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/*
* PARSEC - Utility Functions - client
*
* $Author: uberlinuxguy $ - $Date: 2004/09/26 03:43:40 $
*
* Orginally written by:
* Copyright (c) Clemens Beer <cbx@parsec.org> 2002
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1996-2000
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// C library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// global externals
#include "globals.h"
// subsystem headers
#include "net_defs.h"
#include "vid_defs.h"
// drawing subsystem
#include "d_bmap.h"
#include "d_font.h"
// network code config
#include "net_conf.h"
// local module header
#include "net_util.h"
// proprietary module headers
#include "e_color.h"
#include "net_swap.h"
#include "sys_bind.h"
// string constants -----------------------------------------------------------
//
static char unknown_str[] = "unknown";
static char logged_in_str[] = "players currently logged in";
//-----------------------------------------------------------------------------
// UTILITY FUNCTIONS FOR GAME CODE -
//-----------------------------------------------------------------------------
// determine whether current protocol is peer to peer -------------------------
//
int NET_ProtocolPEER()
{
return ( sys_BindType_PROTOCOL == BT_PROTOCOL_PEERTOPEER );
}
// determine whether current protocol is game server --------------------------
//
int NET_ProtocolGMSV()
{
return ( sys_BindType_PROTOCOL == BT_PROTOCOL_GAMESERVER );
}
// determine whether currently connected in peer to peer game -----------------
//
int NET_ConnectedPEER()
{
return ( NetConnected && NET_ProtocolPEER() );
}
// determine whether currently connected to game server -----------------------
//
int NET_ConnectedGMSV()
{
return ( NetConnected && NET_ProtocolGMSV() );
}
// fetch pointer to name of remote player -------------------------------------
//
char *NET_FetchPlayerName( int playerid )
{
//NOTE:
// this function is declared in NET_SUBH.H
// ASSERT( NetConnected );
ASSERT( playerid >= 0 );
ASSERT( playerid < MAX_NET_PROTO_PLAYERS );
if ( ( (dword)playerid < (dword)MAX_NET_PROTO_PLAYERS ) && ( Player_Status[ playerid ] ) )
return Player_Name[ playerid ];
else
return unknown_str;
}
// set name of local player ---------------------------------------------------
//
int NET_SetPlayerName( const char *name )
{
ASSERT( name != NULL );
//NOTE:
// this function is declared in NET_SUBH.H and
// used by CON_COM::CheckPlayerName().
int rc = TRUE;
// generate remote event that updates the other players to altered name
if ( NetConnected )
rc = NET_RmEvPlayerName( name );
if ( rc ) {
// store new name globally
strcpy( LocalPlayerName, name );
// copy local player name into list of network player names
strcpy( Player_Name[ LocalPlayerId ], LocalPlayerName );
}
return rc;
}
// fetch pointer to ship of remote player -------------------------------------
//
ShipObject *NET_FetchOwnersShip( int ownerid )
{
//NOTE:
// this function is declared in NET_SUBH.H
ASSERT( NetConnected );
ASSERT( ownerid >= 0 );
ASSERT( ownerid < MAX_NET_PROTO_PLAYERS );
return (ShipObject *) Player_Ship[ ownerid ];
}
// update kill stat for single player (called by game code) -------------------
//
void NET_SetPlayerKillStat( int playerid, int amount )
{
//NOTE:
// this function is declared in NET_SUBH.H
ASSERT( NetConnected );
ASSERT( playerid >= 0 );
ASSERT( playerid < MAX_NET_PROTO_PLAYERS );
if ( ( (dword)playerid < (dword)MAX_NET_PROTO_PLAYERS ) && ( Player_Status[ playerid ] ) )
Player_KillStat[ playerid ] += amount;
// save biased id of player who killed us
CurKiller = playerid + KILLERID_BIAS;
// ensure that next packet contains killstat update
// for the player that was killed right now
CurKillUpdate = playerid;
}
// check whether the specified kill limit has already been reached ------------
//
int NET_KillStatLimitReached( int limit )
{
ASSERT( NetConnected );
//NOTE:
// this function is only used by
// G_MAIN::Gm_HandleGameOver().
for ( int id = 0; id < MAX_NET_PROTO_PLAYERS; id++ ) {
if ( Player_Status[ id ] != PLAYER_INACTIVE ) {
if ( Player_KillStat[ id ] >= limit ) {
return TRUE;
}
}
}
return FALSE;
}
// force all killstats to zero if no player joined ----------------------------
//
void NET_KillStatForceIdleZero()
{
ASSERT( NetConnected );
//NOTE:
// this function is only used by
// G_MAIN::Gm_HandleGameOver().
int gameidle = TRUE;
int id = 0;
for ( id = 0; id < MAX_NET_PROTO_PLAYERS; id++ ) {
if ( Player_Status[ id ] == PLAYER_JOINED ) {
gameidle = FALSE;
}
}
if ( gameidle ) {
for ( id = 0; id < MAX_NET_PROTO_PLAYERS; id++ ) {
Player_KillStat[ id ] = 0;
}
}
}
// old remote player-list with big opaque font --------------------------------
//
PRIVATE
void DrawRemotePlayerListScreen()
{
// if ( !NetConnected )
// return;
D_SetWStrContext( CharsetInfo[ MSG_CHARSETNO ].charsetpointer,
CharsetInfo[ MSG_CHARSETNO ].geompointer,
NULL,
CharsetInfo[ MSG_CHARSETNO ].width,
CharsetInfo[ MSG_CHARSETNO ].height );
int EM_Title_Y = 100;
int EM_PName_Y = 150;
int EM_LineDist = 12;
D_WriteString( logged_in_str,
( Screen_Width - strlen( logged_in_str ) * CharsetInfo[ MSG_CHARSETNO ].width ) / 2, EM_Title_Y );
const char *voidstr = "- available -";
int stry = EM_PName_Y;
for ( int i = 0; i < MAX_NET_PROTO_PLAYERS; i++ ) {
const char *strp = Player_Status[ i ] ? Player_Name[ i ] : voidstr;
if ( i == LocalPlayerId )
strp = LocalPlayerName; // so local name can be changed on the fly
int strx = ( Screen_Width - strlen( strp ) * CharsetInfo[ MSG_CHARSETNO ].width ) / 2;
D_WriteString( strp, strx, stry );
stry += CharsetInfo[ MSG_CHARSETNO ].height + EM_LineDist;
}
}
// draw text for entry mode (names of all players currently logged in) --------
//
void NET_DrawEntryModeText()
{
//NOTE:
// this function is declared in NET_SUBH.H
ASSERT( EntryMode );
ASSERT( NetConnected && !NetJoined );
ASSERT( !FloatingMenu && !InFloatingMenu );
DrawRemotePlayerListScreen();
}
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