2 * $Logfile: /Freespace2/code/Network/MultiUI.h $
7 * Header file for the UI of the various multiplayer screens
10 * Revision 1.2 2002/05/27 00:40:47 theoddone33
11 * Fix net_addr vs net_addr_t
13 * Revision 1.1.1.1 2002/05/03 03:28:12 root
17 * 8 7/15/99 9:20a Andsager
18 * FS2_DEMO initial checkin
20 * 7 5/04/99 5:20p Dave
21 * Fixed up multiplayer join screen and host options screen. Should both
24 * 6 2/23/99 2:29p Dave
25 * First run of oldschool dogfight mode.
27 * 5 2/11/99 3:08p Dave
28 * PXO refresh button. Very preliminary squad war support.
30 * 4 11/19/98 4:19p Dave
31 * Put IPX sockets back in psnet. Consolidated all multiplayer config
34 * 3 11/05/98 5:55p Dave
35 * Big pass at reducing #includes
37 * 2 10/07/98 10:53a Dave
40 * 1 10/07/98 10:50a Dave
42 * 68 9/17/98 3:08p Dave
43 * PXO to non-pxo game warning popup. Player icon stuff in create and join
44 * game screens. Upped server count refresh time in PXO to 35 secs (from
47 * 67 9/10/98 1:17p Dave
48 * Put in code to flag missions and campaigns as being MD or not in Fred
49 * and Freespace. Put in multiplayer support for filtering out MD
50 * missions. Put in multiplayer popups for warning of non-valid missions.
52 * 66 9/04/98 3:51p Dave
53 * Put in validated mission updating and application during stats
56 * 65 8/12/98 4:53p Dave
57 * Put in 32 bit checksumming for PXO missions. No validation on the
58 * actual tracker yet, though.
60 * 64 6/05/98 9:54a Lawrance
63 * 63 5/23/98 3:31p Dave
64 * Tweaked pxo code. Fixed observer HUD stuff.
66 * 62 5/20/98 2:25a Dave
67 * Fixed server side voice muting. Tweaked multi debrief/endgame
68 * sequencing a bit. Much friendlier for stats tossing/accepting now.
70 * 61 5/15/98 12:09a Dave
71 * New tracker api code. New game tracker code. Finished up first run of
72 * the PXO screen. Fixed a few game server list exceptions.
74 * 60 5/11/98 11:40p Dave
77 * 59 5/09/98 7:16p Dave
78 * Put in CD checking. Put in standalone host password. Made pilot into
81 * 58 5/08/98 5:05p Dave
82 * Go to the join game screen when quitting multiplayer. Fixed mission
83 * text chat bugs. Put mission type symbols on the create game list.
84 * Started updating standalone gui controls.
86 * 57 5/04/98 10:39p Dave
87 * Put in endgame sequencing. Need to check campaign situations.
88 * Realigned ship info on team select screen.
90 * 56 5/04/98 1:44p Dave
91 * Fixed up a standalone resetting problem. Fixed multiplayer stats
92 * collection for clients. Make sure all multiplayer ui screens have the
93 * correct palette at all times.
95 * 55 4/30/98 12:57a Dave
96 * Put in new mode for ship/weapon selection. Rearranged how game querying
99 * 54 4/23/98 6:19p Dave
100 * Store ETS values between respawns. Put kick feature in the text
101 * messaging system. Fixed text messaging system so that it doesn't
102 * process or trigger ship controls. Other UI fixes.
104 * 53 4/23/98 1:28a Dave
105 * Seemingly nailed the current_primary_bank and current_secondary_bank -1
106 * problem. Made sure non-critical button presses are _never_ sent to the
109 * 52 4/21/98 11:56p Dave
110 * Put in player deaths statskeeping. Use arrow keys in the ingame join
111 * ship select screen. Don't quit the game if in the debriefing and server
114 * 51 4/15/98 5:03p Dave
115 * Put in a rough countdown to mission start on final sync screen. Fixed
116 * several team vs. team bugs on the ship/team select screen.
118 * 50 4/14/98 12:19p Dave
119 * Revised the pause system yet again. Seperated into its own module.
121 * 49 4/13/98 4:50p Dave
122 * Maintain status of weapon bank/links through respawns. Put # players on
123 * create game mission list. Make observer not have engine sounds. Make
124 * oberver pivot point correct. Fixed respawn value getting reset every
125 * time host options screen started.
127 * 48 4/07/98 5:42p Dave
128 * Put in support for ui display of voice system status (recording,
129 * playing back, etc). Make sure main hall music is stopped before
130 * entering a multiplayer game via ingame join.
132 * 47 4/06/98 10:25p Dave
133 * Fixed up Netgame.respawn for the standalone case.
135 * 46 4/02/98 6:29p Lawrance
136 * compile out multilag code for demo
138 * 45 4/01/98 11:19p Dave
139 * Put in auto-loading of xferred pilot pic files. Grey out background
140 * behind pinfo popup. Put a chatbox message in when players are kicked.
141 * Moved mission title down in briefing. Other ui fixes.
143 * 44 3/28/98 3:20p Dave
144 * Made pilot select popup handle large #'s of pilots correctly. Made
145 * create game screen display/select missions correctly. Made temp
146 * observers get stats after a mission. Numerous small ui fixes.
148 * 43 3/26/98 5:24p Allender
149 * put in respawn edit box into mission notes dialog. Made loading of
150 * missions/campaign happen when first entering the game setup screen.
152 * 42 3/18/98 5:52p Dave
153 * Put in netgame password popup. Numerous ui changes. Laid groundwork for
154 * streamed multi_voice data.
156 * 41 2/23/98 11:09p Dave
157 * Finished up multiplayer campaign support. Seems bug-free.
159 * 40 2/20/98 4:47p Allender
160 * beefed up the multiplayer host interface when selection missions.
161 * Don't reload all the missions everytime a new filter is set
163 * 39 2/15/98 4:28p Dave
164 * Made multiplayer mission lists display mission titles and descriptions
165 * as well as filename. Removed some unneeded code in main hall.
167 * 38 2/11/98 5:35p Dave
168 * Standalone debugging. Changed how support ships warping in are handled.
169 * Some UI code tidying up.
171 * 37 2/10/98 8:39p Dave
172 * Fixed bugs. Made endgame sequencing more clear.
174 * 36 1/31/98 4:32p Dave
175 * Put in new support for VMT player validation, game logging in, and game
176 * logging out. Need to finish stats transfer.
178 * 35 1/23/98 5:43p Dave
179 * Finished bringing standalone up to speed. Coded in new host options
182 * 34 1/22/98 5:26p Dave
183 * Modified some pregame sequencing packets. Starting to repair broken
186 * 33 1/21/98 5:58p Dave
187 * Finished ingame join. Coded in multiplayer interface artwork changes.
189 * 32 1/20/98 5:42p Dave
190 * Moved ingame join to its own module. Improved it a bit.
192 * 31 1/16/98 2:34p Dave
193 * Made pause screen work properly (multiplayer). Changed how chat packets
196 * 30 1/15/98 6:12p Dave
197 * Fixed weapons loadout bugs with multiplayer respawning. Added
198 * multiplayer start screen. Fixed a few chatbox bugs.
200 * 29 12/18/97 8:59p Dave
201 * Finished putting in basic support for weapon select and ship select in
204 * 28 12/13/97 8:01p Dave
205 * Installed multiplayer create game screen.
207 * 27 12/13/97 3:01p Dave
208 * Finished polishing up multiplayer join screen.
210 * 26 12/13/97 1:59a Dave
211 * Installed multiplayer join screen
213 * 25 12/03/97 5:04p Sandeep
214 * Fixed TCP/IP connections and you can play games off master tracker now
216 * 24 11/15/97 2:37p Dave
217 * More multiplayer campaign support.
219 * 23 11/12/97 4:43p Hoffoss
220 * Implemented new pause screens, moved old pause to debug pause.
222 * 22 11/04/97 3:37p Dave
223 * More sequencing overhauls. Respawning, and server transfer.
225 * 21 10/30/97 5:47p Dave
226 * Smoothed transition between multiple multiplayer missions. Nailed a few
227 * timestamp problems.
229 * 20 10/29/97 5:18p Dave
230 * More debugging of server transfer. Put in debrief/brief
231 * transition for multiplayer (w/standalone)
233 * 19 10/22/97 6:26p Dave
234 * Cleanup up yet more pregame sequencing. Got standalone up to working
237 * 18 10/21/97 5:21p Dave
238 * Fixed pregame mission load/file verify debacle. Added single vs.
239 * multiplayer stats system.
241 * 17 10/20/97 5:00p Dave
242 * Installed new de-luxe ack system. Fixed a few potential chat/stats
243 * bugs. Cleaned out some old code.
245 * 16 10/09/97 5:24p Allender
246 * fix misison time display. Pass frametime into UI menus
248 * 15 10/02/97 4:53p Dave
249 * Finished all leave/join problems. Fixed file xfer with new ingame and
250 * non-ingame situations. Fixed oddball timestamp problem.
252 * 14 9/30/97 5:07p Dave
253 * Finished up client-server remote commands. Finished up client-server
254 * squadmate messaging. Added periodic auto-subsystem updates. Began work
255 * on adapting ingame join to new player start system
257 * 13 9/30/97 4:58p Allender
258 * object updates on client side now happen according to different levels.
259 * prediction code needs to be put in still
261 * 12 9/15/97 4:43p Dave
262 * Got basic observer mode working. Seems bug free so far.
264 * 11 8/29/97 5:01p Dave
265 * Put in multiplayer pause screen/feartures.
267 * 10 8/20/97 4:21p Dave
268 * Spliced out busy ACCEPT wait loop to work within the existing state
269 * loop. Fixed display of mission description.
271 * 9 7/24/97 10:06a Dave
272 * Added scrollable game server list into multi_join_tracker_*
274 * 8 7/23/97 4:54p Dave
275 * Added multi_join_tracker_* functions for dealing with the tracker.
277 * 7 7/02/97 12:59p Allender
278 * chat hooks -- fixed a couple of chat bugs and reformetted the screen
281 * 6 6/12/97 9:13a Allender
282 * added sequencing state to the end of ship selection. Changed some
283 * packet names and host sequencing
285 * 5 6/10/97 9:56p Allender
286 * get multiplayer mission selection working. Host can select mission and
287 * have himself and clients load the mission -- no sequencing past this
290 * 4 6/06/97 10:40a Allender
291 * added 'type' to mission (single/multi/etc). Added a couple of new game
292 * states for allowing to choose mission for multiplayer game
294 * 3 1/01/97 6:45p Lawrance
295 * added more multiplayer messages, improved code
297 * 2 12/30/96 10:18a Lawrance
298 * split up multiplayer code into manageable files
308 #include "missionparse.h"
312 void multi_common_add_text(char *txt,int auto_scroll = 0);
313 void multi_common_set_text(char *str,int auto_scroll = 0);
315 // time between sending refresh packets to known servers
316 #define MULTI_JOIN_REFRESH_TIME 45000
317 #define MULTI_JOIN_REFRESH_TIME_LOCAL 5000
318 // this time must be longer than the MULTI_JOIN_REFRESH_TIME but shorter than twice the MULTI_JOIN_REFRESH_TIME
319 // so that it does not time out between refresh times, but cannot last more than 2 complete refreshed without
320 // timing out. Just trust me - DB
321 #define MULTI_JOIN_SERVER_TIMEOUT (MULTI_JOIN_REFRESH_TIME + (MULTI_JOIN_REFRESH_TIME /2))
322 #define MULTI_JOIN_SERVER_TIMEOUT_LOCAL (MULTI_JOIN_REFRESH_TIME_LOCAL + (MULTI_JOIN_REFRESH_TIME_LOCAL / 2))
324 // maximum number of items which can be on the list
325 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
326 #define MULTI_CREATE_MAX_LIST_ITEMS 1
328 #define MULTI_CREATE_MAX_LIST_ITEMS 200
332 char filename[MAX_FILENAME_LEN]; // filename of the mission
333 char name[NAME_LENGTH]; // name of the mission
334 int flags; // flags to tell what type of multiplayer game (coop, team v. team)
335 uint respawn; // mission specified respawn count
336 ubyte max_players; // max players allowed for this file
337 char valid_status; // see MVALID_* defines above
340 // load all common icons
341 #define MULTI_NUM_COMMON_ICONS 12
342 #define MICON_VOICE_DENIED 0
343 #define MICON_VOICE_RECORDING 1
344 #define MICON_TEAM0 2
345 #define MICON_TEAM0_SELECT 3
346 #define MICON_TEAM1 4
347 #define MICON_TEAM1_SELECT 5
350 #define MICON_DOGFIGHT 8
351 #define MICON_VOLITION 9
352 #define MICON_VALID 10
356 extern int Multi_common_icons[MULTI_NUM_COMMON_ICONS];
357 extern int Multi_common_icon_dims[MULTI_NUM_COMMON_ICONS][2];
358 void multi_load_common_icons();
359 void multi_unload_common_icons();
361 // initialize/display all bitmaps, etc related to displaying the voice system status
362 void multi_common_voice_display_status();
364 // multiplayer screen common palettes
365 void multi_common_load_palette();
366 void multi_common_set_palette();
367 void multi_common_unload_palette();
369 // call this to verify if we have a CD in the drive or not
370 void multi_common_verify_cd();
372 // variables to hold the mission and campaign lists
373 extern int Multi_create_mission_count; // how many we have
374 extern int Multi_create_campaign_count;
375 extern multi_create_info Multi_create_mission_list[MULTI_CREATE_MAX_LIST_ITEMS];
376 extern multi_create_info Multi_create_campaign_list[MULTI_CREATE_MAX_LIST_ITEMS];
378 extern char Multi_create_files_array[MULTI_CREATE_MAX_LIST_ITEMS][MAX_FILENAME_LEN];
379 extern int Multi_create_files_array_count;
381 void multi_create_list_load_missions();
382 void multi_create_list_load_campaigns();
384 // returns an index into Multi_create_mission_list
385 int multi_create_lookup_mission(char *fname);
387 // returns an index into Multi_create_campaign_list
388 int multi_create_lookup_campaign(char *fname);
390 void multi_sg_rank_build_name(char *in,char *out);
392 void multi_join_game_init();
393 void multi_join_game_close();
394 void multi_join_game_do_frame();
395 void multi_join_eval_pong(net_addr_t *addr, fix pong_time);
396 void multi_join_reset_join_stamp();
397 void multi_join_clear_game_list();
398 void multi_join_notify_new_game();
400 void multi_start_game_init();
401 void multi_start_game_do();
402 void multi_start_game_close();
404 void multi_create_game_init();
405 void multi_create_game_do();
406 void multi_create_game_close();
407 void multi_create_game_add_mission(char *fname,char *name, int flags);
409 #define MULTI_CREATE_SHOW_MISSIONS 0
410 #define MULTI_CREATE_SHOW_CAMPAIGNS 1
411 void multi_create_setup_list_data(int mode);
413 void multi_create_handle_join(net_player *pl);
415 void multi_jw_handle_join(net_player *pl);
417 void multi_host_options_init();
418 void multi_host_options_do();
419 void multi_host_options_close();
421 void multi_game_client_setup_init();
422 void multi_game_client_setup_do_frame();
423 void multi_game_client_setup_close();
425 #define MULTI_SYNC_PRE_BRIEFING 0 // moving from the join to the briefing stage
426 #define MULTI_SYNC_POST_BRIEFING 1 // moving from the briefing to the gameplay stage
427 #define MULTI_SYNC_INGAME 2 // ingame joiners data sync
428 extern int Multi_sync_mode; // should always set this var before calling GS_EVENT_MULTI_MISSION_SYNC
429 extern int Multi_sync_countdown; // time in seconds until the mission is going to be launched
430 void multi_sync_init();
431 void multi_sync_do();
432 void multi_sync_close();
433 void multi_sync_start_countdown(); // start the countdown to launch when the launch button is pressed
435 // note : these functions are called from within missiondebrief.cpp - NOT from freespace.cpp
436 void multi_debrief_init();
437 void multi_debrief_do_frame();
438 void multi_debrief_close();
439 void multi_debrief_accept_hit(); // handle the accept button being hit
440 void multi_debrief_esc_hit(); // handle the ESC button being hit
441 void multi_debrief_replay_hit(); // handle the replay button being hit
442 void multi_debrief_server_left(); // call this when the server has left and we would otherwise be saying "contact lost with server"
443 void multi_debrief_stats_accept(); // call this to insure that stats are not undone when we leave the debriefing
444 void multi_debrief_stats_toss(); // call this to "toss" the stats packet
445 int multi_debrief_stats_accept_code(); // call this to determine the status of multiplayer stats acceptance
446 void multi_debrief_server_process(); // process all details regarding moving the netgame to its next state
448 // add a notification string, drawing appropriately depending on the state/screen we're in
449 void multi_common_add_notify(char *str);
451 // bring up the password string popup, fill in passwd (return 1 if accept was pressed, 0 if cancel was pressed)
452 int multi_passwd_popup(char *passwd);