Files
source/MPScoreScreen.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

664 lines
21 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Intro.h"
#else
#include "Types.h"
#include "MPScoreScreen.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"
#endif
#include "gameloop.h"
#include "Game Init.h"
#include "connect.h"
#include "network.h" // for client name
#include "saveloadscreen.h"
////////////////////////////////////////////
//
// Global Defines
//
///////////////////////////////////////////
#define MPS_TITLE_FONT FONT14ARIAL//FONT16ARIAL
#define MPS_TITLE_COLOR FONT_MCOLOR_WHITE
#define MPS_LABEL_TEXT_FONT FONT12ARIAL//FONT16ARIAL
#define MPS_LABEL_TEXT_COLOR FONT_MCOLOR_WHITE
//buttons
#define MPS_BTN_CONTINUE_X iScreenWidthOffset + 320 + 143
#define MPS_BTN_CONTINUE_Y iScreenHeightOffset + 435
//#define MPJ_BTN_HOST_X MPJ_BTN_JOIN_X-180
//#define MPJ_BTN_HOST_Y iScreenHeightOffset + 435
#define MPS_BTN_CANCEL_X iScreenWidthOffset + ((320 - 115) / 2)
#define MPS_BTN_CANCEL_Y MPS_BTN_CONTINUE_Y
//main title
#define MPS_MAIN_TITLE_X 0
#define MPS_MAIN_TITLE_Y iScreenHeightOffset + 10
#define MPS_MAIN_TITLE_WIDTH SCREEN_WIDTH
//labels
#define MPS_LABEL_PLAYER_X iScreenWidthOffset + 80
#define MPS_LABEL_PLAYER_Y iScreenHeightOffset + 80
#define MPS_LABEL_PLAYER_WIDTH 80
#define MPS_LABEL_KILLS_X MPS_LABEL_PLAYER_X + MPS_LABEL_PLAYER_WIDTH + 20
#define MPS_LABEL_KILLS_Y MPS_LABEL_PLAYER_Y
#define MPS_LABEL_KILLS_WIDTH 50
#define MPS_LABEL_DEATHS_X MPS_LABEL_KILLS_X + MPS_LABEL_KILLS_WIDTH + 20
#define MPS_LABEL_DEATHS_Y MPS_LABEL_PLAYER_Y
#define MPS_LABEL_DEATHS_WIDTH 50
#define MPS_LABEL_HITS_X MPS_LABEL_DEATHS_X + MPS_LABEL_DEATHS_WIDTH + 20
#define MPS_LABEL_HITS_Y MPS_LABEL_PLAYER_Y
#define MPS_LABEL_HITS_WIDTH 50
#define MPS_LABEL_MISSES_X MPS_LABEL_HITS_X + MPS_LABEL_HITS_WIDTH + 20
#define MPS_LABEL_MISSES_Y MPS_LABEL_PLAYER_Y
#define MPS_LABEL_MISSES_WIDTH 50
#define MPS_LABEL_ACCURACY_X MPS_LABEL_MISSES_X + MPS_LABEL_MISSES_WIDTH + 20
#define MPS_LABEL_ACCURACY_Y MPS_LABEL_PLAYER_Y
#define MPS_LABEL_ACCURACY_WIDTH 70
#define MPS_PLAYERLIST_Y MPS_LABEL_PLAYER_Y + 30
#define MPS_PLAYER_GAP 17
////////////////////////////////////////////
//
// Global Variables
//
///////////////////////////////////////////
BOOLEAN gfMPSScreenEntry = TRUE;
BOOLEAN gfMPSScreenExit = FALSE;
BOOLEAN gfReRenderMPSScreen=TRUE;
BOOLEAN gfMPSButtonsAllocated = FALSE;
BOOLEAN gfMPSScoreScreenCanContinue = FALSE;
//enum for different states of screen
enum
{
MPS_NOTHING,
MPS_CANCEL,
MPS_CONTINUE,
};
UINT8 gubMPSScreenHandler=MPS_NOTHING; // State changer for HandleMPJScreen()
UINT32 gubMPSExitScreen = MP_SCORE_SCREEN; // The screen that is in control next iteration of the game_loop
UINT32 guiMPSMainBackGroundImage;
////////////////////////////////////////////
//
// Screen Controls
//
///////////////////////////////////////////
// Cancel Button
void BtnMPSCancelCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiMPSCancelButton;
INT32 giMPSCancelBtnImage;
// Continue Button
void BtnMPSContinueCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiMPSContinueButton;
INT32 giMPSContinueBtnImage;
// Message Box handle
INT8 giMPSMessageBox = -1;
////////////////////////////////////////////
//
// Local Function Prototypes
//
///////////////////////////////////////////
extern void ClearMainMenu();
BOOLEAN EnterMPSScreen();
BOOLEAN ExitMPSScreen();
void HandleMPSScreen();
BOOLEAN RenderMPSScreen();
void GetMPSScreenUserInput();
void DoneFadeOutForExitMPSScreen( void );
void DoneFadeInForExitMPSScreen( void );
UINT32 MPScoreScreenInit( void )
{
return (1);
}
UINT32 MPScoreScreenHandle( void )
{
StartFrameBufferRender();
if( gfMPSScreenEntry )
{
// PauseGame();
EnterMPSScreen();
gfMPSScreenEntry = FALSE;
gfMPSScreenExit = FALSE;
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
GetMPSScreenUserInput();
HandleMPSScreen();
// render buttons marked dirty
MarkButtonsDirty( );
RenderButtons( );
// render text boxes
RenderAllTextFields(); // textbox system call
// render help
// RenderFastHelp( );
// RenderButtonsFastHelp( );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender();
// handle fades in and out
if ( HandleFadeOutCallback( ) )
{
ClearMainMenu();
return( gubMPSExitScreen );
}
if ( HandleBeginFadeOut( gubMPSExitScreen ) )
{
return( gubMPSExitScreen );
}
if ( HandleFadeInCallback( ) )
{
// Re-render the scene!
RenderMPSScreen();
}
if ( HandleBeginFadeIn( gubMPSExitScreen ) )
{
}
if( gfMPSScreenExit ) // we are exiting this screen
{
ExitMPSScreen(); // perform destruction
}
return( gubMPSExitScreen );
} // end MPScoreScreenHandle()
UINT32 MPScoreScreenShutdown( void )
{
return( 1 );
}
BOOLEAN EnterMPSScreen()
{
gfMPSScoreScreenCanContinue = FALSE;
VOBJECT_DESC VObjectDesc;
if( gfMPSButtonsAllocated )
return( TRUE );
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
// load the Main trade screen backgroiund image
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (iResolution >= _640x480 && iResolution < _800x600)
FilenameForBPP("INTERFACE\\OptionsScreenBackGround.sti", VObjectDesc.ImageFile);
else if (iResolution < _1024x768)
FilenameForBPP("INTERFACE\\OptionsScreenBackGround_800x600.sti", VObjectDesc.ImageFile);
else
FilenameForBPP("INTERFACE\\OptionsScreenBackGround_1024x768.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMPSMainBackGroundImage ));
//Cancel button
giMPSCancelBtnImage = LoadButtonImage("INTERFACE\\PreferencesButtons.sti", -1,0,-1,2,-1 );
guiMPSCancelButton = CreateIconAndTextButton( giMPSCancelBtnImage, gzMPSScreenText[MPS_CANCEL_TEXT], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
MPS_BTN_CANCEL_X, MPS_BTN_CANCEL_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnMPSCancelCallback);
SpecifyButtonSoundScheme( guiMPSCancelButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 );
SpecifyDisabledButtonStyle( guiMPSCancelButton, DISABLED_STYLE_NONE );
//Continue button
giMPSContinueBtnImage = UseLoadedButtonImage( giMPSCancelBtnImage, -1,1,-1,3,-1 );
guiMPSContinueButton = CreateIconAndTextButton( giMPSContinueBtnImage, gzMPSScreenText[MPS_CONTINUE_TEXT], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
MPS_BTN_CONTINUE_X, MPS_BTN_CONTINUE_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnMPSContinueCallback);
SpecifyButtonSoundScheme( guiMPSContinueButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 );
SpecifyDisabledButtonStyle( guiMPSContinueButton, DISABLED_STYLE_NONE );
//Reset the exit screen - screen the main game loop will call next iteration
gubMPSExitScreen = MP_SCORE_SCREEN;
//REnder the screen once so we can blt ot to ths save buffer
RenderMPSScreen();
BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
gfMPSButtonsAllocated = TRUE;
return( TRUE );
} // End of EnterMPSScreen()
BOOLEAN ExitMPSScreen()
{
if( !gfMPSButtonsAllocated )
return( TRUE );
//Delete the main options screen background
DeleteVideoObjectFromIndex( guiMPSMainBackGroundImage );
RemoveButton( guiMPSContinueButton );
RemoveButton( guiMPSCancelButton );
UnloadButtonImage( giMPSCancelBtnImage );
UnloadButtonImage( giMPSContinueBtnImage );
// exit text input mode in this screen and clean up text boxes
//KillAllTextInputModes();
SetTextInputCursor( CURSOR_IBEAM );
gfMPSButtonsAllocated = FALSE;
//If we are starting the game stop playing the music
if( gubMPSScreenHandler == MPS_CONTINUE )
SetMusicMode( MUSIC_NONE );
gfMPSScreenExit = FALSE;
gfMPSScreenEntry = TRUE;
return( TRUE );
} // End of ExitMPJScreen()
void HandleMPSScreen()
{
if( gubMPSScreenHandler != MPS_NOTHING )
{
switch( gubMPSScreenHandler )
{
case MPS_CANCEL:
if (is_server)
server_disconnect();
if (is_client)
client_disconnect();
gubMPSExitScreen = MAINMENU_SCREEN;
gfMPSScreenExit = TRUE;
break;
/*case MPJ_HOST:
gubMPJExitScreen = MP_HOST_SCREEN;
gfMPJScreenExit = TRUE;
break;*/
case MPS_CONTINUE:
{
//if we are already fading out, get out of here
if( gFadeOutDoneCallback != DoneFadeOutForExitMPSScreen )
{
//Disable the ok button
DisableButton( guiMPSCancelButton );
DisableButton( guiMPSContinueButton );
gFadeOutDoneCallback = DoneFadeOutForExitMPSScreen;
FadeOutNextFrame( );
}
break;
}
}
gubMPSScreenHandler = MPS_NOTHING;
}
// disable the continue button
if (!is_server)
{
if (gfMPSScoreScreenCanContinue)
ShowButton( guiMPSContinueButton );
else
HideButton( guiMPSContinueButton );
}
if( gfReRenderMPSScreen )
{
RenderMPSScreen();
gfReRenderMPSScreen = FALSE;
}
// <TODO> add restore backgrounds in...
//RestoreGIOButtonBackGrounds();
} // end of HandleMPJScreen
BOOLEAN RenderMPSScreen()
{
HVOBJECT hPixHandle;
UINT16 usPosY;
//Get the main background screen graphic and blt it
GetVideoObject(&hPixHandle, guiMPSMainBackGroundImage );
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 );
//Display the title
DrawTextToScreen( gzMPSScreenText[ MPS_TITLE_TEXT ], MPS_MAIN_TITLE_X, MPS_MAIN_TITLE_Y, MPS_MAIN_TITLE_WIDTH, MPS_TITLE_FONT, MPS_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
// Player Column
DisplayWrappedString( MPS_LABEL_PLAYER_X, MPS_LABEL_PLAYER_Y, MPS_LABEL_PLAYER_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_PLAYER_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Kills Column
DisplayWrappedString( MPS_LABEL_KILLS_X, MPS_LABEL_KILLS_Y, MPS_LABEL_KILLS_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_KILLS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Deaths Column
DisplayWrappedString( MPS_LABEL_DEATHS_X, MPS_LABEL_DEATHS_Y, MPS_LABEL_DEATHS_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_DEATHS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Hits Column
DisplayWrappedString( MPS_LABEL_HITS_X, MPS_LABEL_HITS_Y, MPS_LABEL_HITS_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_HITS_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Misses Column
DisplayWrappedString( MPS_LABEL_MISSES_X, MPS_LABEL_MISSES_Y, MPS_LABEL_MISSES_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_MISSES_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Accuracy Column
DisplayWrappedString( MPS_LABEL_ACCURACY_X, MPS_LABEL_ACCURACY_Y, MPS_LABEL_ACCURACY_WIDTH, 2, MPS_TITLE_FONT, MPS_TITLE_COLOR, gzMPSScreenText[ MPS_ACCURACY_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw players
wchar_t szPlayerName[30];
wchar_t szPlayerKills[4];
wchar_t szPlayerDeaths[4];
wchar_t szPlayerHits[4];
wchar_t szPlayerMisses[4];
wchar_t szPlayerAccuracy[8];
float flAccuracy = 0;
for(int i=0; i < 4; i++)
{
if (client_names[i] != NULL)
{
if (strcmp(client_names[i],"")!=0)
{
// valid player
usPosY = MPS_PLAYERLIST_Y + (i * MPS_PLAYER_GAP);
// Draw Player Name Column
memset(szPlayerName,0,30*sizeof(wchar_t));
mbstowcs( szPlayerName,client_names[i],30);
DisplayWrappedString( MPS_LABEL_PLAYER_X, usPosY, MPS_LABEL_PLAYER_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerName, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Kills Column
memset(szPlayerKills,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[i].kills,szPlayerKills,10);
DisplayWrappedString( MPS_LABEL_KILLS_X, usPosY, MPS_LABEL_KILLS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerKills, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Deaths Column
memset(szPlayerDeaths,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[i].deaths,szPlayerDeaths,10);
DisplayWrappedString( MPS_LABEL_DEATHS_X, usPosY, MPS_LABEL_DEATHS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerDeaths, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Hits Column
memset(szPlayerHits,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[i].hits,szPlayerHits,10);
DisplayWrappedString( MPS_LABEL_HITS_X, usPosY, MPS_LABEL_HITS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerHits, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Misses Column
memset(szPlayerMisses,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[i].misses,szPlayerMisses,10);
DisplayWrappedString( MPS_LABEL_MISSES_X, usPosY, MPS_LABEL_MISSES_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerMisses, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Accuracy Column
if ( gMPPlayerStats[i].misses + gMPPlayerStats[i].hits > 0 )
flAccuracy = ((float)gMPPlayerStats[i].hits / (float)(gMPPlayerStats[i].misses + gMPPlayerStats[i].hits)) * 100.0f;
else
flAccuracy = 0;
memset(szPlayerAccuracy,0,8*sizeof(wchar_t));
swprintf(szPlayerAccuracy,L"%i%%%%%%%%",(int)flAccuracy); // this thing goes through like three printfs before being rendered....
DisplayWrappedString( MPS_LABEL_ACCURACY_X, usPosY, MPS_LABEL_ACCURACY_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerAccuracy, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
}
}
if (cGameType==MP_TYPE_COOP)
{
// CO-OP Mode, show stats for queens army
usPosY = MPS_PLAYERLIST_Y + (5 * MPS_PLAYER_GAP); // leave a space between players and AI
// Draw AI Team Name
DisplayWrappedString( MPS_LABEL_PLAYER_X, usPosY, MPS_LABEL_PLAYER_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, gzMPSScreenText[MPS_AITEAM_TEXT], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Kills Column
memset(szPlayerKills,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[4].kills,szPlayerKills,10);
DisplayWrappedString( MPS_LABEL_KILLS_X, usPosY, MPS_LABEL_KILLS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerKills, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Deaths Column
memset(szPlayerDeaths,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[4].deaths,szPlayerDeaths,10);
DisplayWrappedString( MPS_LABEL_DEATHS_X, usPosY, MPS_LABEL_DEATHS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerDeaths, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Hits Column
memset(szPlayerHits,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[4].hits,szPlayerHits,10);
DisplayWrappedString( MPS_LABEL_HITS_X, usPosY, MPS_LABEL_HITS_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerHits, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Misses Column
memset(szPlayerMisses,0,4*sizeof(wchar_t));
_itow(gMPPlayerStats[4].misses,szPlayerMisses,10);
DisplayWrappedString( MPS_LABEL_MISSES_X, usPosY, MPS_LABEL_MISSES_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerMisses, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Draw Accuracy Column
if ( gMPPlayerStats[4].misses + gMPPlayerStats[4].hits > 0 )
flAccuracy = ((float)gMPPlayerStats[4].hits / (float)(gMPPlayerStats[4].misses + gMPPlayerStats[4].hits)) * 100.0f;
else
flAccuracy = 0;
memset(szPlayerAccuracy,0,8*sizeof(wchar_t));
swprintf(szPlayerAccuracy,L"%i%%%%%%%%",(int)flAccuracy);
DisplayWrappedString( MPS_LABEL_ACCURACY_X, usPosY, MPS_LABEL_ACCURACY_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerAccuracy, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
// OJW - 20090403
// Draw Please wait for server message
if (!is_server)
{
if (!gfMPSScoreScreenCanContinue)
DisplayWrappedString( MPS_BTN_CONTINUE_X, MPS_BTN_CONTINUE_Y, 100, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, gzMPSScreenText[MPS_WAITSERVER_TEXT], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
/*
// Player name text label
DisplayWrappedString( MPJ_LABEL_HANDLE_X, MPJ_LABEL_HANDLE_Y, MPJ_LABEL_HANDLE_WIDTH, 2, MPJ_LABEL_TEXT_FONT, MPJ_LABEL_TEXT_COLOR, gzMPJScreenText[ MPJ_HANDLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Server IP text label
DisplayWrappedString( MPJ_LABEL_IP_X, MPJ_LABEL_IP_Y, MPJ_LABEL_IP_WIDTH, 2, MPJ_LABEL_TEXT_FONT, MPJ_LABEL_TEXT_COLOR, gzMPJScreenText[ MPJ_SERVERIP_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
// Server Port text label
DisplayWrappedString( MPJ_LABEL_PORT_X, MPJ_LABEL_PORT_Y, MPJ_LABEL_PORT_WIDTH, 2, MPJ_LABEL_TEXT_FONT, MPJ_LABEL_TEXT_COLOR, gzMPJScreenText[ MPJ_SERVERPORT_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
*/
return( TRUE );
} // end of RenderMPSScreen()
void GetMPSScreenUserInput()
{
InputAtom Event;
#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( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
{
switch( Event.usParam )
{
case ESC:
//Exit out of the screen
gubMPSScreenHandler = MPS_CANCEL;
break;
case ENTER:
gubMPSScreenHandler = MPS_CONTINUE;
break;
}
}
}
} // end of GetMPSScreenUserInput()
void DoneFadeOutForExitMPSScreen( void )
{
// As we bypassed the GIO screen, set up some game options for multiplayer here
// <TODO> most things i have left as thier defaults here for testing.
is_networked = true;
ReStartingGame();
if (is_client)
{
client_disconnect();
}
if(is_server)
{
server_disconnect();
}
//NetworkAutoStart will handle reconnection in Map Screen
// reset client auto_retry for NetworkAutoStart called in MapScreenHandle
auto_retry = true;
giNumTries = 5;
if (is_networked)
gGameOptions.fTurnTimeLimit = TRUE;
else
gGameOptions.fTurnTimeLimit = FALSE;
// Bobby Rays - why would we want anything less than the best
gGameOptions.ubBobbyRayQuality = BR_AWESOME;
gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
gubMPSExitScreen = INTRO_SCREEN;
//set the fact that we should do the intro videos
// gbIntroScreenMode = INTRO_BEGINING;
#ifdef JA2TESTVERSION
if( gfKeyState[ ALT ] )
{
if( gfKeyState[ CTRL ] )
{
gMercProfiles[ MIGUEL ].bMercStatus = MERC_IS_DEAD;
gMercProfiles[ SKYRIDER ].bMercStatus = MERC_IS_DEAD;
}
SetIntroType( INTRO_ENDING );
}
else
#endif
#ifdef JA2UB
//SetIntroType( INTRO_BEGINNING );
#else
SetIntroType( INTRO_BEGINNING );
#endif
ExitMPSScreen(); // cleanup please, if we called a fadeout then we didnt do it above
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
}
void DoneFadeInForExitMPSScreen( void )
{
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
}
void BtnMPSCancelCallback(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 );
gubMPSScreenHandler = MPS_CANCEL;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void BtnMPSContinueCallback(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 );
gubMPSScreenHandler = MPS_CONTINUE;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}