Beispiel #1
0
static GAMECODE renderLoop()
{
	if (bMultiPlayer && !NetPlay.isHostAlive && NetPlay.bComms && !NetPlay.isHost)
	{
		intAddInGamePopup();
	}

	int clearMode = 0;
	if(getDrawShadows())
	{
		clearMode |= CLEAR_SHADOW;
	}
	if (loopMissionState == LMS_SAVECONTINUE)
	{
		pie_SetFogStatus(false);
		clearMode = CLEAR_BLACK;
	}
	pie_ScreenFlip(clearMode);//gameloopflip

	HandleClosingWindows();	// Needs to be done outside the pause case.

	audio_Update();

	wzShowMouse(true);

	INT_RETVAL intRetVal = INT_NONE;
	if (!paused)
	{
		/* Run the in game interface and see if it grabbed any mouse clicks */
		if (!rotActive && getWidgetsStatus() && dragBox3D.status != DRAG_DRAGGING && wallDrag.status != DRAG_DRAGGING)
		{
			intRetVal = intRunWidgets();
		}

		//don't process the object lists if paused or about to quit to the front end
		if (!gameUpdatePaused() && intRetVal != INT_QUIT)
		{
			if( dragBox3D.status != DRAG_DRAGGING
				&& wallDrag.status != DRAG_DRAGGING
				&& ( intRetVal == INT_INTERCEPT
					|| ( radarOnScreen
						 && CoordInRadar(mouseX(), mouseY())
						 && getHQExists(selectedPlayer) ) ) )
			{
				// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
				wzSetCursor(CURSOR_DEFAULT);

				intRetVal = INT_INTERCEPT;
			}

#ifdef DEBUG
			// check all flag positions for duplicate delivery points
			checkFactoryFlags();
#endif

			//handles callbacks for positioning of DP's
			process3DBuilding();

			//ajl. get the incoming netgame messages and process them.
			// FIXME Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore.
			if (bMultiPlayer)
			{
				multiPlayerLoop();
			}

			for (unsigned i = 0; i < MAX_PLAYERS; i++)
			{
				for (DROID *psCurr = apsDroidLists[i]; psCurr; psCurr = psCurr->psNext)
				{
					// Don't copy the next pointer - if droids somehow get destroyed in the graphics rendering loop, who cares if we crash.
					calcDroidIllumination(psCurr);
				}
			}

			/* update animations */
			animObj_Update();
		}

		if (!consolePaused())
		{
			/* Process all the console messages */
			updateConsoleMessages();
		}
		if (!scrollPaused() && !getWarCamStatus() && dragBox3D.status != DRAG_DRAGGING && intMode != INT_INGAMEOP )
		{
			scroll();
		}
	}
	else  // paused
	{
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);

		if(dragBox3D.status != DRAG_DRAGGING)
		{
			scroll();
		}

		if(InGameOpUp || isInGamePopupUp)		// ingame options menu up, run it!
		{
			unsigned widgval = widgRunScreen(psWScreen);
			intProcessInGameOptions(widgval);
			if(widgval == INTINGAMEOP_QUIT_CONFIRM || widgval == INTINGAMEOP_POPUP_QUIT)
			{
				if(gamePaused())
				{
					kf_TogglePauseMode();
				}
				intRetVal = INT_QUIT;
			}
		}

		if(bLoadSaveUp && runLoadSave(true) && strlen(sRequestResult))
		{
			debug( LOG_NEVER, "Returned %s", sRequestResult );
			if(bRequestLoad)
			{
				loopMissionState = LMS_LOADGAME;
				NET_InitPlayers();			// otherwise alliances were not cleared
				sstrcpy(saveGameName, sRequestResult);
			}
			else
			{
				char msgbuffer[256]= {'\0'};

				if (saveInMissionRes())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_START))
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT( false,"Mission Results: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else if (bMultiPlayer || saveMidMission())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION))//mid mission from [esc] menu
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT(!"saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION) failed", "Mid Mission: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else
				{
					ASSERT( false, "Attempt to save game with incorrect load/save mode" );
				}
			}
		}
	}

	/* Check for quit */
	bool quitting = false;
	if (intRetVal == INT_QUIT)
	{
		if (!loop_GetVideoStatus())
		{
			//quitting from the game to the front end
			//so get a new backdrop
			quitting = true;

			pie_LoadBackDrop(SCREEN_RANDOMBDROP);
		}
	}
	if (!loop_GetVideoStatus() && !quitting)
	{
		if (!gameUpdatePaused())
		{
			if (dragBox3D.status != DRAG_DRAGGING
			 && wallDrag.status != DRAG_DRAGGING)
			{
				ProcessRadarInput();
			}
			processInput();

			//no key clicks or in Intelligence Screen
			if (intRetVal == INT_NONE && !InGameOpUp && !isInGamePopupUp)
			{
				processMouseClickInput();
			}
			displayWorld();
		}
		/* Display the in game interface */
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
		pie_SetFogStatus(false);

		if(bMultiPlayer && bDisplayMultiJoiningStatus)
		{
			intDisplayMultiJoiningStatus(bDisplayMultiJoiningStatus);
			setWidgetsStatus(false);
		}

		if(getWidgetsStatus())
		{
			intDisplayWidgets();
		}
		pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
		pie_SetFogStatus(true);
	}

	pie_GetResetCounts(&loopPieCount, &loopPolyCount, &loopStateChanges);

	if ((fogStatus & FOG_BACKGROUND) && (loopMissionState == LMS_SAVECONTINUE))
	{
		pie_SetFogStatus(false);
	}

	if (!quitting)
	{
			/* Check for toggling display mode */
			if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
			{
				screenToggleMode();
			}
	}

	// deal with the mission state
	switch (loopMissionState)
	{
		case LMS_CLEAROBJECTS:
			missionDestroyObjects();
			setScriptPause(true);
			loopMissionState = LMS_SETUPMISSION;
			break;

		case LMS_NORMAL:
			// default
			break;
		case LMS_SETUPMISSION:
			setScriptPause(false);
			if (!setUpMission(nextMissionType))
			{
				return GAMECODE_QUITGAME;
			}
			break;
		case LMS_SAVECONTINUE:
			// just wait for this to be changed when the new mission starts
			break;
		case LMS_NEWLEVEL:
			//nextMissionType = MISSION_NONE;
			nextMissionType = LDS_NONE;
			return GAMECODE_NEWLEVEL;
			break;
		case LMS_LOADGAME:
			return GAMECODE_LOADGAME;
			break;
		default:
			ASSERT( false, "unknown loopMissionState" );
			break;
	}

	if (quitting)
	{
		pie_SetFogStatus(false);
		pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
		/* Check for toggling display mode */
		if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
		{
			screenToggleMode();
		}
		return GAMECODE_QUITGAME;
	}
	else if (loop_GetVideoStatus())
	{
		audio_StopAll();
		return GAMECODE_PLAYVIDEO;
	}

	return GAMECODE_CONTINUE;
}
Beispiel #2
0
// Add the droid order screen.
// Returns true if the form was displayed ok.
//
//changed to a BASE_OBJECT to accomodate the factories - AB 21/04/99
bool intAddOrder(BASE_OBJECT *psObj)
{
	bool Animate = true;
	SECONDARY_STATE State;
	UWORD OrdIndex;
	UWORD Height, NumDisplayedOrders;
	UWORD NumButs;
	UWORD NumJustifyButs, NumCombineButs, NumCombineBefore;
	bool  bLastCombine, bHidden;
	DROID *Droid;
	STRUCTURE *psStructure;

	if (bInTutorial)
	{
		// No RMB orders in tutorial!!
		return (false);
	}

	// Is the form already up?
	if (widgGetFromID(psWScreen, IDORDER_FORM) != NULL)
	{
		intRemoveOrderNoAnim();
		Animate = false;
	}
	// Is the stats window up?
	if (widgGetFromID(psWScreen, IDSTAT_FORM) != NULL)
	{
		intRemoveStatsNoAnim();
		Animate = false;
	}

	if (psObj)
	{
		if (psObj->type == OBJ_DROID)
		{
			Droid = (DROID *)psObj;
			psStructure =  NULL;
		}
		else if (psObj->type == OBJ_STRUCTURE)
		{
			Droid = NULL;
			psStructure = (STRUCTURE *)psObj;
			psSelectedFactory = psStructure;
			ASSERT_OR_RETURN(false, StructIsFactory(psSelectedFactory), "Trying to select a %s as a factory!",
			                 objInfo((BASE_OBJECT *)psSelectedFactory));
		}
		else
		{
			ASSERT(false, "Invalid object type");
			Droid = NULL;
			psStructure =  NULL;
		}
	}
	else
	{
		Droid = NULL;
		psStructure =  NULL;
	}

	setWidgetsStatus(true);

	AvailableOrders.clear();
	SelectedDroids.clear();

	// Selected droid is a command droid?
	if ((Droid != NULL) && (Droid->droidType == DROID_COMMAND))
	{
		// displaying for a command droid - ignore any other droids
		SelectedDroids.push_back(Droid);
	}
	else if (psStructure != NULL)
	{
		AvailableOrders = buildStructureOrderList(psStructure);
		if (AvailableOrders.empty())
		{
			return false;
		}
	}
	// Otherwise build a list of selected droids.
	else if (!BuildSelectedDroidList())
	{
		// If no droids selected then see if we were given a specific droid.
		if (Droid != NULL)
		{
			// and put it in the list.
			SelectedDroids.push_back(Droid);
		}
	}

	// Build a list of orders available for the list of selected droids. - if a factory has not been selected
	if (psStructure == NULL)
	{
		AvailableOrders = buildDroidOrderList();
		if (AvailableOrders.empty())
		{
			// If no orders then return;
			return false;
		}
	}

	WIDGET *parent = psWScreen->psForm;

	/* Create the basic form */
	IntFormAnimated *orderForm = new IntFormAnimated(parent, Animate);  // Do not animate the opening, if the window was already open.
	orderForm->id = IDORDER_FORM;
	orderForm->setGeometry(ORDER_X, ORDER_Y, ORDER_WIDTH, ORDER_HEIGHT);

	// Add the close button.
	W_BUTINIT sButInit;
	sButInit.formID = IDORDER_FORM;
	sButInit.id = IDORDER_CLOSE;
	sButInit.x = ORDER_WIDTH - CLOSE_WIDTH;
	sButInit.y = 0;
	sButInit.width = CLOSE_WIDTH;
	sButInit.height = CLOSE_HEIGHT;
	sButInit.pTip = _("Close");
	sButInit.pDisplay = intDisplayImageHilight;
	sButInit.UserData = PACKDWORD_TRI(0, IMAGE_CLOSEHILIGHT , IMAGE_CLOSE);
	if (!widgAddButton(psWScreen, &sButInit))
	{
		return false;
	}

	sButInit = W_BUTINIT();
	sButInit.formID = IDORDER_FORM;
	sButInit.id = IDORDER_CLOSE + 1;
	sButInit.pDisplay = intDisplayButtonHilight;
	sButInit.y = ORDER_BUTY;

	Height = 0;
	NumDisplayedOrders = 0;

	for (unsigned j = 0; j < AvailableOrders.size() && NumDisplayedOrders < MAX_DISPLAYABLE_ORDERS; ++j)
	{
		OrdIndex = AvailableOrders[j].OrderIndex;

		// Get current order state.
		State = GetSecondaryStates(OrderButtons[OrdIndex].Order);

		// Get number of buttons.
		NumButs = OrderButtons[OrdIndex].NumButs;
		// Set actual number of buttons.
		OrderButtons[OrdIndex].AcNumButs = NumButs;

		// Handle special case for factory -> command droid assignment buttons.
		switch (OrderButtons[OrdIndex].Class)
		{
		case ORDBUTCLASS_FACTORY:
			NumButs = countAssignableFactories((UBYTE)selectedPlayer, FACTORY_FLAG);
			break;
		case ORDBUTCLASS_CYBORGFACTORY:
			NumButs = countAssignableFactories((UBYTE)selectedPlayer, CYBORG_FLAG);
			break;
		case ORDBUTCLASS_VTOLFACTORY:
			NumButs = countAssignableFactories((UBYTE)selectedPlayer, VTOL_FLAG);
			break;
		default:
			break;
		}

		sButInit.id = OrderButtons[OrdIndex].ButBaseID;

		NumJustifyButs = NumButs;
		bLastCombine = false;

		switch (OrderButtons[OrdIndex].ButJustify & ORD_JUSTIFY_MASK)
		{
		case ORD_JUSTIFY_LEFT:
			sButInit.x = ORDER_BUTX;
			break;

		case ORD_JUSTIFY_RIGHT:
			sButInit.x = orderForm->width() - ORDER_BUTX -
			             (NumJustifyButs * GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[0]) +
			              (NumJustifyButs - 1) * ORDER_BUTGAP);
			break;

		case ORD_JUSTIFY_CENTER:
			sButInit.x = (orderForm->width() -
			              (NumJustifyButs * GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[0]) +
			               (NumJustifyButs - 1) * ORDER_BUTGAP)) / 2;
			break;

		case ORD_JUSTIFY_COMBINE:
			// see how many are on this line before the button
			NumCombineBefore = 0;
			for (unsigned i = 0; i < j; ++i)
			{
				if ((OrderButtons[AvailableOrders[i].OrderIndex].ButJustify & ORD_JUSTIFY_MASK)
				    == ORD_JUSTIFY_COMBINE)
				{
					NumCombineBefore += 1;
				}
			}
			NumCombineButs = (UWORD)(NumCombineBefore + 1);

			// now see how many in total
			for (unsigned i = j + 1; i < AvailableOrders.size(); ++i)
			{
				if ((OrderButtons[AvailableOrders[i].OrderIndex].ButJustify & ORD_JUSTIFY_MASK)
				    == ORD_JUSTIFY_COMBINE)
				{
					NumCombineButs += 1;
				}
			}

			// get position on line
			NumCombineButs = (UWORD)(NumCombineButs - (NumCombineBefore - (NumCombineBefore % ORD_MAX_COMBINE_BUTS)));

			if (NumCombineButs >= ORD_MAX_COMBINE_BUTS)
			{
				// the buttons will fill the line
				sButInit.x = (SWORD)(ORDER_BUTX +
				                     (GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[0]) + ORDER_BUTGAP) * NumCombineBefore);
			}
			else
			{
				// center the buttons
				sButInit.x = orderForm->width() / 2 -
				             (NumCombineButs * GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[0]) +
				              (NumCombineButs - 1) * ORDER_BUTGAP) / 2;
				sButInit.x = (SWORD)(sButInit.x +
				                     (GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[0]) + ORDER_BUTGAP) * NumCombineBefore);
			}

			// see if need to start a new line of buttons
			if ((NumCombineBefore + 1) == (NumCombineButs % ORD_MAX_COMBINE_BUTS))
			{
				bLastCombine = true;
			}

			break;
		}

		for (unsigned i = 0; i < OrderButtons[OrdIndex].AcNumButs; ++i)
		{
			sButInit.pTip = getDORDDescription(OrderButtons[OrdIndex].ButTips[i]);
			sButInit.width = (UWORD)GetImageWidth(IntImages, OrderButtons[OrdIndex].ButImageID[i]);
			sButInit.height = (UWORD)GetImageHeight(IntImages, OrderButtons[OrdIndex].ButImageID[i]);
			sButInit.UserData = PACKDWORD_TRI(OrderButtons[OrdIndex].ButGreyID[i],
			                                  OrderButtons[OrdIndex].ButHilightID[i],
			                                  OrderButtons[OrdIndex].ButImageID[i]);
			if (!widgAddButton(psWScreen, &sButInit))
			{
				return false;
			}

			// Set the default state for the button.
			switch (OrderButtons[OrdIndex].ButType)
			{
			case ORD_BTYPE_RADIO:
			case ORD_BTYPE_BOOLEAN:
				if ((State & OrderButtons[OrdIndex].StateMask) == (UDWORD)OrderButtons[OrdIndex].States[i])
				{
					widgSetButtonState(psWScreen, sButInit.id, WBUT_CLICKLOCK);
				}
				else
				{
					widgSetButtonState(psWScreen, sButInit.id, 0);
				}
				break;

			case ORD_BTYPE_BOOLEAN_DEPEND:
				if ((State & OrderButtons[OrdIndex].StateMask) == (UDWORD)OrderButtons[OrdIndex].States[i])
				{
					widgSetButtonState(psWScreen, sButInit.id, WBUT_CLICKLOCK);
				}
				else
				{
					if (i == 0)
					{
						widgSetButtonState(psWScreen, sButInit.id, 0);
					}
					else
					{
						widgSetButtonState(psWScreen, sButInit.id, WBUT_DISABLE);
					}
				}
				break;
			case ORD_BTYPE_BOOLEAN_COMBINE:
				if (State & (UDWORD)OrderButtons[OrdIndex].States[i])
				{
					widgSetButtonState(psWScreen, sButInit.id, WBUT_CLICKLOCK);
				}
				break;
			}

			// may not add a button if the factory doesn't exist
			bHidden = false;
			switch (OrderButtons[OrdIndex].Class)
			{
			case ORDBUTCLASS_FACTORY:
				if (!checkFactoryExists(selectedPlayer, FACTORY_FLAG, i))
				{
					widgHide(psWScreen, sButInit.id);
					bHidden = true;
				}
				break;
			case ORDBUTCLASS_CYBORGFACTORY:
				if (!checkFactoryExists(selectedPlayer, CYBORG_FLAG, i))
				{
					widgHide(psWScreen, sButInit.id);
					bHidden = true;
				}
				break;
			case ORDBUTCLASS_VTOLFACTORY:
				if (!checkFactoryExists(selectedPlayer, VTOL_FLAG, i))
				{
					widgHide(psWScreen, sButInit.id);
					bHidden = true;
				}
				break;
			default:
				break;
			}

			if (!bHidden)
			{

				sButInit.x = (SWORD)(sButInit.x + sButInit.width + ORDER_BUTGAP);
			}
			sButInit.id++;
		}

		if (((OrderButtons[OrdIndex].ButJustify & ORD_JUSTIFY_MASK) != ORD_JUSTIFY_COMBINE) ||
		    bLastCombine)
		{
			sButInit.y = (SWORD)(sButInit.y + sButInit.height + ORDER_BUTGAP);
			Height = (UWORD)(Height + sButInit.height + ORDER_BUTGAP);
		}
		NumDisplayedOrders ++;
	}

	// Now we know how many orders there are we can resize the form accordingly.
	int newHeight = Height + CLOSE_HEIGHT + ORDER_BUTGAP;
	orderForm->setGeometry(orderForm->x(), ORDER_BOTTOMY - newHeight, orderForm->width(), newHeight);

	OrderUp = true;

	return true;
}
Beispiel #3
0
static bool _intAddInGameOptions(void)
{
    audio_StopAll();

    //clear out any mission widgets - timers etc that may be on the screen
    clearMissionWidgets();


    setWidgetsStatus(true);

    //if already open, then close!
    if (widgGetFromID(psWScreen,INTINGAMEOP))
    {
        intCloseInGameOptions(false, true);
        return true;
    }

    intResetScreen(false);


    // Pause the game.
    if(!gamePaused())
    {
        kf_TogglePauseMode();
    }

    W_FORMINIT sFormInit;
    sFormInit.width		= INTINGAMEOP_W;

    // add form
    sFormInit.formID	= 0;
    sFormInit.id		= INTINGAMEOP;
    sFormInit.style		= WFORM_PLAIN;
    sFormInit.x			= (SWORD)INTINGAMEOP_X;
    sFormInit.y			= (SWORD)INTINGAMEOP_Y;
    sFormInit.height	= INTINGAMEOP_H;

    if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial)
    {
    }
    else
    {
        sFormInit.height	= INTINGAMEOP_HS;
    }

    sFormInit.pDisplay	= intOpenPlainForm;
    sFormInit.disableChildren= true;

    widgAddForm(psWScreen, &sFormInit);

    // add 'quit' text
    if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial)
    {
        addIGTextButton(INTINGAMEOP_QUIT, INTINGAMEOP_5_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN);
    }
    else
    {
        addIGTextButton(INTINGAMEOP_QUIT, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN);
    }

    // add 'resume'
    addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Resume Game"), OPALIGN);

    // add 'options'
    addIGTextButton(INTINGAMEOP_OPTIONS, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("Audio Options"), OPALIGN);

    if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial)
    {
        // add 'load'
        addIGTextButton(INTINGAMEOP_LOAD, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Load Game"), OPALIGN);
        // add 'save'
        addIGTextButton(INTINGAMEOP_SAVE, INTINGAMEOP_4_Y, INTINGAMEOP_OP_W, _("Save Game"), OPALIGN);
    }

    intMode		= INT_INGAMEOP;			// change interface mode.
    InGameOpUp	= true;					// inform interface.

    wzSetCursor(CURSOR_DEFAULT);

    return true;
}
Beispiel #4
0
//
// Quick hack to throw up a ingame 'popup' for when the host drops connection.
//
void intAddInGamePopup(void)
{
    //clear out any mission widgets - timers etc that may be on the screen
    clearMissionWidgets();
    setWidgetsStatus(true);
    intResetScreen(false);

    if (isInGamePopupUp) return;

    audio_StopAll();

    if(!gamePaused())
    {
        kf_TogglePauseMode();	// Pause the game.
    }

    W_FORMINIT sFormInit;

    sFormInit.formID	= 0;
    sFormInit.id		= INTINGAMEPOPUP;
    sFormInit.style		= WFORM_PLAIN;
    sFormInit.width		= 600;
    sFormInit.height	= 160;
    sFormInit.x			= (SWORD)(20+D_W);
    sFormInit.y			= (SWORD)((240-(160/2))+D_H);
    sFormInit.pDisplay	= intOpenPlainForm;
    sFormInit.disableChildren= true;

    widgAddForm(psWScreen, &sFormInit);

    // add the text "buttons" now
    W_BUTINIT sButInit;

    sButInit.formID		= INTINGAMEPOPUP;
    sButInit.style		= OPALIGN;
    sButInit.width		= 600;
    sButInit.FontID		= font_large;
    sButInit.x			= 0;
    sButInit.height		= 10;
    sButInit.pDisplay	= displayTextOption;

    sButInit.id			= INTINGAMEOP_POPUP_MSG2;
    sButInit.y			= 20;
    sButInit.pText		= _("Host has quit the game!");

    widgAddButton(psWScreen, &sButInit);

    sButInit.id			= INTINGAMEOP_POPUP_MSG1;
    sButInit.y			= 60;
    sButInit.pText		= _("The game can't continue without the host.");

    widgAddButton(psWScreen, &sButInit);

    sButInit.id			= INTINGAMEOP_POPUP_QUIT;
    sButInit.y			= 124;
    sButInit.pText		= _("-->  QUIT  <--");

    widgAddButton(psWScreen, &sButInit);

    intMode		= INT_POPUPMSG;			// change interface mode.
    isInGamePopupUp = true;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// MultiPlayer main game loop code.
bool multiPlayerLoop(void)
{
	UDWORD		i;
	UBYTE		joinCount;

		joinCount =0;
		for(i=0;i<MAX_PLAYERS;i++)
		{
			if(isHumanPlayer(i) && ingame.JoiningInProgress[i] )
			{
				joinCount++;
			}
		}
		if(joinCount)
		{
			setWidgetsStatus(false);
			bDisplayMultiJoiningStatus = joinCount;	// someone is still joining! say So

			// deselect anything selected.
			selDroidDeselect(selectedPlayer);

			if(keyPressed(KEY_ESC) )// check for cancel
			{
				bDisplayMultiJoiningStatus = 0;
				setWidgetsStatus(true);
				setPlayerHasLost(true);
			}
		}
		else		//everyone is in the game now!
		{
			if(bDisplayMultiJoiningStatus)
			{
				bDisplayMultiJoiningStatus = 0;
				setWidgetsStatus(true);
			}
			if (!ingame.TimeEveryoneIsInGame)
			{
				ingame.TimeEveryoneIsInGame = gameTime;
				debug(LOG_NET, "I have entered the game @ %d", ingame.TimeEveryoneIsInGame );
				if (!NetPlay.isHost)
				{
					debug(LOG_NET, "=== Sending hash to host ===");
					sendDataCheck();
				}
			}
			if (NetPlay.bComms)
			{
				sendPing();
			}
			// Only have to do this on a true MP game
			if (NetPlay.isHost && !ingame.isAllPlayersDataOK && NetPlay.bComms)
			{
				if (gameTime - ingame.TimeEveryoneIsInGame > GAME_TICKS_PER_SEC * 60)
				{
					// we waited 60 secs to make sure people didn't bypass the data integrity checks
					int index;
					for (index=0; index < MAX_PLAYERS; index++)
					{
						if (ingame.DataIntegrity[index] == false && isHumanPlayer(index) && index != NET_HOST_ONLY)
						{
							char msg[256] = {'\0'};

							sprintf(msg, _("Kicking player %s, because they tried to bypass data integrity check!"), getPlayerName(index));
							sendTextMessage(msg, true);
							addConsoleMessage(msg, LEFT_JUSTIFY, NOTIFY_MESSAGE);
							NETlogEntry(msg, SYNC_FLAG, index);

#ifndef DEBUG
							kickPlayer(index, "invalid data!", ERROR_INVALID);
#endif
							debug(LOG_WARNING, "Kicking Player %s (%u), they tried to bypass data integrity check!", getPlayerName(index), index);
						}
					}
					ingame.isAllPlayersDataOK = true;
				}
			}
		}

	// if player has won then process the win effects...
	if(testPlayerHasWon())
	{
		multiplayerWinSequence(false);
	}
	return true;
}