Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/CCDDE.H
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REDALERT/CCDDE.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer - Red Alert *
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* *
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* File Name : CCDDE.H *
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* *
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* Programmer : Steve Tall *
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* *
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* Start Date : 10/04/95 *
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* *
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* Last Update : August 5th, 1996 [ST] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Overview: *
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* C&C's interface to the DDE class *
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* *
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*---------------------------------------------------------------------------------------------*
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* *
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifdef WIN32
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#include "dde.h"
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class DDEServerClass {
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public:
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DDEServerClass (void);
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~DDEServerClass (void);
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char *Get_MPlayer_Game_Info (void); //Returns pointer to game info
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int Get_MPlayer_Game_Info_Length(){return(MPlayerGameInfoLength);}; //Len of game info
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BOOL Callback(unsigned char *data, long length); //DDE callback function
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void Delete_MPlayer_Game_Info(void); //release the game info memory
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void Enable(void); //Enable the DDE callback
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void Disable(void); //Disable the DDE callback
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int Time_Since_Heartbeat(void); //Returns the time since the last hearbeat from WChat
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/*
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** Enumeration for DDE packet types from WChat
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*/
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enum {
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DDE_PACKET_START_MPLAYER_GAME, //Start game packet. This includes game options
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DDE_PACKET_GAME_RESULTS, //Game results packet. The game statistics.
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DDE_PACKET_HEART_BEAT, //Heart beat packet so we know WChat is still there.
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DDE_TICKLE, //Message to prompt other app to take focus.
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DDE_CONNECTION_FAILED
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};
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private:
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char *MPlayerGameInfo; //Pointer to game start packet
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int MPlayerGameInfoLength; //Length of game start packet.
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BOOL IsEnabled; //Flag for DDE callback enable
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int LastHeartbeat; // Time since last heartbeat packet was received from WChat
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};
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extern DDEServerClass DDEServer;
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extern BOOL Send_Data_To_DDE_Server (char *data, int length, int packet_type);
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#endif //WIN32
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