ref: fc969e4981a2365304f88e664d625c3a07d57bee
dir: /src/net_gui.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_gui.c 278 2006-01-09 02:03:39Z 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 1.6 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; char buf[128]; 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(); } } } 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); } }