TribesReplay/base/scripts/webemail.cs

1327 lines
39 KiB
C#
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2017-07-18 02:51:48 +00:00
//------------------------------------------
// Email code
//------------------------------------------
// email format is:
// id
// From
// read flag
// send date
// To
// CC
// Subject
// message body
//echo("Added email: " @ %tag SPC %text);
$EmailCachePath = "webcache/" @ getField(getRecord(wonGetAuthInfo(),0),3) @ "/";
$EmailColumnCount = 0;
$EmailColumnName[0] = "Status";
$EmailColumnRange[0] = "50 75";
$EmailColumnCount++;
$EmailColumnName[1] = "From";
$EmailColumnRange[1] = "50 300";
$EmailColumnCount++;
$EmailColumnName[2] = "Subject";
$EmailColumnRange[2] = "50 300";
$EmailColumnCount++;
$EmailColumnName[3] = "Received";
$EmailColumnRange[3] = "50 300";
$EmailColumnCount++;
//-----------------------------------------------------------------------------
if(!isObject(EmailMessageVector))
{
new MessageVector(EmailMessageVector);
$EmailNextSeq = 0;
}
//-----------------------------------------------------------------------------
function LaunchEmail()
{
LaunchTabView.viewTab( "EMAIL", EmailGui, 0 );
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
EmailGui.checkSchedule = schedule(1000,0, CheckEmail, false);
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}
//-----------------------------------------------------------------------------
function EmailMessageNew()
{
$EmailToAddress = "";
$EmailCCAddress = "";
$EmailSubject = "";
EMailComposeDlg.state = "sendMail";
Canvas.pushDialog(EmailComposeDlg);
EmailBodyText.setValue("");
Email_ToEdit.makeFirstResponder(1);
}
//-----------------------------------------------------------------------------
function EmailMessageReply()
{
EMailComposeDlg.state = "replyMail";
%text = EmailMessageVector.getLineTextByTag( EM_Browser.getSelectedId() );
$EmailToAddress = getField(getRecord(%text, 1), 0);
$EmailCCAddress = "";
$EmailSubject = "RE: " @ getRecord(%text, 6);
%date = getRecord(%text, 3);
Canvas.pushDialog(EmailComposeDlg);
EmailBodyText.setValue("\n\n----------------------------------\n On " @ %date SPC $EmailToAddress @ " wrote:\n\n" @ EmailGetBody(%text) );
EmailBodyText.SetCursorPosition(0);
EmailBodyText.makeFirstResponder(1);
}
//-----------------------------------------------------------------------------
function EmailMessageForward()
{
%text = EmailMessageVector.getLineTextByTag( EM_Browser.getSelectedId() );
$EmailToAddress = "";
$EmailCCAddress = "";
$EmailSubject = "FW: " @ getRecord(%text, 6);
Canvas.pushDialog(EmailComposeDlg);
EmailBodyText.setValue("\n\n\n--- Begin Forwarded Message ---\n\n" @ EmailGetTextDisplay(%text));
Email_toEdit.makeFirstResponder(1);
EmailBodyText.SetCursorPosition(0);
EMailComposeDlg.state = "forwardMail";
}
//-----------------------------------------------------------------------------
function EmailMessageReplyAll()
{
EMailComposeDlg.state = "replyAll";
%text = EmailMessageVector.getLineTextByTag( EM_Browser.getSelectedId() );
$EmailToAddress = getField(getRecord(%text, 1), 0);
$EmailCCAddress = getRecord(%text, 4) @ getRecord(%text,5);
$EmailSubject = "RE: " @ getRecord(%text, 6);
%date = getRecord(%text, 3);
Canvas.pushDialog(EmailComposeDlg);
EmailBodyText.setValue("\n\n===========================\n On " @ %date SPC $EmailToAddress @ " wrote:\n\n" @ EmailGetBody(%text) );
EmailBodyText.makeFirstResponder(1);
EmailBodyText.SetCursorPosition(0);
}
//-----------------------------------------------------------------------------
function EmailMessageDelete()
{
%id = EM_Browser.getSelectedId();
if ( %id == -1 )
return;
%row = EM_Browser.findById( %id );
EMailComposeDlg.key = LaunchGui.key++;
// Make these buttons inactive until another message is selected:
if(rbInbox.getValue())
{
%nx = 6;
EMailComposeDlg.state = "deleteMail";
DoEmailDelete(%nx,%id,EMailComposeDlg, EMailComposeDlg.key, %row);
}
else
{
%nx = 35;
EMailComposeDlg.state = "removeMail";
MessageBoxYesNo("CONFIRM","Permanently Remove Selected EMail?","DoEmailDelete(" @ %nx @ "," @ %id @ "," @ EmailComposeDlg @ "," @ EmailComposeDlg.key @ "," @ %row @ ");");
}
}
//-----------------------------------------------------------------------------
function DoEmailDelete(%qnx, %mid, %owner, %key, %row)
{
EM_ReplyBtn.setActive( false );
EM_ReplyToAllBtn.setActive( false );
EM_ForwardBtn.setActive( false );
EM_DeleteBtn.setActive( false );
EM_BlockBtn.setActive( false );
EM_Browser.removeRowByIndex( %row );
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EmailMessageVector.deleteLine(EmailMessageVector.getLineIndexByTag(%mid));
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if(%qnx==6)
EmailGui.dumpCache();
if ( EM_Browser.rowCount() == 0 )
EMailInboxBodyText.setText("");
else
EM_Browser.setSelectedRow(%row);
DatabaseQuery(%qnx, %mid, %owner, %key);
}
//-----------------------------------------------------------------------------
function EmailSend()
{
EMailComposeDlg.key = LaunchGui.key++;
CheckEmailNames();
EMailComposeDlg.state = "sendMail";
%text = $EMailToAddress TAB $EMailCCAddress TAB $EmailSubject TAB EMailBodyText.getValue();
DatabaseQuery(5,getsubstr(%text,0,3600),EMailComposeDlg,EMailComposeDlg.key);
Canvas.popDialog(EmailComposeDlg);
}
//-----------------------------------------------------------------------------
function EmailMessageAddRow(%text, %tag)
{
EM_Browser.addRow( %tag, getField( getRecord( %text, 1 ) ,0 ),
getRecord( %text, 6 ),
getRecord( %text, 3 ),
getRecord( %text, 2 ));
}
//-----------------------------------------------------------------------------
function EmailGetBody(%text)
{
%msgText = "";
%rc = getRecordCount(%text);
for(%i = 7; %i < %rc; %i++)
%msgText = %msgText @ getRecord(%text, %i) @ "\n";
return %msgText;
}
//-----------------------------------------------------------------------------
function getNameList(%line)
{
if(%line $= "")
return "";
%ret = getField(getTextName(%line, 0), 0);
%count = getFieldCount(%line) / 4;
for(%i = 1; %i < %count; %i++)
%ret = %ret @ ", " @ getField(getTextName(%line, %i * 4), 0);
}
//-----------------------------------------------------------------------------
function getLinkNameOnly(%line)
{
if(%line $= "" || %line $= " ")
return "";
%name = getField(%line,0);
%str = "<color:FFFFFF>" @ %name;
%ret = "<a:player" TAB %name @ "><spush>" @ %str @ "<spop></a>";
return %ret;
}
//-----------------------------------------------------------------------------
function getLinkNameList(%line)
{
if(%line $= "")
return "";
%ret = getLinkName(%line, 0);
%count = getFieldCount(%line) / 4;
for(%i = 1; %i < %count; %i++)
%ret = %ret @ ", " @ getLinkName(%line, %i * 4);
}
//-----------------------------------------------------------------------------
function CheckEmailNames()
{
$EmailTOAddress = strUpr(trim($EmailTOAddress));
$EmailCCAddress = strUpr(trim($EmailCCAddress));
%toLength = strLen($EmailTOAddress);
%ccLength = strLen($EmailCCAddress);
%checkList = "";
if(%toLength > 0)
{
if(trim(getSubStr($EmailTOAddress,%toLength-1,1)) !$= "," || trim(getSubStr($EmailTOAddress,%toLength,1)) !$= ",")
$EmailTOAddress = $EmailTOAddress @ ",";
}
else
$EmailTOAddress = ",";
if(%ccLength > 0)
{
if(trim(getSubStr($EmailCCAddress,%ccLength-1,1)) !$= "," || trim(getSubStr($EmailCCAddress,%ccLength,1)) !$= ",")
$EmailCCAddress = $EmailCCAddress @ ",";
}
else
%ccList = ",";
for(%x=0;%x<2;%x++)
{
%pos = 0;
%start = 0;
if(%x == 0)
%nList = $EmailTOAddress;
else if(%x == 1)
{
$EmailTOAddress = %nList;
%nList = $EmailCCAddress;
}
if(strLen(%nList)>1)
{
while((%pos = strPos(%nList,",",%start)) != -1 && %cx++ < 40)
{
%name = getSubStr(%nList,%start,%pos-%start);
%nameLength = strLen(%name);
%name = trim(%name);
if((%checkStr = strStr(%checkList,%name)) != -1)
{
if(%checkStr == 0)
%checkVal = ",";
else
%checkVal = getSubStr(%checkList,strStr(%checkList,%name)-1,1);
if(%checkVal $= "," || %checkVal $= " ")
{
if(%pos-%nameLength == %start && %start == 0)
{
%nList = trim(getSubStr(%nList,%pos+1,strLen(%nList)));
}
else
{
%nList = trim(getSubStr(%nList,0,(%pos-%nameLength))) @
trim(getSubStr(%nList,%pos+1,strLen(%nList)));
%start = %pos-%nameLength;
}
}
else
{
if(strLen(%checkList)==0)
%checkList = %name;
else
%checkList = %checkList @ "," @ %name;
%start = %pos+1;
}
}
else
{
if(strLen(%checkList)==0)
%checkList = %name;
else
%checkList = %checkList @ "," @ %name;
%start = %pos+1;
}
}
}
}
$EmailCCAddress = %nList;
}
//-----------------------------------------------------------------------------
function EmailGetTextDisplay(%text)
{
%pos = 0;
%strStart = 0;
%curList = strupr(getRecord(%text,4));
%to = "";
if(strLen(%curList) > 1)
{
if(trim(getSubStr(%curList,strLen(%curList)-1,1)) !$= ",")
%curList = %curList @ ",";
}
else
%curList = ",";
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while((%pos = strpos(%curList, ",", %strStart)) != -1)
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{
if(%strStart==0)
%to = trim(getLinkNameOnly(getSubStr(%curList, %strStart, %pos-%strStart)));
else
%to = %to @ "," @ trim(getLinkNameOnly(getSubStr(%curList, %strStart, %pos-%strStart)));
%strStart = %pos+1;
}
%pos = 0;
%strStart = 0;
%curList = strupr(getRecord(%text,5));
%ccLine = "";
if(strLen(%curList) > 1)
{
if(trim(getSubStr(%curList,strLen(%curList)-1,1)) !$= ",")
%curList = %curList @ ",";
}
else
%curList = ",";
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while((%pos = strpos(%curList, ",", %strStart)) != -1)
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{
if(%strStart==0)
%ccLine = getLinkNameOnly(getSubStr(%curList, %strStart, %pos-%strStart));
else
%ccLine = %ccLine @ "," @ getLinkNameOnly(getSubStr(%curList, %strStart, %pos-%strStart));
%strStart = %pos+1;
}
%from = getLinkName(getRecord(%text, 1), 0);
%msgtext = "From: " @ %from NL
"To: " @ %to NL
"CC: " @ %ccLine NL
"Subject: " @ getRecord(%text, 6) NL
"Date Sent: " @ getRecord(%text, 3) @ "\n\n" @
EmailGetBody(%text);
}
//-----------------------------------------------------------------------------
function EmailNewMessageArrived(%message, %seq)
{
$EmailNextSeq = %seq;
EmailMessageVector.pushBackLine(%message, %seq);
EmailMessageAddRow(%message, %seq);
}
//-----------------------------------------------------------------------------
function GetEMailBtnClick()
{
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
if(isEventPending(EMailGUI.checkSchedule))
cancel(EmailGui.checkSchedule);
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EMailGui.btnClicked = true;
EMailGui.checkingEMail = false;
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
EMailGui.checkSchedule = schedule(1000 * 2, 0, CheckEmail, false);
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canvas.SetCursor(ArrowWaitCursor);
}
//-----------------------------------------------------------------------------
function CheckEmail(%calledFromSched)
{
if(EmailGui.checkingEmail)
{
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// echo("Check In Progress");
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return;
}
if(EmailGui.checkSchedule && !%calledFromSched)
{
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// echo("Email Schedule " @ EmailGui.checkSchedule @ "Cancelled");
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cancel(EmailGui.checkSchedule); // cancel schedule
}
EmailGui.checkSchedule = "";
EMailGui.key = LaunchGui.key++;
EmailGui.state = "getMail";
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
EM_Browser.clear();
EmailGui.LoadCache();
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DatabaseQueryArray(1,0,$EmailNextSeq, EMailGui, EMailGui.key);
EmailGui.checkingEmail = true;
}
//-----------------------------------------------------------------------------
function CancelEmailCheck()
{
if ( EmailGui.checkSchedule )
{
error( ">> SCHEDULED EMAIL CHECK " @ EmailGui.checkSchedule @ " CANCELED <<" );
cancel( EmailGui.checkSchedule );
EmailGui.checkSchedule = "";
}
}
//-----------------------------------------------------------------------------
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function EmailEditBlocks()
{
Canvas.pushDialog(EmailBlockDlg);
EmailBlockList.clear();
EMailBlockDlg.key = LaunchGui.key++;
EmailBlockDlg.state = "getBlocklist";
DatabaseQueryArray(2,0,"",EMailBLockDlg,EMailBLockDlg.key);
}
//-----------------------------------------------------------------------------
function EmailBlockSender()
{
%id = EM_Browser.getSelectedId();
if ( %id == -1 )
{
MessageBoxOK("WARNING","You cannot block a non-existent sender.");
return;
}
else
{
%text = EmailMessageVector.getLineTextByTag( EM_Browser.getSelectedId() );
%blockAddress = getField(getRecord(%text, 1), 0);
if(trim(%blockAddress) !$= "")
{
EMailBlockDlg.state = "setBlock";
EMailBlockDlg.key = LaunchGui.key++;
DatabaseQuery(9,%blockAddress,EmailBlockDlg,EMailBlockDlg.key);
}
}
}
//-----------------------------------------------------------------------------
function EmailBlockRemove()
{
%rowId = EmailBlockList.getSelectedId();
if(%rowId == -1)
{
MessageBoxOK("WARNING","You cannot remove a non-existent block.");
return;
}
else
{
%line = EmailBlockList.getRowTextById(%rowId);
%name = getField(%line, 2);
EMailBlockDlg.state = "removeBlock";
EMailBlockDlg.key = LaunchGui.key++;
DatabaseQuery(8,%name,EMailBLockDlg,EMailBLockDlg.key);
EmailBlockList.removeRowById(%rowId);
}
}
//-- EMailComposeDlg ----------------------------------------------------------------
function EMailComposeDlg::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
{
if(%this.key != %key)
return;
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// echo("RECV: " @ %status TAB %RowCount_Result);
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if(getField(%status,0)==0)
{
switch$(%this.state)
{
case "deleteMail":
%this.state = "done";
case "removeMail":
%this.state = "done";
case "sendMail":
%this.state = "done";
}
}
else if (getSubStr(getField(%status,1),0,9) $= "ORA-04061")
{
%this.state = "error";
MessageBoxOK("ERROR","There was an error processing your request, please wait a few moments and try again.");
}
else
MessageBoxOK("ERROR",getField(%status,1));
}
//-----------------------------------------------------------------------------
function EmailComposeDlg::Cancel(%this)
{
Canvas.PopDialog(EmailComposeDlg);
}
//-----------------------------------------------------------------------------
function EmailComposeDlg::SendMail(%this)
{
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$EmailToAddress = Email_ToEdit.getValue();
$EmailSubject = EMail_Subject.getValue();
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// NEED TO CHECK FOR DUPLICATES
if(trim($EmailToAddress) $= "")
MessageBoxOK("No Address","TO Address may not be left blank. Please enter a player name to send this message to.");
else
{
if(trim($EmailSubject) $= "")
MessageBoxOK("No Subject","Please enter a Subject for your message.");
else
EMailSend();
}
}
//-- EMailBlockDlg -----------------------------------------------------------
function EMailBlockDlg::onDatabaseQueryResult(%this,%status,%ResultString,%key)
{
if(%this.key != %key)
return;
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// echo("RECV: " @ %status TAB %ResultString);
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if(getField(%status,0)==0)
{
switch$(%this.state)
{
case "getBlocklist":
%this.state = "names";
%this.blockCount = getField(%ResultString,0);
case "removeBlock":
MessageBoxOK("NOTICE",getField(%status,1));
case "setBlock":
MessageBoxOK("NOTICE",getField(%status,1));
}
}
else if (getSubStr(getField(%status,1),0,9) $= "ORA-04061")
{
%this.state = "error";
MessageBoxOK("ERROR","There was an error processing your request, please wait a few moments and try again.");
}
else
{
%this.state = "error";
MessageBoxOK("ERROR",getField(%status,1));
}
}
//-----------------------------------------------------------------------------
function EMailBlockDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
{
if(%this.key != %key)
return;
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// echo("RECV: " @ %row TAB %isLastRow);
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switch$(%this.state)
{
case "names":
%textName = getTextName(getFields(%row,0,4));
%id = getField(%row,3);
%blockedCount = getField(%row,4);
EmailBlockList.addRow(%id, getField(%textName,0) TAB %blockedCount TAB %row);
}
}
//-----------------------------------------------------------------------------
function CheckAllDuplicates(%player)
{
%lCount = LC_ToList.rowCount();
%cCount = LC_CCList.rowCount();
%vResult = 0;
if(%lCount>0)
{
for(%l=0;%l<%lCount;%l++)
{
%lstr = LC_ToList.getRowText(%l);
if(%lstr $= %player)
%vResult++;
}
}
if(%cCount>0)
{
for(%c=0;%c<%cCount;%c++)
{
%cstr = LC_CCList.getRowText(%c);
if(%cstr $= %player)
%vResult++;
}
}
return %vResult;
}
//-----------------------------------------------------------------------------
function LaunchAddressDlg()
{
Canvas.PushDialog("AddressDlg");
}
//-----------------------------------------------------------------------------
function ListToStr(%listName,%delim)
{
%str = "";
%rCount = %listName.rowCount();
if (%rCount > 0)
{
for(%r=0;%r<%rCount;%r++)
{
%str = %str @ %listName.getRowText(%r);
if(%r < %rCount-1)
{
%str = %str @ %delim;
}
}
return %str;
}
}
//-----------------------------------------------------------------------------
function StrToList(%listName, %str, %delim)
{
%listName.Clear();
%sCount = 0;
%sSize = strlen(%str);
if (%sSize > 0)
{
for(%l=0;%l<=%sSize;%l++)
{
%txt = getSubStr(%str,%l,1);
if( %txt $= %delim || %l == %sSize )
{
%listName.addRow(%sCount,trim(%sText));
%sText = "";
%sCount++;
}
else
{
%sText = %sText @ %txt;
}
}
}
}
//-----------------------------------------------------------------------------
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
function LC_BigList::onAdd(%this)
{
LC_BigList.addStyle( 1, "Univers", 12 , "150 150 150", "200 200 200", "60 60 60" );
}
//-----------------------------------------------------------------------------
function LC_BigList::GetOnlineStatus(%this)
{
%this.key = LaunchGui.key++;
%this.status = "getOnline";
for(%oStat=0;%oStat<%this.RowCount();%oStat++)
{
if(%oStat == 0)
%roster = %this.getRowID(%oStat);
else
%roster = %roster TAB %this.getRowID(%oStat);
}
databaseQuery(69,%roster, %this,%this.key);
}
//-----------------------------------------------------------------------------
function LC_BigList::onDatabaseQueryResult(%this,%status,%resultString,%key)
{
if(%key != %this.key)
return;
switch$(%this.status)
{
case "getOnline": if(getField(%status,0) == 0)
for(%str=0;%str<strLen(%resultString);%str++)
{
%this.setRowStyle( %str, !getSubStr(%resultString,%str,1) );
}
}
}
//-----------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
function AddressDlg::onDatabaseQueryResult(%this,%status,%resultString,%key)
{
if(%this.key != %key)
return;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status TAB %resultString);
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if(getField(%status,0)==0)
{
switch$(%this.state)
{
case "goSearch":
if(getField(%resultString,0)<=0)
{
%this.state = "done";
MessageBoxOK("NOTICE","No Match Found.");
}
else
{
%this.state = "memberList";
%this.linecount = -1;
LC_BigList.clear();
}
case "getBuddyList":
if(getField(%resultString,0)<=0)
{
%this.state = "done";
MessageBoxOK("NOTICE","You have no Buddies.");
}
else
{
%this.state = "buddyList";
%this.linecount = -1;
LC_BigList.clear();
}
case "getTribeMembers":
if(getField(%resultString,0)<=0)
{
%this.state = "done";
MessageBoxOK("NOTICE","Cloak Packs are engaged, Tribe Mates could not be detected.");
}
else
{
%this.state = "tribeMembers";
%this.linecount = -1;
LC_BigList.clear();
}
case "addBuddy":
MessageBoxOK("CONFIRMED",getField(%status,1));
case "dropBuddy":
MessageBoxOK("CONFIRMED",getField(%status,1));
}
}
else if (getSubStr(getField(%status,1),0,9) $= "ORA-04061")
{
%this.state = "error";
MessageBoxOK("ERROR","There was an error processing your request, please wait a few moments and try again.");
}
else
{
switch$(%this.state)
{
case "goSearch":
%this.state = "error";
MessageBoxOk("ERROR",getField(%status,1));
}
}
}
//-----------------------------------------------------------------------------
function AddressDlg::onDatabaseRow(%this,%row,%isLastRow,%key)
{
if(%this.key != %key)
return;
2017-07-18 02:55:25 +00:00
// echo("RECV : " @ %row);
2017-07-18 02:51:48 +00:00
switch$(%this.state)
{
case "memberList":
LC_BigList.addRow(%this.linecount++,getField(%row,1));
case "buddyList":
LC_BigList.addRow(%this.linecount++,getField(%row,0));
case "tribeMembers":
LC_BigList.addRow(%this.linecount++,getField(%row,0));
}
}
//-----------------------------------------------------------------------------
function AddressDlg::AddBuddylist(%this)
{
%this.key = LaunchGui.key++;
%this.lbstate = "buddylist";
switch (%this.SrcList)
{
case 0:
%addremove = LC_BuddyListBtn.direction;
%player = LC_BigList.getValue();
%selRow = LC_BigList.getRownumByID(LC_BigList.GetSelectedID());
case 1:
%addremove = 0;
%player = LC_ToList.getValue();
case 2:
%addremove = 0;
%player = LC_CCList.getValue();
}
if (%addremove==0)
{
%this.doRefresh = 1;
%this.state = "addBuddy";
DatabaseQuery(10,%player,%this,%this.key);
}
else
{
%this.state = "dropBuddy";
DatabaseQuery(11,%player,%this,%this.key);
LC_BigList.removeRowbyId(LC_BigList.getSelectedID());
if(%selRow>=LC_BigList.RowCount())
%selRow = LC_BigList.RowCount()-1;
LC_BigList.setSelectedRow(%selRow);
}
}
//-----------------------------------------------------------------------------
function AddressDlg::AddCC(%this)
{
if(LC_CCListBtn.direction == 0)
{
%addName = LC_BigList.getRowText(LC_BigList.getSelectedID());
%hasDupes = CheckAllDuplicates(%addName);
if(%hasDupes == 0)
LC_CCList.addRow(LC_CCList.RowCount()+1, %addName);
}
else
{
%selRow = LC_CCList.getRownumByID(LC_CCList.GetSelectedID());
LC_CCList.removeRowbyID(LC_CCList.getSelectedID());
if(%selRow>=LC_CCList.RowCount())
%selRow = LC_CCList.RowCount()-1;
LC_CCList.setSelectedRow(%selRow);
}
%this.DestList = 1;
}
//-----------------------------------------------------------------------------
function AddressDlg::AddTo(%this)
{
if(LC_ToListBtn.direction == 0)
{
%addName = LC_BigList.getRowText(LC_BigList.getSelectedID());
%hasDupes = CheckAllDuplicates(%addName);
if(%hasDupes == 0 )
LC_ToList.addRow(LC_ToList.RowCount()+1, %addName);
}
else
{
%selRow = LC_ToList.getRownumByID(LC_ToList.GetSelectedID());
LC_ToList.removeRowbyID(LC_ToList.getSelectedID());
if(%selRow>=LC_ToList.RowCount())
%selRow = LC_ToList.RowCount()-1;
LC_ToList.SetSelectedRow(%selRow);
}
%this.DestList = 0;
}
//-----------------------------------------------------------------------------
function AddressDlg::Cancel(%this)
{
LC_BigList.Clear();
Canvas.PopDialog("AddressDlg");
}
//-----------------------------------------------------------------------------
function AddressDlg::GoSearch(%this)
{
if(trim(LC_Search.getValue()) !$="")
{
%this.key = LaunchGui.key++;
%this.state = "goSearch";
%this.lbstate = "errorcheck";
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
DatabaseQueryArray(3,100,trim(LC_Search.getValue()) TAB 0 TAB 100 TAB 1 ,%this, %this.key,true);
2017-07-18 02:51:48 +00:00
LC_BuddyListBtn.direction = 0;
LC_BuddyListBtn.text = "ADD TO BUDDYLIST";
LC_ListBox.setSelected(0);
}
else
MessageBoxOK("WARNING","Null searches (blank) are not allowed. Please enter letter(s) to search for.");
}
//-----------------------------------------------------------------------------
function AddressDlg::GoList(%this)
{
%this.key = LaunchGui.key++;
%this.lbstate = "errorcheck";
if(LC_ListBox.getValue() $="Select List")
{
LC_BigList.clear();
}
else if(LC_ListBox.getValue() $="Buddy List")
{
%this.state = "getBuddyList";
DatabaseQueryArray(5,0,"",%this,%this.key);
LC_BuddyListBtn.direction = 1;
LC_BuddyListBtn.text = "REMOVE FROM BUDDYLIST";
}
else
{
%this.state = "getTribeMembers";
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
DatabaseQueryArray(6,0,LC_ListBox.getValue(),%this,%this.key,true);
2017-07-18 02:51:48 +00:00
LC_BuddyListBtn.direction = 0;
LC_BuddyListBtn.text = "ADD TO BUDDYLIST";
}
}
//-----------------------------------------------------------------------------
function AddressDlg::OK(%this)
{
if (LC_ToList.rowCount() > 0)
EMail_ToEdit.setValue(ListToStr(LC_ToList,","));
if (LC_CCList.rowCount() > 0)
EMail_CCEdit.setValue(ListToStr(LC_CCList,","));
LC_BigList.Clear();
Canvas.PopDialog("AddressDlg");
}
//-----------------------------------------------------------------------------
function AddressDlg::onClick(%this, %sender)
{
switch$(%sender)
{
case "BIGLIST":
LC_ToListBtn.text = "ADD";
LC_CCListBtn.text = "ADD";
LC_ToListBtn.direction = 0;
LC_CCListBtn.direction = 0;
LC_ToList.setSelectedRow(-1);
LC_CCList.setSelectedRow(-1);
%this.SrcList = 0;
LC_BuddyListBtn.setVisible(1);
if(LC_ListBox.getValue() $="Buddy List")
{
LC_BuddyListBtn.direction = 1;
LC_BuddyListBtn.SetValue("REMOVE FROM BUDDYLIST");
}
else
{
LC_BuddyListBtn.direction = 0;
LC_BuddyListBtn.SetValue("ADD TO BUDDYLIST");
}
case "TOLIST":
LC_ToListBtn.text = "DEL";
LC_ToListBtn.direction = 1;
LC_BigList.setSelectedRow(-1);
LC_CCList.setSelectedRow(-1);
%this.DestList = 0;
%this.SrcList = 1;
LC_BuddyListBtn.direction = 0;
LC_BuddyListBtn.SetValue("ADD TO BUDDYLIST");
LC_BuddyListBtn.setVisible(1);
case "CCLIST":
LC_CCListBtn.text = "DEL";
LC_CCListBtn.direction = 1;
LC_ToList.setSelectedRow(-1);
LC_BigList.setSelectedRow(-1);
%this.DestList = 1;
%this.SrcList = 2;
LC_BuddyListBtn.direction = 0;
LC_BuddyListBtn.SetValue("ADD TO BUDDYLIST");
LC_BuddyListBtn.setVisible(1);
case "LISTBOX":
LC_ToList.setSelectedRow(-1);
LC_BigList.setSelectedRow(-1);
LC_CCList.setSelectedRow(-1);
%this.SrcList = 0;
LC_BuddyListBtn.setVisible(0);
%this.GoList();
case "SEARCHBOX":
LC_ToList.setSelectedRow(-1);
LC_BigList.setSelectedRow(-1);
LC_CCList.setSelectedRow(-1);
%this.SrcList = 0;
LC_BuddyListBtn.setVisible(0);
}
Canvas.repaint();
}
//-----------------------------------------------------------------------------
function AddressDlg::onDblClick(%this,%caller)
{
switch(%caller)
{
case 0:
if(%this.DestList==0)
%this.AddTo();
else
%this.AddCC();
case 1:
LC_ToList.removeRowbyID(LC_ToList.getSelectedID());
LC_ToList.SetSelectedRow(0);
case 2:
LC_CCList.removeRowbyID(LC_CCList.getSelectedID());
LC_CCList.SetSelectedRow(0);
}
}
//-----------------------------------------------------------------------------
function AddressDlg::onWake(%this)
{
%this.doRefresh = 0;
%this.key = LaunchGui.key++;
%this.state = "loadlistbox";
%this.lbstate = "errorcheck";
%this.DestList = 0;
%this.SrcList = 0;
LC_BuddyListBtn.setVisible(0);
LC_ListBox.Clear();
LC_ListBox.Add("Select List",0);
LC_ListBox.Add("Buddy List",1);
LC_ListBox.setSelected(0);
LC_Search.clear();
StrToList(LC_ToList,$EmailToAddress,",");
StrToList(LC_CCList,$EmailCCAddress,",");
%info = WONGetAuthInfo();
%tribeCount = getField( getRecord( %info, 1 ), 0 ); //%cert
for ( %i = 0; %i < %tribeCount; %i++ )
{
%tribe = getField( getRecord( %info, %i + 2 ), 0 ); //%cert
LC_ListBox.add(%tribe,%i);
}
}
//-- EMailGui ----------------------------------------------------------------
function EmailGui::onWake(%this)
{
// Make these buttons inactive until a message is selected:
EM_ReplyBtn.setActive( false );
EM_ReplyToAllBtn.setActive( false );
EM_ForwardBtn.setActive( false );
EM_DeleteBtn.setActive( false );
EM_BlockBtn.setActive( false );
%selId = EM_Browser.getSelectedId();
Canvas.pushDialog(LaunchToolbarDlg);
// Set the minimum extent of the frame panes:
%minExtent = EM_BrowserPane.getMinExtent();
EM_Frame.frameMinExtent( 0, firstWord( %minExtent ), restWords( %minExtent ) );
%minExtent = EM_MessagePane.getMinExtent();
EM_Frame.frameMinExtent( 1, firstWord( %minExtent ), restWords( %minExtent ) );
if(!%this.cacheFile)
{
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
%this.cacheFile = "email1";
2017-07-18 02:51:48 +00:00
EmailGui.getCache();
}
if ( !EmailGui.cacheLoaded || EM_Browser.rowCount() == 0 )
{
EmailGui.checkingEmail = false;
if(!rbInbox.getValue())
rbInbox.setValue(1);
else
{
EmailGui.GetCache();
EmailGui.OutputVector();
}
}
if ( EM_Browser.rowCount() > 0 )
{
%row = EM_Browser.findById( %selId );
if ( %row == -1 )
EM_Browser.setSelectedRow( 0 );
else
EM_Browser.setSelectedRow( %row );
}
}
//-----------------------------------------------------------------------------
function EmailGui::ButtonClick(%this,%ord)
{
switch(%ord)
{
case 0: em_GetMailBtn.setVisible(1);
GetEmailBtnClick();
case 1: em_GetMailBtn.setVisible(0);
EM_Browser.clear();
EMailMessageVector.clear();
EmailInboxBodyText.setText("");
EMailGui.state = "getDeletedMail";
EmailGui.key = LaunchGui.key++;
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
DatabaseQueryArray(14,100,EmailGui.state,EMailGui,EMailGui.key,true);
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}
}
//-----------------------------------------------------------------------------
function EMailGui::onDatabaseQueryResult(%this, %status, %RowCount_Result, %key)
{
if(%this.key != %key)
return;
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// echo("RECV: " @ %status);
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if(getField(%status,0)==0)
{
switch$(%this.state)
{
case "getMail":
%this.soundPlayed = false;
if(getField(%RowCount_Result,0)>0)
{
%this.messageCount = 0;
%this.message = "";
%this.state = "NewMail";
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%this.getCache();
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}
else
{
%this.state = "done";
EMailGui.getCache();
EMailGui.outputVector();
if(EMailGui.btnClicked)
EmailGui.btnClicked = false;
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
%this.checkingEmail = false;
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%this.checkSchedule = schedule(1000 * 60 * 5, 0, CheckEmail, true);
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// echo("scheduling Email check " @ %this.checkSchedule @ " in 5 minutes");
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}
case "sendMail":
%this.state = "done";
CheckEMail();
case "deleteMail":
%this.state = "done";
CheckEMail();
case "forwardMail":
%this.state = "done";
CheckEMail();
case "replyMail":
%this.state = "done";
CheckEMail();
case "replyAllMail":
%this.state = "done";
CheckEMail();
case "blockSender":
%this.state = "done";
case "Refresh":
%this.state = "done";
CheckEMail();
case "getDeletedMail":
if(getField(%RowCount_Result,0)>0)
{
%this.messageCount = 0;
%this.message = "";
%this.state = "DeletedMail";
}
else
{
%this.state = "done";
MessageBoxOK("NOTICE",getField(%status,2));
}
}
}
else if (getSubStr(getField(%status,1),0,9) $= "ORA-04061")
{
%this.state = "error";
MessageBoxOK("ERROR","There was an error processing your request, please wait a few moments and try again.");
}
else
{
%this.state = "error";
MessageBoxOK("ERROR","Error Retrieving Messages");
}
canvas.SetCursor(DefaultCursor);
}
//-----------------------------------------------------------------------------
function EMailGui::onDatabaseRow(%this, %row,%isLastRow,%key)
{
if(%this.key != %key)
return;
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// echo("RECV: " @ %row NL %isLastRow);
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switch$(%this.state)
{
case "DeletedMail":
%ID = getField(%row,0);
%senderQuad = getFields(%row,1,4);
%recipientQuad = getFields(%row,5,8);
%created = getField(%row,9);
%isCC = getField(%row,10);
%isDel = getField(%row,11);
%isRead = getField(%row,12);
%TList = getField(%row,13);
%CCList = getField(%row,14);
%subject = getField(%row,15);
%bodyCount = getField(%row,16);
%body = getFields(%row,17);
%msg = %ID NL %senderQuad NL %isRead NL %created NL %TList NL %CCList NL %subject NL %body @ "\n";
%this.message = %msg;
EmailMessageVector.pushBackLine(%this.message, getField(%this.message, 0));
if(%isLastRow)
%this.outputVector();
2017-07-18 02:55:25 +00:00
case "NewMail":
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%this.checkingEmail = "";
%ID = getField(%row,0);
%senderQuad = getFields(%row,1,4);
%recipientQuad = getFields(%row,5,8);
%created = getField(%row,9);
%isCC = getField(%row,10);
%isDel = getField(%row,11);
%isRead = getField(%row,12);
%TList = getField(%row,13);
%CCList = getField(%row,14);
%subject = getField(%row,15);
%bodyCount = getField(%row,16);
%body = getFields(%row,17);
%msg = %ID NL %senderQuad NL %isRead NL %created NL %TList NL %CCList NL %subject NL %body @ "\n";
%this.message = %msg;
$EmailNextSeq = %ID;
EmailMessageVector.pushBackLine(%this.message, getField(%this.message, 0));
if(!%this.soundPlayed)
{
if(!getRecord(%this.message, 2))//are there any unread messages in this group?
{
%this.soundPlayed = true;
alxPlay(sGotMail, 0, 0, 0);
}
}
if(%isLastRow)
{
EmailGui.dumpCache();
EmailGui.loadCache();
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
%this.checkingEmail = false;
2017-07-18 02:51:48 +00:00
%this.checkSchedule = schedule(1000 * 60 * 5, 0, CheckEmail, true);
2017-07-18 02:55:25 +00:00
// echo("scheduling Email check " @ %this.checkSchedule @ " in 5 minutes");
2017-07-18 02:51:48 +00:00
}
}
}
//-----------------------------------------------------------------------------
function EmailGui::getCache(%this)
{
EM_Browser.clear();
EMailMessageVector.clear();
EmailInboxBodyText.setText("");
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
%fileName = $EmailCachePath @ "email1";
2017-07-18 02:51:48 +00:00
%file = new FileObject();
if ( %this.cacheFile $= "" )
{
if ( %file.openForRead( %fileName ) )
{
%guid = %file.readLine();
if ( %guid $= getField( WonGetAuthInfo(), 3 ) )
{
// This is the right one!
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
%this.cacheFile = "email1";
2017-07-18 02:51:48 +00:00
%this.messageCount = %file.readLine();
while( !%file.isEOF() )
{
%line = %file.readLine();
%id = firstWord( %line );
%msg = collapseEscape( restWords( %line ) );
$EmailNextSeq = %id;
EMailMessageVector.pushBackLine(%msg, %id);
}
%file.close();
}
}
}
else if ( %file.openForRead( %fileName ) )
{
%guid = %file.readLine();
%this.messageCount = %file.readLine();
while( !%file.isEOF() )
{
%line = %file.readLine();
%id = firstWord( %line );
%msg = collapseEscape( restWords( %line ) );
$EmailNextSeq = %id;
EMailMessageVector.pushBackLine(%msg, %id);
}
%file.close();
}
%file.delete();
%this.cacheLoaded = true;
}
//-----------------------------------------------------------------------------
function EmailGui::outputVector(%this)
{
for(%i = 0; %i < EmailMessageVector.getNumLines(); %i++)
EmailMessageAddRow(EmailMessageVector.getLineText(%i),
EmailMessageVector.getLineTag(%i));
EM_Browser.setSelectedRow( 0 );
}
//-----------------------------------------------------------------------------
function EmailGui::loadCache( %this )
{
EM_Browser.clear();
EMailMessageVector.clear();
EMailInboxBodyText.setText("");
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
%fileName = $EmailCachePath @ "email1";
2017-07-18 02:51:48 +00:00
%file = new FileObject();
if ( %this.cacheFile $= "" )
{
if ( %file.openForRead( %fileName ) )
{
%guid = %file.readLine();
if ( %guid $= getField( WonGetAuthInfo(), 3 ) )
{
// This is the right one!
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
%this.cacheFile = "email1";
2017-07-18 02:51:48 +00:00
%this.messageCount = %file.readLine();
while( !%file.isEOF() )
{
%line = %file.readLine();
%id = firstWord( %line );
%msg = collapseEscape( restWords( %line ) );
EmailNewMessageArrived( %msg, %id );
}
%file.close();
}
}
}
else if ( %file.openForRead( %fileName ) )
{
%guid = %file.readLine();
%this.messageCount = %file.readLine();
while( !%file.isEOF() )
{
%line = %file.readLine();
%id = firstWord( %line );
%msg = collapseEscape( restWords( %line ) );
EmailNewMessageArrived( %msg, %id );
}
%file.close();
}
%file.delete();
%this.cacheLoaded = true;
}
//-----------------------------------------------------------------------------
function EmailGui::dumpCache( %this )
{
%guid = getField( WONGetAuthInfo(), 3 );
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
if ( %this.cacheFile $= "" ) %this.cacheFile = "email1";
2017-07-18 02:51:48 +00:00
EmailMessageVector.dump( $EmailCachePath @ %this.cacheFile, %guid );
}
//-----------------------------------------------------------------------------
function EmailGui::onSleep( %this )
{
}
//-----------------------------------------------------------------------------
function EMailGui::getEmail(%this,%fromSchedule)
{
checkEmail(%fromSchedule);
}
//-----------------------------------------------------------------------------
function EmailGui::setKey( %this, %key )
{
}
//-- EM_Browser --------------------------------------------------------------
function EM_Browser::onAdd( %this )
{
// Add the columns with widths from the prefs:
for ( %i = 0; %i < $EmailColumnCount; %i++ )
%this.addColumn( %i, $EmailColumnName[%i], $pref::Email::Column[%i], firstWord( $EmailColumnRange[%i] ), getWord( $EmailColumnRange[%i], 1 ) );
%this.setSortColumn( $pref::Email::SortColumnKey );
%this.setSortIncreasing( $pref::Email::SortInc );
}
//-----------------------------------------------------------------------------
function EM_Browser::onSelect( %this, %id )
{
%text = EmailMessageVector.getLineTextByTag(%id);
if(rbinbox.getValue())
{
if(!getRecord(%text, 2)) // read flag
{
%line = EmailMessageVector.getLineIndexByTag(%id);
%text = setRecord(%text, 2, 1);
DatabaseQuery(7, %id);
// Update the GUI:
%this.setRowFlags( %id, 1 );
EmailMessageVector.deleteLine(%line);
EmailMessageVector.insertLine(%line, %text, %id);
EmailGui.dumpCache();
}
}
EmailInboxBodyText.setValue(EmailGetTextDisplay(%text));
EM_ReplyBtn.setActive( true );
EM_ReplyToAllBtn.setActive( true );
EM_ForwardBtn.setActive( true );
EM_DeleteBtn.setActive( true );
EM_BlockBtn.setActive( true );
}
//-----------------------------------------------------------------------------
function EM_Browser::onSetSortKey( %this, %sortKey, %isIncreasing )
{
$pref::Email::SortColumnKey = %sortKey;
$pref::Email::SortInc = %isIncreasing;
}
//-----------------------------------------------------------------------------
function EM_Browser::onColumnResize( %this, %column, %newSize )
{
$pref::Email::Column[%column] = %newSize;
}