diff options
author | dominik <dominik@openttd.org> | 2004-08-22 10:23:37 +0000 |
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committer | dominik <dominik@openttd.org> | 2004-08-22 10:23:37 +0000 |
commit | 0bd907e88df535a11483b5bdcb5763a5fce0cbf5 (patch) | |
tree | ba05804e536e0dfe9e8f04ff59eca4cecbea04e5 /network_gui.c | |
parent | b2340212c393d2488b8554dccafb9ab56e00dee5 (diff) | |
download | openttd-0bd907e88df535a11483b5bdcb5763a5fce0cbf5.tar.xz |
(svn r106) New network core (by sign_de)
Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
Diffstat (limited to 'network_gui.c')
-rw-r--r-- | network_gui.c | 46 |
1 files changed, 14 insertions, 32 deletions
diff --git a/network_gui.c b/network_gui.c index 008067e4d..75f65d89b 100644 --- a/network_gui.c +++ b/network_gui.c @@ -21,16 +21,6 @@ void ShowQueryString(StringID str, StringID caption, int maxlen, int maxwidth, b static byte _selected_field; char *direct_ip = NULL; - -void ConnectToServer(byte* b) -{ - _networking = true; - - NetworkInitialize(b); - DEBUG(misc, 1) ("Connecting to %s %d\n", b, _network_port); - NetworkConnect(b, _network_port); -} - static const StringID _connection_types_dropdown[] = { STR_NETWORK_LAN, STR_NETWORK_INTERNET, @@ -65,7 +55,15 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e) case 0: // close X case 15: // cancel button DeleteWindowById(WC_NETWORK_WINDOW, 0); + NetworkLobbyShutdown(); break; + case 3: // find server automaticaly + { + byte *b = "auto"; + NetworkCoreConnectGame(b,_network_server_port); + } + break; + case 4: // connect via direct ip { StringID str; @@ -111,7 +109,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e) byte *b = e->edittext.str; if (*b == 0) return; - ConnectToServer(b); + NetworkCoreConnectGame(b,_network_server_port); } break; } @@ -159,6 +157,8 @@ void ShowNetworkGameWindow() { Window *w; DeleteWindowById(WC_NETWORK_WINDOW, 0); + + NetworkLobbyInit(); w = AllocateWindowDesc(&_network_game_window_desc); strcpy(_edit_str_buf, "Your name"); @@ -168,24 +168,9 @@ void ShowNetworkGameWindow() WP(w,querystr_d).maxlen = MAX_QUERYSTR_LEN; WP(w,querystr_d).maxwidth = 240; WP(w,querystr_d).buf = _edit_str_buf; - - - ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0); -} - - -void StartServer() -{ - _networking = true; - NetworkInitialize(NULL); - DEBUG(misc, 1) ("Listening on port %d\n", _network_port); - NetworkListen(_network_port); - _networking_server = true; - DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); + // ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0); } - - static const StringID _players_dropdown[] = { STR_NETWORK_2_PLAYERS, STR_NETWORK_3_PLAYERS, @@ -232,8 +217,9 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e) ShowDropDownMenu(w, _players_dropdown, _opt_mod_ptr->currency, e->click.widget, 0); return; case 9: // start game - StartServer(); + NetworkCoreStartGame(); ShowNetworkLobbyWindow(); + DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break; } @@ -308,10 +294,6 @@ static void ShowNetworkStartServerWindow() WP(w,querystr_d).buf = _edit_str_buf; } - - - - static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e) { switch(e->event) { |