2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Network/MultiUI.h $
15 * Header file for the UI of the various multiplayer screens
18 * Revision 1.3 2002/06/09 04:41:14 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/27 00:40:47 theoddone33
22 * Fix net_addr vs net_addr_t
24 * Revision 1.1.1.1 2002/05/03 03:28:12 root
28 * 8 7/15/99 9:20a Andsager
29 * FS2_DEMO initial checkin
31 * 7 5/04/99 5:20p Dave
32 * Fixed up multiplayer join screen and host options screen. Should both
35 * 6 2/23/99 2:29p Dave
36 * First run of oldschool dogfight mode.
38 * 5 2/11/99 3:08p Dave
39 * PXO refresh button. Very preliminary squad war support.
41 * 4 11/19/98 4:19p Dave
42 * Put IPX sockets back in psnet. Consolidated all multiplayer config
45 * 3 11/05/98 5:55p Dave
46 * Big pass at reducing #includes
48 * 2 10/07/98 10:53a Dave
51 * 1 10/07/98 10:50a Dave
53 * 68 9/17/98 3:08p Dave
54 * PXO to non-pxo game warning popup. Player icon stuff in create and join
55 * game screens. Upped server count refresh time in PXO to 35 secs (from
58 * 67 9/10/98 1:17p Dave
59 * Put in code to flag missions and campaigns as being MD or not in Fred
60 * and Freespace. Put in multiplayer support for filtering out MD
61 * missions. Put in multiplayer popups for warning of non-valid missions.
63 * 66 9/04/98 3:51p Dave
64 * Put in validated mission updating and application during stats
67 * 65 8/12/98 4:53p Dave
68 * Put in 32 bit checksumming for PXO missions. No validation on the
69 * actual tracker yet, though.
71 * 64 6/05/98 9:54a Lawrance
74 * 63 5/23/98 3:31p Dave
75 * Tweaked pxo code. Fixed observer HUD stuff.
77 * 62 5/20/98 2:25a Dave
78 * Fixed server side voice muting. Tweaked multi debrief/endgame
79 * sequencing a bit. Much friendlier for stats tossing/accepting now.
81 * 61 5/15/98 12:09a Dave
82 * New tracker api code. New game tracker code. Finished up first run of
83 * the PXO screen. Fixed a few game server list exceptions.
85 * 60 5/11/98 11:40p Dave
88 * 59 5/09/98 7:16p Dave
89 * Put in CD checking. Put in standalone host password. Made pilot into
92 * 58 5/08/98 5:05p Dave
93 * Go to the join game screen when quitting multiplayer. Fixed mission
94 * text chat bugs. Put mission type symbols on the create game list.
95 * Started updating standalone gui controls.
97 * 57 5/04/98 10:39p Dave
98 * Put in endgame sequencing. Need to check campaign situations.
99 * Realigned ship info on team select screen.
101 * 56 5/04/98 1:44p Dave
102 * Fixed up a standalone resetting problem. Fixed multiplayer stats
103 * collection for clients. Make sure all multiplayer ui screens have the
104 * correct palette at all times.
106 * 55 4/30/98 12:57a Dave
107 * Put in new mode for ship/weapon selection. Rearranged how game querying
110 * 54 4/23/98 6:19p Dave
111 * Store ETS values between respawns. Put kick feature in the text
112 * messaging system. Fixed text messaging system so that it doesn't
113 * process or trigger ship controls. Other UI fixes.
115 * 53 4/23/98 1:28a Dave
116 * Seemingly nailed the current_primary_bank and current_secondary_bank -1
117 * problem. Made sure non-critical button presses are _never_ sent to the
120 * 52 4/21/98 11:56p Dave
121 * Put in player deaths statskeeping. Use arrow keys in the ingame join
122 * ship select screen. Don't quit the game if in the debriefing and server
125 * 51 4/15/98 5:03p Dave
126 * Put in a rough countdown to mission start on final sync screen. Fixed
127 * several team vs. team bugs on the ship/team select screen.
129 * 50 4/14/98 12:19p Dave
130 * Revised the pause system yet again. Seperated into its own module.
132 * 49 4/13/98 4:50p Dave
133 * Maintain status of weapon bank/links through respawns. Put # players on
134 * create game mission list. Make observer not have engine sounds. Make
135 * oberver pivot point correct. Fixed respawn value getting reset every
136 * time host options screen started.
138 * 48 4/07/98 5:42p Dave
139 * Put in support for ui display of voice system status (recording,
140 * playing back, etc). Make sure main hall music is stopped before
141 * entering a multiplayer game via ingame join.
143 * 47 4/06/98 10:25p Dave
144 * Fixed up Netgame.respawn for the standalone case.
146 * 46 4/02/98 6:29p Lawrance
147 * compile out multilag code for demo
149 * 45 4/01/98 11:19p Dave
150 * Put in auto-loading of xferred pilot pic files. Grey out background
151 * behind pinfo popup. Put a chatbox message in when players are kicked.
152 * Moved mission title down in briefing. Other ui fixes.
154 * 44 3/28/98 3:20p Dave
155 * Made pilot select popup handle large #'s of pilots correctly. Made
156 * create game screen display/select missions correctly. Made temp
157 * observers get stats after a mission. Numerous small ui fixes.
159 * 43 3/26/98 5:24p Allender
160 * put in respawn edit box into mission notes dialog. Made loading of
161 * missions/campaign happen when first entering the game setup screen.
163 * 42 3/18/98 5:52p Dave
164 * Put in netgame password popup. Numerous ui changes. Laid groundwork for
165 * streamed multi_voice data.
167 * 41 2/23/98 11:09p Dave
168 * Finished up multiplayer campaign support. Seems bug-free.
170 * 40 2/20/98 4:47p Allender
171 * beefed up the multiplayer host interface when selection missions.
172 * Don't reload all the missions everytime a new filter is set
174 * 39 2/15/98 4:28p Dave
175 * Made multiplayer mission lists display mission titles and descriptions
176 * as well as filename. Removed some unneeded code in main hall.
178 * 38 2/11/98 5:35p Dave
179 * Standalone debugging. Changed how support ships warping in are handled.
180 * Some UI code tidying up.
182 * 37 2/10/98 8:39p Dave
183 * Fixed bugs. Made endgame sequencing more clear.
185 * 36 1/31/98 4:32p Dave
186 * Put in new support for VMT player validation, game logging in, and game
187 * logging out. Need to finish stats transfer.
189 * 35 1/23/98 5:43p Dave
190 * Finished bringing standalone up to speed. Coded in new host options
193 * 34 1/22/98 5:26p Dave
194 * Modified some pregame sequencing packets. Starting to repair broken
197 * 33 1/21/98 5:58p Dave
198 * Finished ingame join. Coded in multiplayer interface artwork changes.
200 * 32 1/20/98 5:42p Dave
201 * Moved ingame join to its own module. Improved it a bit.
203 * 31 1/16/98 2:34p Dave
204 * Made pause screen work properly (multiplayer). Changed how chat packets
207 * 30 1/15/98 6:12p Dave
208 * Fixed weapons loadout bugs with multiplayer respawning. Added
209 * multiplayer start screen. Fixed a few chatbox bugs.
211 * 29 12/18/97 8:59p Dave
212 * Finished putting in basic support for weapon select and ship select in
215 * 28 12/13/97 8:01p Dave
216 * Installed multiplayer create game screen.
218 * 27 12/13/97 3:01p Dave
219 * Finished polishing up multiplayer join screen.
221 * 26 12/13/97 1:59a Dave
222 * Installed multiplayer join screen
224 * 25 12/03/97 5:04p Sandeep
225 * Fixed TCP/IP connections and you can play games off master tracker now
227 * 24 11/15/97 2:37p Dave
228 * More multiplayer campaign support.
230 * 23 11/12/97 4:43p Hoffoss
231 * Implemented new pause screens, moved old pause to debug pause.
233 * 22 11/04/97 3:37p Dave
234 * More sequencing overhauls. Respawning, and server transfer.
236 * 21 10/30/97 5:47p Dave
237 * Smoothed transition between multiple multiplayer missions. Nailed a few
238 * timestamp problems.
240 * 20 10/29/97 5:18p Dave
241 * More debugging of server transfer. Put in debrief/brief
242 * transition for multiplayer (w/standalone)
244 * 19 10/22/97 6:26p Dave
245 * Cleanup up yet more pregame sequencing. Got standalone up to working
248 * 18 10/21/97 5:21p Dave
249 * Fixed pregame mission load/file verify debacle. Added single vs.
250 * multiplayer stats system.
252 * 17 10/20/97 5:00p Dave
253 * Installed new de-luxe ack system. Fixed a few potential chat/stats
254 * bugs. Cleaned out some old code.
256 * 16 10/09/97 5:24p Allender
257 * fix misison time display. Pass frametime into UI menus
259 * 15 10/02/97 4:53p Dave
260 * Finished all leave/join problems. Fixed file xfer with new ingame and
261 * non-ingame situations. Fixed oddball timestamp problem.
263 * 14 9/30/97 5:07p Dave
264 * Finished up client-server remote commands. Finished up client-server
265 * squadmate messaging. Added periodic auto-subsystem updates. Began work
266 * on adapting ingame join to new player start system
268 * 13 9/30/97 4:58p Allender
269 * object updates on client side now happen according to different levels.
270 * prediction code needs to be put in still
272 * 12 9/15/97 4:43p Dave
273 * Got basic observer mode working. Seems bug free so far.
275 * 11 8/29/97 5:01p Dave
276 * Put in multiplayer pause screen/feartures.
278 * 10 8/20/97 4:21p Dave
279 * Spliced out busy ACCEPT wait loop to work within the existing state
280 * loop. Fixed display of mission description.
282 * 9 7/24/97 10:06a Dave
283 * Added scrollable game server list into multi_join_tracker_*
285 * 8 7/23/97 4:54p Dave
286 * Added multi_join_tracker_* functions for dealing with the tracker.
288 * 7 7/02/97 12:59p Allender
289 * chat hooks -- fixed a couple of chat bugs and reformetted the screen
292 * 6 6/12/97 9:13a Allender
293 * added sequencing state to the end of ship selection. Changed some
294 * packet names and host sequencing
296 * 5 6/10/97 9:56p Allender
297 * get multiplayer mission selection working. Host can select mission and
298 * have himself and clients load the mission -- no sequencing past this
301 * 4 6/06/97 10:40a Allender
302 * added 'type' to mission (single/multi/etc). Added a couple of new game
303 * states for allowing to choose mission for multiplayer game
305 * 3 1/01/97 6:45p Lawrance
306 * added more multiplayer messages, improved code
308 * 2 12/30/96 10:18a Lawrance
309 * split up multiplayer code into manageable files
319 #include "missionparse.h"
323 void multi_common_add_text(char *txt,int auto_scroll = 0);
324 void multi_common_set_text(char *str,int auto_scroll = 0);
326 // time between sending refresh packets to known servers
327 #define MULTI_JOIN_REFRESH_TIME 45000
328 #define MULTI_JOIN_REFRESH_TIME_LOCAL 5000
329 // this time must be longer than the MULTI_JOIN_REFRESH_TIME but shorter than twice the MULTI_JOIN_REFRESH_TIME
330 // so that it does not time out between refresh times, but cannot last more than 2 complete refreshed without
331 // timing out. Just trust me - DB
332 #define MULTI_JOIN_SERVER_TIMEOUT (MULTI_JOIN_REFRESH_TIME + (MULTI_JOIN_REFRESH_TIME /2))
333 #define MULTI_JOIN_SERVER_TIMEOUT_LOCAL (MULTI_JOIN_REFRESH_TIME_LOCAL + (MULTI_JOIN_REFRESH_TIME_LOCAL / 2))
335 // maximum number of items which can be on the list
336 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
337 #define MULTI_CREATE_MAX_LIST_ITEMS 1
339 #define MULTI_CREATE_MAX_LIST_ITEMS 200
343 char filename[MAX_FILENAME_LEN]; // filename of the mission
344 char name[NAME_LENGTH]; // name of the mission
345 int flags; // flags to tell what type of multiplayer game (coop, team v. team)
346 uint respawn; // mission specified respawn count
347 ubyte max_players; // max players allowed for this file
348 char valid_status; // see MVALID_* defines above
351 // load all common icons
352 #define MULTI_NUM_COMMON_ICONS 12
353 #define MICON_VOICE_DENIED 0
354 #define MICON_VOICE_RECORDING 1
355 #define MICON_TEAM0 2
356 #define MICON_TEAM0_SELECT 3
357 #define MICON_TEAM1 4
358 #define MICON_TEAM1_SELECT 5
361 #define MICON_DOGFIGHT 8
362 #define MICON_VOLITION 9
363 #define MICON_VALID 10
367 extern int Multi_common_icons[MULTI_NUM_COMMON_ICONS];
368 extern int Multi_common_icon_dims[MULTI_NUM_COMMON_ICONS][2];
369 void multi_load_common_icons();
370 void multi_unload_common_icons();
372 // initialize/display all bitmaps, etc related to displaying the voice system status
373 void multi_common_voice_display_status();
375 // multiplayer screen common palettes
376 void multi_common_load_palette();
377 void multi_common_set_palette();
378 void multi_common_unload_palette();
380 // call this to verify if we have a CD in the drive or not
381 void multi_common_verify_cd();
383 // variables to hold the mission and campaign lists
384 extern int Multi_create_mission_count; // how many we have
385 extern int Multi_create_campaign_count;
386 extern multi_create_info Multi_create_mission_list[MULTI_CREATE_MAX_LIST_ITEMS];
387 extern multi_create_info Multi_create_campaign_list[MULTI_CREATE_MAX_LIST_ITEMS];
389 extern char Multi_create_files_array[MULTI_CREATE_MAX_LIST_ITEMS][MAX_FILENAME_LEN];
390 extern int Multi_create_files_array_count;
392 void multi_create_list_load_missions();
393 void multi_create_list_load_campaigns();
395 // returns an index into Multi_create_mission_list
396 int multi_create_lookup_mission(char *fname);
398 // returns an index into Multi_create_campaign_list
399 int multi_create_lookup_campaign(char *fname);
401 void multi_sg_rank_build_name(char *in,char *out);
403 void multi_join_game_init();
404 void multi_join_game_close();
405 void multi_join_game_do_frame();
406 void multi_join_eval_pong(net_addr_t *addr, fix pong_time);
407 void multi_join_reset_join_stamp();
408 void multi_join_clear_game_list();
409 void multi_join_notify_new_game();
411 void multi_start_game_init();
412 void multi_start_game_do();
413 void multi_start_game_close();
415 void multi_create_game_init();
416 void multi_create_game_do();
417 void multi_create_game_close();
418 void multi_create_game_add_mission(char *fname,char *name, int flags);
420 #define MULTI_CREATE_SHOW_MISSIONS 0
421 #define MULTI_CREATE_SHOW_CAMPAIGNS 1
422 void multi_create_setup_list_data(int mode);
424 void multi_create_handle_join(net_player *pl);
426 void multi_jw_handle_join(net_player *pl);
428 void multi_host_options_init();
429 void multi_host_options_do();
430 void multi_host_options_close();
432 void multi_game_client_setup_init();
433 void multi_game_client_setup_do_frame();
434 void multi_game_client_setup_close();
436 #define MULTI_SYNC_PRE_BRIEFING 0 // moving from the join to the briefing stage
437 #define MULTI_SYNC_POST_BRIEFING 1 // moving from the briefing to the gameplay stage
438 #define MULTI_SYNC_INGAME 2 // ingame joiners data sync
439 extern int Multi_sync_mode; // should always set this var before calling GS_EVENT_MULTI_MISSION_SYNC
440 extern int Multi_sync_countdown; // time in seconds until the mission is going to be launched
441 void multi_sync_init();
442 void multi_sync_do();
443 void multi_sync_close();
444 void multi_sync_start_countdown(); // start the countdown to launch when the launch button is pressed
446 // note : these functions are called from within missiondebrief.cpp - NOT from freespace.cpp
447 void multi_debrief_init();
448 void multi_debrief_do_frame();
449 void multi_debrief_close();
450 void multi_debrief_accept_hit(); // handle the accept button being hit
451 void multi_debrief_esc_hit(); // handle the ESC button being hit
452 void multi_debrief_replay_hit(); // handle the replay button being hit
453 void multi_debrief_server_left(); // call this when the server has left and we would otherwise be saying "contact lost with server"
454 void multi_debrief_stats_accept(); // call this to insure that stats are not undone when we leave the debriefing
455 void multi_debrief_stats_toss(); // call this to "toss" the stats packet
456 int multi_debrief_stats_accept_code(); // call this to determine the status of multiplayer stats acceptance
457 void multi_debrief_server_process(); // process all details regarding moving the netgame to its next state
459 // add a notification string, drawing appropriately depending on the state/screen we're in
460 void multi_common_add_notify(char *str);
462 // bring up the password string popup, fill in passwd (return 1 if accept was pressed, 0 if cancel was pressed)
463 int multi_passwd_popup(char *passwd);