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CCDDE.H
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/*
** Command & Conquer(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer - Red Alert *
* *
* File Name : CCDDE.H *
* *
* Programmer : Steve Tall *
* *
* Start Date : 10/04/95 *
* *
* Last Update : August 5th, 1996 [ST] *
* *
*---------------------------------------------------------------------------------------------*
* Overview: *
* C&C's interface to the DDE class *
* *
*---------------------------------------------------------------------------------------------*
* *
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifdef WIN32
#include "dde.h"
class DDEServerClass {
public:
DDEServerClass (void);
~DDEServerClass (void);
char *Get_MPlayer_Game_Info (void); //Returns pointer to game info
int Get_MPlayer_Game_Info_Length(){return(MPlayerGameInfoLength);}; //Len of game info
BOOL Callback(unsigned char *data, long length); //DDE callback function
void Delete_MPlayer_Game_Info(void); //release the game info memory
void Enable(void); //Enable the DDE callback
void Disable(void); //Disable the DDE callback
int Time_Since_Heartbeat(void); //Returns the time since the last hearbeat from WChat
/*
** Enumeration for DDE packet types from WChat
*/
enum {
DDE_PACKET_START_MPLAYER_GAME, //Start game packet. This includes game options
DDE_PACKET_GAME_RESULTS, //Game results packet. The game statistics.
DDE_PACKET_HEART_BEAT, //Heart beat packet so we know WChat is still there.
DDE_TICKLE, //Message to prompt other app to take focus.
DDE_CONNECTION_FAILED
};
private:
char *MPlayerGameInfo; //Pointer to game start packet
int MPlayerGameInfoLength; //Length of game start packet.
BOOL IsEnabled; //Flag for DDE callback enable
int LastHeartbeat; // Time since last heartbeat packet was received from WChat
};
extern DDEServerClass DDEServer;
extern BOOL Send_Data_To_DDE_Server (char *data, int length, int packet_type);
#endif //WIN32