// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_gui.c 699 2006-10-14 13:26:17Z fraggle $ // // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.13 2006/01/23 00:37:14 fraggle // Make the network waiting screen not thrash the CPU so much. // // Revision 1.12 2006/01/14 00:27:16 fraggle // Set the window caption and title // // Revision 1.11 2006/01/14 00:13:04 fraggle // Detect if disconnected from the server while waiting for the game start. // // Revision 1.10 2006/01/14 00:10:54 fraggle // Change the format of color commands. Reorganise the waiting dialog. // // Revision 1.9 2006/01/13 23:56:00 fraggle // Add text-mode I/O functions. // Use text-mode screen for the waiting screen. // // Revision 1.8 2006/01/12 02:11:52 fraggle // Game start packets // // Revision 1.7 2006/01/10 22:14:13 fraggle // Shut up compiler warnings // // Revision 1.6 2006/01/09 02:03:39 fraggle // Send clients their player number, and indicate on the waiting screen // which client we are. // // Revision 1.5 2006/01/08 17:52:45 fraggle // Play some random music for the players while waiting for the game to // start. // // Revision 1.4 2006/01/08 05:04:50 fraggle // Don't grab the mouse on the net waiting screen // // Revision 1.3 2006/01/07 20:08:11 fraggle // Send player name and address in the waiting data packets. Display these // on the waiting screen, and improve the waiting screen appearance. // // Revision 1.2 2006/01/02 21:50:26 fraggle // Restructure the waiting screen code. Establish our own separate event // loop while waiting for the game to start, to avoid affecting the original // code too much. Move some _gui variables to net_client.c. // // Revision 1.1 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // // Graphical stuff related to the networking code: // // * The client waiting screen when we are waiting for the server to // start the game. // #include #include "config.h" #include "doomstat.h" #include "i_system.h" #include "i_timer.h" #include "i_video.h" #include "net_client.h" #include "net_gui.h" #include "net_server.h" #include "textscreen.h" static txt_window_t *window; static txt_label_t *player_labels[MAXPLAYERS]; static txt_label_t *ip_labels[MAXPLAYERS]; static txt_label_t *drone_label; static boolean had_warning; static void EscapePressed(TXT_UNCAST_ARG(widget), void *unused) { TXT_Shutdown(); I_Quit(); } static void StartGame(TXT_UNCAST_ARG(widget), void *unused) { NET_CL_StartGame(); } static void BuildGUI(void) { char buf[50]; txt_table_t *table; txt_window_action_t *cancel; int i; had_warning = false; TXT_SetDesktopTitle(PACKAGE_STRING); window = TXT_NewWindow("Waiting for game start..."); table = TXT_NewTable(3); TXT_AddWidget(window, table); // Add spacers TXT_AddWidget(table, NULL); TXT_AddWidget(table, TXT_NewStrut(25, 1)); TXT_AddWidget(table, TXT_NewStrut(17, 1)); // Player labels for (i=0; i 0) { sprintf(buf, " (+%i observer clients)", net_drones_in_game); TXT_SetLabel(drone_label, buf); } else { TXT_SetLabel(drone_label, ""); } if (net_client_controller) { startgame = TXT_NewWindowAction(' ', "Start game"); TXT_SignalConnect(startgame, "pressed", StartGame, NULL); } else { startgame = NULL; } TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, startgame); } static void CheckMD5Sums(void) { boolean correct_wad, correct_deh; boolean same_freedoom; txt_window_t *window; if (!net_client_received_wait_data || had_warning) { return; } correct_wad = memcmp(net_local_wad_md5sum, net_server_wad_md5sum, sizeof(md5_digest_t)) == 0; correct_deh = memcmp(net_local_deh_md5sum, net_server_deh_md5sum, sizeof(md5_digest_t)) == 0; same_freedoom = net_server_is_freedoom == net_local_is_freedoom; if (correct_wad && correct_deh && same_freedoom) { return; } window = TXT_NewWindow("WARNING"); TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, NULL); if (!same_freedoom) { // If Freedoom and Doom IWADs are mixed, the WAD directory // will be wrong, but this is not neccessarily a problem. // Display a different message to the WAD directory message. if (net_local_is_freedoom) { TXT_AddWidget(window, TXT_NewLabel ("You are using the Freedoom IWAD to play with players\n" "using an official Doom IWAD. Make sure that you are\n" "playing the same levels as other players.\n")); } else { TXT_AddWidget(window, TXT_NewLabel ("You are using an official IWAD to play with players\n" "using the Freedoom IWAD. Make sure that you are\n" "playing the same levels as other players.\n")); } } else if (!correct_wad) { TXT_AddWidget(window, TXT_NewLabel ("Your WAD directory does not match other players in the game.\n" "Check that you have loaded the exact same WAD files as other\n" "players.\n")); } if (!correct_deh) { TXT_AddWidget(window, TXT_NewLabel ("Your dehacked signature does not match other players in the\n" "game. Check that you have loaded the same dehacked patches\n" "as other players.\n")); } TXT_AddWidget(window, TXT_NewLabel ("If you continue, this may cause your game to desync.")); had_warning = true; } void NET_WaitForStart(void) { TXT_Init(); I_SetWindowCaption(); I_SetWindowIcon(); BuildGUI(); while (net_waiting_for_start) { UpdateGUI(); CheckMD5Sums(); TXT_DispatchEvents(); TXT_DrawDesktop(); NET_CL_Run(); NET_SV_Run(); if (!net_client_connected) { I_Error("Disconnected from server"); } TXT_Sleep(100); } TXT_Shutdown(); }