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/***************************************************************************
client_data.c - description
-------------------
begin : Sat Oct 26 12:02:57 CEST 2002
copyright : (C) 2002 by Michael Speck
email : kulkanie@gmx.net
***************************************************************************/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#include "client_data.h"
#include "lbreakout.h"
#include "../gui/gui.h"
/*
====================================================================
Externals
====================================================================
*/
extern GuiWidget *list_levels;
extern GuiWidget *list_chatter;
extern GuiWidget *list_games;
extern GuiWidget *list_users;
extern GuiWidget *list_channels;
extern GuiWidget *list_pausechatter;
List *client_users = 0; /* users of channel known to client */
List *client_channels = 0; /* list of default channels (strings) */
List *client_levelsets = 0; /* list of MP set names */
ClientUser *client_user = 0; /* selected user */
char *client_levelset = 0; /* selected levelset */
char chatter[CHAT_LINE_COUNT][CHAT_LINE_WIDTH];
char pause_chatter[CHAT_LINE_COUNT][CHAT_LINE_WIDTH];
extern NetSocket client;
extern int client_is_connected;
int client_topic_count = 4;
char *client_topics[] = {
"Challenges",
"Channels",
"Console Commands",
"Game Rules",
"Transfers"
};
char *client_helps[] = {
"To challenge a user you first have to select him/her in the "
"upper right list and the levelset you want to play "
"from the list below. Then you adjust the game settings to your "
"likings and hit the 'Challenge' button which will send your "
"challenge to the other user who will either accept or decline. "
"If (s)he accepts a direct connection will be established and the "
"game will start.##"
"DIFFICULTY: This influences ball speed, paddle size and score as for "
"single player modus. (1 = Easy, 2 = Medium, 3 = Hard)##"
"ROUNDS: This is the number of rounds played per level. Winning a "
"round scores one point and the player with the most points wins "
"the match.##"
"FRAGS: In a pingpong level (no bricks) a player gains a frag everytime "
"the opponent looses a ball. 'frag' is a bad name for this, should be "
"pingpong winning score or something but 'frags' is simply shorter. "
"The player who hits this limit first "
"wins the round.#In levels with bricks this option is ignored "
"and the level is over after all bricks were cleared.##"
"BALLS: In a pingpong level (no bricks) each player may fire multiple "
"balls up to this number. If a player looses a ball he may fire it again.#"
"In normal levels (with bricks) this option is ignored and a gets a new ball "
"after five seconds penalty time.",
"To switch a channel hit the 'C' button above the user list. "
"You can enter either an existing or a new channel. You "
"can only talk to and challenge users in the same channel.",
"User Console Commands:##"
"/search <USER>#"
"Search for a user in all channels.##"
"/version#"
"Display version of transmission protocol.##"
"/info#"
"Display current userlimit and frame rate.##"
"Admin Console Commands:##"
"/admin_says <MSG>#"
"Broadcast a message to all chatting users.##"
"/kick <USER>#"
"Kick user by that name.##"
"/addbot <NAME> <SPEED>#"
"Add a paddle bot. The speed is defined in pixels per second. 800 to 1000 is a good value.##"
"/delbot <NAME>#"
"Delete paddle bot.##"
"/set <VAR> <VALUE>#"
"Set a variable to a new value:#"
" userlimit: is the number of users that may login. If decreased with too many users online"
" no one is kicked. This limit does not matter for admin login.#"
" fps: is how many times a second the server calls up the communication and sends/receives"
" packets. This should not be too high to prevent network flooding. 40 is a good value.#"
" packetlimit: if not -1 this is the number of packets parsed in one communication step. -1"
" which is the default means the queue is parsed until empty##"
"/addset <NAME>#"
"Load a new levelset that has been copied to the levels directory and make it available "
"to the users.##"
"/halt#"
"Halt server after 5 seconds and inform all users, even the playing ones, about this.",
"Basically you play the game as in single player mode but their "
"are some special things you might find useful to know.##"
"PINGPONG:#"
"The point here is to play it fast and to use all of your balls. "
"Use the right and left mouse button to fire the balls "
"while moving the paddle. Your opponent "
"will have trouble to reflect all balls if you do it right. "
"If you are not sure wether you got balls left click anyway. "
"Keep the button pressed for a while! The fire rate is restricted "
"to one ball every 500 milliseconds.##"
"NORMAL:#"
"Your goal here is too gain more score than your opponent to win a "
"round. Basically you do this by clearing bricks and collecting extras "
"but there are some other ways as well:#"
"1) To loose a ball means to loose 10% score. After five seconds penalty "
"a new ball is created and you can continue playing.#"
"2) Hitting your opponents paddle with the plasma weapon will give you "
"1000 points while stealing him/her the same amount.#"
"3) Bonus/malus magnet will attract _all_ bonuses/maluses even those "
"released by your opponent.##"
"Note: If you pause the game by pressing 'p' a chat will pop up and you "
"can talk to your opponent.",
"You cannot offer someone your levelset unless this user "
"wants to receive your set which requires the following steps:#"
"1) select the user to whom you want to listen#"
"2) press the 'L' button above the levelset list#"
"3) wait for offer or cancel 'listening'#"
"The receiver is now ready and the sender has to:#"
"1) select the listening user#"
"2) select the levelset (s)he wants to transfer#"
"3) hit the 'T' button above the levelset list#"
"If the receiver has this levelset already located in "
"~/.lgames/lbreakout2-levels and it is up-to-date the transfer "
"does not take place otherwise the receiver is asked to confirm "
"and if (s)he does so the set is transferred to the home "
"directory and directly available if intended for network. (starts with 'MP_')#"
"NOTE: Only the challenger is required to have the levelset so you "
"don not have to transfer sets to play with someone. However if your opponent "
"likes your set and wants to challenge others with it both can engage into "
"a transfer."
};
Text *client_help_text = 0;
/*
====================================================================
LOCALS
====================================================================
*/
static void client_add_chatter_intern(
GuiWidget *list, char *string, int info )
{
int i, j;
static Text *text;
/* build new text */
text = create_text( string, 52 );
/* move old lines up */
for ( i = 0; i < CHAT_LINE_COUNT - text->count; i++ )
strcpy( chatter[i], chatter[i + text->count] );
/* copy new lines */
for ( j = 0, i = CHAT_LINE_COUNT - text->count;
i < CHAT_LINE_COUNT; i++, j++ ) {
if ( info ) {
strcpy( chatter[i] + 1, text->lines[j] );
chatter[i][0] = '!';
}
else if ( j > 0 ) {
strcpy( chatter[i] + 3 + info, text->lines[j] );
chatter[i][0] = ' ';
chatter[i][1] = ' ';
chatter[i][2] = ' ';
}
else
strcpy( chatter[i], text->lines[j] );
}
/* free memory */
delete_text( text );
/* update gui */
gui_list_update( list, CHAT_LINE_COUNT );
}
static void client_add_pause_chatter_intern(
GuiWidget *list, char *string, int info )
{
int i, j;
static Text *text;
/* build new text */
text = create_text( string, 52 );
/* move old lines up */
for ( i = 0; i < CHAT_LINE_COUNT - text->count; i++ )
strcpy( pause_chatter[i], pause_chatter[i + text->count] );
/* copy new lines */
for ( j = 0, i = CHAT_LINE_COUNT - text->count;
i < CHAT_LINE_COUNT; i++, j++ ) {
if ( info ) {
strcpy( pause_chatter[i] + 1, text->lines[j] );
pause_chatter[i][0] = '!';
}
else if ( j > 0 ) {
strcpy( pause_chatter[i] + 3 + info, text->lines[j] );
pause_chatter[i][0] = ' ';
pause_chatter[i][1] = ' ';
pause_chatter[i][2] = ' ';
}
else
strcpy( pause_chatter[i], text->lines[j] );
}
/* free memory */
delete_text( text );
/* update gui */
gui_list_update( list, CHAT_LINE_COUNT );
}
/*
====================================================================
PUBLICS
====================================================================
*/
/* transmit via client's socket if client_is_connected is True */
void client_transmit( int type, int len, char *data )
{
#ifdef NETWORK_ENABLED
if ( client_is_connected )
socket_transmit( &client, type, len, data );
#endif
}
/*
====================================================================
Create/delete client's data structs.
====================================================================
*/
void client_data_create( void )
{
client_channels = list_create( LIST_AUTO_DELETE, 0 /*just strings*/ );
client_users = list_create( LIST_AUTO_DELETE, 0 );
client_levelsets = list_create( LIST_AUTO_DELETE, 0 );
}
void client_data_delete( void )
{
if ( client_channels ) list_delete( client_channels );
client_channels = 0;
if ( client_users ) list_delete( client_users );
client_users = 0;
if ( client_levelsets ) list_delete( client_levelsets );
client_levelsets = 0;
if ( client_help_text ) delete_text( client_help_text );
client_help_text = 0;
}
/*
====================================================================
Clear all client data.
====================================================================
*/
void client_data_clear( void )
{
list_clear( client_users );
client_user = 0;
list_clear( client_channels );
list_clear( client_levelsets );
client_levelset = 0;
gui_list_update( list_users, 0 );
gui_list_update( list_channels, 0 );
gui_list_update( list_levels, 0 );
}
/*
====================================================================
Add/remove/find users. Do not update the GUI.
====================================================================
*/
void client_add_user( int id, char *name )
{
ClientUser *user;
if ( client_find_user( id ) ) return;
user = calloc( 1, sizeof( ClientUser ) );
if ( user ) {
strcpy_lt( user->name, name, 12 );
user->id = id;
list_add( client_users, user );
}
}
void client_remove_user( int id )
{
ClientUser *entry = 0;
if ( ( entry = client_find_user( id ) ) ) {
if ( entry == client_user )
client_user = 0;
list_delete_item( client_users, entry );
}
}
ClientUser* client_find_user( int id )
{
ClientUser *entry;
list_reset( client_users );
while ( ( entry = list_next( client_users ) ) )
if ( entry->id == id )
return entry;
return 0;
}
/*
====================================================================
Add chatter to chat window. If 'info' is true the text is
displayed red and without indention.
====================================================================
*/
void client_add_chatter( char *string, int info )
{
client_add_chatter_intern( list_chatter, string, info );
}
/*
====================================================================
Add chatter to chat window. If 'info' is true the text is
displayed red and without indention.
====================================================================
*/
void client_printf_chatter( int info, char *format, ... )
{
va_list args;
char string[MAX_CHATTER_SIZE];
va_start( args, format );
vsnprintf( string, MAX_CHATTER_SIZE, format, args );
va_end( args );
client_add_chatter_intern( list_chatter, string, info );
}
/*
====================================================================
Add chatter to pause chat window. If 'info' is true the text is
displayed red and without indention.
====================================================================
*/
void client_add_pausechatter( char *string, int info )
{
client_add_pause_chatter_intern( list_pausechatter, string, info );
}
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