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4e1155583f
comms config dialogs on changes to host type (which often involved platform-specific hackery to trigger the dialog when user doesn't want to change role)
600 lines
18 KiB
C
600 lines
18 KiB
C
/* -*- compile-command: "cd ../linux && make MEMDEBUG=TRUE"; -*- */
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/*
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* Copyright 1997 - 2009 by Eric House (xwords@eehouse.org). All rights
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* reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "nwgamest.h"
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#include "strutils.h"
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#include "LocalizedStrIncludes.h"
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#ifdef CPLUS
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extern "C" {
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#endif
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#define NG_NUM_COLS ((XP_U16)(NG_COL_PASSWD+1))
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struct NewGameCtx {
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NewGameEnableColProc enableColProc;
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NewGameEnableAttrProc enableAttrProc;
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NewGameSetColProc setColProc;
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NewGameGetColProc getColProc;
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NewGameSetAttrProc setAttrProc;
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XW_UtilCtxt* util;
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void* closure;
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/* Palm needs to store cleartext passwords separately in order to
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store '***' in the visible field */
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XP_TriEnable enabled[NG_NUM_COLS][MAX_NUM_PLAYERS];
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XP_U16 nPlayersShown; /* real nPlayers lives in gi */
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XP_U16 nPlayersTotal; /* used only until changedNPlayers set */
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XP_U16 nLocalPlayers; /* not changed except in newg_load */
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DeviceRole role;
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XP_Bool isNewGame;
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XP_Bool changedNPlayers;
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XP_TriEnable juggleEnabled;
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#ifndef XWFEATURE_STANDALONE_ONLY
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XP_TriEnable settingsEnabled;
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#endif
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MPSLOT
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};
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static void enableOne( NewGameCtx* ngc, XP_U16 player, NewGameColumn col,
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XP_TriEnable enable, XP_Bool force );
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static void adjustAllRows( NewGameCtx* ngc, XP_Bool force );
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static void adjustOneRow( NewGameCtx* ngc, XP_U16 player, XP_Bool force );
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static void setRoleStrings( NewGameCtx* ngc );
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static void considerEnable( NewGameCtx* ngc );
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static void storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp );
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static void loadPlayer( NewGameCtx* ngc, XP_U16 player,
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const LocalPlayer* lp );
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#ifndef XWFEATURE_STANDALONE_ONLY
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static XP_Bool changeRole( NewGameCtx* ngc, DeviceRole role );
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static XP_Bool checkConsistent( NewGameCtx* ngc, XP_Bool warnUser );
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#else
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# define checkConsistent( ngc, warnUser ) XP_TRUE
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#endif
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NewGameCtx*
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newg_make( MPFORMAL XP_Bool isNewGame,
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XW_UtilCtxt* util,
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NewGameEnableColProc enableColProc,
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NewGameEnableAttrProc enableAttrProc,
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NewGameGetColProc getColProc, NewGameSetColProc setColProc,
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NewGameSetAttrProc setAttrProc, void* closure )
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{
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NewGameCtx* result = XP_MALLOC( mpool, sizeof(*result) );
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XP_MEMSET( result, 0, sizeof(*result) );
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result->enableColProc = enableColProc;
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result->enableAttrProc = enableAttrProc;
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result->setColProc = setColProc;
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result->getColProc = getColProc;
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result->setAttrProc = setAttrProc;
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result->closure = closure;
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result->isNewGame = isNewGame;
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result->util = util;
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MPASSIGN(result->mpool, mpool);
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return result;
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} /* newg_make */
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void
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newg_destroy( NewGameCtx* ngc )
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{
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XP_FREE( ngc->mpool, ngc );
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} /* newg_destroy */
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void
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newg_load( NewGameCtx* ngc, const CurGameInfo* gi )
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{
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void* closure = ngc->closure;
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NGValue value;
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XP_U16 nPlayers, nLoaded;
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XP_S16 ii, jj;
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DeviceRole role;
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XP_Bool localOnly;
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XP_Bool shown[MAX_NUM_PLAYERS] = { XP_FALSE, XP_FALSE, XP_FALSE, XP_FALSE};
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ngc->juggleEnabled = TRI_ENAB_NONE;
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ngc->settingsEnabled = TRI_ENAB_NONE;
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for ( ii = 0; ii < NG_NUM_COLS; ++ii ) {
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for ( jj = 0; jj < MAX_NUM_PLAYERS; ++jj ) {
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ngc->enabled[ii][jj] = TRI_ENAB_NONE;
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}
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}
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ngc->role = role = gi->serverRole;
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localOnly = role == SERVER_ISCLIENT && ngc->isNewGame;
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#ifndef XWFEATURE_STANDALONE_ONLY
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value.ng_role = role;
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(*ngc->setAttrProc)( closure, NG_ATTR_ROLE, value );
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(*ngc->enableAttrProc)( closure, NG_ATTR_ROLE, ngc->isNewGame?
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TRI_ENAB_ENABLED : TRI_ENAB_DISABLED );
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#endif
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nPlayers = gi->nPlayers;
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ngc->nPlayersTotal = nPlayers;
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#ifndef XWFEATURE_STANDALONE_ONLY
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for ( ii = nPlayers - 1; ii >= 0; --ii ) {
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if ( gi->players[ii].isLocal ) {
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++ngc->nLocalPlayers;
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}
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}
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#endif
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if ( localOnly ) {
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nPlayers = ngc->nLocalPlayers;
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}
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ngc->nPlayersShown = nPlayers;
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value.ng_u16 = ngc->nPlayersShown;
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(*ngc->setAttrProc)( closure, NG_ATTR_NPLAYERS, value );
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(*ngc->enableAttrProc)( closure, NG_ATTR_NPLAYERS, ngc->isNewGame?
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TRI_ENAB_ENABLED : TRI_ENAB_DISABLED );
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setRoleStrings( ngc );
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considerEnable( ngc );
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/* Load local players first */
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nLoaded = 0;
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do {
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for ( ii = 0; ii < MAX_NUM_PLAYERS; ++ii ) {
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if ( !shown[ii] ) {
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const LocalPlayer* lp = &gi->players[ii];
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if ( !localOnly
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|| (lp->isLocal && (nLoaded < ngc->nLocalPlayers)) ) {
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shown[ii] = XP_TRUE;
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loadPlayer( ngc, nLoaded++, lp );
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}
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}
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}
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XP_ASSERT( localOnly || nLoaded == MAX_NUM_PLAYERS );
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localOnly = XP_FALSE; /* for second pass */
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} while ( nLoaded < MAX_NUM_PLAYERS );
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adjustAllRows( ngc, XP_TRUE );
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} /* newg_load */
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typedef struct NGCopyClosure {
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XP_U16 player;
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NewGameColumn col;
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NewGameCtx* ngc;
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LocalPlayer* lp;
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} NGCopyClosure;
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static void
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cpToLP( NGValue value, const void* cbClosure )
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{
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NGCopyClosure* cpcl = (NGCopyClosure*)cbClosure;
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LocalPlayer* lp = cpcl->lp;
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XP_UCHAR** strAddr = NULL;
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switch ( cpcl->col ) {
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_COL_REMOTE:
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lp->isLocal = !value.ng_bool;
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break;
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#endif
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case NG_COL_NAME:
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strAddr = &lp->name;
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break;
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case NG_COL_PASSWD:
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strAddr = &lp->password;
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break;
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case NG_COL_ROBOT:
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lp->isRobot = value.ng_bool;
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break;
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}
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if ( !!strAddr ) {
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/* This is leaking!!! But doesn't leak if am playing via IR, at least
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in the simulator. */
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replaceStringIfDifferent( cpcl->ngc->mpool, strAddr,
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value.ng_cp );
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}
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} /* cpToLP */
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XP_Bool
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newg_store( NewGameCtx* ngc, CurGameInfo* gi,
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XP_Bool XP_UNUSED_STANDALONE(warn) )
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{
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XP_U16 player;
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XP_Bool consistent = checkConsistent( ngc, warn );
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if ( consistent ) {
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XP_Bool makeLocal = XP_FALSE;
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gi->nPlayers = ngc->nPlayersShown;
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#ifndef XWFEATURE_STANDALONE_ONLY
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gi->serverRole = ngc->role;
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makeLocal = ngc->role != SERVER_ISSERVER;
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#endif
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for ( player = 0; player < MAX_NUM_PLAYERS; ++player ) {
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storePlayer( ngc, player, &gi->players[player] );
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if ( makeLocal ) {
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gi->players[player].isLocal = XP_TRUE;
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}
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}
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}
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return consistent;
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} /* newg_store */
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void
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newg_colChanged( NewGameCtx* ngc, XP_U16 player )
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{
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/* Sometimes we'll get this notification for inactive rows, e.g. when
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setting default values. */
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if ( player < ngc->nPlayersShown ) {
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adjustOneRow( ngc, player, XP_FALSE );
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}
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}
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void
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newg_attrChanged( NewGameCtx* ngc, NewGameAttr attr, NGValue value )
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{
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XP_Bool changed = XP_FALSE;
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if ( attr == NG_ATTR_NPLAYERS ) {
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if ( ngc->nPlayersShown != value.ng_u16 ) {
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ngc->nPlayersShown = value.ng_u16;
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ngc->changedNPlayers = XP_TRUE;
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changed = XP_TRUE;
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}
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#ifndef XWFEATURE_STANDALONE_ONLY
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} else if ( NG_ATTR_ROLE == attr ) {
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changed = changeRole( ngc, value.ng_role );
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#endif
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} else {
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XP_ASSERT( 0 );
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}
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if ( changed ) {
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considerEnable( ngc );
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adjustAllRows( ngc, XP_FALSE );
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}
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}
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typedef struct DeepValue {
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NGValue value;
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NewGameColumn col;
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MPSLOT
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} DeepValue;
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static void
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deepCopy( NGValue value, const void* closure )
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{
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DeepValue* dvp = (DeepValue*)closure;
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switch ( dvp->col ) {
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case NG_COL_ROBOT:
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_COL_REMOTE:
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#endif
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dvp->value.ng_bool = value.ng_bool;
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break;
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case NG_COL_NAME:
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case NG_COL_PASSWD:
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dvp->value.ng_cp = copyString( dvp->mpool, value.ng_cp );
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break;
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}
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}
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XP_Bool
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newg_juggle( NewGameCtx* ngc )
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{
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XP_Bool changed = XP_FALSE;
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XP_U16 nPlayers = ngc->nPlayersShown;
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XP_ASSERT( ngc->isNewGame );
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if ( nPlayers > 1 ) {
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LocalPlayer tmpPlayers[MAX_NUM_PLAYERS];
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XP_U16 pos[MAX_NUM_PLAYERS];
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XP_U16 player;
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/* Get a randomly juggled array of numbers 0..nPlayers-1. Then the
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number at pos[n] inicates where the entry currently at n should
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be. */
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changed = randIntArray( pos, nPlayers );
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if ( changed ) {
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/* Deep-copy off to tmp storage. But skip lines that won't be moved
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in the juggle. */
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XP_MEMSET( &tmpPlayers, 0, sizeof(tmpPlayers) );
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for ( player = 0; player < nPlayers; ++player ) {
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if ( player != pos[player] ) {
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storePlayer( ngc, player, &tmpPlayers[player] );
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}
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}
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for ( player = 0; player < nPlayers; ++player ) {
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if ( player != pos[player] ) {
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LocalPlayer* lp = &tmpPlayers[player];
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XP_U16 dest = pos[player];
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loadPlayer( ngc, dest, lp );
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if ( !!lp->name ) {
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XP_FREE( ngc->mpool, lp->name );
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}
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if ( !!lp->password ) {
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XP_FREE( ngc->mpool, lp->password );
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}
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adjustOneRow( ngc, dest, XP_FALSE );
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}
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}
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}
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}
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return changed;
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} /* newg_juggle */
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#ifndef XWFEATURE_STANDALONE_ONLY
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static XP_Bool
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checkConsistent( NewGameCtx* ngc, XP_Bool warnUser )
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{
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XP_Bool consistent;
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XP_U16 i;
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/* If ISSERVER, make sure there's at least one non-local player. */
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consistent = ngc->role != SERVER_ISSERVER;
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for ( i = 0; !consistent && i < ngc->nPlayersShown; ++i ) {
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DeepValue dValue;
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dValue.col = NG_COL_REMOTE;
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(*ngc->getColProc)( ngc->closure, i, NG_COL_REMOTE,
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deepCopy, &dValue );
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if ( dValue.value.ng_bool ) {
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consistent = XP_TRUE;
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}
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}
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if ( !consistent && warnUser ) {
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util_userError( ngc->util, ERR_REG_SERVER_SANS_REMOTE );
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}
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/* Add other consistency checks, and error messages, here. */
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return consistent;
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} /* checkConsistent */
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#endif
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static void
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enableOne( NewGameCtx* ngc, XP_U16 player, NewGameColumn col,
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XP_TriEnable enable, XP_Bool force )
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{
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XP_TriEnable* esp = &ngc->enabled[col][player];
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if ( force || (*esp != enable) ) {
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(*ngc->enableColProc)( ngc->closure, player, col, enable );
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}
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*esp = enable;
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} /* enableOne */
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static void
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adjustAllRows( NewGameCtx* ngc, XP_Bool force )
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{
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XP_U16 player;
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for ( player = 0; player < MAX_NUM_PLAYERS; ++player ) {
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adjustOneRow( ngc, player, force );
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}
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} /* adjustAllRows */
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static void
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adjustOneRow( NewGameCtx* ngc, XP_U16 player, XP_Bool force )
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{
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XP_TriEnable enable[NG_NUM_COLS];
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NewGameColumn col;
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XP_Bool isLocal = XP_TRUE;
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XP_Bool isNewGame = ngc->isNewGame;
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DeviceRole role = ngc->role;
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DeepValue dValue;
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for ( col = 0; col < NG_NUM_COLS; ++col ) {
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enable[col] = TRI_ENAB_HIDDEN;
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}
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/* If there aren't this many players, all are disabled */
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if ( player >= ngc->nPlayersShown ) {
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/* do nothing: all are hidden above */
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} else {
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#ifndef XWFEATURE_STANDALONE_ONLY
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/* If standalone or client, remote is hidden. If server but not
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new game, it's disabled */
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if ( (role == SERVER_ISSERVER )
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|| (role == SERVER_ISCLIENT && !isNewGame ) ) {
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if ( isNewGame ) {
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enable[NG_COL_REMOTE] = TRI_ENAB_ENABLED;
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} else {
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enable[NG_COL_REMOTE] = TRI_ENAB_DISABLED;
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}
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dValue.col = NG_COL_REMOTE;
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(*ngc->getColProc)( ngc->closure, player, NG_COL_REMOTE,
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deepCopy, &dValue );
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isLocal = !dValue.value.ng_bool;
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}
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#endif
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/* If remote is enabled and set, then if it's a new game all else is
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hidden. But if it's not a new game, they're disabled. Password is
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always hidden if robot is set. */
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if ( isLocal ) {
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XP_TriEnable tmp;
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/* No changing name or robotness since they're sent to remote
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host. */
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tmp = (isNewGame || role == SERVER_STANDALONE)?
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TRI_ENAB_ENABLED:TRI_ENAB_DISABLED;
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enable[NG_COL_NAME] = tmp;
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enable[NG_COL_ROBOT] = tmp;
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/* Password and game info (the not isNewGame case): passwords are
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not transmitted: they're local only. There's no harm in
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allowing local players to change them. So passwords should be
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enabled whenever it's not a robot regardless of both isNewGame
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and role. */
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dValue.col = NG_COL_ROBOT;
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(*ngc->getColProc)( ngc->closure, player, NG_COL_ROBOT, deepCopy,
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&dValue );
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if ( !dValue.value.ng_bool ) {
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/* If it's a robot, leave it hidden */
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enable[NG_COL_PASSWD] = TRI_ENAB_ENABLED;
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}
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} else {
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if ( isNewGame ) {
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/* leave 'em hidden */
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} else {
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enable[NG_COL_NAME] = TRI_ENAB_DISABLED;
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enable[NG_COL_ROBOT] = TRI_ENAB_DISABLED;
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/* leave passwd hidden */
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}
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}
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}
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for ( col = 0; col < NG_NUM_COLS; ++col ) {
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enableOne( ngc, player, col, enable[col], force );
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}
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} /* adjustOneRow */
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/* changeRole. When role changes, number of players displayed, and which
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* players, may change. Host shows all players (up to nPlayers). Guest shows
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* only local players, but if role changes should show the rest. Change from
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* Host or Standalone to guest should reduce the number shown.
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*
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* Here's the fun part: what happens when user changes nPlayers, then changes
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* role? Say we're a guest with one player. User makes it two, than makes us
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* host. Do we pull in a new player? No. Let's not change any of this stuff
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* ONCE USER'S CHANGED NPLAYERS. Goal is to prevent his having to do that for
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* the most common case, which is playing again with the same players. In
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* that case changing role then back again should not lose/change data.
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*/
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#ifndef XWFEATURE_STANDALONE_ONLY
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static XP_Bool
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changeRole( NewGameCtx* ngc, DeviceRole newRole )
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{
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DeviceRole oldRole = ngc->role;
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XP_Bool changing = oldRole != newRole;
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if ( changing ) {
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if ( !ngc->changedNPlayers ) {
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NGValue value;
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if ( newRole == SERVER_ISCLIENT ) {
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value.ng_u16 = ngc->nLocalPlayers;
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} else {
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value.ng_u16 = ngc->nPlayersTotal;
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}
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if ( value.ng_u16 != ngc->nPlayersShown ) {
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ngc->nPlayersShown = value.ng_u16;
|
|
(*ngc->setAttrProc)( ngc->closure, NG_ATTR_NPLAYERS, value );
|
|
}
|
|
}
|
|
ngc->role = newRole;
|
|
setRoleStrings( ngc );
|
|
}
|
|
return changing;
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
setRoleStrings( NewGameCtx* ngc )
|
|
{
|
|
XP_U16 strID;
|
|
NGValue value;
|
|
void* closure = ngc->closure;
|
|
/* Tell client to set/change players label text, and also to add remote
|
|
checkbox column header if required. */
|
|
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
(*ngc->enableAttrProc)( closure, NG_ATTR_REMHEADER,
|
|
( (ngc->role == SERVER_ISSERVER)
|
|
|| (!ngc->isNewGame
|
|
&& (ngc->role != SERVER_STANDALONE)) )?
|
|
TRI_ENAB_ENABLED : TRI_ENAB_HIDDEN );
|
|
#endif
|
|
|
|
if ( 0 ) {
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
} else if ( ngc->role == SERVER_ISCLIENT && ngc->isNewGame ) {
|
|
strID = STR_LOCALPLAYERS;
|
|
#endif
|
|
} else {
|
|
strID = STR_TOTALPLAYERS;
|
|
}
|
|
|
|
value.ng_cp = util_getUserString( ngc->util, strID );
|
|
(*ngc->setAttrProc)( closure, NG_ATTR_NPLAYHEADER, value );
|
|
} /* setRoleStrings */
|
|
|
|
static void
|
|
considerEnable( NewGameCtx* ngc )
|
|
{
|
|
XP_TriEnable newEnable;
|
|
newEnable = (ngc->isNewGame && ngc->nPlayersShown > 1)?
|
|
TRI_ENAB_ENABLED : TRI_ENAB_HIDDEN;
|
|
|
|
if ( newEnable != ngc->juggleEnabled ) {
|
|
(*ngc->enableAttrProc)( ngc->closure, NG_ATTR_CANJUGGLE, newEnable );
|
|
ngc->juggleEnabled = newEnable;
|
|
}
|
|
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
newEnable = (ngc->role == SERVER_STANDALONE)?
|
|
TRI_ENAB_HIDDEN : TRI_ENAB_ENABLED;
|
|
|
|
if ( newEnable != ngc->settingsEnabled ) {
|
|
ngc->settingsEnabled = newEnable;
|
|
(*ngc->enableAttrProc)( ngc->closure, NG_ATTR_CANCONFIG, newEnable );
|
|
}
|
|
#endif
|
|
} /* considerEnable */
|
|
|
|
static void
|
|
storePlayer( NewGameCtx* ngc, XP_U16 player, LocalPlayer* lp )
|
|
{
|
|
void* closure = ngc->closure;
|
|
NGCopyClosure cpcl;
|
|
cpcl.player = player;
|
|
cpcl.ngc = ngc;
|
|
cpcl.lp = lp;
|
|
|
|
for ( cpcl.col = 0; cpcl.col < NG_NUM_COLS; ++cpcl.col ) {
|
|
(*ngc->getColProc)( closure, cpcl.player, cpcl.col,
|
|
cpToLP, &cpcl );
|
|
}
|
|
}
|
|
|
|
static void
|
|
loadPlayer( NewGameCtx* ngc, XP_U16 player, const LocalPlayer* lp )
|
|
{
|
|
NGValue value;
|
|
void* closure = ngc->closure;
|
|
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
value.ng_bool = !lp->isLocal;
|
|
(*ngc->setColProc)(closure, player, NG_COL_REMOTE, value );
|
|
#endif
|
|
value.ng_cp = lp->name;
|
|
(*ngc->setColProc)(closure, player, NG_COL_NAME, value );
|
|
|
|
value.ng_cp = lp->password;
|
|
(*ngc->setColProc)(closure, player, NG_COL_PASSWD, value );
|
|
|
|
value.ng_bool = lp->isRobot;
|
|
(*ngc->setColProc)(closure, player, NG_COL_ROBOT, value );
|
|
}
|
|
|
|
#ifdef CPLUS
|
|
}
|
|
#endif
|