
- ** Speech holding tank buffer. Since speech does not mix, it can be placed
- ** into a custom holding tank only as large as the largest speech file to
- ** be played.
- */
- for (int index = 0; index < ARRAY_SIZE(SpeechBuffer); index++) {
- if (SpeechBuffer[index]) {
- delete [] SpeechBuffer[index];
- SpeechBuffer[index] = NULL;
- }
- }
- /*
- ** Allocate the theater buffer block.
- */
- if (TheaterBuffer) {
- delete TheaterBuffer;
- TheaterBuffer = NULL;
- }
- }
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