/****************************************************************************
 * ClientWndProc                                                            *
 *  - Typical PM client window procedure.  (see below)                      *
 *  - Standard client window I/O                                            *
 ****************************************************************************/
MRESULT EXPENTRY ClientWndProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2)
{
	   RECTL  rcl;
	   SWP	  swp;
	   HPS	  hpsPaint;

    static HPS	  hps;                      /* Permanent HPS                */
    static INT    cx, cy;		    /* Client window dimensions     */
    static BOOL   bSlowUpdateNow = FALSE;   /* Update toggle for asteroids  *
                                             *   and enemy which are slow.  */
    static POINTL ptlCenter;		    /* Center of client window      */

    switch (msg) {
      /* Recieved from WinCreateStdWindow */
      case WM_CREATE:
	/* Get permanent PS for entire window */
	hps = WinGetPS(hwnd);

	/* Load private Asteroid fonts from ASTEROID.DLL */
	if (GpiLoadFonts(hab, "ASTEROID") != GPI_OK) {
            WinReleasePS(hps);
	    WinAlarm(HWND_DESKTOP, WA_WARNING);
	    WinMessageBox(HWND_DESKTOP,NULLHANDLE,
		"Please put ASTEROID.DLL in a directory in your LIBPATH.",
		"Error reading ASTEROID.DLL",
		0,MB_ICONHAND|MB_OK|MB_APPLMODAL);
	    WinPostMsg(hwnd,WM_QUIT,(MPARAM) 0L,(MPARAM) 0L);
	    return (MRESULT) TRUE;
	    }

        /* Register/create logical fonts for use */
	InitFonts(hps);

	/* Display About dialoge box */
	WinDlgBox(HWND_DESKTOP, hwnd, (PFNWP)AboutDlgProc, NULLHANDLE,
		  IDD_ABOUT, NULL);

	return 0;

      /* Recieved during attract mode when user starts game */
      case WM_STARTGAME:
        /* Determine the number of players */
	cPlayers = (INT)LONGFROMMP(mp1);

        /* Initialize each player */
	for (Player=0;Player<cPlayers;Player++) {
	    Level[Player] = 1;
	    Ships[Player] = prfProfile.iSHIPS;
	    DeletePhotons();
	    InitAsteroids();
	    InitEnemy();
	    }

        /* Start with player 1 */
	Player = 0;
	iGameMode = GAME_MODE_NEXT;
	iGameModeCnt = GAME_PAUSE_TIME-1;

	/* Hide the pointer if mouse controls are enabled */
	ShowMouse(FALSE);
        
        /* Paint everything */
	WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID);

	return 0;

      /* Recieved at startup and at the completion of a game */
      case WM_INITGAME:
        /* Make mouse visible if we hid it before */
        ShowMouse(TRUE);
        
	/* Fix menu to reflect attract mode */
	EnableMenuItem(hwndMenu, IDM_START, TRUE);
	EnableMenuItem(hwndMenu, IDM_STOP, FALSE);

	/* Initialize player and enemy data structures */
	cPlayers = 0;
	Level[0] = 1;
	for (Player=0;Player<2;Player++) {
	    Score[Player] = 0L;
	    Ships[Player] = 0;
	    DeletePhotons();
	    }
	Player = 0;

	/* Initialize asteroids (and enemy) for attract mode */
	InitAsteroids();
	InitEnemy();

        /* Depending on whether ASTEROID was just started or a game just  *
         *   completed display the "High Score" or "Press 1 or 2" screen. */
	if (SHORT1FROMMP(mp1) == 0) {
	    iGameMode = GAME_MODE_INIT1;
	    iGameModeCnt = GAME_INIT_TIME;
	    }
	else {
	    iGameMode = GAME_MODE_INIT2;
	    iGameModeCnt = GAME_INIT_TIME;
	    }

        /* Paint everything */
	WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID);
	return 0;

      /* Usually recieved from the system, sometime forced by the program to *
       *   ensure the screen is not corrupt.                                 */
      case WM_PAINT:
	/* Clear entire window to insure no "droppings" */
	WinQueryWindowRect(hwnd,&rcl);
        WinFillRect(hps, &rcl, CLR_BLACK);
	WinInvalidateRect(hwnd, &rcl, FALSE);

	/* Get the update region and paint it black */
	hpsPaint = WinBeginPaint(hwnd, (HPS)NULL, &rcl);
	WinFillRect(hpsPaint, &rcl, CLR_BLACK);
	WinEndPaint(hpsPaint);

        /* Only in normal play mode should we draw the ship */
	if ((iGameMode == GAME_MODE_PLAY) &&
	    (iShipMode[Player] != EXPLOSION) &&
	    (iShipMode[Player] != HYPERSPACE))
	    DrawShip(hps, cx, cy, DRAW_INIT);
	else if ((iGameMode == GAME_MODE_PLAY) &&
		 (iShipMode[Player] == EXPLOSION))
	    ExplodeShip(hps, cx, cy);

        /* Draw the enemy if it is on the screen */
	if (iEnemyMode[Player] != NONE)
	    if (iEnemyMode[Player] != EXPLOSION)
		DrawEnemy(hps, cx, cy,DRAW_INIT);
	    else
		ExplodeEnemy(hps, cx, cy);

        /* Draw photons and asteroids in all modes but the "Enter your *
         *   initials" mode, otherwise draw that screen.               */
	if (iGameMode != GAME_MODE_HIGH) {
	    DrawPhotons(hps, cx, cy, DRAW_INIT);
	    DrawAsteroids(hps, cx, cy, DRAW_INIT);
	    }
	else
	    DrawHighScore(hps, cx, cy, DRAW_INIT);

        /* Always draw the score */
	DrawScore(hps, cx, cy, DRAW_INIT);

	return 0;

      /* Left mouse button down.  This simulates the move/track function *
       *   in the system menu.                                           */
      case WM_BUTTON1DOWN:
        if (prfProfile.bMOUSECONTROL &&
            iGameMode != GAME_MODE_INIT1 &&
            iGameMode != GAME_MODE_INIT2 &&
            !TogglePause(CHECK)) {
	    UPDATE_FIRE(iShipMode[Player], TRUE);
            return (MRESULT)TRUE;
        }
	return WinSendMsg(hwndFrame, WM_TRACKFRAME,
			 (MPARAM) (SHORT1FROMMP(mp2) | TF_MOVE), MPVOID);

      case WM_BUTTON1UP:
        if (prfProfile.bMOUSECONTROL) {
	    UPDATE_FIRE(iShipMode[Player], FALSE);
            return (MRESULT)TRUE;
        }
        return 0;
        
      /* Left mouse button double clicked.  Toggle frame control display. */
      case WM_BUTTON1DBLCLK:
        if (!prfProfile.bMOUSECONTROL ||
            iGameMode == GAME_MODE_INIT1 ||
            iGameMode == GAME_MODE_INIT2 ||
            TogglePause(CHECK)) {
            if (prfProfile.bCONTROLS = !prfProfile.bCONTROLS)
	    	ShowFrameControls();
            else
	    	HideFrameControls();
        }
	return 0;

      case WM_BUTTON2DOWN:
        if (prfProfile.bMOUSECONTROL) {
	    UPDATE_SHIELD(iShipMode[Player], iShipShieldCnt[Player]);
            return (MRESULT)TRUE;
        }
        return 0;
        
      case WM_BUTTON2CLICK:
        if (prfProfile.bMOUSECONTROL) {
            UPDATE_HYPERSPACE(iShipMode[Player], iShipModeCnt[Player]);
            return (MRESULT)TRUE;
        }
        return 0;
        
      /* Right mouse button double clicked.  Display the about dialog box. */
      case WM_BUTTON2DBLCLK:
        if (!prfProfile.bMOUSECONTROL ||
            iGameMode == GAME_MODE_INIT1 ||
            iGameMode == GAME_MODE_INIT2 ||
            TogglePause(CHECK)) {
            WinDlgBox(HWND_DESKTOP, hwndClient, (PFNWP)AboutDlgProc,
            	      NULLHANDLE, IDD_ABOUT, NULL);
        }
	return 0;

      /* User typed a key.  Most of this is self explanatory. */
      case WM_CHAR:
	ProcessChar((CHAR) (CHARMSG(&msg)->vkey-1),
		    CHARMSG(&msg)->fs & KC_VIRTUALKEY,
		    (CHAR) (CHARMSG(&msg)->chr),
		    (BOOL) !(CHARMSG(&msg)->fs & KC_KEYUP));
	return 0;

      /* User entered a command via the menu bar. */
      case WM_COMMAND:
	DoCommand(hwnd, msg, mp1, mp2);
	return 0;

      /* Suspend/un-suspend game depending on focus */
      case WM_SETFOCUS:
	if ((BOOL) SHORT1FROMMP(mp2))
	    TogglePause(SUSPEND_OFF);
	else if (!prfProfile.bBACKGRND)
	    TogglePause(SUSPEND_ON);
	return 0;

      /* Keep track of the client window size.  Profile information is not *
       *   updated here because there are better places (i.e. at exit)     */
      case WM_SIZE:
	cx = (INT)SHORT1FROMMP(mp2);
	cy = (INT)SHORT2FROMMP(mp2);

      /* Keep track of client window position.  Also updates profile info. */
      case WM_MOVE:
	WinQueryWindowPos(hwndFrame,&swp);
	if (!(swp.fl & SWP_MAXIMIZE) && !(swp.fl & SWP_MINIMIZE)) {
	    prfProfile.x  = swp.x;prfProfile.y   = swp.y;
	    prfProfile.cx = swp.cx;prfProfile.cy = swp.cy;
	    }

	if (swp.fl & SWP_MINIMIZE)
	    if (!prfProfile.bBACKGRND) {
		/* Set icon */
		WinSendMsg(hwndFrame, WM_SETICON,
		    (MPARAM) WinLoadPointer(HWND_DESKTOP, NULLHANDLE,
					    ID_RESOURCE), MPVOID);

		TogglePause(SUSPEND_ON);
		}
	    else
		WinSendMsg(hwndFrame, WM_SETICON, MPVOID, MPVOID);
	else
	    TogglePause(SUSPEND_OFF);

	ptlCenter.x = swp.cx / 2;
        ptlCenter.y = swp.cy / 2;
        WinMapWindowPoints(hwndClient, HWND_DESKTOP, &ptlCenter, 1L);

	return 0;

      /* Recieved approximately 31 times a second.  This is the longest and *
       *   ugliest of the messages, partly because there are so many cases  *
       *   to keep track of, partly because it must be highly optimized.    */
      case WM_TIMER:
        if (prfProfile.bMOUSECONTROL &&
            iGameMode != GAME_MODE_INIT1 &&
            iGameMode != GAME_MODE_INIT2) {                   POINTL ptl;
            static BOOL   bUp, bLeft, bRight;

            WinQueryPointerPos(HWND_DESKTOP, &ptl);
            if (bUp || (ptl.y - ptlCenter.y > 0))
	       	UPDATE_THRUST(iShipMode[Player],
            		      bUp = (ptl.y - ptlCenter.y > 0));
            if (bLeft || (ptlCenter.x - ptl.x > 0))
                UPDATE_LEFT(iShipMode[Player],
                	    bLeft = (ptlCenter.x - ptl.x > 0));
            if (bRight || (ptlCenter.x - ptl.x < 0))
                UPDATE_RIGHT(iShipMode[Player],
                 	     bRight = (ptlCenter.x - ptl.x < 0));
            WinSetPointerPos(HWND_DESKTOP, ptlCenter.x, ptlCenter.y);
        }
        
        /* Determine the current game mode */
	switch (iGameMode) {

          /* Either initialization/attract mode screen. */
	  case GAME_MODE_INIT1: case GAME_MODE_INIT2:
            /* Switch screens when count expires */
	    if (--iGameModeCnt == 0) {
		if (iGameMode == GAME_MODE_INIT1)
		    iGameMode = GAME_MODE_INIT2;
		else
		    iGameMode = GAME_MODE_INIT1;
		iGameModeCnt = GAME_INIT_TIME;

                /* Score must be redrawn because the attract mode screens *
                 *   draw the score differently.                          */
		DrawScore(hps, cx, cy, DRAW_REINIT);
		}

            /* Update photons, asteroids, enemy, and score */
	    UpdatePhotons(hps, cx, cy);
	    if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		UpdateAsteroids(hps, cx, cy);
		UpdateEnemy(hps, cx, cy);
		DrawScore(hps, cx, cy, DRAW_REFRESH);
		}
	    break;

          /* Completion of one player's turn or new game */
	  case GAME_MODE_NEXT:
            /* Initially, erase and redraw everything for new player */
	    if (iGameModeCnt-- == GAME_PAUSE_TIME) {
		if ((cPlayers == MAXPLAYERS) &&
                    (Ships[(Player+1) % MAXPLAYERS])) {
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);
		    DrawPhotons(hps, cx, cy, DRAW_ERASE);
		    Player = (Player+1) % MAXPLAYERS;
		    }
		DrawScore(hps, cx, cy, DRAW_REINIT);
		DrawAsteroids(hps, cx, cy, DRAW_INIT);
		}
            /* During countdown update score and asteroids */
	    else if (iGameModeCnt > 0) {
		if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		    UpdateAsteroids(hps, cx, cy);
		    }
		}
            /* At end of countdown start the player */
	    else {
		InitShip();
		InitEnemy();
		iGameMode = GAME_MODE_PLAY;
		DrawScore(hps, cx, cy, DRAW_REINIT);
		}
	    break;

          /* Normal play mode */
	  case GAME_MODE_PLAY:
            /* Update ship, photons, asteroids, enemy, and score */
	    UpdateShip(hps, cx, cy);
	    UpdatePhotons(hps, cx, cy);
	    if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		UpdateAsteroids(hps, cx, cy);
		UpdateEnemy(hps, cx, cy);
                /* Erase old and draw new scores if there is a change*/
		if (bChangeScore) {
		    bChangeScore = FALSE;
		    DrawScore(hps, cx, cy, DRAW_REINIT);
		    }
                /* Else just refresh the score */
		else
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		}
	    break;

          /* Game over mode.  This is the longest and ugliest case because  *
           *   conditions are highly dependent on the number of players,    *
           *   multiplayer game status, and the number and order of high    *
           *   scores.                                                      */
	  case GAME_MODE_OVER:
            /* Initially, just update the score and number of ships */
	    if (iGameModeCnt-- == GAME_PAUSE_TIME)
		DrawScore(hps, cx, cy, DRAW_REINIT);

            /* During countdown refresh the score and update the asteroids */
	    else if (iGameModeCnt > 0) {
		if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) {
		    DrawScore(hps, cx, cy, DRAW_REFRESH);
		    UpdateAsteroids(hps, cx, cy);
		    }
		}

            /* At the end of the countdown, if there are any other players, *
             *   continue with them.                                        */
	    else {
                /* Countinue on with any remaining players. */
		if ((cPlayers == MAXPLAYERS) &&
                    (Ships[(Player+1) % MAXPLAYERS])) {
                    /* Erase all of the old asteroids. */
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);

                    /* Setup everything for the next player */
		    Player = (Player+1) % MAXPLAYERS;
		    InitShip();
		    InitEnemy();
		    iGameMode = GAME_MODE_PLAY;
		    DrawAsteroids(hps, cx, cy, DRAW_INIT);
		    DrawScore(hps, cx, cy, DRAW_REINIT);
		    }

                /* Check for new high scores and update table as necessary. */
		else {
                    /* Erase all of the old asteroids. */
		    DrawAsteroids(hps, cx, cy, DRAW_ERASE);


                /* The following if/else block is admittedly a kludge, it is *
                 *   simple and it does work, however.  Ideally it should    *
                 *   sort the high scores and update the high score table in *
                 *   descending order.                                       */

                    /* If player 1 scored higher than player 2 then check *
                     *   player 1 first for a high score.                 */
       		    if (Score[0] > Score[1])
			for (Player=0;Player<cPlayers;Player++)
                            /* If the player's score is > than the lowest, *
                             *   update the high score table.              */
			    if (Score[Player] > prfProfile.lSCORES[9]) {
				UpdateHighScores();
				iGameMode = GAME_MODE_HIGH;
				}
                            /* Otherwise, make sure he is not asked for his *
                             *   initials.                                  */
			    else
				Score[Player] = 0;

                    /* Otherwise, check player 2 first */
		    else
			for (Player=cPlayers;Player>=0;Player--)
                            /* If the player's score is > than the lowest, *
                             *   update the high score table.              */
			    if (Score[Player] > prfProfile.lSCORES[9]) {
				UpdateHighScores();
				iGameMode = GAME_MODE_HIGH;
				}
                            /* Otherwise, make sure he is not asked for his *
                             *   initials.                                  */
			    else
				Score[Player] = 0L;

                    /* If there was no high score, go into attract mode */
		    if (iGameMode != GAME_MODE_HIGH)
			WinSendMsg(hwnd,WM_INITGAME,MPFROMSHORT(1),(MPARAM) 0L);
                    /* Else, check for player 1's initials first then 2's   *
                     * This is not faithful, in the arcade game the player  *
                     *   with the higher score always goes first.           */
		    else {
			if (Score[0] > 0L)
			    Player = 0;
			else
			    Player = 1;
			DrawScore(hps, cx, cy, DRAW_REINIT);
			DrawHighScore(hps, cx, cy, DRAW_INIT);
			}
		    }
		}
	    break;

          /* Mode which prompts players to enter their initials */
	  case GAME_MODE_HIGH:
            /* If the player's position is > 0 then refresh the screen */
	    if (Score[Player] > 0L)
		DrawHighScore(hps, cx, cy, DRAW_REFRESH);
            /* Else, the current player is done go to the next */
	    else if ((cPlayers == MAXPLAYERS) && (Player == 0) &&
		     (Score[1] > 0L)) {
		Player++;
		DrawHighScore(hps, cx, cy, DRAW_REINIT);
		}
            /* If there are no more high scores then go into attract mode */
	    else
		WinSendMsg(hwnd, WM_INITGAME, MPFROMSHORT(1), MPVOID);
	    break;
	  }
	return 0;

      /* Used by help manager */
      case HM_QUERY_KEYS_HELP:
	 return((MRESULT)IDH_CLIENTKEYS);

      /* Recieved always from the system or in the case of an initialization*
       *   error.  Both messages will normally save the profile information.*
       * Ideally the profile section should be moved to a subroutine and the*
       *   the following should be broken into two distinct cases.	    */
      case WM_SAVEAPPLICATION:
      case WM_DESTROY:
	/* If the fonts were not found bApplicationOk will be false, in     *
	 *   that case the window profile information should not be updated.*/
	if (TRUE) {
	    /* Copy window position and size info into profile structure */
	    WinQueryWindowPos(hwndFrame, &swp);
	    if (swp.fl & SWP_MAXIMIZE)
		prfProfile.ulMINMAX = SWP_MAXIMIZE;
	    else if (swp.fl & SWP_MINIMIZE)
		prfProfile.ulMINMAX = SWP_MINIMIZE;
	    else {
		prfProfile.ulMINMAX = 0;
		prfProfile.x  = swp.x;prfProfile.y   = swp.y;
		prfProfile.cx = swp.cx;prfProfile.cy = swp.cy;
		}

	    /* Write profile information */
	    PrfWriteProfileData(HINI_USERPROFILE, szClientClass, "Data",
		&prfProfile, sizeof(PROFILEREC));
	    }

        /* If the application is terminating release the fonts and the hps. */
        if (msg == WM_DESTROY) {
	    /* Make sure mouse is visible if we hid it before */
            ShowMouse(TRUE);
            
	    /* Release font identifiers and DLL resource module */
	    GpiSetCharSet(hps, LCID_DEFAULT);
	    GpiDeleteSetId(hps, LCID_LARGE);
	    GpiDeleteSetId(hps, LCID_SMALL);
	    GpiUnloadFonts(hab, "ASTEROID");

	    /* Release the "permanent" presentation space */
	    WinReleasePS(hps);
            }
	return 0;

      }
    return WinDefWindowProc(hwnd, msg, mp1, mp2);
}
Exemple #2
0
MRESULT EXPENTRY ViceFileDlgProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2)
{
    switch (msg) {
        case WM_INITDLG:
            {
                FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER);
                int i;
                char *szpath;
                const int action = fdlg->ulUser;
                const int nact = (action >> 8) & 0xff;
                const int nsact = (action) & 0xff;

                FillABox(hwnd, action ? nact - 1 : 0);
                FillSBox(hwnd, action ? nsact - 1 : 0);
                FillFBox(hwnd);
                NewFilter(hwnd);

                for (i = 0; i < numfonts; i++) {
                    WinDlgLboxInsertItem(hwnd, DID_FONTNAME_LB, fnames[i]);
                }
                WinDlgLboxSelectItem(hwnd, DID_FONTNAME_LB, 0);

                if (action) {
                    WinEnableControl(hwnd, DID_ACTION_CB, FALSE);
                    WinEnableControl(hwnd, DID_SUBACTION_CB, FALSE);
                }

                if (action || fdlg->fl & FDS_SAVEAS_DIALOG) {
                    WinEnableControl(hwnd, DID_AUTOSTART_PB, FALSE);
                }

                szpath = util_concat(fdlg->pszIDrive, fdlg->szFullFile, NULL);
                *(strrchr(szpath, '\\') + 1) = '\0';

                WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath);
                lib_free(szpath);

                szpath = util_concat(archdep_boot_path(), "\\vice2.dll", NULL);
                if (!GpiLoadFonts(WinQueryAnchorBlock(hwnd), szpath)) {
                    log_debug("dlg-fileio.c: GpiLoadFonts('%s') failed.", szpath);
                    WinEnableControl(hwnd, DID_FONTNAME_LB, FALSE);
                }
                lib_free(szpath);
            }
            return FALSE;
        case WM_DESTROY:
            {
                char *szpath = util_concat(archdep_boot_path(), "\\vice2.dll", NULL);
                LboxFreeContents(WinWindowFromID(hwnd, DID_CONTENTS_LB));
                if (!GpiUnloadFonts(WinQueryAnchorBlock(hwnd), szpath)) {
                    log_debug("dlg-fileio.c: GpiUnloadFonts('%s') failed.", szpath);
                }
                lib_free (szpath);
            }
            break;
        case WM_CONTROL:
            switch (SHORT1FROMMP(mp1)) {
                case DID_ACTION_CB:
                    if (SHORT2FROMMP(mp1) == CBN_ENTER) {
                        FillSBox(hwnd, 0);
                    }
                case DID_SUBACTION_CB:
                    if (SHORT2FROMMP(mp1) == CBN_ENTER) {
                        FillFBox(hwnd);
                    }
                case DID_FFILTER_CB:
                    if (SHORT2FROMMP(mp1) == CBN_ENTER) {
                        NewFilter(hwnd);
                    }
                    return FALSE;
                case DID_DIRECTORY_LB:
                    WinDefFileDlgProc(hwnd, msg, mp1, mp2);
                    if (SHORT2FROMMP(mp1) == LN_SELECT || SHORT2FROMMP(mp1) == LN_ENTER) {
                        char szpath[CCHMAXPATH];
                        const int nr = WinQueryLboxSelectedItem((HWND)mp2);

                        if (nr < 0) {
                            return FALSE;
                        }

                        if (SHORT2FROMMP(mp1) == LN_SELECT && WinQueryFocus(HWND_DESKTOP) == (HWND)mp2) {
                            return FALSE;
                        }

                        if (!GetLboxPath((HWND)mp2, nr, szpath)) {
                            return FALSE;
                        }

                        WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath);
                    }
                    return FALSE;
                case DID_FILENAME_ED:
                    if (WinQueryButtonCheckstate(hwnd, DID_CONTENTS_CB) && SHORT2FROMMP(mp1) == EN_CHANGE) {
                        char szpath[CCHMAXPATH];
                        if (GetFullFile(hwnd, szpath)) {
                            ShowContents(hwnd, szpath);
                        }
                    }
                    break;
                case DID_CONTENTS_CB:
                    {
                        const int state = WinQueryButtonCheckstate(hwnd, DID_CONTENTS_CB);

                        WinEnableControl(hwnd, DID_CONTENTS_LB, state);
                        WinEnableControl(hwnd, DID_FONTNAME_LB, state);
                        if (state) {
                            ContentsUpdate(hwnd);
                        } else {
                            LboxFreeContents(WinWindowFromID(hwnd, DID_CONTENTS_LB));
                        }
                    }
                    return FALSE;
                case DID_FONTNAME_LB:
                    if (SHORT2FROMMP(mp1) != CBN_ENTER) {
                        break;
                    }
                    ContentsUpdate(hwnd);
                    return FALSE;
            }
            break;
        case WM_COMMAND:
            switch (SHORT1FROMMP(mp1)) {
                case DID_DIRUP:
                    {
                        const HWND name = WinWindowFromID(hwnd, DID_FILENAME_ED);
                        const int pos = WinDlgLboxSelectedItem(hwnd, DID_DIRECTORY_LB);
                        char szpath[CCHMAXPATH];
                        char *cpos;
                        int len;

                        if (!pos) {
                            return FALSE;
                        }

                        WinQueryDlgItemText(hwnd, DID_DIR_SELECTED, CCHMAXPATH - 1, szpath);

                        if (strlen(szpath) < 4) {
                            return FALSE;
                        }

                        *strrchr(szpath, '\\') = '\0';
                        cpos = strrchr(szpath,'\\') + 1;

                        len = cpos - szpath + 2;

                        if (len == CCHMAXPATH - 1) {
                            return FALSE;
                        }

                        WinQueryDlgItemText(hwnd, DID_FILENAME_ED, CCHMAXPATH - len - 1, cpos);

                        WinSetWindowText(name, szpath);

                        *cpos = '\0';

                        WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath);

                        //
                        // set focus to entry field and simulate an Apply
                        //
                        WinSetFocus(HWND_DESKTOP, name);
                        WinDefFileDlgProc(hwnd, WM_COMMAND, (MPARAM)DID_OK, MPFROM2SHORT(CMDSRC_PUSHBUTTON, TRUE));
                    }
                    return FALSE;
                case DID_AUTOSTART_PB:
                    {
                        const int pos = WinDlgLboxSelectedItem(hwnd, DID_CONTENTS_LB);
                        FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER);
                        size_t length;
                        char szpath[CCHMAXPATH];

                        if (!GetFullFile(hwnd, szpath)) {
                            return FALSE;
                        }

                        if (autostart_autodetect(szpath, NULL, pos < 0 ? 0 : pos, AUTOSTART_MODE_RUN)) {
                            return FALSE;
                        }

                        length = strrchr(szpath, '\\') - szpath;

                        fdlg->lReturn = DID_OK;

                        if (length > 0) {
                            fdlg->szFullFile[length] = 0;
                        }
                    }
                    break;
            }
            break;
        case WM_MEASUREITEM:
            if (SHORT1FROMMP(mp1) == DID_CONTENTS_LB) {
                return MRFROM2SHORT(9, 9);
            }
            break;
        case WM_DRAWITEM:
            if (SHORT1FROMMP(mp1) == DID_CONTENTS_LB) {
                OWNERITEM *item = (OWNERITEM*)mp2;
                RECTL *rcl = &(item->rclItem);

                if (rcl->yTop-rcl->yBottom == 9) {
                    image_contents_screencode_t *line = (image_contents_screencode_t *)WinLboxItemHandle(item->hwnd, item->idItem);

                    if (line) {
                        LboxDrawLine(hwnd, item, rcl, line);
                    }
                    item->fsState = item->fsStateOld = 0;
                }
                return (MRESULT)TRUE;
            }
            break;
        case FDM_VALIDATE:
            // mp1 = PSZ pszPathName
            // mp2 = USHORT Field name id
            // mr  = TRUE -> Valid name
            {
                const int sact = WinDlgLboxSelectedItem(hwnd, DID_SUBACTION_CB);
                const int act = WinDlgLboxSelectedItem(hwnd, DID_ACTION_CB);
                const FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER);
                char *szpath = (char*)mp1;
                int rc;
                char *slash;

                if (fdlg->fl & FDS_OPEN_DIALOG) {
                    rc = FdmDoLoadAction(hwnd, szpath, act, sact);
                } else {
                    rc = FdmDoSaveAction(hwnd, szpath, act, sact);
                }

                if (rc < 0) {
                    const action_t *action = fdlg->fl & FDS_OPEN_DIALOG ? LoadAction : SaveAction;
                    char *txt = util_concat("The following action couldn't be performed:\n", action[act].type, " ", action[act].subact[sact].action, NULL);
                    HPOINTER hpt = WinLoadPointer(HWND_DESKTOP, NULLHANDLE, 0x101);
#ifdef WATCOM_COMPILE
                    struct _MB2D mbtemp;
                    struct _MB2INFO mb;

                    mb.cb = sizeof(MB2INFO);
                    mb.hIcon = hpt;
                    mb.cButtons = 1;
                    mb.flStyle = MB_CUSTOMICON|WS_VISIBLE;
                    mb.hwndNotify = NULLHANDLE;
                    sprintf(mbtemp.achText,"      OK      ");
                    mbtemp.idButton = 0;
                    mbtemp.flStyle = BS_DEFAULT;
                    mb.mb2d[0] = mbtemp;
#else
                    MB2INFO mb = {
                        sizeof(MB2INFO),
                        hpt,
                        1,
                        MB_CUSTOMICON | WS_VISIBLE,
                        NULLHANDLE,
                        "      OK      ",
                        0,
                        BS_DEFAULT};
#endif
                    WinMessageBox2(HWND_DESKTOP, hwnd, txt, "VICE/2 Error", 0, &mb);
                    lib_free(txt);
                    return FALSE;
                }

                //
                // FIXME! Better solution?
                //
                slash = strrchr(szpath, '\\');
                if (slash) {
                    *slash = '\0';
                }

                chdir(szpath);
            }
            return (MRESULT)TRUE;

    }
    return WinDefFileDlgProc(hwnd, msg, mp1, mp2);
}