static T_void HardFormExit(T_buttonID buttonID) { DebugRoutine("HardFormExit"); /* Tell others that I'm no longer creating a game. */ PeopleHereSetOurState(PLAYER_ID_STATE_NONE); /* Send out a message that this is what we are doing. */ ClientSendPlayerIDSelf(); PeopleHereSetOurAdventure(0); ClientSyncSetGameGroupID(*DirectTalkGetNullBlankUniqueAddress()); /* Send out a message that this is what we are doing. */ ClientSendPlayerIDSelf(); ButtonDelete(G_closeButton); G_closeButton = NULL; if (TownUIIsOpen()) { ClientSetNextPlace(0, 0); } else { ClientSetNextPlace(HARDFORM_GOTO_PLACE_OFFSET + HARD_FORM_TOWN, 0); } DebugEnd(); }
T_void ClientReceiveTownUIMessagePacket( T_packetEitherShortOrLong *p_packet) { T_townUIMessagePacket *p_msg ; DebugRoutine("ClientReceiveTownUIMessagePacket") ; //puts("ClientReceiveTownUIMessagePacket") ; fflush(stdout) ; /* Ignore unless we have the town ui screen up and running. */ if (TownUIIsOpen() == TRUE) { p_msg = (T_townUIMessagePacket *)(p_packet->data) ; //printf("UI Msg: '%s' -- '%s'\n", p_msg->name, p_msg->msg) ; fflush(stdout) ; /* Add the message. */ TownUIAddMessage(p_msg->name, p_msg->msg); } DebugEnd() ; }