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/*
* play node. Sets up for the cockpit (CP).
*
* $Id: nPlay.c,v 1.9 2004/12/14 20:42:54 jon Exp $
*
* Copyright 1999-2004 Jon Trulson under the ARTISTIC LICENSE. (See LICENSE).
*/
#include "c_defs.h"
#include "context.h"
#include "global.h"
#include "datatypes.h"
#include "color.h"
#include "conf.h"
#include "conqcom.h"
#include "gldisplay.h"
#include "glmisc.h"
#include "node.h"
#include "client.h"
#include "record.h"
#include "nMenu.h"
#include "nCP.h"
#include "nPlay.h"
#include "cqkeys.h"
#define S_DONE 0 /* ready to play */
#define S_NSERR 1 /* _newship error */
#define S_SELSYS 2 /* select system */
#define S_MENU 3 /* go back to menu */
extern void processPacket(Unsgn8 *buf);
static int state;
static int fatal = FALSE;
static spAck_t *sack = NULL;
static spClientStat_t scstat = {};
static int shipinited = FALSE; /* whether we've done _newship() yet */
static int owned[NUMPLAYERTEAMS];
static int nPlayDisplay(dspConfig_t *);
static int nPlayIdle(void);
static int nPlayInput(int ch);
static scrNode_t nPlayNode = {
nPlayDisplay, /* display */
nPlayIdle, /* idle */
nPlayInput, /* input */
NULL /* next */
};
/* select a system to enter */
static void selectentry( Unsgn8 esystem )
{
int i;
char cbuf[BUFFER_SIZE];
/* First figure out which systems we can enter from. */
for ( i = 0; i < NUMPLAYERTEAMS; i++ )
if (esystem & (1 << i))
{
owned[i] = TRUE;
}
else
owned[i] = FALSE;
/* Prompt for a decision. */
c_strcpy( "Enter which system", cbuf );
for ( i = 0; i < NUMPLAYERTEAMS; i++ )
if ( owned[i] )
{
appstr( ", ", cbuf );
appstr( Teams[i].name, cbuf );
}
/* Change first comma to a colon. */
i = c_index( cbuf, ',' );
if ( i != ERR )
cbuf[i] = ':';
cprintf(12, 0, ALIGN_CENTER, cbuf);
return;
}
/* _newship - here we will await a ClientStat from the server (indicating
our possibly new ship), or a NAK indicating a problem.
*/
static int _newship( int unum, int *snum )
{
int pkttype;
Unsgn8 buf[PKT_MAXSIZE];
int sockl[2] = {cInfo.sock, cInfo.usock};
/* here we will wait for ack's or a clientstat pkt. Acks indicate an
error. If the clientstat pkt's esystem is !0, we need to prompt
for the system to enter and send it in a CP_COMMAND:CPCMD_ENTER
pkt. */
while (TRUE)
{
if ((pkttype = waitForPacket(PKT_FROMSERVER, sockl, PKT_ANYPKT,
buf, PKT_MAXSIZE, 60, NULL)) < 0)
{
clog("nPlay: _newship: waitforpacket returned %d", pkttype);
fatal = TRUE;
return FALSE;
}
switch (pkttype)
{
case 0: /* timeout */
return FALSE;
break;
case SP_ACK: /* bummer */
sack = (spAck_t *)buf;
state = S_NSERR;
return FALSE; /* always a failure */
break;
case SP_CLIENTSTAT:
scstat = *(spClientStat_t *)buf; /* make a copy... */
/* first things first */
Context.unum = (int)ntohs(scstat.unum);
Context.snum = scstat.snum;
Ships[Context.snum].team = scstat.team;
return TRUE;
break;
/* we might get other packets too */
default:
processPacket(buf);
break;
}
}
/* if we are here, something unexpected happened */
return FALSE; /* NOTREACHED */
}
void nPlayInit(void)
{
state = S_SELSYS; /* default */
shipinited = FALSE;
/* let the server know our intentions */
if (!sendCommand(CPCMD_ENTER, 0))
fatal = TRUE;
setNode(&nPlayNode);
return;
}
static int nPlayDisplay(dspConfig_t *dsp)
{
char cbuf[BUFFER_SIZE];
int i, j;
if (fatal)
return NODE_EXIT;
if (state == S_SELSYS)
{
if (!shipinited)
{ /* need to call _newship */
shipinited = TRUE;
if (!_newship( Context.unum, &Context.snum ))
{
state = S_NSERR;
return NODE_OK;
}
}
if (!scstat.esystem)
{ /* we are ready */
state = S_DONE;
return NODE_OK;
}
else
{ /* need to display/get a selection */
selectentry(scstat.esystem);
}
}
else if (state == S_NSERR)
{
if (sack)
{
switch (sack->code)
{
case PERR_FLYING:
sprintf(cbuf, "You're already playing on another ship.");
cprintf(5,0,ALIGN_CENTER,"#%d#%s",InfoColor, cbuf);
Ships[Context.snum].status = SS_RESERVED;
break;
case PERR_TOOMANYSHIPS:
i = MSG_LIN2/2;
cprintf(i, 0, ALIGN_CENTER,
"I'm sorry, but you're playing on too many ships right now.");
i = i + 1;
c_strcpy( "You are only allowed to fly ", cbuf );
j = Users[Context.unum].multiple;
appint( j, cbuf );
appstr( " ship", cbuf );
if ( j != 1 )
appchr( 's', cbuf );
appstr( " at one time.", cbuf );
cprintf(i, 0, ALIGN_CENTER, cbuf);
break;
default:
clog("nPlayDisplay: _newship: unexpected ack code %d",
sack->code);
break;
}
}
}
return NODE_OK;
}
static int nPlayIdle(void)
{
if (state == S_DONE)
{
Context.entship = TRUE;
Ships[Context.snum].sdfuse = 0; /* zero self destruct fuse */
grand( &Context.msgrand ); /* initialize message timer */
Context.leave = FALSE; /* assume we won't want to bail */
Context.redraw = TRUE; /* want redraw first time */
Context.msgok = TRUE; /* ok to get messages */
Context.display = TRUE; /* ok to display */
/* start recording if neccessary */
if (Context.recmode == RECMODE_STARTING)
{
if (recordInitOutput(Context.unum, getnow(NULL, 0), Context.snum))
{
Context.recmode = RECMODE_ON;
/* need to tell the server to resend all the crap it already
sent in menu so it can be recorded... sorry. */
sendCommand(CPCMD_RELOAD, 0);
}
else
Context.recmode = RECMODE_OFF;
}
nCPInit(); /* play */
}
else if (state == S_MENU)
nMenuInit();
return NODE_OK;
}
static int nPlayInput(int ch)
{
int i;
unsigned char c = CQ_CHAR(ch);
switch (state)
{
case S_SELSYS: /* we are selecting our system */
{
switch ( ch )
{
case TERM_NORMAL:
case TERM_ABORT: /* doesn't like the choices ;-) */
sendCommand(CPCMD_ENTER, 0);
state = S_MENU;
return NODE_OK;
break;
case TERM_EXTRA:
/* Enter the home system. */
sendCommand(CPCMD_ENTER, (Unsgn16)(1 << Ships[Context.snum].team));
state = S_DONE;
return NODE_OK;
break;
default:
for ( i = 0; i < NUMPLAYERTEAMS; i++ )
if ( Teams[i].teamchar == (char)toupper(c) && owned[i] )
{
/* Found a good one. */
sendCommand(CPCMD_ENTER, (Unsgn16)(1 << i));
state = S_DONE;
return NODE_OK;
}
/* Didn't get a good one; complain and try again. */
mglBeep();
break;
}
}
break;
case S_NSERR: /* any key to return */
nMenuInit();
return NODE_OK;
break;
}
return NODE_OK;
}
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