// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_gui.c 235 2005-12-30 18:58:22Z 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 1.1 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 "net_gui.h" #include "d_event.h" #include "r_defs.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" extern void M_WriteText(int x, int y, char *string); // if TRUE, this client is the controller of the game boolean net_client_controller = false; // Number of clients currently connected to the server int net_clients_in_game; void NET_Drawer(void) { patch_t *backdrop; int backdrop_lumpnum; char buf[128]; // Use INTERPIC or TITLEPIC if we don't have it backdrop_lumpnum = W_CheckNumForName("INTERPIC"); if (backdrop_lumpnum < 0) { backdrop_lumpnum = W_CheckNumForName("TITLEPIC"); } backdrop = (patch_t *) W_CacheLumpNum(backdrop_lumpnum, PU_CACHE); // draw the backdrop V_DrawPatch(0, 0, 0, backdrop); sprintf(buf, "%i clients connected to server.", net_clients_in_game); M_WriteText(32, 100, buf); if (net_client_controller) { M_WriteText(32, 150, "Press space to start the game..."); } else { M_WriteText(32, 150, "Waiting for the game to start..."); } } boolean NET_Responder(event_t *event) { return true; }