void client_run( void ) { #ifdef NETWORK_ENABLED /* init UDP socket */ sys_printf = client_printf_info; net_init( atoi(config.local_port) ); sys_printf = printf; client_add_chatter( _("Press 'Connect' to connect to a game server."), 1 ); client_state = CLIENT_NONE; client_recv_limit = config.recv_limit; gui_enable_event_filter(); gui_widget_show( dlg_chatroom ); stk_display_fade( STK_FADE_IN, STK_FADE_DEFAULT_TIME ); gui_run( dlg_chatroom ); stk_display_fade( STK_FADE_OUT, STK_FADE_DEFAULT_TIME ); gui_disable_event_filter(); if ( client_is_connected ) { /* tell server we are off */ client_disconnect(); /* finalize UDP socket */ socket_print_stats( &client ); } net_shutdown(); #endif }
/* test a level until all balls got lost */ void client_game_test_level( Level *level ) { stk_display_fade( STK_FADE_IN, STK_FADE_DEFAULT_TIME ); client_game_init_testing( level ); client_game_run(); client_game_finalize(); stk_display_fade( STK_FADE_OUT, STK_FADE_DEFAULT_TIME ); }
/* ==================================================================== Handle confirmation/cancelling of confirmation dialogue. ==================================================================== */ void client_confirm( GuiWidget *widget, GuiEvent *event ) { #ifdef NETWORK_ENABLED if ( event->type != GUI_CLICKED ) return; gui_widget_hide( dlg_confirm ); msg_begin_writing( msgbuf, &msglen, MAX_MSG_SIZE ); switch ( client_state ) { case CLIENT_ANSWER: msg_write_int8( MSG_ACCEPT_CHALLENGE ); client_transmit( CODE_BLUE, msglen, msgbuf ); /* play */ gui_disable_event_filter(); if ( client_game_init_network( mp_peer_name, mp_diff ) ) client_game_run(); client_game_finalize(); gui_enable_event_filter(); gui_widget_draw( dlg_chatroom ); stk_display_fade( STK_FADE_IN, STK_FADE_DEFAULT_TIME ); break; } #endif }
/* ==================================================================== Fade in/out background of menu ==================================================================== */ void manager_fade( int type ) { if ( type == STK_FADE_IN ) stk_surface_blit( mbkgnd, 0,0,-1,-1, stk_display, 0,0 ); stk_display_fade( type, STK_FADE_DEFAULT_TIME ); }
/* run the state driven loop until game is broken up or finished */ void client_game_run( void ) { int ms, frame_delay = config.fps?10:1; int button_clicked, key_pressed; SDL_Event event; int abort = 0, i, j, penalty; /* frame rate */ int frames = 0; int frame_time = SDL_GetTicks(); event_clear_sdl_queue(); stk_display_fade( STK_FADE_IN, STK_FADE_DEFAULT_TIME ); stats_received = 0; stk_timer_reset(); ms = 1; while ( !abort && !stk_quit_request ) { /* check wether an event occured */ button_clicked = key_pressed = 0; if ( SDL_PollEvent( &event ) ) { if ( client_state == CS_PAUSE && game->game_type == GT_NETWORK ) gui_dispatch_event( &event, ms ); else if ( event.type == SDL_MOUSEBUTTONDOWN ) button_clicked = event.button.button; else if ( event.type == SDL_KEYDOWN ) { key_pressed = event.key.keysym.sym; if ( handle_default_key( key_pressed, &abort ) ) key_pressed = 0; } else if (event.type == SDL_ACTIVEEVENT) { if (event.active.state == SDL_APPINPUTFOCUS || event.active.state == SDL_APPACTIVE ) if (event.active.gain == 0 ) client_set_pause(1); } } else if ( client_state == CS_PAUSE && game->game_type == GT_NETWORK ) gui_dispatch_event( 0, ms ); /* check whether Shift is pressed to switch between own and highest score */ if (game->game_type == GT_LOCAL) handle_display_switch(); /* let server know we're still alive except * in CS_PLAY as we send paddle updates there */ if ( game->game_type == GT_NETWORK ) comm_send_heartbeat(); /* handle client */ switch ( client_state ) { case CS_FINAL_STATS: if ( key_pressed==SDLK_SPACE ) abort = 1; break; case CS_FATAL_ERROR: /* after game was violently broken up the server * may still send the stats of the game so far */ if ( button_clicked || key_pressed ) { SDL_Delay(250); /* give time to release button */ set_state( CS_RECV_STATS ); display_text( font, "Receiving final stats..." ); } break; case CS_FINAL_TABLE: if ( button_clicked || key_pressed ) { check_highscores(); select_chart( game_set->name, 0 ); /* remove saved game */ slot_delete( 0 ); slot_update_hint( 0, item_resume_0->hint ); /* quit local game */ abort = 1; } break; case CS_SCORE_TABLE: /* show who's next player and scores in local game */ display_score_table( "Next Player: %s", cur_player->name ); set_state( CS_GET_READY ); break; case CS_BONUS_LEVEL_SCORE: /* display total score from this level for player */ display_bonus_level_score(); set_state( CS_GET_READY_FOR_NEXT_LEVEL ); break; case CS_FINAL_PLAYER_INFO: if ( button_clicked || key_pressed ) { SDL_Delay(250); /* give time to release button */ set_state( CS_NEXT_PLAYER ); } break; case CS_RECV_LEVEL: comm_recv(); if ( cur_player->next_level_received ) { cur_player->next_level_received = 0; cur_player->paddle_id = cur_player->next_paddle_id; init_next_round(); } break; case CS_RECV_STATS: comm_recv(); if ( stats_received ) { set_state( CS_FINAL_STATS ); display_final_stats(); } break; case CS_ROUND_RESULT: if ( button_clicked || key_pressed ) { SDL_Delay(250); /* give time to release button */ if ( game_over ) { set_state( CS_RECV_STATS ); display_text( font, "Receiving final stats..." ); } else { set_state( CS_RECV_LEVEL ); display_text( font, "Receiving level data..." ); } } break; case CS_GET_READY: if ( button_clicked || key_pressed ) { SDL_Delay(250); /* give time to release button */ comm_send_short( MSG_READY ); set_state( CS_PLAY ); } break; case CS_GET_READY_FOR_NEXT_LEVEL: if ( button_clicked || key_pressed ) { SDL_Delay(250); /* give time to release button */ set_state( CS_NEXT_LEVEL ); } break; case CS_PAUSE: if ( game->game_type == GT_LOCAL ) break; /* check wether pause chatroom has been closed * either by client or remote */ comm_recv(); break; case CS_PLAY: /* hide objects */ begin_frame(); /* apply events to local paddle */ paddle_handle_events( l_paddle, ms ); /* update local objects and communicate if * comm_delay ms have passed */ update_game( ms ); /* show objects */ end_frame(); /* handle local level over */ if ( game->level_over ) { if ( game->game_type == GT_LOCAL ) { if ( game_set == 0 ) { abort = 1; /* was a test level */ grab_input(0); break; } if ( game->winner == PADDLE_BOTTOM ) { if (local_game->isBonusLevel) set_state( CS_BONUS_LEVEL_SCORE ); else set_state( CS_NEXT_LEVEL ); } else set_state( CS_LOOSE_LIFE ); } else { finalize_round(); } } break; case CS_NEXT_LEVEL: /* apply paddle stats to player */ game_set_current( local_game ); game_update_stats( PADDLE_BOTTOM, &cur_player->stats ); game_set_current( game ); /* init next level for player in local game */ cur_player->level_id++; if ( cur_player->level_id >= game_set->count ) { /* deactivate player */ cur_player->lives = 0; display_text( font, "You've cleared all levels...#Congratulations!!!" ); set_state( CS_FINAL_PLAYER_INFO ); break; } /* get snapshot for next init */ cur_player->snapshot = *game_set->levels[cur_player->level_id]; /* cycle players */ set_state( CS_NEXT_PLAYER ); break; case CS_RESTART_LEVEL: /* apply paddle stats to player */ game_set_current( local_game ); game_update_stats( PADDLE_BOTTOM, &cur_player->stats ); game_set_current( game ); /* reset level for next turn */ cur_player->snapshot = *game_set->levels[cur_player->level_id]; /* decrease lives (is checked that this wasn't the last one) */ cur_player->lives--; /* cycle players */ set_state( CS_NEXT_PLAYER ); break; case CS_LOOSE_LIFE: /* apply paddle stats to player */ game_set_current( local_game ); game_update_stats( PADDLE_BOTTOM, &cur_player->stats ); game_set_current( game ); /* remember level for next turn */ game_get_level_snapshot( &cur_player->snapshot ); /* decrease lives */ cur_player->lives--; if ( cur_player->lives == 0 ) { display_text( font, "You've lost all lives...#Do you want to buy a continue#for 100%% of your score? y/n" ); set_state( CS_CONFIRM_CONTINUE ); //set_state( CS_FINAL_PLAYER_INFO ); break; } set_state( CS_NEXT_PLAYER ); break; case CS_NEXT_PLAYER: /* game over? */ if ( players_count() == 0 ) { display_score_table( "Game Over!" ); set_state( CS_FINAL_TABLE ); break; } /* speak and fade */ play_speech(); fade_anims(); /* finalize current game context */ finalize_level(); /* set next player */ cur_player = players_get_next(); init_level( cur_player, PADDLE_BOTTOM ); if ( player_count > 1 ) set_state( CS_SCORE_TABLE ); else { set_state( CS_PLAY ); /* one player starts immediately */ stk_display_update( STK_UPDATE_ALL ); } break; case CS_CONFIRM_CONTINUE: case CS_CONFIRM_QUIT: case CS_CONFIRM_WARP: case CS_CONFIRM_RESTART: if ( key_pressed == 0 ) break; if ( key_pressed==SDLK_n||key_pressed==SDLK_ESCAPE ) { /* if denying continue... DIE!!! */ if ( client_state == CS_CONFIRM_CONTINUE ) { SDL_Delay(250); /* give time to release button */ set_state( CS_NEXT_PLAYER ); //set_state( CS_FINAL_PLAYER_INFO ); } else set_state( CS_PLAY ); break; } if ( key_pressed != SDLK_y && key_pressed != SDLK_z ) break; /* handle confirmed action */ SDL_Delay(250); /* give time to release button */ switch( client_state ) { case CS_CONFIRM_CONTINUE: /* clear score and give full lives again */ cur_player->lives = game->diff->lives; cur_player->stats.total_score = 0; set_state( CS_NEXT_PLAYER ); break; case CS_CONFIRM_QUIT: comm_send_short( MSG_QUIT_GAME ); if ( game->game_type == GT_LOCAL ) { /* apply paddle stats to player */ game_set_current( local_game ); game_update_stats( PADDLE_BOTTOM, &cur_player->stats ); game_set_current( game ); /* no higscore check anymore as game is supposed to * be resumed until normal game over */ /* testing levels don't got for * high scores *** if ( game_set ) { check_highscores(); select_chart( game_set->name, 0 ); }*/ /* save local game */ if ( game_set != 0 /*not testing a level*/ ) save_local_game( 0 ); abort = 1; } else { /* await game stats */ set_state( CS_RECV_STATS ); display_text( font, "Receiving final stats..." ); } break; case CS_CONFIRM_WARP: game->winner = -1; /* no speech */ local_game->winner = -1; /* not counted as win */ /* substract doubled score of remaining bricks */ penalty = 0; for ( i = 0; i < MAP_WIDTH; i++ ) for ( j = 0; j < MAP_HEIGHT; j++ ) if ( local_game->bricks[i][j].dur != -1 ) penalty += local_game->bricks[i][j].score; printf( "warp penalty: -%d\n", penalty ); local_game->paddles[0]->score -= penalty; set_state( CS_NEXT_LEVEL ); break; case CS_CONFIRM_RESTART: game->winner = -1; /* no speech */ local_game->winner = -1; /* not counted as win */ local_game->level_over = 1; set_state( CS_RESTART_LEVEL ); break; } break; } /* update anything that was changed */ stk_display_update( STK_UPDATE_RECTS ); /* get time since last call and delay if below frame_delay */ ms = stk_timer_get_time(); if ( ms < frame_delay ) { SDL_Delay( frame_delay - ms ); ms += stk_timer_get_time(); } frames++; } finalize_level(); client_state = CLIENT_NONE; stk_display_fade( STK_FADE_OUT, STK_FADE_DEFAULT_TIME ); if ( stk_quit_request ) comm_send_short( MSG_DISCONNECT ); else comm_send_short( MSG_UNHIDE ); /* frame rate */ frame_time = SDL_GetTicks() - frame_time; printf( "Time: %.2f, Frames: %i -> FPS: %.2f\n", (double)frame_time / 1000, frames, 1000.0*frames/frame_time ); event_clear_sdl_queue(); /* update the selected user and the user list in network as * we received ADD/REMOVE_USER messages */ gui_list_update( list_users, client_users->count ); /* re-select current entry */ if ( client_user ) { i = list_check( client_users, client_user ); if ( i != -1 ) gui_list_select( list_users, 0, i, 1 ); } }
static void client_parse_packet() { int i, num; char name[16]; unsigned char type; int handled; while ( 1 ) { type = (unsigned)msg_read_int8(); handled = 0; if ( msg_read_failed() ) break; /* no more messages */ switch ( type ) { case MSG_PREPARE_FULL_UPDATE: /* do only clear users as channels and * levelsets are fixed */ list_clear( client_users ); client_user = 0; handled = 1; break; case MSG_ERROR: client_printf_chatter( 1, _("ERROR: %s"), msg_read_string() ); handled = 1; break; case MSG_BUSY: if ( client_state == CLIENT_AWAIT_ANSWER || client_state == CLIENT_AWAIT_TRANSFER_CONFIRMATION ) client_popup_info( _("%s is busy at the moment."), mp_peer_name ); handled = 1; break; case MSG_DISCONNECT: client_disconnect(); handled = 1; break; case MSG_SET_COMM_DELAY: client_comm_delay = msg_read_int16(); printf( _("comm_delay set to %i\n"), client_comm_delay ); handled = 1; break; /* chatter */ case MSG_SERVER_INFO: client_add_chatter( msg_read_string(), 1 ); handled = 1; break; case MSG_CHATTER: client_add_chatter( msg_read_string(), 0 ); handled = 1; break; /* users */ case MSG_ADD_USER: num = msg_read_int32(); snprintf( name, 16, "%s", msg_read_string() ); name[15] = 0; if ( msg_read_failed() ) break; client_add_user( num, name ); gui_list_update( list_users, client_users->count ); /* re-select current entry */ if ( client_user ) { num = list_check( client_users, client_user ); if ( num != -1 ) gui_list_select( list_users, 0, num, 1 ); } handled = 1; break; case MSG_REMOVE_USER: num = msg_read_int32(); if ( msg_read_failed() ) break; client_remove_user( num ); gui_list_update( list_users, client_users->count ); /* re-select current entry */ if ( client_user ) { num = list_check( client_users, client_user ); if ( num != -1 ) gui_list_select( list_users, 0, num, 1 ); } handled = 1; break; case MSG_CHANNEL_LIST: list_clear( client_channels ); num = msg_read_int8(); for ( i = 0; i < num; i++ ) list_add( client_channels, strdup(msg_read_string()) ); handled = 1; break; case MSG_LEVELSET_LIST: list_clear( client_levelsets ); num = msg_read_int8(); for ( i = 0; i < num; i++ ) list_add( client_levelsets, strdup(msg_read_string()) ); gui_list_update( list_levels, client_levelsets->count ); handled = 1; break; case MSG_ADD_LEVELSET: list_add( client_levelsets, strdup(msg_read_string()) ); gui_list_update( list_levels, client_levelsets->count ); handled = 1; break; case MSG_SET_CHANNEL: /* we only need to update the name */ gui_label_set_text( label_channel, msg_read_string() ); handled = 1; break; /* challenge */ case MSG_CHALLENGE: /* the user may only be challenged if client state is NONE because otherwise he is doing something that shouldn't be interrupted */ if ( client_state != CLIENT_NONE ) { msg_begin_writing( msgbuf, &msglen, 128 ); msg_write_int8( MSG_BUSY ); msg_write_int32( msg_read_int32() ); client_transmit( CODE_BLUE, msglen, msgbuf ); break; } snprintf( mp_peer_name, 15, "%s", msg_read_string() ); snprintf( mp_levelset, 16, "%s", msg_read_string() ); mp_diff = msg_read_int8(); mp_rounds = msg_read_int8(); mp_frags = msg_read_int8(); mp_balls = msg_read_int8(); if ( msg_read_failed() ) break; client_popup_confirm( _(" You have been challenged!##"\ " Challenger: %13s#"\ " Levelset: %13s#"\ " Difficulty: %13s#"\ " Rounds: %13i#"\ " Frag Limit: %13i#"\ " Balls: %13i"), mp_peer_name, mp_levelset, mp_diff_names[mp_diff], mp_rounds, mp_frags, mp_balls ); client_state = CLIENT_ANSWER; handled = 1; break; case MSG_REJECT_CHALLENGE: handled = 1; if ( client_state != CLIENT_AWAIT_ANSWER ) break; client_popup_info( _("%s is too scared to accept your challenge."), mp_peer_name ); break; case MSG_CANCEL_GAME: handled = 1; if ( client_state != CLIENT_ANSWER ) break; gui_widget_hide( dlg_confirm ); client_popup_info( _("%s got cold feet."), mp_peer_name ); break; case MSG_ACCEPT_CHALLENGE: handled = 1; if ( client_state != CLIENT_AWAIT_ANSWER ) break; gui_widget_hide( dlg_info ); /* play */ gui_disable_event_filter(); if ( client_game_init_network( mp_peer_name, mp_diff ) ) client_game_run(); client_game_finalize(); gui_enable_event_filter(); gui_widget_draw( dlg_chatroom ); stk_display_fade( STK_FADE_IN, STK_FADE_DEFAULT_TIME ); break; /* dummy parse game packets that may arrive after the QUIT_GAME * message was sent because ADD_USER commands may be in the * package and these we should get. */ case MSG_PADDLE_STATE: comm_unpack_paddle_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_SHOT_POSITIONS: comm_unpack_shots_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_BALL_POSITIONS: comm_unpack_balls_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_SCORES: comm_unpack_scores_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_BRICK_HITS: comm_unpack_brick_hits_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_NEW_EXTRAS: comm_unpack_collected_extras_dummy( net_buffer, &msg_read_pos ); handled = 1; break; case MSG_ROUND_OVER: i = msg_read_int8(); handled = 1; break; case MSG_LAST_ROUND_OVER: i = msg_read_int8(); handled = 1; break; } if ( !handled ) { printf( _("chat: state %i: invalid message %x: skipping %i bytes\n"), client_state, type, net_buffer_cur_size - msg_read_pos ); msg_read_pos = net_buffer_cur_size; } } }