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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// NetDlg.CPP
// Project: Nostril (aka Postal)
//
// History:
// 04/08/97 JMI Started.
//
// 05/20/97 JMI Now ms_pguiOK and ms_pguiCancel use SAFE_REF() so the
// current GUI can, optionally, not have one or both GUI
// items.
//
// 05/25/97 JMI Integrated newest TCP/IP CNetServer/Client interface.
// Still need to detect when the game is starting.
// GUI could still use a little cleaning up.
//
// 05/26/97 JMI Removed case for NetMsg::DuplicateName in reason
// for JoinDeny message (it no longer exists).
//
// 05/26/97 JMI Added sending and receiving of START_REALM.
// Removed psNumPlayers and psMyPlayerNum parameters.
//
// 05/27/97 JMI Added sending and receiving of LOAD_REALM before
// START_REALM.
// Fixed bug in OnLoginMsg() which was telling the client
// the wrong net ID.
// Upgraded to utilize new functions RSocket::SetPort() and
// CNet::OpenPeerData().
//
// 05/27/97 JMI OnJoinedMsg() now only adds the players' names to the
// listbox of players.
//
// 05/28/97 JMI Integrated new dialog.
//
// 05/28/97 JMI Changed so the LOAD_REALM message motivates the leaving
// of the dialog interface (was START_REALM that did it
// before).
//
// 06/11/97 JMI Removed unnecessary code in OnLoadRealmMsg().
// Now uses Play_GetNextLevel to get realm names.
//
// 06/11/97 JMI Now centers client/server dialogs on screen.
//
// 06/13/97 MJR Restructed lots of stuff to consolidate client and
// server code into a single function.
// Implimented new version of START_GAME message.
// Added code to get/release resources for new deluxe
// dialog box.
//
// 06/15/97 JMI Now deactivates client items in listbox as they are
// added.
// Also, now, instead of simply squashing the dialog to
// exclude server controls in client mode, we simply hide
// the server controls and center the remaining controls
// in the dialog without altering its size.
//
// 06/16/97 JMI Now uses g_fontSmall for dialogs.
//
// MJR Added use of watchdog timer for network blocking callbacks.
//
// JMI Changed use of g_fontSmall to g_fontBig.
//
// 06/17/97 JMI Now only allows the server to process a DLG_OK.
//
// 06/30/97 MJR Switched over to new GuiItem.h-supplied macros.
//
// 07/14/97 BRH Changed call to Play_GetRealmInfo to include the
// new challenge mode parameter.
//
// 08/02/97 JMI Added an icon to watchdog timer for network blocking
// callbacks and made it generally callable.
//
// 08/04/97 BRH Added protocol parameter to net calls.
//
// 08/11/97 JMI Changed a little of the structure of SetUpDlg() to allow
// for more than just two types of dialogs.
// Also, changed UpdateDialog() to use an RProcessGui which
// simplifies that down to nearly nothing. #if 0'd out old
// stuff for now.
// Checking in so Mike can compile so we can check his stuff
// in so I can check this out again.
//
// MJR Modified to use new browsing functions and moved all
// the find-the-host code into a separate function.
//
// JMI Now adds the items from the browse list to the dialog
// (and drops them too (theoretically) ).
//
// 08/12/97 JMI Dropped hosts were not setting the repaginate flag in
// UpdateListBox(). Fixed.
// DoNetGameDialog() now loops nearly all logic while
// browsing and no errors.
//
// 08/13/97 JMI Cleaned up some more stuff.
// MJR Fixed bugs that kept us in a browsing loop.
//
// 08/14/97 JMI Added global difficulty parameter to Play_GetRealmInfo().
// I imagine it's not actually used for multiplayer levels
// until we have options to play cooperative.
//
// 08/19/97 JMI Added some unfinished usage of the multiplayer options
// updating. Needs to be updated to the correct spot,
// either the game settings or the message. Probably the
// game settings which then get copied to the message.
//
// 08/19/97 JMI Now uses the g_GameSettings for the multiplayer options.
// Tinkered with chat messages that I thought weren't
// working but then realized they were being ignored b/c
// the UpdateDialog() function was being called by the
// net blocking callback so hopefully I didn't ruin anything
// in that process... .
// Genericized SetupDlg() to use UploadLinks().
//
// 08/19/97 JMI Added a flag to UpdateDialog() indicating that it should
// not clear any GUIs. This is useful for when
// UpdateDialog() is called via callback (so we don't loose
// any of the pressages processed via the callback).
//
// 08/20/97 JMI Up/DownloadLinkInteger() are now hardwired to assume
// 'signed' type for String links b/c bool had a warning
// for the trickery I was using to determine if the type
// was signed.
//
// 08/20/97 JMI Now chat history is a listbox.
// Clicking the 'Send Chat' button moves focus back to the
// edit field for better feedback.
// Limits chats to 20.
// Now updates client's view of host's multiplay options.
// Now the server can select a player (for disconnection)
// from the players list.
// Implemented host option to disconnect a player.
// Newest player is EnsureVisible()d in player list now.
// Newest chat is EnsureVisible()d in chat list now.
// Now sets number of connected players on two GUIs so
// there can be a 3D effect.
// Sends and responds to SETUP_GAME message.
// Sets options in START_GAME message from dialog settings
// now.
// Updates settings even if dialog aborted for consistency.
//
// 08/21/97 JMI Temporarily hardwired 'Rejuvenate' to ON and disallowed
// user modifications of the checkbox.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem() and occurrences
// of rspUpdateDisplay() to UpdateDisplay().
//
// 08/23/97 MJR Lots of changes in how errors are handled and other such
// stuff.
//
// 08/23/97 JMI Now list box items appear with a barely perceptible
// shadow that makes them alot easier to read.
// Player colors now displayed as color descriptions.
//
// 08/25/97 JMI Now the chat text edit field limits the text to the
// message's capacity for text.
// Also, got rid of some '***'s.
//
// 08/25/97 JMI Now removes areas on chat items in chat box to make
// for the border lines we hide to get more space.
//
// 08/27/97 JMI Changed NetProbIcons functions to NetProbGui functions.
// Also, instead of a DrawNetProbGui() there's a
// GetNetProbGui() so you can draw it, move it, change the
// text, etc.
//
// 09/01/97 MJR Nearing the end of a huge overhaul of networking.
//
// 09/02/97 MJR It appears to work well after much testing, tuning, and
// debugging.
//
// 09/03/97 MJR Fixed a problem that made browsing for yourself fail
// once in a while (the timeout timer was too short).
//
// 09/06/97 JMI Now sets the Client's Game Options text field to use
// the text shadow. Also, selects the first item in the
// level browser box in the Server's dialog.
// Also, combined the status field and the chat box into
// one 'Net Console'.
//
// 09/06/97 JMI Now filters out the high word of ie.lKey when checking
// for enter. This filters out the the key flags (i.e.,
// shift, control, alt, system).
//
// 09/07/97 JMI Now BrowseForHosts() updates the display before
// displaying the browse dialog.
//
// 09/08/97 MJR Fixed bug where net prob gui was showing up
// immediately instead of after the watchdog expired.
// Also cleaned up the erasing of the net prob gui.
//
// 09/09/97 JMI Now initializes ms_pguiRetry to NULL in DlgBeGone().
//
// 09/09/97 MJR Now detects protocol-not-supported and dispalys a
// specific msg box describing the problem.
//
// 09/11/97 MJR Now client checks to see whether the level that was
// specified in the SETUP_GAME message is available, and
// automatically sends a chat message that complains if it
// isn't, in the hope that the host player will change it.
//
// Now the host will send the realm name if only a single
// realm is available, which tells everyone to only play
// that realm.
//
// Changed the dropped message, which was incorrectly using
// the error message as the player's name.
//
// 09/11/97 JMI Now only adds the SPECIFIC_MP_REALM_TEXT choice to the
// host's level browser if ENABLE_PLAY_SPECIFIC_REALMS_ONLY
// is defined. Otherwise, it chooses the first item in the
// listbox.
//
// 09/12/97 MJR Reversed the #if for which method to use for filling
// hood listbox.
//
// Added hardwired realm stuff to SetupGame() when we're
// in the specific realm mode.
//
// 09/18/97 JMI There were some /"s instead of \"s. If someone had
// their syntax coloring on useful colors, they would've
// seen this blaringly obvious color collage. :)
//
// 09/24/97 JMI Fixed OnSetupGameMsg() to handle checking to see if the
// local machine has the required realm using the title
// that is passed in the SetupGame msg (was originally
// intended to use filenames but got hosed).
//
// 09/26/97 JMI Now '-' is blocked at the UpdateDialog() level and never
// reaches the GUIs so that the time limit and kill limit
// edit fields cannot have a negative number enter in them
// (of course you could enter the letter 'a' which looks
// wrong too but I know one cares about that (you'd have to
// be STUPID to do that but even smart people enter negative
// numbers for time and kill limits) ).
// Also, this keeps players from using '-' in their chat
// strings.
//
// 11/20/97 JMI Added cooperative flags and associated checkboxes. Now
// displays info on client side regarding cooperative mode
// and carries all the necessary flagage around between
// messages regarding cooperative mode as well. Also, now
// the level browse listbox can show either deathmatch or
// cooperative levels (controlled by the user's cooperative
// checkbox setting).
// Also, the user can choose operate checkbox deciding
// whether to allow cooperative play mode (which is missiles
// and bullets pass through fellow players).
//
// 11/25/97 JMI Added platform conflict message and more informative
// version conflict messages (also added version conflict
// message for server -- previous the error did not propagate
// to this level).
//
// 11/25/97 JMI Changed the server dialog .GUI to be loaded from the HD
// instead of from the VD so we can guarantee the new asset
// gets loaded (since they'll use their old Postal disc, we
// cannot load the .GUI from the CD).
//
//////////////////////////////////////////////////////////////////////////////
//
// Deals with networking dialogs. There is an interface for the server,
// client, and browser dialogs that deal heavily with user input, and GUI
// output. The client/server messages are now handled by the black-box-like
// lower level.
//
//////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
#include "CompileOptions.h"
#include "GameSettings.h"
#include "game.h"
#include "play.h"
#include "update.h"
#include "NetDlg.h"
#include "netbrowse.h"
//////////////////////////////////////////////////////////////////////////////
// Module specific macros.
//////////////////////////////////////////////////////////////////////////////
// Common.
#define GUI_ID_OK 1001
#define GUI_ID_CANCEL 1002
// Common Client/Server dialog.
#define GUI_ID_PLAYERS_LISTBOX 1010
#define GUI_ID_CHAT_TEXT 1013
#define GUI_ID_CHAT_SEND 1015
#define GUI_ID_NET_CONSOLE 1016
#define GUI_ID_PLAYERS_STATIC1 7000
#define GUI_ID_PLAYERS_STATIC2 7001
// Client dialog.
#define GUI_ID_OPTIONS_STATIC 2000
#define GUI_ID_RETRY 9000
// Server dialog.
#define GUI_ID_DISCONNECT_PLAYER 6000
//#define GUI_ID_RESPAWN_PLAYERS 3000
#define GUI_ID_ENABLE_TIME_LIMIT 4000
#define GUI_ID_EDIT_TIME_LIMIT 4001
#define GUI_ID_ENABLE_KILL_LIMIT 5000
#define GUI_ID_EDIT_KILL_LIMIT 5001
#define GUI_ID_LEVEL_LISTBOX 1020
#define GUI_ID_SHOW_COOP_LEVELS 8000
#define GUI_ID_ENABLE_COOP_MODE 9000
// Browser dialog.
#define GUI_ID_HOST_LISTBOX 1010
#define SERVER_GUI "res/shell/Server.gui"
#define CLIENT_GUI "res/shell/Client.gui"
#define BROWSER_GUI "res/shell/Browser.gui"
#define GUI_DIR "menu/"
// Note that this is evaluated at compile time, so even
// if the ptr is NULL, it will work.
#define MAX_STATUS_STR GUI_MAX_STR
// Maximum number of chat strings in the box.
#define MAX_CHAT_STRINGS 20
// Time between game setup net sends.
#define OPTIONS_SEND_FREQUENCY 2000
// Amount of time that must elapse after the first "Cancel" before an
// addition "Cancel" wil be recognized.
#define CANCEL_DELAY_TIME 1500
// If status hasn't been updated for this long, then we will display the default message
#define STATUS_MAX_DISPLAY_TIME 2000
// NOTE: If we add anymore icons, we might as well just spend the extra few
// minutes making a separate file for them.
// Net problems icon file.
#define NET_PROB_GUI_FILE "menu/netprob.gui"
// Initial location for net problems icon on screen.
#define NET_PROB_GUI_X 10
#define NET_PROB_GUI_Y 40
#define NET_PROB_TEXT_SHADOW_COLOR_INDEX 4
#define TERMINATING_GUI_ID 0x80000000
// Note that the following color indices are from the 'Artie Zone' of colors
// in the menu palette and, therefore, should not change.
#define LIST_ITEM_TEXT_SHADOW_COLOR_INDEX 220
// This has been remapped to a Win32 color to make it stand out more
#define NET_STATUS_MSG_COLOR_INDEX 247
//////////////////////////////////////////////////////////////////////////////
// THIS ENTIRE SECTION OF STRINGS SHOULD BE MOVED TO LOCALIZE.CPP!!!
//////////////////////////////////////////////////////////////////////////////
// Client-specific messages displayed in client dialog's status area
char* g_pszClientStat_NameTooLongForChat = "Name too long, can't chat";
char* g_pszClientStat_YouWereDropped = "Connection was lost";
char* g_pszClientStat_SomeoneDropped_s = "\"%s\" is no longer connected";
char* g_pszClientStat_ServerAborted = "Game aborted";
char* g_pszClientStat_ServerStarted = "Starting game";
char* g_pszClientStat_Opened = "Opened connection";
char* g_pszClientStat_Connected = "Connected";
char* g_pszClientStat_JoinDenyTooMany = "Can't join -- too many players";
char* g_pszClientStat_JoinDenyLowBandwidth = "Can't join -- your bandwidth is too low";
char* g_pszClientStat_JoinDenyCantDropIn = "Can't join -- game has already started";
char* g_pszClientStat_JoinDenyUnknown = "Can't join -- don't know why";
char* g_pszClientStat_JoinAccepted = "Joined";
char* g_pszClientStat_LoginAccepted_hd = "Logged in (ID = %hd)";
char* g_pszClientStat_Startup = "Trying to connect...";
char* g_pszClientStat_Default = "Ready";
char* g_pszClientStat_Error_s = "Network error (%s) -- aborting";
char* g_pszClientStat_Retrying = "Retry...";
// Server-specific messages displayed in server dialog's status area
char* g_pszServerStat_InvalidDropReq_hd = "Ignored invalid drop request (ID = %hd)";
char* g_pszServerStat_AcceptedClient = "\"%s\" has joined";
char* g_pszServerStat_CantAcceptJoinReq = "Can't grant join request (too many players)";
char* g_pszServerStat_InvalidChangeReq_hd = "Ignored invalid change request (ID = %hd)";
char* g_pszServerStat_LoginAccepted_hd = "Login accepted (id = %hd)";
char* g_pszServerStat_LoginDeniedVersion_ld = "Login denied (obsolete client version %ld)";
char* g_pszServerStat_LoginDeniedMagic = "Login denied (invalid signature)";
char* g_pszServerStat_Startup = "Setting up connection...";
char* g_pszServerStat_Default = "Ready";
char* g_pszServerStat_CantDropSelf = "You can't drop yourself";
char* g_pszServerStat_PlayerErr = "Player was dropped (bad connection)";
// General messages displayed in client or server dialog's status area
char* g_pszNetStat_Aborting = "Aborting...";
char* g_pszNetStat_Starting = "Starting game...";
char* g_pszNetStat_AttemptToDrop_s = "Attempting to drop \"%s\"";
char* g_pszNetStat_UnhandledMsg = "Ignoring extraneous message";
char* g_pszNetStat_NoError = "No errors";
char* g_pszNetStat_ReceiveError = "Network error (can't receive data)";
char* g_pszNetStat_InQFullError = "Network error (input buffer is full)";
char* g_pszNetStat_OutQFullError = "Network error (output buffer is full)";
char* g_pszNetStat_SendError = "Network error (can't send data)";
char* g_pszNetStat_InQReadError = "Network error (can't read data)";
char* g_pszNetStat_OutQWriteError = "Network error (couldn't write data)";
char* g_pszNetStat_ConnectionError = "Network error (bad connection)";
char* g_pszNetStat_TimeoutError = "Network error (time-out)";
char* g_pszNetStat_ListenError = "Network error (can't listen)";
char* g_pszNetStat_ConnectError = "Network error (can't connect)";
char* g_pszNetStat_ConnectTimeoutError = "Network error (connection attempt timed-out)";
char* g_pszNetStat_ClientVersionMismatchError_lu_lu = "Version mismatch--dropping (Host ver is %lu -- Our ver is %lu)";
char* g_pszNetStat_ServerVersionMismatchError_lu_lu = "Version mismatch--dropping client (Client ver is %lu -- Our ver is %lu)";
char* g_pszNetStat_CantOpenPeerSocketError = "Network error (couldn't connect to other players)";
char* g_pszNetStat_LoginDeniedError = "Login failed";
char* g_pszNetStat_JoinDeniedError = "Host refused join request";
char* g_pszNetStat_UnknownError = "Network error (general failure)";
char* g_pszNetStat_ProgramError = "Network error (generic failure)";
#if defined(WIN32)
char* g_pszNetStat_ClientPlatformMismatchError = "Cannot login to host because it is a Mac";
char* g_pszNetStat_ServerPlatformMismatchError = "Cannot allow client to connect because it is a Mac";
#else
char* g_pszNetStat_ClientPlatformMismatchError = "Cannot login to host because it is a PC";
char* g_pszNetStat_ServerPlatformMismatchError = "Cannot allow client to connect because it is a PC";
#endif
// This is what we say when the user has chosen a protocol that is not supported.
// There are two variations: one for if the user only has one choice (because we
// only support that one) and the other for if the user can try another choice.
char* g_pszNetOnlyProtocolUnsupported_s =
"Your system does not support \"%s\", which is the required network protocol.\n"
"\n"
"This protocol must be added to your system before multiplayer mode can be used.";
char* g_pszNetProtocolUnsupported_s =
"Your system does not support \"%s\", which is the currently selected network protocol.\n"
"\n"
"Either add this protocol to your system or choose a different protocol from the "
"multiplayer options menu.";
// Text which is used to dynamically update one of the text fields on the client or server dialog
char* g_pszNetDlg_ConnectedPlayers_d = "Connected Players: %d";
// Text which is used for the net problems GUI.
// WARNING: This is an EXTERN and is used by other modules!
char* g_pszNetProb_General =
"Network not responding.\nYou can wait or\npress " NET_PROB_GUI_ABORT_KEY_TEXT" to abort";
// Text to prefix net status messages, if any.
char* g_pszNetStatusMsgPrefix = "> ";
//////////////////////////////////////////////////////////////////////////////
// Module specific typedefs.
//////////////////////////////////////////////////////////////////////////////
// Dialog actions
typedef enum
{
DLG_NOTHING,
DLG_OK,
DLG_CANCEL,
DLG_CHAT,
DLG_DISCONNECT_PLAYER,
DLG_OPTIONS_UPDATED,
DLG_RETRY
} DLG_ACTION;
// Dialog types.
typedef enum
{
DLG_SERVER,
DLG_CLIENT,
DLG_BROWSER
} DLG_TYPE;
// GUI/Var Link
typedef struct
{
typedef enum
{
Long,
ULong,
Short,
UShort,
Char,
UChar,
String,
Bool,
Gui
} Type;
int32_t lId; // ID of GUI to link to.
Type type;
#if 1
union
{
void* pvLink;
int32_t* pl;
uint32_t* pul;
int16_t* ps;
uint16_t* pus;
char* pc;
uint8_t* puc;
char* psz;
bool* pb;
RGuiItem** ppgui;
};
#else
void* pvLink;
#endif
} GuiLink;
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) variables / Instantiate class statics.
//////////////////////////////////////////////////////////////////////////////
// Common.
static RGuiItem* ms_pguiRoot = NULL; // Root of GUI tree for network interface.
static RGuiItem* ms_pguiOk = NULL; // GUI that, once 'clicked', indicates acceptance.
static RGuiItem* ms_pguiCancel = NULL; // GUI that, once 'clicked', indicates rejection.
// Client/Server common.
static RListBox* ms_plbPlayers = NULL; // Listbox used by both types of net dialogs.
static RListBox* ms_plbNetConsole = NULL; // List of net console (chat and status) strings.
static RGuiItem* ms_pguiChatText = NULL; // Chat text.
static RGuiItem* ms_pguiChatSend = NULL; // Chat send button.
// Server.
static RListBox* ms_plbLevelBrowse = NULL; // Level browse listbox.
static RGuiItem* ms_pguiDisconnectPlayer = NULL; // Disconnect a player button.
static RMultiBtn* ms_pmbCoopLevels = NULL; // Coop levels checkbox.
static RMultiBtn* ms_pmbCoopMode = NULL; // Coop mode checkbox.
// Client.
static RGuiItem* ms_pguiOptions = NULL; // Options shown on client dialog.
static RGuiItem* ms_pguiRetry = NULL; // Retry button on client dialog shown when needed.
// Browser.
static RListBox* ms_plbHostBrowse = NULL; // Browse for host listbox.
// Other static vars.
static int32_t ms_lWatchdogTime = 0; // Watchdog timer
static bool ms_bNetBlockingAbort = false; // Net blocking abort flag
static int32_t ms_lNumConsoleEntries = 0; // Track number of chat items.
static bool ms_bGotSetupMsg = false;
static int16_t ms_sSetupRealmNum = 0;
static char ms_szSetupRealmFile[Net::MaxRealmNameSize];
static int32_t ms_lSetupLastChatComplaint = 0;
static int32_t ms_lNextOptionsUpdateTime; // Next time to send an options update.
static RTxt* ms_ptxtNetProb = NULL; // Net problem GUI.
static bool m_bNetWatchdogExpired = false; // Whether net blocking expired
static bool ms_bCoopLevels = false; // true, to use cooperative levels.
// This is used by UpdateDialog() to perform GUI processing.
static RProcessGui ms_pgDoGui;
// Linkable vars.
static bool ms_bTimeLimit = false; // Enable Time Limit if true.
static bool ms_bKillLimit = false; // Enable Kill Limit if true.
static bool ms_bCoopMode = false; // true, for cooperative mode (false for deathmatch).
static GuiLink ms_aglServerLinkage[] =
{
{ GUI_ID_DISCONNECT_PLAYER, GuiLink::Gui, &ms_pguiDisconnectPlayer, },
// { GUI_ID_RESPAWN_PLAYERS, GuiLink::Short, &g_GameSettings.m_sHostRejuvenate, },
{ GUI_ID_ENABLE_TIME_LIMIT, GuiLink::Bool, &ms_bTimeLimit, },
{ GUI_ID_EDIT_TIME_LIMIT, GuiLink::Short, &g_GameSettings.m_sHostTimeLimit, },
{ GUI_ID_ENABLE_KILL_LIMIT, GuiLink::Bool, &ms_bKillLimit, },
{ GUI_ID_EDIT_KILL_LIMIT, GuiLink::Short, &g_GameSettings.m_sHostKillLimit, },
{ GUI_ID_LEVEL_LISTBOX, GuiLink::Gui, &ms_plbLevelBrowse, },
{ GUI_ID_SHOW_COOP_LEVELS, GuiLink::Gui, &ms_pmbCoopLevels, },
{ GUI_ID_ENABLE_COOP_MODE, GuiLink::Gui, &ms_pmbCoopMode, },
{ GUI_ID_ENABLE_COOP_MODE, GuiLink::Bool, &ms_bCoopMode, },
{ static_cast<int32_t>(TERMINATING_GUI_ID), }, // Terminator.
};
static GuiLink ms_aglClientLinkage[] =
{
{ GUI_ID_OPTIONS_STATIC, GuiLink::Gui, &ms_pguiOptions, },
{ GUI_ID_RETRY, GuiLink::Gui, &ms_pguiRetry, },
{ static_cast<int32_t>(TERMINATING_GUI_ID), }, // Terminator.
};
static GuiLink ms_aglClientServerLinkage[] =
{
{ GUI_ID_PLAYERS_LISTBOX, GuiLink::Gui, &ms_plbPlayers, },
{ GUI_ID_CHAT_TEXT, GuiLink::Gui, &ms_pguiChatText, },
{ GUI_ID_CHAT_SEND, GuiLink::Gui, &ms_pguiChatSend, },
{ GUI_ID_NET_CONSOLE, GuiLink::Gui, &ms_plbNetConsole, },
{ GUI_ID_OK, GuiLink::Gui, &ms_pguiOk, },
{ GUI_ID_CANCEL, GuiLink::Gui, &ms_pguiCancel, },
{ static_cast<int32_t>(TERMINATING_GUI_ID), }, // Terminator.
};
static GuiLink ms_aglBrowserLinkage[] =
{
{ GUI_ID_HOST_LISTBOX, GuiLink::Gui, &ms_plbHostBrowse, },
{ GUI_ID_OK, GuiLink::Gui, &ms_pguiOk, },
{ GUI_ID_CANCEL, GuiLink::Gui, &ms_pguiCancel, },
{ static_cast<int32_t>(TERMINATING_GUI_ID), }, // Terminator.
};
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) protos.
//////////////////////////////////////////////////////////////////////////////
static void AddConsoleMsg( // Returns nothing.
bool bChat, // In: true for a chat message, or false for others (like net status).
const char* pszFrmt, // In: sprintf style formatting.
...); // In: Optional arguments based on context of pszFrmt.
// Get dialog resource
int16_t DlgGetRes( // Returns 0 if successfull, non-zero otherwise
RGuiItem* pgui); // I/O: Pointer to gui item
// Release dialog resource
void DlgReleaseRes( // Returns 0 if successfull, non-zero otherwise
RGuiItem* pgui); // I/O: Pointer to gui item
// Net blocking callback
static int16_t NetBlockingCallback(void); // Returns 0 to continue normally, 1 to abort
static int16_t BrowseForHost(
CNetServer* pserver, // I/O: Server interface or NULL if none
RSocket::Address* paddress); // Out: Address returned here (if successfull)
static int16_t FindSpecificSystem(
RSocket::Address* paddress); // Out: Address returned here (if successfull)
static int16_t BrowseForSelf(
CNetServer* pserver, // I/O: Server interface
RSocket::Address* paddress); // Out: Address returned here (if successfull)
//////////////////////////////////////////////////////////////////////////////
// Helper for UploadLinks() to handle all integer vars.
//////////////////////////////////////////////////////////////////////////////
template <class Int> // Templated input type (can be unsigned).
void UploadLinkInteger( // Returns nothing.
RGuiItem* pgui, // In: GUI to upload to.
Int i) // In: Input val to upload to GUI.
{
ASSERT(pgui);
switch (pgui->m_type)
{
case RGuiItem::MultiBtn:
{
RMultiBtn* pmb = (RMultiBtn*)pgui;
if (i)
{
pmb->m_sState = 1;
}
else
{
pmb->m_sState = 2;
}
break;
}
case RGuiItem::PushBtn:
{
RPushBtn* ppushbtn = (RPushBtn*)pgui;
if (i)
{
ppushbtn->m_state = RPushBtn::On;
}
else
{
ppushbtn->m_state = RPushBtn::Off;
}
break;
}
default:
#if 0
// Determine if signed (this is wierd but may work) . . .
if ((Int)-1 < 0)
{
// Signed.
pgui->SetText("%ld", (long)i);
}
else
{
// Unsigned.
pgui->SetText("%lu", (uint32_t)i);
}
#else
// Hardwire to signed b/c bool was displaying a warning regarding the
// above comparison to determine the [un]signed nature of the templated
// type.
pgui->SetText("%ld", (int32_t)i);
#endif
break;
}
pgui->Compose();
}
//////////////////////////////////////////////////////////////////////////////
// Helper for DownloadLinks() to handle all integer vars.
//////////////////////////////////////////////////////////////////////////////
template <class Int> // Templated output type (can be unsigned).
void DownloadLinkInteger( // Returns nothing.
RGuiItem* pgui, // In: GUI to download from.
Int* pi) // Out: Input val to download into from GUI.
{
ASSERT(pgui);
switch (pgui->m_type)
{
case RGuiItem::MultiBtn:
{
RMultiBtn* pmb = (RMultiBtn*)pgui;
*pi = (pmb->m_sState == 1) ? 1 : 0;
break;
}
case RGuiItem::PushBtn:
{
RPushBtn* ppushbtn = (RPushBtn*)pgui;
*pi = (ppushbtn->m_state == RPushBtn::On) ? 1 : 0;
break;
}
default:
#if 0
// Determine if signed (this is wierd but may work) . . .
if ((Int)-1 < 0)
{
// Signed.
*pi = pgui->GetVal();
}
else
{
// Unsigned.
*pi = strtoul(pgui->m_szText, NULL, 0);
}
#else
// Hardwire to signed b/c bool was displaying a warning regarding the
// above comparison to determine the [un]signed nature of the templated
// type.
*pi = pgui->GetVal();
#endif
break;
}
pgui->Compose();
}
//////////////////////////////////////////////////////////////////////////////
//
// Upload variables to their GUI links.
//
//////////////////////////////////////////////////////////////////////////////
static void UploadLinks( // Returns nothing.
GuiLink* pagl, // In: Links to upload.
RGuiItem* pguiRoot) // In: GUI to upload to.
{
ASSERT(pguiRoot);
while (pagl->lId != TERMINATING_GUI_ID)
{
// Get item.
RGuiItem* pgui = pguiRoot->GetItemFromId(pagl->lId);
if (pgui)
{
switch (pagl->type)
{
case GuiLink::Long:
UploadLinkInteger(pgui, *pagl->pl);
break;
case GuiLink::ULong:
UploadLinkInteger(pgui, *pagl->pul);
break;
case GuiLink::Short:
UploadLinkInteger(pgui, *pagl->ps);
break;
case GuiLink::UShort:
UploadLinkInteger(pgui, *pagl->pus);
break;
case GuiLink::Char:
UploadLinkInteger(pgui, *pagl->pc);
break;
case GuiLink::UChar:
UploadLinkInteger(pgui, *pagl->puc);
break;
case GuiLink::Bool:
UploadLinkInteger(pgui, *pagl->pb);
break;
case GuiLink::String:
pgui->SetText("%s", pagl->psz );
break;
// This may seem backward but it's more convenient.
case GuiLink::Gui:
*pagl->ppgui = pgui;
break;
default:
TRACE("UploadLinks(): Type %d not supported.\n",
pagl->type);
break;
}
}
else
{
TRACE("UploadLinks(): GUI ID %d does not exist.\n", pagl->lId);
}
// Next.
pagl++;
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Download variables to their GUI links.
//
//////////////////////////////////////////////////////////////////////////////
static void DownloadLinks( // Returns nothing.
GuiLink* pagl, // In: Links to upload.
RGuiItem* pguiRoot) // In: GUI to upload to.
{
ASSERT(pguiRoot);
while (pagl->lId != TERMINATING_GUI_ID)
{
// Get item.
RGuiItem* pgui = pguiRoot->GetItemFromId(pagl->lId);
if (pgui)
{
switch (pagl->type)
{
case GuiLink::Long:
DownloadLinkInteger(pgui, pagl->pl);
break;
case GuiLink::ULong:
DownloadLinkInteger(pgui, pagl->pul);
break;
case GuiLink::Short:
DownloadLinkInteger(pgui, pagl->ps);
break;
case GuiLink::UShort:
DownloadLinkInteger(pgui, pagl->pus);
break;
case GuiLink::Char:
DownloadLinkInteger(pgui, pagl->pc);
break;
case GuiLink::UChar:
DownloadLinkInteger(pgui, pagl->puc);
break;
case GuiLink::Bool:
DownloadLinkInteger(pgui, pagl->pb);
break;
case GuiLink::String:
strcpy( pagl->psz, pgui->m_szText );
break;
case GuiLink::Gui:
break;
default:
TRACE("DownloadLinks(): Type %d not yet supported.\n",
pagl->type);
break;
}
}
else
{
TRACE("DownloadLinks(): GUI ID %d does not exist.\n", pagl->lId);
}
// Next.
pagl++;
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Macro to activate certain parms to make our list item GUI's look nice and
// readable.
//
//////////////////////////////////////////////////////////////////////////////
inline void MakeMoreReadable( // Returns nothing.
RGuiItem* pgui) // In: GUI to shadowify using global values.
{
ASSERT(pgui);
if (pgui)
{
pgui->m_sTextEffects = RGuiItem::Shadow;
pgui->m_u32TextShadowColor = LIST_ITEM_TEXT_SHADOW_COLOR_INDEX;
pgui->m_sShowFocus = FALSE;
}
}
//////////////////////////////////////////////////////////////////////////////
//
// [Re]compose Options GUI with word wrap preserving original word wrap status.
//
//////////////////////////////////////////////////////////////////////////////
inline void ComposeOptions(void)
{
// Most likely someone has already checked this before calling this but
// it doesn't hurt to be safe.
if (ms_pguiOptions)
{
// Store old word wrap status so we can restore it when done.
int16_t sWordWrapWas = (ms_pguiOptions->m_pprint->m_eModes & RPrint::WORD_WRAP) ? TRUE : FALSE;
// Enable word wrap (not accessible from GUI editor currently).
ms_pguiOptions->m_pprint->SetWordWrap(TRUE);
ms_pguiOptions->Compose();
// Reset word wrap.
ms_pguiOptions->m_pprint->SetWordWrap(sWordWrapWas);
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Clean/Reset Client dialog to defaults.
//
//////////////////////////////////////////////////////////////////////////////
static void CleanClientDlg(
CNetClient* pnet,
bool bRetryButton)
{
if (ms_pguiOptions)
{
// Set no-connection text for options GUI.
ms_pguiOptions->SetText("Not currently connected to a host.");
// Repaginate now!
ComposeOptions();
}
if (ms_plbPlayers)
{
// Empty players listbox.
ms_plbPlayers->RemoveAll();
}
int iNumPlayers = (pnet) ? pnet->GetNumPlayers() : 0;
// This cheese updates the number of players displayed. I cannot remember why we did not simply
// make this one text shadowed GUI.
RGuiItem* pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC1);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, iNumPlayers));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose());
pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC2);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, iNumPlayers));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose());
if (ms_pguiRetry)
{
// Show as specified by caller.
ms_pguiRetry->SetVisible(bRetryButton ? TRUE : FALSE);
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Show the selectable network levels in the hood to play listbox.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t ShowLevels(void) // Returns 0 on success.
{
int16_t sRes = 0; // Assume success.
if (ms_plbLevelBrowse != NULL)
{
// Must be listbox.
ASSERT(ms_plbLevelBrowse->m_type == RGuiItem::ListBox);
// Get rid of existing entries.
ms_plbLevelBrowse->RemoveAll();
#if !defined(ENABLE_PLAY_SPECIFIC_REALMS_ONLY)
// Add all the available realms.
char szRealm[RSP_MAX_PATH+1];
char szTitle[512];
int16_t i = 0;
while (sRes == 0)
{
// Get realm name from realm prefs file
sRes = Play_GetRealmInfo(true, ms_bCoopLevels, false, false, i, g_GameSettings.m_sDifficulty, szRealm, sizeof(szRealm), szTitle, sizeof(szTitle));
if (sRes == 1)
{
// That's it.
sRes = 0;
break;
}
else if (sRes == 0)
{
// Add to listbox.
RGuiItem* pguiLevel = ms_plbLevelBrowse->AddString(szTitle);
if (pguiLevel != NULL)
{
// Activate shadow parameters.
MakeMoreReadable(pguiLevel);
pguiLevel->Compose();
pguiLevel->m_lId = i;
}
else
{
TRACE("ShowLevels(): Failed to add string to listbox.\n");
sRes = -1;
}
}
i++;
}
#else
// Add the one and only level option.
RGuiItem* pguiLevel = ms_plbLevelBrowse->AddString(SPECIFIC_MP_REALM_TEXT);
if (pguiLevel != NULL)
{
// Activate shadow parameters.
MakeMoreReadable(pguiLevel);
pguiLevel->Compose();
pguiLevel->m_lId = SPECIFIC_MP_REALM_NUM;
}
else
{
TRACE("ShowLevels(): Failed to add string to listbox.\n");
sRes = -1;
}
#endif // ENABLE_PLAY_SPECIFIC_REALMS_ONLY
// Select the first item in the listbox.
ms_plbLevelBrowse->SetSel(ms_plbLevelBrowse->GetFirst() );
// Update listbox.
ms_plbLevelBrowse->AdjustContents();
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
//
// Be done with the current dialog and related settings.
//
//////////////////////////////////////////////////////////////////////////////
static void DlgBeGone(void)
{
// Clean up processor.
ms_pgDoGui.Unprepare();
if (ms_pguiRoot != NULL)
{
delete ms_pguiRoot;
}
ms_pguiRoot = NULL;
ms_pguiOk = NULL;
ms_pguiCancel = NULL;
ms_plbPlayers = NULL;
ms_plbNetConsole = NULL;
ms_pguiChatText = NULL;
ms_pguiChatSend = NULL;
ms_plbLevelBrowse = NULL;
ms_pguiOptions = NULL;
ms_pguiDisconnectPlayer = NULL;
ms_pmbCoopLevels = NULL;
ms_pmbCoopMode = NULL;
ms_plbHostBrowse = NULL;
ms_pguiRetry = NULL;
}
//////////////////////////////////////////////////////////////////////////////
//
// Setup the specified dialog and related settings.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t SetupDlg( // Returns 0 on success.
char* pszGuiFile, // In: Full path to GUI file.
DLG_TYPE type) // In: Type of dialog.
{
int16_t sRes = 0; // Assume success.
// Make sure everything is clean.
DlgBeGone();
// Anh...reset these here.
ms_lNumConsoleEntries = 0;
ms_lNextOptionsUpdateTime = 0;
// Create a dialog. We have to take this approach instea of the nicer
// LoadInstantiate() method because we need to install callbacks for
// getting and releasing resources, which we can only do if we already
// have the gui item (the dialog in this case). With LoadInstantiate(),
// the dialog doesn't exist until after the call, and by then the resource
// has already been loaded (or failed to load in this case because the
// gui stuff can't possibly know the correct path for loading it).
ms_pguiRoot = new RDlg;
if (ms_pguiRoot != NULL)
{
// Setup callbacks for getting and releasing resources
ms_pguiRoot->m_fnGetRes = DlgGetRes;
ms_pguiRoot->m_fnReleaseRes = DlgReleaseRes;
// Set font. The size in this call matters not b/c each GUI item
// has a size it uses when printing.
ms_pguiRoot->m_pprint->SetFont(15, &g_fontPostal);
// Load the gui description file
sRes = ms_pguiRoot->Load(pszGuiFile);
if (sRes == 0)
{
// Set focus to first child control or none if there's none.
ms_pguiRoot->SetFocus(ms_pguiRoot->m_listguiChildren.GetHead());
// The special case stuff.
switch (type)
{
case DLG_CLIENT:
{
// Upload client stuff.
UploadLinks(ms_aglClientLinkage, ms_pguiRoot);
// Upload stuff common to client/server.
UploadLinks(ms_aglClientServerLinkage, ms_pguiRoot);
// If exists . . .
if (ms_plbPlayers != NULL)
{
// Must be listbox.
ASSERT(ms_plbPlayers->m_type == RGuiItem::ListBox);
// Get rid of existing entries.
ms_plbPlayers->RemoveAll();
}
// If exists . . .
if (ms_pguiChatText != NULL)
{
// Must be edit.
ASSERT(ms_pguiChatText->m_type == RGuiItem::Edit);
// Limit text.
( (REdit*)ms_pguiChatText)->m_sMaxText = Net::MaxChatSize - 1;
}
// Make the options GUI more readable.
if (ms_pguiOptions)
{
MakeMoreReadable(ms_pguiOptions);
}
// Set title text.
ms_pguiRoot->SetText(
"%s [%s]",
ms_pguiRoot->m_szText,
g_GameSettings.m_szPlayerName);
ms_pguiRoot->Compose();
// Start with a clean slate.
CleanClientDlg(0, false);
break;
}
case DLG_SERVER:
{
// Upload server stuff.
UploadLinks(ms_aglServerLinkage, ms_pguiRoot);
// Upload stuff common to client/server.
UploadLinks(ms_aglClientServerLinkage, ms_pguiRoot);
// If exists . . .
if (ms_plbPlayers != NULL)
{
// Must be listbox.
ASSERT(ms_plbPlayers->m_type == RGuiItem::ListBox);
// Get rid of existing entries.
ms_plbPlayers->RemoveAll();
}
// If exists . . .
if (ms_pguiChatText != NULL)
{
// Must be edit.
ASSERT(ms_pguiChatText->m_type == RGuiItem::Edit);
// Limit text.
( (REdit*)ms_pguiChatText)->m_sMaxText = Net::MaxChatSize - 1;
}
// If exists . . .
if (ms_pmbCoopLevels)
{
// Must be multibtn.
ASSERT(ms_pmbCoopLevels->m_type == RGuiItem::MultiBtn);
// Set state to last choice.
ms_pmbCoopLevels->m_sState = (ms_bCoopLevels == false) ? 1 : 2;
// Recompose with new state.
ms_pmbCoopLevels->Compose();
}
// If exists . . .
if (ms_pmbCoopMode)
{
// Must be multibtn.
ASSERT(ms_pmbCoopMode->m_type == RGuiItem::MultiBtn);
// Set state to last choice.
ms_pmbCoopMode->m_sState = (ms_bCoopMode == false) ? 2 : 1;
// Recompose with new state.
ms_pmbCoopMode->Compose();
}
// Fill level browser listbox.
ShowLevels();
// Set title text.
ms_pguiRoot->SetText(
"%s [%s]",
ms_pguiRoot->m_szText,
g_GameSettings.m_szPlayerName);
ms_pguiRoot->Compose();
break;
}
case DLG_BROWSER:
{
// Upload browser linkage.
UploadLinks(ms_aglBrowserLinkage, ms_pguiRoot);
// If exists . . .
if (ms_plbHostBrowse)
{
// Must be listbox.
ASSERT(ms_plbHostBrowse->m_type == RGuiItem::ListBox);
// Get rid of existing entries.
ms_plbHostBrowse->RemoveAll();
}
break;
}
}
// Center.
ms_pguiRoot->Move(
g_pimScreenBuf->m_sWidth / 2 - ms_pguiRoot->m_im.m_sWidth / 2,
g_pimScreenBuf->m_sHeight / 2 - ms_pguiRoot->m_im.m_sHeight / 2);
// Make visible.
ms_pguiRoot->SetVisible(TRUE);
// Prepare GUI processor.
ms_pgDoGui.m_sFlags = RProcessGui::NoCleanScreen;
ms_pgDoGui.Prepare(ms_pguiRoot, ms_pguiOk, ms_pguiCancel);
}
else
{
TRACE("SetupDlg(): Failed to load .gui file!\n");
}
}
else
{
TRACE("SetupDlg(): Failed to allocate RDlg!\n");
sRes = -1;
}
// If any errors . . .
if (sRes != 0)
{
DlgBeGone();
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get dialog resource
//
//////////////////////////////////////////////////////////////////////////////
int16_t DlgGetRes( // Returns 0 if successfull, non-zero otherwise
RGuiItem* pgui) // I/O: Pointer to gui item
{
int16_t sResult = 0;
// Release resources first (just in case)
DlgReleaseRes(pgui);
// Allocate and load new resources. We get the name of the file (which
// is ASSUMED to have NO PATH!!) from the gui itself, then tack on the
// path we need and get the resource from the resource manager.
char szFile[RSP_MAX_PATH * 2];
sprintf(szFile, "%s%s", GUI_DIR, pgui->m_szBkdResName);
if (rspGetResource(&g_resmgrShell, szFile, &pgui->m_pimBkdRes) == 0)
{
// Set palette
ASSERT(pgui->m_pimBkdRes->m_pPalette != NULL);
ASSERT(pgui->m_pimBkdRes->m_pPalette->m_type == RPal::PDIB);
rspSetPaletteEntries(
0,
230,
pgui->m_pimBkdRes->m_pPalette->Red(0),
pgui->m_pimBkdRes->m_pPalette->Green(0),
pgui->m_pimBkdRes->m_pPalette->Blue(0),
pgui->m_pimBkdRes->m_pPalette->m_sPalEntrySize);
// Update hardware palette.
rspUpdatePalette();
}
else
{
sResult = -1;
TRACE("DlgGetRes(): Failed to open file '%s'\n", FullPathVD(szFile));
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Release dialog resource
//
//////////////////////////////////////////////////////////////////////////////
void DlgReleaseRes( // Returns 0 if successfull, non-zero otherwise
RGuiItem* pgui) // I/O: Pointer to gui item
{
rspReleaseResource(&g_resmgrShell, &pgui->m_pimBkdRes);
}
//////////////////////////////////////////////////////////////////////////////
//
// Process GUI tree through one iteration.
//
//////////////////////////////////////////////////////////////////////////////
static DLG_ACTION UpdateDialog( // Returns dialog action
RGuiItem* pguiRoot, // In: GUI to process via user input.
bool bReset) // In: If false, does not reset any
// GUIs before returning their action.
// Note that this means that the next
// time through, we'll probably return
// the same action.
{
// Get next input event.
RInputEvent ie;
// Make sure we start with no event.
ie.type = RInputEvent::None;
rspGetNextInputEvent(&ie);
// Block minus sign right here (note that this will keep players
// from being able to use '-' in chat strings).
if (ie.type == RInputEvent::Key)
{
switch (ie.lKey & 0x0000FFFF)
{
case '-':
ie.type = RInputEvent::None;
break;
}
}
// When we lose the focus, this might need to be updated.
// Should we do it everytime?
rspNameBuffers(&g_pimScreenBuf);
// Process GUI through an iteration.
int32_t lPressedId = ms_pgDoGui.DoModeless(pguiRoot, &ie, g_pimScreenBuf);
// If OK chosen or enter pressed . . .
if (lPressedId == GUI_ID_OK || (ie.type == RInputEvent::Key && (ie.lKey & 0x0000FFFF) == '\r') )
{
// If there's a focus . . .
if (RGuiItem::ms_pguiFocus)
{
// If in chatbox . . .
if (RGuiItem::ms_pguiFocus == ms_pguiChatText)
{
// Send chat.
RSP_SAFE_GUI_REF_VOID(ms_pguiChatSend, SetClicked(TRUE) );
}
else if (RGuiItem::ms_pguiFocus == ms_pguiRetry)
{
RSP_SAFE_GUI_REF_VOID(ms_pguiRetry, SetClicked(TRUE) );
}
else
{
// OK.
RSP_SAFE_GUI_REF_VOID(ms_pguiOk, SetClicked(TRUE) );
}
}
else
{
// OK.
RSP_SAFE_GUI_REF_VOID(ms_pguiOk, SetClicked(TRUE) );
}
}
// Return proper action based on what the user clicked on
DLG_ACTION action = DLG_NOTHING;
if (RSP_SAFE_GUI_REF(ms_pguiOk, IsClicked()))
{
if (bReset)
{
RSP_SAFE_GUI_REF_VOID(ms_pguiOk, SetClicked(FALSE));
}
action = DLG_OK;
}
if (RSP_SAFE_GUI_REF(ms_pguiCancel, IsClicked()))
{
if (bReset)
{
RSP_SAFE_GUI_REF_VOID(ms_pguiCancel, SetClicked(FALSE));
}
action = DLG_CANCEL;
}
if (RSP_SAFE_GUI_REF(ms_pguiRetry, IsClicked() ) )
{
if (bReset)
{
RSP_SAFE_GUI_REF_VOID(ms_pguiRetry, SetClicked(FALSE) );
}
action = DLG_RETRY;
}
if (RSP_SAFE_GUI_REF(ms_pguiChatSend, IsClicked()))
{
if (bReset)
{
if (ms_pguiChatSend)
{
ms_pguiChatSend->SetClicked(FALSE);
// If focus is on the chat send . . .
if (RGuiItem::ms_pguiFocus == ms_pguiChatSend && ms_pguiChatText)
{
// Switch back to the edit...makes sense on the user interface, I think.
RGuiItem::SetFocus(ms_pguiChatText);
}
}
}
action = DLG_CHAT;
}
if (RSP_SAFE_GUI_REF(ms_pguiDisconnectPlayer, IsClicked() ) )
{
if (bReset)
{
RSP_SAFE_GUI_REF_VOID(ms_pguiDisconnectPlayer, SetClicked(FALSE) );
}
action = DLG_DISCONNECT_PLAYER;
}
// If no other action . . .
if (action == DLG_NOTHING)
{
// Temporarily timed based. ***
int32_t lCurTime = rspGetMilliseconds();
if (lCurTime > ms_lNextOptionsUpdateTime)
{
if (bReset)
{
ms_lNextOptionsUpdateTime = lCurTime + OPTIONS_SEND_FREQUENCY;
}
action = DLG_OPTIONS_UPDATED;
}
}
if (ms_pmbCoopLevels)
{
// If not pressed . . .
if (ms_pmbCoopLevels->m_sState > 0)
{
bool bCoopLevels = (ms_pmbCoopLevels->m_sState == 2) ? true : false;
// If status has changed . . .
if (bCoopLevels != ms_bCoopLevels)
{
// Set new value.
ms_bCoopLevels = bCoopLevels;
// Repaginate.
ShowLevels();
// If showing deathmatch levels . . .
if (bCoopLevels == false && ms_pmbCoopMode)
{
// Since cooperative mode in deathmatch levels makes little
// sense, let's automagically switch to deathmatch mode for
// convenience sake.
ms_pmbCoopMode->m_sState = 2;
ms_pmbCoopMode->Compose();
}
}
}
}
return action;
}
//////////////////////////////////////////////////////////////////////////////
//
// Update hosts listbox for browser.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t UpdateListBox( // Returns 0 on success.
RListBox* plb, // In: Browser listbox.
CNetBrowse::Hosts* phostslistPersist, // In: Hosts.
CNetBrowse::Hosts* phostslistAdded, // In: Hosts to add to listbox.
CNetBrowse::Hosts* phostslistDropped) // In: Hosts to drop from listbox.
{
int16_t sResult = 0; // Assume success.
if (plb)
{
CNetBrowse::Hosts::Pointer i;
bool bRepaginate = false;
// Look for unGUIed entries . . .
for (i = phostslistPersist->GetHead(); i; i = phostslistPersist->GetNext(i))
{
CNetBrowse::CHost* phost = &(phostslistPersist->GetData(i) );
// If not yet GUIed . . .
if ( !(phost->m_u32User) )
{
RGuiItem* pgui = plb->AddString(phost->m_acName);
if (pgui)
{
// Activate shadow parameters.
MakeMoreReadable(pgui);
pgui->Compose();
// Point GUI at entry.
pgui->m_ulUserData = (U64)phost;
// Successfully added entry.
phost->m_u32User = (U64)pgui;
// Note that we updated the dialog and will need to re-adjust
// fields and recompose.
bRepaginate = true;
}
else
{
TRACE("UpdateListBox(): Failed to add a host to the listbox.\n");
// sResult = -1; // Error?
}
}
}
// For whatever it's worth, let's do dropped first so it'll be a little
// faster. On second thought, let's not. It just seems a bit scary. Like,
// if a host gets added and then dropped on the same iteration, it will not
// be in the listbox and I was using that conidition to hopefully flag bugs.
// Note that we use the m_u32User field of the host structure to store a pointer
// to the corresponding GUI item. Since we know these host items get copied
// from the added list to the main list and then, possibly, to the dropped list
// this value will remain with the host all the way to the dropped list.
while (phostslistDropped->GetHead())
{
// Get pointer to first host in list
U32 u32User = phostslistDropped->GetHeadData().m_u32User;
// We should have already been using this.
ASSERT(u32User);
if (u32User)
{
// Remove the corresponding GUI list entry from the listbox.
plb->RemoveItem((RGuiItem*)(u32User));
// Note that we updated the dialog and will need to re-adjust
// fields and recompose.
bRepaginate = true;
}
// Remove first host in list
phostslistDropped->RemoveHead();
}
if (bRepaginate)
{
plb->AdjustContents();
}
// If there is a selection . . .
if (plb->GetSel() )
{
// Currently, we view this as a choice. Let's simply set the OK button
// so it'll be easy to switch back and forth between these two methods.
RSP_SAFE_GUI_REF_VOID(ms_pguiOk, SetClicked(TRUE) );
}
// Empty the added list, which we don't use, but we don't want it to keep
// growing either, and it's our responsibility to empty it.
while (phostslistAdded->GetHead())
phostslistAdded->RemoveHead();
}
else
{
TRACE("UpdateListBox(): No listbox to update.\n");
sResult = -1;
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add a console message.
//
//////////////////////////////////////////////////////////////////////////////
static void AddConsoleMsg( // Returns nothing.
bool bChat, // In: true for a chat message, or false for others (like net status).
const char* pszFrmt, // In: sprintf style formatting.
...) // In: Optional arguments based on context of pszFrmt.
{
if (ms_plbNetConsole != NULL)
{
char szOutput[MAX_STATUS_STR];
va_list varp;
va_start(varp, pszFrmt);
vsprintf(szOutput, pszFrmt, varp);
va_end(varp);
U32 u32TextColor = ms_plbNetConsole->m_u32TextColor;
char szMsg[MAX_STATUS_STR];
// If it's a chat message . . .
if (bChat)
{
// Verbatim is good (already includes name and such).
strcpy(szMsg, szOutput);
}
else
{
// Otherwise, add optional prefix.
sprintf(szMsg, "%s%s", g_pszNetStatusMsgPrefix, szOutput);
// And use alternate color.
u32TextColor = NET_STATUS_MSG_COLOR_INDEX;
}
bool bRepaginate = false; // true to repaginate the listbox.
// If this one will put us over . . .
if (ms_lNumConsoleEntries >= MAX_CHAT_STRINGS)
{
// Get the oldest chat.
RGuiItem* pguiOldestConsoleMsg = ms_plbNetConsole->GetFirst();
if (pguiOldestConsoleMsg)
{
// Remove it.
ms_plbNetConsole->RemoveItem(pguiOldestConsoleMsg);
// Repaginate.
bRepaginate = true;
}
}
RGuiItem* pguiConsoleMsg = ms_plbNetConsole->AddString(szMsg);
if (pguiConsoleMsg)
{
// Another chat.
ms_lNumConsoleEntries++;
// Store the old border thickness so we know how much we can reduce
// these.
int16_t sOrigTotalBorderThickness = pguiConsoleMsg->GetTopLeftBorderThickness() + pguiConsoleMsg->GetBottomRightBorderThickness();
// No lines.
pguiConsoleMsg->m_sBorderThickness = 0;
// Adjust color.
pguiConsoleMsg->m_u32TextColor = u32TextColor;
// Activate shadow parameters.
MakeMoreReadable(pguiConsoleMsg);
// Recreate without space for border lines . . .
if (pguiConsoleMsg->Create(
pguiConsoleMsg->m_sX,
pguiConsoleMsg->m_sY,
// We want to keep these as small as possible so we can fit as many as possible.
// Subtract the border thickness since we don't use it but add 1 for text shadow effect.
pguiConsoleMsg->m_im.m_sWidth - sOrigTotalBorderThickness + 1,
pguiConsoleMsg->m_im.m_sHeight - sOrigTotalBorderThickness + 1,
pguiConsoleMsg->m_im.m_sDepth) == 0)
{
// We cannot click on these.
pguiConsoleMsg->m_sActive = FALSE;
pguiConsoleMsg->SetActive(FALSE);
// Repaginate now, now.
ms_plbNetConsole->AdjustContents();
// Ensure the new item is visible.
ms_plbNetConsole->EnsureVisible(pguiConsoleMsg);
}
else
{
// This is useless then.
delete pguiConsoleMsg;
pguiConsoleMsg = NULL;
}
}
else
{
// If we need to repaginate anyways . . .
if (bRepaginate)
{
// Repaginate now even though we failed to add a new string.
ms_plbNetConsole->AdjustContents();
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Get descriptive text associated with specified error message
//
//////////////////////////////////////////////////////////////////////////////
extern const char* NetErrorText( // Returns pointer to text
NetMsg* pmsg) // In: Error message
{
static char szStaticErrorText[512];
char* pText = "";
if (pmsg->msg.nothing.ucType == NetMsg::ERR)
{
switch (pmsg->msg.err.error)
{
case NetMsg::NoError:
pText = g_pszNetStat_NoError;
break;
case NetMsg::ReceiveError:
pText = g_pszNetStat_ReceiveError;
break;
case NetMsg::InQFullError:
pText = g_pszNetStat_InQFullError;
break;
case NetMsg::OutQFullError:
pText = g_pszNetStat_OutQFullError;
break;
case NetMsg::SendError:
pText = g_pszNetStat_SendError;
break;
case NetMsg::InQReadError:
pText = g_pszNetStat_InQReadError;
break;
case NetMsg::OutQWriteError:
pText = g_pszNetStat_OutQWriteError;
break;
case NetMsg::ConnectionError:
pText = g_pszNetStat_ConnectionError;
break;
case NetMsg::TimeoutError:
pText = g_pszNetStat_TimeoutError;
break;
case NetMsg::ListenError:
pText = g_pszNetStat_ListenError;
break;
case NetMsg::CantConnectError:
pText = g_pszNetStat_ConnectError;
break;
case NetMsg::ConnectTimeoutError:
pText = g_pszNetStat_ConnectTimeoutError;
break;
case NetMsg::ServerVersionMismatchError:
pText = szStaticErrorText;
sprintf(pText, g_pszNetStat_ServerVersionMismatchError_lu_lu, pmsg->msg.err.ulParam, CNetMsgr::CurVersionNum & ~CNetMsgr::MacVersionBit);
break;
case NetMsg::ClientVersionMismatchError:
pText = szStaticErrorText;
sprintf(pText, g_pszNetStat_ClientVersionMismatchError_lu_lu, pmsg->msg.err.ulParam, CNetMsgr::CurVersionNum & ~CNetMsgr::MacVersionBit);
break;
case NetMsg::LoginDeniedError:
pText = g_pszNetStat_LoginDeniedError;
break;
case NetMsg::JoinDeniedError:
pText = g_pszNetStat_JoinDeniedError;
break;
case NetMsg::CantOpenPeerSocketError:
pText = g_pszNetStat_CantOpenPeerSocketError;
break;
case NetMsg::ServerPlatformMismatchError:
pText = g_pszNetStat_ServerPlatformMismatchError;
break;
case NetMsg::ClientPlatformMismatchError:
pText = g_pszNetStat_ClientPlatformMismatchError;
break;
default:
pText = g_pszNetStat_UnknownError;
break;
}
}
return pText;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get the realm filename from the realm title, using the INI.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t GetRealmFileFromRealmTitle( // Returns 0, if found; non-zero
// otherwise.
bool bCoopLevel, // In: true, if a coop level; false, if deathmatch level.
char* pszRealmTitle, // In: Realm title.
char* pszRealmFileName, // Out: Realm filename.
int16_t sMaxLen) // In: Max space available at
// pszRealmFileName.
{
int16_t sResult = 0; // Assume success.
RPrefs prefsRealm;
// Try opening the realms.ini file on the HD path first, if that fails go to the CD
sResult = prefsRealm.Open(FullPathHD(g_GameSettings.m_pszRealmPrefsFile), "rt");
if (sResult != 0)
sResult = prefsRealm.Open(FullPathCD(g_GameSettings.m_pszRealmPrefsFile), "rt");
if (sResult == 0)
{
// Try each realm section until we find the title we're looking for
// or we find an empty entry.
// Multiplayer sections are named "RealmNet1, "RealmNet2", etc.
// Multiplayer realm entry is always "Realm".
// The title is always "Title".
int16_t sRealmNum = 1;
char szRealmTitle[512];
char szSection[512];
bool bFound = false;
do
{
// Form section name.
sprintf(
szSection,
"Realm%sNet%d",
bCoopLevel ? "Coop" : "",
sRealmNum++);
// Safety; renitialize.
szRealmTitle[0] = '\0';
// Get the title for this net realm.
prefsRealm.GetVal(szSection, "Title", "", szRealmTitle);
// If this is the title of the realm we're looking for . . .
if (rspStricmp(szRealmTitle, pszRealmTitle) == 0)
{
// Found it; get filename.
// Note that there's no real way to use the sMaxLen.
prefsRealm.GetVal(szSection, "Realm", "", pszRealmFileName);
// Done.
bFound = true;
}
} while (szRealmTitle[0] != '\0' && bFound == false);
// If we didn't find it . . .
if (bFound == false)
{
// Let the caller know.
sResult = 1;
}
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Client has been dropped
//
//////////////////////////////////////////////////////////////////////////////
static void OnDroppedMsg(
CNetClient* pnet, // In: Network interface.
NetMsg* pmsg) // In: Dropped msg from client to remove.
{
ASSERT(pmsg->msg.nothing.ucType == NetMsg::DROPPED);
// Print message while player's info is still in our database
if (pmsg->msg.dropped.id == Net::InvalidID)
AddConsoleMsg(false, "%s", g_pszClientStat_YouWereDropped);
else
AddConsoleMsg(false, g_pszClientStat_SomeoneDropped_s, pnet->GetPlayerName(pmsg->msg.dropped.id));
// Update number of players displayed.
RGuiItem* pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC1);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, pnet->GetNumPlayers()));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose());
pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC2);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, pnet->GetNumPlayers()));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose());
// Get client's GUI . . .
RGuiItem* pguiClient = ms_plbPlayers->GetItemFromId( int32_t(pmsg->msg.dropped.id));
if (pguiClient != NULL)
{
// Remove the item.
ms_plbPlayers->RemoveItem(pguiClient);
ms_plbPlayers->AdjustContents();
}
else
{
TRACE("RemoveClient(): We didn't even know of this client!!\n");
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Player has joined
//
//////////////////////////////////////////////////////////////////////////////
static int16_t OnJoinedMsg( // Returns 0 on success.
CNetClient* pnet, // In: Network interface.
NetMsg* pmsg, // In: Joined msg from client to add.
bool bServer) // In: true if in server mode; false if client.
{
int16_t sRes = 0; // Assume success.
ASSERT(pmsg->msg.nothing.ucType == NetMsg::JOINED);
uint8_t ucColorIndex = pmsg->msg.joined.ucColor;
if (ucColorIndex >= CGameSettings::ms_sNumPlayerColorDescriptions)
ucColorIndex = 0;
// Add info to listbox.
char szPlayer[256];
sprintf(szPlayer, "%s (%s)", pmsg->msg.joined.acName, CGameSettings::ms_apszPlayerColorDescriptions[ucColorIndex]);
// Update number of players displayed.
RGuiItem* pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC1);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, pnet->GetNumPlayers()));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose() );
pguiConnected = ms_pguiRoot->GetItemFromId(GUI_ID_PLAYERS_STATIC2);
RSP_SAFE_GUI_REF_VOID(pguiConnected, SetText(g_pszNetDlg_ConnectedPlayers_d, pnet->GetNumPlayers()));
RSP_SAFE_GUI_REF_VOID(pguiConnected, Compose() );
RGuiItem* pguiClient = ms_plbPlayers->AddString(szPlayer);
if (pguiClient != NULL)
{
// Let's be able to identify this client by its net ID.
pguiClient->m_lId = (int32_t)pmsg->msg.joined.id;
// Don't allow the user to select these in client mode . . .
if (bServer == false)
{
pguiClient->m_sActive = FALSE;
pguiClient->SetActive(FALSE);
}
// Activate shadow parameters.
MakeMoreReadable(pguiClient);
pguiClient->Compose();
ms_plbPlayers->AdjustContents();
ms_plbPlayers->EnsureVisible(pguiClient);
}
else
{
TRACE("OnJoinedMsg(): ms_plbPlayers->AddString() failed.\n");
sRes = -1;
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
//
// Player has changed info
//
//////////////////////////////////////////////////////////////////////////////
static int16_t OnChangedMsg( // Returns 0 on success.
CNetClient* pnet, // In: Network interface.
NetMsg* pmsg) // In: Changed msg
{
int16_t sRes = 0; // Assume success.
ASSERT(pmsg->msg.nothing.ucType == NetMsg::CHANGED);
TRACE("OnChangedMsg(): Changes are not yet refelected in the gui's!\n");
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
//
// Incoming chat message
//
//////////////////////////////////////////////////////////////////////////////
static void OnChatMsg(
CNetClient* pnet, // In: Network interface.
NetMsg* pmsg) // In: Chat msg.
{
ASSERT(pmsg->msg.nothing.ucType == NetMsg::CHAT);
AddConsoleMsg(true, "%s", pmsg->msg.chat.acText);
}
//////////////////////////////////////////////////////////////////////////////
//
// Handles SetupGame message.
//
//////////////////////////////////////////////////////////////////////////////
static void OnSetupGameMsg(
CNetClient* pnet, // In: Network interface.
NetMsg* pmsg) // In: Message.
{
// Paginate into user displayable single string.
if (ms_pguiOptions)
{
// Check whether this message contains the same realm info as the last such
// message, if there was one. In other words, is there new realm info?
bool bNewRealm = false;
if (ms_bGotSetupMsg)
{
if ((pmsg->msg.setupGame.sRealmNum != ms_sSetupRealmNum) ||
(rspStricmp(pmsg->msg.setupGame.acRealmFile, ms_szSetupRealmFile) != 0))
{
bNewRealm = true;
}
}
else
{
bNewRealm = true;
}
// If it's new, save it for next time
if (bNewRealm)
{
ms_sSetupRealmNum = pmsg->msg.setupGame.sRealmNum;
strcpy(ms_szSetupRealmFile, pmsg->msg.setupGame.acRealmFile);
ms_bGotSetupMsg = true;
}
// Determine whether the selected realm is available
bool bAvailable = false;
#ifdef ENABLE_PLAY_SPECIFIC_REALMS_ONLY
// If there's only specific realms available, we simply check for
// the hardwired values.
if (pmsg->msg.setupGame.sRealmNum > -1)
{
if (pmsg->msg.setupGame.sRealmNum == SPECIFIC_MP_REALM_NUM)
bAvailable = true;
}
else
{
if (rspStricmp(pmsg->msg.setupGame.acRealmFile, SPECIFIC_MP_REALM_TEXT) == 0)
bAvailable = true;
}
#else
// If it's a full version of the game, we still need to see if the specified
// file is available because the host may be trying to use an add-on realm
// that wasn't on the original CD.
if (pmsg->msg.setupGame.sRealmNum > -1)
{
// Convert realm number to file name
char szFile[RSP_MAX_PATH];
if (Play_GetRealmInfo(
true, // Multiplayer
pmsg->msg.setupGame.sCoopLevels ? true : false, // Cooperative or Deathmatch levels
false, // Not gauntlet
false, // Not new single player Add On levels
pmsg->msg.setupGame.sRealmNum,
pmsg->msg.setupGame.sDifficulty,
szFile,
sizeof(szFile)) == 0)
{
// Check if file is available
if (CRealm::DoesFileExist(szFile))
bAvailable = true;
}
}
else
{
// acRealmFile, due to a bizzarre twist of events, is never a filename
// but, rather, the title of the realm. The only way we can get a filename
// from this title is to scan the NetRealm's in the INI.
char szRealmFileName[RSP_MAX_PATH];
if (GetRealmFileFromRealmTitle(
pmsg->msg.setupGame.sCoopLevels ? true : false, // Cooperative or Deathmatch levels
pmsg->msg.setupGame.acRealmFile,
szRealmFileName,
sizeof(szRealmFileName) ) == 0)
{
// Check if file is available
if (CRealm::DoesFileExist(szRealmFileName))
bAvailable = true;
}
}
#endif
// If level is available, display info about it. Otherwise, say it isn't available!
if (bAvailable)
{
char szCoop[256] = "";
if (pmsg->msg.setupGame.sCoopLevels != 0)
{
strcpy(szCoop, "Cooperative ");
}
char szRealm[256];
if (pmsg->msg.setupGame.sRealmNum > -1)
{
// Use number.
sprintf(szRealm, "Level %hd", pmsg->msg.setupGame.sRealmNum);
}
else
{
// Use string.
sprintf(szRealm, "\"%s\"", pmsg->msg.setupGame.acRealmFile);
}
char szPlayMode[256];
if (pmsg->msg.setupGame.sCoopMode)
{
strcpy(szPlayMode, "Cooperative");
}
else
{
strcpy(szPlayMode, "Deathmatch");
}
char szTimeLimit[256];
if (pmsg->msg.setupGame.sTimeLimit > 0)
{
sprintf(szTimeLimit, "a time limit of %hd", pmsg->msg.setupGame.sTimeLimit);
}
else
{
sprintf(szTimeLimit, "no time limit");
}
char szKillLimit[256];
if (pmsg->msg.setupGame.sKillLimit > 0)
{
sprintf(szKillLimit, "a kill limit of %hd", pmsg->msg.setupGame.sKillLimit);
}
else
{
sprintf(szKillLimit, "no kill limit");
}
ms_pguiOptions->SetText(
"Host has selected %s%s in %s mode on difficulty %hd with %s and %s.",
szCoop,
szRealm,
szPlayMode,
pmsg->msg.setupGame.sDifficulty,
szTimeLimit,
szKillLimit);
}
else
{
// Tell the local user that the selected level is not available
ms_pguiOptions->SetText("Host has selected a level you don't have!");
// Send a text message to all players (we'd like to send it to just the host,
// but we don't support that, and maybe it's nice that the other players see
// it, too). The message complains that the selected level is not available.
// Note that we only send this when the realm info has changed, so as to avoid
// sending an endless stream of the same messages over and over.
if (bNewRealm)
{
char szTmp[1024];
#ifdef ENABLE_PLAY_SPECIFIC_REALMS_ONLY
sprintf(szTmp, "%s\"%s\" only has the \""SPECIFIC_MP_REALM_TEXT"\" hood -- please pick it!",
g_pszNetStatusMsgPrefix,
pnet->GetPlayerName(pnet->GetID()));
pnet->SendText(szTmp);
#else
sprintf(szTmp, "%s\"%s\" does not have the selected hood -- please pick another one!",
g_pszNetStatusMsgPrefix,
pnet->GetPlayerName(pnet->GetID()));
pnet->SendText(szTmp);
#endif
}
}
// Compose options GUI with word wrap preserving original word wrap status.
ComposeOptions();
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Explain the fact that the procol the user chose is not supported
//
//////////////////////////////////////////////////////////////////////////////
void ProtoNotSupported(void)
{
// Check if there's only one protocol or more than one
if (RSocket::FirstProtocol + 1 == RSocket::NumProtocols)
{
// Only one protocol
rspMsgBox(
RSP_MB_BUT_OK | RSP_MB_ICN_INFO,
g_pszAppName,
g_pszNetOnlyProtocolUnsupported_s,
RSocket::GetProtoName());
}
else
{
// More than one protocol
rspMsgBox(
RSP_MB_BUT_OK | RSP_MB_ICN_INFO,
g_pszAppName,
g_pszNetProtocolUnsupported_s,
RSocket::GetProtoName());
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Do network game dialog
//
//////////////////////////////////////////////////////////////////////////////
extern int16_t DoNetGameDialog( // Returns 0 if successfull, non-zero otherwise.
CNetClient* pclient, // I/O: Client interface
bool bBrowse, // In: Whether to browse (true) or connect (false)
CNetServer* pserver, // I/O: Server interface or NULL if not server
NetMsg* pmsgOut) // Out: NetMsg::NOTHING or NetMsg::START_GAME
{
ASSERT(pclient != NULL);
int16_t sResult = 0; // Assume success.
// Under Win95 with DirectX, certain problems have come up due to a
// combination of our hogging the CPU and DirectX adding to that hogging,
// and us taking over the screen via DirectX, all of which is a problem
// when the dialup-networking dialog tries to display itself. In an
// attempt to alleviate some of this, we go to a lower-level of CPU hogging
// during the network dialogs, and restore the level afterwards.
rspSetDoSystemMode(RSP_DOSYSTEM_TOLERATEOS);
// Init globals
ms_pguiRoot = NULL;
ms_pguiOk = NULL;
ms_pguiCancel = NULL;
ms_plbPlayers = NULL;
ms_plbNetConsole = NULL;
ms_pguiChatText = NULL;
ms_pguiChatSend = NULL;
ms_plbLevelBrowse = NULL;
ms_pmbCoopLevels = NULL;
ms_pmbCoopMode = NULL;
ms_pguiRetry = NULL;
ms_lWatchdogTime = 0;
ms_bNetBlockingAbort = false;
// We haven't received a setup msg yet
ms_bGotSetupMsg = false;
ClearNetProb();
// Make sure vars with built in flagging get reflected properly.
// No time limit is flagged as 0 or negative
if (g_GameSettings.m_sHostTimeLimit > 0)
{
ms_bTimeLimit = true;
}
else
{
ms_bTimeLimit = false;
g_GameSettings.m_sHostTimeLimit = -g_GameSettings.m_sHostTimeLimit;
}
// No kill limit is flagged as 0 or negative
if (g_GameSettings.m_sHostKillLimit > 0)
{
ms_bKillLimit = true;
}
else
{
ms_bKillLimit = false;
g_GameSettings.m_sHostKillLimit = -g_GameSettings.m_sHostKillLimit;
}
// Save current mouse cursor level and then force it to be visible
int16_t sCursorLevel = rspGetMouseCursorShowLevel();
rspSetMouseCursorShowLevel(1);
// Clear any events that might be in the queue
rspClearAllInputEvents();
// *************************** TEMP
// bBrowse = true;
// *************************** TEMP
// If we're browsing, this loop continues until the user aborts or starts.
// If we're not browsing, this loop only goes through once.
bool bAbort = false;
bool bStart = false;
do {
// Call this periodically to let it know we're not locked up
NetBlockingWatchdog();
// Default to returning a NetMsg::NOTHING
pmsgOut->msg.nothing.ucType = NetMsg::NOTHING;
// If there's a server, start it up
if (pserver)
sResult = pserver->Startup(g_GameSettings.m_usServerPort, g_GameSettings.m_szHostName, &NetBlockingCallback);
if (sResult == 0)
{
// Host address
RSocket::Address addressHost;
// If we're browsing, do it before the client dialog since it uses a dialog of its own
if (bBrowse)
sResult = BrowseForHost(pserver, &addressHost);
if (sResult == 0)
{
// Setup dialog in client or server mode, as appropriate
sResult = SetupDlg(pserver ? FullPathHD(SERVER_GUI) : FullPathVD(CLIENT_GUI), pserver ? DLG_SERVER : DLG_CLIENT);
if (sResult == 0)
{
// Display "startup" messages
if (pserver)
AddConsoleMsg(false, "%s", g_pszServerStat_Startup);
else
AddConsoleMsg(false, g_pszClientStat_Startup);
// Update the dialog so it shows up on the screen. We ignore the
// return since we aren't ready to deal with it here. This seems
// okay since the dialog has just shown up, so nobody (except Jeff)
// could possibly hit a key or mouse button on the first frame.
UpdateDialog(ms_pguiRoot, true);
// If we didn't browse for a host, we still need to find one
if (!bBrowse)
{
if (pserver)
{
// Try to find the local server
sResult = BrowseForSelf(pserver, &addressHost);
}
else
{
// The local client tries to find a remote server
sResult = FindSpecificSystem(&addressHost);
}
}
if (sResult == 0)
{
// This loop is used for when the user hits the "RETRY" button on the client dialog
bool bRetry = false;
do {
// Clear retry flag each time so we don't accidentally get caught in a loop
bRetry = false;
// Startup client
pclient->Startup(&NetBlockingCallback);
// Start the (asynchronous) process of joining the specified host. We
// specifically check for the "protocol not supported" error and handle
// that as a special case, because users are likely to screw that up.
// Any other errors will be discovered via our normal GetMsg() loop.
sResult = pclient->StartJoinProcess(
&addressHost,
g_GameSettings.m_szPlayerName,
g_GameSettings.m_sPlayerColorIndex,
0,
g_GameSettings.m_sNetBandwidth);
if (sResult != RSocket::errNotSupported)
{
//------------------------------------------------------------------------------
// This may appear to be a rather bizarre loop, and maybe it is, but it seemed
// like a really good idea at the time...
//
// It handles three primary tasks. First, if this machine is a server, it does
// all the server stuff. Then, it does the client stuff (remember that a server
// is always a client, but a client is not necessarily a server). Finally, it
// does the dialog and user-input stuff, which again is slightly different
// depending on whether it's a client or a server.
//
// The alternative approach was to have separate functions to handle the client
// and server ends. It was originally that way, but there was so much
// similarity between the two that it seemed better to merge them, thereby
// avoiding having to maintain two very similar sets of code.
//
// A key point about this loop is that you should NEVER use a 'break' to get
// out of the loop. In fact, you should rarely exit the loop in any kind of
// direct manner. Instead, you should always try to wait until the client
// and server (if any) have been allowed to "gracefully" finish whatever it
// is they need to get done.
//
// Note that if the user clicks the "ABORT" button in the dialog, we don't
// immediately end the loop, either. We simply set the flags and hope the
// loop will end itself soon enough. If, after a certain amount of time, the
// loop hasn't ended, the user can click "ABORT" again to end, and this time
// we end immediately. At some point, this should perhaps be replaced by a
// timer which automatically ends the loop after a certain amount of time.
//------------------------------------------------------------------------------
bool bEndClientCleanly = false;
bool bEndServerCleanly = false;
bool bServerDone = pserver ? false : true;
bool bClientDone = false;
bool bUserAbortNow = false;
int32_t lCancelDelay;
DLG_ACTION action;
NetMsg msg;
while (!(bClientDone && bServerDone && (bAbort || bStart || bRetry)) && !bUserAbortNow)
{
// //It overrdies the rendering of the menu (sdl2) :(
//UpdateSystem();
// Call this periodically to let it know we're not locked up
NetBlockingWatchdog();
//------------------------------------------------------------------------------
// Do dialog and any other user-input stuff
//------------------------------------------------------------------------------
// Update GUI
action = UpdateDialog(ms_pguiRoot, true);
// If user wants to quit, simulate a cancel. Note that this is NOT an event
// but a flag, so once it starts, we'll continue to get CANCEL actions each
// time we get to this point. This is exactly what we want, since this type
// of quit indicates that the user doesn't want to wait around to quit.
if (rspGetQuitStatus() || NetBlockingWasAborted())
action = DLG_CANCEL;
// Handle action
switch (action)
{
// Nothing to do
case DLG_NOTHING:
break;
// OK was pressed. This only exists on server dialog! Note that we don't
// allow OK to be used if either it or Cancel were already used.
case DLG_OK:
// Must be server. . .
if (pserver)
{
// Make sure neither OK nor Cancel were pressed, and that we have at least 1 client
if (!bStart && !bAbort && pserver->GetNumberOfClients())
{
// Download GUI vals.
DownloadLinks(ms_aglServerLinkage, ms_pguiRoot);
// Feedback
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
AddConsoleMsg(false, "%s", g_pszNetStat_Starting);
// Get pointer to game selection GUI
RGuiItem* pguiSel = RSP_SAFE_GUI_REF(ms_plbLevelBrowse, GetSel());
// Start game using specified settings
pserver->StartGame(
pclient->GetID(),
#ifdef ENABLE_PLAY_SPECIFIC_REALMS_ONLY
-1,
SPECIFIC_MP_REALM_FILE,
#else
RSP_SAFE_GUI_REF(pguiSel, m_lId),
"",
#endif
g_GameSettings.m_sDifficulty,
g_GameSettings.m_sHostRejuvenate,
ms_bTimeLimit ? g_GameSettings.m_sHostTimeLimit : -g_GameSettings.m_sHostTimeLimit,
ms_bKillLimit ? g_GameSettings.m_sHostKillLimit : -g_GameSettings.m_sHostKillLimit,
ms_bCoopLevels ? 1 : 0,
ms_bCoopMode ? 1 : 0,
g_GameSettings.m_sNetTimePerFrame,
g_GameSettings.m_sNetMaxFrameLag);
// End server cleanly (client will end when it gets start message)
bEndServerCleanly = true;
}
}
break;
// Cancel was pressed. Note that in server mode, we allow cancel to be
// pressed even after OK was pressed. We merely send another message
// to the clients saying to abort the game that was already started.
case DLG_CANCEL:
// If cancel was already pressed, we ignore additional cancel's until
// the timer has expired, at which point they can hit cancel again.
// The idea is to give the cancel process time to finish cleanly.
if (bAbort)
{
if ((rspGetMilliseconds() - lCancelDelay) > CANCEL_DELAY_TIME)
{
// Feedback sound
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
// User has aborted, exit immediately
bUserAbortNow = true;
}
}
else
{
// Pressed cancel, so set flag and init delay timer
bAbort = true;
lCancelDelay = rspGetMilliseconds();
// Feedback
AddConsoleMsg(false, "%s", g_pszNetStat_Aborting);
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
if (pserver)
{
// Download GUI vals anyways for consistency.
DownloadLinks(ms_aglServerLinkage, ms_pguiRoot);
// Tell players to abort game
pserver->AbortGame(NetMsg::UserAbortedGame);
}
else
{
// Drop out of game
pclient->Drop();
// Start with a clean slate (no RETRY button because user selected ABORT)
CleanClientDlg(pclient, false);
}
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
}
break;
// Chat was pressed. We don't allow this if OK or Cancel were pressed.
case DLG_CHAT:
// Make sure neither Ok nor Cancel were pressed
if (!bStart && !bAbort)
{
// Make sure text field exists
if (ms_pguiChatText != NULL)
{
// See if there's any text
if (ms_pguiChatText->m_szText[0] != '\0')
{
// Sent chat
pclient->SendChat(ms_pguiChatText->m_szText);
// Clear text
ms_pguiChatText->SetText("");
ms_pguiChatText->Compose();
}
}
}
break;
// Disconnect player was pressed. We don't allow this if OK or Cancel were pressed.
case DLG_DISCONNECT_PLAYER:
// Make sure neither Ok nor Cancel were pressed
if (!bStart && !bAbort)
{
// If there's a selection . . .
RGuiItem* pguiPlayerSel = ms_plbPlayers->GetSel();
if (pguiPlayerSel)
{
Net::ID id = (uint8_t)pguiPlayerSel->m_lId;
// Don't be a moron -- don't drop yourself
if (id == pclient->GetID())
{
// Tell user he can't drop himself
AddConsoleMsg(false, "%s", g_pszServerStat_CantDropSelf);
}
else
{
// Drop player (must get his name BEFORE he is dropped!)
AddConsoleMsg(false, g_pszNetStat_AttemptToDrop_s, pserver->GetPlayerName(id));
pserver->DropClient(id);
}
}
}
break;
// Send an options update. We don't allow this if OK or Cancel were pressed.
case DLG_OPTIONS_UPDATED:
if (pserver && !bStart && !bAbort)
{
// Get current settings into their variables.
DownloadLinks(ms_aglServerLinkage, ms_pguiRoot);
// Get pointer to game selection GUI
RGuiItem* pguiSel = RSP_SAFE_GUI_REF(ms_plbLevelBrowse, GetSel());
// Setup game
pserver->SetupGame(
#ifdef ENABLE_PLAY_SPECIFIC_REALMS_ONLY
-1,
SPECIFIC_MP_REALM_TEXT,
#else
pguiSel ? -1 : 0,
pguiSel ? pguiSel->m_szText : "",
#endif
g_GameSettings.m_sDifficulty,
g_GameSettings.m_sHostRejuvenate,
ms_bTimeLimit ? g_GameSettings.m_sHostTimeLimit : -g_GameSettings.m_sHostTimeLimit,
ms_bKillLimit ? g_GameSettings.m_sHostKillLimit : -g_GameSettings.m_sHostKillLimit,
ms_bCoopLevels ? 1 : 0,
ms_bCoopMode ? 1 : 0);
}
break;
case DLG_RETRY:
if (!bStart && !bAbort)
{
// Clean the slate (without RETRY since they just hit it and may not need it again)
CleanClientDlg(pclient, false);
// Feedback
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
AddConsoleMsg(false, "%s", g_pszClientStat_Retrying);
AddConsoleMsg(false, g_pszClientStat_Startup);
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
// Set retry flag
bRetry = true;
}
break;
default:
TRACE("DoNetGameDialog(): Unknown dialog action!\n");
break;
}
//------------------------------------------------------------------------------
// Do server stuff.
//
// Note that bServerDone should rarely be set to true directly. Instead, set
// bEndServerCleanly to true, which will try to end the server cleanly, and will
// eventually result in bServerDone being set to true.
//
// It's okay to ignore incoming messages when trying to end because they will
// still be received and buffered, they just won't be processed here. Instead,
// they'll be processed in the game loop. Of course, if the game never actually
// gets started they won't ever be processed, but then it doesn't matter.
//------------------------------------------------------------------------------
if (pserver && !bServerDone)
{
pserver->Update();
// Check if we're trying to end
if (bEndServerCleanly)
{
// If there isn't anything more to send, then we're done
if (!pserver->IsMoreToSend())
bServerDone = true;
}
else
{
// Process messages
pserver->GetMsg(&msg);
switch(msg.msg.nothing.ucType)
{
case NetMsg::ERR:
if (msg.ucSenderID == Net::InvalidID)
{
// A server occurred occurred
AddConsoleMsg(false, NetErrorText(&msg));
// Play a sound of badness
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
switch (msg.msg.nothing.ucType)
{
// These messages are NOT so horrible and don't
// require us to clean up and be done.
// They are merely notifications.
case NetMsg::ServerVersionMismatchError:
case NetMsg::ServerPlatformMismatchError:
break;
// These messages are so horrible and don't
// require us to clean up and be done.
default:
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
break;
}
}
else if (msg.ucSenderID == pclient->GetID())
{
// The error occurred on the local client. We registered the
// local client with the server, so it will have aborted the game.
AddConsoleMsg(false, NetErrorText(&msg));
// Play a sound of badness
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
}
else
{
// The error occurred on a remote client, so the server will
// have dropped that client.
AddConsoleMsg(false, g_pszServerStat_PlayerErr);
}
break;
default:
break;
}
}
}
//------------------------------------------------------------------------------
// Do client stuff
//
// Note that bClientDone should rarely be set to true directly. Instead, set
// bEndClientCleanly to true, which will try to end the client cleanly, and will
// eventually result in bClientDone being set to true.
//------------------------------------------------------------------------------
if (!bClientDone)
{
pclient->Update();
// Check if we're trying to end
if (bEndClientCleanly)
{
// If there isn't anything more to send, then we're done
if (!pclient->IsMoreToSend())
bClientDone = true;
}
else
{
// Assume no problems
int16_t sProblem = 0;
// Process messages from server
pclient->GetMsg(&msg);
switch(msg.msg.nothing.ucType)
{
case NetMsg::NOTHING:
break;
case NetMsg::ERR:
AddConsoleMsg(false, NetErrorText(&msg));
// Attempt to drop nicely
pclient->Drop();
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
// Play a sound of badness and clean the slate (and show RETRY button)
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
CleanClientDlg(pclient, true);
break;
case NetMsg::STAT:
switch (msg.msg.stat.status)
{
case NetMsg::Opened:
AddConsoleMsg(false, "%s", g_pszClientStat_Opened);
break;
case NetMsg::Connected:
AddConsoleMsg(false, "%s", g_pszClientStat_Connected);
break;
case NetMsg::LoginAccepted:
// If we are the server's local client, register ourself so
// that it realizes that if there's an error on our connection,
// it will abort the whole game.
if (pserver)
pserver->SetLocalClientID(pclient->GetID());
AddConsoleMsg(false, g_pszClientStat_LoginAccepted_hd, (int16_t)pclient->GetID());
break;
case NetMsg::JoinAccepted:
AddConsoleMsg(false, "%s", g_pszClientStat_JoinAccepted);
break;
default:
break;
}
break;
case NetMsg::JOINED:
if (OnJoinedMsg(pclient, &msg, pserver ? true : false) != 0)
{
// A program error occurred, so tell them something vague
AddConsoleMsg(false, g_pszNetStat_ProgramError);
// Attempt to drop nicely
pclient->Drop();
// End server and client cleanly
bEndServerCleanly = true;
bEndClientCleanly = true;
// Play a sound of badness and clean the slate (and show RETRY button)
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
CleanClientDlg(pclient, true);
}
break;
case NetMsg::DROPPED:
OnDroppedMsg(pclient, &msg);
// If we were dropped, end immediately
if (msg.msg.dropped.id == Net::InvalidID)
{
// Play a sound of badness and clean the slate (and show RETRY button)
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
CleanClientDlg(pclient, true);
bClientDone = true;
}
break;
case NetMsg::CHAT:
OnChatMsg(pclient, &msg);
break;
case NetMsg::SETUP_GAME:
OnSetupGameMsg(pclient, &msg);
break;
case NetMsg::START_GAME:
// Return this message to caller
*pmsgOut = msg;
// Game has been started
bStart = true;
// End immediately (no need to wait)
bClientDone = true;
break;
case NetMsg::ABORT_GAME:
AddConsoleMsg(false, "%s", g_pszClientStat_ServerAborted);
// Play a sound of badness and clean the slate (and show RETRY button)
PlaySample(g_smidEmptyWeapon, SampleMaster::UserFeedBack);
CleanClientDlg(pclient, true);
// End immediately (no need to wait)
bClientDone = true;
break;
default:
AddConsoleMsg(false, "%s", g_pszNetStat_UnhandledMsg);
break;
}
}
}
} // while()
}
else
{
// Display msg box that says the protocol is not supported
ProtoNotSupported();
}
// If we're not starting, shutdown client
if (!bStart)
pclient->Shutdown();
} while (bRetry && !sResult);
}
// Get rid of dialog
DlgBeGone();
// Call this periodically to let it know we're not locked up
NetBlockingWatchdog();
}
else
{
TRACE("DoNetGameDialog(): Failed to setup dialog.\n");
}
}
// If not starting, shutdown server
if (!bStart && pserver)
pserver->Shutdown();
}
else
{
// Handle the "protocol not supported" error as a special case because users
// are likely to screw that up.
if (sResult == RSocket::errNotSupported)
{
// Display msg box that says the protocol is not supported
ProtoNotSupported();
}
}
} while (!sResult && (bBrowse && !bAbort && !bStart));
// Call this one last time on the way out
NetBlockingWatchdog();
// Make sure vars with built in flagging get reflected properly.
if (ms_bTimeLimit == false)
{
// Flag no time limit as a negative or zero.
g_GameSettings.m_sHostTimeLimit = -g_GameSettings.m_sHostTimeLimit;
}
if (ms_bKillLimit == false)
{
// Flag no kill limit as a negative or zero.
g_GameSettings.m_sHostKillLimit = -g_GameSettings.m_sHostKillLimit;
}
// Clear any events that might be in the queue
rspClearAllInputEvents();
// Restore mouse cursor show level
rspSetMouseCursorShowLevel(sCursorLevel);
// Go back to normal CPU mode
#if defined(_DEBUG)
// Wake CPU.
rspSetDoSystemMode(RSP_DOSYSTEM_TOLERATEOS);
#else
// Return CPU to us.
rspSetDoSystemMode(RSP_DOSYSTEM_HOGCPU);
#endif
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Browse for a host.
//
// This is normally only used in client-only mode, but it is easier to test
// and debug if we can also use it in client-server mode. That's why this
// takes a pserver pointer.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t BrowseForHost(
CNetServer* pserver, // I/O: Server interface or NULL if none
RSocket::Address* paddress) // Out: Address returned here (if successfull)
{
int16_t sResult = 0;
// Start with empty list of hosts
CNetBrowse::Hosts hostsAll;
CNetBrowse::Hosts hostsAdded;
CNetBrowse::Hosts hostsDropped;
NetBlockingWatchdog();
// Create browser and start it up
CNetBrowse browse;
sResult = browse.Startup(g_GameSettings.m_usServerPort, &NetBlockingCallback);
if (sResult == 0)
{
sResult = SetupDlg(FullPathVD(BROWSER_GUI), DLG_BROWSER);
if (sResult == 0)
{
// Since we don't let RProcessGUI draw cleaned up the screen, we should.
rspUpdateDisplay();
DLG_ACTION action = DLG_NOTHING;
// Loop until error, user abort, or user choice . . .
while ((sResult == 0) && action != DLG_OK && action != DLG_CANCEL)
{
//It overrdies the rendering of the menu (sdl2) :(
//UpdateSystem();
// Update watchdog timer for net blocking.
NetBlockingWatchdog();
// Update server interface, if available.
if (pserver)
pserver->Update();
// Check for new or lost host games.
browse.Update(&hostsAll, &hostsAdded, &hostsDropped);
// Update listbox via added and dropped hosts lists.
sResult = UpdateListBox(ms_plbHostBrowse, &hostsAll, &hostsAdded, &hostsDropped);
if (sResult == 0)
{
// Update the dialog (user input and GUI output).
action = UpdateDialog(ms_pguiRoot, true);
}
// If quitting . . .
if (rspGetQuitStatus() != FALSE)
sResult = 1;
}
// If no error . . .
if (sResult == 0)
{
switch (action)
{
case DLG_OK:
{
// Play feedback sound
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
// Get selection . . .
RGuiItem* pguiSel = ms_plbHostBrowse->GetSel();
// If there's no selection . . .
if (pguiSel == NULL)
{
// Take the first.
pguiSel = ms_plbHostBrowse->GetFirst();
}
// If tehre's a selection . . .
if (pguiSel)
{
// Get corresponding host.
CNetBrowse::CHost* phost = (CNetBrowse::CHost*)(pguiSel->m_ulUserData);
ASSERT(phost);
// Get host address.
*paddress = phost->m_address;
// Success.
}
else
{
TRACE("BrowseForHost(): No host selected.\n");
sResult = -1;
}
break;
}
case DLG_CANCEL:
// Play feedback sound
PlaySample(g_smidMenuItemSelect, SampleMaster::UserFeedBack);
// Cancelled.
sResult = 1;
break;
default:
TRACE("BrowseForHost(): Unknown action.\n");
sResult = 1;
break;
}
}
// Done with dialog.
DlgBeGone();
}
// Stop browsing
NetBlockingWatchdog();
browse.Shutdown();
}
else
{
// Handle the "protocol not supported" error as a special case because users
// are likely to screw that up.
if (sResult == RSocket::errNotSupported)
{
// Display msg box that says the protocol is not supported
ProtoNotSupported();
}
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Try to connect to specified host
//
//////////////////////////////////////////////////////////////////////////////
static int16_t FindSpecificSystem(
RSocket::Address* paddress) // Out: Address returned here (if successfull)
{
int16_t sResult = 0;
// Lookup the specified host (by name or dotted address) and port
sResult = CNetBrowse::LookupHost(
g_GameSettings.m_szServerName,
g_GameSettings.m_usServerPort,
paddress);
if (sResult == 0)
{
// Success!
}
else
{
rspMsgBox(
RSP_MB_BUT_OK | RSP_MB_ICN_INFO,
g_pszAppName,
"The specified computer ('%s') could not be found. Please verify that the specified name or address is correct.",
g_GameSettings.m_szServerName);
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Try to find the local server. This is necessary because there isn't any
// foolproof method by which to simply lookup the local computer's address.
// Instead, we browse for ourselves, just like any other client would.
//
//////////////////////////////////////////////////////////////////////////////
static int16_t BrowseForSelf(
CNetServer* pserver, // I/O: Server interface
RSocket::Address* paddress) // Out: Address returned here (if successfull)
{
ASSERT(pserver);
int16_t sResult = 0;
// Start with empty list of hosts
CNetBrowse::Hosts hostsAll;
CNetBrowse::Hosts hostsAdded;
CNetBrowse::Hosts hostsDropped;
NetBlockingWatchdog();
// Create browser and start it up
bool bFoundSelf = false;
CNetBrowse browse;
sResult = browse.Startup(g_GameSettings.m_usServerPort, &NetBlockingCallback);
if (sResult == 0)
{
// Wait for our own broadcast
int32_t lTime = rspGetMilliseconds() + Net::BroadcastDropTime;
while (!bFoundSelf && (rspGetMilliseconds() < lTime))
{
UpdateSystem();
NetBlockingWatchdog();
pserver->Update();
browse.Update(&hostsAll, &hostsAdded, &hostsDropped);
// Try to find ourself in the list
for (CNetBrowse::Hosts::Pointer p = hostsAll.GetHead(); p; p = hostsAll.GetNext(p))
{
CNetBrowse::CHost* phost;
phost = &hostsAll.GetData(p);
if ((strcmp(phost->m_acName, pserver->GetHostName()) == 0) && (phost->m_lMagic == pserver->GetHostMagic()))
{
// Return this host's address
*paddress = phost->m_address;
bFoundSelf = true;
break;
}
}
}
// If we didn't find ourself, set the error flag
if (!bFoundSelf)
{
sResult = -1;
TRACE("BrowseForSelf(): Couldn't find myself!\n");
}
// Stop browsing
NetBlockingWatchdog();
browse.Shutdown();
}
// If this failed, put up a msgbox
if (sResult != 0)
{
rspMsgBox(
RSP_MB_BUT_OK | RSP_MB_ICN_INFO,
g_pszAppName,
"This computer's network address could not be determined. If this is a multi-homed host, you may need to disable all but one address.");
}
return sResult;
}
//////////////////////////////////////////////////////////////////////////////
//
// Net blocking watchdog. Call this periodically to let the watchdog know
// that the program hasn't locked up.
//
//////////////////////////////////////////////////////////////////////////////
extern void NetBlockingWatchdog(void)
{
// Reset timer to current time
ms_lWatchdogTime = rspGetMilliseconds();
// If net blocking had expired, then clear it so the net prob gui goes
// away (since we got here, we're obviously not blocking anymore)
if (m_bNetWatchdogExpired)
{
// Clear flag
m_bNetWatchdogExpired = false;
// Erase net prob gui
RGuiItem* ptxt = GetNetProbGUI();
if (ptxt)
{
// This will PROBABLY work, but it does assume that something else
// was drawn to the buffer after the last time we drew the net gui.
// If nothing was drawn to the buffer, the gui will still be there!
rspUpdateDisplay(ptxt->m_sX, ptxt->m_sY, ptxt->m_im.m_sWidth, ptxt->m_im.m_sHeight);
}
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Check if a blocked network operation was aborted.
//
//////////////////////////////////////////////////////////////////////////////
extern bool NetBlockingWasAborted(void)
{
return ms_bNetBlockingAbort;
}
//////////////////////////////////////////////////////////////////////////////
//
// Net blocking callback
//
//////////////////////////////////////////////////////////////////////////////
static int16_t NetBlockingCallback(void) // Returns 0 to continue normally, 1 to abort
{
// We only need to grab this ptr once (it is guaranteed not to move).
// Once we have this pointer to the Key status array, we can use it to
// check on a key's status. The important thing would be NOT to clear
// any key's status so we don't affect the input module (input.cpp) or
// the play loop (play.cpp:PlayRealm()).
static U8* pau8KeyStatus = rspGetKeyStatusArray();
// Assume we won't abort
int16_t sAbort = 0;
// It's always a good idea to do this
UpdateSystem();
// System-specific quit always aborts immediately
if (rspGetQuitStatus())
sAbort = 1;
// If the watchdog hasn't already expired, then check it. If it has
// already expired, then we need to see if the user hit the abort key.
if (!m_bNetWatchdogExpired)
{
// If the watchdog function hasn't been called in a too-long time, then we
// assume the network stuff is blocking (although it could be that someone
// forgot to call the watchdog function) and we display the net problem gui.
if ((rspGetMilliseconds() - ms_lWatchdogTime) > g_GameSettings.m_lNetMaxBlockingTime)
{
// Set flag to indicate that there is a problem. This servers two
// purposes: (1) it let's us know that the net prob gui is being
// displayed and we should check for the abort key, and (2) it let's
// other parts of the program determine whether or not to draw the
// net prob gui on top of whatever else is being drawn to the screen.
m_bNetWatchdogExpired = true;
}
}
// If watchdog is expired, draw the net prob gui and check for an abort key press
if (m_bNetWatchdogExpired)
{
// Display net problem gui
RGuiItem* ptxt = GetNetProbGUI();
if (ptxt)
{
// Set to display general error and abort instructions
ptxt->SetText("%s", g_pszNetProb_General);
ptxt->Compose();
// Center it so it gets erased by whatever menu or dialog is being displayed
ptxt->Move(
(g_pimScreenBuf->m_sWidth / 2) - (ptxt->m_im.m_sWidth / 2),
(g_pimScreenBuf->m_sHeight / 2) - (ptxt->m_im.m_sHeight / 2));
// Create temporary image of what's currently in the buffer
bool bGotImage = false;
RImage image;
if (image.CreateImage(ptxt->m_im.m_sWidth, ptxt->m_im.m_sHeight, ptxt->m_im.m_type) == 0)
{
rspLockBuffer();
rspBlit(g_pimScreenBuf, &image, ptxt->m_sX, ptxt->m_sY, 0, 0, image.m_sWidth, image.m_sHeight);
bGotImage = true;
rspUnlockBuffer();
}
// Note that the GUI locks the buffer, if appropriate.
ptxt->Draw(g_pimScreenBuf);
rspUpdateDisplay(ptxt->m_sX, ptxt->m_sY, ptxt->m_im.m_sWidth, ptxt->m_im.m_sHeight);
if (bGotImage)
{
rspLockBuffer();
rspBlit(&image, g_pimScreenBuf, 0, 0, ptxt->m_sX, ptxt->m_sY, image.m_sWidth, image.m_sHeight);
rspUnlockBuffer();
}
}
// Check for the abort key
if (pau8KeyStatus[NET_PROB_GUI_ABORT_SK_KEY])
sAbort = 1;
}
// If aborting, set our own flag, too
if (sAbort)
{
// Set flag
ms_bNetBlockingAbort = true;
}
return sAbort;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize the net problems GUI.
// Note that this is nearly instantaneous (no file access) if it has already
// been called. That is, calling this twice in a row is fine. Just make
// sure you call KillNetProbGUI() when done (although, even that is not
// essential).
//
//////////////////////////////////////////////////////////////////////////////
extern int16_t InitNetProbGUI(void)
{
int16_t sRes = 0; // Assume success.
KillNetProbGUI();
sRes = rspGetResource(&g_resmgrShell, NET_PROB_GUI_FILE, &ms_ptxtNetProb);
if (sRes == 0)
{
// Set some intial stuff.
ms_ptxtNetProb->m_sTextEffects = RGuiItem::Shadow;
ms_ptxtNetProb->m_u32TextShadowColor = NET_PROB_TEXT_SHADOW_COLOR_INDEX;
ms_ptxtNetProb->m_sX = NET_PROB_GUI_X;
ms_ptxtNetProb->m_sY = NET_PROB_GUI_Y;
// Set generic initial text.
ms_ptxtNetProb->SetText("%s", g_pszNetProb_General);
ms_ptxtNetProb->Compose();
}
else
{
TRACE("InitNetProbGUI(): Error loading Net Prob GUI \"%s\".\n",
NET_PROB_GUI_FILE);
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
//
// Kill the net problems GUI.
//
//////////////////////////////////////////////////////////////////////////////
extern void KillNetProbGUI(void)
{
if (ms_ptxtNetProb)
{
rspReleaseResource(&g_resmgrShell, &ms_ptxtNetProb);
}
}
//////////////////////////////////////////////////////////////////////////////
//
// Get the net prob GUI which is used to notify the user of network problems.
// You can move it, draw it, change its text, or whatever. It's just up to
// you to avoid having a problem with other things updating its settings while
// you are.
// Note that this is automagically drawn to the screen via the blocking
// callback.
//
//////////////////////////////////////////////////////////////////////////////
extern RTxt* GetNetProbGUI(void)
{
return ms_ptxtNetProb;
}
//////////////////////////////////////////////////////////////////////////////
//
// Determine whether there is a net problem. Set via blocking callback.
// Cleared by you when you call ClearNetProb().
//
//////////////////////////////////////////////////////////////////////////////
extern bool IsNetProb(void) // Returns true, if net problem; false otherwise.
{
return m_bNetWatchdogExpired;
}
extern void ClearNetProb(void)
{
m_bNetWatchdogExpired = false;
}
///////////////////////////////////////////////////////////////////////////////
// EOF
///////////////////////////////////////////////////////////////////////////////
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