2017-07-18 02:51:48 +00:00
//------------------------------------------
// Forums code
//------------------------------------------
$ ForumCacheVersion = 8 ; //lucky seven...NOT!
$ ForumCachePath = "webcache/" @ getField ( wonGetAuthInfo ( ) , 3 ) @ "/" ;
$ ForumsConnecting = "CONNECTING" ;
$ ForumsGetForums = "FETCHING FORUM LIST " ;
$ ForumsGetTopics = "FETCHING TOPICS " ;
$ ForumsTitle = "FORUMS" ;
$ ForumsGetPosts = "FETCHING POSTS " ;
$ TopicColumnCount = 0 ;
$ TopicColumnName [ 0 ] = "Topic" ;
$ TopicColumnRange [ 0 ] = "50 1000" ;
$ TopicColumnCount + + ;
$ TopicColumnName [ 1 ] = "Posts" ;
$ TopicColumnRange [ 1 ] = "25 100" ;
$ TopicColumnFlags [ 1 ] = "numeric center" ;
$ TopicColumnCount + + ;
$ TopicColumnName [ 2 ] = "Posted By" ;
$ TopicColumnRange [ 2 ] = "50 300" ;
$ TopicColumnCount + + ;
$ TopicColumnName [ 3 ] = "Last Post Date" ;
$ TopicColumnRange [ 3 ] = "50 300" ;
$ TopicColumnCount + + ;
$ ForumColumnCount = 0 ;
$ ForumColumnName [ 0 ] = "Message Tree" ;
$ ForumColumnRange [ 0 ] = "50 1000" ;
$ ForumColumnCount + + ;
$ ForumColumnName [ 1 ] = "Posted By" ;
$ ForumColumnRange [ 1 ] = "50 300" ;
$ ForumColumnCount + + ;
$ ForumColumnName [ 2 ] = "Date Posted" ;
$ ForumColumnRange [ 2 ] = "50 300" ;
$ ForumColumnCount + + ;
// format of a forum post is:
// Post ID
// Parent Post ID
// subject
// Author
// Post date
// Text lines
//Forums message vector post:
// postId
// parentId
// Topic
// Poster
// Date
// Message Line0
// MessageLine 1
// MessageLine 2
// Update is defined as:
// PostId
// UpdateId
// parentId
// poster
// Date
// topic
// body lines
if ( ! isObject ( ForumsMessageVector ) )
{
new MessageVector ( ForumsMessageVector ) ;
}
//-----------------------------------------------------------------------------
function DateStrCompare ( % date1 , % date2 )
{
% d1 = getSubStr ( % date1 , 0 , 2 ) ;
% d2 = getSubStr ( % date2 , 0 , 2 ) ;
if ( % d1 = = % d2 )
{
% d1 = getSubStr ( % date1 , 3 , 2 ) ;
% d2 = getSubStr ( % date2 , 3 , 2 ) ;
if ( % d1 = = % d2 )
{
% d1 = getSubStr ( % date1 , 6 , 4 ) ;
% d2 = getSubStr ( % date2 , 6 , 4 ) ;
if ( % d1 = = % d2 )
{
if ( getSubStr ( % date1 , 17 , 1 ) $ = "a" )
% d1 = getSubStr ( % date1 , 11 , 2 ) + 12 ;
else
% d1 = getSubStr ( % date1 , 11 , 2 ) ;
if ( getSubStr ( % date2 , 17 , 1 ) $ = "a" )
% d2 = getSubStr ( % date2 , 11 , 2 ) + 12 ;
else
% d2 = getSubStr ( % date2 , 11 , 2 ) ;
if ( % d1 = = % d2 )
{
% d1 = getSubStr ( % date1 , 14 , 2 ) ;
% d2 = getSubStr ( % date2 , 14 , 2 ) ;
if ( % d1 > = % d2 )
return true ;
else
return false ;
}
else if ( % d1 > % d2 )
return true ;
else
return false ;
}
else if ( % d1 > % d2 )
return true ;
else
return false ;
}
else if ( % d1 > % d2 )
return true ;
else
return false ;
}
else if ( % d1 > % d2 )
return true ;
else
return 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
function IsPostAuthor ( % author )
{
// %ai = wonGetAuthInfo();
// %pid = getField(GetRecord(%ai,0),
// for(%east=0;%east<getField(getRecord(%ai,1),0);%east++)
// {
// %wonTribe = getRecord(%ai,2+%east);
// ForumsList.addRow(getField(%wonTribe,3)*-1,getField(%wonTribe,0) TAB getField(%wonTribe,4) TAB getField(%wonTribe,2));
// }
}
//-----------------------------------------------------------------------------
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function BackToTopics ( )
{
CacheForumTopic ( ) ;
ForumsGui . eid = schedule ( 250 , ForumsGui , ForumsGoTopics ) ;
}
//-----------------------------------------------------------------------------
function CacheForumTopic ( )
{
% allRead = true ;
% numLines = ForumsMessageVector . getNumLines ( ) ;
for ( % line = 0 ; % line < % numLines ; % line + + )
{
% lineText = ForumsMessageVector . getLineText ( % line ) ;
if ( getRecord ( % lineText , 0 ) $ = "0" )
% allRead = false ;
// Keep track of the latest date:
% lineDate = getRecord ( % lineText , 5 ) ;
if ( % latest $ = "" | | strcmp ( % lineDate , % latest ) > 0 )
% latest = % lineDate ;
}
if ( ! ForumsMessageList . highestUpdate )
ForumsMessageList . highestUpdate = 0 ;
% newGroup = TopicsListGroup . getObject ( ForumsTopicsList . getSelectedRow ( ) ) ;
ForumsMessageList . lastID = % newGroup . updateid ;
% latest = GetField ( ForumsTopicsList . getRowTextbyID ( ForumsTopicsList . getSelectedID ( ) ) , 3 ) ;
ForumsMessageVector . dump ( $ ForumCachePath @ "tpc" @ ForumsMessageVector . tid , ForumsMessageList . lastID TAB $ ForumCacheVersion TAB % allRead TAB % latest ) ;
}
//-----------------------------------------------------------------------------
function ForumsAcceptPost ( )
{
% parentId = ForumsMessageList . getSelectedId ( ) ;
% text = ForumsMessageVector . getLineTextByTag ( % parentId ) ;
% author = getRecord ( % text , 4 ) ;
% dev = getLinkName ( % author ) ;
% date = getRecord ( % text , 5 ) ;
% body = getRecords ( % text , 7 ) ;
ForumsGui . ebstat = FO_EditBtn . Visible ;
ForumsGui . destat = FO_DeleteBtn . Visible ;
$ NewsTitle = getRecord ( % text , 3 ) ;
ForumsMessageList . state = "newsAccept" ;
Canvas . pushDialog ( NewsPostDlg ) ;
NewsCategoryMenu . clear ( ) ;
NewsCategoryMenu . add ( "General" , 0 ) ;
NewsCategoryMenu . add ( "Announcements" , 1 ) ;
NewsCategoryMenu . add ( "Events" , 2 ) ;
NewsCategoryMenu . add ( "Updates" , 3 ) ;
NewsCategoryMenu . setSelected ( 0 ) ;
NewsPostBodyText . setValue ( "submitted by " @ % dev @ "\n\n" @ ForumsGetTextDisplay ( % body ) ) ;
NewsPostDlg . postID = - 1 ;
NewsPostDlg . action = "News" ;
}
//-----------------------------------------------------------------------------
function ForumsEditPost ( )
{
ForumsGui . ebstat = FO_EditBtn . Visible ;
ForumsGui . destat = FO_DeleteBtn . Visible ;
% text = ForumsMessageVector . getLineTextByTag ( ForumsComposeDlg . parentPost ) ;
$ ForumsSubject = getRecord ( % text , 3 ) ;
Canvas . pushDialog ( ForumsComposeDlg ) ;
ForumsBodyText . setValue ( ForumsGetTextDisplay ( % text , 7 ) ) ;
ForumsComposeDlg . post = ForumsComposeDlg . parentPost ;
ForumsComposeDlg . action = "Edit" ;
}
//-----------------------------------------------------------------------------
function ForumsGetTextDisplay ( % text , % offSet )
{
% msgText = "" ;
% rc = getRecordCount ( % text ) ;
for ( % i = % offSet ; % i < % rc ; % i + + )
% msgText = % msgText @ getRecord ( % text , % i ) @ "\n" ;
return % msgText ;
}
//-----------------------------------------------------------------------------
function ForumsGoTopics ( % direction )
{
// ForumsTopicsList.direction = %direction;
ForumsTopicsList . MaxDate = "" ;
ForumsTopicsList . MinDate = "" ;
ForumShell . setTitle ( $ ForumsConnecting ) ;
ForumsThreadPane . setVisible ( false ) ;
ForumsTopicsPane . setVisible ( true ) ;
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
FO_AcceptBtn . visible = false ;
if ( ForumsTopicsList . rowCount ( ) = = 0 | | ForumsTopicsList . refreshFlag )
{
FM_NewTopic . setActive ( true ) ;
ForumShell . setTitle ( $ ForumsConnecting ) ;
ForumsGui . eid = schedule ( 250 , ForumsGui , GetTopicsList ) ;
}
else
ForumsTopicsList . updateReadStatus ( ) ; //looks at file if any posts have been added/edited/deleted...
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
}
//-----------------------------------------------------------------------------
function ForumsRefreshTopics ( )
{
ForumsTopicsList . refreshFlag = true ;
// ForumsMessageVector.clear();
// ForumsMessageVector.tid = "";
ForumsGui . eid = schedule ( 250 , ForumsGui , GetTopicsList ) ;
}
//-----------------------------------------------------------------------------
function ForumsMessageAddRow ( % text )
{
% rc = ForumsMessageList . rowCount ( ) ;
% isRead = getRecord ( % text , 0 ) ;
% id = getRecord ( % text , 1 ) ;
% parentId = getRecord ( % text , 2 ) ;
% subject = getRecord ( % text , 3 ) ;
% author = getField ( getTextName ( getRecord ( % text , 4 ) , 0 ) , 0 ) ;
% authorName = getField ( getRecord ( % text , 4 ) , 0 ) ;
% date = getRecord ( % text , 5 ) ;
% ref = getRecord ( % text , 6 ) ;
% oldRow = ForumsMessageList . getRowNumById ( % id ) ;
% selId = ForumsMessageList . getSelectedId ( ) ;
if ( ! % selID )
{
% selID = ForumsGui . lastSelected ;
ForumsGui . lastSelected = "" ;
}
if ( % parentId )
{
for ( % i = 0 ; % i < % rc ; % i + + )
{
// check for existing?
if ( ForumsMessageList . getRowId ( % i ) = = % parentId )
{
% parentRow = ForumsMessageList . getRowText ( % i ) ;
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// echo("Found parent");
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break ;
}
}
% indentLevel = getField ( % parentRow , 3 ) + 1 ;
% indentSpace = "" ;
for ( % j = 0 ; % j < % indentLevel ; % j + + )
% indentSpace = % indentSpace @ " " ;
}
else
% indentSpace = "" ;
% rowText = % indentSpace @ % subject TAB % author TAB % date TAB % indentLevel TAB % parentId TAB % ref TAB % authorName ;
if ( % oldRow ! = - 1 ) //if there's a rownumber - message exists
{
ForumsMessageList . removeRow ( % oldRow ) ;
ForumsMessageList . addRow ( % id , % rowText , % oldRow ) ;
}
else if ( ! % parentId ) //if a first post
{
ForumsMessageList . addRow ( % id , % rowText , 0 ) ;
}
else //continue from %i
{
for ( % i + + ; % i < % rc ; % i + + )
{
% row = ForumsMessageList . getRowText ( % i ) ;
while ( % row ! $ = "" )
{
% rowParent = getField ( % row , 4 ) ;
if ( % rowParent = = % parentId )
break ;
% row = ForumsMessageList . getRowTextById ( % rowParent ) ;
}
if ( % row $ = "" )
break ;
}
if ( % i < = % rc )
ForumsMessageList . addRow ( % id , % rowText , % i ) ;
else
ForumsMessageList . addRow ( % id , % rowText ) ;
}
ForumsMessageList . setRowStyleById ( % id , ! % isRead ) ;
}
//-----------------------------------------------------------------------------
function ForumsNewTopic ( )
{
if ( ForumsList . getSelectedID ( ) = = 105 )
{
$ NewsCategory = "" ;
$ NewsTitle = "" ;
Canvas . pushDialog ( NewsPostDlg ) ;
NewsPostDlg . postId = - 1 ;
NewsPostBodyText . setValue ( "" ) ;
}
else
{
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// ForumsGui.LaunchForum = getField(ForumsList.getRowTextById(ForumsList.getSelectedID()),0);
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$ ForumsSubject = "" ;
Canvas . pushDialog ( ForumsComposeDlg ) ;
ForumsBodyText . setValue ( "" ) ;
ForumsComposeDlg . parentPost = 0 ;
ForumsComposeDlg . action = "Post" ;
}
}
//-----------------------------------------------------------------------------
function ForumsNext ( )
{
% Currow = ForumsMessageList . getSelectedRow ( ) ;
if ( % Currow < ForumsMessageList . rowCount ( ) )
ForumsMessageList . setSelectedRow ( % Currow + 1 ) ;
}
//-----------------------------------------------------------------------------
function ForumsOpenThread ( % tid )
{
ForumsGui . eid = schedule ( 250 , ForumsGui , GetTopicPosts ) ;
}
//-----------------------------------------------------------------------------
function ForumsPost ( )
{
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// error("FORUMPOST: " @ ForumsComposeDlg.action TAB ForumsComposeDlg.parentPost TAB $ForumsSubject);
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$ ForumsSubject = FP_SubjectEdit . getValue ( ) ;
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if ( trim ( $ ForumsSubject ) $ = "" )
{
MessageBoxOK ( "POST FAILED" , "Your post cannot be accepted without text in the Subject line." ,
"FP_SubjectEdit.makeFirstResponder(1);" ) ;
return ;
}
2017-07-18 03:05:21 +00:00
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TextCheck ( $ ForumsSubject , ForumsGui ) ;
if ( ! ForumsGui . textCheck )
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
{
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ForumsTopicsList . refreshFlag = 1 ;
if ( ForumsComposeDlg . parentPost = = 0 ) //this is a new topic request
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{
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if ( ForumsComposeDlg . action $ = "Post" )
{
% ord = 12 ;
% proxy = ForumsGui ;
% proxy . state = "newTopic" ;
ForumsGui . LaunchTopic = $ ForumsSubject ;
% fieldData = ForumsComposeDlg . forum TAB
ForumsComposeDlg . topic TAB
ForumsComposeDlg . parentPost TAB
$ ForumsSubject TAB
ForumsBodyText . getValue ( ) ;
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
error ( "RT:" TAB ForumsComposeDlg . forum TAB ForumsComposeDlg . topic TAB ForumsComposeDlg . parentPost ) ;
2017-07-18 03:05:21 +00:00
}
else if ( ForumsComposeDlg . action $ = "News" )
{
% ord = 14 ;
% proxy . state = "postNews" ;
% fieldData = ForumsComposeDlg . post TAB
$ ForumsSubject TAB
ForumsBodyText . getValue ( ) ;
}
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}
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else if ( ForumsComposeDlg . parentPost ! = 0 )
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{
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if ( ForumsComposeDlg . action $ = "Reply" )
{
% ord = 12 ;
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% proxy = ForumsMessageList ;
% proxy . state = "replyPost" ;
2017-07-18 03:05:21 +00:00
% fieldData = ForumsComposeDlg . forum TAB
ForumsComposeDlg . topic TAB
ForumsComposeDlg . parentPost TAB
$ ForumsSubject TAB
ForumsBodyText . getValue ( ) ;
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
// error("RT:" TAB ForumsComposeDlg.forum TAB ForumsComposeDlg.topic TAB ForumsComposeDlg.parentPost);
2017-07-18 03:05:21 +00:00
}
else if ( ForumsComposeDlg . action $ = "Edit" )
{
% ord = 13 ;
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% proxy = ForumsMessageList ;
% proxy . state = "editPost" ;
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% fieldData = ForumsComposeDlg . parentPost TAB
$ ForumsSubject TAB
ForumsBodyText . getValue ( ) ;
}
}
% proxy . key = LaunchGui . key + + ;
canvas . SetCursor ( ArrowWaitCursor ) ;
// error("DQ: " @ %ord NL %fieldData);
DatabaseQuery ( % ord , % fieldData , % proxy , % proxy . key ) ;
Canvas . popDialog ( ForumsComposeDlg ) ;
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}
else
{
messageBoxOK ( "ERROR" , "Please remove any of the following characters contained in your subject line and resubmit" NL "" NL " : < > * ^ | ~ @ % & / \\ ` \"" ) ;
FP_SubjectEdit . makeFirstResponder ( 1 ) ;
}
}
//-----------------------------------------------------------------------------
function ForumsPrevious ( )
{
% Currow = ForumsMessageList . getSelectedRow ( ) ;
if ( % Currow > 0 )
ForumsMessageList . setSelectedRow ( % Currow - 1 ) ;
}
//-----------------------------------------------------------------------------
function ForumsRejectPost ( ) //forumsDeletePost()
{
ForumsGui . ebstat = FO_EditBtn . Visible ;
ForumsGui . destat = FO_DeleteBtn . Visible ;
ForumsMessageList . key = LaunchGui . key + + ;
ForumsMessageList . state = "deletePost" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
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// error("REJECT: " @ ForumsComposeDlg.parentPost);
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MessageBoxYesNo ( "CONFIRM" , "Are you sure you wish to remove the selected post?" ,
"DatabaseQuery(14," @ ForumsComposeDlg . parentPost @ "," @ ForumsMessagelist @ "," @ ForumsMessagelist . key @ ");" , "canvas.SetCursor(defaultCursor);" ) ;
}
//-----------------------------------------------------------------------------
function ForumsReply ( )
{
% text = ForumsMessageVector . getLineTextByTag ( ForumsComposeDlg . parentPost ) ;
ForumsGui . ebstat = FO_EditBtn . Visible ;
ForumsGui . destat = FO_DeleteBtn . Visible ;
$ ForumsSubject = getRecord ( % text , 3 ) ;
Canvas . pushDialog ( ForumsComposeDlg ) ;
ForumsBodyText . setValue ( "" ) ;
QuoteBtn . setVisible ( ForumsMessageVector . getNumLines ( ) > 0 ) ;
// MessageBoxYesNo("QUOTE?","Include Topic Post Text?","GetQuotedText();","ForumsBodyText.setValue(\"\");");
ForumsComposeDlg . action = "Reply" ;
}
//-----------------------------------------------------------------------------
function GetQuotedText ( )
{
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if ( ForumsComposeDlg . parentPost = = 0 )
{
ForumsBodyText . setValue ( "<spush><color:FFCCAA>ALL YOUR BASE ARE BELONG TO US<spop>\n\n" ) ;
ForumsBodyText . MakeFirstResponder ( 1 ) ;
ForumsBodyText . setCursorPosition ( 3600 ) ;
}
else
{
ForumsBodyText . setValue ( "<spush><color:FFCCAA>\"" @ trim ( ForumsText . getText ( ) ) @ "\"<spop>\n\n" ) ;
ForumsBodyText . MakeFirstResponder ( 1 ) ;
ForumsBodyText . setCursorPosition ( 3600 ) ;
}
2017-07-18 02:51:48 +00:00
// ForumsBodyText.setCursorPosition(strLen(ForumsBodyTExt.getText())+5);
}
//-----------------------------------------------------------------------------
function LaunchForums ( % forum , % topic )
{
ForumsGui . setVisible ( false ) ;
ForumsGui . launchForum = % forum ;
ForumsGui . launchTopic = % topic ;
forumsList . clear ( ) ;
if ( trim ( ForumsGui . launchTopic ) $ = "" )
{
ForumsThreadPane . setVisible ( false ) ;
ForumsTopicsPane . setVisible ( true ) ;
}
LaunchTabView . viewTab ( "FORUMS" , ForumsGui , 0 ) ;
}
//-----------------------------------------------------------------------------
function GetForumsList ( )
{
ForumsList . clear ( ) ;
ForumsGui . onWake ( ) ;
}
//-----------------------------------------------------------------------------
function GetTopicsList ( )
{
2017-07-18 03:05:21 +00:00
// error("GTL: " @ ForumsComposeDlg.forum);
2017-07-18 02:51:48 +00:00
ForumsGui . key = LaunchGui . key + + ;
ForumShell . setTitle ( $ ForumsGetTopics ) ;
ForumsGui . state = "getTopicList" ;
ForumsTopicsList . clear ( ) ;
canvas . SetCursor ( ArrowWaitCursor ) ;
ForumsTopicsList . clearList ( ) ;
2017-07-18 03:05:21 +00:00
// error("DQA:" @ 8 TAB ForumsComposeDlg.forum);
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 ( 8 , 80 , ForumsComposeDlg . forum , ForumsGui , ForumsGui . key , true ) ;
2017-07-18 02:51:48 +00:00
ForumsTopicsList . refreshFlag = 0 ;
}
//-----------------------------------------------------------------------------
function GetTopicPosts ( )
{
ForumsGui . key = LaunchGui . key + + ;
ForumShell . setTitle ( $ ForumsGetPosts ) ;
ForumsGui . state = "getPostList" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
ForumsThreadPane . setVisible ( true ) ;
ForumsTopicsPane . setVisible ( false ) ;
ForumsText . setValue ( "" ) ;
FO_TopicText . setValue ( strupr ( getField ( ForumsTopicsList . getRowTextByID ( ForumsComposeDlg . Topic ) , 0 ) ) ) ;
if ( ! ForumsComposeDlg . Topic )
ForumsComposeDlg . topic = ForumsTopicsList . getSelectedID ( ) ;
ForumsMessageList . loadCache ( getField ( ForumsList . getRowTextByID ( ForumsList . getSelectedID ( ) ) , 1 ) ) ;
if ( ForumsMessageList . lastID = = 0 )
{
ForumsMessageVector . clear ( ) ;
ForumsMessageList . clear ( ) ;
}
2017-07-18 03:05:21 +00:00
// error("DQA:" @ 8 TAB ForumsComposeDlg.topic);
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 ( 9 , 0 , ForumsComposeDlg . Topic TAB ForumsMessageList . lastID , ForumsGui , ForumsGui . key , true ) ;
2017-07-18 02:51:48 +00:00
}
//-----------------------------------------------------------------------------
//-- ForumsGui ---------------------------------------------------------------
//-----------------------------------------------------------------------------
function ForumsGui : : onAdd ( % this )
{
% this . initialized = false ;
}
//-----------------------------------------------------------------------------
function ForumsGui : : onWake ( % this )
{
// First time only:
if ( ! % this . initialized )
{
FM_NewTopic . setActive ( false ) ;
ForumsThreadPane . setVisible ( false ) ;
ForumsTopicsPane . setVisible ( true ) ;
ForumsMessageList . thread = "" ;
ForumsMessageList . lastId = "" ;
// Both panes should have the same minimum extents...
% minExtent = FO_MessagePane . getMinExtent ( ) ;
FO_Frame . frameMinExtent ( 0 , firstWord ( % minExtent ) , restWords ( % minExtent ) ) ;
FO_Frame . frameMinExtent ( 1 , firstWord ( % minExtent ) , restWords ( % minExtent ) ) ;
% this . initialized = true ;
}
Canvas . pushDialog ( LaunchToolbarDlg ) ;
if ( ForumsList . rowCount ( ) = = 0 )
{
ForumsGui . key = LaunchGui . key + + ;
ForumShell . setTitle ( $ ForumsConnecting ) ;
ForumsGui . state = "getForumList" ;
canvas . SetCursor ( ArrowWaitCursor ) ;
2017-07-18 03:05:21 +00:00
DatabaseQueryArray ( 7 , 100 , "" , ForumsGui , ForumsGui . key ) ;
2017-07-18 02:51:48 +00:00
}
// Make these buttons inactive until a message is selected:
FO_ReplyBtn . setActive ( false ) ;
FO_NextBtn . setActive ( false ) ;
FO_PreviousBtn . setActive ( false ) ;
}
//-----------------------------------------------------------------------------
function ForumsGui : : onSleep ( % this )
{
Canvas . popDialog ( LaunchToolbarDlg ) ;
// Stop the scheduled refreshes:
cancel ( % this . messageRefresh ) ;
}
//-----------------------------------------------------------------------------
function ForumsGui : : setKey ( % this , % key )
{
}
//-----------------------------------------------------------------------------
function ForumsGui : : onClose ( % this , % key )
{
}
//-----------------------------------------------------------------------------
function ForumsGui : : onDatabaseQueryResult ( % this , % status , % resultString , % key )
{
if ( % this . key ! = % key )
return ;
2017-07-18 02:55:25 +00:00
// echo("RECV: " @ %status TAB %resultString);
2017-07-18 02:51:48 +00:00
if ( getField ( % status , 0 ) = = 0 )
{
switch $ ( % this . state )
{
case "getForumList" :
if ( getField ( % resultString , 0 ) > 0 )
{
% this . forumCount = - 1 ;
ForumShell . setTitle ( $ ForumsGetForums @ ": " @ getField ( % resultString , 0 ) ) ;
% this . state = "ForumList" ;
ForumsList . clear ( ) ;
}
else
{
% this . state = "done" ;
MessageBoxOK ( "NO DATA" , "No Forums found" ) ;
}
case "getTopicList" :
if ( getField ( % resultString , 0 ) > 0 )
{
ForumShell . setTitle ( $ ForumsGetTopics @ ": " @ getField ( % resultString , 0 ) ) ;
% this . state = "TopicList" ;
}
else
{
% this . state = "done" ;
ForumsTopicsList . updateReadStatus ( ) ;
}
case "getPostList" :
% statFlag = getField ( % status , 2 ) ;
% forumFlag = getField ( ForumsList . getRowTextbyId ( ForumsList . getSelectedID ( ) ) , 1 ) ;
% forumID = getField ( ForumsList . getRowTextById ( ForumsList . getSelectedID ( ) ) , 2 ) ;
% forumTID = ForumsTopicsList . getSelectedID ( ) ;
2017-07-18 03:05:21 +00:00
% this . bflag = % statFlag ;
2017-07-18 02:51:48 +00:00
switch $ ( % this . bflag )
{
case 0 :
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
case 1 :
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
case 2 :
switch ( % forumID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . text = "ACCEPT" ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
case 3 :
switch ( % forumID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . text = "ACCEPT" ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
case 4 :
switch ( % forumID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . text = "ACCEPT" ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
}
if ( getField ( % resultString , 0 ) > 0 )
{
ForumShell . setTitle ( $ ForumsGetPosts @ ": " @ getField ( % resultString , 0 ) ) ;
% this . state = "PostList" ;
if ( ! ForumsGui . visible )
ForumsGui . setVisible ( true ) ;
}
else
{
% this . state = "done" ;
ForumsMessageList . loadCache ( % forumID ) ;
}
case "postNews" :
% this . state = "done" ;
messageBoxOK ( "CONFIRMED" , "Your News Reply has been submitted" ) ;
2017-07-18 03:05:21 +00:00
case "newTopic" :
% this . state = "done" ;
ForumsRefreshTopics ( ) ;
2017-07-18 02:51:48 +00:00
}
}
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 ) ) ;
}
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
canvas . SetCursor ( defaultCursor ) ;
}
//-----------------------------------------------------------------------------
function ForumsGui : : onDatabaseRow ( % this , % row , % isLastRow , % key )
{
if ( % this . key ! = % key )
return ;
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
echo ( "RECV: " @ % row ) ;
2017-07-18 02:51:48 +00:00
% forumTID = getField ( ForumsList . getRowTextbyId ( ForumsList . getSelectedID ( ) ) , 2 ) ;
switch $ ( % this . state )
{
case "ForumList" :
ForumsList . addRow ( getField ( % row , 0 ) , getField ( % row , 1 ) TAB getField ( % row , 2 ) TAB getField ( % row , 3 ) ) ;
2017-07-18 03:05:21 +00:00
// error("ISLASTROW:" TAB %isLastRow);
2017-07-18 02:51:48 +00:00
if ( % isLastRow ) //is last line
{
2017-07-18 03:05:21 +00:00
% ai = wonGetAuthInfo ( ) ;
for ( % east = 0 ; % east < getField ( getRecord ( % ai , 1 ) , 0 ) ; % east + + )
{
% wonTribe = getRecord ( % ai , 2 + % east ) ;
ForumsList . addRow ( getField ( % wonTribe , 3 ) * - 1 , getField ( % wonTribe , 0 ) TAB getField ( % wonTribe , 4 ) TAB getField ( % wonTribe , 2 ) ) ;
}
2017-07-18 02:51:48 +00:00
if ( ForumsGui . launchForum ! $ = "" )
{
ForumsList . selectForum ( ForumsGui . LaunchForum ) ;
ForumsGui . LaunchForum = "" ;
}
else
ForumsList . setSelectedRow ( 1 ) ;
}
case "TopicList" :
% id = getField ( % row , 1 ) ;
% topic = getField ( % row , 2 ) ;
% postCount = getField ( % row , 3 ) ;
% date = getField ( % row , 6 ) ;
% name = getField ( % row , 8 ) ;
% hasDeletes = getField ( % row , 12 ) ;
% slevel = getField ( % row , 13 ) ;
% maxUpdateId = getField ( % row , 14 ) ;
ForumsTopicsList . addTopic ( % id , % topic , % date , % maxUpdateID , % slevel , % row ) ;
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
ForumsTopicsList . addRow ( % id , % topic TAB % postCount TAB % name TAB % date TAB % hasDeletes ) ;
2017-07-18 02:51:48 +00:00
if ( % isLastRow ) //is last line
{
% this . state = "done" ;
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
ForumsTopicsList . updateReadStatus ( ) ;
% this . refreshFlag = false ;
if ( ForumsGui . LaunchTopic ! $ = "" )
{
ForumsTopicsList . selectTopic ( ForumsGui . LaunchTopic ) ;
ForumsGui . LaunchTopic = "" ;
}
else if ( ForumsMessageVector . tid ! $ = "" )
ForumsTopicsList . setSelectedbyId ( ForumsMessageVector . tid ) ;
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
else
ForumsTopicsList . setSelectedRow ( 0 ) ;
2017-07-18 02:51:48 +00:00
}
case "PostList" :
% isAuthor = getField ( % row , 0 ) ;
% postId = getField ( % row , 2 ) ;
% parent = getField ( % row , 3 ) ;
% high = getField ( % row , 4 ) ;
% poster = getFields ( % row , 5 , 8 ) ;
% date = getField ( % row , 10 ) ;
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
% isDeleted = getField ( % row , 12 ) ;
2017-07-18 02:51:48 +00:00
% topic = getField ( % row , 13 ) ;
% body = getFields ( % row , 14 ) ;
if ( % high > ForumsMessageList . highestUpdate )
ForumsMessageList . highestUpdate = % high ;
if ( % parent = = % postId )
% parent = 0 ;
% text = 0 NL
% postId NL
% parent NL
% topic NL
% poster NL
% date NL
% isAuthor NL
% body ;
% li = ForumsMessageVector . getLineIndexByTag ( % postId ) ;
if ( % li ! = - 1 )
ForumsMessageVector . deleteLine ( % li ) ;
if ( ForumsMessageList . allRead & & DateStrCompare ( ForumsMessageList . lastDate , % date ) )
% text = setRecord ( % text , 0 , "1" ) ;
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 ( ! % isDeleted )
ForumsMessageVector . pushBackLine ( % text , % postId ) ;
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if ( % isLastRow )
{
ForumsMessageVector . tid = ForumsTopicsList . getSelectedID ( ) ;
CacheForumTopic ( ) ;
ForumsMessageList . loadCache ( ForumsTopicsList . getSelectedID ( ) ) ;
}
}
}
//-----------------------------------------------------------------------------
//-- ForumsList --------------------------------------------------------------
//-----------------------------------------------------------------------------
function ForumsList : : onSelect ( % this )
{
if ( isEventPending ( ForumsGUI . eid ) )
cancel ( ForumsGui . eid ) ;
FM_NewTopic . setActive ( true ) ;
ForumsComposeDlg . forum = ForumsList . getSelectedID ( ) ;
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
ForumsGui . eid = schedule ( 250 , ForumsGui , GetTopicsList ) ;
}
//-----------------------------------------------------------------------------
function ForumsList : : connectionTerminated ( % this , % key )
{
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
if ( % key ! = % this . key )
return ;
}
//-----------------------------------------------------------------------------
function ForumsList : : selectForum ( % this , % forum )
{
% rowCount = % this . rowCount ( ) ;
for ( % row = 0 ; % row < % rowCount ; % row + + )
{
if ( % forum $ = getField ( % this . getRowText ( % row ) , 0 ) )
{
% this . setSelectedRow ( % row ) ;
break ;
}
}
if ( % row = = % rowCount )
warn ( "\"" @ % forum @ "\" forum not found!" ) ;
}
//-----------------------------------------------------------------------------
//-- ForumsTopicsList --------------------------------------------------------
//-----------------------------------------------------------------------------
function ForumsTopicsList : : onAdd ( % this )
{
new GuiControl ( TopicsPopupDlg ) {
profile = "GuiModelessDialogProfile" ;
horizSizing = "width" ;
vertSizing = "height" ;
position = "0 0" ;
extent = "640 480" ;
minExtent = "8 8" ;
visible = "1" ;
setFirstResponder = "0" ;
modal = "1" ;
new ShellPopupMenu ( TopicsPopupMenu ) {
profile = "ShellPopupProfile" ;
position = "0 0" ;
extent = "0 0" ;
minExtent = "0 0" ;
visible = "1" ;
maxPopupHeight = "200" ;
noButtonStyle = "1" ;
} ;
} ;
// Add the columns from the prefs:
for ( % i = 0 ; % i < $ TopicColumnCount ; % i + + )
{
% this . addColumn ( % i ,
$ TopicColumnName [ % i ] ,
$ pref : : Topics : : Column [ % i ] ,
firstWord ( $ TopicColumnRange [ % i ] ) ,
getWord ( $ TopicColumnRange [ % i ] , 1 ) ,
$ TopicColumnFlags [ % i ] ) ;
}
% this . setSortColumn ( $ pref : : Topics : : SortColumnKey ) ;
% this . setSortIncreasing ( $ pref : : Topics : : SortInc ) ;
// Add the "Unread" style:
% this . addStyle ( 1 , $ ShellBoldFont , $ ShellFontSize , "80 220 200" , "30 255 225" , "10 60 40" ) ;
// Add the "Ignored" style:
% this . addStyle ( 2 , $ ShellFont , $ ShellFontSize , "100 100 100" , "100 100 000" , "100 100 100" ) ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : AddTopic ( % this , % id , % topicname , % date , % mid , % slevel , % vline )
{
if ( ! isObject ( TopicsListGroup ) )
new SimGroup ( TopicsListGroup ) ;
% topic = new scriptObject ( )
{
className = "TTopic" ;
Id = % id ;
name = % topicname ;
date = % date ;
updateid = % mid ;
slevel = % slevel ;
rcvrec = % vline ;
} ;
TopicsListGroup . Add ( % topic ) ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : ClearList ( )
{
if ( isObject ( TopicsListGroup ) )
TopicsListGroup . Delete ( ) ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : onRightMouseDown ( % this , % column , % row , % mousePos )
{
ForumsTopicsList . setSelectedRow ( % row ) ;
TopicsPopupMenu . topic = TopicsListGroup . getObject ( % row ) ;
if ( trim ( TopicsPopupMenu . topic . name ) ! $ = "" )
{
Canvas . pushDialog ( TopicsPopupDlg ) ;
TopicsPopupMenu . position = % mousePos ;
TopicsPopupDlg . onWake ( ) ;
TopicsPopupMenu . forceOnAction ( ) ;
}
else
error ( "Locate Error!" ) ;
}
//-----------------------------------------------------------------------------
function TopicsPopupDlg : : onWake ( % this )
{
ForumsGui . TDialogOpen = true ;
TopicsPopupMenu . clear ( ) ;
TopicsPopupMenu . add ( TopicsPopupMenu . topic . name SPC ": RESET CACHE" , 0 ) ;
TopicsPopupMenu . add ( TopicsPopupMenu . topic . name SPC ": IGNORE THIS TOPIC" , 1 ) ;
TopicsPopupMenu . add ( TopicsPopupMenu . topic . name SPC ": FLAG ALL READ" , 2 ) ;
Canvas . rePaint ( ) ;
}
//-----------------------------------------------------------------------------
function TopicsPopupMenu : : onSelect ( % this , % id , % text )
{
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// echo("TPM RECV: " @ %id TAB %text);
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switch ( % id )
{
case 0 : // 0 Reset Cache
ForumsMessageVector . clear ( ) ;
ForumsMessageVector . dump ( $ ForumCachePath @ "tpc" @ TopicsPopupMenu . topic . id , 0 TAB $ ForumCacheVersion TAB 0 TAB "2000-12-31 12:01am" ) ;
ForumsMessageVector . updateID = 0 ;
ForumsTopicsList . UpdateReadStatus ( ) ;
// ForumsRefreshTopics();
case 1 : // 1 Flag TO IGNORE (ok, 45 years...)
ForumsMessageVector . clear ( ) ;
ForumsMessageVector . dump ( $ ForumCachePath @ "tpc" @ TopicsPopupMenu . topic . id , 99999999 TAB $ ForumCacheVersion TAB 1 TAB "2045-12-31 12:01am" ) ;
ForumsMessageVector . updateID = 99999999 ;
ForumsTopicsList . UpdateReadStatus ( ) ;
// ForumsRefreshTopics();
case 2 : // 2 Flag To ALL Read
ForumsMessageVector . updateID = 99999999 ;
% cacheFile = $ ForumCachePath @ "tpc" @ TopicsPopupMenu . topic . id ;
if ( ForumsMessageVector . tid = = TopicsPopupMenu . topic . id )
{
new MessageVector ( TempVector ) ;
% numLines = ForumsMessageVector . getNumLines ( ) ;
for ( % x = 0 ; % x < % numLines ; % x + + )
{
% lineText = ForumsMessageVector . getLineText ( % x ) ;
% postID = getRecord ( % lineText , 1 ) ;
% lineText = setRecord ( % lineText , 0 , "1" ) ;
TempVector . pushBackLine ( % lineText , % postID ) ;
}
ForumsMessageVector . clear ( ) ;
for ( % line = 0 ; % line < % numLines ; % line + + )
{
% lineText = TempVector . getLineText ( % line ) ;
% postID = getRecord ( % lineText , 1 ) ;
ForumsMessageVector . pushBackLine ( % lineText , % postID ) ;
}
TempVector . delete ( ) ;
TopicsPopupMenu . topic . updateId = 0 ;
CacheForumTopic ( ) ;
ForumsTopicsList . UpdateReadStatus ( ) ;
// ForumsRefreshTopics();
}
else
{
ForumsMessageVector . clear ( ) ;
ForumsMessageVector . tid = TopicsPopupMenu . topic . id ;
% file = new FileObject ( ) ;
if ( % file . openForRead ( % cacheFile ) )
{
if ( ! % file . isEOF ( ) )
{
// First line is the update id:
% line = % file . readLine ( ) ;
if ( getField ( % line , 1 ) = = $ ForumCacheVersion )
{
if ( ! % file . isEOF ( ) )
{
// Second line is the message count:
% count = % file . readLine ( ) ;
// Now push all of the messages into the message vector:
while ( ! % file . isEOF ( ) )
{
% line = % file . readLine ( ) ;
% postId = firstWord ( % line ) ;
% text = collapseEscape ( restWords ( % line ) ) ;
// RESET THE FIELDS IF THE POST IS BEING VISITED BY THE AUTHOR.
% text = setRecord ( % text , 0 , "1" ) ;
ForumsMessageVector . pushBackLine ( % text , % postId ) ;
}
}
}
else
{
}
}
else
{
}
% file . close ( ) ;
TopicsPopupMenu . topic . updateId = 0 ;
CacheForumTopic ( ) ;
}
else
{
ForumsMessageVector . clear ( ) ;
% latest = GetField ( ForumsTopicsList . getRowText ( ForumsTopicsList . getSelectedRow ( ) ) , 3 ) ;
% newGroup = TopicsListGroup . getObject ( ForumsTopicsList . getSelectedRow ( ) ) ;
// ForumsMessageList.lastID = %newGroup.updateid;
ForumsMessageList . lastID = 0 ;
ForumsMessageVector . dump ( % cacheFile , 0 TAB $ ForumCacheVersion TAB 1 TAB % latest ) ;
}
% file . delete ( ) ;
ForumsTopicsList . UpdateReadStatus ( ) ;
// ForumsRefreshTopics();
}
}
canvas . popDialog ( TopicsPopupDlg ) ;
}
//-----------------------------------------------------------------------------
function TopicsPopupDlg : : onSleep ( % this )
{
ForumsGui . TDialogOpen = false ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : onSetSortKey ( % this , % sortKey , % isIncreasing )
{
$ pref : : Topics : : SortColumnKey = % sortKey ;
$ pref : : Topics : : SortInc = % isIncreasing ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : onColumnResize ( % this , % column , % newSize )
{
$ pref : : Topics : : Column [ % column ] = % newSize ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : onSelect ( % this )
{
if ( isEventPending ( ForumsGUI . eid ) )
cancel ( ForumsGui . eid ) ;
ForumsComposeDlg . topic = % this . getSelectedID ( ) ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : selectTopic ( % this , % topic )
{
% rowCount = % this . rowCount ( ) ;
for ( % row = 0 ; % row < % rowCount ; % row + + )
{
if ( % topic $ = getField ( % this . getRowText ( % row ) , 0 ) )
{
% this . setSelectedById ( % this . getRowId ( % row ) ) ;
break ;
}
}
if ( % this . getSelectedID > - 1 )
getTopicPosts ( ) ;
else
if ( % row = = % rowCount )
warn ( "\"" @ % topic @ "\" Topic not found!" ) ;
}
//-----------------------------------------------------------------------------
function ForumsTopicsList : : updateReadStatus ( % this )
{
for ( % row = 0 ; % row < % this . rowCount ( ) ; % row + + )
{
% style = 1 ; // unread
% cacheFile = $ ForumCachePath @ "tpc" @ % this . getRowId ( % row ) ;
% file = new FileObject ( ) ;
if ( % file . openForRead ( % cacheFile ) )
{
% header = % file . readLine ( ) ;
% topicDate = getField ( % this . getRowText ( % row ) , 3 ) ;
% updateID = getField ( % header , 0 ) ;
if ( getField ( % header , 1 ) = = $ ForumCacheVersion // Must have same cache version
& & getField ( % header , 2 ) = = 1 // "all read" flag must be set
& & strcmp ( getField ( % header , 3 ) , % topicDate ) > = 0
& & % updateID ! $ = "99999999" ) // date must be current
% style = 0 ; // read
else if ( % updateID $ = "99999999" )
% style = 2 ; //ignored
else
% style = 1 ;
}
% file . delete ( ) ;
% this . setRowStyle ( % row , % style ) ;
}
}
//-----------------------------------------------------------------------------
//-- ForumsMessageList -------------------------------------------------------
//-----------------------------------------------------------------------------
function ForumsMessageList : : onAdd ( % this )
{
// Add columns from the prefs:
for ( % i = 0 ; % i < $ ForumColumnCount ; % i + + )
% this . addColumn ( % i ,
$ ForumColumnName [ % i ] ,
$ pref : : Forum : : Column [ % i ] ,
firstWord ( $ ForumColumnRange [ % i ] ) ,
getWord ( $ ForumColumnRange [ % i ] , 1 ) ) ;
// We want no sorting done on this list -- leave them in the order that they are entered.
// Add the "Unread" style:
% this . addStyle ( 1 , $ ShellBoldFont , $ ShellFontSize , "80 220 200" , "30 255 225" , "0 0 0" ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function ForumsMessageList : : connectionTerminated ( % this , % key )
{
ForumShell . setTitle ( "FORUMS: " @ getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 0 ) ) ;
}
//-----------------------------------------------------------------------------
function ForumsMessageList : : loadCache ( % this , % forumTID )
{
ForumsMessageVector . clear ( ) ;
ForumsMessageList . clear ( ) ;
ForumsMessageVector . tid = % forumTID ;
switch ( ForumsGui . bflag )
{
case 0 :
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
case 1 :
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
case 2 :
switch ( % forumTID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . visible = true ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
case 3 :
switch ( % forumTID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . visible = true ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
case 4 :
switch ( % forumTID )
{
case 1402 :
FO_AcceptBtn . visible = true ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
FO_AcceptBtn . visible = true ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
}
% this . lastId = 0 ;
% this . highestUpdate = % this . lastID ;
% cacheFile = $ ForumCachePath @ "tpc" @ ForumsComposeDlg . topic ;
% file = new FileObject ( ) ;
if ( % file . openForRead ( % cacheFile ) )
{
// %newGroup = TopicsListGroup.getObject(ForumsTopicsList.getSelectedRow());
if ( ! % file . isEOF ( ) )
{
// First line is the update id:
% line = % file . readLine ( ) ;
if ( getField ( % line , 1 ) = = $ ForumCacheVersion )
{
% this . lastID = getField ( % line , 0 ) ;
% this . highestUpdate = % this . lastID ;
% this . allRead = getField ( % line , 2 ) ;
% this . lastDate = getField ( % line , 3 ) ;
if ( ! % file . isEOF ( ) )
{
// Second line is the message count:
% line = % file . readLine ( ) ;
% count = getField ( % line , 0 ) ;
// Now push all of the messages into the message vector:
while ( ! % file . isEOF ( ) )
{
% line = % file . readLine ( ) ;
% postId = firstWord ( % line ) ;
% text = collapseEscape ( restWords ( % line ) ) ;
% date = getRecord ( % text , 5 ) ;
% isRead = getRecord ( % text , 0 ) ;
// RESET THE FIELDS IF THE POST IS BEING VISITED BY THE AUTHOR.
% ref = getRecord ( % text , 6 ) ;
if ( % ref > 1 )
{
switch ( % forumTID )
{
case 1402 :
FO_AcceptBtn . visible = false ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
FO_AcceptBtn . visible = false ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
}
if ( % this . allRead & & DateStrCompare ( % this . lastDate , % date ) )
% text = setRecord ( % text , 0 , "1" ) ;
2017-07-18 02:55:25 +00:00
// echo( "** ADDING MESSAGE FROM CACHE - " @ %postId @ " **" );
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ForumsMessageVector . pushBackLine ( % text , % postId ) ;
}
}
}
}
}
% file . delete ( ) ;
% numLines = ForumsMessageVector . getNumLines ( ) ;
for ( % x = 0 ; % x < % numLines ; % x + + )
{
% lineText = ForumsMessageVector . getLineText ( % x ) ;
ForumsMessageAddRow ( % lineText ) ;
}
if ( ForumsMessageList . getSelectedId ( ) = = - 1 )
ForumsMessageList . setSelectedRow ( 0 ) ;
}
//-----------------------------------------------------------------------------
function ForumsMessageList : : onColumnResize ( % this , % column , % newSize )
{
$ pref : : Forum : : Column [ % column ] = % newSize ;
}
//-----------------------------------------------------------------------------
function ForumsMessageList : : onSelect ( % this , % id , % text )
{
if ( ! ForumsMessageList . getSelectedID ( ) )
% parentId = 0 ;
else
% parentId = ForumsMessageList . getSelectedId ( ) ;
ForumsComposeDlg . parentPost = % parentId ;
% rawText = ForumsMessageVector . getLineTextByTag ( ForumsComposeDlg . parentPost ) ;
% offSet = 7 ;
if ( getRecord ( % rawText , 0 ) $ = "0" )
{
// Set the "read" flag:
% this . setRowStyleById ( % id , 0 ) ;
% line = ForumsMessageVector . getLineIndexByTag ( % parentId ) ;
ForumsMessageVector . deleteLine ( % line ) ;
% rawText = setRecord ( % rawText , 0 , "1" ) ;
ForumsMessageVector . pushBackLine ( % rawText , % parentId ) ;
CacheForumTopic ( ) ;
}
% text = ForumsGetTextDisplay ( % rawText , % offSet ) ;
ForumsText . setValue ( % text ) ;
FO_ReplyBtn . setActive ( true ) ;
FO_NextBtn . setActive ( true ) ;
FO_PreviousBtn . setActive ( true ) ;
% ref = getRecord ( % rawText , 6 ) ;
if ( % ref > 0 & & % ref > ForumsGui . bflag ) //if this is the author
{
switch ( getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 2 ) )
{
case 1402 :
FO_AcceptBtn . visible = false ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
FO_AcceptBtn . visible = false ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = true ;
FO_EditBtn . visible = true ;
}
}
else if ( ForumsGui . bflag = = 0 )
{
switch ( getField ( ForumsList . getRowTextbyID ( ForumsList . getSelectedID ( ) ) , 2 ) )
{
case 1402 :
FO_AcceptBtn . visible = false ;
FO_RejectBtn . text = "REJECT" ;
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
FO_AcceptBtn . visible = false ;
default :
FO_RejectBtn . text = "DELETE" ;
FO_RejectBtn . visible = false ;
FO_EditBtn . visible = false ;
}
}
}
//-----------------------------------------------------------------------------
function ForumsMessagelist : : 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 "replyPost" :
% this . state = "done" ;
ForumsOpenThread ( ) ;
case "editPost" :
% this . state = "done" ;
% postId = getField ( % status , 2 ) ;
% index = ForumsMessageVector . getLineIndexByTag ( % postId ) ;
% text = ForumsMessageVector . getLineTextByTag ( % postId ) ;
% parent = getRecord ( % text , 2 ) ;
ForumsMessageVector . deleteLine ( % index ) ;
% text = setRecord ( % text , 0 , "1" ) ;
ForumsMessageVector . pushBackLine ( % text , % postID ) ;
CacheForumTopic ( ) ;
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GetTopicPosts ( ) ;
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case "deletePost" :
% this . state = "done" ;
% postId = getField ( % status , 2 ) ;
% index = ForumsMessageVector . getLineIndexByTag ( % postId ) ;
% text = ForumsMessageVector . getLineTextByTag ( % postId ) ;
% parent = getRecord ( % text , 2 ) ;
ForumsTopicsList . refreshFlag = true ;
ForumsMessageVector . deleteLine ( % index ) ;
CacheForumTopic ( ) ;
// ForumsMessageList.clear();
// ForumsMessageList.loadCache();
if ( % parent ! = 0 )
{
% row = ForumsMessageList . getRowNumById ( % postId ) ;
ForumsMessageList . removeRowById ( % postId ) ;
if ( % row < ForumsMessageList . rowCount ( ) )
ForumsMessageList . setSelectedRow ( % row ) ;
else
ForumsMessageList . setSelectedRow ( % row - 1 ) ;
% this . state = "done" ;
ForumsOpenThread ( ) ;
}
else
{
ForumsTopicsList . refreshFlag = true ;
ForumsGoTopics ( 0 ) ;
}
}
}
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" , getFields ( % status , 1 ) ) ;
}
canvas . SetCursor ( DefaultCursor ) ;
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
}