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| Documentation: | Main Page | Modules | Class Hierarchy | Class List | File List |
#include "MortalNetworkImpl.h"#include "State.h"#include "PlayerSelect.h"#include "common.h"#include "config.h"Defines | |
| #define | MORTALNETWORKPORT 0x3A22 |
| #define | MAXSTRINGLENGTH 900 |
| #define | RETURNNOERROR |
| #define | RETURNWITHERROR |
| #define | RETURNWITHADDITIONALERROR |
| #define | DISCONNECTONCOMMUNICATIONERROR |
| #define | DISCONNECTWITH(A) |
| #define | CHECKCONNECTION if ( NS_DISCONNECTED == m_enState ) return; |
Functions | |
| void | MortalNetworkResetMessages (bool a_bClear) |
| void | MortalNetworkMessage (const char *format,...) |
| bool | MortalNetworkCheckKey () |
| const char * | GetGameTimeString (int a_iValue) |
| const char * | GetGameSpeedString (int a_iValue) |
| const char * | GetHitPointsString (int a_iValue) |
| template<class InputIterator, class EqualityComparable> | |
| InputIterator | MszFind (InputIterator first, InputIterator last, const EqualityComparable &value) |
| Unfortunately not all STL are created equal... | |
Variables | |
| CMortalNetwork * | g_poNetwork = NULL |
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Value: { \
m_sLastError = Translate("Communication error. Disconnecting."); \
Stop(); \
return; }
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Value: { \
m_sLastError = Translate("Communication error. Disconnecting."); \
Stop(); \
return(A); }
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Value: { \
debug( "%s\n", m_sLastError.c_str() ); \
return false; }
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Value: { \
m_sLastError += SDLNet_GetError(); \
debug( "%s\n", m_sLastError.c_str() ); \
return false; }
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Value: { \
m_sLastError = SDLNet_GetError(); \
debug( "%s\n", m_sLastError.c_str() ); \
return false; }
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Unfortunately not all STL are created equal... Some do not have the find algorithm. So, here is our feeble implementation... |
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