// MW4GameEd2.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "MW4GameEd2.h" #include "MainFrm.h" #include "GameFrame.h" #include "GameView.h" #include "GameInterface.h" #include "NameManager.h" void GameInit(HINSTANCE inst,HWND win,char *Comline); CCriticalSection MsgHan; bool gHideWindows; extern bool gNoDialogs; extern bool AllowFail; // jcem - start #include "ctcls.h" #include "ctcl.h" // jcem extern Time g_fLastGameStart; #pragma data_seg(".SHARED_DATA") // all data in this section must be INITIALIZED!!!!!!!!!!!!! BOOL g_bLaunched = FALSE; #pragma data_seg() #pragma comment(linker, "/section:.SHARED_DATA,RWS") extern int g_bUseOrgJoy; extern int g_bNoPlasma; extern void (__stdcall *g_pfnCTCL_Proc)(); extern int g_nCTCL; BOOL __stdcall CTCL_Before(); void __stdcall CTCL_After(); void __stdcall CTCL_Proc(); // jcem - end extern void _stdcall ExitGameOS(); ///////////////////////////////////////////////////////////////////////////// // CMW4GameEd2App BEGIN_MESSAGE_MAP(CMW4GameEd2App, CWinApp) //{{AFX_MSG_MAP(CMW4GameEd2App) ON_COMMAND(ID_APP_ABOUT, OnAppAbout) // NOTE - the ClassWizard will add and remove mapping macros here. // DO NOT EDIT what you see in these blocks of generated code! ON_COMMAND(ID_FILE_NEW, OnFileNew) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CMW4GameEd2App construction CMW4GameEd2App::CMW4GameEd2App() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CMW4GameEd2App object CMW4GameEd2App theApp; ///////////////////////////////////////////////////////////////////////////// // CMW4GameEd2App initialization BOOL CMW4GameEd2App::InitInstance() { // Initialize OLE libraries if (!AfxOleInit()) { AfxMessageBox(IDP_OLE_INIT_FAILED); // return FALSE; // This is not essential don't kill execution here. } CString cmdline; cmdline=m_lpCmdLine; cmdline.MakeLower(); if(cmdline.Find("-nobuild")>=0) AllowBuild=false; if(cmdline.Find("-bldskies")>=0) // jcem AllowBldSkies=true; if(cmdline.Find("-nobldmissions")>=0) // jcem NoBldMissions=true; if(cmdline.Find("-report")>=0) gHideWindows=true; // AfxEnableControlContainer(); // Standard initialization // If you are not using these features and wish to reduce the size // of your final executable, you should remove from the following // the specific initialization routines you do not need. #ifdef _AFXDLL Enable3dControls(); // Call this when using MFC in a shared DLL #else Enable3dControlsStatic(); // Call this when linking to MFC statically #endif CString mutexstr; mutexstr.LoadString(AFX_IDS_APP_TITLE); HANDLE rst=CreateMutex(NULL,TRUE,mutexstr); if(ERROR_ALREADY_EXISTS==GetLastError()) { CString errmsg,title; errmsg.LoadString(IDS_APPRUNNING); title.LoadString(IDS_ERROR); if (MessageBox(NULL,errmsg,title,MB_ICONQUESTION | MB_YESNO) == IDNO) { exit(1); } ReleaseMutex(rst); CreateMutex(NULL,TRUE,mutexstr); } // Change the registry key under which our settings are stored. // TODO: You should modify this string to be something appropriate // such as the name of your company or organization. SetRegistryKey(_T("Microsoft\\MW4\\MissionEditor")); // To create the main window, this code creates a new frame window // object and then sets it as the application's main window object. NameManager::Instance=new NameManager; pFrame = new CMainFrame; m_pMainWnd = pFrame; // create main MDI frame window if (!pFrame->LoadFrame(IDR_MAINFRAME)) return FALSE; // try to load shared MDI menus and accelerator table //TODO: add additional member variables and load calls for // additional menu types your application may need. HINSTANCE hInst = AfxGetResourceHandle(); m_hMDIAccel = ::LoadAccelerators(hInst, MAKEINTRESOURCE(IDR_MAINFRAME)); // The main window has been initialized, so show and update it. // pFrame->ShowWindow(m_nCmdShow); pFrame->ShowWindow(gHideWindows?SW_HIDE:SW_SHOWMAXIMIZED); pFrame->InitSecondaryWindows(); // jcem - RunEula(); GameInit(hInst,pFrame->GameWnd->m_wndView.m_hWnd,m_lpCmdLine); pFrame->InitPostGame(); pFrame->UpdateWindow(); int alev; CString numstr; if((alev=cmdline.Find("-armorlevel"))>=0) { alev+=strlen("-armorlevel "); numstr=cmdline.Mid(alev,1); Stuff::ArmorLevel=atoi(numstr); } if((alev=cmdline.Find("-report"))>=0) { alev+=strlen("-report "); CString misname; misname=cmdline.Mid(alev); int pos; pos=misname.Find(' '); Verify(pos!=0); gNoDialogs=true; AllowFail=true; Stuff::ArmorLevel=0; if(pos>0) { misname=misname.Left(pos); } pFrame->MakeReport(misname); exit(1); } return TRUE; } ///////////////////////////////////////////////////////////////////////////// // CMW4GameEd2App message handlers int CMW4GameEd2App::ExitInstance() { //TODO: handle additional resources you may have added /* if (m_hMDIMenu != NULL) FreeResource(m_hMDIMenu); if (m_hMDIAccel != NULL) FreeResource(m_hMDIAccel); */ TerminateGameEngine(); return CWinApp::ExitInstance(); } void CMW4GameEd2App::OnFileNew() { } CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) { //{{AFX_DATA_INIT(CAboutDlg) //}}AFX_DATA_INIT } void CAboutDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CAboutDlg) //}}AFX_DATA_MAP } BEGIN_MESSAGE_MAP(CAboutDlg, CDialog) //{{AFX_MSG_MAP(CAboutDlg) // No message handlers //}}AFX_MSG_MAP END_MESSAGE_MAP() // App command to run the dialog void CMW4GameEd2App::OnAppAbout() { CAboutDlg aboutDlg; aboutDlg.DoModal(); } ///////////////////////////////////////////////////////////////////////////// // CMW4GameEd2App message handlers extern bool gActive; extern bool gGotFocus; BOOL CMW4GameEd2App::OnIdle(LONG lCount) { gActive = true; gGotFocus= true; BOOL res=pFrame->OnIdle(); BOOL res2=CWinApp::OnIdle(lCount); return (res || res2); } // jcem - start int __stdcall CTCL_GetType(void* instance, int args, void* data[]) { ASSERT(FALSE); return 0; } int __stdcall CTCL_IsConsole(void* instance, int args, void* data[]) { ASSERT(FALSE); return 0; } int __stdcall CTCL_IsConsoleX(void* instance, int args, void* data[]) { ASSERT(FALSE); return 0; } int __stdcall CTCL_Get(void* instance, int args, void* data[]) { ASSERT(FALSE); return 0; } int __stdcall CTCL_Set(void* instance, int args, void* data[]) { ASSERT(FALSE); return 0; } BOOL __stdcall CTCL_Before() { ASSERT(FALSE); return FALSE; } void __stdcall CTCL_After() { ASSERT(FALSE); } void __stdcall CTCL_Proc() { ASSERT(FALSE); } void CTCL_API CTCL_DoTerminateAppl() { ASSERT(FALSE); } void CTCL_API CTCL_DoMainShell() { ASSERT(FALSE); } void CTCL_API CTCL_DoCreateGame() { ASSERT(FALSE); } void CTCL_API CTCL_DoJoinGame() { ASSERT(FALSE); } void CTCL_API CTCL_CheckJoinGame() { ASSERT(FALSE); } void CTCL_API CTCL_StartGame(BOOL bRealLaunch) { ASSERT(FALSE); } SCRIPTVAR_INT(AdvertiseThisGame) = 1; SCRIPTCALLBACK(SetGameNameDefault) { DWORD dwSize = 256; FREE_PTR(GameName); GameName = (char *) gos_Malloc(dwSize); strcpy(GameName, "Server"); return 0; } //======================================================================== // Sets the global variable 'PlayerName' to the default player name. //======================================================================== SCRIPTCALLBACK(SetPlayerNameDefault) { DWORD dwSize = 256; FREE_PTR(PlayerName); PlayerName = (char *) gos_Malloc(dwSize); strcpy(PlayerName, "Player"); return 0; } // jcem - end