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/MultiTeamSelect.cpp $
15 * Multiplayer Team Selection Code
18 * Revision 1.3 2002/06/09 04:41:24 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:47 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:10 root
28 * 27 9/13/99 12:54p Jefff
31 * 26 9/12/99 3:21p Jefff
32 * commit button coord fix in 640
34 * 25 8/05/99 9:57p Jefff
35 * fixed some button wierdness
37 * 24 8/05/99 5:08p Jefff
38 * fixed some location probs
40 * 23 7/28/99 5:34p Dave
41 * Nailed the missing stats bug to the wall. Problem was optimized build
42 * and using GET_DATA() with array elements. BLECH.
44 * 22 7/24/99 6:02p Jefff
45 * Added "lock" text to lock button
47 * 21 5/03/99 8:32p Dave
48 * New version of multi host options screen.
50 * 20 3/25/99 6:36p Neilk
51 * more hires coord fixes
53 * 19 3/25/99 2:44p Neilk
56 * 18 3/23/99 11:56a Neilk
57 * new source safe checkin
59 * 17 3/10/99 6:50p Dave
60 * Changed the way we buffer packets for all clients. Optimized turret
61 * fired packets. Did some weapon firing optimizations.
63 * 16 3/09/99 6:24p Dave
64 * More work on object update revamping. Identified several sources of
65 * unnecessary bandwidth.
67 * 15 2/21/99 6:02p Dave
68 * Fixed standalone WSS packets.
70 * 14 2/11/99 3:08p Dave
71 * PXO refresh button. Very preliminary squad war support.
73 * 13 2/01/99 5:55p Dave
74 * Removed the idea of explicit bitmaps for buttons. Fixed text
75 * highlighting for disabled gadgets.
77 * 12 1/30/99 5:08p Dave
78 * More new hi-res stuff.Support for nice D3D textures.
80 * 11 1/30/99 1:29a Dave
81 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
82 * screen. Fixed beam weapon death messages.
84 * 10 1/29/99 5:07p Dave
85 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
88 * 9 1/13/99 7:19p Neilk
89 * Converted Mission Brief, Barracks, Synch to high res support
91 * 8 12/18/98 1:13a Dave
92 * Rough 1024x768 support for Direct3D. Proper detection and usage through
95 * 7 11/30/98 1:07p Dave
96 * 16 bit conversion, first run.
98 * 6 11/19/98 8:04a Dave
99 * Full support for D3-style reliable sockets. Revamped packet lag/loss
100 * system, made it receiver side and at the lowest possible level.
102 * 5 11/17/98 11:12a Dave
103 * Removed player identification by address. Now assign explicit id #'s.
105 * 4 11/05/98 5:55p Dave
106 * Big pass at reducing #includes
108 * 3 10/13/98 9:29a Dave
109 * Started neatening up freespace.h. Many variables renamed and
110 * reorganized. Added AlphaColors.[h,cpp]
112 * 2 10/07/98 10:53a Dave
115 * 1 10/07/98 10:50a Dave
117 * 112 9/18/98 2:22a Dave
118 * Fixed freespace-side PXO api to correctly handle length 10 id strings.
119 * Fixed team select screen to handle alpha/beta/gamma ships which are not
120 * marked as OF_PLAYER_SHIP
122 * 111 9/17/98 3:08p Dave
123 * PXO to non-pxo game warning popup. Player icon stuff in create and join
124 * game screens. Upped server count refresh time in PXO to 35 secs (from
127 * 110 8/20/98 5:31p Dave
128 * Put in handy multiplayer logfile system. Now need to put in useful
129 * applications of it all over the code.
131 * 109 8/07/98 10:17a Allender
132 * use obj_set_flags for setting COULD_BE_PLAYER flag to trap bugs
134 * 108 7/24/98 9:27a Dave
135 * Tidied up endgame sequencing by removing several old flags and
136 * standardizing _all_ endgame stuff with a single function call.
138 * 107 6/13/98 6:01p Hoffoss
139 * Externalized all new (or forgot to be added) strings to all the code.
141 * 106 6/13/98 3:19p Hoffoss
142 * NOX()ed out a bunch of strings that shouldn't be translated.
144 * 105 5/19/98 8:35p Dave
145 * Revamp PXO channel listing system. Send campaign goals/events to
146 * clients for evaluation. Made lock button pressable on all screens.
148 * 104 5/19/98 11:23a Dave
149 * Change mask value for "lock" button.
151 * 103 5/18/98 12:41a Allender
152 * fixed subsystem problems on clients (i.e. not reporting properly on
153 * damage indicator). Fixed ingame join problem with respawns. minor
156 * 102 5/17/98 1:43a Dave
157 * Eradicated chatbox problems. Remove speed match for observers. Put in
158 * help screens for PXO. Fix messaging and end mission privelges. Fixed
159 * team select screen bugs. Misc UI fixes.
161 * 101 5/15/98 5:16p Dave
162 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
163 * status for team vs. team. Put in asserts to check for invalid team vs.
166 * 100 5/10/98 7:06p Dave
167 * Fix endgame sequencing ESC key. Changed how host options warning popups
168 * are done. Fixed pause/message scrollback/options screen problems in mp.
169 * Make sure observer HUD doesn't try to lock weapons.
173 #include "multiteamselect.h"
179 #include "linklist.h"
180 #include "gamesequence.h"
182 #include "multiutil.h"
183 #include "freespace.h"
184 #include "missionscreencommon.h"
185 #include "missionshipchoice.h"
186 #include "missionweaponchoice.h"
187 #include "missionbrief.h"
188 #include "missionparse.h"
189 #include "multimsgs.h"
190 #include "snazzyui.h"
194 #include "multi_endgame.h"
195 #include "alphacolors.h"
198 // ------------------------------------------------------------------------------------------------------
199 // TEAM SELECT DEFINES/VARS
202 // mission screen common data
203 extern int Next_screen;
208 #define MULTI_TS_PALETTE "InterfacePalette"
210 char *Multi_ts_bitmap_fname[GR_NUM_RESOLUTIONS] = {
211 "TeamSelect", // GR_640
212 "2_TeamSelect" // GR_1024
215 char *Multi_ts_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
216 "TeamSelect-M", // GR_640
217 "2_TeamSelect-M" // GR_1024
220 // constants for coordinate lookup
221 #define MULTI_TS_X_COORD 0
222 #define MULTI_TS_Y_COORD 1
223 #define MULTI_TS_W_COORD 2
224 #define MULTI_TS_H_COORD 3
226 #define MULTI_TS_NUM_BUTTONS 7
227 #define MULTI_TS_BRIEFING 0 // go to the briefing
228 #define MULTI_TS_SHIP_SELECT 1 // this screen
229 #define MULTI_TS_WEAPON_SELECT 2 // go to the weapon select screen
230 #define MULTI_TS_SHIPS_UP 3 // scroll the ships list up
231 #define MULTI_TS_SHIPS_DOWN 4 // scroll the ships list down
232 #define MULTI_TS_COMMIT 5 // commit
233 #define MULTI_TS_LOCK 6 // lock (free) ship/weapon select
235 ui_button_info Multi_ts_buttons[GR_NUM_RESOLUTIONS][MULTI_TS_NUM_BUTTONS] = {
237 ui_button_info("CB_00", 7, 3, 37, 7, 0),
238 ui_button_info("CB_01", 7, 19, 37, 23, 1),
239 ui_button_info("CB_02", 7, 35, 37, 39, 2),
240 ui_button_info("TSB_03", 5, 303, -1, -1, 3),
241 ui_button_info("TSB_04", 5, 454, -1, -1, 4),
242 ui_button_info("TSB_09", 571, 425, 572, 413, 9),
243 ui_button_info("TSB_34", 603, 374, 602, 364, 34)
247 ui_button_info("2_CB_00", 12, 5, 59, 12, 0),
248 ui_button_info("2_CB_01", 12, 31, 59, 37, 1),
249 ui_button_info("2_CB_02", 12, 56, 59, 62, 2),
250 ui_button_info("2_TSB_03", 8, 485, -1, -1, 3),
251 ui_button_info("2_TSB_04", 8, 727, -1, -1, 4),
252 ui_button_info("2_TSB_09", 914, 681, 937, 660, 9),
253 ui_button_info("2_TSB_34", 966, 599, 964, 584, 34)
258 // players locked ani graphic
259 #define MULTI_TS_NUM_LOCKED_BITMAPS 3
261 char *Multi_ts_bmap_names[GR_NUM_RESOLUTIONS][3] = {
273 int Multi_ts_locked_bitmaps[MULTI_TS_NUM_LOCKED_BITMAPS];
276 // snazzy menu regions
277 #define TSWING_0_SHIP_0 10
278 #define TSWING_0_SHIP_1 12
279 #define TSWING_0_SHIP_2 14
280 #define TSWING_0_SHIP_3 16
281 #define TSWING_1_SHIP_0 18
282 #define TSWING_1_SHIP_1 20
283 #define TSWING_1_SHIP_2 22
284 #define TSWING_1_SHIP_3 24
285 #define TSWING_2_SHIP_0 26
286 #define TSWING_2_SHIP_1 28
287 #define TSWING_2_SHIP_2 30
288 #define TSWING_2_SHIP_3 32
290 #define TSWING_0_NAME_0 11
291 #define TSWING_0_NAME_1 13
292 #define TSWING_0_NAME_2 15
293 #define TSWING_0_NAME_3 17
294 #define TSWING_1_NAME_0 19
295 #define TSWING_1_NAME_1 21
296 #define TSWING_1_NAME_2 23
297 #define TSWING_1_NAME_3 25
298 #define TSWING_2_NAME_0 27
299 #define TSWING_2_NAME_1 29
300 #define TSWING_2_NAME_2 31
301 #define TSWING_2_NAME_3 33
303 #define TSWING_LIST_0 5
304 #define TSWING_LIST_1 6
305 #define TSWING_LIST_2 7
306 #define TSWING_LIST_3 8
308 #define MULTI_TS_SLOT_LIST 0
309 #define MULTI_TS_PLAYER_LIST 1
310 #define MULTI_TS_AVAIL_LIST 2
313 #define MULTI_TS_NUM_SNAZZY_REGIONS 28
316 int Multi_ts_inited = 0;
317 int Multi_ts_snazzy_regions;
318 ubyte *Multi_ts_mask_data;
319 int Multi_ts_mask_w, Multi_ts_mask_h;
320 MENU_REGION Multi_ts_region[MULTI_TS_NUM_SNAZZY_REGIONS];
321 UI_WINDOW Multi_ts_window;
324 #define MULTI_TS_NUM_SHIP_SLOTS_TEAM 4 // # of ship slots in team v team
325 #define MULTI_TS_FLAG_NONE -2 // never has any ships
326 #define MULTI_TS_FLAG_EMPTY -1 // currently empty
327 char *Multi_ts_slot_names[MULTI_TS_NUM_SHIP_SLOTS] = { //
328 "alpha 1", "alpha 2", "alpha 3", "alpha 4",
329 "beta 1", "beta 2", "beta 3", "beta 4",
330 "gamma 1", "gamma 2", "gamma 3", "gamma 4"
332 char *Multi_ts_slot_team_names[MULTI_TS_MAX_TEAMS][MULTI_TS_NUM_SHIP_SLOTS_TEAM] = {
333 {"alpha 1", "alpha 2", "alpha 3", "alpha 4"},
334 {"zeta 1", "zeta 2", "zeta 3", "zeta 4"}
337 static int Multi_ts_slot_icon_coords[MULTI_TS_NUM_SHIP_SLOTS][GR_NUM_RESOLUTIONS][2] = { // x,y
388 static int Multi_ts_slot_text_coords[MULTI_TS_NUM_SHIP_SLOTS][GR_NUM_RESOLUTIONS][3] = { // x,y,width
390 {112,330,181-112}, // GR_640
391 {187,517,181-112} // GR_1024
394 {74,377,143-74}, // GR_640
395 {126,592,143-74} // GR_1024
398 {149,377,218-149},// GR_640
399 {248,592,218-149} // GR_1024
402 {112,424,181-112},// GR_640
403 {187,667,181-112} // GR_1024
406 {274,330,343-274},// GR_640
407 {446,517,343-274} // GR_1024
410 {236,377,305-236},// GR_640
411 {385,592,305-236} // GR_1024
414 {311,377,380-311},// GR_640
415 {507,592,380-311} // GR_1024
418 {274,424,343-274},// GR_640
419 {446,667,343-274} // GR_1024
422 {437,330,506-437},// GR_640
423 {707,517,506-437} // GR_1024
426 {399,377,468-399},// GR_640
427 {646,592,468-399} // GR_1024
430 {474,377,543-474},// GR_640
431 {768,592,543-474} // GR_1024
434 {437,424,506-437},// GR_640
435 {707,667,506-437} // GR_1024
439 // avail ship list data
440 #define MULTI_TS_AVAIL_MAX_DISPLAY 4
441 static int Multi_ts_avail_coords[MULTI_TS_AVAIL_MAX_DISPLAY][GR_NUM_RESOLUTIONS][2] = { // x,y coords
459 int Multi_ts_avail_start = 0; // starting index of where we will display the available ships
460 int Multi_ts_avail_count = 0; // the # of available ship classes
462 // ship information stuff
463 #define MULTI_TS_SHIP_INFO_MAX_LINE_LEN 150
464 #define MULTI_TS_SHIP_INFO_MAX_LINES 10
465 #define MULTI_TS_SHIP_INFO_MAX_TEXT (MULTI_TS_SHIP_INFO_MAX_LINE_LEN * MULTI_TS_SHIP_INFO_MAX_LINES)
467 static int Multi_ts_ship_info_coords[GR_NUM_RESOLUTIONS][3] = {
476 char Multi_ts_ship_info_lines[MULTI_TS_SHIP_INFO_MAX_LINES][MULTI_TS_SHIP_INFO_MAX_LINE_LEN];
477 char Multi_ts_ship_info_text[MULTI_TS_SHIP_INFO_MAX_TEXT];
478 int Multi_ts_ship_info_line_count;
481 static int Multi_ts_status_coords[GR_NUM_RESOLUTIONS][3] = {
490 int Multi_ts_status_bar_mode = 0;
492 // carried icon information
493 int Multi_ts_carried_flag = 0;
494 int Multi_ts_clicked_flag = 0;
495 int Multi_ts_clicked_x,Multi_ts_clicked_y;
496 int Multi_ts_carried_ship_class;
497 int Multi_ts_carried_from_type = 0;
498 int Multi_ts_carried_from_index = 0;
500 // selected ship types (for informational purposes)
501 int Multi_ts_select_type = -1;
502 int Multi_ts_select_index = -1;
503 int Multi_ts_select_ship_class = -1;
505 // per-frame mouse hotspot vars
506 int Multi_ts_hotspot_type = -1;
507 int Multi_ts_hotspot_index = -1;
510 #define TS_GRAB_FROM_LIST 0
511 #define TS_SWAP_LIST_SLOT 1
512 #define TS_SWAP_SLOT_SLOT 2
513 #define TS_DUMP_TO_LIST 3
514 #define TS_SWAP_PLAYER_PLAYER 4
515 #define TS_MOVE_PLAYER 5
518 #define TS_CODE_LOCK_TEAM 0 // the specified team's slots are locked
519 #define TS_CODE_PLAYER_UPDATE 1 // a player slot update for the specified team
522 #define MULTI_TS_FLAG_NONE -2 // slot is _always_ empty
523 #define MULTI_TS_FLAG_EMPTY -1 // flag is temporarily empty
524 typedef struct ts_team_data {
525 int multi_ts_objnum[MULTI_TS_NUM_SHIP_SLOTS]; // objnums for all slots in this team
526 net_player *multi_ts_player[MULTI_TS_NUM_SHIP_SLOTS]; // net players corresponding to the same slots
527 int multi_ts_flag[MULTI_TS_NUM_SHIP_SLOTS]; // flags indicating the "status" of a slot
528 int multi_players_locked; // are the players locked into place
530 ts_team_data Multi_ts_team[MULTI_TS_MAX_TEAMS]; // data for all teams
532 // deleted ship objnums
533 int Multi_ts_deleted_objnums[MULTI_TS_MAX_TEAMS * MULTI_TS_NUM_SHIP_SLOTS];
534 int Multi_ts_num_deleted;
538 // ------------------------------------------------------------------------------------------------------
539 // TEAM SELECT FORWARD DECLARATIONS
542 // check for button presses
543 void multi_ts_check_buttons();
545 // act on a button press
546 void multi_ts_button_pressed(int n);
548 // initialize all screen data, etc
549 void multi_ts_init_graphics();
551 // blit all of the icons representing all wings
552 void multi_ts_blit_wings();
554 // blit all of the player callsigns under the correct ships
555 void multi_ts_blit_wing_callsigns();
557 // blit the ships on the avail list
558 void multi_ts_blit_avail_ships();
560 // initialize the snazzy menu stuff for dragging ships,players around
561 void multi_ts_init_snazzy();
563 // what type of region the index is (0 == ship avail list, 1 == ship slots, 2 == player slot)
564 int multi_ts_region_type(int region);
566 // convert the region num to a ship slot index
567 int multi_ts_slot_index(int region);
569 // convert the region num to an avail list index
570 int multi_ts_avail_index(int region);
572 // convert the region num to a player slot index
573 int multi_ts_player_index(int region);
575 // blit the status bar
576 void multi_ts_blit_status_bar();
578 // assign the correct players to the correct slots
579 void multi_ts_init_players();
581 // assign the correct objnums to the correct slots
582 void multi_ts_init_objnums();
584 // assign the correct flags to the correct slots
585 void multi_ts_init_flags();
587 // get the proper team and slot index for the given ship name
588 void multi_ts_get_team_and_slot(char *ship_name,int *team_index,int *slot_index);
590 // handle an available ship scroll down button press
591 void multi_ts_avail_scroll_down();
593 // handle an available ship scroll up button press
594 void multi_ts_avail_scroll_up();
596 // handle all mouse events (clicking, dragging, and dropping)
597 void multi_ts_handle_mouse();
599 // can the specified player perform the action he is attempting
600 int multi_ts_can_perform(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index = -1);
602 // determine the kind of drag and drop operation this is
603 int multi_ts_get_dnd_type(int from_type,int from_index,int to_type,int to_index,int player_index = -1);
605 // swap two player positions
606 int multi_ts_swap_player_player(int from_index,int to_index,int *sound,int player_index = -1);
609 int multi_ts_move_player(int from_index,int to_index,int *sound,int player_index = -1);
611 // get the ship class of the current index in the avail list or -1 if none exists
612 int multi_ts_get_avail_ship_class(int index);
614 // blit the currently carried icon (if any)
615 void multi_ts_blit_carried_icon();
617 // if the (console) player is allowed to grab a player slot at this point
618 int multi_ts_can_grab_player(int slot_index,int player_index = -1);
620 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
621 int multi_ts_slot_bmap_num(int slot_index);
623 // blit any active ship information text
624 void multi_ts_blit_ship_info();
626 // select the given slot and setup any information, etc
627 void multi_ts_select_ship();
629 // is it ok for this player to commit
630 int multi_ts_ok_to_commit();
632 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
633 int multi_ts_avail_bmap_num(int slot_index);
635 // set the status bar to reflect the status of wing slots (free or not free). 0 or 1 are valid values for now
636 void multi_ts_set_status_bar_mode(int m);
638 // check to see that no illegal ship settings have occurred
639 void multi_ts_check_errors();
641 // ------------------------------------------------------------------------------------------------------
642 // TEAM SELECT FUNCTIONS
645 // initialize the team select screen (always call, even when switching between weapon select, etc)
648 // if we haven't initialized at all yet, then do it
649 if(!Multi_ts_inited){
650 multi_ts_init_graphics();
654 // use the common interface palette
655 multi_common_set_palette();
657 // set the interface palette
658 // common_set_interface_palette(MULTI_TS_PALETTE);
660 Net_player->state = NETPLAYER_STATE_SHIP_SELECT;
662 Current_screen = ON_SHIP_SELECT;
665 // initialize all critical internal data structures
666 void multi_ts_common_init()
670 // reset timestamps here. they seem to get hosed by the loadinh of the mission file
671 multi_reset_timestamps();
673 // saying "not allowed to mess with ships"
674 Multi_ts_status_bar_mode = 0;
676 // intialize ship info stuff
677 memset(Multi_ts_ship_info_text,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
678 memset(Multi_ts_ship_info_lines,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
679 Multi_ts_ship_info_line_count = 0;
681 // initialize carried icon information
682 Multi_ts_carried_flag = 0;
683 Multi_ts_clicked_flag = 0;
684 Multi_ts_clicked_x = 0;
685 Multi_ts_clicked_y = 0;
686 Multi_ts_carried_ship_class = -1;
687 Multi_ts_carried_from_type = 0;
688 Multi_ts_carried_from_index = 0;
690 // selected slot information (should be default player ship)
691 if(!MULTI_PERM_OBSERVER(Net_players[MY_NET_PLAYER_NUM])){
692 Multi_ts_select_type = MULTI_TS_SLOT_LIST;
693 Multi_ts_select_index = Net_player->p_info.ship_index;
695 // select this ship and setup his info
696 Multi_ts_select_ship_class = Wss_slots[Multi_ts_select_index].ship_class;
697 multi_ts_select_ship();
699 Multi_ts_select_type = -1;
700 Multi_ts_select_index = -1;
702 // no ship class selected for information purposes
703 Multi_ts_select_ship_class = -1;
706 // deleted ship information
707 memset(Multi_ts_deleted_objnums,0,sizeof(int) * MULTI_TS_MAX_TEAMS * MULTI_TS_NUM_SHIP_SLOTS);
708 Multi_ts_num_deleted = 0;
710 // mouse hotspot information
711 Multi_ts_hotspot_type = -1;
712 Multi_ts_hotspot_index = -1;
714 // initialize avail ship list data
715 Multi_ts_avail_start = 0;
717 // load the locked button bitmaps bitmaps
718 for(idx=0;idx<MULTI_TS_NUM_LOCKED_BITMAPS;idx++){
719 Multi_ts_locked_bitmaps[idx] = -1;
720 Multi_ts_locked_bitmaps[idx] = bm_load(Multi_ts_bmap_names[gr_screen.res][idx]);
723 // blast the team data clean
724 memset(Multi_ts_team,0,sizeof(ts_team_data) * MULTI_TS_MAX_TEAMS);
726 // assign the correct players to the correct slots
727 multi_ts_init_players();
729 // assign the correct objnums to the correct slots
730 multi_ts_init_objnums();
732 // sync the interface as normal
733 multi_ts_sync_interface();
736 // do frame for team select
739 int k = chatbox_process();
740 k = Multi_ts_window.process(k);
742 // process any keypresses
745 gamesnd_play_iface(SND_USER_SELECT);
746 multi_quit_game(PROMPT_ALL);
749 // cycle to the weapon select screen
751 gamesnd_play_iface(SND_USER_SELECT);
752 Next_screen = ON_WEAPON_SELECT;
753 gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
756 case KEY_ENTER|KEY_CTRLED:
757 multi_ts_commit_pressed();
761 // check any button presses
762 multi_ts_check_buttons();
764 // handle all mouse related events
765 multi_ts_handle_mouse();
768 multi_ts_check_errors();
770 // draw the background, etc
772 GR_MAYBE_CLEAR_RES(Multi_ts_bitmap);
773 if(Multi_ts_bitmap != -1){
774 gr_set_bitmap(Multi_ts_bitmap);
777 Multi_ts_window.draw();
780 multi_ts_blit_wings();
782 // blit all callsigns
783 multi_ts_blit_wing_callsigns();
785 // blit the ships on the available list
786 multi_ts_blit_avail_ships();
788 // force draw the ship select button
789 Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].button.draw_forced(2);
791 // force draw the "locked" button if necessary
792 if(multi_ts_is_locked()){
793 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw_forced(2);
795 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
796 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
797 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw_forced(0);
799 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw();
803 // blit any active ship information
804 multi_ts_blit_ship_info();
806 // blit the status bar
807 multi_ts_blit_status_bar();
809 // render the chatbox
813 Multi_ts_window.draw_tooltip();
815 // display the status of the voice system
816 multi_common_voice_display_status();
818 // blit any carried icons
819 multi_ts_blit_carried_icon();
825 // close the team select screen (always call, even when switching between weapon select, etc)
826 void multi_ts_close()
830 if(!Multi_ts_inited){
836 // shut down the snazzy menu
839 // unload any bitmaps
840 if(!bm_unload(Multi_ts_bitmap)){
841 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ts_bitmap_fname[gr_screen.res]));
843 for(idx=0;idx<MULTI_TS_NUM_LOCKED_BITMAPS;idx++){
844 if(Multi_ts_locked_bitmaps[idx] != -1){
845 bm_release(Multi_ts_locked_bitmaps[idx]);
846 Multi_ts_locked_bitmaps[idx] = -1;
850 // destroy the UI_WINDOW
851 Multi_ts_window.destroy();
854 // is the given slot disabled for the specified player
855 int multi_ts_disabled_slot(int slot_num, int player_index)
859 // get the appropriate net player
860 if(player_index == -1){
863 pl = &Net_players[player_index];
866 // if the player is an observer, its _always_ disabled
867 if(pl->flags & NETINFO_FLAG_OBSERVER){
871 // if the flag for this team isn't set to "free" we can't do anything
872 if(!Multi_ts_team[pl->p_info.team].multi_players_locked){
876 // if the "leaders" only flag is set
877 if(Netgame.options.flags & MSO_FLAG_SS_LEADERS){
878 // in a team vs. team situation
879 if(Netgame.type_flags & NG_TYPE_TEAM){
880 if(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN){
884 // in a non team vs. team situation
886 if(pl->flags & NETINFO_FLAG_GAME_HOST){
891 // in a team vs. team situation
892 if(Netgame.type_flags & NG_TYPE_TEAM){
893 // if i'm the team captain I can mess with my own ships as well as those of the ai ships on my team
894 if(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN){
895 if((Multi_ts_team[pl->p_info.team].multi_ts_player[slot_num] != NULL) && (Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[slot_num]].flags & OF_PLAYER_SHIP) && (slot_num != pl->p_info.ship_index)){
902 // in a non team vs. team situation
904 // if we're the host, we can our own ship and ai ships
905 if(pl->flags & NETINFO_FLAG_GAME_HOST){
906 // can't grab player ships
907 if((Multi_ts_team[pl->p_info.team].multi_ts_player[slot_num] != NULL) && (Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[slot_num]].flags & OF_PLAYER_SHIP) && (slot_num != pl->p_info.ship_index)){
915 // if this is our slot, then we can grab it
916 if(slot_num == pl->p_info.ship_index){
924 // is the given slot disabled for the specified player, _and_ it is his ship as well
925 int multi_ts_disabled_high_slot(int slot_index,int player_index)
929 // get the appropriate net player
930 if(player_index == -1){
933 pl = &Net_players[player_index];
936 // if this is disabled for him and its also _his_ slot
937 if(multi_ts_disabled_slot(slot_index,player_index) && !Multi_ts_team[pl->p_info.team].multi_players_locked && (slot_index == pl->p_info.ship_index)){
944 // resynch all display/interface elements based upon all the ship/weapon pool values
945 void multi_ts_sync_interface()
949 // item 1 - determine how many ship types are available in the ship pool
950 Multi_ts_avail_count = 0;
951 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
952 if(Ss_pool[idx] > 0){
953 Multi_ts_avail_count++;
957 // item 2 - make sure our local Multi_ts_slot_flag array is up to date
958 multi_ts_init_flags();
960 // item 3 - set/unset any necessary flags in underlying ship select data structures
961 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
962 switch(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx]){
963 case MULTI_TS_FLAG_EMPTY :
964 ss_make_slot_empty(idx);
966 case MULTI_TS_FLAG_NONE :
969 ss_make_slot_full(idx);
974 // item 4 - reset the locked/unlocked status of all ships in the weapon select screen
975 ss_recalc_multiplayer_slots();
978 void multi_ts_assign_players_all()
980 int idx,team_index,slot_index,found,player_count,shipnum;
981 char name_lookup[100];
984 // set all player ship indices to -1
985 for(idx=0;idx<MAX_PLAYERS;idx++){
986 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
987 Net_players[idx].p_info.ship_index = -1;
991 // merge the created object list with the actual object list so we have all available ships
992 obj_merge_created_list();
994 // get the # of players currently in the game
995 player_count = multi_num_players();
997 // always assign the host to Alpha 1 (or Zeta 1 in team vs. team - as appropriate)
998 memset(name_lookup,0,100);
999 if(Netgame.type_flags & NG_TYPE_TEAM){
1000 switch(Netgame.host->p_info.team){
1002 strcpy(name_lookup,NOX("alpha 1"));
1005 strcpy(name_lookup,NOX("zeta 1"));
1009 strcpy(name_lookup,NOX("alpha 1"));
1011 shipnum = ship_name_lookup(name_lookup);
1013 // if we couldn't find the ship for the host
1015 // Netgame.flags |= NG_FLAG_QUITTING;
1016 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_SHIP_ASSIGN);
1020 multi_ts_get_team_and_slot(Ships[shipnum].ship_name,&team_index,&slot_index);
1021 multi_assign_player_ship(NET_PLAYER_INDEX(Netgame.host),&Objects[Ships[shipnum].objnum],Ships[shipnum].ship_info_index);
1022 Netgame.host->p_info.ship_index = slot_index;
1023 Assert(Netgame.host->p_info.ship_index >= 0);
1024 Netgame.host->p_info.ship_class = Ships[shipnum].ship_info_index;
1025 Netgame.host->player->objnum = Ships[shipnum].objnum;
1027 // for each netplayer, try and find a ship
1028 objp = GET_FIRST(&obj_used_list);
1029 while(objp != END_OF_LIST(&obj_used_list)){
1030 // find a valid player ship - ignoring the ship which was assigned to the host
1031 if((objp->flags & OF_PLAYER_SHIP) && stricmp(Ships[objp->instance].ship_name,name_lookup)){
1032 // determine what team and slot this ship is
1033 multi_ts_get_team_and_slot(Ships[objp->instance].ship_name,&team_index,&slot_index);
1034 Assert((team_index != -1) && (slot_index != -1));
1036 // in a team vs. team situation
1037 if(Netgame.type_flags & NG_TYPE_TEAM){
1038 // find a player on this team who needs a ship
1040 for(idx=0;idx<MAX_PLAYERS;idx++){
1041 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.ship_index == -1) && (Net_players[idx].p_info.team == team_index)){
1047 // in a non team vs. team situation
1049 // find any player on this who needs a ship
1051 for(idx=0;idx<MAX_PLAYERS;idx++){
1052 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.ship_index == -1)){
1059 // if we found a player
1061 multi_assign_player_ship(idx,objp,Ships[objp->instance].ship_info_index);
1062 Net_players[idx].p_info.ship_index = slot_index;
1063 Assert(Net_players[idx].p_info.ship_index >= 0);
1064 Net_players[idx].p_info.ship_class = Ships[objp->instance].ship_info_index;
1065 Net_players[idx].player->objnum = OBJ_INDEX(objp);
1067 // decrement the player count
1070 objp->flags &= ~OF_PLAYER_SHIP;
1071 obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
1074 // if we've assigned all players, we're done
1075 if(player_count <= 0){
1080 // move to the next item
1081 objp = GET_NEXT(objp);
1084 // go through and change any ships marked as player ships to be COULD_BE_PLAYER
1085 if ( objp != END_OF_LIST(&obj_used_list) ) {
1086 for ( objp = GET_NEXT(objp); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1087 if ( objp->flags & OF_PLAYER_SHIP ){
1088 objp->flags &= ~OF_PLAYER_SHIP;
1089 obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
1094 if(Game_mode & GM_STANDALONE_SERVER){
1096 Net_player->player->objnum = -1;
1099 // check to make sure all players were assigned correctly
1100 for(idx=0;idx<MAX_PLAYERS;idx++){
1101 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx])){
1102 // if this guy never got assigned a player ship, there's a mission problem
1103 if(Net_players[idx].p_info.ship_index == -1){
1104 // Netgame.flags |= NG_FLAG_QUITTING;
1105 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_SHIP_ASSIGN);
1112 // delete ships which have been removed from the game, tidy things
1113 void multi_ts_create_wings()
1117 // the standalone never went through this screen so he should never call this function!
1118 // the standalone and all other clients will have this equivalent function performed whey they receieve
1119 // the post_sync_data_packet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1120 Assert(!(Game_mode & GM_STANDALONE_SERVER));
1122 // check status of all ships and delete or change ship type as necessary
1123 Multi_ts_num_deleted = 0;
1124 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1125 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1126 // otherwise if there's a valid ship in this spot
1127 if(Multi_ts_team[idx].multi_ts_flag[s_idx] >= 0){
1130 // set the ship type appropriately
1131 Assert(Wss_slots_teams[idx][s_idx].ship_class >= 0);
1133 objnum = Multi_ts_team[idx].multi_ts_objnum[s_idx];
1134 change_ship_type(Objects[objnum].instance,Wss_slots_teams[idx][s_idx].ship_class);
1136 // set the ship weapons correctly
1137 wl_update_ship_weapons(objnum,&Wss_slots_teams[idx][s_idx]);
1139 // assign ts_index of the ship to point to the proper Wss_slots slot
1140 Ships[Objects[objnum].instance].ts_index = s_idx;
1141 } else if(Multi_ts_team[idx].multi_ts_flag[s_idx] == MULTI_TS_FLAG_EMPTY){
1142 Assert(Multi_ts_team[idx].multi_ts_objnum[s_idx] >= 0);
1144 // mark the object as having been deleted
1145 Multi_ts_deleted_objnums[Multi_ts_num_deleted] = Multi_ts_team[idx].multi_ts_objnum[s_idx];
1148 ship_add_exited_ship( &Ships[Objects[Multi_ts_deleted_objnums[Multi_ts_num_deleted]].instance], SEF_PLAYER_DELETED );
1149 obj_delete(Multi_ts_deleted_objnums[Multi_ts_num_deleted]);
1150 ship_wing_cleanup(Objects[Multi_ts_deleted_objnums[Multi_ts_num_deleted]].instance,&Wings[Ships[Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].instance].wingnum]);
1152 // increment the # of ships deleted
1153 Multi_ts_num_deleted++;
1159 // do any necessary processing for players who have left the game
1160 void multi_ts_handle_player_drop()
1165 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1166 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1167 // if we found him, clear his player slot and set his object back to being OF_COULD_BE_PLAYER
1168 if((Multi_ts_team[idx].multi_ts_player[s_idx] != NULL) && !MULTI_CONNECTED((*Multi_ts_team[idx].multi_ts_player[s_idx]))){
1169 Assert(Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1);
1170 Multi_ts_team[idx].multi_ts_player[s_idx] = NULL;
1171 Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].flags &= ~(OF_PLAYER_SHIP);
1172 obj_set_flags( &Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]], Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].flags | OF_COULD_BE_PLAYER);
1178 // set the status bar to reflect the status of wing slots (free or not free). 0 or 1 are valid values for now
1179 void multi_ts_set_status_bar_mode(int m)
1181 Multi_ts_status_bar_mode = m;
1184 // blit the proper "locked" button - used for weapon select and briefing screens
1185 void multi_ts_blit_locked_button()
1187 // if we're locked down and we have a valid bitmap
1188 if((Multi_ts_team[Net_player->p_info.team].multi_players_locked) && (Multi_ts_locked_bitmaps[2] != -1)){
1189 gr_set_bitmap(Multi_ts_locked_bitmaps[2]);
1190 gr_bitmap(Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].x, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].y);
1192 // draw as "not locked" if possible
1193 else if(Multi_ts_locked_bitmaps[0] != -1){
1194 gr_set_bitmap(Multi_ts_locked_bitmaps[0]);
1195 gr_bitmap( Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].x, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].y);
1199 // the "lock" button has been pressed
1200 void multi_ts_lock_pressed()
1202 // do nothing if the button has already been pressed
1203 if(multi_ts_is_locked()){
1204 gamesnd_play_iface(SND_GENERAL_FAIL);
1208 if(Netgame.type_flags & NG_TYPE_TEAM){
1209 Assert(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN);
1211 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
1213 gamesnd_play_iface(SND_USER_SELECT);
1215 // send a final player slot update packet
1216 send_pslot_update_packet(Net_player->p_info.team,TS_CODE_LOCK_TEAM,-1);
1217 Multi_ts_team[Net_player->p_info.team].multi_players_locked = 1;
1219 // sync interface stuff
1220 multi_ts_set_status_bar_mode(1);
1221 multi_ts_sync_interface();
1222 ss_recalc_multiplayer_slots();
1224 // disable this button now
1225 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1229 int multi_ts_is_locked()
1231 return Multi_ts_team[Net_player->p_info.team].multi_players_locked;
1234 // show a popup saying "only host and team captains can modify, etc, etc"
1235 void multi_ts_maybe_host_only_popup()
1238 // if this is because the "host modifies" option is set
1239 if((Netgame.options.flags & MSO_FLAG_SS_LEADERS) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1240 multi_ts_host_only_popup();
1243 if(Netgame.type == NG_TYPE_TEAM){
1244 popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,"Only team captains may modify ships and weapons in this game");
1246 popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,"Only the host may modify ships and weapons in this game");
1252 // ------------------------------------------------------------------------------------------------------
1253 // TEAM SELECT FORWARD DEFINITIONS
1256 // check for button presses
1257 void multi_ts_check_buttons()
1260 for(idx=0;idx<MULTI_TS_NUM_BUTTONS;idx++){
1261 // we only really need to check for one button pressed at a time, so we can break after
1263 if(Multi_ts_buttons[gr_screen.res][idx].button.pressed()){
1264 multi_ts_button_pressed(idx);
1270 // act on a button press
1271 void multi_ts_button_pressed(int n)
1274 // back to the briefing screen
1275 case MULTI_TS_BRIEFING :
1276 gamesnd_play_iface(SND_USER_SELECT);
1277 Next_screen = ON_BRIEFING_SELECT;
1278 gameseq_post_event( GS_EVENT_START_BRIEFING );
1280 // already on this screen
1281 case MULTI_TS_SHIP_SELECT:
1282 gamesnd_play_iface(SND_GENERAL_FAIL);
1284 // back to the weapon select screen
1285 case MULTI_TS_WEAPON_SELECT:
1286 gamesnd_play_iface(SND_USER_SELECT);
1287 Next_screen = ON_WEAPON_SELECT;
1288 gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
1290 // scroll the available ships list down
1291 case MULTI_TS_SHIPS_DOWN:
1292 multi_ts_avail_scroll_down();
1294 // scroll the available ships list up
1295 case MULTI_TS_SHIPS_UP:
1296 multi_ts_avail_scroll_up();
1298 // free ship/weapon select
1300 Assert(Game_mode & GM_MULTIPLAYER);
1301 // the "lock" button has been pressed
1302 multi_ts_lock_pressed();
1304 // disable the button if it is now locked
1305 if(multi_ts_is_locked()){
1306 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1310 case MULTI_TS_COMMIT :
1311 multi_ts_commit_pressed();
1314 gamesnd_play_iface(SND_GENERAL_FAIL);
1319 // initialize all screen data, etc
1320 void multi_ts_init_graphics()
1324 // create the interface window
1325 Multi_ts_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
1326 Multi_ts_window.set_mask_bmap(Multi_ts_bitmap_mask_fname[gr_screen.res]);
1328 // load the background bitmap
1329 Multi_ts_bitmap = bm_load(Multi_ts_bitmap_fname[gr_screen.res]);
1330 if(Multi_ts_bitmap < 0){
1331 // we failed to load the bitmap - this is very bad
1335 // create the interface buttons
1336 for(idx=0;idx<MULTI_TS_NUM_BUTTONS;idx++){
1337 // create the object
1338 if((idx == MULTI_TS_SHIPS_UP) || (idx == MULTI_TS_SHIPS_DOWN)){
1339 Multi_ts_buttons[gr_screen.res][idx].button.create(&Multi_ts_window, "", Multi_ts_buttons[gr_screen.res][idx].x, Multi_ts_buttons[gr_screen.res][idx].y, 1, 1, 1, 1);
1341 Multi_ts_buttons[gr_screen.res][idx].button.create(&Multi_ts_window, "", Multi_ts_buttons[gr_screen.res][idx].x, Multi_ts_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
1344 // set the sound to play when highlighted
1345 Multi_ts_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
1347 // set the ani for the button
1348 Multi_ts_buttons[gr_screen.res][idx].button.set_bmaps(Multi_ts_buttons[gr_screen.res][idx].filename);
1351 Multi_ts_buttons[gr_screen.res][idx].button.link_hotspot(Multi_ts_buttons[gr_screen.res][idx].hotspot);
1355 Multi_ts_window.add_XSTR("Briefing", 765, Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].button, UI_XSTR_COLOR_GREEN);
1356 Multi_ts_window.add_XSTR("Ship Selection", 1067, Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].button, UI_XSTR_COLOR_GREEN);
1357 Multi_ts_window.add_XSTR("Weapon Loadout", 1068, Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].button, UI_XSTR_COLOR_GREEN);
1358 Multi_ts_window.add_XSTR("Commit", 1062, Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].button, UI_XSTR_COLOR_PINK);
1359 Multi_ts_window.add_XSTR("Lock", 1270, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button, UI_XSTR_COLOR_GREEN);
1361 // Multi_ts_window.add_XSTR("Help", 928, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].xt, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].yt, &Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
1362 // Multi_ts_window.add_XSTR("Options", 1036, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].xt, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].yt, &Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1366 // make the ship scrolling lists
1368 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
1369 if (Netgame.type_flags & NG_TYPE_TEAM) {
1370 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1371 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1374 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
1375 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1379 // initialize the snazzy menu stuff (for grabbing ships, names, etc)
1380 multi_ts_init_snazzy();
1382 // create the chatbox (again, should not be necessary at this point)
1385 // sync the interface as normal
1386 multi_ts_sync_interface();
1389 // blit all of the icons representing all wings
1390 void multi_ts_blit_wings()
1394 // blit them all blindly for now
1395 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
1396 // if this ship doesn't exist, then continue
1397 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_NONE){
1401 // otherwise blit the ship icon or the "empty" icon
1402 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_EMPTY){
1403 ss_blit_ship_icon(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],-1,0);
1405 ss_blit_ship_icon(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],Wss_slots[idx].ship_class,multi_ts_slot_bmap_num(idx));
1407 // if this is a team vs team game, and the slot is occupised by a team captain, put a c there
1408 if((Netgame.type_flags & NG_TYPE_TEAM) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx]->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1409 gr_set_color_fast(&Color_bright);
1410 gr_string(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD] - 5,Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD] - 5,XSTR("C",737)); // [[ Team captain ]]
1416 // blit all of the player callsigns under the correct ships
1417 void multi_ts_blit_wing_callsigns()
1420 char callsign[CALLSIGN_LEN+2];
1423 // blit them all blindly for now
1424 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
1425 // if this ship doesn't exist, then continue
1426 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_NONE){
1430 // if there is a player in the slot
1431 if(Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL){
1432 // make sure the string fits
1433 strcpy(callsign,Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx]->player->callsign);
1435 // determine if this is a locked AI ship
1436 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].instance].ship_name);
1437 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
1438 strcpy(callsign, NOX("<"));
1439 strcat(callsign,XSTR("AI",738)); // [[ Artificial Intellegence ]]
1440 strcat(callsign, NOX(">"));
1442 strcpy(callsign,XSTR("AI",738)); // [[ Artificial Intellegence ]]
1446 gr_force_fit_string(callsign, CALLSIGN_LEN, Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_W_COORD]);
1448 // get the final length
1449 gr_get_string_size(&callsign_w, NULL, callsign);
1452 if((Multi_ts_hotspot_type == MULTI_TS_PLAYER_LIST) && (Multi_ts_hotspot_index == idx) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL)){
1453 gr_set_color_fast(&Color_text_active_hi);
1455 gr_set_color_fast(&Color_normal);
1457 gr_string(Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_X_COORD] + ((Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_W_COORD] - callsign_w)/2),Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],callsign);
1461 // blit the ships on the avail list
1462 void multi_ts_blit_avail_ships()
1464 int display_count,ship_count,idx;
1467 // blit the availability of all ship counts
1470 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
1471 if(Ss_pool[idx] > 0){
1472 // if our starting display index is after this, then skip it
1473 if(ship_count < Multi_ts_avail_start){
1477 ss_blit_ship_icon(Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_Y_COORD],idx,multi_ts_avail_bmap_num(display_count));
1479 // blit the ship count available
1480 sprintf(count,"%d",Ss_pool[idx]);
1481 gr_set_color_fast(&Color_normal);
1482 gr_string(Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_X_COORD] - 20,Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_Y_COORD],count);
1484 // increment the counts
1490 // if we've reached the max amount we can display, then stop
1491 if(display_count >= MULTI_TS_AVAIL_MAX_DISPLAY){
1497 // initialize the snazzy menu stuff for dragging ships,players around
1498 void multi_ts_init_snazzy()
1500 // initialize the snazzy menu
1504 Multi_ts_snazzy_regions = 0;
1505 memset(Multi_ts_region,0,sizeof(MENU_REGION) * MULTI_TS_NUM_SNAZZY_REGIONS);
1507 // get a pointer to the mask bitmap data
1508 Multi_ts_mask_data = (ubyte*)Multi_ts_window.get_mask_data(&Multi_ts_mask_w, &Multi_ts_mask_h);
1510 // add the wing slots information
1511 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_0, 0);
1512 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_1, 0);
1513 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_2, 0);
1514 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_3, 0);
1515 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_0, 0);
1516 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_1, 0);
1517 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_2, 0);
1518 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_3, 0);
1519 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_0, 0);
1520 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_1, 0);
1521 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_2, 0);
1522 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_3, 0);
1524 // add the name slots information
1525 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_0, 0);
1526 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_1, 0);
1527 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_2, 0);
1528 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_3, 0);
1529 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_0, 0);
1530 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_1, 0);
1531 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_2, 0);
1532 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_3, 0);
1533 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_0, 0);
1534 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_1, 0);
1535 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_2, 0);
1536 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_3, 0);
1538 // add the available ships region
1539 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_0, 0);
1540 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_1, 0);
1541 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_2, 0);
1542 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_3, 0);
1545 // what type of region the index is (0 == ship avail list, 1 == ship slots, 2 == player slot)
1546 int multi_ts_region_type(int region)
1548 if((region == TSWING_0_SHIP_0) || (region == TSWING_0_SHIP_1) || (region == TSWING_0_SHIP_2) || (region == TSWING_0_SHIP_3) ||
1549 (region == TSWING_1_SHIP_0) || (region == TSWING_1_SHIP_1) || (region == TSWING_1_SHIP_2) || (region == TSWING_1_SHIP_3) ||
1550 (region == TSWING_2_SHIP_0) || (region == TSWING_2_SHIP_1) || (region == TSWING_2_SHIP_2) || (region == TSWING_2_SHIP_3) ){
1551 return MULTI_TS_SLOT_LIST;
1554 if((region == TSWING_0_NAME_0) || (region == TSWING_0_NAME_1) || (region == TSWING_0_NAME_2) || (region == TSWING_0_NAME_3) ||
1555 (region == TSWING_1_NAME_0) || (region == TSWING_1_NAME_1) || (region == TSWING_1_NAME_2) || (region == TSWING_1_NAME_3) ||
1556 (region == TSWING_2_NAME_0) || (region == TSWING_2_NAME_1) || (region == TSWING_2_NAME_2) || (region == TSWING_2_NAME_3) ){
1557 return MULTI_TS_PLAYER_LIST;
1560 if((region == TSWING_LIST_0) || (region == TSWING_LIST_1) || (region == TSWING_LIST_2) || (region == TSWING_LIST_3)){
1561 return MULTI_TS_AVAIL_LIST;
1567 // convert the region num to a ship slot index
1568 int multi_ts_slot_index(int region)
1571 case TSWING_0_SHIP_0:
1573 case TSWING_0_SHIP_1:
1575 case TSWING_0_SHIP_2:
1577 case TSWING_0_SHIP_3:
1579 case TSWING_1_SHIP_0:
1581 case TSWING_1_SHIP_1:
1583 case TSWING_1_SHIP_2:
1585 case TSWING_1_SHIP_3:
1587 case TSWING_2_SHIP_0:
1589 case TSWING_2_SHIP_1:
1591 case TSWING_2_SHIP_2:
1593 case TSWING_2_SHIP_3:
1600 // convert the region num to an avail list index (starting from absolute 0)
1601 int multi_ts_avail_index(int region)
1617 // convert the region num to a player slot index
1618 int multi_ts_player_index(int region)
1621 case TSWING_0_NAME_0:
1623 case TSWING_0_NAME_1:
1625 case TSWING_0_NAME_2:
1627 case TSWING_0_NAME_3:
1629 case TSWING_1_NAME_0:
1631 case TSWING_1_NAME_1:
1633 case TSWING_1_NAME_2:
1635 case TSWING_1_NAME_3:
1637 case TSWING_2_NAME_0:
1639 case TSWING_2_NAME_1:
1641 case TSWING_2_NAME_2:
1643 case TSWING_2_NAME_3:
1650 // blit any active ship information text
1651 void multi_ts_blit_ship_info()
1657 // if we don't have a valid ship selected, do nothing
1658 if(Multi_ts_select_ship_class == -1){
1662 // get the ship class
1663 sip = &Ship_info[Multi_ts_select_ship_class];
1666 y_start = Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_Y_COORD];
1670 // blit the ship class (name)
1671 gr_set_color_fast(&Color_normal);
1672 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Class",739));
1673 if(strlen(sip->name)){
1674 gr_set_color_fast(&Color_bright);
1675 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->name);
1679 // blit the ship type
1680 gr_set_color_fast(&Color_normal);
1681 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Type",740));
1682 if((sip->type_str != NULL) && strlen(sip->type_str)){
1683 gr_set_color_fast(&Color_bright);
1684 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->type_str);
1688 // blit the ship length
1689 gr_set_color_fast(&Color_normal);
1690 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Length",741));
1691 if((sip->ship_length != NULL) && strlen(sip->ship_length)){
1692 gr_set_color_fast(&Color_bright);
1693 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->ship_length);
1697 // blit the max velocity
1698 gr_set_color_fast(&Color_normal);
1699 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Max Velocity",742));
1700 sprintf(str,XSTR("%d m/s",743),(int)sip->max_vel.z);
1701 gr_set_color_fast(&Color_bright);
1702 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,str);
1705 // blit the maneuverability
1706 gr_set_color_fast(&Color_normal);
1707 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Maneuverability",744));
1708 if((sip->maneuverability_str != NULL) && strlen(sip->maneuverability_str)){
1709 gr_set_color_fast(&Color_bright);
1710 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->maneuverability_str);
1715 gr_set_color_fast(&Color_normal);
1716 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Armor",745));
1717 if((sip->armor_str != NULL) && strlen(sip->armor_str)){
1718 gr_set_color_fast(&Color_bright);
1719 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->armor_str);
1723 // blit the gun mounts
1724 gr_set_color_fast(&Color_normal);
1725 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Gun Mounts",746));
1726 if((sip->gun_mounts != NULL) && strlen(sip->gun_mounts)){
1727 gr_set_color_fast(&Color_bright);
1728 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->gun_mounts);
1732 // blit the missile banke
1733 gr_set_color_fast(&Color_normal);
1734 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Missile Banks",747));
1735 if((sip->missile_banks != NULL) && strlen(sip->missile_banks)){
1736 gr_set_color_fast(&Color_bright);
1737 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->missile_banks);
1741 // blit the manufacturer
1742 gr_set_color_fast(&Color_normal);
1743 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Manufacturer",748));
1744 if((sip->manufacturer_str != NULL) && strlen(sip->manufacturer_str)){
1745 gr_set_color_fast(&Color_bright);
1746 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->manufacturer_str);
1750 // blit the _short_ text description
1752 Assert(Multi_ts_ship_info_line_count < 3);
1753 gr_set_color_fast(&Color_normal);
1754 for(idx=0;idx<Multi_ts_ship_info_line_count;idx++){
1755 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start, Multi_ts_ship_info_lines[idx]);
1762 // blit the status bar
1763 void multi_ts_blit_status_bar()
1769 // mode specific text
1770 switch(Multi_ts_status_bar_mode){
1772 strcpy(text,XSTR("Ships/Weapons Locked",749));
1776 strcpy(text,XSTR("Ships/Weapons Are Now Free",750));
1781 // if we should be blitting
1783 gr_get_string_size(&text_w,NULL,text);
1784 gr_set_color_fast(&Color_bright_blue);
1785 gr_string(Multi_ts_status_coords[gr_screen.res][MULTI_TS_X_COORD] + ((Multi_ts_status_coords[gr_screen.res][MULTI_TS_W_COORD] - text_w)/2),Multi_ts_status_coords[gr_screen.res][MULTI_TS_Y_COORD],text);
1789 // assign the correct players to the correct slots
1790 void multi_ts_init_players()
1794 // if i'm an observer, i have no ship
1795 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1796 Net_player->p_info.ship_index = -1;
1799 // initialize all players and observer
1800 for(idx=0;idx<MAX_PLAYERS;idx++){
1801 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1802 if(MULTI_OBSERVER(Net_players[idx])){
1803 Net_players[idx].p_info.ship_index = -1;
1805 Multi_ts_team[Net_players[idx].p_info.team].multi_ts_player[Net_players[idx].p_info.ship_index] = &Net_players[idx];
1811 // assign the correct objnums to the correct slots
1812 void multi_ts_init_objnums()
1814 int idx,s_idx,team_index,slot_index;
1817 // zero out the indices
1818 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1819 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1820 Multi_ts_team[idx].multi_ts_objnum[s_idx] = -1;
1824 // set all the objnums
1825 objp = GET_FIRST(&obj_used_list);
1826 while(objp != END_OF_LIST(&obj_used_list)){
1827 // if its a ship, get its slot index (if any)
1828 if(objp->type == OBJ_SHIP){
1829 multi_ts_get_team_and_slot(Ships[objp->instance].ship_name,&team_index,&slot_index);
1830 if((slot_index != -1) && (team_index != -1)){
1831 Multi_ts_team[team_index].multi_ts_objnum[slot_index] = Ships[objp->instance].objnum;
1835 objp = GET_NEXT(objp);
1839 // get the proper team and slot index for the given ship name
1840 void multi_ts_get_team_and_slot(char *ship_name,int *team_index,int *slot_index)
1844 // set the return values to default values
1848 // if we're in team vs. team mode
1849 if(Netgame.type_flags & NG_TYPE_TEAM){
1850 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1851 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
1852 if(!stricmp(ship_name,Multi_ts_slot_team_names[idx][s_idx])){
1854 *slot_index = s_idx;
1860 // if we're _not_ in team vs. team mode
1862 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
1863 if(!stricmp(ship_name,Multi_ts_slot_names[idx])){
1872 // function to return the shipname of the ship in the slot designated by the team and slot
1874 char *multi_ts_get_shipname( int team, int slot_index )
1876 if ( Netgame.type_flags & NG_TYPE_TEAM ) {
1877 Assert( (team >= 0) && (team < MULTI_TS_MAX_TEAMS) );
1878 return Multi_ts_slot_team_names[team][slot_index];
1880 Assert( team == 0 );
1881 return Multi_ts_slot_names[slot_index];
1885 // assign the correct flags to the correct slots
1886 void multi_ts_init_flags()
1890 // zero out the flags
1891 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1892 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1893 Multi_ts_team[idx].multi_ts_flag[s_idx] = MULTI_TS_FLAG_NONE;
1897 // in a team vs. team situation
1898 if(Netgame.type_flags & NG_TYPE_TEAM){
1899 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1900 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
1901 // if the there is an objnum here but no ship class, we know its currently empty
1902 if((Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1) && (Wss_slots_teams[idx][s_idx].ship_class == -1)){
1903 Multi_ts_team[idx].multi_ts_flag[s_idx] = MULTI_TS_FLAG_EMPTY;
1904 } else if((Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1) && (Wss_slots_teams[idx][s_idx].ship_class != -1)){
1905 Multi_ts_team[idx].multi_ts_flag[s_idx] = Wss_slots_teams[idx][s_idx].ship_class;
1910 // in a non team vs. team situation
1912 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
1913 // if the there is an objnum here but no ship class, we know its currently empty
1914 if((Multi_ts_team[0].multi_ts_objnum[idx] != -1) && (Wss_slots[idx].ship_class == -1)){
1915 Multi_ts_team[0].multi_ts_flag[idx] = MULTI_TS_FLAG_EMPTY;
1916 } else if((Multi_ts_team[0].multi_ts_objnum[idx] != -1) && (Wss_slots[idx].ship_class != -1)){
1917 Multi_ts_team[0].multi_ts_flag[idx] = Wss_slots[idx].ship_class;
1923 // handle an available ship scroll down button press
1924 void multi_ts_avail_scroll_down()
1926 if((Multi_ts_avail_count - Multi_ts_avail_start) > MULTI_TS_AVAIL_MAX_DISPLAY){
1927 gamesnd_play_iface(SND_USER_SELECT);
1928 Multi_ts_avail_start++;
1930 gamesnd_play_iface(SND_GENERAL_FAIL);
1934 // handle an available ship scroll up button press
1935 void multi_ts_avail_scroll_up()
1937 if(Multi_ts_avail_start > 0){
1938 gamesnd_play_iface(SND_USER_SELECT);
1939 Multi_ts_avail_start--;
1941 gamesnd_play_iface(SND_GENERAL_FAIL);
1945 // handle all mouse events (clicking, dragging, and dropping)
1946 void multi_ts_handle_mouse()
1948 int snazzy_region,snazzy_action;
1949 int region_type,region_index,region_empty;
1950 int mouse_x,mouse_y,ship_class;
1952 // get the mouse coords
1953 mouse_get_pos(&mouse_x,&mouse_y);
1955 // do frame for the snazzy menu
1956 snazzy_region = snazzy_menu_do(Multi_ts_mask_data, Multi_ts_mask_w, Multi_ts_mask_h, Multi_ts_snazzy_regions, Multi_ts_region, &snazzy_action, 0);
1962 if(snazzy_region != -1){
1963 region_type = multi_ts_region_type(snazzy_region);
1964 Assert(region_type != -1);
1966 // determine what type of region the mouse is over and the appropriate index
1967 switch(region_type){
1968 case MULTI_TS_AVAIL_LIST:
1969 region_index = multi_ts_avail_index(snazzy_region);
1970 ship_class = multi_ts_get_avail_ship_class(region_index);
1972 if(ship_class == -1){
1975 region_empty = (Ss_pool[ship_class] > 0) ? 0 : 1;
1978 case MULTI_TS_SLOT_LIST:
1979 region_index = multi_ts_slot_index(snazzy_region);
1980 region_empty = (Multi_ts_team[Net_player->p_info.team].multi_ts_flag[region_index] >= 0) ? 0 : 1;
1982 ship_class = Wss_slots[region_index].ship_class;
1985 case MULTI_TS_PLAYER_LIST:
1986 region_index = multi_ts_player_index(snazzy_region);
1987 region_empty = (Multi_ts_team[Net_player->p_info.team].multi_ts_player[region_index] != NULL) ? 0 : 1;
1992 // maybe play a "highlight" sound
1993 switch(region_type){
1994 case MULTI_TS_PLAYER_LIST:
1995 if((Multi_ts_hotspot_index != region_index) && (region_index >= 0) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[region_index] != NULL)){
1996 gamesnd_play_iface(SND_USER_SELECT);
2001 // set the current frame mouse hotspot vars
2002 Multi_ts_hotspot_type = region_type;
2003 Multi_ts_hotspot_index = region_index;
2005 // if we currently have clicked on something and have just released it
2006 if(!Multi_ts_carried_flag && Multi_ts_clicked_flag && !mouse_down(MOUSE_LEFT_BUTTON)){
2007 Multi_ts_clicked_flag = 0;
2010 // if we're currently not carrying anything and the user has clicked
2011 if(!Multi_ts_carried_flag && !Multi_ts_clicked_flag && mouse_down(MOUSE_LEFT_BUTTON) && !region_empty){
2012 // set the "clicked" flag
2013 Multi_ts_clicked_flag = 1;
2015 // check to see if he clicked on a ship type and highlight if necessary
2016 switch(region_type){
2017 // selected a ship in the wing slots
2018 case MULTI_TS_SLOT_LIST:
2019 Multi_ts_select_type = MULTI_TS_SLOT_LIST;
2020 Multi_ts_select_index = region_index;
2021 multi_ts_select_ship();
2024 // selected a ship on the avail list
2025 case MULTI_TS_AVAIL_LIST:
2026 Multi_ts_select_type = MULTI_TS_AVAIL_LIST;
2027 Multi_ts_select_index = region_index;
2028 multi_ts_select_ship();
2031 // selected something else - unselect
2033 Multi_ts_select_type = -1;
2034 Multi_ts_select_index = -1;
2035 Multi_ts_select_ship_class = -1;
2039 Multi_ts_clicked_x = mouse_x;
2040 Multi_ts_clicked_y = mouse_y;
2043 // if we had something clicked and have started dragging it
2044 if(!Multi_ts_carried_flag && Multi_ts_clicked_flag && mouse_down(MOUSE_LEFT_BUTTON) && ((Multi_ts_clicked_x != mouse_x) || (Multi_ts_clicked_y != mouse_y))){
2045 // if this player is an observer, he shouldn't be able to do jack
2046 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
2050 // first we check for illegal conditions (any case where he cannot grab what he is attempting to grab)
2051 switch(region_type){
2052 case MULTI_TS_AVAIL_LIST :
2053 // if players are not yet locked, can't grab ships
2054 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2062 case MULTI_TS_SLOT_LIST:
2063 // if players are not yet locked, can't grab ships
2064 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2068 if(multi_ts_disabled_slot(region_index)){
2069 multi_ts_maybe_host_only_popup();
2072 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[region_index] < 0){
2076 case MULTI_TS_PLAYER_LIST:
2077 if(!multi_ts_can_grab_player(region_index)){
2084 Multi_ts_clicked_flag = 0;
2085 Multi_ts_carried_flag = 1;
2087 // set up the carried icon here
2088 Multi_ts_carried_from_type = region_type;
2089 Multi_ts_carried_from_index = region_index;
2090 Multi_ts_carried_ship_class = ship_class;
2093 // if we were carrying something but have dropped it
2094 if(Multi_ts_carried_flag && !mouse_down(MOUSE_LEFT_BUTTON)){
2095 Multi_ts_carried_flag = 0;
2096 Multi_ts_clicked_flag = 0;
2098 // if we're not allowed to drop onto this slot
2099 if((region_type == MULTI_TS_SLOT_LIST) && multi_ts_disabled_slot(region_index)){
2100 multi_ts_maybe_host_only_popup();
2103 // if we're over some kind of valid region, apply
2104 multi_ts_drop(Multi_ts_carried_from_type,Multi_ts_carried_from_index,region_type,region_index,Multi_ts_carried_ship_class);
2108 // can the specified player perform the action he is attempting
2109 int multi_ts_can_perform(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2115 // get the appropriate player
2116 if(player_index == -1){
2119 pl = &Net_players[player_index];
2122 // get the operation type
2123 op_type = multi_ts_get_dnd_type(from_type,from_index,to_type,to_index,player_index);
2125 // if either of the indices are bogus, then bail
2126 if((from_index == -1) || (to_index == -1)){
2131 case TS_GRAB_FROM_LIST:
2132 // if there are no more of this ship class, its no go
2133 if(Ss_pool_teams[pl->p_info.team][ship_class] <= 0){
2137 // if he's not allowed to touch the wing slot
2138 if(multi_ts_disabled_slot(to_index,player_index)){
2142 // if the slot he's trying to drop it on is "permanently" empty
2143 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2148 case TS_SWAP_LIST_SLOT:
2149 // if there are no more of this ship class, its no go
2150 if(Ss_pool_teams[pl->p_info.team][ship_class] <= 0){
2154 // if he's not allowed to touch the wing slot
2155 if(multi_ts_disabled_slot(to_index,player_index)){
2159 // if the slot we're trying to move to is invalid, then do nothing
2160 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2164 // if the slot he's trying to drop it on is "permanently" empty
2165 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2170 case TS_SWAP_SLOT_SLOT:
2171 // if he's not allowed to touch one of the slots, its no go
2172 if(multi_ts_disabled_slot(from_index,player_index) || multi_ts_disabled_slot(to_index,player_index)){
2176 // if the slot we're taking from is invalid
2177 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2181 // if the slot he's trying to drop it on is "permanently" empty
2182 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2187 case TS_DUMP_TO_LIST:
2188 // if he's not allowed to be touching the slot to begin with, it no go
2189 if(multi_ts_disabled_slot(from_index,player_index)){
2193 // if the slot we're trying to move to is invalid, then do nothing
2194 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2199 case TS_SWAP_PLAYER_PLAYER:
2200 // if his team is already locked, he cannot do this
2201 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2205 // if there isn't a player at one of the positions
2206 if((Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] == NULL) || (Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] == NULL)){
2210 // if this is not a player ship type object
2211 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] != -1){
2212 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].instance].ship_name);
2213 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
2218 if(Netgame.type_flags & NG_TYPE_TEAM){
2219 // if he's not the team captain, he cannot do this
2220 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2224 // if he's not the host, he cannot do this
2225 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2231 case TS_MOVE_PLAYER:
2232 // if his team is already locked, he cannot do this
2233 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2237 // if there isn't a player at the _from_
2238 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] == NULL){
2242 // if there is no ship at the _to_ location
2243 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] < 0){
2247 // if this is not a player ship type object
2248 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] != -1){
2249 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].instance].ship_name);
2250 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
2255 if(Netgame.type_flags & NG_TYPE_TEAM){
2256 // if he's not the team captain, he cannot do this
2257 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2261 // if he's not the host, he cannot do this
2262 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2276 // determine the kind of drag and drop operation this is
2277 int multi_ts_get_dnd_type(int from_type,int from_index,int to_type,int to_index,int player_index)
2281 // get the appropriate player
2282 if(player_index == -1){
2285 pl = &Net_players[player_index];
2289 // came from the ship avail list
2290 case MULTI_TS_AVAIL_LIST :
2292 if(to_type == MULTI_TS_AVAIL_LIST){
2296 // if placing it on a slot
2297 if(to_type == MULTI_TS_SLOT_LIST){
2298 if(Wss_slots_teams[pl->p_info.team][to_index].ship_class == -1){
2299 return TS_GRAB_FROM_LIST;
2301 return TS_SWAP_LIST_SLOT;
2306 // came from the ship slots
2307 case MULTI_TS_SLOT_LIST :
2308 if(to_type == MULTI_TS_SLOT_LIST){
2309 return TS_SWAP_SLOT_SLOT;
2311 if(to_type == MULTI_TS_AVAIL_LIST){
2312 return TS_DUMP_TO_LIST;
2316 // came from the player lists
2317 case MULTI_TS_PLAYER_LIST :
2318 if(to_type == MULTI_TS_PLAYER_LIST){
2319 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] == NULL){
2320 return TS_MOVE_PLAYER;
2322 return TS_SWAP_PLAYER_PLAYER;
2331 void multi_ts_apply(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2333 int size,update,sound;
2334 ubyte wss_data[MAX_PACKET_SIZE-20];
2337 // determine what kind of operation this is
2338 int type = multi_ts_get_dnd_type(from_type,from_index,to_type,to_index,player_index);
2340 // get the proper net player
2341 if(player_index == -1){
2344 pl = &Net_players[player_index];
2347 // set the proper pool pointers
2348 ss_set_team_pointers(pl->p_info.team);
2352 case TS_SWAP_SLOT_SLOT :
2353 nprintf(("Network","Apply swap slot slot %d %d\n",from_index,to_index));
2354 update = ss_swap_slot_slot(from_index,to_index,&sound);
2356 case TS_DUMP_TO_LIST :
2357 nprintf(("Network","Apply dump to list %d %d\n",from_index,to_index));
2358 update = ss_dump_to_list(from_index,ship_class,&sound);
2360 case TS_SWAP_LIST_SLOT :
2361 nprintf(("Network","Apply swap list slot %d %d\n",from_index,to_index));
2362 update = ss_swap_list_slot(ship_class,to_index,&sound);
2364 case TS_GRAB_FROM_LIST :
2365 nprintf(("Network","Apply grab from list %d %d\n",from_index,to_index));
2366 update = ss_grab_from_list(ship_class,to_index,&sound);
2368 case TS_SWAP_PLAYER_PLAYER :
2369 nprintf(("Network","Apply swap player player %d %d\n",from_index,to_index));
2370 update = multi_ts_swap_player_player(from_index,to_index,&sound,player_index);
2372 case TS_MOVE_PLAYER :
2373 nprintf(("Network","Apply move player %d %d\n",from_index,to_index));
2374 update = multi_ts_move_player(from_index,to_index,&sound,player_index);
2381 // if we're the host, send an update to all players
2382 if ( MULTIPLAYER_HOST ) {
2383 // send the correct type of update
2384 if(type == TS_SWAP_PLAYER_PLAYER){
2386 size = store_wss_data(wss_data, MAX_PACKET_SIZE-20, sound, player_index);
2387 send_wss_update_packet(pl->p_info.team,wss_data, size);
2389 // send a player slot update packet as well, so ship class information, etc is kept correct
2390 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,-1);
2393 // if the player index == -1, it means the action was done locally - so play a sound
2394 if((player_index == -1) && (sound != -1)){
2395 gamesnd_play_iface(sound);
2399 // sync the interface screen up ourselves, if necessary
2400 if(Net_player->p_info.team == pl->p_info.team){
2401 multi_ts_sync_interface();
2404 // make sure all flags are set properly for all teams
2405 multi_ts_init_flags();
2408 // set the proper pool pointers
2409 ss_set_team_pointers(Net_player->p_info.team);
2412 // drop a carried icon
2413 void multi_ts_drop(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2415 // if I'm the host, apply immediately
2416 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2417 // if this is a legal operation
2418 if(multi_ts_can_perform(from_type,from_index,to_type,to_index,ship_class,player_index)){
2419 multi_ts_apply(from_type,from_index,to_type,to_index,ship_class,player_index);
2421 nprintf(("Network","Could not apply operation!\n"));
2424 // otherwise send a request to the host
2426 send_wss_request_packet(Net_player->player_id, from_type, from_index, to_type, to_index, -1, ship_class, WSS_SHIP_SELECT);
2430 // swap two player positions
2431 int multi_ts_swap_player_player(int from_index,int to_index,int *sound,int player_index)
2433 net_player *pl,*temp;
2435 // get the proper player pointer
2436 if(player_index == -1){
2439 pl = &Net_players[player_index];
2443 temp = Multi_ts_team[pl->p_info.team].multi_ts_player[to_index];
2444 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] = Multi_ts_team[pl->p_info.team].multi_ts_player[from_index];
2445 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] = temp;
2447 // update netplayer information if necessary
2448 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2449 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_index = from_index;
2450 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][from_index].ship_class;
2452 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]],Wss_slots_teams[pl->p_info.team][from_index].ship_class);
2454 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2455 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_index = to_index;
2456 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][to_index].ship_class;
2458 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]],Wss_slots_teams[pl->p_info.team][to_index].ship_class);
2461 // update ship flags
2462 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_COULD_BE_PLAYER);
2463 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_PLAYER_SHIP);
2464 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2465 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags |= OF_PLAYER_SHIP;
2467 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_COULD_BE_PLAYER);
2468 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_PLAYER_SHIP);
2469 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2470 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags |= OF_PLAYER_SHIP;
2473 // recalcalate which slots are locked/unlocked, etc
2474 ss_recalc_multiplayer_slots();
2476 // send an update packet to all players
2477 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2478 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,SND_ICON_DROP_ON_WING);
2479 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
2482 *sound = SND_ICON_DROP;
2488 int multi_ts_move_player(int from_index,int to_index,int *sound,int player_index)
2492 // get the proper player pointer
2493 if(player_index == -1){
2496 pl = &Net_players[player_index];
2500 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] = Multi_ts_team[pl->p_info.team].multi_ts_player[from_index];
2501 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] = NULL;
2503 // update netplayer information if necessary
2504 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2505 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_index = from_index;
2506 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][from_index].ship_class;
2508 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]],Wss_slots_teams[pl->p_info.team][from_index].ship_class);
2510 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2511 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_index = to_index;
2512 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][to_index].ship_class;
2514 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]],Wss_slots_teams[pl->p_info.team][to_index].ship_class);
2517 // update ship flags
2518 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_COULD_BE_PLAYER);
2519 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_PLAYER_SHIP);
2520 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2521 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags |= OF_PLAYER_SHIP;
2523 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_COULD_BE_PLAYER);
2524 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_PLAYER_SHIP);
2525 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2526 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags |= OF_PLAYER_SHIP;
2529 // recalcalate which slots are locked/unlocked, etc
2530 ss_recalc_multiplayer_slots();
2532 // send an update packet to all players
2533 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2534 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,SND_ICON_DROP_ON_WING);
2535 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
2538 *sound = SND_ICON_DROP;
2543 // get the ship class of the current index in the avail list or -1 if none exists
2544 int multi_ts_get_avail_ship_class(int index)
2546 int ship_count,class_index;
2548 ship_count = index + Multi_ts_avail_start;
2550 while((ship_count >= 0) && (class_index < MAX_SHIP_TYPES)){
2551 if(Ss_pool[class_index] > 0){
2555 if(ship_count >= 0){
2567 // blit the currently carried icon (if any)
2568 void multi_ts_blit_carried_icon()
2571 int offset_x,offset_y,callsign_w;
2572 char callsign[CALLSIGN_LEN+2];
2574 // if we're not carrying anything, then return
2575 if(!Multi_ts_carried_flag){
2579 // get the mouse position
2580 mouse_get_pos(&x,&y);
2582 // if we're carrying an icon of some kind
2583 switch(Multi_ts_carried_from_type){
2584 case MULTI_TS_SLOT_LIST:
2585 offset_x = Multi_ts_slot_icon_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x;
2586 offset_y = Multi_ts_slot_icon_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2589 ss_blit_ship_icon(x + offset_x,y + offset_y,Multi_ts_carried_ship_class,0);
2591 case MULTI_TS_AVAIL_LIST:
2592 offset_x = Multi_ts_avail_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x;
2593 offset_y = Multi_ts_avail_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2596 ss_blit_ship_icon(x + offset_x,y + offset_y,Multi_ts_carried_ship_class,0);
2598 case MULTI_TS_PLAYER_LIST:
2599 // get the final length of the string so we can calculate a valid offset
2600 strcpy(callsign,Multi_ts_team[Net_player->p_info.team].multi_ts_player[Multi_ts_carried_from_index]->player->callsign);
2601 gr_force_fit_string(callsign,CALLSIGN_LEN,Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_W_COORD]);
2602 gr_get_string_size(&callsign_w,NULL,callsign);
2604 // calculate the offsets
2605 offset_x = (Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x) + ((Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_W_COORD] - callsign_w)/2);
2606 offset_y = Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2608 gr_set_color_fast(&Color_normal);
2609 gr_string(x + offset_x,y + offset_y,Multi_ts_team[Net_player->p_info.team].multi_ts_player[Multi_ts_carried_from_index]->player->callsign);
2616 // if the (console) player is allowed to grab a player slot at this point
2617 int multi_ts_can_grab_player(int slot_index, int player_index)
2621 // get a pointe rto the proper net player
2622 if(player_index == -1){
2625 pl = &Net_players[player_index];
2628 // if the players are locked in any case, he annot grab it
2629 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2633 if(Netgame.type_flags & NG_TYPE_TEAM){
2634 // if he's not the team captain, he cannot do this
2635 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2639 // if he's not the host, he cannot do this
2640 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2645 // if the slot is empty
2646 if(Multi_ts_team[pl->p_info.team].multi_ts_player[slot_index] == NULL){
2653 // get the team # of the given ship
2654 int multi_ts_get_team(char *ship_name)
2658 // lookup through all team ship names
2659 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
2660 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
2661 if(!stricmp(ship_name,Multi_ts_slot_team_names[idx][s_idx])){
2667 // always on team 0 if not found otherwise
2671 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
2672 int multi_ts_avail_bmap_num(int slot_index)
2674 // if this slot has been highlighted for informational purposes
2675 if((Multi_ts_select_type == MULTI_TS_AVAIL_LIST) && (Multi_ts_select_index == slot_index)){
2676 return ICON_FRAME_SELECTED;
2679 // if its otherwise being lit by the mouse
2680 if((Multi_ts_hotspot_type == MULTI_TS_AVAIL_LIST) && (Multi_ts_hotspot_index == slot_index)){
2681 return ICON_FRAME_HOT;
2684 return ICON_FRAME_NORMAL;
2687 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
2688 int multi_ts_slot_bmap_num(int slot_index)
2690 // special case - slot is disabled, its my ship and the host hasn't locked the ships yet
2691 if(multi_ts_disabled_high_slot(slot_index)){
2692 return ICON_FRAME_DISABLED_HIGH;
2695 // if this slot is disabled for us, then show it as such
2696 if(multi_ts_disabled_slot(slot_index)){
2697 return ICON_FRAME_DISABLED;
2700 // if this slot has been highlighted for informational purposes
2701 if((Multi_ts_select_type == MULTI_TS_SLOT_LIST) && (Multi_ts_select_index == slot_index)){
2702 return ICON_FRAME_SELECTED;
2705 // if this is our ship, then highlight it as so
2706 if(Net_player->p_info.ship_index == slot_index){
2707 return ICON_FRAME_PLAYER;
2710 // if its otherwise being lit by the mouse
2711 if((Multi_ts_hotspot_type == MULTI_TS_SLOT_LIST) && (Multi_ts_hotspot_index == slot_index)){
2712 return ICON_FRAME_HOT;
2715 // normal unhighlighted frame
2716 return ICON_FRAME_NORMAL;
2719 // select the given slot and setup any information, etc
2720 void multi_ts_select_ship()
2724 int n_chars[MAX_BRIEF_LINES];
2725 char ship_desc[1000];
2726 char *p_str[MAX_BRIEF_LINES];
2730 // blast all current text
2731 memset(Multi_ts_ship_info_lines,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
2732 memset(Multi_ts_ship_info_text,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
2734 // get the selected ship class
2735 Assert(Multi_ts_select_index >= 0);
2736 Multi_ts_select_ship_class = -1;
2737 switch(Multi_ts_select_type){
2738 case MULTI_TS_SLOT_LIST:
2739 Multi_ts_select_ship_class = Wss_slots[Multi_ts_select_index].ship_class;
2741 case MULTI_TS_AVAIL_LIST:
2742 Multi_ts_select_ship_class = multi_ts_get_avail_ship_class(Multi_ts_select_index);
2743 // if he has selected an empty slot, don't do anything
2744 if(Multi_ts_select_ship_class < 0){
2749 // should always have one of the 2 above types selected
2754 // split the text info up
2756 Assert(Multi_ts_select_ship_class >= 0);
2757 Assert((Ship_info[Multi_ts_select_ship_class].desc != NULL) && strlen(Ship_info[Multi_ts_select_ship_class].desc));
2759 // strip out newlines
2760 memset(ship_desc,0,1000);
2761 strcpy(ship_desc,Ship_info[Multi_ts_select_ship_class].desc);
2762 token = strtok(ship_desc,"\n");
2764 strcpy(Multi_ts_ship_info_text,token);
2765 while(token != NULL){
2766 token = strtok(NULL,"\n");
2768 strcat(Multi_ts_ship_info_text," ");
2769 strcat(Multi_ts_ship_info_text,token);
2774 if(strlen(Multi_ts_ship_info_text) > 0){
2775 // split the string into multiple lines
2776 n_lines = split_str(Multi_ts_ship_info_text, Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_W_COORD], n_chars, p_str, MULTI_TS_SHIP_INFO_MAX_LINES, 0);
2778 // copy the split up lines into the text lines array
2779 for (idx=0;idx<n_lines;idx++ ) {
2780 Assert(n_chars[idx] < MULTI_TS_SHIP_INFO_MAX_LINE_LEN);
2781 strncpy(Multi_ts_ship_info_lines[idx], p_str[idx], n_chars[idx]);
2782 Multi_ts_ship_info_lines[idx][n_chars[idx]] = 0;
2783 drop_leading_white_space(Multi_ts_ship_info_lines[idx]);
2786 // get the line count
2787 Multi_ts_ship_info_line_count = n_lines;
2789 // set the line count to
2790 Multi_ts_ship_info_line_count = 0;
2795 // handle all details when the commit button is pressed (including possibly reporting errors/popups)
2796 void multi_ts_commit_pressed()
2798 // if my team's slots are still not "locked", we cannot commit unless we're the only player in the game
2799 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2800 if(multi_num_players() != 1){
2801 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("Players have not yet been assigned to their ships",751));
2804 Multi_ts_team[Net_player->p_info.team].multi_players_locked = 1;
2808 // check to see if its not ok for this player to commit
2809 switch(multi_ts_ok_to_commit()){
2810 // yes, it _is_ ok to commit
2812 extern void commit_pressed();
2816 // player has not assigned all necessary ships
2818 gamesnd_play_iface(SND_GENERAL_FAIL);
2819 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("You have not yet assigned all necessary ships",752));
2822 // there are ships without primary weapons
2824 gamesnd_play_iface(SND_GENERAL_FAIL);
2825 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("There are ships without primary weapons!",753));
2828 // there are ships without secondary weapons
2830 gamesnd_play_iface(SND_GENERAL_FAIL);
2831 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("There are ships without secondary weapons!",754));
2836 // is it ok for this player to commit
2837 int multi_ts_ok_to_commit()
2840 int primary_ok,secondary_ok;
2842 // if this player is an observer, he can always commit
2843 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
2847 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
2848 // if this is a player slot this player can modify and it is empty, then he cannot continue
2849 // implies there is never an object in this slot
2850 if((Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx] != -1) &&
2851 // implies player can't touch this slot anyway
2852 !multi_ts_disabled_slot(idx) &&
2853 // implies that there should be a player ship here but there isn't
2854 ((Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL) && (Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_EMPTY)) ){
2858 // if the ship in this slot has a ship which can be a player but has 0 primary or secondary weapons, then he cannot continue
2859 if( (Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx] != -1) &&
2860 ((Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].flags & OF_COULD_BE_PLAYER) ||
2861 (Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].flags & OF_PLAYER_SHIP)) &&
2862 !multi_ts_disabled_slot(idx)){
2866 // go through all weapons in the list
2867 for(s_idx=0;s_idx<MAX_WL_WEAPONS;s_idx++){
2868 // if this slot has a weapon with a greater than 0 count, check
2869 if((Wss_slots_teams[Net_player->p_info.team][idx].wep[s_idx] >= 0) && (Wss_slots_teams[Net_player->p_info.team][idx].wep_count[s_idx] > 0)){
2870 switch(Weapon_info[Wss_slots_teams[Net_player->p_info.team][idx].wep[s_idx]].subtype){
2884 // if we've got both primary and secondary weapons
2885 if(primary_ok && secondary_ok){
2890 // if the ship doesn't have primary weapons
2895 // if the ship doesn't have secondary weapons
2905 // check to see that no illegal ship settings have occurred
2906 void multi_ts_check_errors()
2912 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
2913 if(Multi_ts_team[0].multi_ts_objnum[idx] == -1){
2917 shipp = &Ships[Objects[Multi_ts_team[0].multi_ts_objnum[idx]].instance];
2918 Assert((shipp->weapons.current_primary_bank != -1) && (shipp->weapons.current_secondary_bank != -1));
2924 // ------------------------------------------------------------------------------------------------------
2925 // TEAM SELECT PACKET HANDLERS
2928 // send a player slot position update
2929 void send_pslot_update_packet(int team,int code,int sound)
2931 ubyte data[MAX_PACKET_SIZE],stop,val;
2934 int packet_size = 0;
2937 // build the header and add the data
2938 BUILD_HEADER(SLOT_UPDATE);
2948 // add the sound to play
2949 s_sound = (short)sound;
2952 // add data based upon the packet code
2954 case TS_CODE_LOCK_TEAM:
2955 // don't have to do anything
2957 case TS_CODE_PLAYER_UPDATE:
2958 // only the host should ever be doing this
2959 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
2961 // add individual slot data
2962 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
2963 if(Multi_ts_team[team].multi_ts_flag[idx] != MULTI_TS_FLAG_NONE){
2972 // add the ship class
2973 val = (ubyte)Wss_slots_teams[team][idx].ship_class;
2976 // add the objnum we're working with
2977 i_tmp = Multi_ts_team[team].multi_ts_objnum[idx];
2980 // add a byte indicating if a player is here or not
2981 if(Multi_ts_team[team].multi_ts_player[idx] == NULL){
2988 // if there's a player, add his address
2990 ADD_DATA(Multi_ts_team[team].multi_ts_player[idx]->player_id);
2992 // should also update his p_info settings locally
2993 Multi_ts_team[team].multi_ts_player[idx]->p_info.ship_class = Wss_slots_teams[team][idx].ship_class;
2994 Multi_ts_team[team].multi_ts_player[idx]->p_info.ship_index = idx;
2997 // add a byte indicating what object flag should be set (0 == ~(OF_COULD_BE_PLAYER | OF_PLAYER_SHIP), 1 == player ship, 2 == could be player ship)
2998 if(Objects[Multi_ts_team[team].multi_ts_objnum[idx]].flags & OF_COULD_BE_PLAYER){
3000 } else if(Objects[Multi_ts_team[team].multi_ts_objnum[idx]].flags & OF_PLAYER_SHIP){
3008 // add a final stop byte
3017 // send the packet to the standalone
3018 if(Net_player->flags & NETINFO_FLAG_AM_MASTER) {
3019 multi_io_send_to_all_reliable(data, packet_size);
3021 multi_io_send_reliable(Net_player, data, packet_size);
3025 // process a player slot position update
3026 void process_pslot_update_packet(ubyte *data, header *hinfo)
3028 int offset = HEADER_LENGTH;
3030 int player_index,idx,team,code,objnum;
3033 ubyte stop,val,slot_num,ship_class;
3035 my_index = Net_player->p_info.ship_index;
3037 // if we're the standalone, then we should be routing this data to all the other clients
3039 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3040 // fill in the address information of where this came from
3041 player_index = find_player_id(hinfo->id);
3042 Assert(player_index != -1);
3053 // get the sound to play
3056 // process the different opcodes
3058 case TS_CODE_LOCK_TEAM:
3060 Multi_ts_team[team].multi_players_locked = 1;
3062 // if this was my team, sync stuff up
3063 if((team == Net_player->p_info.team) && !(Game_mode & GM_STANDALONE_SERVER)){
3064 multi_ts_set_status_bar_mode(1);
3065 multi_ts_sync_interface();
3066 ss_recalc_multiplayer_slots();
3069 // if this is the standalone server, we need to re-route the packet here and there
3070 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3071 // in team vs team mode, only a team captain should ever be sending this
3072 if(Netgame.type_flags & NG_TYPE_TEAM){
3073 Assert(Net_players[player_index].flags & NETINFO_FLAG_TEAM_CAPTAIN);
3075 // in any other mode, it better be coming from the game host
3077 Assert(Net_players[player_index].flags & NETINFO_FLAG_GAME_HOST);
3080 // re-route to all other players
3081 for(idx=0;idx<MAX_PLAYERS;idx++){
3082 if(MULTI_CONNECTED(Net_players[idx]) && (&Net_players[idx] != Net_player) && (&Net_players[idx] != &Net_players[player_index]) ){
3083 multi_io_send_reliable(&Net_players[idx], data, offset);
3088 case TS_CODE_PLAYER_UPDATE:
3089 // get the first stop byte
3091 while(stop != 0xff){
3095 // get the ship class
3096 GET_DATA(ship_class);
3101 // flag indicating if a player is in this slot
3104 // look the player up
3105 GET_DATA(player_id);
3106 player_index = find_player_id(player_id);
3108 // if we couldn't find him
3109 if(player_index == -1){
3110 nprintf(("Network","Couldn't find player for pslot update!\n"));
3111 Multi_ts_team[team].multi_ts_player[slot_num] = NULL;
3113 // if we found him, assign him to this ship
3115 Net_players[player_index].p_info.ship_class = (int)ship_class;
3116 Net_players[player_index].p_info.ship_index = (int)slot_num;
3117 multi_assign_player_ship(player_index,&Objects[objnum],(int)ship_class);
3120 Multi_ts_team[team].multi_ts_player[slot_num] = &Net_players[player_index];
3122 // if this was me and my ship index changed, update the weapon select screen
3123 if(my_index != Net_player->p_info.ship_index){
3124 wl_reset_selected_slot();
3126 my_index = Net_player->p_info.ship_index;
3130 Multi_ts_team[team].multi_ts_player[slot_num] = NULL;
3133 // get the ship flag byte
3135 Objects[objnum].flags &= ~(OF_PLAYER_SHIP | OF_COULD_BE_PLAYER);
3138 Objects[objnum].flags |= OF_PLAYER_SHIP;
3141 obj_set_flags( &Objects[objnum], Objects[objnum].flags | OF_COULD_BE_PLAYER );
3145 // get the next stop byte
3148 // if we have a sound we're supposed to play
3149 if((sound != -1) && !(Game_mode & GM_STANDALONE_SERVER) && (gameseq_get_state() == GS_STATE_TEAM_SELECT)){
3150 gamesnd_play_iface(sound);
3153 // if i'm the standalone server, I should rebroadcast this packet
3154 if(Game_mode & GM_STANDALONE_SERVER){
3155 for(idx=0;idx<MAX_PLAYERS;idx++){
3156 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_HOST(Net_players[idx]) && (Net_player != &Net_players[idx])){
3157 multi_io_send_reliable(&Net_players[idx], data, offset);
3165 // recalculate stuff
3166 if(!(Game_mode & GM_STANDALONE_SERVER)){
3167 ss_recalc_multiplayer_slots();