CnC_Remastered_Collection

Command and Conquer: Red Alert
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CONQUER.CPP (144701B)


      1 //
      2 // Copyright 2020 Electronic Arts Inc.
      3 //
      4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 
      5 // software: you can redistribute it and/or modify it under the terms of 
      6 // the GNU General Public License as published by the Free Software Foundation, 
      7 // either version 3 of the License, or (at your option) any later version.
      8 
      9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
     10 // in the hope that it will be useful, but with permitted additional restrictions 
     11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
     12 // distributed with this program. You should have received a copy of the 
     13 // GNU General Public License along with permitted additional restrictions 
     14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
     15 
     16 /* $Header:   F:\projects\c&c\vcs\code\conquer.cpv   2.18   16 Oct 1995 16:50:24   JOE_BOSTIC  $ */
     17 /***********************************************************************************************
     18  ***             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               ***
     19  ***********************************************************************************************
     20  *                                                                                             *
     21  *                 Project Name : Command & Conquer                                            *
     22  *                                                                                             *
     23  *                    File Name : CONQUER.CPP                                                  *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 3, 1991                                                *
     28  *                                                                                             *
     29  *---------------------------------------------------------------------------------------------*
     30  * Functions:                                                                                  *
     31  *   CC_Draw_Shape -- Custom draw shape handler.                                               *
     32  *   Call_Back -- Main game maintenance callback routine.                                      *
     33  *   Color_Cycle -- Handle the general palette color cycling.                                  *
     34  *   Disk_Space_Available -- returns bytes of free disk space              						  *
     35  *   Do_Record_Playback -- handles saving/loading map pos & current object                     *
     36  *   Fading_Table_Name -- Builds a theater specific fading table name.                         *
     37  *   Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer.                    *
     38  *   Force_CD_Available -- Ensures that specified CD is available.                             *
     39  *   Get_Radar_Icon -- Builds and alloc a radar icon from a shape file                         *
     40  *   Handle_Team -- Processes team selection command.                                          *
     41  *   Handle_View -- Either records or restores the tactical view.                              *
     42  *   KN_To_Facing -- Converts a keyboard input number into a facing value.                     *
     43  *   Keyboard_Process -- Processes the tactical map input codes.                               *
     44  *   Language_Name -- Build filename for current language.                                     *
     45  *   Main_Game -- Main game startup routine.                                                   *
     46  *   Main_Loop -- This is the main game loop (as a single loop).                               *
     47  *   Map_Edit_Loop -- a mini-main loop for map edit mode only                                  *
     48  *   Message_Input -- allows inter-player message input processing                             *
     49  *   MixFileHandler -- Handles VQ file access.                                                 *
     50  *   Name_From_Source -- retrieves the name for the given SourceType                           *
     51  *   Play_Movie -- Plays a VQ movie.                                                           *
     52  *   Source_From_Name -- Converts ASCII name into SourceType.                                  *
     53  *   Sync_Delay -- Forces the game into a 15 FPS rate.                                         *
     54  *   Theater_From_Name -- Converts ASCII name into a theater number.                           *
     55  *   Trap_Object -- gets a ptr to object of given type & coord                                 *
     56  *   Unselect_All -- Causes all selected objects to become unselected.                         *
     57  *   VQ_Call_Back -- Maintenance callback used for VQ movies.                                  *
     58  *   Validate_Error -- prints an error message when an object fails validation                 *
     59  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     60 
     61 #include	"function.h"
     62 #include  "tcpip.h"
     63 #include	<stdlib.h>
     64 #include	<stdio.h>
     65 #include	<string.h>
     66 #include	<direct.h>
     67 #include	<fcntl.h>
     68 #include	<io.h>
     69 #include	<dos.h>
     70 #include	<share.h>
     71 #include <malloc.h>
     72 #include  "ccdde.h"
     73 
     74 #define SHAPE_TRANS		0x40
     75 
     76 void *Get_Shape_Header_Data(void *ptr);
     77 
     78 /****************************************
     79 **	Function prototypes for this module **
     80 *****************************************/
     81 bool Main_Loop();
     82 void Keyboard_Process(KeyNumType & input);
     83 #ifndef DEMO
     84 static void Message_Input(KeyNumType &input);
     85 #endif
     86 bool Color_Cycle(void);
     87 bool Map_Edit_Loop(void);
     88 void Trap_Object(void);
     89 
     90 #ifdef CHEAT_KEYS
     91 void Heap_Dump_Check( char *string );
     92 void Dump_Heap_Pointers( void );
     93 void Error_In_Heap_Pointers( char *string );
     94 #endif
     95 static void Do_Record_Playback(void);
     96 extern void Register_Game_Start_Time(void);
     97 extern void Register_Game_End_Time(void);
     98 extern void Send_Statistics_Packet(void);
     99 extern "C" {
    100 	extern char *__nheapbeg;
    101 }
    102 bool InMainLoop = false;
    103 
    104 #ifndef ARRAY_SIZE
    105 #define ARRAY_SIZE(a)	(sizeof(a)/sizeof(a[0]))
    106 #endif
    107 
    108 /***********************************************************************************************
    109  * Main_Game -- Main game startup routine.                                                     *
    110  *                                                                                             *
    111  *    This is the first official routine of the game. It handles game initialization and       *
    112  *    the main game loop control.                                                              *
    113  *                                                                                             *
    114  *    Initialization:                                                                          *
    115  *    - Init_Game handles one-time-only inits                                                  *
    116  *    - Select_Game is responsible for initializations required for each new game played       *
    117  *      (these may be different depending on whether a multiplayer game is selected, and       *
    118  *      other parameters)                                                                      *
    119  *    - This routine performs any un-inits required, both for each game played, and one-time   *
    120  *                                                                                             *
    121  * INPUT:   argc  -- Number of command line arguments (including program name itself).         *
    122  *                                                                                             *
    123  *          argv  -- Array of command line argument pointers.                                  *
    124  *                                                                                             *
    125  * OUTPUT:  none                                                                               *
    126  *                                                                                             *
    127  * WARNINGS:   none                                                                            *
    128  *                                                                                             *
    129  * HISTORY:                                                                                    *
    130  *   10/01/1994 JLB : Created.                                                                 *
    131  *=============================================================================================*/
    132 extern int TotalLocks;
    133 extern bool Spawn_WChat(bool can_launch);
    134 extern bool SpawnedFromWChat;
    135 void Main_Game(int argc, char *argv[])
    136 {
    137 	bool fade = false;	// don't fade title screen the first time through
    138 
    139 	/*
    140 	**	Perform one-time-only initializations
    141 	*/
    142 	if (!Init_Game(argc, argv)) {
    143 		return;
    144 	}
    145 
    146 	CCDebugString ("C&C95 - Game initialisation complete.\n");
    147 	/*
    148 	**	Game processing loop:
    149 	**	1) Select which game to play, or whether to exit (don't fade the palette
    150 	**		on the first game selection, but fade it in on subsequent calls)
    151 	**	2) Invoke either the main-loop routine, or the editor-loop routine,
    152 	**		until they indicate that the user wants to exit the scenario.
    153 	*/
    154 	while (Select_Game(fade)) {
    155 		
    156 		if (RunningAsDLL) {
    157 			return;
    158 		}
    159 		ScenarioInit = 0;		// Kludge.
    160 //		Theme.Queue_Song(THEME_PICK_ANOTHER);
    161 
    162 		fade = true;
    163 
    164 		/*
    165 		**	Make the game screen visible, clear the keyboard buffer of spurious
    166 		**	values, and then show the mouse.  This PRESUMES that Select_Game() has
    167 		**	told the map to draw itself.
    168 		*/
    169 		Fade_Palette_To(GamePalette, FADE_PALETTE_MEDIUM, NULL);
    170 		Keyboard::Clear();
    171 
    172 		/*
    173 		** Only show the mouse if we're not playing back a recording.
    174 		*/
    175 		if (PlaybackGame) {
    176 			Hide_Mouse();
    177 		} else {
    178 			Show_Mouse();
    179 		}
    180 
    181 		SpecialDialog = SDLG_NONE;
    182 		//Start_Profiler();
    183 		if (GameToPlay == GAME_INTERNET){
    184 			Register_Game_Start_Time();
    185 			GameStatisticsPacketSent = false;
    186 			PacketLater = NULL;
    187 			ConnectionLost = false;
    188 		}else{
    189 			DDEServer.Disable();
    190 		}
    191 
    192 		InMainLoop = true;
    193 
    194 #ifdef SCENARIO_EDITOR
    195 		/*
    196 		**	Scenario-editor version of main-loop processing
    197 		*/
    198 		for (;;) {
    199 
    200 			/*
    201 			**	Non-scenario-editor-mode: call the game's main loop
    202 			*/
    203 			if (!Debug_Map) {
    204 				TotalLocks=0;
    205 				if (Main_Loop()) {
    206 					break;
    207 				}
    208 
    209 				if (SpecialDialog != SDLG_NONE) {
    210 					//Stop_Profiler();
    211 					switch (SpecialDialog) {
    212 						case SDLG_SPECIAL:
    213 							Map.Help_Text(TXT_NONE);
    214 							Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    215 							Special_Dialog();
    216 							Map.Revert_Mouse_Shape();
    217 							SpecialDialog = SDLG_NONE;
    218 							break;
    219 
    220 						case SDLG_OPTIONS:
    221 							Map.Help_Text(TXT_NONE);
    222 							Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    223 							Options.Process();
    224 							Map.Revert_Mouse_Shape();
    225 							SpecialDialog = SDLG_NONE;
    226 							break;
    227 
    228 						case SDLG_SURRENDER:
    229 							Map.Help_Text(TXT_NONE);
    230 							Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    231 							if (Surrender_Dialog()) {
    232 								OutList.Add(EventClass(EventClass::DESTRUCT));
    233 							}
    234 							SpecialDialog = SDLG_NONE;
    235 							Map.Revert_Mouse_Shape();
    236 							break;
    237 
    238 						default:
    239 							break;
    240 					}
    241 				}
    242 			} else {
    243 
    244 				/*
    245 				**	Scenario-editor-mode: call the editor's main loop
    246 				*/
    247 				if (Map_Edit_Loop()) {
    248 					break;
    249 				}
    250 			}
    251 		}
    252 #else
    253 		/*
    254 		**	Non-editor version of main-loop processing
    255 		*/
    256 		for (;;) {
    257 
    258 			/*
    259 			**	Call the game's main loop
    260 			*/
    261 			TotalLocks=0;
    262 			if (Main_Loop()) {
    263 				break;
    264 			}
    265 
    266 			/*
    267 			**	If the SpecialDialog flag is set, invoke the given special dialog.
    268 			**	This must be done outside the main loop, since the dialog will call
    269 			**	Main_Loop(), allowing the game to run in the background.
    270 			*/
    271 			if (SpecialDialog != SDLG_NONE) {
    272 				//Stop_Profiler();
    273 				switch (SpecialDialog) {
    274 					case SDLG_SPECIAL:
    275 						Map.Help_Text(TXT_NONE);
    276 						Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    277 						Special_Dialog();
    278 						Map.Revert_Mouse_Shape();
    279 						SpecialDialog = SDLG_NONE;
    280 						break;
    281 
    282 					case SDLG_OPTIONS:
    283 						Map.Help_Text(TXT_NONE);
    284 						Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    285 						Options.Process();
    286 						Map.Revert_Mouse_Shape();
    287 						SpecialDialog = SDLG_NONE;
    288 						break;
    289 
    290 					case SDLG_SURRENDER:
    291 						Map.Help_Text(TXT_NONE);
    292 						Map.Override_Mouse_Shape(MOUSE_NORMAL, false);
    293 						if (Surrender_Dialog()) {
    294 							OutList.Add(EventClass(EventClass::DESTRUCT));
    295 						}
    296 						SpecialDialog = SDLG_NONE;
    297 						Map.Revert_Mouse_Shape();
    298 						break;
    299 
    300 					default:
    301 						break;
    302 				}
    303 			}
    304 		}
    305 #endif
    306 		//Stop_Profiler();
    307 		InMainLoop = false;
    308 
    309 		if (!GameStatisticsPacketSent && PacketLater){
    310 			Send_Statistics_Packet();
    311 		}
    312 
    313 		/*
    314 		**	Scenario is done; fade palette to black
    315 		*/
    316 		Fade_Palette_To(BlackPalette, FADE_PALETTE_SLOW, NULL);
    317 		VisiblePage.Clear();
    318 
    319 #ifndef DEMO
    320 		/*
    321 		**	Un-initialize whatever needs it, for each game played.
    322 		**
    323 		**	Shut down either the modem or network; they'll get re-initialized if
    324 		**	the user selections those options again in Select_Game().  This
    325 		**	"re-boots" the modem & network code, which I currently feel is safer
    326 		**	than just letting it hang around.
    327 		** (Skip this step if we're in playback mode; the modem or net won't have
    328 		** been initialized in that case.)
    329 		*/
    330 		if ( (RecordGame && !SuperRecord) || PlaybackGame) {
    331 			RecordFile.Close();
    332 		}
    333 
    334 		if (!PlaybackGame){
    335 
    336 			switch (GameToPlay){
    337 				case GAME_NULL_MODEM:
    338 				case GAME_MODEM:
    339 					//ST - 1/2/2019 4:04PM
    340 					//Modem_Signoff();
    341 					break;
    342 
    343 				case GAME_IPX:
    344 					Shutdown_Network();
    345 					break;
    346 
    347 				case GAME_INTERNET:
    348 					//Winsock.Close();
    349 					break;
    350 			}
    351 		}
    352 
    353 
    354 		/*
    355 		**	If we're playing back, the mouse will be hidden; show it.
    356 		** Also, set all variables back to normal, to return to the main menu.
    357 		*/
    358 		if (PlaybackGame) {
    359 			Show_Mouse();
    360 			GameToPlay = GAME_NORMAL;
    361 			PlaybackGame = 0;
    362 		}
    363 
    364 
    365 		/*
    366 		** If we were spawned from WChat then dont go back to the main menu - just quit
    367 		**
    368 		** New: If spawned from WChat then maximise WChat and go back to the main menu after all
    369 		*/
    370 #ifdef FORCE_WINSOCK
    371 		if (Special.IsFromWChat){
    372 			Shutdown_Network();		      // Clear up the pseudo IPX stuff
    373 			Winsock.Close();
    374 			Special.IsFromWChat = false;
    375 			SpawnedFromWChat = false;
    376 			DDEServer.Delete_MPlayer_Game_Info();	//Make sure we dont use the same start packet twice
    377 			GameToPlay = GAME_NORMAL;			//Have to do this or we will got straight to the multiplayer menu
    378 			Spawn_WChat(false);		//Will switch back to Wchat. It must be there because its been poking us
    379 			//break;
    380 		}
    381 #endif	//FORCE_WINSOCK
    382 
    383 #endif	//DEMO
    384 
    385 	}
    386 
    387 #ifdef DEMO
    388 		Hide_Mouse();
    389 		Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
    390 		Load_Title_Screen("DEMOPIC.PCX", &HidPage, Palette);
    391 		Blit_Hid_Page_To_Seen_Buff();
    392 		Fade_Palette_To(Palette, FADE_PALETTE_MEDIUM, NULL);
    393 		Clear_KeyBuffer();
    394 		Get_Key();
    395 		Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, NULL);
    396 //		Show_Mouse();
    397 #else
    398 
    399 	/*
    400 	**	Free the scenario description buffers
    401 	*/
    402 	Free_Scenario_Descriptions();
    403 #endif
    404 
    405 #ifndef NOMEMCHECK
    406 	Uninit_Game();
    407 #endif
    408 
    409 }
    410 
    411 
    412 /***********************************************************************************************
    413  * Keyboard_Process -- Processes the tactical map input codes.                                 *
    414  *                                                                                             *
    415  *    This routine is used to process the input codes while the player                         *
    416  *    has the tactical map displayed. It handles all the keys that                             *
    417  *    are appropriate to that mode.                                                            *
    418  *                                                                                             *
    419  * INPUT:   input -- Input code as returned from Input_Num().                                  *
    420  *                                                                                             *
    421  * OUTPUT:  none                                                                               *
    422  *                                                                                             *
    423  * WARNINGS:   none                                                                            *
    424  *                                                                                             *
    425  * HISTORY:                                                                                    *
    426  *   01/21/1992 JLB : Created.                                                                 *
    427  *   07/04/1995 JLB : Handles team and map control hotkeys.                                    *
    428  *=============================================================================================*/
    429 extern int DebugColour;
    430 void Keyboard_Process(KeyNumType &input)
    431 {
    432 	ObjectClass * obj;
    433 	int index;
    434 
    435 	/*
    436 	**	Don't do anything if there is not keyboard event.
    437 	*/
    438 	if (input == KN_NONE) {
    439 		return;
    440 	}
    441 
    442 #ifndef DEMO
    443 	/*
    444 	**	For network & modem, process user input for inter-player messages.
    445 	*/
    446 	Message_Input(input);
    447 #endif
    448 	/*
    449 	** Use WWKEY values because KN values have WWKEY_VK_BIT or'd in with them
    450 	** and we need WWKEY_VK_BIT to still be set if it is.
    451 	*/
    452 	KeyNumType plain = input & ~(WWKEY_SHIFT_BIT|WWKEY_ALT_BIT|WWKEY_CTRL_BIT);
    453 
    454 #ifdef CHEAT_KEYS
    455 
    456 	if (Debug_Flag) {
    457 		switch (input) {
    458 			case (int)KN_M|(int)KN_SHIFT_BIT:
    459 			case (int)KN_M|(int)KN_ALT_BIT:
    460 			case (int)KN_M|(int)KN_CTRL_BIT:
    461 				PlayerPtr->Credits += 10000;
    462 				break;
    463 
    464 			default:
    465 				break;
    466 		}
    467 	}
    468 #endif
    469 
    470 #ifdef VIRGIN_CHEAT_KEYS
    471 	if (Debug_Playtest && input == (KN_W|KN_ALT_BIT)) {
    472 		PlayerPtr->Blockage = false;
    473 		PlayerPtr->Flag_To_Win();
    474 	}
    475 #endif
    476 
    477 //#ifdef CHEAT_KEYS
    478 	if (/*Debug_Playtest && */input == (KN_W|KN_ALT_BIT)) {
    479 		PlayerPtr->Blockage = false;
    480 		PlayerPtr->Flag_To_Win();
    481 	}
    482 
    483 	if (Debug_Flag && input == KN_SLASH) {
    484 		if (GameToPlay != GAME_NORMAL) {
    485 			SpecialDialog = SDLG_SPECIAL;
    486 			input = KN_NONE;
    487 		} else {
    488 			Special_Dialog();
    489 		}
    490 	}
    491 //#endif
    492 
    493 	/*
    494 	**	If the options key(s) were pressed, then bring up the options screen.
    495 	*/
    496 	if (input == KN_SPACE || input == KN_ESC) {
    497 		Map.Help_Text(TXT_NONE);			// Turns off help text.
    498 		Queue_Options();
    499 		input = KN_NONE;
    500 		//DebugColour++;
    501 		//DebugColour &=7;
    502 	}
    503 
    504 	/*
    505 	**	Process prerecorded team selection. This will be an addative select
    506 	**	if the SHIFT key is held down. It will create the team if the
    507 	**	CTRL or ALT key is held down.
    508 	*/
    509 	int action = 0;
    510 	if (input & WWKEY_SHIFT_BIT) action = 1;
    511 	if (input & WWKEY_ALT_BIT) action = 3;
    512 	if (input & WWKEY_CTRL_BIT) action = 2;
    513 
    514 	switch (KN_To_VK(plain)) {
    515 
    516 		/*
    517 		**	Center the map around the currently selected objects. If no
    518 		**	objects are selected, then fall into the home case.
    519 		*/
    520 		case VK_HOME:
    521 			if (CurrentObject.Count()) {
    522 				Map.Center_Map();
    523 				Map.Flag_To_Redraw(true);
    524 				break;
    525 			}
    526 			// Fall into next case.
    527 
    528 		/*
    529 		**	Center the map about the construction yard or construction vehicle
    530 		**	if one is present.
    531 		*/
    532 		case VK_H:
    533 			for (index = 0; index < Units.Count(); index++) {
    534 				UnitClass * unit = Units.Ptr(index);
    535 
    536 				if (unit && !unit->IsInLimbo && unit->House == PlayerPtr && *unit == UNIT_MCV) {
    537 					Unselect_All();
    538 					unit->Select();
    539 					break;
    540 				}
    541 			}
    542 			for (index = 0; index < Buildings.Count(); index++) {
    543 				BuildingClass * building = Buildings.Ptr(index);
    544 
    545 				if (building && !building->IsInLimbo && building->House == PlayerPtr && *building == STRUCT_CONST) {
    546 					Unselect_All();
    547 					building->Select();
    548 					break;
    549 				}
    550 			}
    551 			Map.Center_Map();
    552 			Map.Flag_To_Redraw(true);
    553 			break;
    554 
    555 #ifdef CHEAT_KEYS
    556 		/*
    557 		**	Toggle free scrolling mode.
    558 		*/
    559 		case VK_F:
    560 			Options.IsFreeScroll = (Options.IsFreeScroll == false);
    561 			break;
    562 #endif
    563 
    564 		/*
    565 		**	If the "N" key is pressed, then select the next object.
    566 		*/
    567 		case VK_N:
    568 			if (action) {
    569 				obj = Map.Prev_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
    570 			} else {
    571 				obj = Map.Next_Object(CurrentObject.Count() ? CurrentObject[0] : NULL);
    572 			}
    573 			if (obj) {
    574 				Unselect_All();
    575 			 	obj->Select();
    576 				Map.Center_Map();
    577 				Map.Flag_To_Redraw(true);
    578 			}
    579 			break;
    580 
    581 		/*
    582 		** For multiplayer, 'R' pops up the surrender dialog.
    583 		*/
    584 		case VK_R:
    585 			if (/*GameToPlay != GAME_NORMAL &&*/ !PlayerPtr->IsDefeated) {
    586 				SpecialDialog = SDLG_SURRENDER;
    587 				input = KN_NONE;
    588 			}
    589 			break;
    590 
    591 		/*
    592 		**	Handle making and breaking alliances.
    593 		*/
    594 		case VK_A:
    595 			if (GameToPlay != GAME_NORMAL || Debug_Flag) {
    596 				if (CurrentObject.Count() && !PlayerPtr->IsDefeated) {
    597 					if (CurrentObject[0]->Owner() != PlayerPtr->Class->House) {
    598 						OutList.Add(EventClass(EventClass::ALLY, (int)CurrentObject[0]->Owner()));
    599 					}
    600 				}
    601 			}
    602 			break;
    603 
    604 		/*
    605 		**	Control the remembered tactical location.
    606 		*/
    607 		case VK_F7:
    608 		case VK_F8:
    609 		case VK_F9:
    610 		case VK_F10:
    611 			if (!Debug_Map) {
    612 				Handle_View(KN_To_VK(plain) - VK_F7, action);
    613 			}
    614 			break;
    615 #if (0)
    616  case VK_F11:
    617 	Winsock.Set_Protocol_UDP(FALSE);
    618 	break;
    619 
    620  case VK_F12:
    621 	Winsock.Set_Protocol_UDP(TRUE);
    622 	break;
    623 #endif	//(0)
    624 
    625 
    626 		/*
    627 		**	Control the custom team select state.
    628 		*/
    629 		case VK_1:
    630 		case VK_2:
    631 		case VK_3:
    632 		case VK_4:
    633 		case VK_5:
    634 		case VK_6:
    635 		case VK_7:
    636 		case VK_8:
    637 		case VK_9:
    638 		case VK_0:
    639 			Handle_Team(KN_To_VK(plain) - VK_1, action);
    640 			break;
    641 
    642 		/*
    643 		**	All selected units will go into idle mode.
    644 		*/
    645 		case VK_S:
    646 			if (CurrentObject.Count()) {
    647 				for (int index = 0; index < CurrentObject.Count(); index++) {
    648 					ObjectClass const * tech = CurrentObject[index];
    649 
    650 					if (tech && (tech->Can_Player_Move() || (tech->Can_Player_Fire() &&
    651 							tech->What_Am_I() != RTTI_BUILDING))) {
    652 						OutList.Add(EventClass(EventClass::IDLE, tech->As_Target()));
    653 					}
    654 				}
    655 			}
    656 			break;
    657 
    658 		/*
    659 		**	All selected units will attempt to scatter.
    660 		*/
    661 		case VK_X:
    662 			if (CurrentObject.Count()) {
    663 				for (int index = 0; index < CurrentObject.Count(); index++) {
    664 					ObjectClass const * tech = CurrentObject[index];
    665 
    666 					if (tech && tech->Can_Player_Move()) {
    667 						OutList.Add(EventClass(EventClass::SCATTER, tech->As_Target()));
    668 					}
    669 				}
    670 			}
    671 			break;
    672 
    673 		/*
    674 		**	All selected units will attempt to go into guard area mode.
    675 		*/
    676 		case VK_G:
    677 			if (CurrentObject.Count()) {
    678 				for (int index = 0; index < CurrentObject.Count(); index++) {
    679 					ObjectClass const * tech = CurrentObject[index];
    680 
    681 					if (tech && tech->Can_Player_Move() && tech->Can_Player_Fire()) {
    682 						OutList.Add(EventClass(tech->As_Target(), MISSION_GUARD_AREA));
    683 					}
    684 				}
    685 			}
    686 			break;
    687 
    688 		default:
    689 			break;
    690 	}
    691 
    692 #ifdef NEVER
    693 	FacingType	facing = KN_To_Facing(input);
    694 
    695 	/*
    696 	**	Scroll the map according to the cursor key pressed.
    697 	*/
    698 	if (facing != FACING_NONE) {
    699 		Map.Scroll_Map(facing);
    700 		input = 0;
    701 		facing = FACING_NONE;
    702 	}
    703 #endif
    704 
    705 #ifdef NEVER
    706 	/*
    707 	**	If the <TAB> key is pressed, then select the next object.
    708 	*/
    709 	if (input == KN_TAB) {
    710 		ObjectClass * obj = Map.Next_Object(CurrentObject);
    711 		if (obj) {
    712 			if (CurrentObject) {
    713 				CurrentObject->Unselect();
    714 			}
    715 		 	obj->Select();
    716 		}
    717 	}
    718 #endif
    719 
    720 #ifdef CHEAT_KEYS
    721 	if (Debug_Flag && input && (input & KN_RLSE_BIT) == 0) {
    722 		Debug_Key(input);
    723 	}
    724 #endif
    725 }
    726 
    727 
    728 #ifndef DEMO
    729 /***********************************************************************************************
    730  * Message_Input -- allows inter-player message input processing                               *
    731  *                                                                                             *
    732  * INPUT:                                                                                      *
    733  *		input		key value																							 *
    734  *                                                                                             *
    735  * OUTPUT:                                                                                     *
    736  *		none.																												 *
    737  *                                                                                             *
    738  * WARNINGS:                                                                                   *
    739  *		MAX_MESSAGE_LENGTH has increased over the DOS version. COMPAT_MESSAGE_LENGTH reflects   *                                                                                             *
    740  *  the length of the DOS message and also the length of the message in the packet header.     *
    741  *  To allow transmission of longer messages I split the message into COMPAT_MESSAGE_LENGTH-4  *
    742  *  sized chunks and use the extra space after the zero terminator to specify which segment    *
    743  *  of the whole message this is and also to supply a crc for the string.                      *
    744  *  This allows message segments to arrive out of order and still be displayed correctly.      *
    745  *                                                                                             *
    746  * HISTORY:                                                                                    *
    747  *   05/22/1995 BRR : Created.                                                                 *
    748  *   03/26/1995  ST : Modified to break up longer messages into multiple packets               *
    749  *=============================================================================================*/
    750 static void Message_Input(KeyNumType &input)
    751 {
    752 	int 					rc;
    753 	char 					txt[MAX_MESSAGE_LENGTH+12];
    754 	int 					id;
    755 //PG_TO_FIX
    756 #if (0)
    757 	SerialPacketType 	*serial_packet;
    758 	int 					i;
    759 	int					message_length;
    760 	int					sent_so_far;
    761 	unsigned short		magic_number;
    762 	unsigned short		crc;
    763 #endif
    764 	int factor			= (SeenBuff.Get_Width() == 320) ? 1 : 2;
    765 
    766 
    767 	/*
    768 	**	Check keyboard input for a request to send a message.
    769 	**	The 'to' argument for Add_Edit is prefixed to the message buffer; the
    770 	**	message buffer is big enough for the 'to' field plus MAX_MESSAGE_LENGTH.
    771 	**	To send the message, calling Get_Edit_Buf retrieves the buffer minus the
    772 	**	'to' portion.  At the other end, the buffer allocated to display the
    773 	**	message must be MAX_MESSAGE_LENGTH plus the size of "From: xxx (house)".
    774 	*/
    775 	if (input >= KN_F1 && input < (KN_F1 + MPlayerMax) &&
    776 		Messages.Get_Edit_Buf()==NULL) {
    777 		memset (txt, 0, 40);
    778 
    779 		/*
    780 		**	For a serial game, send a message on F1 or F4; set 'txt' to the
    781 		**	"Message:" string & add an editable message to the list.
    782 		*/
    783 		if (GameToPlay==GAME_NULL_MODEM
    784 			|| GameToPlay==GAME_MODEM){
    785 			//|| GameToPlay == GAME_INTERNET) {
    786 			if (input==KN_F1 || input==(KN_F1 + MPlayerMax - 1)) {
    787 
    788 				strcpy(txt,Text_String(TXT_MESSAGE));	// "Message:"
    789 
    790 				Messages.Add_Edit (MPlayerTColors[MPlayerColorIdx],
    791 					TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
    792 
    793 				Map.Flag_To_Redraw(false);
    794 			}
    795 		} else {
    796 
    797 			/*
    798 			**	For a network game:
    799 			**	F1-F3 = "To <name> (house):" (only allowed if we're not in ObiWan mode)
    800 			**	F4 = "To All:"
    801 			*/
    802 			if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
    803 				if (input==(KN_F1 + MPlayerMax - 1) && Messages.Get_Edit_Buf()==NULL) {
    804 
    805 					MessageAddress = IPXAddressClass();		// set to broadcast
    806 					strcpy(txt,Text_String(TXT_TO_ALL));	// "To All:"
    807 
    808 					Messages.Add_Edit(MPlayerTColors[MPlayerColorIdx],
    809 						TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
    810 
    811 					Map.Flag_To_Redraw(false);
    812 				} else {
    813 					if (Messages.Get_Edit_Buf()==NULL) {
    814 						if ((input - KN_F1) < Ipx.Num_Connections() && !MPlayerObiWan) {
    815 
    816 							id = Ipx.Connection_ID(input - KN_F1);
    817 							MessageAddress = (*(Ipx.Connection_Address (id)));
    818 							sprintf(txt,Text_String(TXT_TO),Ipx.Connection_Name(id));
    819 
    820 							Messages.Add_Edit(MPlayerTColors[MPlayerColorIdx],
    821 								TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, txt, 180*factor);
    822 
    823 							Map.Flag_To_Redraw(false);
    824 						}
    825 					}
    826 				}
    827 			}
    828 		}
    829 	}
    830 
    831 	/*
    832 	** Function key input is meaningless beyond this point
    833 	*/
    834 	if (input >= KN_F1 && input <= KN_F10) return;
    835 	if (input >= KN_F11 && input <= KN_F12) return;
    836 
    837 	/*
    838 	**	Process message-system input; send the message out if RETURN is hit.
    839 	*/
    840 	rc = Messages.Input(input);
    841 
    842 	/*
    843 	**	If a single character has been added to an edit buffer, update the display.
    844 	*/
    845 	if (rc == 1) {
    846 		Map.Flag_To_Redraw(false);
    847 	}
    848 
    849 	/*
    850 	**	If backspace was hit, redraw the map.  This assumes the map is going to
    851 	**	completely refresh all cells covered by the messages.  Set DisplayClass's
    852 	**	IsToRedraw to true to tell it to re-compute the cells that it needs to
    853 	**	redraw.
    854 	*/
    855 	if (rc==2) {
    856 		Map.Flag_To_Redraw(false);
    857 		Map.DisplayClass::IsToRedraw = true;
    858 	}
    859 
    860 
    861 	/*
    862 	**	Send a message
    863 	*/
    864 	if (rc==3) {
    865 //
    866 // PG_TO_FIX		  
    867 #if (0)		
    868 		/*.....................................................................
    869 		Store this message in our LastMessage buffer; the computer may send
    870 		us a version of it later.
    871 		.....................................................................*/
    872 		if (strlen(Messages.Get_Edit_Buf())) {
    873 			strcpy(LastMessage,Messages.Get_Edit_Buf());
    874 		}
    875 
    876 		message_length = strlen(Messages.Get_Edit_Buf());
    877 
    878 		long actual_message_size;
    879 		char *the_string;
    880 
    881 		/*
    882 		**	Serial game: fill in a SerialPacketType & send it.
    883 		**	(Note: The size of the SerialPacketType.Command must be the same as
    884 		**	the EventClass.Type!)
    885 		*/
    886 		if (GameToPlay==GAME_NULL_MODEM
    887 			|| GameToPlay==GAME_MODEM){
    888 			//|| GameToPlay==GAME_INTERNET) {
    889 
    890 			sent_so_far = 0;
    891 			magic_number = MESSAGE_HEAD_MAGIC_NUMBER;
    892 			crc = (unsigned short) (Calculate_CRC(Messages.Get_Edit_Buf(), message_length) & 0xffff);
    893 
    894 			while (sent_so_far < message_length){
    895 
    896 				serial_packet = (SerialPacketType *)NullModem.BuildBuf;
    897 
    898 				serial_packet->Command = SERIAL_MESSAGE;
    899 				strcpy (serial_packet->Name, MPlayerName);
    900 				memcpy (serial_packet->Message, Messages.Get_Edit_Buf()+sent_so_far, COMPAT_MESSAGE_LENGTH-5);
    901 
    902 				/*
    903 				** Steve I's stuff for splitting message on word boundries
    904 				*/
    905 				actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
    906 
    907 				/* Start at the end of the message and find a space with 10 chars. */
    908 				the_string = serial_packet->Message;
    909 				while ( (COMPAT_MESSAGE_LENGTH -5) -actual_message_size < 10 &&
    910 					the_string[actual_message_size] != ' '){
    911 					--actual_message_size;
    912 				}
    913 				if ( the_string[actual_message_size] == ' ' ){
    914 
    915 					/* Now delete the extra characters after the space (they musnt print) */
    916 					for ( int i=0 ; i< (COMPAT_MESSAGE_LENGTH-5) - actual_message_size; i++ ){
    917 						the_string[i + actual_message_size] = 0xff;
    918 					}
    919 				}else{
    920 					actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
    921 				}
    922 
    923 
    924 				*(serial_packet->Message + COMPAT_MESSAGE_LENGTH-5) = 0;
    925 				/*
    926 				** Flag this message segment as either a message head or a message tail.
    927 				*/
    928 				*((unsigned short*)(serial_packet->Message + COMPAT_MESSAGE_LENGTH-4)) = magic_number;
    929 				*((unsigned short*)(serial_packet->Message + COMPAT_MESSAGE_LENGTH-2)) = crc;
    930 				serial_packet->ID = MPlayerLocalID;
    931 
    932 				NullModem.Send_Message(NullModem.BuildBuf, sizeof(SerialPacketType), 1);
    933 
    934 				magic_number++;
    935 				sent_so_far += actual_message_size;	//COMPAT_MESSAGE_LENGTH-5;
    936 			}
    937 
    938 		} else {
    939 
    940 			/*
    941 			**	Network game: fill in a GlobalPacketType & send it.
    942 			*/
    943 			if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
    944 
    945 				sent_so_far = 0;
    946  				magic_number = MESSAGE_HEAD_MAGIC_NUMBER;
    947 				crc = (unsigned short) (Calculate_CRC(Messages.Get_Edit_Buf(), message_length) & 0xffff);
    948 
    949 				while (sent_so_far < message_length){
    950 
    951 					GPacket.Command = NET_MESSAGE;
    952 					strcpy (GPacket.Name, MPlayerName);
    953 					memcpy (GPacket.Message.Buf, Messages.Get_Edit_Buf()+sent_so_far, COMPAT_MESSAGE_LENGTH-5);
    954 
    955 						/*
    956 						** Steve I's stuff for splitting message on word boundries
    957 						*/
    958 						actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
    959 
    960 						/* Start at the end of the message and find a space with 10 chars. */
    961 						the_string = GPacket.Message.Buf;
    962 						while ( (COMPAT_MESSAGE_LENGTH -5) -actual_message_size < 10 &&
    963 							the_string[actual_message_size] != ' '){
    964 							--actual_message_size;
    965 						}
    966 						if ( the_string[actual_message_size] == ' ' ){
    967 
    968 							/* Now delete the extra characters after the space (they musnt print) */
    969 							for ( int i=0 ; i< (COMPAT_MESSAGE_LENGTH-5) - actual_message_size; i++ ){
    970 								the_string[i + actual_message_size] = 0xff;
    971 							}
    972 						}else{
    973 							actual_message_size = COMPAT_MESSAGE_LENGTH - 5;
    974 						}
    975 
    976 					*(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-5) = 0;
    977 					/*
    978 					** Flag this message segment as either a message head or a message tail.
    979 					*/
    980 					*((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-4)) = magic_number;
    981 					*((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-2)) = crc;
    982 
    983 					GPacket.Message.ID = MPlayerLocalID;
    984 					GPacket.Message.NameCRC = Compute_Name_CRC(MPlayerGameName);
    985 
    986 					/*
    987 					**	If 'F4' was hit, MessageAddress will be a broadcast address; send
    988 					**	the message to every player we have a connection with.
    989 					*/
    990 					if (MessageAddress.Is_Broadcast()) {
    991 						for (i = 0; i < Ipx.Num_Connections(); i++) {
    992 							Ipx.Send_Global_Message(&GPacket, sizeof(GlobalPacketType), 1,
    993 								Ipx.Connection_Address(Ipx.Connection_ID(i)));
    994 							Ipx.Service();
    995 						}
    996 					} else {
    997 
    998 						/*
    999 						**	Otherwise, MessageAddress contains the exact address to send to.
   1000 						**	Send to that address only.
   1001 						*/
   1002 						Ipx.Send_Global_Message(&GPacket, sizeof(GlobalPacketType), 1,
   1003 							&MessageAddress);
   1004 						Ipx.Service();
   1005 					}
   1006 
   1007 				magic_number++;
   1008 				sent_so_far += actual_message_size;	//COMPAT_MESSAGE_LENGTH-5;
   1009 				}
   1010 			}
   1011 
   1012 		}
   1013 
   1014 		/*
   1015 		**	Tell the map to completely update itself, since a message is now missing.
   1016 		*/
   1017 		Map.Flag_To_Redraw(true);
   1018 #endif
   1019 	}
   1020 }
   1021 #endif
   1022 
   1023 
   1024 /***********************************************************************************************
   1025  * Color_Cycle -- Handle the general palette color cycling.                                    *
   1026  *                                                                                             *
   1027  *    This is a maintenance routine that handles the color cycling. It should be called as     *
   1028  *    often as necessary to achieve smooth color cycling effects -- at least 8 times a second. *
   1029  *                                                                                             *
   1030  * INPUT:   none                                                                               *
   1031  *                                                                                             *
   1032  * OUTPUT:  true if palette changed                                                            *
   1033  *                                                                                             *
   1034  * WARNINGS:   none                                                                            *
   1035  *                                                                                             *
   1036  * HISTORY:                                                                                    *
   1037  *   05/31/1994 JLB : Created.                                                                 *
   1038  *   06/10/1994 JLB : Uses new cycle color values.                                             *
   1039  *   12/21/1994 JLB : Handles text fade color.                                                 *
   1040  *=============================================================================================*/
   1041 bool Color_Cycle(void)
   1042 {
   1043 	static CountDownTimerClass _timer(BT_SYSTEM,0L);
   1044 	static CountDownTimerClass _ftimer(BT_SYSTEM,0L);
   1045 	static bool _up = false;
   1046 	bool changed = false;
   1047 
   1048 	/*
   1049 	**	Process the fading white color. It is used for the radar box and other glowing
   1050 	**	game interface elements.
   1051 	*/
   1052 	if (!_ftimer.Time()) {
   1053 		_ftimer.Set(TIMER_SECOND/8);
   1054 
   1055 		/*
   1056 		**	Pulse the pulsing text color.
   1057 		*/
   1058 		#define	STEP_RATE	5
   1059 		if (_up) {
   1060 			GamePalette[767] += STEP_RATE;
   1061 			GamePalette[766] += STEP_RATE;
   1062 			GamePalette[765] += STEP_RATE;
   1063 			if (GamePalette[767] > MAX_CYCLE_COLOR) {
   1064 				GamePalette[767] = MAX_CYCLE_COLOR;
   1065 				GamePalette[766] = MAX_CYCLE_COLOR;
   1066 				GamePalette[765] = MAX_CYCLE_COLOR;
   1067 				_up = false;
   1068 			}
   1069 		} else {
   1070 			GamePalette[767] -= STEP_RATE;
   1071 			GamePalette[766] -= STEP_RATE;
   1072 			GamePalette[765] -= STEP_RATE;
   1073 			if ((unsigned)GamePalette[767] < MIN_CYCLE_COLOR) {
   1074 				GamePalette[767] = MIN_CYCLE_COLOR;
   1075 				GamePalette[766] = MIN_CYCLE_COLOR;
   1076 				GamePalette[765] = MIN_CYCLE_COLOR;
   1077 				_up = true;
   1078 			}
   1079 		}
   1080 		changed = true;
   1081 	}
   1082 
   1083 	/*
   1084 	**	Process the color cycling effects -- water.
   1085 	*/
   1086 	if (!_timer.Time()) {
   1087 		unsigned char	colors[3];
   1088 
   1089 		_timer.Set(TIMER_SECOND/4);
   1090 
   1091 		memmove(colors, &GamePalette[(CYCLE_COLOR_START+CYCLE_COLOR_COUNT-1)*3], sizeof(colors));
   1092 		memmove(&GamePalette[(CYCLE_COLOR_START+1)*3], &GamePalette[CYCLE_COLOR_START*3], (CYCLE_COLOR_COUNT-1)*3);
   1093 		memmove(&GamePalette[CYCLE_COLOR_START*3], colors, sizeof(colors));
   1094 		changed = true;
   1095 	}
   1096 
   1097 	/*
   1098 	**	If any of the processing functions changed the palette, then this palette must be
   1099 	**	passed to the system.
   1100 	*/
   1101 	if (changed) {
   1102 		Wait_Vert_Blank();
   1103 		Set_Palette(GamePalette);
   1104 		return (true);
   1105 	}
   1106 	return (false);
   1107 }
   1108 
   1109 
   1110 /***********************************************************************************************
   1111  * Call_Back -- Main game maintenance callback routine.                                        *
   1112  *                                                                                             *
   1113  *    This routine handles all the "real time" processing that needs to                        *
   1114  *    occur. This includes palette fading and sound updating. It needs                         *
   1115  *    to be called as often as possible.                                                       *
   1116  *                                                                                             *
   1117  * INPUT:   none                                                                               *
   1118  *                                                                                             *
   1119  * OUTPUT:  none                                                                               *
   1120  *                                                                                             *
   1121  * WARNINGS:   none                                                                            *
   1122  *                                                                                             *
   1123  * HISTORY:                                                                                    *
   1124  *   10/07/1992 JLB : Created.                                                                 *
   1125  *=============================================================================================*/
   1126 void Call_Back(void)
   1127 {
   1128 #ifndef DEMO
   1129 	int i;
   1130 	int id;
   1131 	int color;
   1132 	unsigned short	magic_number;
   1133 	unsigned short crc;
   1134 #endif
   1135 
   1136 	/*
   1137 	**	Score maintenance
   1138 	*/
   1139 	if (SampleType) {
   1140 		Theme.AI();
   1141 		Speak_AI();
   1142 	}
   1143 
   1144 #ifndef DEMO
   1145 	/*
   1146 	**	Network maintenance
   1147 	*/
   1148 	if (GameToPlay == GAME_IPX || GameToPlay == GAME_INTERNET) {
   1149 
   1150 		Ipx.Service();
   1151 
   1152 		/*
   1153 		** Read packets only if the game is "closed", so we don't steal global
   1154 		** messages from the connection dialogs.
   1155 		*/
   1156 		if (!NetOpen) {
   1157 			if (Ipx.Get_Global_Message (&GPacket, &GPacketlen, &GAddress, &GProductID)) {
   1158 				if (GProductID == IPXGlobalConnClass::COMMAND_AND_CONQUER) {
   1159 
   1160 					/*
   1161 					**	If this is another player signing off, remove the connection &
   1162 					**	mark that player's house as non-human, so the computer will take
   1163 					**	it over.
   1164 					*/
   1165 					if (GPacket.Command == NET_SIGN_OFF) {
   1166 						for (i = 0; i < Ipx.Num_Connections(); i++) {
   1167 
   1168 							id = Ipx.Connection_ID(i);
   1169 
   1170 							if (!strcmp (GPacket.Name, Ipx.Connection_Name(id) ) &&
   1171 								GAddress == (*Ipx.Connection_Address(id))) {
   1172 
   1173 								CCDebugString ("C&C95 = Destroying connection due to sign off\n");
   1174 								Destroy_Connection (id,0);
   1175 							}
   1176 						}
   1177 					} else {
   1178 
   1179 						/*
   1180 						**	Process a message from another user.
   1181 						*/
   1182 						if (GPacket.Command == NET_MESSAGE) {
   1183 							bool msg_ok = false;
   1184 							char txt[80];
   1185 
   1186 							/*
   1187 							** If NetProtect is set, make sure this message came from within
   1188 							** this game.
   1189 							*/
   1190 							if (!NetProtect) {
   1191 								msg_ok = true;
   1192 							} else {
   1193 								if (GPacket.Message.NameCRC == Compute_Name_CRC(MPlayerGameName)) {
   1194 									msg_ok = true;
   1195 								} else {
   1196 									msg_ok = false;
   1197 								}
   1198 							}
   1199 
   1200 							if (msg_ok) {
   1201 								sprintf(txt,Text_String (TXT_FROM), GPacket.Name, GPacket.Message.Buf);
   1202 								magic_number = *((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-4));
   1203 								crc = *((unsigned short*)(GPacket.Message.Buf + COMPAT_MESSAGE_LENGTH-2));
   1204 								color = MPlayerID_To_ColorIndex(GPacket.Message.ID);
   1205 								Messages.Add_Message(txt, MPlayerTColors[color],
   1206 									TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_FULLSHADOW, 600, magic_number, crc);
   1207 
   1208 								/*
   1209 								**	Tell the map to do a partial update (just to force the messages
   1210 								**	to redraw).
   1211 								*/
   1212 								Map.Flag_To_Redraw(false);
   1213 
   1214 								/*
   1215 								**	Save this message in our last-message buffer
   1216 								*/
   1217 								if (strlen(GPacket.Message.Buf)) {
   1218 									strcpy(LastMessage, GPacket.Message.Buf);
   1219 								}
   1220 							}
   1221 						} else {
   1222 							Process_Global_Packet(&GPacket, &GAddress);
   1223 						}
   1224 					}
   1225 				}
   1226 			}
   1227 		}
   1228 	}
   1229 
   1230 	/*
   1231 	**	Modem and Null Modem maintenance
   1232 	*/
   1233 	if (GameToPlay == GAME_NULL_MODEM
   1234 	|| ((GameToPlay == GAME_MODEM) && ModemService)){
   1235 	//|| GameToPlay == GAME_INTERNET) {
   1236 		
   1237 		// PG_TO_FIX
   1238 		//NullModem.Service();
   1239 	}
   1240 #endif
   1241 }
   1242 
   1243 
   1244 /***********************************************************************************************
   1245  * Language_Name -- Build filename for current language.                                       *
   1246  *                                                                                             *
   1247  *    This routine attaches a language specific suffix to the base                             *
   1248  *    filename provided. Typical use of this is when loading language                          *
   1249  *    specific files at game initialization time.                                              *
   1250  *                                                                                             *
   1251  * INPUT:   basename -- Base name to append language specific                                  *
   1252  *                      extension to.                                                          *
   1253  *                                                                                             *
   1254  * OUTPUT:  Returns with pointer to completed filename.                                        *
   1255  *                                                                                             *
   1256  * WARNINGS:   The return pointer value is valid only until the next time                      *
   1257  *             this routine is called.                                                         *
   1258  *                                                                                             *
   1259  * HISTORY:                                                                                    *
   1260  *   10/07/1992 JLB : Created.                                                                 *
   1261  *=============================================================================================*/
   1262 char const *Language_Name(char const *basename)
   1263 {
   1264 	static char _fullname[_MAX_FNAME+_MAX_EXT];
   1265 
   1266 	if (!basename) return(NULL);
   1267 
   1268 	sprintf(_fullname, "%s.ENG", basename);
   1269 	return(_fullname);
   1270 }
   1271 
   1272 
   1273 /***********************************************************************************************
   1274  * Source_From_Name -- Converts ASCII name into SourceType.                                    *
   1275  *                                                                                             *
   1276  *    This routine is used to convert an ASCII name representing a                             *
   1277  *    SourceType into the actual SourceType value. Typically, this is                          *
   1278  *    used when processing the scenario INI file.                                              *
   1279  *                                                                                             *
   1280  * INPUT:   name  -- The ASCII source name to process.                                         *
   1281  *                                                                                             *
   1282  * OUTPUT:  Returns with the SourceType represented by the name                                *
   1283  *          specified.                                                                         *
   1284  *                                                                                             *
   1285  * WARNINGS:   none                                                                            *
   1286  *                                                                                             *
   1287  * HISTORY:                                                                                    *
   1288  *   04/17/1994 JLB : Created.                                                                 *
   1289  *=============================================================================================*/
   1290 SourceType Source_From_Name(char const *name)
   1291 {
   1292 	if (name) {
   1293 		for (SourceType source = SOURCE_FIRST; source < SOURCE_COUNT; source++) {
   1294 			if (stricmp(SourceName[source], name) == 0) {
   1295 				return(source);
   1296 			}
   1297 		}
   1298 	}
   1299 	return(SOURCE_NONE);
   1300 }
   1301 
   1302 
   1303 /***********************************************************************************************
   1304  * Name_From_Source -- retrieves the name for the given SourceType         						  *
   1305  *                                                                         						  *
   1306  * INPUT:                                                                  						  *
   1307  *		source		SourceType to get the name for															  *
   1308  *                                                                         						  *
   1309  * OUTPUT:                                                                 						  *
   1310  *		name of SourceType																							  *
   1311  *                                                                         						  *
   1312  * WARNINGS:                                                               						  *
   1313  *		none.																												  *
   1314  *                                                                         						  *
   1315  * HISTORY:                                                                						  *
   1316  *   11/15/1994 BR : Created.                                              						  *
   1317  *=============================================================================================*/
   1318 char const *Name_From_Source(SourceType source)
   1319 {
   1320 	if ((unsigned)source < SOURCE_COUNT) {
   1321 		return(SourceName[source]);
   1322 	}
   1323 	return("None");
   1324 }
   1325 
   1326 
   1327 /***********************************************************************************************
   1328  * Theater_From_Name -- Converts ASCII name into a theater number.                             *
   1329  *                                                                                             *
   1330  *    This routine converts an ASCII representation of a theater and converts it into a        *
   1331  *    matching theater number. If no match was found, then THEATER_NONE is returned.           *
   1332  *                                                                                             *
   1333  * INPUT:   name  -- Pointer to ASCII name to convert.                                         *
   1334  *                                                                                             *
   1335  * OUTPUT:  Returns with the name converted into a theater number.                             *
   1336  *                                                                                             *
   1337  * WARNINGS:   none                                                                            *
   1338  *                                                                                             *
   1339  * HISTORY:                                                                                    *
   1340  *   10/01/1994 JLB : Created.                                                                 *
   1341  *=============================================================================================*/
   1342 TheaterType Theater_From_Name(char const *name)
   1343 {
   1344 	TheaterType	index;
   1345 
   1346 	if (name) {
   1347 		for (index = THEATER_FIRST; index < THEATER_COUNT; index++) {
   1348 			if (stricmp(name, Theaters[index].Name) == 0) {
   1349 				return(index);
   1350 			}
   1351 		}
   1352 	}
   1353 	return(THEATER_NONE);
   1354 }
   1355 
   1356 
   1357 /***********************************************************************************************
   1358  * KN_To_Facing -- Converts a keyboard input number into a facing value.                       *
   1359  *                                                                                             *
   1360  *    This routine determine which compass direction is represented by the keyboard value      *
   1361  *    provided. It is used for map scrolling and other directional control operations from     *
   1362  *    the keyboard.                                                                            *
   1363  *                                                                                             *
   1364  * INPUT:   input -- The KN number to convert.                                                 *
   1365  *                                                                                             *
   1366  * OUTPUT:  Returns with the facing type that the keyboard number represents. If it could      *
   1367  *          not be translated, then FACING_NONE is returned.                                   *
   1368  *                                                                                             *
   1369  * WARNINGS:   none                                                                            *
   1370  *                                                                                             *
   1371  * HISTORY:                                                                                    *
   1372  *   05/28/1994 JLB : Created.                                                                 *
   1373  *=============================================================================================*/
   1374 FacingType KN_To_Facing(int input)
   1375 {
   1376 	input &= ~(KN_ALT_BIT|KN_SHIFT_BIT|KN_CTRL_BIT);
   1377 	switch (input) {
   1378 		case KN_LEFT:
   1379 			return(FACING_W);
   1380 
   1381 		case KN_RIGHT:
   1382 			return(FACING_E);
   1383 
   1384 		case KN_UP:
   1385 			return(FACING_N);
   1386 
   1387 		case KN_DOWN:
   1388 			return(FACING_S);
   1389 
   1390 		case KN_UPLEFT:
   1391 			return(FACING_NW);
   1392 
   1393 		case KN_UPRIGHT:
   1394 			return(FACING_NE);
   1395 
   1396 		case KN_DOWNLEFT:
   1397 			return(FACING_SW);
   1398 
   1399 		case KN_DOWNRIGHT:
   1400 			return(FACING_SE);
   1401 	}
   1402 	return(FACING_NONE);
   1403 }
   1404 
   1405 
   1406 /***********************************************************************************************
   1407  * Sync_Delay -- Forces the game into a 15 FPS rate.                                           *
   1408  *                                                                                             *
   1409  *    This routine will wait until the timer for the current frame has expired before          *
   1410  *    returning. It is called at the end of every game loop in order to force the game loop    *
   1411  *    to run at a fixed rate.                                                                  *
   1412  *                                                                                             *
   1413  * INPUT:   none                                                                               *
   1414  *                                                                                             *
   1415  * OUTPUT:  none                                                                               *
   1416  *                                                                                             *
   1417  * WARNINGS:   Will delay for up to 1/15 of a second.                                          *
   1418  *                                                                                             *
   1419  * HISTORY:                                                                                    *
   1420  *   01/04/1995 JLB : Created.                                                                 *
   1421  *   03/06/1995 JLB : Fixed.                                                                   *
   1422  *=============================================================================================*/
   1423 static void Sync_Delay(void)
   1424 {
   1425 	/*
   1426 	**	Delay one tick and keep a record that one tick was "wasted" here.
   1427 	**	This accumulates into a running histogram of performance.
   1428 	*/
   1429 	SpareTicks += FrameTimer.Time();
   1430 	while (FrameTimer.Time()) {
   1431 		Color_Cycle();
   1432 		Call_Back();
   1433 
   1434 		if (SpecialDialog == SDLG_NONE) {
   1435 			WWMouse->Erase_Mouse(&HidPage, TRUE);
   1436 			KeyNumType input = KN_NONE;
   1437 			int x, y;
   1438 			WWMouse->Erase_Mouse(&HidPage, TRUE);
   1439 			Map.Input(input, x, y);
   1440 			if (input) {
   1441 				Keyboard_Process(input);
   1442 			}
   1443 			Map.Render();
   1444 		}
   1445 	}
   1446 	Color_Cycle();
   1447 	Call_Back();
   1448 }
   1449 
   1450 
   1451 /***********************************************************************************************
   1452  * Main_Loop -- This is the main game loop (as a single loop).                                 *
   1453  *                                                                                             *
   1454  *    This function will perform one game loop.                                                *
   1455  *                                                                                             *
   1456  * INPUT:   none                                                                               *
   1457  *                                                                                             *
   1458  * OUTPUT:  bool; Should the game end?                                                         *
   1459  *                                                                                             *
   1460  * WARNINGS:   none                                                                            *
   1461  *                                                                                             *
   1462  * HISTORY:                                                                                    *
   1463  *   10/01/1994 JLB : Created.                                                                 *
   1464  *=============================================================================================*/
   1465 extern void Check_For_Focus_Loss(void);
   1466 void Reallocate_Big_Shape_Buffer(void);
   1467 
   1468 
   1469 bool Main_Loop()
   1470 {
   1471 	KeyNumType	input;					// Player input.
   1472 	int 			x;
   1473 	int 			y;
   1474 	int framedelay;
   1475 
   1476 //	InMainLoop = true;
   1477 
   1478 	/*
   1479 	** I think I'm gonna cry if this makes it work
   1480 	*/
   1481 	if (Get_Mouse_State())Show_Mouse();
   1482 
   1483 	/*
   1484 	** Call the focus loss handler
   1485 	*/
   1486 	Check_For_Focus_Loss();
   1487 
   1488 	/*
   1489 	** Allocate extra memory for uncompressed shapes as needed
   1490 	*/
   1491 	Reallocate_Big_Shape_Buffer();
   1492 
   1493 	/*
   1494 	** Sync-bug trapping code
   1495 	*/
   1496 	if (Frame >= TrapFrame) {
   1497 		Trap_Object();
   1498 	}
   1499 
   1500 	//
   1501 	// Initialize our AI processing timer
   1502 	//
   1503 	ProcessTimer.Set(0, true);
   1504 
   1505 
   1506 #if 1
   1507 	if (TrapCheckHeap) {
   1508 		Debug_Trap_Check_Heap = true;
   1509 	}
   1510 #endif
   1511 
   1512 #ifdef CHEAT_KEYS
   1513  Heap_Dump_Check( "After Trap" );
   1514 
   1515 	/*
   1516 	**	Update the running status debug display.
   1517 	*/
   1518 	Self_Regulate();
   1519 #endif
   1520 
   1521 	/*
   1522 	**	If there is no theme playing, but it looks like one is required, then start one
   1523 	**	playing. This is usually the symptom of there being no transition score.
   1524 	*/
   1525 	if (SampleType && Theme.What_Is_Playing() == THEME_NONE) {
   1526 		Theme.Queue_Song(THEME_PICK_ANOTHER);
   1527 	}
   1528 
   1529 	/*
   1530 	**	Setup the timer so that the Main_Loop function processes at the correct rate.
   1531 	*/
   1532 	if (GameToPlay != GAME_NORMAL && CommProtocol == COMM_PROTOCOL_MULTI_E_COMP) {
   1533 		framedelay = 60 / DesiredFrameRate;
   1534 		FrameTimer.Set(framedelay);
   1535 	} else {
   1536 		FrameTimer.Set(Options.GameSpeed);
   1537 	}
   1538 
   1539 	/*
   1540 	**	Update the display, unless we're inside a dialog.
   1541 	*/
   1542 	if (!PlaybackGame) {
   1543 		if (SpecialDialog == SDLG_NONE && GameInFocus) {
   1544 
   1545 			WWMouse->Erase_Mouse(&HidPage, TRUE);
   1546 			Map.Input(input, x, y);
   1547 			if (input) {
   1548 				Keyboard_Process(input);
   1549 			}
   1550 //			HidPage.Lock();
   1551 			Map.Render();
   1552 //			HidPage.Unlock();
   1553 		}
   1554 	}
   1555 
   1556 	/*
   1557 	** Save map's position & selected objects, if we're recording the game.
   1558 	*/
   1559 	if (RecordGame || PlaybackGame) {
   1560 		Do_Record_Playback();
   1561 	}
   1562 
   1563 	/*
   1564 	** Sort the map's ground layer by y-coordinate value.  This is done
   1565 	** outside the IsToRedraw check, for the purposes of game sync'ing
   1566 	** between machines; this way, all machines will sort the Map's
   1567 	** layer in the same way, and any processing done that's based on
   1568 	** the order of this layer will sync on different machines.
   1569 	*/
   1570 	Map.Layer[LAYER_GROUND].Sort();
   1571 
   1572 //	Heap_Dump_Check( "Before Logic.AI" );
   1573 
   1574 	/*
   1575 	**	AI logic operations are performed here.
   1576 	*/
   1577 	Logic.AI();
   1578 
   1579 //	Heap_Dump_Check( "After Logic.AI" );
   1580 
   1581 	/*
   1582 	**	Manage the inter-player message list.  If Manage() returns true, it means
   1583 	**	a message has expired & been removed, and the entire map must be updated.
   1584 	*/
   1585 	if (Messages.Manage()) {
   1586 		HiddenPage.Clear();
   1587 		Map.Flag_To_Redraw(true);
   1588 	}
   1589 
   1590 	//
   1591 	// Measure how long it took to process the AI
   1592 	//
   1593 	ProcessTicks += ProcessTimer.Time();
   1594 	ProcessFrames++;
   1595 
   1596 //	Heap_Dump_Check( "Before Queue_AI" );
   1597 
   1598 	/*
   1599 	**	Process all commands that are ready to be processed.
   1600 	*/
   1601 	Queue_AI();
   1602 
   1603 // Heap_Dump_Check( "After Queue_AI" );
   1604 
   1605 	/*
   1606 	**	Keep track of elapsed time in the game.
   1607 	*/
   1608 	Score.ElapsedTime += TIMER_SECOND / TICKS_PER_SECOND;
   1609 
   1610 	Call_Back();
   1611 
   1612 // Heap_Dump_Check( "After Call_Back" );
   1613 
   1614 	/*
   1615 	**	Perform any win/lose code as indicated by the global control flags.
   1616 	*/
   1617 	if (EndCountDown) EndCountDown--;
   1618 
   1619 	/*
   1620 	**	Check for player wins or loses according to global event flag.
   1621 	*/
   1622 
   1623 
   1624 
   1625 	if (PlayerWins) {
   1626 
   1627 		if (GameToPlay == GAME_INTERNET && !GameStatisticsPacketSent){
   1628 			Register_Game_End_Time();
   1629 			Send_Statistics_Packet();
   1630 		}
   1631 
   1632 		WWMouse->Erase_Mouse(&HidPage, TRUE);
   1633 		PlayerLoses = false;
   1634 		PlayerWins = false;
   1635 		PlayerRestarts = false;
   1636 		Map.Help_Text(TXT_NONE);
   1637 		Do_Win();
   1638 	}
   1639 	if (PlayerLoses) {
   1640 
   1641 		if (GameToPlay == GAME_INTERNET && !GameStatisticsPacketSent){
   1642 			Register_Game_End_Time();
   1643 			Send_Statistics_Packet();
   1644 		}
   1645 
   1646 		WWMouse->Erase_Mouse(&HidPage, TRUE);
   1647 		PlayerWins = false;
   1648 		PlayerLoses = false;
   1649 		PlayerRestarts = false;
   1650 		Map.Help_Text(TXT_NONE);
   1651 		Do_Lose();
   1652 	}
   1653 	if (PlayerRestarts) {
   1654 		WWMouse->Erase_Mouse(&HidPage, TRUE);
   1655 		PlayerWins = false;
   1656 		PlayerLoses = false;
   1657 		PlayerRestarts = false;
   1658 		Map.Help_Text(TXT_NONE);
   1659 		Do_Restart();
   1660 	}
   1661 
   1662 	/*
   1663 	**	The frame logic has been completed. Increment the frame
   1664 	**	counter.
   1665 	*/
   1666 	Frame++;
   1667 
   1668 	/*
   1669 	** Very rarely, the human players will get a message from the computer.
   1670 	*/
   1671 	if (GameToPlay != GAME_NORMAL && MPlayerGhosts && IRandom(0,10000) == 1) {
   1672 		Computer_Message();
   1673 	}
   1674 
   1675 	/*
   1676 	** Is there a memory trasher altering the map??
   1677 	*/
   1678 	if (Debug_Check_Map) {
   1679 		if (!Map.Validate()) {
   1680 #ifdef GERMAN
   1681 			if (CCMessageBox().Process ("Kartenfehler!","Halt","Weiter")==0)
   1682 #else
   1683 #ifdef FRENCH
   1684 			if (CCMessageBox().Process ("Erreur de carte!","Stop","Continuer")==0)
   1685 #else
   1686 			if (CCMessageBox().Process ("Map Error!","Stop","Continue")==0)
   1687 #endif
   1688 #endif
   1689 				GameActive = false;
   1690 			Map.Validate();		// give debugger a chance to catch it
   1691 		}
   1692 	}
   1693 
   1694 	Sync_Delay();
   1695 //	InMainLoop = false;
   1696 	return(!GameActive);
   1697 }
   1698 
   1699 
   1700 #ifdef SCENARIO_EDITOR
   1701 /***************************************************************************
   1702  * Map_Edit_Loop -- a mini-main loop for map edit mode only                *
   1703  *                                                                         *
   1704  * INPUT:                                                                  *
   1705  *                                                                         *
   1706  * OUTPUT:                                                                 *
   1707  *                                                                         *
   1708  * WARNINGS:                                                               *
   1709  *                                                                         *
   1710  * HISTORY:                                                                *
   1711  *   10/19/1994 BR : Created.                                              *
   1712  *=========================================================================*/
   1713 bool Map_Edit_Loop(void)
   1714 {
   1715 	/*
   1716 	**	Redraw the map.
   1717 	*/
   1718 	Map.Render();
   1719 
   1720 	/*
   1721 	**	Get user input (keys, mouse clicks).
   1722 	*/
   1723 	KeyNumType input;
   1724 
   1725 	int x;
   1726 	int y;
   1727 	Map.Input(input, x, y);
   1728 
   1729 	/*
   1730 	**	Process keypress.
   1731 	*/
   1732 	if (input) {
   1733 		Keyboard_Process(input);
   1734 	}
   1735 
   1736 	Call_Back();								// maintains Theme.AI() for music
   1737 	Color_Cycle();
   1738 
   1739 	return(!GameActive);
   1740 }
   1741 
   1742 
   1743 /***************************************************************************
   1744  * Go_Editor -- Enables/disables the map editor										*
   1745  *                                                                         *
   1746  * INPUT:                                                                  *
   1747  *		flag		true = go into editor mode; false = go into game mode			*
   1748  *                                                                         *
   1749  * OUTPUT:                                                                 *
   1750  *		none.																						*
   1751  *                                                                         *
   1752  * WARNINGS:                                                               *
   1753  *		none.																						*
   1754  *                                                                         *
   1755  * HISTORY:                                                                *
   1756  *   10/19/1994 BR : Created.                                              *
   1757  *=========================================================================*/
   1758 void Go_Editor(bool flag)
   1759 {
   1760 	/*
   1761 	**	Go into Scenario Editor mode
   1762 	*/
   1763 	if (flag) {
   1764 		Debug_Map = true;
   1765 		Debug_Unshroud = true;
   1766 
   1767 		/*
   1768 		** Un-select any selected objects
   1769 		*/
   1770 		Unselect_All();
   1771 
   1772 		/*
   1773 		** Turn off the sidebar if it's on
   1774 		*/
   1775 		Map.Activate(0);
   1776 
   1777 		/*
   1778 		** Reset the map's Button list for the new mode
   1779 		*/
   1780 		Map.Init_IO();
   1781 
   1782 		/*
   1783 		** Force a complete redraw of the screen
   1784 		*/
   1785 		HiddenPage.Clear();
   1786 		Map.Flag_To_Redraw(true);
   1787 		Map.Render();
   1788 
   1789 	} else {
   1790 
   1791 		/*
   1792 		**	Go into normal game mode
   1793 		*/
   1794 		Debug_Map = false;
   1795 		Debug_Unshroud = false;
   1796 
   1797 		/*
   1798 		** Un-select any selected objects
   1799 		*/
   1800 		Unselect_All();
   1801 
   1802 		/*
   1803 		** Reset the map's Button list for the new mode
   1804 		*/
   1805 		Map.Init_IO();
   1806 
   1807 		/*
   1808 		** Force a complete redraw of the screen
   1809 		*/
   1810 		HiddenPage.Clear();
   1811 		Map.Flag_To_Redraw(true);
   1812 		Map.Render();
   1813 	}
   1814 }
   1815 
   1816 #endif
   1817 
   1818 #if (0)
   1819 #define VQ_THREAD_BUFFER_SIZE 1024*1024
   1820 #define VQ_THREAD_BUFFER_CHUNK VQ_THREAD_BUFFER_SIZE/4
   1821 unsigned char *VQThreadBuffer = NULL;
   1822 volatile bool ThreadReading = false;
   1823 unsigned long VQThreadBlockHead;
   1824 unsigned long VQThreadBlockTail;
   1825 unsigned long VQBytesLeft;
   1826 unsigned long VQBytesRead;
   1827 
   1828 
   1829 void Init_VQ_Threading(CCFileClass *file)
   1830 {
   1831 	if (!VQThreadBuffer){
   1832 		VQThreadBuffer = new unsigned char [VQ_THREAD_BUFFER_SIZE];
   1833 	}
   1834 	Force_VM_Page_In(VQThreadBuffer, VQ_THREAD_BUFFER_SIZE);
   1835 	VQThreadBlockHead = 0;
   1836 	VQThreadBlockTail = 0;
   1837 	VQBytesRead = 0;
   1838 	VQBytesLeft = file->Size();
   1839 }
   1840 
   1841 
   1842 void Cleanup_VQ_Threading(void)
   1843 {
   1844 	while (ThreadReading){}
   1845 	if (VQThreadBuffer){
   1846 		delete VQThreadBuffer;
   1847 		VQThreadBuffer = NULL;
   1848 	}
   1849 }
   1850 
   1851 unsigned long __stdcall Thread_Read(void *file)
   1852 {
   1853 	int bytes_to_read;
   1854 	int left_to_read;
   1855 	int read_this_time;
   1856 	unsigned long head;
   1857 	int sleep_time;
   1858 
   1859 	CCFileClass *ccfile = (CCFileClass*)file;
   1860 
   1861 	bytes_to_read = MIN (VQBytesLeft, VQ_THREAD_BUFFER_CHUNK);
   1862 
   1863 	if (!bytes_to_read){
   1864 		ThreadReading = false;
   1865 		return(0);
   1866 	}
   1867 
   1868 	left_to_read = bytes_to_read;
   1869 
   1870 	while (left_to_read){
   1871 		read_this_time = MIN(8*1024, left_to_read);
   1872 		//if (read_this_time & 3){
   1873 			ccfile->Read(VQThreadBuffer+VQThreadBlockHead, read_this_time);
   1874 		//}else{
   1875 		//	ccfile->Read(VQThreadBuffer+VQThreadBlockHead, read_this_time/4);
   1876 		//	ccfile->Read(VQThreadBuffer+VQThreadBlockHead+read_this_time/4, read_this_time/4);
   1877 		//	ccfile->Read(VQThreadBuffer+VQThreadBlockHead+(read_this_time/4)*2, read_this_time/4);
   1878 		//	ccfile->Read(VQThreadBuffer+VQThreadBlockHead+(read_this_time/4)*3, read_this_time/4);
   1879 		//}
   1880 		VQThreadBlockHead += read_this_time;
   1881 		left_to_read -= read_this_time;
   1882 
   1883 		head = VQThreadBlockHead;
   1884 		if (head<VQThreadBlockTail) head+= VQ_THREAD_BUFFER_SIZE;
   1885 		sleep_time = head - VQThreadBlockTail;
   1886 		sleep_time = sleep_time/ (VQ_THREAD_BUFFER_CHUNK/32);
   1887 		sleep_time += 2;
   1888 		if (sleep_time<1) sleep_time=1;
   1889 		Sleep(sleep_time);
   1890 	}
   1891 
   1892 	VQThreadBlockHead &= VQ_THREAD_BUFFER_SIZE-1;
   1893 	VQBytesLeft -= bytes_to_read;
   1894 	ThreadReading = false;
   1895 	return (0);
   1896 }
   1897 
   1898 
   1899 
   1900 void Read_VQ_Thread_Block(CCFileClass *file)
   1901 {
   1902 	HANDLE 	thread_handle;
   1903 	DWORD		thread_id;
   1904 	if (!ThreadReading){
   1905 		//_beginthreadex (&Thread_Read, NULL, 16*1024, NULL);
   1906 		ThreadReading = true;
   1907 		thread_handle = CreateThread(NULL, 0, &Thread_Read, (void*)file, 0, &thread_id);
   1908 		//SetThreadPriority (thread_handle, THREAD_PRIORITY_IDLE);
   1909 
   1910 		CloseHandle (thread_handle);
   1911 	}
   1912 }
   1913 
   1914 
   1915 
   1916 int VQ_Thread_Read (CCFileClass *file, void *buffer, long bytes)
   1917 {
   1918 	long bytes_to_read;
   1919 
   1920 	do {
   1921 		if (VQThreadBlockHead > VQThreadBlockTail){
   1922 			bytes_to_read = MIN(bytes, VQThreadBlockHead-VQThreadBlockTail);
   1923 
   1924 		}else{
   1925 			bytes_to_read = MIN(bytes, VQThreadBlockHead+VQ_THREAD_BUFFER_SIZE - VQThreadBlockTail);
   1926 		}
   1927 
   1928 	}while(ThreadReading && bytes_to_read<bytes);
   1929 
   1930 
   1931 	if (VQThreadBlockTail+bytes_to_read > VQ_THREAD_BUFFER_SIZE){
   1932 
   1933 		int first_chunk = VQ_THREAD_BUFFER_SIZE - VQThreadBlockTail;
   1934 		int second_chunk = bytes_to_read - first_chunk;
   1935 
   1936 		memcpy (buffer, VQThreadBuffer + VQThreadBlockTail, first_chunk);
   1937 		memcpy ((unsigned char*)buffer + first_chunk, VQThreadBuffer, second_chunk);
   1938 	}else{
   1939 		memcpy (buffer, VQThreadBuffer + VQThreadBlockTail, bytes_to_read);
   1940 	}
   1941 
   1942 	VQThreadBlockTail += bytes_to_read;
   1943 	VQThreadBlockTail &= VQ_THREAD_BUFFER_SIZE - 1;
   1944 
   1945 	unsigned long head = VQThreadBlockHead;
   1946 	if (head<VQThreadBlockTail) head+= VQ_THREAD_BUFFER_SIZE;
   1947 	if (head-VQThreadBlockTail < VQ_THREAD_BUFFER_CHUNK && !ThreadReading) Read_VQ_Thread_Block(file);
   1948 
   1949 	VQBytesRead += bytes_to_read;
   1950 	return (bytes_to_read);
   1951 
   1952 }
   1953 
   1954 
   1955 int VQ_Thread_Seek (long bytes)
   1956 {
   1957 	VQThreadBlockTail += bytes;
   1958 	VQBytesRead += bytes;
   1959 	return (VQBytesRead);
   1960 }
   1961 
   1962 
   1963 
   1964 
   1965 
   1966 /***********************************************************************************************
   1967  * MixFileHandler -- Handles VQ file access.                                                   *
   1968  *                                                                                             *
   1969  *    This routine is called from the VQ player when it needs to access the source file. By    *
   1970  *    using this routine it is possible to virtualize the file system.                         *
   1971  *                                                                                             *
   1972  * INPUT:   vqa   -- Pointer to the VQA handle for this animation.                             *
   1973  *                                                                                             *
   1974  *          action-- The requested action to perform.                                          *
   1975  *                                                                                             *
   1976  *          buffer-- Optional buffer pointer as needed by the type of action.                  *
   1977  *                                                                                             *
   1978  *          nbytes-- The number of bytes (if needed) for this operation.                       *
   1979  *                                                                                             *
   1980  * OUTPUT:  Returns a value consistent with the action requested.                              *
   1981  *                                                                                             *
   1982  * WARNINGS:   none                                                                            *
   1983  *                                                                                             *
   1984  * HISTORY:                                                                                    *
   1985  *   07/04/1995 JLB : Created.                                                                 *
   1986  *=============================================================================================*/
   1987 long MixFileHandler(VQAHandle *vqa, long action, void *buffer, long nbytes)
   1988 {
   1989 	CCFileClass *file;
   1990 	long        error;
   1991 
   1992 	file = (CCFileClass *)vqa->VQAio;
   1993 
   1994 	/*
   1995 	**	Perform the action specified by the stream command.
   1996 	*/
   1997 	switch (action) {
   1998 
   1999 		/*
   2000 		** VQACMD_READ means read NBytes from the stream and place it in the
   2001 		** memory pointed to by Buffer.
   2002 		**
   2003 		** Any error code returned will be remapped by VQA library into
   2004 		** VQAERR_READ.
   2005 		*/
   2006 		case VQACMD_READ:
   2007 			error = VQ_Thread_Read (file, buffer, nbytes);
   2008 			//error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
   2009 			if (error == nbytes) error = 0;
   2010 			break;
   2011 
   2012 		/*
   2013 		**	VQACMD_WRITE is analogous to VQACMD_READ.
   2014 		**
   2015 		** Writing is not allowed to the VQA file, VQA library will remap the
   2016 		** error into VQAERR_WRITE.
   2017 		*/
   2018 		case VQACMD_WRITE:
   2019 			error = 1;
   2020 			break;
   2021 
   2022 		/*
   2023 		**	VQACMD_SEEK asks that you perform a seek relative to the current
   2024 		** position. NBytes is a signed number, indicating seek direction
   2025 		** (positive for forward, negative for backward). Buffer has no meaning
   2026 		** here.
   2027 		**
   2028 		** Any error code returned will be remapped by VQA library into
   2029 		** VQAERR_SEEK.
   2030 		*/
   2031 		case VQACMD_SEEK:
   2032 			//error = (file->Seek(nbytes, SEEK_CUR) == -1);
   2033 			VQ_Thread_Seek(nbytes);
   2034 			error = 0;
   2035 			break;
   2036 
   2037 		/*
   2038 		**	VQACMD_OPEN asks that you open your stream for access.
   2039 		*/
   2040 		case VQACMD_OPEN:
   2041 			file = new CCFileClass((char *)buffer);
   2042 
   2043 			if (file != NULL && file->Is_Available()) {
   2044 				error = file->Open((char *)buffer, READ);
   2045 
   2046 				if (error != -1) {
   2047 					vqa->VQAio = (unsigned long)file;
   2048 					error = 0;
   2049 					//file->Set_Buffer_Size(8*1024);
   2050 				} else {
   2051 					delete file;
   2052 					file = 0;
   2053 					error = 1;
   2054 				}
   2055 			} else {
   2056 				error = 1;
   2057 			}
   2058 
   2059 			if (error != -1){
   2060 				Init_VQ_Threading(file);
   2061 				Read_VQ_Thread_Block(file);
   2062 				CountDownTimerClass timer;
   2063 				timer.Set(60);
   2064 				while (ThreadReading || timer.Time()){}
   2065 			}
   2066 			break;
   2067 
   2068 		case VQACMD_CLOSE:
   2069 			Cleanup_VQ_Threading();
   2070 			file->Close();
   2071 			delete file;
   2072 			file = 0;
   2073 			vqa->VQAio = 0;
   2074 			error = 0;
   2075 			break;
   2076 
   2077 		/*
   2078 		**	VQACMD_INIT means to prepare your stream for reading. This is used for
   2079 		** certain streams that can't be read immediately upon opening, and need
   2080 		** further preparation. This operation is allowed to fail; the error code
   2081 		** will be returned directly to the client.
   2082 		*/
   2083 		case VQACMD_INIT:
   2084 
   2085 		/*
   2086 		**	IFFCMD_CLEANUP means to terminate the transaction with the associated
   2087 		** stream. This is used for streams that can't simply be closed. This
   2088 		** operation is not allowed to fail; any error returned will be ignored.
   2089 		*/
   2090 		case VQACMD_CLEANUP:
   2091 			error = 0;
   2092 			break;
   2093 	}
   2094 
   2095 	return(error);
   2096 }
   2097 #endif	//(0)
   2098 //#if (0)
   2099 
   2100 
   2101 // PG_TO_FIX
   2102 typedef void* VQAHandle;
   2103 
   2104 /***********************************************************************************************
   2105  * MixFileHandler -- Handles VQ file access.                                                   *
   2106  *                                                                                             *
   2107  *    This routine is called from the VQ player when it needs to access the source file. By    *
   2108  *    using this routine it is possible to virtualize the file system.                         *
   2109  *                                                                                             *
   2110  * INPUT:   vqa   -- Pointer to the VQA handle for this animation.                             *
   2111  *                                                                                             *
   2112  *          action-- The requested action to perform.                                          *
   2113  *                                                                                             *
   2114  *          buffer-- Optional buffer pointer as needed by the type of action.                  *
   2115  *                                                                                             *
   2116  *          nbytes-- The number of bytes (if needed) for this operation.                       *
   2117  *                                                                                             *
   2118  * OUTPUT:  Returns a value consistent with the action requested.                              *
   2119  *                                                                                             *
   2120  * WARNINGS:   none                                                                            *
   2121  *                                                                                             *
   2122  * HISTORY:                                                                                    *
   2123  *   07/04/1995 JLB : Created.                                                                 *
   2124  *=============================================================================================*/
   2125 long MixFileHandler(VQAHandle *vqa, long action, void *buffer, long nbytes)
   2126 {
   2127 	return 0;;
   2128 #if (0)
   2129 	CCFileClass *file;
   2130 	long        error;
   2131 
   2132 	file = (CCFileClass *)vqa->VQAio;
   2133 
   2134 	/*
   2135 	**	Perform the action specified by the stream command.
   2136 	*/
   2137 	switch (action) {
   2138 
   2139 		/*
   2140 		** VQACMD_READ means read NBytes from the stream and place it in the
   2141 		** memory pointed to by Buffer.
   2142 		**
   2143 		** Any error code returned will be remapped by VQA library into
   2144 		** VQAERR_READ.
   2145 		*/
   2146 		case VQACMD_READ:
   2147 			error = (file->Read(buffer, (unsigned short)nbytes) != (unsigned short)nbytes);
   2148 			break;
   2149 
   2150 		/*
   2151 		**	VQACMD_WRITE is analogous to VQACMD_READ.
   2152 		**
   2153 		** Writing is not allowed to the VQA file, VQA library will remap the
   2154 		** error into VQAERR_WRITE.
   2155 		*/
   2156 		case VQACMD_WRITE:
   2157 			error = 1;
   2158 			break;
   2159 
   2160 		/*
   2161 		**	VQACMD_SEEK asks that you perform a seek relative to the current
   2162 		** position. NBytes is a signed number, indicating seek direction
   2163 		** (positive for forward, negative for backward). Buffer has no meaning
   2164 		** here.
   2165 		**
   2166 		** Any error code returned will be remapped by VQA library into
   2167 		** VQAERR_SEEK.
   2168 		*/
   2169 		case VQACMD_SEEK:
   2170 			error = (file->Seek(nbytes, SEEK_CUR) == -1);
   2171 			break;
   2172 
   2173 		/*
   2174 		**	VQACMD_OPEN asks that you open your stream for access.
   2175 		*/
   2176 		case VQACMD_OPEN:
   2177 			file = new CCFileClass((char *)buffer);
   2178 
   2179 			if (file != NULL && file->Is_Available()) {
   2180 				error = file->Open((char *)buffer, READ);
   2181 
   2182 				if (error != -1) {
   2183 					vqa->VQAio = (unsigned long)file;
   2184 					error = 0;
   2185 					file->Set_Buffer_Size(8*1024);
   2186 				} else {
   2187 					delete file;
   2188 					file = 0;
   2189 					error = 1;
   2190 				}
   2191 			} else {
   2192 				error = 1;
   2193 			}
   2194 			break;
   2195 
   2196 		case VQACMD_CLOSE:
   2197 			file->Close();
   2198 			delete file;
   2199 			file = 0;
   2200 			vqa->VQAio = 0;
   2201 			error = 0;
   2202 			break;
   2203 
   2204 		/*
   2205 		**	VQACMD_INIT means to prepare your stream for reading. This is used for
   2206 		** certain streams that can't be read immediately upon opening, and need
   2207 		** further preparation. This operation is allowed to fail; the error code
   2208 		** will be returned directly to the client.
   2209 		*/
   2210 		case VQACMD_INIT:
   2211 
   2212 		/*
   2213 		**	IFFCMD_CLEANUP means to terminate the transaction with the associated
   2214 		** stream. This is used for streams that can't simply be closed. This
   2215 		** operation is not allowed to fail; any error returned will be ignored.
   2216 		*/
   2217 		case VQACMD_CLEANUP:
   2218 			error = 0;
   2219 			break;
   2220 	}
   2221 
   2222 	return(error);
   2223 #endif
   2224 }
   2225 
   2226 //#endif	//(0)
   2227 
   2228 
   2229 void Rebuild_Interpolated_Palette(unsigned char *interpal)
   2230 {
   2231 	for (int y=0 ; y<255 ; y++){
   2232 		for (int x=y+1 ; x<256 ; x++){
   2233 			*(interpal + (y*256+x)) = *(interpal + (x*256+y));
   2234 		}
   2235 	}
   2236 }
   2237 
   2238 
   2239 unsigned char 	*InterpolatedPalettes[100];
   2240 BOOL				PalettesRead;
   2241 unsigned			PaletteCounter;
   2242 
   2243 
   2244 int Load_Interpolated_Palettes(char const *filename, BOOL add)
   2245 {
   2246 	int	num_palettes=0;
   2247 	int	i;
   2248 	int 	start_palette;
   2249 
   2250 	PalettesRead = FALSE;
   2251 	CCFileClass	file(filename);
   2252 
   2253 //	RawFileClass	*palette_file;
   2254 
   2255 	if (!add){
   2256 		for (i=0 ; i<ARRAY_SIZE(InterpolatedPalettes) ; i++){
   2257 			InterpolatedPalettes[i]=NULL;
   2258 		}
   2259 		start_palette=0;
   2260 	} else {
   2261 		for (start_palette=0 ; start_palette< ARRAY_SIZE(InterpolatedPalettes) ; start_palette++){
   2262 			if (!InterpolatedPalettes[start_palette]) break;
   2263 		}
   2264 	}
   2265 
   2266 //	palette_file = new RawFileClass (filename);
   2267 //	if (file.Is_Available()){
   2268 
   2269 		file.Open(READ);
   2270 		file.Read(&num_palettes , 4);
   2271 
   2272 		for (i=0 ; i<num_palettes ; i++){
   2273 			InterpolatedPalettes[i+start_palette] = (unsigned char *)malloc (65536);
   2274 			memset (InterpolatedPalettes[i+start_palette],0,65536);
   2275 			for (int y=0 ; y<256 ;y++){
   2276 				file.Read (InterpolatedPalettes[i+start_palette] + y*256 , y+1);
   2277 			}
   2278 
   2279 			Rebuild_Interpolated_Palette(InterpolatedPalettes[i+start_palette]);
   2280 		}
   2281 
   2282 		PalettesRead = TRUE;
   2283 		file.Close();
   2284 //	}
   2285 	PaletteCounter = 0;
   2286 	return (num_palettes);
   2287 }
   2288 
   2289 
   2290 void Free_Interpolated_Palettes(void)
   2291 {
   2292 	for (int i=0 ; i<ARRAY_SIZE(InterpolatedPalettes) ; i++){
   2293 		if (InterpolatedPalettes[i]){
   2294 			free(InterpolatedPalettes[i]);
   2295 			InterpolatedPalettes[i]=NULL;
   2296 		}
   2297 	}
   2298 }
   2299 
   2300 
   2301 /***********************************************************************************************
   2302  * Play_Movie -- Plays a VQ movie.                                                             *
   2303  *                                                                                             *
   2304  *    Use this routine to play a VQ movie. It will disptach the specified movie to the         *
   2305  *    VQ player. The routine will not return until the movie has finished playing.             *
   2306  *                                                                                             *
   2307  * INPUT:   file  -- The file object that contains the movie.                                  *
   2308  *                                                                                             *
   2309  *          anim  -- The anim control and configuration structure that controls how the        *
   2310  *                   movie will be played.                                                     *
   2311  *                                                                                             *
   2312  *          clrscrn -- Set to 1 to clear the screen when the movie is over                     *
   2313  *                                                                                             *
   2314  * OUTPUT:  none                                                                               *
   2315  *                                                                                             *
   2316  * WARNINGS:   none                                                                            *
   2317  *                                                                                             *
   2318  * HISTORY:                                                                                    *
   2319  *   12/19/1994 JLB : Created.                                                                 *
   2320  *=============================================================================================*/
   2321 extern	BOOL	InMovie;
   2322 extern bool	VQPaletteChange;
   2323 extern void Suspend_Audio_Thread(void);
   2324 extern void Resume_Audio_Thread(void);
   2325 
   2326 //Play 
   2327 extern void Play_Movie_GlyphX(const char * movie_name, ThemeType theme );
   2328 
   2329 void Play_Movie(char const * name, ThemeType theme, bool clrscrn)
   2330 {
   2331 #if (1)
   2332 	if (strcmp(name, "x") == 0 || strcmp(name, "X") == 0) {
   2333 		return;
   2334 	}
   2335 
   2336 	Play_Movie_GlyphX(name, theme);
   2337 	return;
   2338 #else
   2339 	/*
   2340 	** Don't play movies in editor mode
   2341 	*/
   2342 	if (Debug_Map) {
   2343 		return;
   2344 	}
   2345 
   2346 	/*
   2347 	** Don't play movies in multiplayer mode
   2348 	*/
   2349 	if (GameToPlay != GAME_NORMAL) {
   2350 		return;
   2351 	}
   2352 
   2353 	memset (&PaletteInterpolationTable[0][0],0,65536);
   2354 
   2355 	if (name) {
   2356 		char fullname[_MAX_FNAME+_MAX_EXT];
   2357 		char palname [_MAX_FNAME+_MAX_EXT];
   2358 
   2359 		_makepath(fullname, NULL, NULL, name, ".VQA");
   2360 		_makepath(palname , NULL, NULL, name, ".VQP");
   2361 		#ifdef CHEAT_KEYS
   2362 			Mono_Set_Cursor(0, 0);Mono_Printf("[%s]", fullname);
   2363 		#endif
   2364 
   2365 		/*
   2366 		**	Reset the anim control structure.
   2367 		*/
   2368 		Anim_Init();
   2369 		VQPaletteChange = false;
   2370 
   2371 		/*
   2372 		**	Prepare to play a movie. First hide the mouse and stop any score that is playing.
   2373 		**	While the score (if any) is fading to silence, fade the palette to black as well.
   2374 		**	When the palette has finished fading, wait until the score has finished fading
   2375 		**	before launching the movie.
   2376 		*/
   2377 		Hide_Mouse();
   2378 		//Theme.Stop();
   2379 		//Theme.AI();
   2380 		Theme.Queue_Song(theme);
   2381 		if (PreserveVQAScreen == 0) {
   2382 			Fade_Palette_To(BlackPalette, FADE_PALETTE_MEDIUM, Call_Back);
   2383 			VisiblePage.Clear();
   2384 			memset(BlackPalette, 0x01, 768);
   2385 			Set_Palette(BlackPalette);
   2386 			memset(BlackPalette, 0x00, 768);
   2387 		}
   2388 		PreserveVQAScreen = 0;
   2389 		Keyboard::Clear();
   2390 
   2391 		VQAHandle *vqa = NULL;
   2392 
   2393 		if (!Debug_Quiet && Get_Digi_Handle() != -1) {
   2394 			AnimControl.OptionFlags |= VQAOPTF_AUDIO;
   2395 		} else {
   2396 			AnimControl.OptionFlags &= ~VQAOPTF_AUDIO;
   2397 		}
   2398 
   2399 
   2400 		if ((vqa = VQA_Alloc()) != NULL) {
   2401 			VQA_Init(vqa, MixFileHandler);
   2402 			if (VQA_Open(vqa, fullname, &AnimControl) == 0) {
   2403 				Brokeout = false;
   2404 				//Suspend_Audio_Thread();
   2405 
   2406 #if (FRENCH | GERMAN | JAPANESE)
   2407 				/*
   2408 				** Kludge to use the old palette interpolation table for CC2TEASE
   2409 				** unless the covert CD is inserted.
   2410 				*/
   2411 				if (!stricmp (palname, "CC2TEASE.VQP")){
   2412 					int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
   2413 					/*
   2414 					** If cd_index == 2 then its a covert CD
   2415 					*/
   2416 					if (cd_index != 2){
   2417 							strcpy (palname, "OLDCC2T.VQP");
   2418 					}
   2419 				}
   2420 #endif	//(FRENCH | GERMAN)
   2421 
   2422 #if (GERMAN)
   2423 				/*
   2424 				** Kludge to use a different palette interpolation table for RETRO.VQA
   2425 				** if the covert CD is inserted.
   2426 				*/
   2427 				if (!stricmp (palname, "RETRO.VQP")){
   2428 					int cd_index = Get_CD_Index(CCFileClass::Get_CD_Drive(), 1*60);
   2429 					/*
   2430 					** If cd_index == 2 then its a covert CD
   2431 					*/
   2432 					if (cd_index == 2){
   2433 						strcpy (palname, "RETROGER.VQP");
   2434 					}
   2435 				}
   2436 
   2437 #endif	//GERMAN
   2438 
   2439 				Load_Interpolated_Palettes(palname);
   2440 				//Set_Palette(BlackPalette);
   2441 				SysMemPage.Clear();
   2442 				InMovie = TRUE;
   2443 				VQA_Play(vqa, VQAMODE_RUN);
   2444 				VQA_Close(vqa);
   2445 				//Resume_Audio_Thread();
   2446 				InMovie = FALSE;
   2447 				Free_Interpolated_Palettes();
   2448 				Set_Primary_Buffer_Format();
   2449 
   2450 				/*
   2451 				**	Any movie that ends prematurely must have the screen
   2452 				**	cleared to avoid any unexpected palette glitches.
   2453 				*/
   2454 				if (Brokeout) {
   2455 					clrscrn = true;
   2456 					VisiblePage.Clear();
   2457 					Brokeout = false;
   2458 				}
   2459 			}
   2460 
   2461 			VQA_Free(vqa);
   2462 		}
   2463 
   2464 
   2465 		/*
   2466 		**	Presume that the screen is left in a garbage state as well as the palette
   2467 		**	being in an unknown condition. Recover from this by clearing the screen and
   2468 		**	forcing the palette to black.
   2469 		*/
   2470 		if (clrscrn) {
   2471 			VisiblePage.Clear();
   2472 			memset(BlackPalette, 0x01, 768);
   2473 			Set_Palette(BlackPalette);
   2474 			memset(BlackPalette, 0x00, 768);
   2475 			Set_Palette(BlackPalette);
   2476 		}
   2477 		Show_Mouse();
   2478 	}
   2479 #endif
   2480 }
   2481 
   2482 
   2483 /***********************************************************************************************
   2484  * Unselect_All -- Causes all selected objects to become unselected.                           *
   2485  *                                                                                             *
   2486  *    This routine will unselect all objects that are currently selected.                      *
   2487  *                                                                                             *
   2488  * INPUT:   none                                                                               *
   2489  *                                                                                             *
   2490  * OUTPUT:  none                                                                               *
   2491  *                                                                                             *
   2492  * WARNINGS:   none                                                                            *
   2493  *                                                                                             *
   2494  * HISTORY:                                                                                    *
   2495  *   01/19/1995 JLB : Created.                                                                 *
   2496  *=============================================================================================*/
   2497 void Unselect_All(void)
   2498 {
   2499 	//while (CurrentObject.Count()) {
   2500 	//	CurrentObject[0]->Unselect();
   2501 	//}
   2502 
   2503 	//Added some error handling incase there was an issue removing the object - JAS 6/28/2019
   2504 	while (CurrentObject.Count()) {
   2505 
   2506 		int count_before = CurrentObject.Count();
   2507 		CurrentObject[0]->Unselect();
   2508 
   2509 		if (count_before <= CurrentObject.Count()) {
   2510 			GlyphX_Debug_Print("Unselect_All failed to remove an object");
   2511 			CurrentObject.Delete(CurrentObject[0]);
   2512 		}
   2513 	}
   2514 	//End of change - JAS 6/28/2019
   2515 }
   2516 
   2517 
   2518 void Unselect_All_Except(ObjectClass* object)
   2519 {
   2520 	int index = 0;
   2521 	while (index < CurrentObject.Count()) {
   2522 
   2523 		if (CurrentObject[index] == object) {
   2524 			index++;
   2525 			continue;
   2526 		}
   2527 
   2528 		int count_before = CurrentObject.Count();
   2529 		CurrentObject[index]->Unselect();
   2530 
   2531 		if (count_before <= CurrentObject.Count()) {
   2532 			GlyphX_Debug_Print("Unselect_All failed to remove an object");
   2533 			CurrentObject.Delete(CurrentObject[index]);
   2534 		}
   2535 	}
   2536 }
   2537 
   2538 
   2539 /***********************************************************************************************
   2540  * Fading_Table_Name -- Builds a theater specific fading table name.                           *
   2541  *                                                                                             *
   2542  *    This routine builds a standard fading table name. This name is dependant on the theater  *
   2543  *    being played, since each theater has its own palette.                                    *
   2544  *                                                                                             *
   2545  * INPUT:   base  -- The base name of this fading table. The base name can be no longer than   *
   2546  *                   seven characters.                                                         *
   2547  *                                                                                             *
   2548  *          theater  -- The theater that this fading table is specific to.                     *
   2549  *                                                                                             *
   2550  * OUTPUT:  Returns with a pointer to the constructed fading table filename. This pointer is   *
   2551  *          valid until this function is called again.                                         *
   2552  *                                                                                             *
   2553  * WARNINGS:   none                                                                            *
   2554  *                                                                                             *
   2555  * HISTORY:                                                                                    *
   2556  *   01/19/1995 JLB : Created.                                                                 *
   2557  *=============================================================================================*/
   2558 char const * Fading_Table_Name(char const * base, TheaterType theater)
   2559 {
   2560 	static char _buffer[_MAX_FNAME+_MAX_EXT];
   2561 	char root[_MAX_FNAME];
   2562 
   2563 	sprintf(root, "%1.1s%s", Theaters[theater].Root, base);
   2564 	_makepath(_buffer, NULL, NULL, root, ".MRF");
   2565 	return(_buffer);
   2566 }
   2567 
   2568 
   2569 /***********************************************************************************************
   2570  * Get_Radar_Icon -- Builds and alloc a radar icon from a shape file                           *
   2571  *                                                                                             *
   2572  * INPUT:      void const * shapefile - pointer to a key framed shapefile                      *
   2573  *             int shapenum          - shape to extract from shapefile                         *
   2574  *                                                                                             *
   2575  * OUTPUT:     void const *           - 3/3 icon set of shape from file                        *
   2576  *                                                                                             *
   2577  * HISTORY:                                                                                    *
   2578  *   04/12/1995 PWG : Created.                                                                 *
   2579  *   05/10/1995 JLB : Handles a null shapefile pointer.                                        *
   2580  *=============================================================================================*/
   2581 void const * Get_Radar_Icon(void const * shapefile, int shapenum, int frames, int zoomfactor)
   2582 {
   2583 	static int _offx[]={	0, 0,  -1,  1, 0, -1, 1, -1, 1};
   2584 	static int _offy[]={	0, 0,  -1,  1, 0, -1, 1, -1, 1};
   2585 	int lp,framelp;
   2586 	char pixel;
   2587 
   2588 	char *retval = NULL;
   2589 	char *buffer = NULL;
   2590 	void *ptr;
   2591 
   2592 
   2593 	/*
   2594 	**	If there is no shape file, then there can be no radar icon imagery.
   2595 	*/
   2596 	if (!shapefile) return(NULL);
   2597 
   2598 	/*
   2599 	** Get the pixel width and height of the frame we built.  This will
   2600 	** be used to extract icons and build pixels.
   2601 	*/
   2602 	int pixel_width  = Get_Build_Frame_Width( shapefile );
   2603 	int pixel_height = Get_Build_Frame_Height( shapefile );
   2604 
   2605 	/*
   2606 	** Find the width and height in icons, adjust these by half an
   2607 	** icon because the artists may be sloppy and miss the edge of an
   2608 	** icon one way or the other.
   2609 	*/
   2610 	int icon_width	 = (pixel_width + 12) / 24;
   2611 	int icon_height = (pixel_height + 12) / 24;
   2612 
   2613 	/*
   2614 	** If we have been told to build as many frames as possible, then
   2615 	** find out how many frames there are to build.
   2616 	*/
   2617 	if (frames == -1) frames = Get_Build_Frame_Count( shapefile );
   2618 
   2619 	/*
   2620 	** Allocate a position to store our icons.  If the alloc fails then
   2621 	** we dont add these icons to the set.
   2622 	**/
   2623 	buffer = new char[(icon_width * icon_height * 9 * frames)+2];
   2624 	if (!buffer) return(NULL);
   2625 
   2626 	/*
   2627 	** Save off the return value so that we can return it to the calling
   2628 	** function.
   2629 	*/
   2630 	retval	 = (char *)buffer;
   2631 	*buffer++ = (char)icon_width;
   2632 	*buffer++ = (char)icon_height;
   2633 	int val = 24/zoomfactor;
   2634 
   2635 	for (framelp = 0; framelp < frames; framelp ++) {
   2636 		/*
   2637 		** Build the current frame.  If the frame can not be built then we
   2638 		** just need to skip past this set of icons and try to build the
   2639 		** next frame.
   2640 		*/
   2641 		if ((ptr = (void *)(Build_Frame(shapefile, shapenum + framelp, SysMemPage.Get_Buffer()))) != NULL) {
   2642 			ptr = Get_Shape_Header_Data(ptr);
   2643 			/*
   2644 			** Loop through the icon width and the icon height building icons
   2645 			** into the buffer pointer.  When the getx or gety falls outside of
   2646 			** the width and height of the shape, just insert transparent pixels.
   2647 			*/
   2648 			for (int icony = 0; icony < icon_height; icony ++) {
   2649 				for (int iconx = 0; iconx < icon_width; iconx ++) {
   2650 					for (int y = 0; y < zoomfactor; y++) {
   2651 						for (int x = 0; x < zoomfactor; x++) {
   2652 							int getx = (iconx * 24) + (x * val) + (zoomfactor / 2);
   2653 							int gety = (icony * 24) + (y * val) + (zoomfactor / 2);
   2654 							if ((getx < pixel_width) && (gety < pixel_height)) {
   2655 								for (lp = 0; lp < 9; lp ++) {
   2656 									pixel	= *((char *)(Add_Long_To_Pointer(ptr, ((gety - _offy[lp]) * pixel_width) + getx-_offx[lp])));
   2657 									if (pixel == LTGREEN) pixel = 0;
   2658 									if (pixel) {
   2659 										break;
   2660 									}
   2661 								}
   2662 								*buffer++ = pixel;
   2663 							} else {
   2664 								*buffer++ = 0;
   2665 							}
   2666 						}
   2667 					}
   2668 				}
   2669 			}
   2670 		} else {
   2671 			buffer += icon_width * icon_height * 9;
   2672 		}
   2673 	}
   2674 	return(retval);
   2675 }
   2676 
   2677 
   2678 
   2679 
   2680 void CC_Texture_Fill (void const *shapefile, int shapenum, int xpos, int ypos, int width, int height)
   2681 {
   2682 	unsigned char	*shape_pointer;
   2683 	//unsigned char	*shape_save;
   2684 	unsigned	long	shape_size;
   2685 	//int x,y;
   2686 
   2687 	if (shapefile && shapenum != -1) {
   2688 
   2689 		/*
   2690 		** Build frame returns a pointer now instead of the shapes length
   2691 		*/
   2692 		shape_size=Build_Frame(shapefile , shapenum , _ShapeBuffer);
   2693 		if (Get_Last_Frame_Length() > _ShapeBufferSize) {
   2694 			Mono_Printf("Attempt to use shape buffer for size %d buffer is only size %d", shape_size, _ShapeBufferSize);
   2695 			Get_Key();
   2696 		}
   2697 
   2698 		if (shape_size) {
   2699 			shape_pointer = (unsigned char *)Get_Shape_Header_Data ((void*)shape_size);
   2700 			int source_width = Get_Build_Frame_Width (shapefile);
   2701 			int source_height = Get_Build_Frame_Height (shapefile);
   2702 
   2703 
   2704 			LogicPage->Texture_Fill_Rect (xpos, ypos, width, height, shape_pointer, source_width, source_height);
   2705 #if (0)
   2706 			if (LogicPage->Lock()){
   2707 
   2708 				for (y = ypos ; y < ypos + MIN(source_height, height) ; y++ ){
   2709 
   2710 					shape_save = shape_pointer;
   2711 
   2712 					for (x = xpos ; x < xpos + MIN(source_width, width) ; x++ ){
   2713 						LogicPage->Put_Pixel (x, y, *shape_pointer++);
   2714 					}
   2715 
   2716 					shape_pointer = shape_save + source_width;
   2717 				}
   2718 
   2719 				LogicPage->Unlock();
   2720 			}
   2721 #endif
   2722 		}
   2723 	}
   2724 }
   2725 
   2726 
   2727 
   2728 
   2729 extern void DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, ObjectClass *object, const char *shape_file_name, char override_owner, int scale);
   2730 extern void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip);
   2731 extern void DLL_Draw_Line_Intercept(int x, int y, int x1, int y1, unsigned char color, int frame);
   2732 
   2733 void CC_Draw_Shape(ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, int scale, int width, int height)
   2734 {
   2735 	if (window == WINDOW_VIRTUAL) {
   2736 		if (width == 0) width = Get_Build_Frame_Width(shapefile);
   2737 		if (height == 0) height = Get_Build_Frame_Height(shapefile);
   2738 		DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, NULL, -1, scale);
   2739 		return;
   2740 	}
   2741 
   2742 	CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
   2743 }			  
   2744 
   2745 
   2746 void CC_Draw_Shape(ObjectClass *object, const char *shape_file_name, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata, char override_owner)
   2747 {
   2748 	if (window == WINDOW_VIRTUAL) {
   2749 		int width = Get_Build_Frame_Width(shapefile);
   2750 		int height = Get_Build_Frame_Height(shapefile);
   2751 		DLL_Draw_Intercept(shapenum, x, y, width, height, (int)flags, object, shape_file_name, override_owner, 0x100);
   2752 		return;
   2753 	}
   2754 
   2755 	CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
   2756 }			  
   2757 
   2758 
   2759 void CC_Draw_Pip(ObjectClass *object, void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata)
   2760 {
   2761 	if (window == WINDOW_VIRTUAL) {
   2762 		DLL_Draw_Pip_Intercept(object, shapenum);
   2763 		return;
   2764 	}
   2765 
   2766 	CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, fadingdata, ghostdata);
   2767 }
   2768 
   2769 
   2770 void CC_Draw_Line(int x, int y, int x1, int y1, unsigned char color, int frame, WindowNumberType window)
   2771 {
   2772 	if (window == WINDOW_VIRTUAL) {
   2773 		DLL_Draw_Line_Intercept(x, y, x1, y1, color, frame);
   2774 		return;
   2775 	}
   2776 
   2777 	LogicPage->Draw_Line(x, y, x1, y1, color);
   2778 }
   2779 
   2780 
   2781 /***********************************************************************************************
   2782  * CC_Draw_Shape -- Custom draw shape handler.                                                 *
   2783  *                                                                                             *
   2784  *    All draw shape calls will route through this function. It handles all draws for          *
   2785  *    C&C. Such draws always occur to the logical page and assume certain things about         *
   2786  *    the parameters passed.                                                                   *
   2787  *                                                                                             *
   2788  * INPUT:   shapefile   -- Pointer to the shape data file. This data file contains all the     *
   2789  *                         embedded shapes.                                                    *
   2790  *                                                                                             *
   2791  *          shapenum    -- The shape number within the shapefile that will be drawn.           *
   2792  *                                                                                             *
   2793  *          x,y         -- The pixel coordinates to draw the shape.                            *
   2794  *                                                                                             *
   2795  *          window      -- The clipping window to use.                                         *
   2796  *                                                                                             *
   2797  *          flags       -- The custom draw shape flags. This controls how the parameters       *
   2798  *                         are used (if any).                                                  *
   2799  *                                                                                             *
   2800  *          fadingdata  -- If SHAPE_FADING is desired, then this points to the fading          *
   2801  *                         data table.                                                         *
   2802  *                                                                                             *
   2803  *          ghostdata   -- If SHAPE_GHOST is desired, then this points to the ghost remap      *
   2804  *                         table.                                                              *
   2805  *                                                                                             *
   2806  * OUTPUT:  none                                                                               *
   2807  *                                                                                             *
   2808  * WARNINGS:   none                                                                            *
   2809  *                                                                                             *
   2810  * HISTORY:                                                                                    *
   2811  *   02/21/1995 JLB : Created.                                                                 *
   2812  *=============================================================================================*/
   2813 //#pragma off(unreferenced)
   2814 void CC_Draw_Shape(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, ShapeFlags_Type flags, void const * fadingdata, void const * ghostdata)
   2815 {
   2816 #if(TRUE)
   2817 	int predoffset;
   2818 	char				*shape_pointer;
   2819 	unsigned	long	shape_size;
   2820 
   2821 	if (shapefile && shapenum != -1) {
   2822 
   2823 		/*
   2824 		** Build frame returns a pointer now instead of the shapes length
   2825 		*/
   2826 		shape_size=Build_Frame(shapefile , shapenum , _ShapeBuffer);
   2827 		if (Get_Last_Frame_Length() > _ShapeBufferSize) {
   2828 			Mono_Printf("Attempt to use shape buffer for size %d buffer is only size %d", shape_size, _ShapeBufferSize);
   2829 			Get_Key();
   2830 		}
   2831 
   2832 		if (shape_size) {
   2833 			GraphicViewPortClass draw_window(LogicPage->Get_Graphic_Buffer(),
   2834 														(WindowList[window][WINDOWX] << 3) + LogicPage->Get_XPos(),
   2835 														WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
   2836 														WindowList[window][WINDOWWIDTH] << 3,
   2837 														WindowList[window][WINDOWHEIGHT]);
   2838 
   2839 			shape_pointer = (char *)shape_size;
   2840 
   2841 			/*
   2842 			**	Special shadow drawing code (used for aircraft and bullets).
   2843 			*/
   2844 			if ((flags & (SHAPE_FADING|SHAPE_PREDATOR)) == (SHAPE_FADING|SHAPE_PREDATOR)) {
   2845 				flags = flags & ~(SHAPE_FADING|SHAPE_PREDATOR);
   2846 				flags = flags | SHAPE_GHOST;
   2847 				ghostdata = Map.SpecialGhost;
   2848 			}
   2849 
   2850 			predoffset = Frame;
   2851 
   2852 			if (x > ( WindowList[window][WINDOWWIDTH] << 2)) {
   2853 				predoffset = -predoffset;
   2854 			}
   2855 
   2856 			if (draw_window.Lock()){
   2857 				if ((flags & (SHAPE_GHOST|SHAPE_FADING)) == (SHAPE_GHOST|SHAPE_FADING)) {
   2858 					Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
   2859 						shape_pointer, draw_window, flags | SHAPE_TRANS, ghostdata, fadingdata, 1, predoffset);
   2860 				} else {
   2861 					if (flags & SHAPE_FADING) {
   2862 						Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
   2863 							shape_pointer, draw_window, flags | SHAPE_TRANS, fadingdata, 1, predoffset);
   2864 					} else {
   2865 						if (flags & SHAPE_PREDATOR) {
   2866 							Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
   2867 								shape_pointer, draw_window, flags | SHAPE_TRANS, predoffset);
   2868 						} else {
   2869 							Buffer_Frame_To_Page(x, y, Get_Build_Frame_Width(shapefile), Get_Build_Frame_Height(shapefile),
   2870 								shape_pointer, draw_window, flags | SHAPE_TRANS, ghostdata, predoffset);
   2871 						}
   2872 					}
   2873 				}
   2874 			}
   2875 			draw_window.Unlock();
   2876 //		} else {
   2877 //			Mono_Printf( "Overrun ShapeBuffer!!!!!!!!!\n" );
   2878 		}
   2879 	}
   2880 #endif
   2881 }
   2882 
   2883 
   2884 
   2885 /***********************************************************************************************
   2886  * Fetch_Techno_Type -- Convert type and ID into TechnoTypeClass pointer.                      *
   2887  *                                                                                             *
   2888  *    This routine will convert the supplied RTTI type number and the ID value into a valid    *
   2889  *    TechnoTypeClass pointer. If there is an error in conversion, then NULL is returned.      *
   2890  *                                                                                             *
   2891  * INPUT:   type  -- RTTI type of the techno class object.                                     *
   2892  *                                                                                             *
   2893  *          id    -- Integer representation of the techno sub type number.                     *
   2894  *                                                                                             *
   2895  * OUTPUT:  Returns with a pointer to the techno type class object specified or NULL if the    *
   2896  *          conversion could not occur.                                                        *
   2897  *                                                                                             *
   2898  * WARNINGS:   none                                                                            *
   2899  *                                                                                             *
   2900  * HISTORY:                                                                                    *
   2901  *   05/08/1995 JLB : Created.                                                                 *
   2902  *=============================================================================================*/
   2903 TechnoTypeClass const * Fetch_Techno_Type(RTTIType type, int id)
   2904 {
   2905 	switch (type) {
   2906 		case RTTI_UNITTYPE:
   2907 		case RTTI_UNIT:
   2908 			return(&UnitTypeClass::As_Reference((UnitType)id));
   2909 
   2910 		case RTTI_BUILDINGTYPE:
   2911 		case RTTI_BUILDING:
   2912 			return(&BuildingTypeClass::As_Reference((StructType)id));
   2913 
   2914 		case RTTI_INFANTRYTYPE:
   2915 		case RTTI_INFANTRY:
   2916 			return(&InfantryTypeClass::As_Reference((InfantryType)id));
   2917 
   2918 		case RTTI_AIRCRAFTTYPE:
   2919 		case RTTI_AIRCRAFT:
   2920 			return(&AircraftTypeClass::As_Reference((AircraftType)id));
   2921 	}
   2922 	return(NULL);
   2923 }
   2924 
   2925 
   2926 /***************************************************************************
   2927  * Trap_Object -- gets a ptr to object of given type & coord               *
   2928  *                                                                         *
   2929  * INPUT:                                                                  *
   2930  *                                                                         *
   2931  * OUTPUT:                                                                 *
   2932  *                                                                         *
   2933  * WARNINGS:                                                               *
   2934  *                                                                         *
   2935  * HISTORY:                                                                *
   2936  *   06/02/1995 BRR : Created.                                             *
   2937  *=========================================================================*/
   2938 void Trap_Object(void)
   2939 {
   2940 	int i;
   2941 
   2942 	TrapObject.Ptr.All = NULL;
   2943 
   2944 	switch (TrapObjType) {
   2945 		case RTTI_AIRCRAFT:
   2946 			for (i = 0; i < Aircraft.Count(); i++) {
   2947 				if (Aircraft.Ptr(i)->Coord == TrapCoord || Aircraft.Ptr(i)==TrapThis) {
   2948 					TrapObject.Ptr.Aircraft = Aircraft.Ptr(i);
   2949 					break;
   2950 				}
   2951 			}
   2952 			break;
   2953 
   2954 		case RTTI_ANIM:
   2955 			for (i = 0; i < Anims.Count(); i++) {
   2956 				if (Anims.Ptr(i)->Coord == TrapCoord || Anims.Ptr(i)==TrapThis) {
   2957 					TrapObject.Ptr.Anim = Anims.Ptr(i);
   2958 					break;
   2959 				}
   2960 			}
   2961 			break;
   2962 
   2963 		case RTTI_BUILDING:
   2964 			for (i = 0; i < Buildings.Count(); i++) {
   2965 				if (Buildings.Ptr(i)->Coord == TrapCoord || Buildings.Ptr(i)==TrapThis) {
   2966 					TrapObject.Ptr.Building = Buildings.Ptr(i);
   2967 					break;
   2968 				}
   2969 			}
   2970 			break;
   2971 
   2972 		case RTTI_BULLET:
   2973 			for (i = 0; i < Bullets.Count(); i++) {
   2974 				if (Bullets.Ptr(i)->Coord == TrapCoord || Bullets.Ptr(i)==TrapThis) {
   2975 					TrapObject.Ptr.Bullet = Bullets.Ptr(i);
   2976 					break;
   2977 				}
   2978 			}
   2979 			break;
   2980 
   2981 		case RTTI_INFANTRY:
   2982 			for (i = 0; i < Infantry.Count(); i++) {
   2983 				if (Infantry.Ptr(i)->Coord == TrapCoord || Infantry.Ptr(i)==TrapThis) {
   2984 					TrapObject.Ptr.Infantry = Infantry.Ptr(i);
   2985 					break;
   2986 				}
   2987 			}
   2988 			break;
   2989 
   2990 		case RTTI_UNIT:
   2991 			for (i = 0; i < Units.Count(); i++) {
   2992 				if (Units.Ptr(i)->Coord == TrapCoord || Units.Ptr(i)==TrapThis) {
   2993 					TrapObject.Ptr.Unit = Units.Ptr(i);
   2994 					break;
   2995 				}
   2996 			}
   2997 			break;
   2998 
   2999 		/*
   3000 		** Last-ditch find-the-object-right-now-darnit loop
   3001 		*/
   3002 		case RTTI_NONE:
   3003 			for (i = 0; i < Aircraft.Count(); i++) {
   3004 				if (Aircraft.Raw_Ptr(i)->Coord == TrapCoord || Aircraft.Raw_Ptr(i)==TrapThis) {
   3005 					TrapObject.Ptr.Aircraft = Aircraft.Raw_Ptr(i);
   3006 					TrapObjType = RTTI_AIRCRAFT;
   3007 					return;
   3008 				}
   3009 			}
   3010 			for (i = 0; i < Anims.Count(); i++) {
   3011 				if (Anims.Raw_Ptr(i)->Coord == TrapCoord || Anims.Raw_Ptr(i)==TrapThis) {
   3012 					TrapObject.Ptr.Anim = Anims.Raw_Ptr(i);
   3013 					TrapObjType = RTTI_ANIM;
   3014 					return;
   3015 				}
   3016 			}
   3017 			for (i = 0; i < Buildings.Count(); i++) {
   3018 				if (Buildings.Raw_Ptr(i)->Coord == TrapCoord || Buildings.Raw_Ptr(i)==TrapThis) {
   3019 					TrapObject.Ptr.Building = Buildings.Raw_Ptr(i);
   3020 					TrapObjType = RTTI_BUILDING;
   3021 					return;
   3022 				}
   3023 			}
   3024 			for (i = 0; i < Bullets.Count(); i++) {
   3025 				if (Bullets.Raw_Ptr(i)->Coord == TrapCoord || Bullets.Raw_Ptr(i)==TrapThis) {
   3026 					TrapObject.Ptr.Bullet = Bullets.Raw_Ptr(i);
   3027 					TrapObjType = RTTI_BULLET;
   3028 					return;
   3029 				}
   3030 			}
   3031 			for (i = 0; i < Infantry.Count(); i++) {
   3032 				if (Infantry.Raw_Ptr(i)->Coord == TrapCoord || Infantry.Raw_Ptr(i)==TrapThis) {
   3033 					TrapObject.Ptr.Infantry = Infantry.Raw_Ptr(i);
   3034 					TrapObjType = RTTI_INFANTRY;
   3035 					return;
   3036 				}
   3037 			}
   3038 			for (i = 0; i < Units.Count(); i++) {
   3039 				if (Units.Raw_Ptr(i)->Coord == TrapCoord || Units.Raw_Ptr(i)==TrapThis) {
   3040 					TrapObject.Ptr.Unit = Units.Raw_Ptr(i);
   3041 					TrapObjType = RTTI_UNIT;
   3042 					return;
   3043 				}
   3044 			}
   3045 
   3046 		default:
   3047 			break;
   3048 	}
   3049 }
   3050 
   3051 
   3052 /***********************************************************************************************
   3053  * VQ_Call_Back -- Maintenance callback used for VQ movies.                                    *
   3054  *                                                                                             *
   3055  *    This routine is called every frame of the VQ movie as it is being played. If this        *
   3056  *    routine returns non-zero, then the movie will stop.                                      *
   3057  *                                                                                             *
   3058  * INPUT:   buffer   -- Pointer to the image buffer for the current frame.                     *
   3059  *                                                                                             *
   3060  *          frame    -- The frame number about to be displayed.                                *
   3061  *                                                                                             *
   3062  * OUTPUT:  Should the movie be stopped?                                                       *
   3063  *                                                                                             *
   3064  * WARNINGS:   none                                                                            *
   3065  *                                                                                             *
   3066  * HISTORY:                                                                                    *
   3067  *   06/24/1995 JLB : Created.                                                                 *
   3068  *=============================================================================================*/
   3069 void VQA_PauseAudio(void) {};
   3070 void Check_VQ_Palette_Set(void);
   3071 
   3072 long VQ_Call_Back(unsigned char *, long )
   3073 {
   3074 // PG_TO_FIX - 1/2/2019 3:59PM
   3075 #if (0)
   3076 	int key = 0;
   3077 	if (Keyboard::Check()){
   3078 		key = Keyboard::Get();
   3079 		Keyboard::Clear();
   3080 	}
   3081 
   3082 	Check_VQ_Palette_Set();
   3083 
   3084 	Interpolate_2X_Scale(&SysMemPage,&SeenBuff,NULL);
   3085 	//Call_Back();
   3086 	if ((BreakoutAllowed || Debug_Flag) && key == KN_ESC) {
   3087 		Keyboard::Clear();
   3088 		Brokeout = true;
   3089 		return(true);
   3090 	}
   3091 
   3092 	if (!GameInFocus){
   3093 		VQA_PauseAudio();
   3094 		while (!GameInFocus){
   3095 			Keyboard::Check();
   3096 			Check_For_Focus_Loss();
   3097 		}
   3098 	}
   3099 #endif
   3100 	return(false);
   3101 }
   3102 
   3103 
   3104 /***********************************************************************************************
   3105  * Handle_Team -- Processes team selection command.                                            *
   3106  *                                                                                             *
   3107  *    This routine will handle creation and selection of pseudo teams that the player can      *
   3108  *    create or control. A team in this sense is an arbitrary grouping of units such that      *
   3109  *    rapid selection control is allowed.                                                      *
   3110  *                                                                                             *
   3111  * INPUT:   team  -- The logical team number to process.                                       *
   3112  *                                                                                             *
   3113  *          action-- The action to perform on this team:                                       *
   3114  *                   0 - Toggle the select state for all members of this team.                 *
   3115  *                   1 - Select the members of this team.                                      *
   3116  *                   2 - Make all selected objects members of this team.                       *
   3117  *                                                                                             *
   3118  * OUTPUT:  none                                                                               *
   3119  *                                                                                             *
   3120  * WARNINGS:   none                                                                            *
   3121  *                                                                                             *
   3122  * HISTORY:                                                                                    *
   3123  *   06/27/1995 JLB : Created.                                                                 *
   3124  *=============================================================================================*/
   3125 void Handle_Team(int team, int action)
   3126 {
   3127 	int index;
   3128 
   3129 	AllowVoice = true;
   3130 	switch (action) {
   3131 
   3132 		/*
   3133 		**	Toggle the team selection. If the team is selected, then merely unselect it. If the
   3134 		**	team is not selected, then unselect all others before selecting this team.
   3135 		*/
   3136 		case 3:
   3137 		case 0:
   3138 
   3139 			/*
   3140 			**	If a non team member is currently selected, then deselect all objects
   3141 			**	before selecting this team.
   3142 			*/
   3143 			for (index = 0; index < CurrentObject.Count(); index++) {
   3144 				ObjectClass * obj = CurrentObject[index];
   3145 				if (obj->What_Am_I() == RTTI_UNIT || obj->What_Am_I() == RTTI_INFANTRY || obj->What_Am_I() == RTTI_AIRCRAFT) {
   3146 					if (((FootClass *)obj)->Group != team) {
   3147 						Unselect_All();
   3148 						break;
   3149 					}
   3150 				}
   3151 			}
   3152 			for (index = 0; index < Units.Count(); index++) {
   3153 				UnitClass * obj = Units.Ptr(index);
   3154 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3155 					if (!obj->Is_Selected_By_Player()) {
   3156 						obj->Select();
   3157 						AllowVoice = false;
   3158 					}
   3159 				}
   3160 			}
   3161 			for (index = 0; index < Infantry.Count(); index++) {
   3162 				InfantryClass * obj = Infantry.Ptr(index);
   3163 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3164 					if (!obj->Is_Selected_By_Player()) {
   3165 						obj->Select();
   3166 						AllowVoice = false;
   3167 					}
   3168 				}
   3169 			}
   3170 			for (index = 0; index < Aircraft.Count(); index++) {
   3171 				AircraftClass * obj = Aircraft.Ptr(index);
   3172 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3173 					if (!obj->Is_Selected_By_Player()) {
   3174 						obj->Select();
   3175 						AllowVoice = false;
   3176 					}
   3177 				}
   3178 			}
   3179 
   3180 			/*
   3181 			**	Center the map around the team if the ALT key was pressed too.
   3182 			*/
   3183 			if (action == 3) {
   3184 				Map.Center_Map();
   3185 				Map.Flag_To_Redraw(true);
   3186 			}
   3187 			break;
   3188 
   3189 		/*
   3190 		**	Additive selection of team.
   3191 		*/
   3192 		case 1:
   3193 			for (index = 0; index < Units.Count(); index++) {
   3194 				UnitClass * obj = Units.Ptr(index);
   3195 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3196 					if (!obj->Is_Selected_By_Player()) {
   3197 						obj->Select();
   3198 						AllowVoice = false;
   3199 					}
   3200 				}
   3201 			}
   3202 			for (index = 0; index < Infantry.Count(); index++) {
   3203 				InfantryClass * obj = Infantry.Ptr(index);
   3204 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3205 					if (!obj->Is_Selected_By_Player()) {
   3206 						obj->Select();
   3207 						AllowVoice = false;
   3208 					}
   3209 				}
   3210 			}
   3211 			for (index = 0; index < Aircraft.Count(); index++) {
   3212 				AircraftClass * obj = Aircraft.Ptr(index);
   3213 				if (obj && !obj->IsInLimbo && obj->Group == team && obj->House == PlayerPtr) {
   3214 					if (!obj->Is_Selected_By_Player()) {
   3215 						obj->Select();
   3216 						AllowVoice = false;
   3217 					}
   3218 				}
   3219 			}
   3220 			break;
   3221 
   3222 		/*
   3223 		**	Create the team.
   3224 		*/
   3225 		case 2:
   3226 			for (index = 0; index < Units.Count(); index++) {
   3227 				UnitClass * obj = Units.Ptr(index);
   3228 				if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
   3229 				 	if (obj->Group == team) obj->Group = -1;
   3230 					if (obj->Is_Selected_By_Player()) obj->Group = team;
   3231 				}
   3232 			}
   3233 			for (index = 0; index < Infantry.Count(); index++) {
   3234 				InfantryClass * obj = Infantry.Ptr(index);
   3235 				if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
   3236 				 	if (obj->Group == team) obj->Group = -1;
   3237 					if (obj->Is_Selected_By_Player()) obj->Group = team;
   3238 				}
   3239 			}
   3240 			for (index = 0; index < Aircraft.Count(); index++) {
   3241 				AircraftClass * obj = Aircraft.Ptr(index);
   3242 				if (obj && !obj->IsInLimbo && obj->House == PlayerPtr) {
   3243 				 	if (obj->Group == team) obj->Group = -1;
   3244 					if (obj->Is_Selected_By_Player()) obj->Group = team;
   3245 				}
   3246 			}
   3247 			break;
   3248 	}
   3249 	AllowVoice = true;
   3250 }
   3251 
   3252 
   3253 /***********************************************************************************************
   3254  * Handle_View -- Either records or restores the tactical view.                                *
   3255  *                                                                                             *
   3256  *    This routine is used to record or restore the current map tactical view.                 *
   3257  *                                                                                             *
   3258  * INPUT:   view  -- The view number to work with.                                             *
   3259  *                                                                                             *
   3260  *          action-- The action to perform with this view number.                              *
   3261  *                   0  =  Restore the view to this previously remembered location.            *
   3262  *                   1  =  Record the current view location.                                   *
   3263  *                                                                                             *
   3264  * OUTPUT:  none                                                                               *
   3265  *                                                                                             *
   3266  * WARNINGS:   none                                                                            *
   3267  *                                                                                             *
   3268  * HISTORY:                                                                                    *
   3269  *   07/04/1995 JLB : Created.                                                                 *
   3270  *=============================================================================================*/
   3271 void Handle_View(int view, int action)
   3272 {
   3273 	if ((unsigned)view < sizeof(Views)/sizeof(Views[0])) {
   3274 		if (action == 0) {
   3275 			Map.Set_Tactical_Position(Cell_Coord(Views[view])&0xFF00FF00L);
   3276 			Map.Flag_To_Redraw(true);
   3277 		} else {
   3278 			Views[view] = Coord_Cell(Map.TacticalCoord);
   3279 		}
   3280 	}
   3281 }
   3282 
   3283 #ifdef CHEAT_KEYS
   3284 void Heap_Dump_Check( char *string )
   3285 {
   3286 #if 0
   3287 	struct _heapinfo h_info;
   3288 	int heap_status;
   3289 #endif
   3290 
   3291 
   3292 	if ( !Debug_Trap_Check_Heap ) {	// check the heap?
   3293 		return;
   3294 	}
   3295 
   3296 //	Debug_Heap_Dump = true;
   3297 
   3298 	Smart_Printf( "%s\n", string );
   3299 
   3300 	Dump_Heap_Pointers();
   3301 
   3302 #if 0
   3303 	heap_status = _heapset( 0xee );
   3304 
   3305 #if (1)
   3306 	if ( heap_status == _HEAPOK ||
   3307 		heap_status == _HEAPEMPTY ) {
   3308 		Debug_Heap_Dump = false;
   3309 		return;
   3310 	}
   3311 
   3312 	h_info._pentry = NULL;
   3313 
   3314 	for(;;) {
   3315 		heap_status = _heapwalk( &h_info );
   3316 
   3317 		if ( heap_status != _HEAPOK )
   3318 			break;
   3319 	}
   3320 
   3321 	if (heap_status != _HEAPEND &&
   3322 		heap_status != _HEAPEMPTY) {
   3323 #endif
   3324 		h_info._pentry = NULL;
   3325 
   3326 		for(;;) {
   3327 			heap_status = _heapwalk( &h_info );
   3328 
   3329 			if ( heap_status != _HEAPOK )
   3330 				break;
   3331 
   3332 			Smart_Printf( " %s block at %Fp of size %4.4X\n",
   3333 				(h_info._useflag == _USEDENTRY ? "USED" : "FREE"),
   3334 				h_info._pentry, h_info._size );
   3335 		}
   3336 
   3337 		Smart_Printf( " %d block at %Fp of size %4.4X\n",
   3338 			h_info._useflag, h_info._pentry, h_info._size );
   3339 
   3340 		switch ( heap_status ) {
   3341 //			case _HEAPEND:
   3342 //				Smart_Printf( "OK - end of heap\n" );
   3343 //				break;
   3344 
   3345 //			case _HEAPEMPTY:
   3346 //				Smart_Printf( "OK - heap is empty\n" );
   3347 //				break;
   3348 
   3349 			case _HEAPBADBEGIN:
   3350 				Smart_Printf( "ERROR - heap is damaged\n" );
   3351 				break;
   3352 
   3353 			case _HEAPBADPTR:
   3354 				Smart_Printf( "ERROR - bad pointer to heap\n" );
   3355 				break;
   3356 
   3357 			case _HEAPBADNODE:
   3358 				Smart_Printf( "ERROR - bad node in heap\n" );
   3359 				break;
   3360 		}
   3361 #if (1)
   3362 	}
   3363 #endif
   3364 #endif
   3365 
   3366 //	Debug_Heap_Dump = false;
   3367 }
   3368 
   3369 
   3370 void Dump_Heap_Pointers( void )
   3371 {
   3372 // ST - 1/2/2019 4:04PM
   3373 #if (0)	
   3374 	char *ptr, *lptr, *nptr, *cptr, *dptr, *wlptr, *nlptr, *aptr, *clptr;
   3375 	int numallocs, numfrees, sizefree;
   3376 	static char _freeorused[2][5] = { "FREE", "USED" };
   3377 
   3378 
   3379 	ptr = (char *)__nheapbeg;
   3380 
   3381 	while ( ptr ) {
   3382 
   3383 		if ( Debug_Heap_Dump ) {
   3384 			Smart_Printf( "%p pre header\n", (ptr - 8) );
   3385 			Hex_Dump_Data( (ptr - 8), 0x08);
   3386 
   3387 			Smart_Printf( "%p header\n", ptr );
   3388 			Hex_Dump_Data( ptr, 0x30);
   3389 		}
   3390 
   3391 		dptr = (char *)*(int *)(ptr + 0x0c);
   3392 
   3393 		sizefree = *(int *)(ptr + 0x14);
   3394 		numallocs = *(int *)(ptr + 0x18);
   3395 		numfrees = *(int *)(ptr + 0x1c);
   3396 
   3397 		cptr = (char *)*(int *)(ptr + 0x24);
   3398 		lptr = (char *)*(int *)(ptr + 0x28);
   3399 
   3400 		if ( ((int)cptr & 0xff000000) ||
   3401 			((int)dptr & 0xff000000) ||
   3402 			((int)lptr & 0xff000000) ) {
   3403 			Error_In_Heap_Pointers( "local free heap ptrs too large" );
   3404 		}
   3405 
   3406 		if ( Debug_Heap_Dump ) {
   3407 			if ( lptr != dptr ||
   3408 				lptr != cptr ||
   3409 				cptr != dptr ) {
   3410 				Smart_Printf( "The pointers are different!!\n" );
   3411 			}
   3412 		}
   3413 
   3414 		nptr = (char *)*(int *)(ptr + 8);		// next block
   3415 
   3416 		if ( ((int)nptr & 0xFF000000) ) {
   3417 			Error_In_Heap_Pointers( "next block ptr too large" );
   3418 		}
   3419 
   3420 		if ( lptr != (ptr + 0x20) ) {
   3421 
   3422 			if ( !(*((int *)(ptr + 0x20))) ) {		// allocated
   3423 				aptr = (ptr + 0x2c);
   3424 
   3425 				while ( aptr < lptr ) {
   3426 
   3427 					if ( (*(int *)(aptr)) == -1) {
   3428 //						Smart_Printf( "end alloc chain %p.\n", aptr );
   3429 //						Hex_Dump_Data( aptr, 0x10);
   3430 						break;
   3431 					}
   3432 
   3433 					if ( Debug_Heap_Dump ) {
   3434 						Smart_Printf( "%p chain %s, size %X.\n", aptr,
   3435 							_freeorused[ ((*aptr) & 1) ],
   3436 							((*(int *)(aptr)) & 0xfffffffe) );
   3437 						Hex_Dump_Data( aptr, 0x10);
   3438 					}
   3439 
   3440 					if ( ((*(int *)(aptr)) & 0xff000000) ) {
   3441 						Error_In_Heap_Pointers( "alloc block size way too large" );
   3442 					}
   3443 
   3444 					aptr += ((*(int *)(aptr)) & 0xfffffffe);
   3445 
   3446 					if ( ((int)aptr & 0xff000000) ) {
   3447 						Error_In_Heap_Pointers( "next alloc block ptr way too large" );
   3448 					}
   3449 
   3450 					numallocs--;
   3451 
   3452 					if ( aptr > lptr ) {
   3453 						Error_In_Heap_Pointers( "next alloc block ptr too large" );
   3454 					}
   3455 				}
   3456 			} else {
   3457 				if ( sizefree != -1 ) {
   3458 					sizefree -= ((*(int *)(ptr + 0x20)) & 0xfffffffe);
   3459 				}
   3460 				numfrees--;
   3461 			}
   3462 
   3463 			wlptr = lptr;
   3464 
   3465 			while ( wlptr != (ptr + 0x20) ) {
   3466 
   3467 				if ( Debug_Heap_Dump ) {
   3468 					Smart_Printf( "%p link %s, size %X.\n", wlptr,
   3469 						_freeorused[ ((*wlptr) & 1) ],
   3470 						((*(int *)(wlptr)) & 0xfffffffe) );
   3471 					Hex_Dump_Data( wlptr, 0x10);
   3472 				}
   3473 
   3474 				nlptr = (char *)*(int *)(wlptr + 8);
   3475 
   3476 				if ( !(*((int *)(wlptr))) ) {		// allocated
   3477 					aptr = (wlptr + 0x0c);
   3478 				} else {
   3479 					if ( sizefree != -1 ) {
   3480 						sizefree -= ((*(int *)(wlptr)) & 0xfffffffe);
   3481 					}
   3482 					numfrees--;
   3483 
   3484 					aptr = (wlptr + ((*(int *)(wlptr)) & 0xfffffffe));
   3485 				}
   3486 
   3487 				if (nlptr == (ptr + 0x20) ) {
   3488 					clptr = nptr;
   3489 				} else {
   3490 					clptr = nlptr;
   3491 				}
   3492 
   3493 				while ( aptr < clptr ) {
   3494 
   3495 					if ( (*(int *)(aptr)) == -1) {
   3496 //						Smart_Printf( "end alloc chain %p.\n", aptr );
   3497 //						Hex_Dump_Data( aptr, 0x10);
   3498 						break;
   3499 					}
   3500 
   3501 					if ( Debug_Heap_Dump ) {
   3502 						Smart_Printf( "%p chain %s, size %X.\n", aptr,
   3503 							_freeorused[ ((*aptr) & 1) ],
   3504 							((*(int *)(aptr)) & 0xfffffffe) );
   3505 						Hex_Dump_Data( aptr, 0x10);
   3506 					}
   3507 
   3508 					if ( ((*(int *)(aptr)) & 0xff000000) ) {
   3509 						Error_In_Heap_Pointers( "alloc block size way too large" );
   3510 					}
   3511 
   3512 					aptr += ((*(int *)(aptr)) & 0xfffffffe);
   3513 
   3514 					if ( ((int)aptr & 0xff000000) ) {
   3515 						Error_In_Heap_Pointers( "next alloc block ptr way too large" );
   3516 					}
   3517 
   3518 					numallocs--;
   3519 
   3520 					if ( aptr > clptr ) {
   3521 						Error_In_Heap_Pointers( "next alloc block ptr too large" );
   3522 					}
   3523 				}
   3524 
   3525 				wlptr = nlptr;
   3526 			}
   3527 		} else {
   3528 //			Smart_Printf( "only link %s, size %X.\n",
   3529 //				_freeorused[ ((*lptr) & 1) ],
   3530 //				((*(int *)(lptr)) & 0xfffffffe) );
   3531 
   3532 			if ( !(*((int *)(lptr))) ) {		// allocated
   3533 				aptr = (ptr + 0x2c);
   3534 
   3535 				while ( aptr < nptr ) {
   3536 
   3537 					if ( (*(int *)(aptr)) == -1) {
   3538 //						Smart_Printf( "end alloc chain %p.\n", aptr );
   3539 //						Hex_Dump_Data( aptr, 0x10);
   3540 						break;
   3541 					}
   3542 
   3543 					if ( Debug_Heap_Dump ) {
   3544 						Smart_Printf( "%p chain %s, size %X.\n", aptr,
   3545 							_freeorused[ ((*aptr) & 1) ],
   3546 							((*(int *)(aptr)) & 0xfffffffe) );
   3547 						Hex_Dump_Data( aptr, 0x10);
   3548 					}
   3549 
   3550 					if ( ((*(int *)(aptr)) & 0xff000000) ) {
   3551 						Error_In_Heap_Pointers( "alloc block size way too large" );
   3552 					}
   3553 
   3554 					aptr += ((*(int *)(aptr)) & 0xfffffffe);
   3555 
   3556 					if ( ((int)aptr & 0xff000000) ) {
   3557 						Error_In_Heap_Pointers( "next alloc block ptr way too large" );
   3558 					}
   3559 
   3560 					numallocs--;
   3561 
   3562 					if ( aptr > nptr ) {
   3563 						Error_In_Heap_Pointers( "next alloc block ptr too large" );
   3564 					}
   3565 				}
   3566 			} else {
   3567 				if ( sizefree != -1 ) {
   3568 					sizefree -= ((*(int *)(ptr + 0x20)) & 0xfffffffe);
   3569 				}
   3570 				numfrees--;
   3571 			}
   3572 		}
   3573 
   3574 		if ( sizefree != 0 && sizefree != -1 ) {
   3575 			Smart_Printf( "sizefree left over %X.\n", sizefree );
   3576 		}
   3577 
   3578 		if ( numallocs != 0 ) {
   3579 			Smart_Printf( "numallocs unaccounted for %d.\n", numallocs );
   3580 		}
   3581 
   3582 		if ( numfrees != 0 ) {
   3583 			Smart_Printf( "numfrees unaccounted for %d.\n", numfrees );
   3584 		}
   3585 
   3586 		ptr = nptr;
   3587 	}
   3588 #endif
   3589 }
   3590 
   3591 
   3592 void Error_In_Heap_Pointers( char *string )
   3593 {
   3594 	Smart_Printf( "Error in Heap for %s\n", string );
   3595 }
   3596 #endif
   3597 
   3598 
   3599 #ifndef ROR_NOT_READY
   3600 #define ROR_NOT_READY 21
   3601 #endif
   3602 
   3603 /***********************************************************************************************
   3604  * Get_CD_Index -- returns the volume type of the CD in the given drive                        *
   3605  *                                                                                             *
   3606  *                                                                                             *
   3607  *                                                                                             *
   3608  * INPUT:    drive number                                                                      *
   3609  *           timeout                                                                           *
   3610  *                                                                                             *
   3611  * OUTPUT:   0 = gdi                                                                           *
   3612  *           1 = nod                                                                           *
   3613  *           2 = covert                                                                        *
   3614  *          -1 = non C&C                                                                       *
   3615  *                                                                                             *
   3616  * WARNINGS: None                                                                              *
   3617  *                                                                                             *
   3618  * HISTORY:                                                                                    *
   3619  *    5/21/96 5:27PM ST : Created                                                              *
   3620  *=============================================================================================*/
   3621 int Get_CD_Index (int cd_drive, int timeout)
   3622 {
   3623 	char		volume_name[128];
   3624 	unsigned	filename_length;
   3625 	unsigned	misc_dword;
   3626 	//unsigned	error_code;
   3627 	int		count = 0;
   3628 
   3629 	CountDownTimerClass timer;
   3630 
   3631 	static char * _volid[] = {
   3632 		"GDI95",
   3633 		"NOD95",
   3634 		"COVERT"
   3635 	};
   3636 	static int num_volumes = 3;
   3637 
   3638 	char	buffer[128];
   3639 
   3640 	timer.Set(timeout);
   3641 
   3642 
   3643 	/*
   3644 	** Get the volume label. If we get a 'not ready' error then retry for the timeout
   3645 	** period.
   3646 	*/
   3647 	do{
   3648 		sprintf(buffer, "%c:\\", 'A' + cd_drive);
   3649 
   3650 		if (GetVolumeInformation ((char const *)buffer,
   3651 											&volume_name[0] ,
   3652 											(unsigned long)128 ,
   3653 											(unsigned long *)NULL ,
   3654 											(unsigned long *)&filename_length,
   3655 											(unsigned long *)&misc_dword ,
   3656 											(char *)NULL ,
   3657 											(unsigned long)0)) {
   3658 
   3659 			/*
   3660 			** Try opening 'movies.mix' to verify that the CD is really there and is what
   3661 			** it says it is.
   3662 			*/
   3663 			sprintf(buffer, "%c:\\movies.mix", 'A' + cd_drive);
   3664 
   3665 			HANDLE handle = CreateFile(buffer, GENERIC_READ, FILE_SHARE_READ,
   3666 													NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
   3667 
   3668 			if (handle != INVALID_HANDLE_VALUE) {
   3669 				CloseHandle(handle);
   3670 
   3671 				/*
   3672 				** Match the volume label to the list of known C&C volume labels.
   3673 				*/
   3674 				for (int i=0 ; i<num_volumes ; i++){
   3675 					if (!stricmp(_volid[i], volume_name)) return (i);
   3676 				}
   3677 			}else{
   3678 				if (count++){
   3679 					return (-1);
   3680 				}
   3681 			}
   3682 		}else{
   3683 			/*
   3684 			** Failed to get the volume label on a known CD drive.
   3685 			** If this is a CD changer it may require time to swap the disks so dont return
   3686 			** immediately if the error is ROR_NOT_READY
   3687 			*/
   3688 			if (GetLastError() != ROR_NOT_READY || !timer.Time()) return (-1);
   3689 		}
   3690 	}while(true);
   3691 }
   3692 
   3693 
   3694 
   3695 
   3696 /***********************************************************************************************
   3697  * Force_CD_Available -- Ensures that specified CD is available.                               *
   3698  *                                                                                             *
   3699  *    Call this routine when you need to ensure that the specified CD is actually in the       *
   3700  *    CD-ROM drive.                                                                            *
   3701  *                                                                                             *
   3702  * INPUT:   cd    -- The CD that must be available. This will either be "0" for the GDI CD, or *
   3703  *                   "1" for the Nod CD. If either CD will qualify, then pass in "-1".         *
   3704  *                                                                                             *
   3705  * OUTPUT:  Is the CD inserted and available? If false is returned, then this indicates that   *
   3706  *          the player pressed <CANCEL>.                                                       *
   3707  *                                                                                             *
   3708  * WARNINGS:   none                                                                            *
   3709  *                                                                                             *
   3710  * HISTORY:                                                                                    *
   3711  *   07/11/1995 JLB : Created.                                                                 *
   3712  *   05/22/1996  ST : Handles multiple CD drives / CD changers                                 *
   3713  *=============================================================================================*/
   3714 #pragma warning (disable : 4101)
   3715 bool Force_CD_Available(int cd)
   3716 {
   3717 	
   3718 #if (1)	//ST - 1/2/2019 5:44PM
   3719 	
   3720 	static int _last = -1;
   3721 
   3722 	if (_last != cd) {
   3723 
   3724 		_last = cd;
   3725 
   3726 		Theme.Stop();
   3727 
   3728 		if (MoviesMix) {
   3729 			delete MoviesMix;
   3730 			MoviesMix = 0;
   3731 		}
   3732 		if (GeneralMix) {
   3733 			delete GeneralMix;
   3734 			GeneralMix = 0;
   3735 		}
   3736 		if (ScoreMix) {
   3737 			delete ScoreMix;
   3738 			ScoreMix = 0;
   3739 		}
   3740 
   3741 		MoviesMix = new MixFileClass("MOVIES.MIX");
   3742 		GeneralMix = new MixFileClass("GENERAL.MIX");
   3743 		ScoreMix = new MixFileClass("SCORES.MIX");
   3744 #if (0)
   3745 		switch ( cd ) {
   3746 			case -1:
   3747 			default:
   3748 				MoviesMix = new MixFileClass("MOVIES.MIX");
   3749 				GeneralMix = new MixFileClass("GENERAL.MIX");
   3750 				ScoreMix = new MixFileClass("SCORES.MIX");
   3751 				break;
   3752 
   3753 			case 0:
   3754 				MoviesMix = new MixFileClass("GDIMOVIES.MIX");
   3755 				GeneralMix = new MixFileClass("GENERAL.MIX");
   3756 				ScoreMix = new MixFileClass("GDISCORES.MIX");
   3757 				break;
   3758 
   3759 			case 1:
   3760 				MoviesMix = new MixFileClass("NODMOVIES.MIX");
   3761 				GeneralMix = new MixFileClass("GENERAL.MIX");
   3762 				ScoreMix = new MixFileClass("NODSCORES.MIX");
   3763 				break;
   3764 
   3765 			case 2:
   3766 				MoviesMix = new MixFileClass("COVERTMOVIES.MIX");
   3767 				GeneralMix = new MixFileClass("GENERAL.MIX");
   3768 				ScoreMix = new MixFileClass("COVERTSCORES.MIX");
   3769 				break;
   3770 		}
   3771 #endif
   3772 		ThemeClass::Scan();
   3773 
   3774 	}
   3775 
   3776 	return true;
   3777 
   3778 
   3779 
   3780 #else
   3781 	
   3782 #ifndef DEMO
   3783 	static int _last = -1;
   3784 	int open_failed;
   3785 	int file;
   3786 #endif
   3787 	static char _palette[768];
   3788 	static char _hold[256];
   3789 	static void *font;
   3790 	static char * _volid[] = {
   3791 		"GDI",
   3792 		"NOD",
   3793 		"COVERT"
   3794 	};
   3795 
   3796 	int	drive;
   3797 
   3798 	char		volume_name[100];
   3799 	unsigned	filename_length;
   3800 	unsigned	misc_dword;
   3801 	int new_cd_drive = 0;
   3802 	int cd_index;
   3803 	char buffer[128];
   3804 	int cd_drive;
   3805 	int current_drive;
   3806 	int drive_search_timeout;
   3807 	bool old_in_main_loop;
   3808 
   3809 	ThemeType theme_playing = THEME_NONE;
   3810 
   3811 	/*
   3812 	** If the required CD is set to -2 then it means that the file is present
   3813 	** on the local hard drive and we shouldn't have to worry about it.
   3814 	*/
   3815 	if (cd == -2) return(true);
   3816 
   3817 
   3818 	/*
   3819 	** Find out if the CD in the current drive is the one we are looking for
   3820 	*/
   3821 	current_drive = CCFileClass::Get_CD_Drive();
   3822 	cd_index = Get_CD_Index(current_drive, 1*60);
   3823 	if (cd_index >= 0){
   3824 		if (cd == cd_index || cd == -1){
   3825 			/*
   3826 			** The required CD is still in the CD drive we used last time
   3827 			*/
   3828 			new_cd_drive = current_drive;
   3829 		}
   3830 	}
   3831 
   3832 
   3833 	/*
   3834 	** Flag that we will have to restart the theme
   3835 	*/
   3836 	theme_playing = Theme.What_Is_Playing();
   3837 	Theme.Stop();
   3838 
   3839 
   3840 	if (!new_cd_drive){
   3841 		/*
   3842 		** Check the last CD drive we used if its different from the current one
   3843 		*/
   3844 		int last_drive = CCFileClass::Get_Last_CD_Drive();
   3845 		/*
   3846 		** Make sure the last drive is valid and it isnt the current drive
   3847 		*/
   3848 		if (last_drive && last_drive != CCFileClass::Get_CD_Drive()){
   3849 			/*
   3850 			** Find out if there is a C&C cd in the last drive and if so is it the one we are looking for
   3851 			** Give it a nice big timeout so the CD changer has time to swap the discs
   3852 			*/
   3853 			cd_index = Get_CD_Index(last_drive, 10*60);
   3854 			if (cd_index >= 0){
   3855 				if (cd == cd_index || cd == -1){
   3856 					/*
   3857 					** The required CD is in the CD drive we used last time
   3858 					*/
   3859 					new_cd_drive = last_drive;
   3860 				}
   3861 			}
   3862 		}
   3863 	}
   3864 
   3865 	/*
   3866 	** Lordy. No sign of that blimming CD anywhere. Search all the CD drives
   3867 	** then if we still cant find it prompt the user to insert it.
   3868 	*/
   3869 	if (!new_cd_drive){
   3870 
   3871 		/*
   3872 		** Small timeout for the first pass through the drives
   3873 		*/
   3874 		drive_search_timeout = 2*60;
   3875 
   3876 		for (;;) {
   3877 			/*
   3878 			** Search all present CD drives for the required disc.
   3879 			*/
   3880 			for (int i=0 ; i<CDList.Get_Number_Of_Drives() ; i++){
   3881 				cd_drive = CDList.Get_Next_CD_Drive();
   3882 				cd_index = Get_CD_Index(cd_drive, drive_search_timeout);
   3883 				if (cd_index>=0){
   3884 					/*
   3885 					** We found a C&C cd - lets see if it was the one we were looking for
   3886 					*/
   3887 					if (cd == cd_index || cd == -1){
   3888 						/*
   3889 						** Woohoo! The disk was in a different cd drive. Refresh the search path list
   3890 				 		* and return.
   3891 						*/
   3892 						new_cd_drive = cd_drive;
   3893 						break;
   3894 					}
   3895 				}
   3896 			}
   3897 
   3898 			/*
   3899 			** A new disc has become available so break
   3900 			*/
   3901 			if (new_cd_drive) break;
   3902 
   3903 			/*
   3904 			** Increase the timeout for subsequent drive searches.
   3905 			*/
   3906 			drive_search_timeout = 5*60;
   3907 
   3908 			/*
   3909 			**	Prompt to insert the CD into the drive.
   3910 			*/
   3911 			if (cd == -1) {
   3912 				sprintf(buffer, Text_String(TXT_CD_DIALOG_1), cd+1, _volid[cd]);
   3913 			} else {
   3914 				if (cd == 2) {
   3915 					sprintf(buffer, Text_String(TXT_CD_DIALOG_3));
   3916 				} else {
   3917 					sprintf(buffer, Text_String(TXT_CD_DIALOG_2), cd+1, _volid[cd]);
   3918 				}
   3919 			}
   3920 			GraphicViewPortClass * oldpage = Set_Logic_Page(SeenBuff);
   3921 			theme_playing = Theme.What_Is_Playing();
   3922 			Theme.Stop();
   3923 			int hidden = Get_Mouse_State();
   3924 			font = (void *)FontPtr;
   3925 			Mem_Copy(CurrentPalette, _palette, 768);
   3926 			Mem_Copy(Get_Font_Palette_Ptr(), _hold, 256);
   3927 
   3928 
   3929 			/*
   3930 			**	Only set the palette if necessary.
   3931 			*/
   3932 //			if (CurrentPalette[3] == 0) {
   3933 				Set_Palette(GamePalette);
   3934 //			}
   3935 
   3936 			/*
   3937 			** Pretend we are in the game, even if we arent
   3938 			*/
   3939 			old_in_main_loop = InMainLoop;
   3940 			InMainLoop = true;
   3941 
   3942 			Keyboard::Clear();
   3943 
   3944 			while (Get_Mouse_State()) Show_Mouse();
   3945 
   3946 			if (CCMessageBox().Process(buffer, TXT_OK, TXT_CANCEL, TXT_NONE, TRUE) == 1) {
   3947 				Set_Logic_Page(oldpage);
   3948 				Hide_Mouse();
   3949 				InMainLoop = old_in_main_loop;
   3950 				return(false);
   3951 			}
   3952 			while (hidden--) Hide_Mouse();
   3953 			Set_Palette(_palette);
   3954 			Set_Font(font);
   3955 			Mem_Copy(_hold, Get_Font_Palette_Ptr(), 256);
   3956 			Set_Logic_Page(oldpage);
   3957 			InMainLoop = old_in_main_loop;
   3958 		}
   3959 	}
   3960 
   3961 
   3962 #ifndef DEMO
   3963 
   3964 	CCFileClass::Set_CD_Drive(new_cd_drive);
   3965 	CCFileClass::Refresh_Search_Drives();
   3966 
   3967 	/*
   3968 	**	If it broke out of the query for CD-ROM loop, then this means that the
   3969 	**	CD-ROM has been inserted.
   3970 	*/
   3971 	if (cd > -1 && _last != cd) {
   3972 		_last = cd;
   3973 
   3974 		Theme.Stop();
   3975 
   3976 		if (MoviesMix) delete MoviesMix;
   3977 		if (GeneralMix) delete GeneralMix;
   3978 		if (ScoreMix) delete ScoreMix;
   3979 
   3980 		MoviesMix = new MixFileClass("MOVIES.MIX");
   3981 		GeneralMix = new MixFileClass("GENERAL.MIX");
   3982 		ScoreMix = new MixFileClass("SCORES.MIX");
   3983 		ThemeClass::Scan();
   3984 	}
   3985 #endif
   3986 
   3987 	if (theme_playing != THEME_NONE) {
   3988 		Theme.Queue_Song(theme_playing);
   3989 	}
   3990 
   3991 	return(true);
   3992 #endif
   3993 }
   3994 
   3995 
   3996 /***************************************************************************
   3997  * DISK_SPACE_AVAILABLE -- returns bytes of free disk space                *
   3998  *                                                                         *
   3999  * INPUT:		none                                                        *
   4000  *                                                                         *
   4001  * OUTPUT:     returns amount of free disk space                           *
   4002  *                                                                         *
   4003  * HISTORY:                                                                *
   4004  *   08/11/1995 PWG : Created.                                             *
   4005  *=========================================================================*/
   4006 unsigned long Disk_Space_Available(void)
   4007 {
   4008 
   4009 	return 0x7fffffff;
   4010 
   4011 #if (0)
   4012 	struct diskfree_t diskdata;
   4013 	unsigned drive;
   4014 
   4015 	_dos_getdrive(&drive);
   4016 	_dos_getdiskfree(drive, &diskdata);
   4017 
   4018 	return(diskdata.avail_clusters * diskdata.sectors_per_cluster * diskdata.bytes_per_sector);
   4019 #endif
   4020 }
   4021 
   4022 
   4023 /***********************************************************************************************
   4024  * Validate_Error -- prints an error message when an object fails validation                   *
   4025  *                                                                                             *
   4026  * INPUT:                                                                                      *
   4027  *		name		name of object type that failed																  *
   4028  *                                                                                             *
   4029  * OUTPUT:                                                                                     *
   4030  *		none.																												  *
   4031  *                                                                                             *
   4032  * WARNINGS:                                                                                   *
   4033  *		none.																												  *
   4034  *                                                                                             *
   4035  * HISTORY:                                                                                    *
   4036  *   08/15/1995 BRR : Created.                                                                 *
   4037  *=============================================================================================*/
   4038 void Validate_Error(char *name)
   4039 {
   4040 	GlyphX_Debug_Print("Validate_Error");
   4041 	GlyphX_Debug_Print(name);
   4042 #ifdef CHEAT_KEYS
   4043 	Prog_End(NULL, true);
   4044 	printf("%s object error!\n",name);
   4045 	if (!RunningAsDLL) {
   4046 		exit(0);
   4047 	}
   4048 #else
   4049 	name = name;
   4050 #endif
   4051 }
   4052 
   4053 
   4054 /***********************************************************************************************
   4055  * Do_Record_Playback -- handles saving/loading map pos & current object                       *
   4056  *                                                                                             *
   4057  * INPUT:                                                                                      *
   4058  *		none.																												  *
   4059  *                                                                                             *
   4060  * OUTPUT:                                                                                     *
   4061  *		none.																												  *
   4062  *                                                                                             *
   4063  * WARNINGS:                                                                                   *
   4064  *		none.																												  *
   4065  *                                                                                              *
   4066  * HISTORY:                                                                                    *
   4067  *   08/15/1995 BRR : Created.                                                                 *
   4068  *=============================================================================================*/
   4069 static void Do_Record_Playback(void)
   4070 {
   4071 	int count;
   4072 	TARGET tgt;
   4073 	int i;
   4074 	COORDINATE coord;
   4075 	ObjectClass *obj;
   4076 	unsigned long sum;
   4077 	unsigned long sum2;
   4078 	unsigned long ltgt;
   4079 
   4080 	/*------------------------------------------------------------------------
   4081 	Record a game
   4082 	------------------------------------------------------------------------*/
   4083 	if (RecordGame) {
   4084 
   4085 		/*.....................................................................
   4086 		For 'SuperRecord', we'll open & close the file with every entry.
   4087 		.....................................................................*/
   4088 		if (SuperRecord) {
   4089 			RecordFile.Open(READ|WRITE);
   4090 			RecordFile.Seek(0,SEEK_END);
   4091 		}
   4092 
   4093 		/*.....................................................................
   4094 		Save the map's location
   4095 		.....................................................................*/
   4096 		RecordFile.Write(&Map.DesiredTacticalCoord, sizeof (Map.DesiredTacticalCoord));
   4097 
   4098 		/*.....................................................................
   4099 		Save the current object list count
   4100 		.....................................................................*/
   4101 		count = CurrentObject.Count();
   4102 		RecordFile.Write(&count, sizeof(count));
   4103 
   4104 		/*.....................................................................
   4105 		Save a CRC of the selected-object list.
   4106 		.....................................................................*/
   4107 		sum = 0;
   4108 		for (i = 0; i < count; i++) {
   4109 			ltgt = (unsigned long)(CurrentObject[i]->As_Target());
   4110 			sum += ltgt;
   4111 		}
   4112 		RecordFile.Write (&sum, sizeof(sum));
   4113 
   4114 		/*.....................................................................
   4115 		Save all selected objects.
   4116 		.....................................................................*/
   4117 		for (i = 0; i < count; i++) {
   4118 			tgt = CurrentObject[i]->As_Target();
   4119 			RecordFile.Write (&tgt, sizeof(tgt));
   4120 		}
   4121 
   4122 		/*.....................................................................
   4123 		If 'SuperRecord', close the file now.
   4124 		.....................................................................*/
   4125 		if (SuperRecord) {
   4126 			RecordFile.Close();
   4127 		}
   4128 	}
   4129 
   4130 	/*------------------------------------------------------------------------
   4131 	Play back a game ("attract" mode)
   4132 	------------------------------------------------------------------------*/
   4133 	if (PlaybackGame) {
   4134 
   4135 		/*.....................................................................
   4136 		Read & set the map's location.
   4137 		.....................................................................*/
   4138 		if (RecordFile.Read(&coord, sizeof(coord))==sizeof(coord)) {
   4139 			if (coord != Map.DesiredTacticalCoord) {
   4140 				Map.Set_Tactical_Position(coord);
   4141 			}
   4142 		}
   4143 
   4144 		if (RecordFile.Read(&count, sizeof(count))==sizeof(count)) {
   4145 			/*..................................................................
   4146 			Compute a CRC of the current object-selection list.
   4147 			..................................................................*/
   4148 			sum = 0;
   4149 			for (i = 0; i < CurrentObject.Count(); i++) {
   4150 				ltgt = (unsigned long)(CurrentObject[i]->As_Target());
   4151 				sum += ltgt;
   4152 			}
   4153 
   4154 			/*..................................................................
   4155 			Load the CRC of the objects on disk; if it doesn't match, select
   4156 			all objects as they're loaded.
   4157 			..................................................................*/
   4158 			RecordFile.Read (&sum2, sizeof(sum2));
   4159 			if (sum2 != sum)
   4160 				Unselect_All();
   4161 
   4162 			AllowVoice = true;
   4163 
   4164 			for (i = 0; i < count; i++) {
   4165 				if (RecordFile.Read (&tgt, sizeof(tgt))==sizeof(tgt)) {
   4166 					obj = As_Object(tgt);
   4167 					if (obj && (sum2 != sum)) {
   4168 						obj->Select();
   4169 						AllowVoice = false;
   4170 					}
   4171 				}
   4172 			}
   4173 
   4174 			AllowVoice = true;
   4175 
   4176 		}
   4177 
   4178 		/*.....................................................................
   4179 		The map isn't drawn in playback mode, so draw it here.
   4180 		.....................................................................*/
   4181 		Map.Render();
   4182 	}
   4183 }
   4184 /***************************************************************************
   4185  * HIRES_RETRIEVE -- retrieves a resolution dependant file						*
   4186  *                                                                         *
   4187  * INPUT:		char * file name of the file to retrieve							*
   4188  *                                                                         *
   4189  * OUTPUT:     none                                                        *
   4190  *                                                                         *
   4191  * HISTORY:                                                                *
   4192  *   01/25/1996     : Created.                                             *
   4193  *=========================================================================*/
   4194 void const * Hires_Retrieve(char *name)
   4195 {
   4196 	char filename[30];
   4197 
   4198 	if (SeenBuff.Get_Width() != 320) {
   4199 		sprintf(filename,"H%s", name);
   4200 	} else {
   4201 	   strcpy(filename, name);
   4202 	}
   4203 	return(MixFileClass::Retrieve(filename));
   4204 }
   4205 int Get_Resolution_Factor(void)
   4206 {
   4207 	return ((SeenBuff.Get_Width() == 320) ? 0 : 1);
   4208 }
   4209 
   4210 
   4211 
   4212 
   4213 
   4214 /**************************************************************************************************
   4215 * Blit_Hid_Page_To_Seen_Buff -- Intercept for when the game refreshes the visible page
   4216 *
   4217 * In:   Command line
   4218 *
   4219 * Out:
   4220 *
   4221 *
   4222 *
   4223 * History: 1/3/2019 11:33AM - ST
   4224 **************************************************************************************************/
   4225 void Blit_Hid_Page_To_Seen_Buff(void)
   4226 {
   4227 	HidPage.Blit(SeenBuff);
   4228 }
   4229 
   4230 
   4231 /***********************************************************************************************
   4232  * Shake_The_Screen -- Dispatcher that shakes the screen.                                      *
   4233  *                                                                                             *
   4234  *    This routine will shake the game screen the number of shakes requested.                  *
   4235  *                                                                                             *
   4236  * INPUT:   shakes   -- The number of shakes to shake the screen.                              *
   4237  *          house    -- House to perform the shake for (or HOUSE_NONE if all players).         *
   4238  *                                                                                             *
   4239  * OUTPUT:  none                                                                               *
   4240  *                                                                                             *
   4241  * WARNINGS:   none                                                                            *
   4242  *                                                                                             *
   4243  * HISTORY:                                                                                    *
   4244  *   09/04/1996 BWG : Created.                                                                 *
   4245  *=============================================================================================*/
   4246 void Shake_The_Screen(int shakes, HousesType house)
   4247 {
   4248 	for (char h = HOUSE_FIRST; h < HOUSE_COUNT; ++h) {
   4249 		if ((house != HOUSE_NONE) && (h != house)) {
   4250 			continue;
   4251 		}
   4252 		HouseClass* hptr = HouseClass::As_Pointer((HousesType)h);
   4253 		if ((hptr != nullptr) && hptr->IsActive && hptr->IsHuman) {
   4254 			hptr->ScreenShakeTime = hptr->ScreenShakeTime + shakes + shakes;
   4255 		}
   4256 	}
   4257 }