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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: net_gui.c 284 2006-01-12 02:11:52Z 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 1.8 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 "doomstat.h"
#include "net_client.h"
#include "net_gui.h"
#include "net_server.h"
#include "d_event.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "m_menu.h"
#include "m_random.h"
#include "r_defs.h"
#include "s_sound.h"
#include "sounds.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
static patch_t *player_face;
static patch_t *player_backdrops[4];
static boolean have_music;
extern void M_WriteText(int x, int y, char *string);
static void Drawer(void)
{
patch_t *backdrop;
int backdrop_lumpnum;
int i, y;
// 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);
// draw players
y = 100 - 16 * net_clients_in_game - 24;
M_WriteText(32, y, "Players currently waiting:");
y += 24;
for (i=0; i<net_clients_in_game; ++i)
{
V_DrawPatch(32, y, 0, player_backdrops[i]);
// draw the face to indicate which one we are
if (i == net_player_number)
{
V_DrawPatch(32, y, 0, player_face);
}
M_WriteText(80, y+12, net_player_names[i]);
M_WriteText(200, y+12, net_player_addresses[i]);
y += 32;
}
y += 16;
if (net_client_controller)
{
M_WriteText(32, y, "Press space to start the game...");
}
else
{
M_WriteText(32, y, "Waiting for the game to start...");
}
}
// play some random music
static void RandomMusic(void)
{
musicenum_t mus;
if (gamemode == commercial)
{
mus = mus_runnin + M_Random() % 32;
}
else if (gamemode == shareware)
{
mus = mus_e1m1 + M_Random() % 9;
}
else
{
mus = mus_e1m1 + M_Random() % 27;
}
S_ChangeMusic(mus, 0);
// If music is not playing straight away, it is turned off. Don't
// try to play any more music.
have_music = S_MusicPlaying();
}
static void ProcessEvents(void)
{
event_t *ev;
while ((ev = D_PopEvent()) != NULL)
{
if (M_Responder(ev))
{
continue;
}
// process event ...
if (ev->type == ev_keydown && ev->data1 == 'm')
{
// Music change
RandomMusic();
}
else if (ev->type == ev_keydown && ev->data1 == ' ')
{
// Start game
NET_CL_StartGame();
}
}
}
static void NET_InitGUI(void)
{
char buf[8];
int i;
player_face = W_CacheLumpName("STFST01", PU_STATIC);
for (i=0 ; i<MAXPLAYERS ; i++)
{
sprintf(buf, "STPB%d", i);
player_backdrops[i] = W_CacheLumpName(buf, PU_STATIC);
}
}
// Displays a graphical screen while waiting for the game to start.
void NET_WaitForStart(void)
{
int last_tic_time;
int nowtime;
int runtics;
int i;
if (!net_client_connected || !net_waiting_for_start)
{
return;
}
NET_InitGUI();
M_ClearRandom();
// play some soothing music while we wait
RandomMusic();
// cheap hack: pretend to be on a demo screen so the mouse wont
// be grabbed
gamestate = GS_DEMOSCREEN;
last_tic_time = I_GetTime();
while (net_waiting_for_start)
{
// Keyboard/mouse events, etc.
I_StartTic();
ProcessEvents();
// Run the menu, etc.
nowtime = I_GetTime();
runtics = nowtime - last_tic_time;
if (runtics > 0)
{
for (i=0; i<runtics; ++i)
{
M_Ticker();
}
last_tic_time = nowtime;
// Draw the screen
Drawer();
M_Drawer();
I_FinishUpdate();
// check if the music has finished - start another track!
if (have_music && !S_MusicPlaying())
{
RandomMusic();
}
}
// Network stuff
NET_CL_Run();
NET_SV_Run();
if (!net_client_connected)
{
I_Error("Disconnected from server");
}
// Don't hog the CPU
I_Sleep(10);
}
}
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