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450 lines
11 KiB
450 lines
11 KiB
/* $Id: multiwait.c,v 1.49 2004/09/27 19:20:20 patty21 Exp $
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multiwait.c - this manages only the network screen where
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everyone have to select it's players and where even the basic chat is inside
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*/
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#include "bomberclone.h"
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#include "network.h"
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#include "packets.h"
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#include "gfx.h"
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#include "chat.h"
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#include "menu.h"
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#include "single.h"
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#include "keyb.h"
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extern int UpdateRects_nr;
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extern int blitdb_nr;
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static int mw_num_readyplayers; // number of players who are ready
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static int mw_num_players_x; // number of players in the x
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static int mw_num_players_y; // number of players in the y
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static int mw_num_players;
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_point mw_pos[MAX_PLAYERS+1];
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// uncomment to sort by points
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// #define SORT_BY_POINTS 1
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#define MW_PLAYERSCR_X 310
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#define MW_PLAYERSCR_Y 50
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#define MW_TITLE_Y 50
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/* returns number of active players in a team */
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int mw_team_is_used (int t_nr) {
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int i,j=0;
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for(i=0;i<MAX_PLAYERS;i++)
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if ((teams[t_nr].players[i]!=NULL) && (PS_IS_used(teams[t_nr].players[i]->state))) { j++;}
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d_printf("Team: %s : %d players\n",teams[t_nr].name,j);
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return j;
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}
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/* Calcs the position of all items on the screen */
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int mw_calc_screen() {
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int i,j,k=0,n=0,cy;
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if (bman.updatestatusbar) {
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if (bman.gametype==GT_team) {
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/* team mode */
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for(i=0;i<MAX_TEAMS;i++){
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j=mw_team_is_used(i);
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if (j>k) k=j;
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if (j>0) n++;
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}
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mw_num_players_x=2;
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mw_num_players_y=floorf(n/2)+n%2;
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mw_num_players=n;
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for(i=0;i<mw_num_players;i++) {
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mw_pos[i].x=gfx.res.x/2/mw_num_players_x+(i%mw_num_players_x)*gfx.res.x/2-MW_PLAYERSCR_X/2;
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mw_pos[i].y=ceil(i/2)*(55+k*15);
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d_printf("mw_team_Position: x=%d, y=%d\n ",mw_pos[i].x,mw_pos[i].y);
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}
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cy=mw_num_players_y*(55+k*15)+20;
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mw_pos[MAX_PLAYERS].x=8; // Pos of unassigned Players
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mw_pos[MAX_PLAYERS].y=cy-15;
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}
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else
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{
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mw_num_players=0;
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for (i=0;i<MAX_PLAYERS;i++) {
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if (PS_IS_used (players[i].state)) mw_num_players++;
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}
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if (mw_num_players*2>MAX_PLAYERS) {
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mw_num_players_x=2;
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mw_num_players_y=floorf(mw_num_players/2)+mw_num_players%2;
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}
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else
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{
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mw_num_players_x=1;
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mw_num_players_y=mw_num_players;
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}
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for(i=0;i<mw_num_players;i++) {
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mw_pos[i].x=gfx.res.x/2/mw_num_players_x+(i%mw_num_players_x)*gfx.res.x/2-MW_PLAYERSCR_X/2;
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mw_pos[i].y=floorf(i/mw_num_players_x)*MW_PLAYERSCR_Y;
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d_printf("mw_Position: x=%d, y=%d\n ",mw_pos[i].x,mw_pos[i].y);
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}
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cy=(mw_num_players_y)*MW_PLAYERSCR_Y+15;
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}
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draw_logo ();
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d_printf ("mw_num_players_x : %d, mw_num_players_y : %d mw_players:%d\n", mw_num_players_x, mw_num_players_y,mw_num_players);
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chat_show (8, cy, gfx.res.x - 16, gfx.res.y - (8 + cy));
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chat.active = 1;
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bman.updatestatusbar=0;
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return 1;
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}
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return 0;
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}
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/* this will load some graphics and so other stuff */
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void
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mw_init ()
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{
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draw_logo ();
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menu_displaytext ("Please Wait", "Loading GFX Data");
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network_loop ();
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mw_num_readyplayers = 0;
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bman.updatestatusbar = 1;
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gfx_blitdraw ();
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mw_num_players=-1;
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};
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/* free all grafics */
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void mw_shutdown () {
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chat_show (-1, -1, -1, -1);
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gfx_blitdraw ();
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draw_logo ();
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SDL_Flip (gfx.screen);
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};
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/*
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* check if the players are ready
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*/
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void mw_check_players () {
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int i;
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mw_num_readyplayers = 0;
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if (GT_MP_PTPS) /* only the master can start the game */
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return;
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for (i = 0; i < MAX_PLAYERS; i++) {
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if (players[i].gfx_nr >= 0 && players[i].gfx_nr < MAX_PLAYERS)
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mw_num_readyplayers++;
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}
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}
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/*
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* draw only the given player
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*/
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void mw_draw_player (int p_nr, int pos) {
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_player *player;
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_point p;
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char text[255];
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SDL_Rect src;
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SDL_Rect dest;
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player=&players[p_nr];
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p.x = mw_pos[pos].x;
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p.y = mw_pos[pos].y;
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if (PS_IS_used (player->state)) {
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/*
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* player is used
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*/
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if (player->gfx_nr >= 0 && player->gfx_nr < gfx.player_gfx_count) {
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/* player is used and selected a gfx */
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dest.x = p.x;
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src.x = 0;
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src.y = 0;
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if (p_nr==bman.p_nr) {
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/* player 1 */
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dest.y = p.y;
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src.w = dest.w = gfx.players[player->gfx_nr].menu_image->w;
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src.h = dest.h = gfx.players[player->gfx_nr].menu_image->h;
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gfx_blit (gfx.players[player->gfx_nr].menu_image, &src, gfx.screen, &dest, 10001);
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} else if (p_nr==bman.p2_nr) {
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/* player 2 */
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dest.x=p.x+MW_PLAYERSCR_X-64;
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dest.y = p.y;
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src.w = dest.w = gfx.players[player->gfx_nr].menu_image->w;
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src.h = dest.h = gfx.players[player->gfx_nr].menu_image->h;
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gfx_blit (gfx.players[player->gfx_nr].menu_image, &src, gfx.screen, &dest, 10001);
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} else {
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/* net-player */
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dest.x=p.x+35;
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dest.y = p.y + 15;
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src.w = dest.w = gfx.players[player->gfx_nr].small_image->w;
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src.h = dest.h = gfx.players[player->gfx_nr].small_image->h;
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gfx_blit (gfx.players[player->gfx_nr].small_image, &src, gfx.screen, &dest, 10001);
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}
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}
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y, player->name, 1, COLOR_yellow, 10002);
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sprintf (text,"Victorys:%2d(%d)", player->wins, player->points);
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y + font[2].size.y - 4, text, 0, COLOR_white, 10002);
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if (debug && PS_IS_used (player->state)) {
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sprintf (text, "%s:%s [%d]", player->net.addr.host, player->net.addr.port, player->state);
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if (player->net.flags & NETF_firewall)
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sprintf (text,"%s FW", text);
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y + font[0].size.y + font[2].size.y - 4, text, 0, COLOR_white, 10002);
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}
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}
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else {
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/*
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* player is free
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*/
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y, "No Player" , 0, COLOR_gray, 10002);
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}
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};
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/*
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* draw all player informations
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*/
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void mw_draw_all_player () {
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int i,j,h;
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int n[MAX_PLAYERS];
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for(i=0;i<MAX_PLAYERS;i++) n[i]=i;
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for(i=0;i<MAX_PLAYERS;i++)
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for(j=i;j<MAX_PLAYERS;j++)
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#ifdef SORT_BY_POINTS
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if (players[i].points>players[j].points) {
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#else
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if (players[i].wins>players[j].wins) {
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#endif
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h=n[i];n[i]=n[j];n[j]=h;
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}
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j=0;
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for (i = 0; i < MAX_PLAYERS; i++) {
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if (PS_IS_used (players[n[i]].state)) {
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mw_draw_player (n[i], j);
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j++;
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}
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}
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gfx_blitdraw();
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};
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/*
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* draw only the given team
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*/
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void mw_draw_team (int t_nr, int pos) {
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_player *player;
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_team *team;
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_point p;
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int i,j=0;
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char text[255];
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SDL_Rect src;
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SDL_Rect dest;
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team=&teams[t_nr];
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p.x = mw_pos[pos].x;
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p.y = mw_pos[pos].y;
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/* Find if there is any active player in that team */
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if (mw_team_is_used(t_nr)>0) {
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/*
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* team is used
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*/
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y, team->name, 1, COLOR_yellow, 10002);
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sprintf (text,"Victorys:%2d(%d)", team->wins, team->points);
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y + font[2].size.y - 4, text, 0, COLOR_white, 10002);
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j=1;
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for(i=0;i<MAX_PLAYERS;i++) {
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if ((team->players[i]!=NULL) && (PS_IS_used(team->players[i]->state))) {
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player=team->players[i];
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if (player->gfx_nr >= 0 && player->gfx_nr < gfx.player_gfx_count) {
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/* player is used and selected a gfx */
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dest.x = p.x;
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src.x = 0;
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src.y = 0;
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dest.x=p.x+35+20;
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dest.y = p.y + 30+j*15;
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src.w = dest.w = gfx.players[player->gfx_nr].small_image->w;
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src.h = dest.h = gfx.players[player->gfx_nr].small_image->h;
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gfx_blit (gfx.players[player->gfx_nr].small_image, &src, gfx.screen, &dest, 10001);
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}
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font_gfxdraw (p.x + GFX_IMGSIZE+20, p.y + 30+j*15, team->players[i]->name, 0, COLOR_white, 10002);
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j++;
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}
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}
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}
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else {
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/*
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* team is emty
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*/
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font_gfxdraw (p.x + GFX_IMGSIZE, p.y, "No TEAM" , 0, COLOR_gray, 10002);
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}
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};
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/*
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Draw players which are not assigned to any team
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*/
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void mw_draw_unassigned_players () {
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int i,
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n=0;
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char text[255];
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sprintf(text,"Unassigned Players: ");
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for (i=0;i<MAX_PLAYERS;i++) {
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if ((PS_IS_used (players[i].state))&&(players[i].team_nr<0)) {
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sprintf(text,"%s %s ",text,players[i].name);
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n++;
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}
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}
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d_printf("mw_draw_unassigned: %d players\n",n);
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if (n) font_gfxdraw (mw_pos[MAX_PLAYERS].x,mw_pos[MAX_PLAYERS].y, text, 0, COLOR_gray, 10002);
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}
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/*
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Draw all teams
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*/
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void mw_draw_all_teams () {
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int i,j,h;
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int n[MAX_TEAMS];
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for(i=0;i<MAX_TEAMS;i++) n[i]=i;
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for(i=0;i<MAX_TEAMS;i++)
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for(j=i;j<MAX_TEAMS;j++)
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#ifdef SORT_BY_POINTS
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if (teams[i].points>teams[j].points) {
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#else
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if (teams[i].wins>teams[j].wins) {
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#endif
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h=n[i];n[i]=n[j];n[j]=h;
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}
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j=0;
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for (i = 0; i < MAX_TEAMS; i++) {
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if (mw_team_is_used(n[i])) {
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mw_draw_team (n[i], j);
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j++;
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}
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}
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mw_draw_unassigned_players();
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gfx_blitdraw();
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};
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/*
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* check if one key is pressed
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*/
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void mw_keys_loop () {
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if (GT_MP_PTPM && mw_num_readyplayers >= 2 && keyb_gamekeys.state[BCK_pause] && !keyb_gamekeys.old[BCK_pause]) {
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/* min 2 players are ready for the game and
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* the start key has pressed */
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bman.state = GS_ready;
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bman.updatestatusbar = 1; // force an update
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}
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if (keyb_gamekeys.state[BCK_fullscreen] && !keyb_gamekeys.old[BCK_fullscreen]) {
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/* Switch Fullscreen */
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SDL_WM_ToggleFullScreen(gfx.screen);
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gfx.fullscreen = !gfx.fullscreen;
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bman.updatestatusbar = 1; // force an update
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bman.updatestatusbar = 1;
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}
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if (keyb_gamekeys.state[BCK_esc] && !keyb_gamekeys.old[BCK_esc]) {
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/* ESCAPE key was pressed */
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bman.state = GS_startup;
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}
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if ((keyb_gamekeys.state[BCPK_drop] && !keyb_gamekeys.old[BCPK_drop])
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|| ((!IS_LPLAYER2) && keyb_gamekeys.state[BCPK_max + BCPK_drop] && !keyb_gamekeys.old[BCPK_max + BCPK_drop])) {
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/* player 1 want to select a new gfx */
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playermenu_selgfx (bman.p_nr);
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net_change_playerid (bman.p_nr, 1);
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bman.updatestatusbar = 1;
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keyb_loop (NULL); // to reload the current keys
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}
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if (IS_LPLAYER2 && keyb_gamekeys.state[BCPK_max + BCPK_drop] && !keyb_gamekeys.old[BCPK_max + BCPK_drop]) {
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/* player 2 want to select a new gfx */
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playermenu_selgfx (bman.p2_nr);
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net_change_playerid (bman.p2_nr, 1);
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bman.updatestatusbar = 1;
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keyb_loop (NULL); // to reload the current keys
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}
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if (keyb_gamekeys.state[BCK_mapmenu] && !keyb_gamekeys.old[BCK_mapmenu] && GT_MP_PTPM) {
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/* mapmenu */
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mapmenu ();
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bman.updatestatusbar = 1;
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keyb_loop (NULL); // to reload the current keys
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}
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if (keyb_gamekeys.state[BCK_playermenu] && !keyb_gamekeys.old[BCK_playermenu]) {
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/* playermenu */
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playermenu ();
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bman.updatestatusbar = 1;
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keyb_loop (NULL); // to reload the current keys
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}
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};
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/* the loop itself */
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void wait_for_players () {
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SDL_Event event;
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mw_init ();
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mw_calc_screen();
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if (bman.gametype==GT_team) mw_draw_all_teams(); else mw_draw_all_player ();
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do {
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if (SDL_PollEvent (&event) != 0)
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switch (event.type) {
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case (SDL_QUIT):
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bman.state = GS_quit;
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break;
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}
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/*
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* check some little things and do the network stuff
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*/
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mw_check_players ();
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network_loop ();
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/*
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* the drawing stuff
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*/
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if (mw_calc_screen()) {
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if (bman.gametype==GT_team) mw_draw_all_teams(); else mw_draw_all_player ();
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}
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gfx_blitdraw ();
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/*
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* input handling
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*/
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keyb_loop (&event);
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mw_keys_loop ();
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chat_loop (&event);
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chat.active = 1;
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s_calctimesync ();
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} while (bman.state == GS_wait && bman.sock != -1);
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mw_shutdown ();
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};
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