Files
source/MPConnectScreen.cpp
T
Wanne e8027d6663 - Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER
o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-25 15:06:04 +00:00

563 lines
14 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Intro.h"
#else
#include "Types.h"
#include "MPConnectScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "wCheck.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "Input.h"
#include "Options Screen.h"
#include "English.h"
#include "Sysutil.h"
#include "Fade Screen.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "cursors.h"
#include "Intro.h"
#include "Text.h"
#include "Text Input.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#include "Loading Screen.h"
#include "Animated ProgressBar.h"
#include "mainmenuscreen.h"
#endif
#include "gameloop.h"
#include "Game Init.h"
#include "connect.h"
#include "network.h" // for client name
#include "saveloadscreen.h"
#include "message.h"
#include "init.h"
#include "xml.h"
////////////////////////////////////////////
//
// Global Defines
//
///////////////////////////////////////////
#define MPC_TITLE_FONT FONT14ARIAL//FONT16ARIAL
#define MPC_TITLE_COLOR FONT_MCOLOR_WHITE
#define MPC_SUBHEADING_FONT FONT12ARIAL//FONT16ARIAL
#define MPC_SUBHEADING_COLOR FONT_MCOLOR_WHITE
//buttons
#define MPC_BTN_CANCEL_X iScreenWidthOffset + ((320 - 115) / 2)
#define MPC_BTN_CANCEL_Y iScreenHeightOffset + SCREEN_HEIGHT - 50
//main title
#define MPC_MAIN_TITLE_X 0
#define MPC_MAIN_TITLE_Y iScreenHeightOffset + 10
#define MPC_MAIN_TITLE_WIDTH SCREEN_WIDTH
//subtitle
#define MPC_SUBHEADING_X 0
#define MPC_SUBHEADING_Y MPC_MAIN_TITLE_Y + 30
#define MPC_SUBHEADING_WIDTH SCREEN_WIDTH
//help
#define MPC_HELP_X 0
#define MPC_HELP_Y MPC_SUBHEADING_Y + 30
#define MPC_HELP_WIDTH SCREEN_WIDTH
////////////////////////////////////////////
//
// Global Variables
//
///////////////////////////////////////////
BOOLEAN gfMPCScreenEntry = TRUE;
BOOLEAN gfMPCScreenExit = FALSE;
BOOLEAN gfReRenderMPCScreen=TRUE;
BOOLEAN gfMPCButtonsAllocated = FALSE;
BOOLEAN gfMPConnectScreenCanContinue = FALSE;
//enum for different states of screen
enum
{
MPC_NOTHING,
MPC_CANCEL,
MPC_CONTINUE,
};
UINT8 gubMPCScreenHandler=MPC_NOTHING; // State changer for HandleMPCNScreen()
UINT32 gubMPCExitScreen = MP_CONNECT_SCREEN; // The screen that is in control next iteration of the game_loop
UINT8 loadscreenID = 0;
////////////////////////////////////////////
//
// Screen Controls
//
///////////////////////////////////////////
// Cancel Button
void BtnMPCCancelCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiMPCCancelButton;
INT32 giMPCCancelBtnImage;
UINT32 guiMPCMainBackGroundImage;
// Message Box handle
INT8 giMPCMessageBox = -1;
// connect screen message
CHAR16 gszConnectHeadingMsg[512];
CHAR16 gszConnectSubMsg[512];
////////////////////////////////////////////
//
// Local Function Prototypes
//
///////////////////////////////////////////
extern void ClearMainMenu();
BOOLEAN EnterMPCScreen();
BOOLEAN ExitMPCScreen();
void HandleMPCScreen();
BOOLEAN RenderMPCScreen();
void GetMPCScreenUserInput();
void DoneFadeOutForExitMPCScreen( void );
void DoneFadeInForExitMPCScreen( void );
void CheckForContinue();
UINT32 MPConnectScreenInit( void )
{
return (1);
}
UINT32 MPConnectScreenHandle( void )
{
StartFrameBufferRender();
RestoreBackgroundRects( );
if( gfMPCScreenEntry )
{
// PauseGame();
EnterMPCScreen();
gfMPCScreenEntry = FALSE;
gfMPCScreenExit = FALSE;
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
// add scrolling string log
ScrollString( );
GetMPCScreenUserInput();
// connect to the server
NetworkAutoStart();
// Check if we need to leave this screen
CheckForContinue();
HandleMPCScreen();
// draw chat texts
ExecuteVideoOverlays( );
SaveBackgroundRects();
//InvalidateScreen();
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender();
// handle fades in and out
if ( HandleFadeOutCallback( ) )
{
ClearMainMenu();
return( gubMPCExitScreen );
}
if ( HandleBeginFadeOut( gubMPCExitScreen ) )
{
return( gubMPCExitScreen );
}
if ( HandleFadeInCallback( ) )
{
// Re-render the scene!
RenderMPCScreen();
}
if ( HandleBeginFadeIn( gubMPCExitScreen ) )
{
}
if( gfMPCScreenExit ) // we are exiting this screen
{
ExitMPCScreen(); // perform destruction
}
return( gubMPCExitScreen );
} // end MPScoreScreenHandle()
UINT32 MPConnectScreenShutdown( void )
{
return( 1 );
}
BOOLEAN EnterMPCScreen()
{
// make sure only chat messages show up on connect screen
ClearTacticalMessageQueue( );
SetTacticalMessageFilter( MSG_CHAT );
gfMPConnectScreenCanContinue = FALSE;
VOBJECT_DESC VObjectDesc;
if( gfMPCButtonsAllocated )
return( TRUE );
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
// load the Main trade screen backgroiund image
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (iResolution >= _640x480 && iResolution < _800x600)
FilenameForBPP("INTERFACE\\MPConnect.sti",VObjectDesc.ImageFile);
else if (iResolution < _1024x768)
FilenameForBPP("INTERFACE\\MPConnect_800x600.sti",VObjectDesc.ImageFile);
else
FilenameForBPP("INTERFACE\\MPConnect_1024x768.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMPCMainBackGroundImage ));
CreateLoadingScreenProgressBar();
// default to red connecting color
SetProgressBarColor(0,150,0,0);
SetRelativeStartAndEndPercentage(0,0,100,L"");
//Cancel button
/*giMPCCancelBtnImage = LoadButtonImage("INTERFACE\\PreferencesButtons.sti", -1,0,-1,2,-1 );
guiMPCCancelButton = CreateIconAndTextButton( giMPCCancelBtnImage, gzMPCScreenText[MPC_CANCEL_TEXT], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
MPC_BTN_CANCEL_X, MPC_BTN_CANCEL_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnMPCCancelCallback);
SpecifyButtonSoundScheme( guiMPCCancelButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 );
SpecifyDisabledButtonStyle( guiMPCCancelButton, DISABLED_STYLE_NONE );*/
//Reset the exit screen - screen the main game loop will call next iteration
gubMPCExitScreen = MP_CONNECT_SCREEN;
//REnder the screen once so we can blt ot to ths save buffer
RenderMPCScreen();
BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
gfMPCButtonsAllocated = TRUE;
return( TRUE );
} // End of EnterMPSScreen()
BOOLEAN ExitMPCScreen()
{
RemoveTacticalMessageFilter();
if( !gfMPCButtonsAllocated )
return( TRUE );
//Delete the main options screen background
DeleteVideoObjectFromIndex( guiMPCMainBackGroundImage );
RemoveProgressBar(0);
//RemoveButton( guiMPCCancelButton );
//UnloadButtonImage( giMPCCancelBtnImage );
// exit text input mode in this screen and clean up text boxes
//KillAllTextInputModes();
SetTextInputCursor( CURSOR_IBEAM );
gfMPCButtonsAllocated = FALSE;
//If we are starting the game stop playing the music
if( gubMPCScreenHandler == MPC_CONTINUE )
SetMusicMode( MUSIC_NONE );
gfMPCScreenExit = FALSE;
gfMPCScreenEntry = TRUE;
return( TRUE );
} // End of ExitMPJScreen()
void HandleMPCScreen()
{
if( gubMPCScreenHandler != MPC_NOTHING )
{
switch( gubMPCScreenHandler )
{
case MPC_CANCEL:
gubMPCExitScreen = MP_JOIN_SCREEN;
gfMPCScreenExit = TRUE;
// disconnect the client
client_disconnect();
break;
case MPC_CONTINUE:
{
//if we are already fading out, get out of here
if( gFadeOutDoneCallback != DoneFadeOutForExitMPCScreen )
{
//Disable the ok button
DisableButton( guiMPCCancelButton );
gFadeOutDoneCallback = DoneFadeOutForExitMPCScreen;
FadeOutNextFrame( );
}
break;
}
}
gubMPCScreenHandler = MPC_NOTHING;
}
if( gfReRenderMPCScreen )
{
RenderMPCScreen();
gfReRenderMPCScreen = FALSE;
}
} // end of HandleMPCScreen
BOOLEAN RenderMPCScreen()
{
HVOBJECT hPixHandle;
//Get the main background screen graphic and blt it
GetVideoObject(&hPixHandle, guiMPCMainBackGroundImage );
BltVideoObject(FRAME_BUFFER, hPixHandle, 0,(SCREEN_WIDTH - xResSize)/2,(SCREEN_HEIGHT - yResSize)/2, VO_BLT_SRCTRANSPARENCY,NULL);
//Shade the background
//ShadowVideoSurfaceRect( FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, iScreenWidthOffset + 640, iScreenHeightOffset + 480 );
UINT8 iProgress = 0;
if (is_connecting)
{
iProgress = (UINT8)(100 * (float)((MAX_CONNECT_RETRIES-(float)giNumTries)/MAX_CONNECT_RETRIES));
SetProgressBarColor(0,150,0,0);
SetConnectScreenHeadingW(gzMPCScreenText[ MPC_CONNECTING_TEXT ]);
}
else if (is_connected)
{
if (!recieved_settings && !recieved_transfer_settings)
{
//Display the title
SetConnectScreenHeadingW( gzMPCScreenText[ MPC_GETSETTINGS_TEXT ]);
}
else
{
if (serverSyncClientsDirectory==1)
{
SetConnectScreenHeadingW( gzMPCScreenText[ MPC_DOWNLOADING_TEXT ]);
SetProgressBarColor(0,0,0,150);
iProgress = client_progress[CLIENT_NUM-1];
}
else
{
SetConnectScreenHeadingW( gzMPCScreenText[ MPC_READY_TEXT ] );
}
}
}
//Display the title
DrawTextToScreen( gszConnectHeadingMsg, MPC_MAIN_TITLE_X, MPC_MAIN_TITLE_Y, MPC_MAIN_TITLE_WIDTH, MPC_TITLE_FONT, MPC_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
InvalidateRegion(MPC_MAIN_TITLE_X,MPC_MAIN_TITLE_Y,MPC_MAIN_TITLE_WIDTH,MPC_MAIN_TITLE_Y+20);
//Display the subheading
DrawTextToScreen( gszConnectSubMsg, MPC_SUBHEADING_X, MPC_SUBHEADING_Y, MPC_SUBHEADING_WIDTH, MPC_SUBHEADING_FONT, MPC_SUBHEADING_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
InvalidateRegion(MPC_SUBHEADING_X,MPC_SUBHEADING_Y,MPC_MAIN_TITLE_WIDTH,MPC_SUBHEADING_Y+20);
//Display the help text
DrawTextToScreen( (is_connected && recieved_settings ? gzMPCScreenText[ MPC_HELP1_TEXT ] : gzMPCScreenText[MPC_HELP2_TEXT] ), MPC_HELP_X, MPC_HELP_Y, MPC_HELP_WIDTH, MPC_SUBHEADING_FONT, MPC_SUBHEADING_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
InvalidateRegion(MPC_HELP_X,MPC_HELP_Y,MPC_HELP_WIDTH,MPC_HELP_Y+20);
SetProgressBarRenderBuffer(0,FRAME_BUFFER);
RenderProgressBar(0,iProgress);
return( TRUE );
} // end of RenderMPCScreen()
void GetMPCScreenUserInput()
{
InputAtom Event;
// POINT MousePos;
// GetCursorPos(&MousePos);
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
#else
while( DequeueEvent( &Event ) )
#endif
{
// check if this event is swallowed by text input, otherwise process key
if( Event.usEvent == KEY_DOWN )
{
switch( Event.usParam )
{
case ESC:
//Exit out of the screen
gubMPCScreenHandler = MPC_CANCEL;
break;
case 'y':
if (is_connected && recieved_settings)
OpenChatMsgBox();
break;
}
}
}
} // end of GetMPCScreenUserInput()
void DoneFadeOutForExitMPCScreen( void )
{
// ------------------------------------------
// Now Initialize the client again with all the files from the "_MULTIPLAYER" profile!!!
LoadExternalGameplayData(TABLEDATA_DIRECTORY);
InitDependingGameStyleOptions();
InitNewGame(false);
// Overwrite some client settings with values from the server (cash, ...)
reapplySETTINGS();
// ------------------------------------------
gubMPCExitScreen = MAP_SCREEN;
ExitMPCScreen(); // cleanup please, if we called a fadeout then we didnt do it above
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
}
void DoneFadeInForExitMPCScreen( void )
{
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
}
void BtnMPCCancelCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
gubMPCScreenHandler = MPC_CANCEL;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void SetConnectScreenHeadingW( STR16 cmsg )
{
wcscpy(gszConnectHeadingMsg,cmsg);
gfReRenderMPCScreen=TRUE;
}
void SetConnectScreenHeadingA( const char* cmsg )
{
CHAR16 converted[512];
MultiByteToWideChar( CP_UTF8, 0, cmsg, -1, (LPWSTR)converted, 512);
SetConnectScreenHeadingW( converted );
}
void SetConnectScreenSubMessageW( STR16 cmsg )
{
wcscpy(gszConnectSubMsg,cmsg);
gfReRenderMPCScreen=TRUE;
}
void SetConnectScreenSubMessageA( const char* cmsg )
{
CHAR16 converted[512];
MultiByteToWideChar( CP_UTF8, 0, cmsg, -1, (LPWSTR)converted, 512);
SetConnectScreenSubMessageW( converted );
}
void CheckForContinue()
{
if (is_connected && is_client && recieved_settings)
{
if (serverSyncClientsDirectory == 1)
{
if (fClientReceivedAllFiles)
gubMPCScreenHandler = MPC_CONTINUE;
}
else
{
gubMPCScreenHandler = MPC_CONTINUE;
}
}
}
#include <vfs/Core/vfs_os_functions.h>
#include <vfs/Core/vfs_profile.h>
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
void ja2::mp::InitializeMultiplayerProfile(vfs::Path const& profileRoot)
{
// does the profile root directory actually exist
if(!vfs::OS::checkRealDirectory(profileRoot))
{
// OK, directory did not exist, probably a new profile
SGP_THROW_IFFALSE( vfs::OS::createRealDirectory(profileRoot),
_BS(L"Could not create directory : ") << profileRoot << _BS::wget );
}
// create and initialize a new Multiplayer profile
std::auto_ptr<vfs::CVirtualProfile> pProf( new vfs::CVirtualProfile("_MULTIPLAYER",profileRoot,true) );
if(!vfs_init::initWriteProfile(*pProf))
{
SGP_THROW(_BS(L"Could not initialize client profile") << profileRoot << _BS::wget);
}
vfs::CProfileStack *PS = getVFS()->getProfileStack();
// remove old Multiplayer profile (if it exists)
vfs::CVirtualProfile *pOldProf = PS->getProfile("_MULTIPLAYER");
if( pOldProf && (pOldProf == PS->topProfile()) )
{
SGP_THROW_IFFALSE(PS->popProfile(), L"Could not remove old \"_MULTIPLAYER\" profile");
}
// add new profile
PS->pushProfile(pProf.release());
}