2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Network/MultiUI.cpp $
15 * C file for all the UI controls of the mulitiplayer screens
18 * Revision 1.12 2005/10/02 09:27:49 taylor
19 * fix interface problems with MultiJoinWait screen in FS1
21 * Revision 1.11 2005/03/29 02:18:47 taylor
22 * Various 64-bit platform fixes
23 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
24 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
25 * Streaming audio support (big thanks to Pierre Willenbrock!!)
26 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
28 * Revision 1.10 2004/09/20 01:31:44 theoddone33
31 * Revision 1.9 2004/07/04 11:39:06 taylor
32 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
34 * Revision 1.8 2003/05/25 02:30:43 taylor
37 * Revision 1.7 2002/06/09 04:41:24 relnev
38 * added copyright header
40 * Revision 1.6 2002/06/02 06:02:59 relnev
43 * Revision 1.5 2002/06/02 00:31:35 relnev
44 * implemented osregistry
46 * Revision 1.4 2002/06/01 07:12:33 relnev
47 * a few NDEBUG updates.
49 * removed a few warnings.
51 * Revision 1.3 2002/05/26 20:49:54 theoddone33
54 * Revision 1.2 2002/05/07 03:16:47 theoddone33
55 * The Great Newline Fix
57 * Revision 1.1.1.1 2002/05/03 03:28:10 root
61 * 94 6/16/00 3:16p Jefff
62 * sim of the year dvd version changes, a few german soty localization
65 * 93 10/14/99 2:51p Jefff
68 * 92 10/13/99 3:50p Jefff
69 * fixed unnumbered XSTRs
71 * 91 9/15/99 1:45a Dave
72 * Don't init joystick on standalone. Fixed campaign mode on standalone.
73 * Fixed no-score-report problem in TvT
75 * 90 9/14/99 12:51a Jefff
78 * 89 9/13/99 4:52p Dave
81 * 88 9/13/99 11:30a Dave
82 * Added checkboxes and functionality for disabling PXO banners as well as
83 * disabling d3d zbuffer biasing.
85 * 87 9/12/99 10:06p Jefff
86 * changed instances of "Squad War" to "SquadWar"
88 * 86 9/03/99 1:32a Dave
89 * CD checking by act. Added support to play 2 cutscenes in a row
90 * seamlessly. Fixed super low level cfile bug related to files in the
91 * root directory of a CD. Added cheat code to set campaign mission # in
94 * 85 9/01/99 10:49p Dave
95 * Added nice SquadWar checkbox to the client join wait screen.
97 * 84 8/30/99 2:49p Jefff
99 * 83 8/26/99 8:49p Jefff
100 * Updated medals screen and about everything that ever touches medals in
101 * one way or another. Sheesh.
103 * 82 8/25/99 4:38p Dave
104 * Updated PXO stuff. Make squad war report stuff much more nicely.
106 * 81 8/20/99 2:09p Dave
107 * PXO banner cycling.
109 * 80 8/20/99 10:06a Jefff
110 * removed closed/rstricted buttons from multi start screen
112 * 79 8/18/99 11:30a Jefff
114 * 78 8/18/99 10:38a Jefff
116 * 77 8/16/99 4:06p Dave
117 * Big honking checkin.
119 * 76 8/16/99 1:08p Jefff
120 * added sounds to a few controls, made input boxes lose focus on ENTER
122 * 75 8/16/99 9:52a Jefff
123 * fixed bitmap loading on buttons in multi-sync screen
125 * 74 8/11/99 5:54p Dave
126 * Fixed collision problem. Fixed standalone ghost problem.
128 * 73 8/10/99 4:35p Jefff
129 * fixed hi-res coords
131 * 72 8/06/99 12:29a Dave
132 * Multiple bug fixes.
134 * 71 8/05/99 3:13p Jasenw
135 * tweaked some text placement coords.
137 * 70 8/04/99 1:38p Jefff
138 * moved some text in multi join wait
140 * 69 8/03/99 12:45p Dave
143 * 68 7/25/99 5:17p Jefff
144 * campaign descriptions show up on multicreate screen
146 * 67 7/20/99 1:49p Dave
147 * Peter Drake build. Fixed some release build warnings.
149 * 66 7/19/99 2:13p Dave
150 * Added some new strings for Heiko.
152 * 65 7/15/99 9:20a Andsager
153 * FS2_DEMO initial checkin
155 * 64 7/08/99 10:53a Dave
156 * New multiplayer interpolation scheme. Not 100% done yet, but still
157 * better than the old way.
159 * 63 6/30/99 10:49a Jasenw
160 * Fixed coords for new launch countdown ani
162 * 62 6/29/99 7:39p Dave
163 * Lots of small bug fixes.
165 * 61 6/25/99 11:59a Dave
166 * Multi options screen.
168 * 60 6/09/99 2:17p Dave
169 * Fixed up pleasewait bitmap rendering.
171 * 59 6/05/99 3:42p Dave
172 * New multi sync screen.
174 * 58 6/01/99 6:07p Dave
175 * New loading/pause/please wait bar.
177 * 57 5/21/99 6:45p Dave
178 * Sped up ui loading a bit. Sped up localization disk access stuff. Multi
179 * start game screen, multi password, and multi pxo-help screen.
181 * 56 5/06/99 11:10a Dave
182 * Fixed coord on multi create screen.
184 * 55 5/04/99 6:38p Dave
185 * Finished multi join-wait screen.
187 * 54 5/04/99 5:20p Dave
188 * Fixed up multiplayer join screen and host options screen. Should both
191 * 53 5/03/99 11:04p Dave
192 * Most of the way done with the multi join screen.
194 * 52 5/03/99 8:32p Dave
195 * New version of multi host options screen.
197 * 51 4/29/99 2:15p Neilk
198 * slider2 code got modified; changed parameters for create
200 * 50 4/25/99 3:02p Dave
201 * Build defines for the E3 build.
203 * 49 4/21/99 6:15p Dave
204 * Did some serious housecleaning in the beam code. Made it ready to go
205 * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
206 * a handy macro for recalculating collision pairs for a given object.
208 * 48 4/16/99 5:27p Neilk
209 * added slider support and hir res for multi_create
211 * 47 4/14/99 6:37p Dave
212 * Fixed scroll button bug on host create screen.
214 * 46 4/14/99 5:28p Dave
217 * 45 4/12/99 10:07p Dave
218 * Made network startup more forgiving. Added checkmarks to dogfight
219 * screen for players who hit commit.
221 * 44 4/09/99 2:21p Dave
222 * Multiplayer beta stuff. CD checking.
224 * 43 4/08/99 1:28p Dave
225 * Small bug fixes for refresh button on the multi create screen.
227 * 42 4/08/99 11:55a Neilk
228 * Converted Multi_Create to new artwork (just lowres)
230 * 41 4/08/99 2:10a Dave
231 * Numerous bug fixes for the beta. Added builtin mission info for the
234 * 40 3/20/99 3:48p Andsager
235 * Do mission_loop stuff for PXO
237 * 39 3/10/99 6:50p Dave
238 * Changed the way we buffer packets for all clients. Optimized turret
239 * fired packets. Did some weapon firing optimizations.
241 * 38 3/09/99 6:24p Dave
242 * More work on object update revamping. Identified several sources of
243 * unnecessary bandwidth.
245 * 37 3/08/99 7:03p Dave
246 * First run of new object update system. Looks very promising.
248 * 36 2/25/99 4:19p Dave
249 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
250 * release build warnings. Added more data to the squad war request and
253 * 35 2/24/99 3:26p Anoop
254 * Make sure the host is the only guy who bashes skill level for TvT.
256 * 34 2/24/99 2:25p Dave
257 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
258 * bug for dogfight more.
260 * 33 2/23/99 2:29p Dave
261 * First run of oldschool dogfight mode.
263 * 32 2/17/99 2:11p Dave
264 * First full run of squad war. All freespace and tracker side stuff
267 * 31 2/12/99 6:16p Dave
268 * Pre-mission Squad War code is 95% done.
270 * 30 2/11/99 3:08p Dave
271 * PXO refresh button. Very preliminary squad war support.
273 * 29 2/08/99 5:07p Dave
274 * FS2 chat server support. FS2 specific validated missions.
276 * 28 2/04/99 6:29p Dave
277 * First full working rev of FS2 PXO support. Fixed Glide lighting
280 * 27 1/30/99 5:08p Dave
281 * More new hi-res stuff.Support for nice D3D textures.
283 * 26 1/29/99 2:08a Dave
284 * Fixed beam weapon collisions with players. Reduced size of scoring
285 * struct for multiplayer. Disabled PXO.
287 * 25 1/15/99 2:36p Neilk
288 * fixed multi_jw coordinates
290 * 24 1/13/99 7:19p Neilk
291 * Converted Mission Brief, Barracks, Synch to high res support
293 * 23 1/12/99 7:17p Neilk
295 * 22 1/12/99 5:45p Dave
296 * Moved weapon pipeline in multiplayer to almost exclusively client side.
297 * Very good results. Bandwidth goes down, playability goes up for crappy
298 * connections. Fixed object update problem for ship subsystems.
300 * 21 1/12/99 4:07a Dave
301 * Put in barracks code support for selecting squad logos. Properly
302 * distribute squad logos in a multiplayer game.
304 * 20 1/11/99 7:19p Neilk
305 * Converted multi_join interface to support multiple resolutions
307 * 19 12/18/98 1:13a Dave
308 * Rough 1024x768 support for Direct3D. Proper detection and usage through
311 * 18 12/17/98 4:50p Andsager
312 * Added debrief_assemble_optional_mission_popup_text() for single and
315 * 17 12/14/98 12:13p Dave
316 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
319 * 16 12/10/98 10:19a Andsager
320 * Fix mission loop assert
322 * 15 12/10/98 9:59a Andsager
323 * Fix some bugs with mission loops
325 * 14 12/09/98 1:56p Andsager
326 * Initial checkin of mission loop
328 * 13 12/03/98 5:22p Dave
329 * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
332 * 12 11/30/98 1:07p Dave
333 * 16 bit conversion, first run.
335 * 11 11/20/98 11:16a Dave
336 * Fixed up IPX support a bit. Making sure that switching modes and
337 * loading/saving pilot files maintains proper state.
339 * 10 11/19/98 4:57p Dave
340 * Ignore PXO option if IPX is selected.
342 * 9 11/19/98 4:19p Dave
343 * Put IPX sockets back in psnet. Consolidated all multiplayer config
346 * 8 11/19/98 8:04a Dave
347 * Full support for D3-style reliable sockets. Revamped packet lag/loss
348 * system, made it receiver side and at the lowest possible level.
350 * 7 11/17/98 11:12a Dave
351 * Removed player identification by address. Now assign explicit id #'s.
353 * 6 10/19/98 11:15a Dave
354 * Changed requirements for stats storing in PXO mode.
356 * 5 10/16/98 9:40a Andsager
357 * Remove ".h" files from model.h
359 * 4 10/13/98 9:29a Dave
360 * Started neatening up freespace.h. Many variables renamed and
361 * reorganized. Added AlphaColors.[h,cpp]
363 * 3 10/07/98 6:27p Dave
364 * Globalized mission and campaign file extensions. Removed Silent Threat
365 * special code. Moved \cache \players and \multidata into the \data
368 * 2 10/07/98 10:53a Dave
371 * 1 10/07/98 10:50a Dave
373 * 333 10/02/98 3:22p Allender
374 * fix up the -connect option and fix the -port option
376 * 332 9/17/98 9:26p Dave
377 * Externalized new string.
379 * 331 9/17/98 3:08p Dave
380 * PXO to non-pxo game warning popup. Player icon stuff in create and join
381 * game screens. Upped server count refresh time in PXO to 35 secs (from
384 * 330 9/17/98 9:43a Allender
385 * removed an SDL_assert that Dave called bogus.
387 * 329 9/16/98 6:54p Dave
388 * Upped max sexpression nodes to 1800 (from 1600). Changed FRED to sort
389 * the ship list box. Added code so that tracker stats are not stored with
392 * 328 9/15/98 7:24p Dave
393 * Minor UI changes. Localized bunch of new text.
395 * 327 9/15/98 4:03p Dave
396 * Changed readyroom and multi screens to display "st" icon for all
397 * missions with mission disk content (not necessarily just those that
398 * come with Silent Threat).
400 * 326 9/15/98 11:44a Dave
401 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
402 * scale factors. Fixed standalone filtering of MD missions to non-MD
405 * 325 9/13/98 9:36p Dave
406 * Support for new info icons for multiplayer missions (from-volition,
407 * valid, mission disk, etc).
409 * 324 9/11/98 4:14p Dave
410 * Fixed file checksumming of < file_size. Put in more verbose kicking and
411 * PXO stats store reporting.
413 * 323 9/10/98 1:17p Dave
414 * Put in code to flag missions and campaigns as being MD or not in Fred
415 * and Freespace. Put in multiplayer support for filtering out MD
416 * missions. Put in multiplayer popups for warning of non-valid missions.
418 * 322 9/04/98 3:51p Dave
419 * Put in validated mission updating and application during stats
422 * 321 8/31/98 2:06p Dave
423 * Make cfile sort the ordering or vp files. Added support/checks for
424 * recognizing "mission disk" players.
426 * 320 8/21/98 1:15p Dave
427 * Put in log system hooks in useful places.
429 * 319 8/20/98 5:31p Dave
430 * Put in handy multiplayer logfile system. Now need to put in useful
431 * applications of it all over the code.
433 * 318 8/12/98 4:53p Dave
434 * Put in 32 bit checksumming for PXO missions. No validation on the
435 * actual tracker yet, though.
437 * 317 8/07/98 10:40a Allender
438 * new command line flags for starting netgames. Only starting currently
439 * works, and PXO isn't implemented yet
441 * 316 7/24/98 9:27a Dave
442 * Tidied up endgame sequencing by removing several old flags and
443 * standardizing _all_ endgame stuff with a single function call.
445 * 315 7/14/98 10:04a Allender
446 * fixed the countdown code to not be reliant on timer_get_fixed_seconds
448 * 314 7/10/98 5:04p Dave
449 * Fix connection speed bug on standalone server.
451 * 313 7/09/98 6:01p Dave
452 * Firsts full version of PXO updater. Put in stub for displaying
455 * 312 7/07/98 2:49p Dave
458 * 311 6/30/98 2:17p Dave
459 * Revised object update system. Removed updates for all weapons. Put
460 * button info back into control info packet.
462 * 310 6/13/98 9:32p Mike
463 * Kill last character in file which caused "Find in Files" to report the
464 * file as "not a text file."
471 #include <winsock.h> // for inet_addr()
473 #include <sys/types.h>
474 #include <sys/socket.h>
475 #include <netinet/in.h>
476 #include <arpa/inet.h>
481 #include "multiutil.h"
482 #include "multimsgs.h"
488 #include "gamesequence.h"
489 #include "freespace.h"
490 #include "contexthelp.h"
495 #include "missionshipchoice.h"
496 #include "multi_xfer.h"
498 #include "stand_gui.h"
499 #include "linklist.h"
500 #include "multiteamselect.h"
501 #include "missioncampaign.h"
508 #include "missiondebrief.h"
509 #include "multi_ingame.h"
510 #include "multi_kick.h"
511 #include "multi_data.h"
512 #include "multi_campaign.h"
513 #include "multi_team.h"
514 #include "multi_pinfo.h"
515 #include "multi_observer.h"
516 #include "multi_voice.h"
517 #include "multi_endgame.h"
518 #include "managepilot.h"
521 #include "objcollide.h"
523 #include "multi_pmsg.h"
524 #include "multi_obj.h"
525 #include "multi_log.h"
526 #include "alphacolors.h"
527 #include "animplay.h"
528 #include "multi_dogfight.h"
529 #include "missionpause.h"
530 #include "multi_fstracker.h"
531 #include "multi_sw.h"
533 // -------------------------------------------------------------------------------------------------------------
535 // MULTIPLAYER COMMON interface controls
538 // the common text info box stuff. This is lifted almost directly from Alans briefing code (minus the spiffy colored, scrolling
540 int Multi_common_text_coords[GR_NUM_RESOLUTIONS][4] = {
553 int Multi_common_text_max_display[GR_NUM_RESOLUTIONS] = {
562 #define MULTI_COMMON_TEXT_META_CHAR '$'
563 #define MULTI_COMMON_TEXT_MAX_LINE_LENGTH 100
564 #define MULTI_COMMON_TEXT_MAX_LINES 20
565 #define MULTI_COMMON_MAX_TEXT (MULTI_COMMON_TEXT_MAX_LINES * MULTI_COMMON_TEXT_MAX_LINE_LENGTH)
567 char Multi_common_all_text[MULTI_COMMON_MAX_TEXT];
568 char Multi_common_text[MULTI_COMMON_TEXT_MAX_LINES][MULTI_COMMON_TEXT_MAX_LINE_LENGTH];
570 int Multi_common_top_text_line = -1; // where to start displaying from
571 int Multi_common_num_text_lines = 0; // how many lines we have
573 void multi_common_scroll_text_up();
574 void multi_common_scroll_text_down();
575 void multi_common_move_to_bottom();
576 void multi_common_render_text();
577 void multi_common_split_text();
579 #define MAX_IP_STRING 255 // maximum length for ip string
581 void multi_common_scroll_text_up()
583 Multi_common_top_text_line--;
584 if ( Multi_common_top_text_line < 0 ) {
585 Multi_common_top_text_line = 0;
586 if ( !mouse_down(MOUSE_LEFT_BUTTON) )
587 gamesnd_play_iface(SND_GENERAL_FAIL);
590 gamesnd_play_iface(SND_SCROLL);
594 void multi_common_scroll_text_down()
596 Multi_common_top_text_line++;
597 if ( (Multi_common_num_text_lines - Multi_common_top_text_line) < Multi_common_text_max_display[gr_screen.res] ) {
598 Multi_common_top_text_line--;
599 if ( !mouse_down(MOUSE_LEFT_BUTTON) ){
600 gamesnd_play_iface(SND_GENERAL_FAIL);
603 gamesnd_play_iface(SND_SCROLL);
607 void multi_common_move_to_bottom()
609 // if there's nowhere to scroll down, do nothing
610 if(Multi_common_num_text_lines <= Multi_common_text_max_display[gr_screen.res]){
614 Multi_common_top_text_line = Multi_common_num_text_lines - Multi_common_text_max_display[gr_screen.res];
617 void multi_common_set_text(const char *str, int auto_scroll)
620 // store the entire string as well
621 if(strlen(str) > MULTI_COMMON_MAX_TEXT){
624 SDL_strlcpy(Multi_common_all_text, str, SDL_arraysize(Multi_common_all_text));
627 // split the whole thing up
628 multi_common_split_text();
630 // scroll to the bottom if we're supposed to
632 multi_common_move_to_bottom();
636 void multi_common_add_text(const char *str, int auto_scroll)
639 // store the entire string as well
640 if((strlen(str) + strlen(Multi_common_all_text)) > MULTI_COMMON_MAX_TEXT){
643 SDL_strlcat(Multi_common_all_text, str, SDL_arraysize(Multi_common_all_text));
646 // split the whole thing up
647 multi_common_split_text();
649 // scroll to the bottom if we're supposed to
651 multi_common_move_to_bottom();
655 void multi_common_split_text()
658 int n_chars[MAX_BRIEF_LINES];
659 char *p_str[MAX_BRIEF_LINES];
661 n_lines = split_str(Multi_common_all_text, Multi_common_text_coords[gr_screen.res][2], n_chars, p_str, MULTI_COMMON_TEXT_MAX_LINES, MULTI_COMMON_TEXT_META_CHAR);
662 SDL_assert(n_lines != -1);
664 for ( i = 0; i < n_lines; i++ ) {
665 SDL_assert(n_chars[i] < MULTI_COMMON_TEXT_MAX_LINE_LENGTH);
666 int len = min(n_chars[i] + 1, MULTI_COMMON_TEXT_MAX_LINE_LENGTH);
667 SDL_strlcpy(Multi_common_text[i], p_str[i], len);
668 Multi_common_text[i][n_chars[i]] = 0;
669 drop_leading_white_space(Multi_common_text[i]);
672 Multi_common_top_text_line = 0;
673 Multi_common_num_text_lines = n_lines;
676 void multi_common_render_text()
678 int i, fh, line_count;
680 fh = gr_get_font_height();
683 gr_set_color_fast(&Color_text_normal);
684 for ( i = Multi_common_top_text_line; i < Multi_common_num_text_lines; i++ ) {
685 if ( line_count >= Multi_common_text_max_display[gr_screen.res] ){
688 gr_string(Multi_common_text_coords[gr_screen.res][0], Multi_common_text_coords[gr_screen.res][1] + (line_count*fh), Multi_common_text[i]);
692 if ( (Multi_common_num_text_lines - Multi_common_top_text_line) > Multi_common_text_max_display[gr_screen.res] ) {
693 gr_set_color_fast(&Color_bright_red);
694 gr_string(Multi_common_text_coords[gr_screen.res][0], (Multi_common_text_coords[gr_screen.res][1] + Multi_common_text_coords[gr_screen.res][3])-5, XSTR("more",755));
698 // common notification messaging stuff
699 #define MULTI_COMMON_NOTIFY_TIME 3500
700 int Multi_common_join_y[GR_NUM_RESOLUTIONS] = {
704 int Multi_common_create_y[GR_NUM_RESOLUTIONS] = {
709 int Multi_common_jw_y[GR_NUM_RESOLUTIONS] = {
714 int Multi_common_msg_y[GR_NUM_RESOLUTIONS] = {
719 char Multi_common_notify_text[200];
720 int Multi_common_notify_stamp;
722 void multi_common_notify_init()
724 SDL_strlcpy(Multi_common_notify_text, "", SDL_arraysize(Multi_common_notify_text));
725 Multi_common_notify_stamp = -1;
728 // add a notification string, drawing appropriately depending on the state/screen we're in
729 void multi_common_add_notify(const char *str)
732 SDL_strlcpy(Multi_common_notify_text, str, SDL_arraysize(Multi_common_notify_text));
733 Multi_common_notify_stamp = timestamp(MULTI_COMMON_NOTIFY_TIME);
737 // process/display notification messages
738 void multi_common_notify_do()
740 if(Multi_common_notify_stamp != -1){
741 if(timestamp_elapsed(Multi_common_notify_stamp)){
742 Multi_common_notify_stamp = -1;
745 gr_get_string_size(&w,&h,Multi_common_notify_text);
746 gr_set_color_fast(&Color_white);
748 // determine where it should be placed based upon which screen we're on
750 switch(gameseq_get_state()){
751 case GS_STATE_MULTI_JOIN_GAME :
752 y = Multi_common_join_y[gr_screen.res];
754 case GS_STATE_MULTI_HOST_SETUP :
755 y = Multi_common_create_y[gr_screen.res];
757 case GS_STATE_MULTI_CLIENT_SETUP :
758 y = Multi_common_jw_y[gr_screen.res];
760 case GS_STATE_MULTI_START_GAME :
761 y = Multi_common_msg_y[gr_screen.res];
765 gr_string((gr_screen.max_w - w)/2, y, Multi_common_notify_text);
772 int Multi_common_icons[MULTI_NUM_COMMON_ICONS];
774 const char *Multi_common_icon_names[MULTI_NUM_COMMON_ICONS] = {
775 "DotRed", // voice denied
776 "DotGreen", // voice recording
777 "OvalGreen", // team 0
778 "OvalGreen01", // team 0 select
780 "OvalRed01", // team 1 select
781 "mp_coop", // coop mission
782 "mp_teams", // TvT mission
783 "mp_furball", // furball mission
784 "icon-volition", // volition mission
785 "icon-valid", // mission is valid
790 "icon-silent" // SilentThreat
794 // width and height of the icons
795 int Multi_common_icon_dims[MULTI_NUM_COMMON_ICONS][2] = {
796 {11, 11}, // voice denied
797 {11, 11}, // voice recording
799 {11, 11}, // team 0 select
801 {11, 11}, // team 1 select
804 {18, 11}, // mp furball
805 {9, 9}, // volition mission
806 {8, 8}, // mission is valid
811 {16, 7} // silent threat
815 void multi_load_common_icons()
820 for(idx=0; idx<MULTI_NUM_COMMON_ICONS; idx++){
821 Multi_common_icons[idx] = -1;
822 Multi_common_icons[idx] = bm_load(Multi_common_icon_names[idx]);
826 void multi_unload_common_icons()
831 for(idx=0; idx<MULTI_NUM_COMMON_ICONS; idx++){
832 if(Multi_common_icons[idx] != -1){
833 bm_unload(Multi_common_icons[idx]);
834 Multi_common_icons[idx] = -1;
839 // display any relevant voice status icons
840 void multi_common_voice_display_status()
842 switch(multi_voice_status()){
843 // i have been denied the voice token
844 case MULTI_VOICE_STATUS_DENIED:
845 if(Multi_common_icons[MICON_VOICE_DENIED] != -1){
846 gr_set_bitmap(Multi_common_icons[MICON_VOICE_DENIED], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
851 // i am currently recording
852 case MULTI_VOICE_STATUS_RECORDING:
853 if(Multi_common_icons[MICON_VOICE_RECORDING] != -1){
854 gr_set_bitmap(Multi_common_icons[MICON_VOICE_RECORDING], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
859 // i am currently playing back sound
860 case MULTI_VOICE_STATUS_PLAYING:
863 // the system is currently idle
864 case MULTI_VOICE_STATUS_IDLE:
870 // palette initialization stuff
871 #define MULTI_COMMON_PALETTE_FNAME "InterfacePalette"
874 int Multi_common_interface_palette = -1;
876 void multi_common_load_palette();
877 void multi_common_set_palette();
878 void multi_common_unload_palette();
880 // load in the palette if it doesn't already exist
881 void multi_common_load_palette()
883 if(Multi_common_interface_palette != -1){
887 Multi_common_interface_palette = bm_load(MULTI_COMMON_PALETTE_FNAME);
888 if(Multi_common_interface_palette == -1){
889 nprintf(("Network","Error loading multiplayer common palette!\n"));
893 // set the common palette to be the active one
894 void multi_common_set_palette()
896 // if the palette is not loaded yet, do so now
897 if(Multi_common_interface_palette == -1){
898 multi_common_load_palette();
902 // unload the bitmap palette
903 void multi_common_unload_palette()
905 if(Multi_common_interface_palette != -1){
906 bm_unload(Multi_common_interface_palette);
907 Multi_common_interface_palette = -1;
911 void multi_common_verify_cd()
917 // -------------------------------------------------------------------------------------------------------------
919 // MULTIPLAYER JOIN SCREEN
922 #define MULTI_JOIN_NUM_BUTTONS 11
926 #define MULTI_JOIN_PALETTE "InterfacePalette"
928 static const char *Multi_join_bitmap_fname[GR_NUM_RESOLUTIONS] = {
929 "MultiJoin", // GR_640
930 "2_MultiJoin" // GR_1024
933 static const char *Multi_join_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
934 "MultiJoin-M", // GR_640
935 "2_MultiJoin-M" // GR_1024
941 const char *Mj_slider_name[GR_NUM_RESOLUTIONS] = {
945 int Mj_slider_coords[GR_NUM_RESOLUTIONS][4] = {
956 #define MJ_SCROLL_UP 0
957 #define MJ_SCROLL_DOWN 1
959 #define MJ_SCROLL_INFO_UP 3
960 #define MJ_SCROLL_INFO_DOWN 4
961 #define MJ_JOIN_OBSERVER 5
962 #define MJ_START_GAME 6
968 // uses MULTI_JOIN_REFRESH_TIME as its timestamp
969 int Multi_join_glr_stamp;
971 #define MULTI_JOIN_PING_TIME 15000 // how often we ping all the known servers
972 int Multi_join_ping_stamp;
973 UI_WINDOW Multi_join_window; // the window object for the join screen
974 UI_BUTTON Multi_join_select_button; // for selecting list items
976 UI_SLIDER2 Multi_join_slider; // handy dandy slider
978 int Multi_join_bitmap; // the background bitmap
980 ui_button_info Multi_join_buttons[GR_NUM_RESOLUTIONS][MULTI_JOIN_NUM_BUTTONS] = {
983 ui_button_info("MJ_00", 0, 85, -1, -1, 0),
984 ui_button_info("MJ_01", 0, 125, -1, -1, 1),
985 ui_button_info("MJ_03", 20, 324, -1, -1, 3),
986 ui_button_info("MJ_04", 0, 399, -1, -1, 4),
987 ui_button_info("MJ_05", 0, 436, -1, -1, 5),
988 ui_button_info("MJ_15", 450, 323, -1, -1, 15),
989 ui_button_info("MJ_10", 519, 323, -1, -1, 10),
990 ui_button_info("MJ_06", 574, 323, -1, -1, 6),
991 ui_button_info("MJ_08", 470, 427, -1, -1, 8),
992 ui_button_info("MJ_09", 448, 454, -1, -1, 9),
993 ui_button_info("MJ_07", 563, 411, -1, -1, 7),
995 ui_button_info( "MJ_00", 1, 57, -1, -1, 0 ), // scroll up
996 ui_button_info( "MJ_02", 1, 297, -1, -1, 2 ), // scroll down
997 ui_button_info( "MJ_03", 10, 338, 65, 364, 3 ), // refresh
998 ui_button_info( "MJ_04", 1, 405, -1, -1, 4 ), // scroll info up
999 ui_button_info( "MJ_05", 1, 446, -1, -1, 5 ), // scroll info down
1000 ui_button_info( "MJ_06", 489, 339, -1, -1, 6 ), // join as observer
1001 ui_button_info( "MJ_07", 538, 339, -1, -1, 7 ), // create game
1002 ui_button_info( "MJ_08", 583, 339, 588, 376, 8 ), // cancel
1003 ui_button_info( "MJ_09", 534, 426, -1, -1, 9 ), // help
1004 ui_button_info( "MJ_10", 534, 454, -1, -1, 10 ), // options
1005 ui_button_info( "MJ_11", 571, 426, 589, 416, 11 ), // join
1009 ui_button_info( "2_MJ_00", 2, 92, -1, -1, 0 ), // scroll up
1010 ui_button_info( "2_MJ_02", 2, 475, -1, -1, 2 ), // scroll down
1011 ui_button_info( "2_MJ_03", 16, 541, 104, 582, 3 ), // refresh
1012 ui_button_info( "2_MJ_04", 2, 648, -1, -1, 4 ), // scroll info up
1013 ui_button_info( "2_MJ_05", 2, 713, -1, -1, 5 ), // scroll info down
1014 ui_button_info( "2_MJ_06", 783, 542, -1, -1, 6 ), // join as observer
1015 ui_button_info( "2_MJ_07", 861, 542, -1, -1, 7 ), // create game
1016 ui_button_info( "2_MJ_08", 933, 542, 588, 376, 8 ), // cancel
1017 ui_button_info( "2_MJ_09", 854, 681, -1, -1, 9 ), // help
1018 ui_button_info( "2_MJ_10", 854, 727, -1, -1, 10 ), // options
1019 ui_button_info( "2_MJ_11", 914, 681, 937, 668, 11 ), // join
1024 #define MULTI_JOIN_NUM_TEXT 13
1026 UI_XSTR Multi_join_text[GR_NUM_RESOLUTIONS][MULTI_JOIN_NUM_TEXT] = {
1028 {"Refresh", 1299, 65, 364, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_REFRESH].button},
1029 {"Join as", 1300, 476, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_JOIN_OBSERVER].button},
1030 {"Observer", 1301, 467, 385, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_JOIN_OBSERVER].button},
1031 {"Create", 1408, 535, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_START_GAME].button},
1032 {"Game", 1302, 541, 385, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_START_GAME].button},
1033 {"Cancel", 387, 588, 376, UI_XSTR_COLOR_PINK, -1, &Multi_join_buttons[0][MJ_CANCEL].button},
1034 {"Help", 928, 479, 436, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_HELP].button},
1035 {"Options", 1036, 479, 460, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[0][MJ_OPTIONS].button},
1036 {"Join", 1303, 589, 416, UI_XSTR_COLOR_PINK, -1, &Multi_join_buttons[0][MJ_ACCEPT].button},
1037 {"Status", 1304, 37, 37, UI_XSTR_COLOR_GREEN, -1, NULL},
1038 {"Server", 1305, 116, 37, UI_XSTR_COLOR_GREEN, -1, NULL},
1039 {"Players", 1306, 471, 37, UI_XSTR_COLOR_GREEN, -1, NULL},
1040 {"Ping", 1307, 555, 37, UI_XSTR_COLOR_GREEN, -1, NULL}
1043 {"Refresh", 1299, 104, 582, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_REFRESH].button},
1044 {"Join as", 1300, 783, 602, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_JOIN_OBSERVER].button},
1045 {"Observer", 1301, 774, 611, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_JOIN_OBSERVER].button},
1046 {"Create", 1408, 868, 602, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_START_GAME].button},
1047 {"Game", 1302, 872, 611, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_START_GAME].button},
1048 {"Cancel", 387, 941, 602, UI_XSTR_COLOR_PINK, -1, &Multi_join_buttons[1][MJ_CANCEL].button},
1049 {"Help", 928, 782, 699, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_HELP].button},
1050 {"Options", 1036, 782, 736, UI_XSTR_COLOR_GREEN, -1, &Multi_join_buttons[1][MJ_OPTIONS].button},
1051 {"Join", 1303, 937, 668, UI_XSTR_COLOR_PINK, -1, &Multi_join_buttons[1][MJ_ACCEPT].button},
1052 {"Status", 1304, 60, 60, UI_XSTR_COLOR_GREEN, -1, NULL},
1053 {"Server", 1305, 186, 60, UI_XSTR_COLOR_GREEN, -1, NULL},
1054 {"Players", 1306, 753, 60, UI_XSTR_COLOR_GREEN, -1, NULL},
1055 {"Ping", 1307, 888, 60, UI_XSTR_COLOR_GREEN, -1, NULL}
1060 // constants for coordinate look ups
1061 #define MJ_X_COORD 0
1062 #define MJ_Y_COORD 1
1063 #define MJ_W_COORD 2
1064 #define MJ_H_COORD 3
1066 #define MULTI_JOIN_SENT_WAIT 10000 // wait this long since a join was sent to allow another
1067 int Multi_join_sent_stamp;
1069 // game information text areas
1070 int Mj_max_game_items[GR_NUM_RESOLUTIONS] = {
1075 int Mj_list_y[GR_NUM_RESOLUTIONS] = {
1080 int Mj_status_coords[GR_NUM_RESOLUTIONS][4] = {
1089 int Mj_game_icon_coords[GR_NUM_RESOLUTIONS][3] = {
1098 int Mj_speed_coords[GR_NUM_RESOLUTIONS][4] = {
1107 int Mj_game_name_coords[GR_NUM_RESOLUTIONS][4] = {
1116 int Mj_players_coords[GR_NUM_RESOLUTIONS][4] = {
1125 int Mj_ping_coords[GR_NUM_RESOLUTIONS][4] = {
1134 // game speed labels
1135 #define MJ_NUM_SPEED_LABELS 5
1136 const char *Multi_join_speed_labels[MJ_NUM_SPEED_LABELS] = {
1143 color *Multi_join_speed_colors[MJ_NUM_SPEED_LABELS] = {
1146 &Color_bright_green,
1147 &Color_bright_green,
1151 int Mj_cd_coords[GR_NUM_RESOLUTIONS] = {
1156 // extents of the entire boundable game info region
1157 // NOTE : these numbers are completely empirical
1158 #define MJ_PING_GREEN 160
1159 #define MJ_PING_YELLOW 300
1161 int Mj_list_area_coords[GR_NUM_RESOLUTIONS][4] = {
1170 // PXO channel filter
1171 #define MJ_PXO_FILTER_Y 0
1173 // special chars to indicate various status modes for servers
1174 #define MJ_CHAR_STANDALONE "*"
1175 #define MJ_CHAR_CAMPAIGN "c"
1178 // various interface indices
1179 int Multi_join_list_start; // where to start displaying from
1180 active_game *Multi_join_list_start_item; // a pointer to the corresponding active_game
1181 int Multi_join_list_selected; // which item we have selected
1182 active_game *Multi_join_selected_item; // a pointer to the corresponding active_game
1184 // use this macro to modify the list start
1185 #define MJ_LIST_START_INC() do { Multi_join_list_start++; } while(0);
1186 #define MJ_LIST_START_DEC() do { Multi_join_list_start--; } while(0);
1187 #define MJ_LIST_START_SET(vl) do { Multi_join_list_start = vl; } while(0);
1189 // if we should be sending a join request at the end of the frame
1190 int Multi_join_should_send = -1;
1192 // master tracker details
1193 int Multi_join_frame_count; // keep a count of frames displayed
1194 int Multi_join_mt_tried_verify; // already tried verifying the pilot with the tracker
1196 // data stuff for auto joining a game
1197 #define MULTI_AUTOJOIN_JOIN_STAMP 2000
1198 #define MULTI_AUTOJOIN_QUERY_STAMP 2000
1200 int Multi_did_autojoin;
1201 net_addr Multi_autojoin_addr;
1202 int Multi_autojoin_join_stamp;
1203 int Multi_autojoin_query_stamp;
1206 join_request Multi_join_request;
1208 // LOCAL function definitions
1209 void multi_join_check_buttons();
1210 void multi_join_button_pressed(int n);
1211 void multi_join_display_games();
1212 void multi_join_blit_game_status(active_game *game, int y);
1213 void multi_join_load_tcp_addrs();
1214 void multi_join_do_netstuff();
1215 void multi_join_ping_all();
1216 void multi_join_process_select();
1217 void multi_join_list_scroll_up();
1218 void multi_join_list_scroll_down();
1219 void multi_join_list_page_up();
1220 void multi_join_list_page_down();
1221 active_game *multi_join_get_game(int n);
1222 void multi_join_cull_timeouts();
1223 void multi_join_handle_item_cull(active_game *item, int item_index);
1224 void multi_join_send_join_request(int as_observer);
1225 void multi_join_create_game();
1226 void multi_join_blit_top_stuff();
1227 int multi_join_maybe_warn();
1228 int multi_join_warn_pxo();
1229 void multi_join_blit_protocol();
1233 active_game ag, *newitem;;
1236 dc_get_arg(ARG_INT);
1237 for(idx=0; idx<Dc_arg_int; idx++){
1238 // stuff some fake info
1239 memset(&ag, 0, sizeof(active_game));
1240 SDL_snprintf(ag.name, SDL_arraysize(ag.name), "Game %d", idx);
1241 ag.version = MULTI_FS_SERVER_VERSION;
1242 ag.comp_version = MULTI_FS_SERVER_VERSION;
1243 ag.server_addr.addr[0] = (char)idx;
1244 ag.flags = (AG_FLAG_COOP | AG_FLAG_FORMING | AG_FLAG_STANDALONE);
1247 newitem = multi_update_active_games(&ag);
1249 // timestamp it so we get random timeouts
1250 if(newitem != NULL){
1251 // newitem->heard_from_timer = timestamp((int)frand_range(500.0f, 10000.0f));
1256 void multi_join_notify_new_game()
1259 // reset the # of items
1260 Multi_join_slider.set_numberItems(Active_game_count > Mj_max_game_items[gr_screen.res] ? Active_game_count - Mj_max_game_items[gr_screen.res] : 0);
1261 Multi_join_slider.force_currentItem(Multi_join_list_start);
1265 int multi_join_autojoin_do()
1267 // if we have an active game on the list, then return a positive value so that we
1268 // can join the game
1269 if ( Active_game_head && (Active_game_count > 0) ) {
1270 Multi_join_selected_item = Active_game_head;
1274 // send out a server_query again
1275 if ( timestamp_elapsed(Multi_autojoin_query_stamp) ) {
1276 send_server_query(&Multi_autojoin_addr);
1277 Multi_autojoin_query_stamp = timestamp(MULTI_AUTOJOIN_QUERY_STAMP);
1283 void multi_join_game_init()
1287 // do the multiplayer init stuff - multi_level_init() now does all net_player zeroing.
1288 // setup various multiplayer things
1289 SDL_assert( Game_mode & GM_MULTIPLAYER );
1290 SDL_assert( Net_player != NULL );
1292 memset( &Netgame, 0, sizeof(Netgame) );
1295 Net_player->flags |= NETINFO_FLAG_DO_NETWORKING;
1296 Net_player->player = Player;
1297 memcpy(&Net_player->p_info.addr,&Psnet_my_addr,sizeof(net_addr));
1299 // check for the existence of a CD
1300 multi_common_verify_cd();
1302 // load my local netplayer options
1303 multi_options_local_load(&Net_player->p_info.options, Net_player);
1309 common_set_interface_palette(MULTI_JOIN_PALETTE);
1312 // destroy any chatbox contents which previously existed (from another game)
1315 // create the interface window
1316 Multi_join_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
1317 Multi_join_window.set_mask_bmap(Multi_join_bitmap_mask_fname[gr_screen.res]);
1319 // load the background bitmap
1320 Multi_join_bitmap = bm_load(Multi_join_bitmap_fname[gr_screen.res]);
1321 if(Multi_join_bitmap < 0){
1322 // we failed to load the bitmap - this is very bad
1326 // intialize the endgame system
1327 multi_endgame_init();
1329 // initialize the common notification messaging
1330 multi_common_notify_init();
1332 // initialize the common text area
1333 multi_common_set_text("");
1335 // load and use the common interface palette
1336 multi_common_load_palette();
1337 multi_common_set_palette();
1339 // load the help overlay
1340 help_overlay_load(MULTI_JOIN_OVERLAY);
1341 help_overlay_set_state(MULTI_JOIN_OVERLAY,0);
1343 // do TCP and VMT specific initialization
1344 if ( !Multi_options_g.pxo ) {
1345 // if this is a TCP (non tracker) game, we'll load up our default address list right now
1346 multi_join_load_tcp_addrs();
1348 multi_fs_tracker_send_game_request();
1351 // initialize any and all timestamps
1352 Multi_join_glr_stamp = -1;
1353 Multi_join_ping_stamp = -1;
1354 Multi_join_sent_stamp = -1;
1356 // reset frame count
1357 Multi_join_frame_count = 0;
1359 // haven't tried to verify on the tracker yet.
1360 Multi_join_mt_tried_verify = 0;
1362 // clear our all game lists to save hassles
1363 multi_join_clear_game_list();
1365 // create the interface buttons
1366 for(idx=0; idx<MULTI_JOIN_NUM_BUTTONS; idx++){
1367 // create the object
1368 Multi_join_buttons[gr_screen.res][idx].button.create(&Multi_join_window,"", Multi_join_buttons[gr_screen.res][idx].x, Multi_join_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
1370 // set the sound to play when highlighted
1371 Multi_join_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
1373 // set the ani for the button
1374 Multi_join_buttons[gr_screen.res][idx].button.set_bmaps(Multi_join_buttons[gr_screen.res][idx].filename);
1377 Multi_join_buttons[gr_screen.res][idx].button.link_hotspot(Multi_join_buttons[gr_screen.res][idx].hotspot);
1382 for(idx=0; idx<MULTI_JOIN_NUM_TEXT; idx++){
1383 Multi_join_window.add_XSTR(&Multi_join_text[gr_screen.res][idx]);
1387 Multi_join_should_send = -1;
1389 // close any previously open chatbox
1392 // create the list item select button
1393 Multi_join_select_button.create(&Multi_join_window, "", Mj_list_area_coords[gr_screen.res][MJ_X_COORD], Mj_list_area_coords[gr_screen.res][MJ_Y_COORD], Mj_list_area_coords[gr_screen.res][MJ_W_COORD], Mj_list_area_coords[gr_screen.res][MJ_H_COORD], 0, 1);
1394 Multi_join_select_button.hide();
1398 Multi_join_slider.create(&Multi_join_window, Mj_slider_coords[gr_screen.res][MJ_X_COORD], Mj_slider_coords[gr_screen.res][MJ_Y_COORD], Mj_slider_coords[gr_screen.res][MJ_W_COORD], Mj_slider_coords[gr_screen.res][MJ_H_COORD], 0, Mj_slider_name[gr_screen.res], &multi_join_list_scroll_up, &multi_join_list_scroll_down, NULL);
1401 // if starting a network game, then go to the create game screen
1402 if ( Cmdline_start_netgame ) {
1403 multi_join_create_game();
1404 } else if ( Cmdline_connect_addr != NULL ) {
1409 // joining a game. Send a join request to the given IP address, and wait for the return.
1410 memset( &Multi_autojoin_addr, 0, sizeof(net_addr) );
1411 Multi_autojoin_addr.type = NET_TCP;
1413 // create the address, looking out for port number at the end
1414 port_num = DEFAULT_GAME_PORT;
1415 p = strrchr(Cmdline_connect_addr, ':');
1419 port_num = (short)atoi(p);
1421 ip_addr = inet_addr(Cmdline_connect_addr);
1422 memcpy(Multi_autojoin_addr.addr, &ip_addr, IP_ADDRESS_LENGTH);
1423 Multi_autojoin_addr.port = port_num;
1425 send_server_query(&Multi_autojoin_addr);
1426 Multi_autojoin_query_stamp = timestamp(MULTI_AUTOJOIN_QUERY_STAMP);
1427 Multi_did_autojoin = 0;
1431 void multi_join_clear_game_list()
1434 Multi_join_list_selected = -1;
1435 Multi_join_selected_item = NULL;
1436 MJ_LIST_START_SET(-1);
1437 Multi_join_list_start_item = NULL;
1439 // free up the active game list
1440 multi_free_active_games();
1442 // initialize the active game list
1443 Active_game_head = NULL;
1444 Active_game_count = 0;
1447 void multi_join_game_do_frame()
1449 // check the status of our reliable socket. If not valid, popup error and return to main menu
1450 // I put this code here to avoid nasty gameseq issues with states. Also, we will have nice
1451 // background for the popup
1452 if ( !psnet_rel_check() ) {
1453 popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("Network Error. Try exiting and restarting FreeSpace to clear the error. Otherwise, please reboot your machine.",756));
1454 gameseq_post_event(GS_EVENT_MAIN_MENU);
1458 // return here since we will be moving to the next stage anyway -- I don't want to see the backgrounds of
1459 // all the screens for < 1 second for every screen we automatically move to.
1460 if ( Cmdline_start_netgame ) {
1464 // when joining a network game, wait for the server query to come back, and then join the game
1465 if ( Cmdline_connect_addr != NULL ) {
1468 if ( !Multi_did_autojoin ) {
1469 rval = popup_till_condition(multi_join_autojoin_do, XSTR("&Cancel", 779), XSTR("Joining netgame", 1500) );
1471 // cancel was hit. Send the user back to the main hall
1472 gameseq_post_event(GS_EVENT_MAIN_MENU);
1473 Cmdline_connect_addr = NULL; // reset this value.
1476 // when we get here, we have the data -- join the game.
1477 multi_join_send_join_request(0);
1478 Multi_autojoin_join_stamp = timestamp(MULTI_AUTOJOIN_JOIN_STAMP);
1479 Multi_did_autojoin = 1;
1482 if ( timestamp_elapsed(Multi_autojoin_join_stamp) ) {
1483 multi_join_send_join_request(0);
1484 Multi_autojoin_join_stamp = timestamp(MULTI_AUTOJOIN_JOIN_STAMP);
1490 // reset the should send var
1491 Multi_join_should_send = -1;
1493 int k = Multi_join_window.process();
1495 // process any keypresses
1498 if(help_overlay_active(MULTI_JOIN_OVERLAY)){
1499 help_overlay_set_state(MULTI_JOIN_OVERLAY,0);
1501 if (Multi_options_g.pxo == 1) {
1502 gameseq_post_event(GS_EVENT_PXO);
1504 gameseq_post_event(GS_EVENT_MAIN_MENU);
1507 gamesnd_play_iface(SND_USER_SELECT);
1511 // page up the game list
1513 multi_join_list_page_up();
1515 Multi_join_slider.force_currentItem(Multi_join_list_start);
1520 multi_pinfo_popup(Net_player);
1523 // page down the game list
1525 multi_join_list_page_down();
1527 Multi_join_slider.force_currentItem(Multi_join_list_start);
1531 // send out a ping-all
1533 multi_join_ping_all();
1534 Multi_join_ping_stamp = timestamp(MULTI_JOIN_PING_TIME);
1537 // shortcut to start a game
1539 multi_join_create_game();
1542 // scroll the game list up
1544 multi_join_list_scroll_up();
1546 Multi_join_slider.force_currentItem(Multi_join_list_start);
1550 // scroll the game list down
1552 multi_join_list_scroll_down();
1554 Multi_join_slider.force_currentItem(Multi_join_list_start);
1559 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1560 help_overlay_set_state(MULTI_JOIN_OVERLAY, 0);
1563 // do any network related stuff
1564 multi_join_do_netstuff();
1566 // process any button clicks
1567 multi_join_check_buttons();
1569 // process any list selection stuff
1570 multi_join_process_select();
1572 // draw the background, etc
1574 GR_MAYBE_CLEAR_RES(Multi_join_bitmap);
1575 if(Multi_join_bitmap != -1){
1576 gr_set_bitmap(Multi_join_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1579 Multi_join_window.draw();
1581 // display the active games
1582 multi_join_display_games();
1584 // display any text in the info area
1585 multi_common_render_text();
1587 // display any pending notification messages
1588 multi_common_notify_do();
1590 // blit the CD icon and any PXO filter stuff
1591 multi_join_blit_top_stuff();
1593 // draw the help overlay
1594 help_overlay_maybe_blit(MULTI_JOIN_OVERLAY);
1599 // if we are supposed to be sending a join request
1600 if(Multi_join_should_send != -1){
1601 multi_join_send_join_request(Multi_join_should_send);
1603 Multi_join_should_send = -1;
1605 // increment the frame count
1606 Multi_join_frame_count++;
1609 void multi_join_game_close()
1611 // unload any bitmaps
1612 if(!bm_unload(Multi_join_bitmap)){
1613 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_join_bitmap_fname[gr_screen.res]));
1616 // unload the help overlay
1617 help_overlay_unload(MULTI_JOIN_OVERLAY);
1619 // free up the active game list
1620 multi_free_active_games();
1622 // destroy the UI_WINDOW
1623 Multi_join_window.destroy();
1626 common_free_interface_palette();
1630 void multi_join_check_buttons()
1633 for(idx=0;idx<MULTI_JOIN_NUM_BUTTONS;idx++){
1634 // we only really need to check for one button pressed at a time, so we can break after
1636 if(Multi_join_buttons[gr_screen.res][idx].button.pressed()){
1637 multi_join_button_pressed(idx);
1643 void multi_join_button_pressed(int n)
1647 // if we're player PXO, go back there
1648 if (Multi_options_g.pxo == 1) {
1649 gameseq_post_event(GS_EVENT_PXO);
1651 gameseq_post_event(GS_EVENT_MAIN_MENU);
1653 gamesnd_play_iface(SND_USER_SELECT);
1656 if(Active_game_count <= 0){
1657 multi_common_add_notify(XSTR("No games found!",757));
1658 gamesnd_play_iface(SND_GENERAL_FAIL);
1659 } else if(Multi_join_list_selected == -1){
1660 multi_common_add_notify(XSTR("No game selected!",758));
1661 gamesnd_play_iface(SND_GENERAL_FAIL);
1662 } else if((Multi_join_sent_stamp != -1) && !timestamp_elapsed(Multi_join_sent_stamp)){
1663 multi_common_add_notify(XSTR("Still waiting on previous join request!",759));
1664 gamesnd_play_iface(SND_GENERAL_FAIL);
1666 // otherwise, if he's already played PXO games, warn him
1668 if(Player->flags & PLAYER_FLAGS_HAS_PLAYED_PXO){
1669 if(!multi_join_warn_pxo()){
1675 // send the join request here
1676 SDL_assert(Multi_join_selected_item != NULL);
1678 // send a join request packet
1679 Multi_join_should_send = 0;
1681 gamesnd_play_iface(SND_COMMIT_PRESSED);
1687 if(!help_overlay_active(MULTI_JOIN_OVERLAY)){
1688 help_overlay_set_state(MULTI_JOIN_OVERLAY,1);
1690 help_overlay_set_state(MULTI_JOIN_OVERLAY,0);
1694 // scroll the game list up
1696 multi_join_list_scroll_up();
1698 Multi_join_slider.force_currentItem(Multi_join_list_start);
1702 // scroll the game list down
1703 case MJ_SCROLL_DOWN:
1704 multi_join_list_scroll_down();
1706 Multi_join_slider.force_currentItem(Multi_join_list_start);
1710 // scroll the info text box up
1711 case MJ_SCROLL_INFO_UP:
1712 multi_common_scroll_text_up();
1715 // scroll the info text box down
1716 case MJ_SCROLL_INFO_DOWN:
1717 multi_common_scroll_text_down();
1720 // go to the options screen
1722 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1725 // go to the start game screen
1727 multi_join_create_game();
1730 // refresh the game/server list
1732 gamesnd_play_iface(SND_USER_SELECT);
1733 broadcast_game_query();
1736 // join a game as an observer
1737 case MJ_JOIN_OBSERVER:
1738 if(Active_game_count <= 0){
1739 multi_common_add_notify(XSTR("No games found!",757));
1740 gamesnd_play_iface(SND_GENERAL_FAIL);
1741 } else if(Multi_join_list_selected == -1){
1742 multi_common_add_notify(XSTR("No game selected!",758));
1743 gamesnd_play_iface(SND_GENERAL_FAIL);
1744 } else if((Multi_join_sent_stamp != -1) && !timestamp_elapsed(Multi_join_sent_stamp)){
1745 multi_common_add_notify(XSTR("Still waiting on previous join request!",759));
1746 gamesnd_play_iface(SND_GENERAL_FAIL);
1748 // send the join request here
1749 SDL_assert(Multi_join_selected_item != NULL);
1751 Multi_join_should_send = 1;
1753 gamesnd_play_iface(SND_COMMIT_PRESSED);
1758 multi_common_add_notify(XSTR("Not implemented yet!",760));
1759 gamesnd_play_iface(SND_GENERAL_FAIL);
1764 // display all relevant info for active games
1765 void multi_join_display_games()
1767 active_game *moveup = Multi_join_list_start_item;
1771 int y_start = Mj_list_y[gr_screen.res];
1776 // blit the game status (including text and type icon)
1777 multi_join_blit_game_status(moveup,y_start);
1779 // get the connection type
1780 con_type = (moveup->flags & AG_FLAG_CONNECTION_SPEED_MASK) >> AG_FLAG_CONNECTION_BIT;
1781 if((con_type > 4) || (con_type < 0)){
1785 // display the connection speed
1787 SDL_strlcpy(str, Multi_join_speed_labels[con_type], SDL_arraysize(str));
1788 gr_set_color_fast(Multi_join_speed_colors[con_type]);
1789 gr_string(Mj_speed_coords[gr_screen.res][MJ_X_COORD], y_start, str);
1791 // we'll want to have different colors for highlighted items, etc.
1792 if(moveup == Multi_join_selected_item){
1793 gr_set_color_fast(&Color_text_selected);
1795 gr_set_color_fast(&Color_text_normal);
1798 // display the game name, adding appropriate status chars
1800 if(moveup->flags & AG_FLAG_STANDALONE){
1801 SDL_strlcat(str, MJ_CHAR_STANDALONE, SDL_arraysize(str));
1803 if(moveup->flags & AG_FLAG_CAMPAIGN){
1804 SDL_strlcat(str, MJ_CHAR_CAMPAIGN, SDL_arraysize(str));
1807 // tack on the actual server name
1808 SDL_strlcat(str, " ", SDL_arraysize(str));
1809 SDL_strlcat(str, moveup->name, SDL_arraysize(str));
1810 if(strlen(moveup->mission_name) > 0){
1811 SDL_strlcat(str, " / ", SDL_arraysize(str));
1812 SDL_strlcat(str, moveup->mission_name, SDL_arraysize(str));
1815 // make sure the string fits in the display area and draw it
1816 gr_force_fit_string(str,200,Mj_game_name_coords[gr_screen.res][MJ_W_COORD]);
1817 gr_string(Mj_game_name_coords[gr_screen.res][MJ_X_COORD],y_start,str);
1819 // display the ping time
1820 if(moveup->ping.ping_avg > 0){
1821 if(moveup->ping.ping_avg > 1000){
1822 gr_set_color_fast(&Color_bright_red);
1823 SDL_strlcpy(str, XSTR("> 1 sec",761), SDL_arraysize(str));
1825 // set the appropriate ping time color indicator
1826 if(moveup->ping.ping_avg > MJ_PING_YELLOW){
1827 gr_set_color_fast(&Color_bright_red);
1828 } else if(moveup->ping.ping_avg > MJ_PING_YELLOW){
1829 gr_set_color_fast(&Color_bright_yellow);
1831 gr_set_color_fast(&Color_bright_green);
1834 SDL_snprintf(str, SDL_arraysize(str), "%d%s", moveup->ping.ping_avg, XSTR(" ms",762));
1837 gr_string(Mj_ping_coords[gr_screen.res][MJ_X_COORD],y_start,str);
1840 // display the number of players (be sure to center it)
1841 if(moveup == Multi_join_selected_item){
1842 gr_set_color_fast(&Color_text_selected);
1844 gr_set_color_fast(&Color_text_normal);
1846 SDL_snprintf(str, SDL_arraysize(str), "%d", moveup->num_players);
1847 gr_get_string_size(&w,&h,str);
1848 gr_string(Mj_players_coords[gr_screen.res][MJ_X_COORD] + (Mj_players_coords[gr_screen.res][MJ_W_COORD] - w)/2,y_start,str);
1852 moveup = moveup->next;
1853 } while((moveup != Active_game_head) && (count < Mj_max_game_items[gr_screen.res]));
1855 // if there are no items on the list, display this info
1857 gr_set_color_fast(&Color_bright);
1858 gr_string(Mj_game_name_coords[gr_screen.res][MJ_X_COORD] - 30,y_start,XSTR("<No game servers found>",763));
1862 void multi_join_blit_game_status(active_game *game, int y)
1865 char status_text[25];
1867 // blit the proper icon
1869 switch( game->flags & AG_FLAG_TYPE_MASK ){
1872 if(Multi_common_icons[MICON_COOP] != -1){
1873 gr_set_bitmap(Multi_common_icons[MICON_COOP], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1878 // team vs. team game
1880 if(Multi_common_icons[MICON_TVT] != -1){
1881 gr_set_bitmap(Multi_common_icons[MICON_TVT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1888 case AG_FLAG_DOGFIGHT:
1889 if(Multi_common_icons[MICON_DOGFIGHT] != -1){
1890 gr_set_bitmap(Multi_common_icons[MICON_DOGFIGHT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1896 // if we're supposed to draw a bitmap
1898 gr_bitmap(Mj_game_icon_coords[gr_screen.res][MJ_X_COORD],y-1);
1901 // blit the proper status text
1902 memset(status_text,0,25);
1904 switch( game->flags & AG_FLAG_STATE_MASK ){
1905 case AG_FLAG_FORMING:
1906 gr_set_color_fast(&Color_bright_green);
1907 SDL_strlcpy(status_text, XSTR("Forming", 764), SDL_arraysize(status_text));
1909 case AG_FLAG_BRIEFING:
1910 gr_set_color_fast(&Color_bright_red);
1911 SDL_strlcpy(status_text, XSTR("Briefing", 765), SDL_arraysize(status_text));
1913 case AG_FLAG_DEBRIEF:
1914 gr_set_color_fast(&Color_bright_red);
1915 SDL_strlcpy(status_text, XSTR("Debrief", 766), SDL_arraysize(status_text));
1918 gr_set_color_fast(&Color_bright_red);
1919 SDL_strlcpy(status_text, XSTR("Paused", 767), SDL_arraysize(status_text));
1921 case AG_FLAG_IN_MISSION:
1922 gr_set_color_fast(&Color_bright_red);
1923 SDL_strlcpy(status_text, XSTR("Playing", 768), SDL_arraysize(status_text));
1926 gr_set_color_fast(&Color_bright);
1927 SDL_strlcpy(status_text, XSTR("Unknown", 769), SDL_arraysize(status_text));
1930 gr_get_string_size(&str_w,NULL,status_text);
1931 gr_string(Mj_status_coords[gr_screen.res][MJ_X_COORD] + ((Mj_status_coords[gr_screen.res][MJ_W_COORD] - str_w)/2),y,status_text);
1934 // load in a list of active games from our tcp.cfg file
1935 void multi_join_load_tcp_addrs()
1937 char line[MAX_IP_STRING];
1942 // attempt to open the ip list file
1943 file = cfopen(IP_CONFIG_FNAME,"rt",CFILE_NORMAL,CF_TYPE_DATA);
1945 nprintf(("Network","Error loading tcp.cfg file!\n"));
1949 // free up any existing server list
1950 multi_free_server_list();
1952 // read in all the strings in the file
1953 while(!cfeof(file)){
1955 cfgets(line,MAX_IP_STRING,file);
1957 // strip off any newline character
1958 if(line[strlen(line) - 1] == '\n'){
1959 line[strlen(line) - 1] = '\0';
1962 // empty lines don't get processed
1963 if( (line[0] == '\0') || (line[0] == '\n') ){
1967 if ( !psnet_is_valid_ip_string(line) ) {
1968 nprintf(("Network","Invalid ip string (%s)\n",line));
1970 // copy the server ip address
1971 memset(&addr,0,sizeof(net_addr));
1972 addr.type = NET_TCP;
1973 psnet_string_to_addr(&addr, line, SDL_arraysize(line));
1974 if ( addr.port == 0 ){
1975 addr.port = DEFAULT_GAME_PORT;
1978 // create a new server item on the list
1979 item = multi_new_server_item();
1981 memcpy(&item->server_addr,&addr,sizeof(net_addr));
1989 // do stuff like pinging servers, sending out requests, etc
1990 void multi_join_do_netstuff()
1992 // handle game query stuff
1993 if(Multi_join_glr_stamp == -1){
1994 broadcast_game_query();
1996 if(Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST){
1997 Multi_join_glr_stamp = timestamp(MULTI_JOIN_REFRESH_TIME_LOCAL);
1999 Multi_join_glr_stamp = timestamp(MULTI_JOIN_REFRESH_TIME);
2002 // otherwise send out game query and restamp
2003 else if(timestamp_elapsed(Multi_join_glr_stamp)){
2004 broadcast_game_query();
2006 if(Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST){
2007 Multi_join_glr_stamp = timestamp(MULTI_JOIN_REFRESH_TIME_LOCAL);
2009 Multi_join_glr_stamp = timestamp(MULTI_JOIN_REFRESH_TIME);
2013 // check to see if we've been accepted. If so, put up message saying so
2014 if ( Net_player->flags & (NETINFO_FLAG_ACCEPT_INGAME|NETINFO_FLAG_ACCEPT_CLIENT|NETINFO_FLAG_ACCEPT_HOST|NETINFO_FLAG_ACCEPT_OBSERVER) ) {
2015 multi_common_add_notify(XSTR("Accepted. Waiting for player data.",770));
2018 // check to see if any join packets we have sent have timed out
2019 if((Multi_join_sent_stamp != -1) && (timestamp_elapsed(Multi_join_sent_stamp))){
2020 Multi_join_sent_stamp = -1;
2021 multi_common_add_notify(XSTR("Join request timed out!",771));
2024 // check to see if we should be pinging everyone
2025 if((Multi_join_ping_stamp == -1) || (timestamp_elapsed(Multi_join_ping_stamp))){
2026 multi_join_ping_all();
2027 Multi_join_ping_stamp = timestamp(MULTI_JOIN_PING_TIME);
2031 multi_join_cull_timeouts();
2034 // evaluate a returned pong.
2035 void multi_join_eval_pong(net_addr *addr, fix pong_time)
2038 active_game *moveup = Active_game_head;
2043 if(psnet_same(&moveup->server_addr,addr)){
2045 multi_ping_eval_pong(&moveup->ping);
2049 moveup = moveup->next;
2051 } while(moveup != Active_game_head);
2054 // update the game's ping
2056 if(found && (moveup->ping_end > moveup->ping_start)){
2057 moveup->ping_time = f2fl(moveup->ping_end - moveup->ping_start);
2058 moveup->ping_start = -1;
2059 moveup->ping_end = -1;
2064 // ping all the server on the list
2065 void multi_join_ping_all()
2067 active_game *moveup = Active_game_head;
2072 moveup->ping_start = timer_get_fixed_seconds();
2073 moveup->ping_end = -1;
2074 send_ping(&moveup->server_addr);
2076 multi_ping_send(&moveup->server_addr,&moveup->ping);
2078 moveup = moveup->next;
2079 } while(moveup != Active_game_head);
2083 void multi_join_process_select()
2085 // if we don't have anything selected and there are items on the list - select the first one
2086 if((Multi_join_list_selected == -1) && (Active_game_count > 0)){
2087 Multi_join_list_selected = 0;
2088 Multi_join_selected_item = multi_join_get_game(0);
2089 MJ_LIST_START_SET(0);
2090 Multi_join_list_start_item = Multi_join_selected_item;
2092 // send a mission description request to this guy
2093 send_netgame_descript_packet(&Multi_join_selected_item->server_addr,0);
2094 multi_common_set_text("");
2096 // I sure hope this doesn't happen
2097 SDL_assert(Multi_join_selected_item != NULL);
2100 // otherwise see if he's clicked on an item
2101 else if(Multi_join_select_button.pressed() && (Active_game_count > 0)){
2103 Multi_join_select_button.get_mouse_pos(NULL,&y);
2105 if(item + Multi_join_list_start < Active_game_count){
2106 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
2108 Multi_join_list_selected = item + Multi_join_list_start;
2109 Multi_join_selected_item = multi_join_get_game(Multi_join_list_selected);
2111 // I sure hope this doesn't happen
2112 SDL_assert(Multi_join_selected_item != NULL);
2114 // send a mission description request to this guy
2115 send_netgame_descript_packet(&Multi_join_selected_item->server_addr,0);
2116 multi_common_set_text("");
2120 // if he's double clicked, then select it and accept
2121 if(Multi_join_select_button.double_clicked()){
2123 Multi_join_select_button.get_mouse_pos(NULL,&y);
2125 if(item == Multi_join_list_selected){
2126 multi_join_button_pressed(MJ_ACCEPT);
2131 // return game n (0 based index)
2132 active_game *multi_join_get_game(int n)
2134 active_game *moveup = Active_game_head;
2141 moveup = moveup->next;
2142 while((moveup != Active_game_head) && (count != n)){
2143 moveup = moveup->next;
2146 if(moveup == Active_game_head){
2147 nprintf(("Network","Warning, couldn't find game item %d!\n",n));
2157 // scroll through the game list
2158 void multi_join_list_scroll_up()
2160 // if we're not at the beginning of the list, scroll up
2161 if(Multi_join_list_start_item != Active_game_head){
2162 Multi_join_list_start_item = Multi_join_list_start_item->prev;
2164 MJ_LIST_START_DEC();
2166 gamesnd_play_iface(SND_SCROLL);
2168 gamesnd_play_iface(SND_GENERAL_FAIL);
2172 // scroll through the game list
2173 void multi_join_list_scroll_down()
2175 if((Active_game_count - Multi_join_list_start) > Mj_max_game_items[gr_screen.res]){
2176 Multi_join_list_start_item = Multi_join_list_start_item->next;
2178 MJ_LIST_START_INC();
2180 gamesnd_play_iface(SND_SCROLL);
2182 gamesnd_play_iface(SND_GENERAL_FAIL);
2186 void multi_join_list_page_up()
2188 // in this case, just set us to the beginning of the list
2189 if((Multi_join_list_start - Mj_max_game_items[gr_screen.res]) < 0){
2190 Multi_join_list_start_item = Active_game_head;
2192 MJ_LIST_START_SET(0);
2194 gamesnd_play_iface(SND_SCROLL);
2196 // otherwise page the whole thing up
2198 for(idx=0; idx<Mj_max_game_items[gr_screen.res]; idx++){
2199 Multi_join_list_start_item = Multi_join_list_start_item->prev;
2201 MJ_LIST_START_DEC();
2203 gamesnd_play_iface(SND_SCROLL);
2207 void multi_join_list_page_down()
2211 // page the whole thing down
2212 while((count < Mj_max_game_items[gr_screen.res]) && ((Active_game_count - Multi_join_list_start) > Mj_max_game_items[gr_screen.res])){
2213 Multi_join_list_start_item = Multi_join_list_start_item->next;
2214 MJ_LIST_START_INC();
2219 gamesnd_play_iface(SND_SCROLL);
2222 void multi_join_cull_timeouts()
2224 active_game *backup;
2226 active_game *moveup = Active_game_head;
2228 // traverse through the entire list if any items exist
2232 if((moveup->heard_from_timer != -1) && (timestamp_elapsed(moveup->heard_from_timer))){
2233 Active_game_count--;
2235 // if this is the head of the list
2236 if(moveup == Active_game_head){
2237 // if this is the _only_ item on the list
2238 if(moveup->next == Active_game_head){
2239 // handle any gui details related to deleting this item
2240 multi_join_handle_item_cull(Active_game_head, count);
2242 free(Active_game_head);
2243 Active_game_head = NULL;
2246 // if there are other items on the list
2248 // handle any gui details related to deleting this item
2249 multi_join_handle_item_cull(moveup, count);
2251 Active_game_head = moveup->next;
2252 Active_game_head->prev = moveup->prev;
2253 Active_game_head->prev->next = Active_game_head;
2255 moveup = Active_game_head;
2258 // if its somewhere else on the list
2260 // handle any gui details related to deleting this item
2261 multi_join_handle_item_cull(moveup, count);
2263 // if its the last item on the list
2264 moveup->next->prev = moveup->prev;
2265 moveup->prev->next = moveup->next;
2267 // if it was the last element on the list, return
2268 if(moveup->next == Active_game_head){
2272 backup = moveup->next;
2278 moveup = moveup->next;
2281 } while(moveup != Active_game_head);
2285 // deep magic begins here.
2286 void multi_join_handle_item_cull(active_game *item, int item_index)
2288 // if this is the only item on the list, unset everything
2289 if(item->next == item){
2290 Multi_join_list_selected = -1;
2291 Multi_join_selected_item = NULL;
2294 Multi_join_slider.set_numberItems(0);
2296 MJ_LIST_START_SET(-1);
2297 Multi_join_list_start_item = NULL;
2303 // see if we should be adjusting our currently selected item
2304 if(item_index <= Multi_join_list_selected){
2305 // the selected item is the head of the list
2306 if(Multi_join_selected_item == Active_game_head){
2307 // move the pointer up since this item is about to be destroyed
2308 Multi_join_selected_item = Multi_join_selected_item->next;
2310 // if this is the item being deleted, select the previous one
2311 if(item == Multi_join_selected_item){
2313 Multi_join_selected_item = Multi_join_selected_item->prev;
2315 // decrement the selected index by 1
2316 Multi_join_list_selected--;
2318 // now we know its a previous item, so our pointer stays the same but our index goes down by one, since there will be
2319 // 1 less item on the list
2321 // decrement the selected index by 1
2322 Multi_join_list_selected--;
2327 // see if we should be adjusting out current start position
2328 if(item_index <= Multi_join_list_start){
2329 // the start position is the head of the list
2330 if(Multi_join_list_start_item == Active_game_head){
2331 // move the pointer up since this item is about to be destroyed
2332 Multi_join_list_start_item = Multi_join_list_start_item->next;
2334 // if this is the item being deleted, select the previous one
2335 if(item == Multi_join_list_start_item){
2336 Multi_join_list_start_item = Multi_join_list_start_item->prev;
2338 // decrement the starting index by 1
2339 MJ_LIST_START_DEC();
2341 // but decrement the starting index by 1
2342 MJ_LIST_START_DEC();
2347 // maybe go back up a bit so that we always have a full page of items
2348 if(Active_game_count > Mj_max_game_items[gr_screen.res]){
2349 while((Active_game_count - Multi_join_list_start) < Mj_max_game_items[gr_screen.res]){
2350 Multi_join_list_start_item = Multi_join_list_start_item->prev;
2351 MJ_LIST_START_DEC();
2355 // set slider location
2357 Multi_join_slider.set_numberItems(Active_game_count > Mj_max_game_items[gr_screen.res] ? Active_game_count - Mj_max_game_items[gr_screen.res] : 0);
2358 Multi_join_slider.force_currentItem(Multi_join_list_start);
2362 void multi_join_send_join_request(int as_observer)
2364 // don't do anything if we have no items selected
2365 if(Multi_join_selected_item == NULL){
2369 // 5/26/98 -- for team v team games, don't allow ingame joining :-(
2370 if ( (Multi_join_selected_item->flags & AG_FLAG_TEAMS) && (Multi_join_selected_item->flags & (AG_FLAG_PAUSE|AG_FLAG_IN_MISSION)) ) {
2371 popup(0, 1, POPUP_OK, XSTR("Joining ingame is currently not allowed for team vs. team games",772));
2375 memset(&Multi_join_request,0,sizeof(join_request));
2377 // if the netgame is in password mode, put up a request for the password
2378 if(Multi_join_selected_item->flags & AG_FLAG_PASSWD){
2379 if(!multi_passwd_popup(Multi_join_request.passwd, SDL_arraysize(Multi_join_request.passwd))){
2383 nprintf(("Password : %s\n",Multi_join_request.passwd));
2386 // fill out the join request struct
2387 SDL_strlcpy(Multi_join_request.callsign, Player->callsign, SDL_arraysize(Multi_join_request.callsign));
2388 if(strlen(Player->image_filename) > 0){
2389 SDL_strlcpy(Multi_join_request.image_filename, Player->image_filename, SDL_arraysize(Multi_join_request.image_filename));
2392 if(strlen(Player->squad_filename) > 0){
2393 SDL_strlcpy(Multi_join_request.squad_filename, Player->squad_filename, SDL_arraysize(Multi_join_request.squad_filename));
2397 // tracker id (if any)
2398 Multi_join_request.tracker_id = Multi_tracker_id;
2400 // player's rank (at least, what he wants you to _believe_)
2401 Multi_join_request.player_rank = (ubyte)Player->stats.rank;
2404 Multi_join_request.flags = 0;
2406 Multi_join_request.flags |= JOIN_FLAG_AS_OBSERVER;
2409 // if the player has hacked data
2410 if(game_hacked_data()){
2411 Multi_join_request.flags |= JOIN_FLAG_HAXOR;
2416 SDL_strlcpy(Multi_join_request.pxo_squad_name, Multi_tracker_squad_name, LOGIN_LEN);
2419 // version of this server
2420 Multi_join_request.version = MULTI_FS_SERVER_VERSION;
2422 // server compatible version
2423 Multi_join_request.comp_version = MULTI_FS_SERVER_COMPATIBLE_VERSION;
2425 // his local player options
2426 memcpy(&Multi_join_request.player_options,&Player->m_local_options,sizeof(multi_local_options));
2428 // set the server address for the netgame
2429 memcpy(&Netgame.server_addr,&Multi_join_selected_item->server_addr,sizeof(net_addr));
2431 // send a join request to the guy
2432 send_join_packet(&Multi_join_selected_item->server_addr,&Multi_join_request);
2435 Multi_join_sent_stamp = timestamp(MULTI_JOIN_SENT_WAIT);
2438 multi_common_add_notify(XSTR("Sending join request...",773));
2441 void multi_join_create_game()
2443 // maybe warn the player about possible crappy server conditions
2444 if(!multi_join_maybe_warn()){
2448 // make sure to flag ourself as being the master
2449 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_GAME_HOST);
2450 Net_player->state = NETPLAYER_STATE_HOST_SETUP;
2452 // if we're in PXO mode, mark it down in our player struct
2453 if(MULTI_IS_TRACKER_GAME){
2454 Player->flags |= PLAYER_FLAGS_HAS_PLAYED_PXO;
2455 Player->save_flags |= PLAYER_FLAGS_HAS_PLAYED_PXO;
2457 // otherwise, if he's already played PXO games, warn him
2460 if(Player->flags & PLAYER_FLAGS_HAS_PLAYED_PXO){
2461 if(!multi_join_warn_pxo()){
2468 gameseq_post_event(GS_EVENT_MULTI_START_GAME);
2469 gamesnd_play_iface(SND_USER_SELECT);
2472 void multi_join_reset_join_stamp()
2474 // unset the timestamp here so the user can immediately send another join request
2475 Multi_join_sent_stamp = -1;
2476 multi_common_add_notify("");
2479 void multi_join_blit_top_stuff()
2481 // blit the cd icon if he has one
2482 if(Multi_has_cd && (Multi_common_icons[MICON_CD] != -1)){
2485 bm_get_info(Multi_common_icons[MICON_CD], &cd_w, NULL, NULL, NULL, NULL);
2487 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2488 gr_bitmap((gr_screen.max_w / 2) - (cd_w / 2), Mj_cd_coords[gr_screen.res]);
2492 #define CW_CODE_CANCEL 0 // cancel the action
2493 #define CW_CODE_OK 1 // continue anyway
2494 #define CW_CODE_INFO 2 // gimme some more information
2496 #define LOW_WARN_TEXT XSTR("Warning - You have low object updates selected. A server with low object updates will not be able to handle more than 1 client without performance problems",775)
2497 #define LOW_INFO_TEXT XSTR("Low update level caps all bandwidth at ~2000 bytes/second. It is appropriate for clients with 28.8 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button",776)
2499 #define MED_WARN_TEXT XSTR("Warning - You have medium object updates selected. A server with medium object updates will not be able to handle more than 1 or 2 clients without performance problems",777)
2500 #define MED_INFO_TEXT XSTR("Medium update level caps all bandwidth at ~4000 bytes/second. It is appropriate for clients with 56.6 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button",778)
2502 int multi_join_warn_update_low(int code)
2506 return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),LOW_WARN_TEXT);
2509 return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),LOW_INFO_TEXT);
2512 return CW_CODE_CANCEL;
2515 int multi_join_warn_update_medium(int code)
2519 return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),MED_WARN_TEXT);
2522 return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),MED_INFO_TEXT);
2525 return CW_CODE_CANCEL;
2528 int multi_join_maybe_warn()
2532 // if the player is set for low updates
2533 if(Player->m_local_options.obj_update_level == OBJ_UPDATE_LOW){
2536 code = multi_join_warn_update_low(code);
2537 } while((code != CW_CODE_CANCEL) && (code != CW_CODE_OK));
2542 // if the player is set for medium updates
2543 else if(Player->m_local_options.obj_update_level == OBJ_UPDATE_MEDIUM){
2546 code = multi_join_warn_update_medium(code);
2547 } while((code != CW_CODE_CANCEL) && (code != CW_CODE_OK));
2555 int multi_join_warn_pxo()
2557 // return popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_BIG | PF_TITLE_RED, 2, XSTR("&Back", 995), XSTR("&Continue",780), XSTR("Warning\n\nThis pilot has played PXO games. If you continue and play a non-PXO game, your stats will not be updated", 1006)) <= 0 ? 0 : 1;
2561 void multi_join_blit_protocol()
2563 gr_set_color_fast(&Color_bright);
2565 switch(Socket_type){
2568 gr_string(5, 2, "TCP");
2577 // -------------------------------------------------------------------------------------------------
2579 // MULTIPLAYER START GAME screen
2584 #define MULTI_SG_PALETTE "InterfacePalette"
2586 static const char *Multi_sg_bitmap_fname[GR_NUM_RESOLUTIONS] = {
2587 "MultiStartGame", // GR_640
2588 "2_MultiStartGame" // GR_1024
2591 static const char *Multi_sg_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
2592 "MultiStartGame-M", // GR_640
2593 "2_MultiStartGame-M" // GR_1024
2598 int Multi_sg_rank_max_display[GR_NUM_RESOLUTIONS] = {
2603 // constants for coordinate look ups
2604 #define MSG_X_COORD 0
2605 #define MSG_Y_COORD 1
2606 #define MSG_W_COORD 2
2607 #define MSG_H_COORD 3
2611 // input password field
2612 int Msg_passwd_coords[GR_NUM_RESOLUTIONS][4] = {
2625 // input game title field
2626 int Msg_title_coords[GR_NUM_RESOLUTIONS][4] = {
2639 // rank selected field
2640 int Msg_rank_sel_coords[GR_NUM_RESOLUTIONS][4] = {
2654 int Msg_rank_list_coords[GR_NUM_RESOLUTIONS][4] = {
2670 #define MULTI_SG_NUM_BUTTONS 12
2671 #define MSG_OPEN_GAME 0
2672 #define MSG_CLOSED_GAME 1
2673 #define MSG_PASSWD_GAME 2
2674 #define MSG_RESTRICTED_GAME 3
2675 #define MSG_RANK_SET_GAME 4
2676 #define MSG_RANK_SCROLL_UP 5
2677 #define MSG_RANK_SCROLL_DOWN 6
2678 #define MSG_RANK_ABOVE 7
2679 #define MSG_RANK_BELOW 8
2681 #define MSG_OPTIONS 10
2682 #define MSG_ACCEPT 11
2684 #define MULTI_SG_NUM_BUTTONS 10
2685 #define MSG_OPEN_GAME 0
2686 //#define MSG_CLOSED_GAME 1
2687 //#define MSG_RESTRICTED_GAME 2
2688 #define MSG_PASSWD_GAME 1
2689 #define MSG_RANK_SET_GAME 2
2690 #define MSG_RANK_SCROLL_UP 3
2691 #define MSG_RANK_SCROLL_DOWN 4
2692 #define MSG_RANK_ABOVE 5
2693 #define MSG_RANK_BELOW 6
2695 #define MSG_OPTIONS 8
2696 #define MSG_ACCEPT 9
2699 UI_WINDOW Multi_sg_window; // the window object for the join screen
2700 UI_BUTTON Multi_sg_rank_button; // for selecting the rank marker
2701 UI_INPUTBOX Multi_sg_game_name; // for Netgame.name
2702 UI_INPUTBOX Multi_sg_game_passwd; // for Netgame.passwd
2703 int Multi_sg_bitmap; // the background bitmap
2705 ui_button_info Multi_sg_buttons[GR_NUM_RESOLUTIONS][MULTI_SG_NUM_BUTTONS] = {
2708 ui_button_info("MSG_00", 75, 111, -1, -1, 0),
2709 ui_button_info("MSG_01", 75, 139, -1, -1, 1),
2710 ui_button_info("MSG_02", 75, 164, -1, -1, 2),
2711 ui_button_info("MSG_03", 75, 199, -1, -1, 3),
2712 ui_button_info("MSG_04", 75, 243, -1, -1, 4),
2713 ui_button_info("MSG_05", 376, 231, -1, -1, 5),
2714 ui_button_info("MSG_06", 376, 258, -1, -1, 6),
2715 ui_button_info("MSG_07", 376, 291, -1, -1, 7),
2716 ui_button_info("MSG_08", 376, 320, -1, -1, 8),
2717 ui_button_info("MSG_09", 469, 427, -1, -1, 9),
2718 ui_button_info("MSG_10", 447, 452, -1, -1, 10),
2719 ui_button_info("MSG_11", 561, 411, -1, -1, 11),
2721 ui_button_info("MSG_00", 1, 184, 34, 191, 2), // open
2722 // ui_button_info("MSG_01", 1, 159, 34, 166, 1), // closed
2723 // ui_button_info("MSG_02", 1, 184, 34, 191, 2), // restricted
2724 ui_button_info("MSG_03", 1, 209, 34, 218, 3), // password
2725 ui_button_info("MSG_04", 1, 257, 34, 266, 4), // rank set
2726 ui_button_info("MSG_05", 1, 282, -1, -1, 5), // rank scroll up
2727 ui_button_info("MSG_06", 1, 307, -1, -1, 6), // rank scroll down
2728 ui_button_info("MSG_07", 177, 282, 210, 290, 7), // rank above
2729 ui_button_info("MSG_08", 177, 307, 210, 315, 8), // rank below
2730 ui_button_info("MSG_09", 536, 429, 500, 440, 9), // help
2731 ui_button_info("MSG_10", 536, 454, 479, 464, 10), // options
2732 ui_button_info("MSG_11", 576, 432, 571, 415, 11), // accept
2736 ui_button_info("2_MSG_00", 2, 295, 51, 307, 2), // open
2737 // ui_button_info("2_MSG_01", 2, 254, 51, 267, 1), // closed
2738 // ui_button_info("2_MSG_02", 2, 295, 51, 307, 2), // restricted
2739 ui_button_info("2_MSG_03", 2, 335, 51, 350, 3), // password
2740 ui_button_info("2_MSG_04", 2, 412, 51, 426, 4), // rank set
2741 ui_button_info("2_MSG_05", 2, 452, -1, -1, 5), // rank scroll up
2742 ui_button_info("2_MSG_06", 2, 492, -1, -1, 6), // rank scroll down
2743 ui_button_info("2_MSG_07", 284, 452, 335, 465, 7), // rank above
2744 ui_button_info("2_MSG_08", 284, 492, 335, 505, 8), // rank below
2745 ui_button_info("2_MSG_09", 858, 687, 817, 706, 9), // help
2746 ui_button_info("2_MSG_10", 858, 728, 797, 743, 10), // options
2747 ui_button_info("2_MSG_11", 921, 692, 921, 664, 11), // accept
2748 #ifdef MAKE_FS1 // filler for extra FS1 buttons
2749 ui_button_info("none", -1, -1, -1, -1, -1),
2750 ui_button_info("none", -1, -1, -1, -1, -1),
2756 #define MULTI_SG_NUM_TEXT 11
2758 UI_XSTR Multi_sg_text[GR_NUM_RESOLUTIONS][MULTI_SG_NUM_TEXT] = {
2760 {"Open", 1322, 34, 191, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_OPEN_GAME].button},
2761 // {"Closed", 1323, 34, 166, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_CLOSED_GAME].button},
2762 // {"Restricted", 1324, 34, 191, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RESTRICTED_GAME].button},
2763 {"Password Protected", 1325, 34, 218, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_PASSWD_GAME].button},
2764 {"Allow Rank", 1326, 34, 266, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_SET_GAME].button},
2765 {"Above", 1327, 210, 290, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_ABOVE].button},
2766 {"Below", 1328, 210, 315, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_BELOW].button},
2767 {"Help", 928, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_HELP].button},
2768 {"Options", 1036, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_OPTIONS].button},
2769 {"Accept", 1035, 571, 415, UI_XSTR_COLOR_PINK, -1, &Multi_sg_buttons[0][MSG_ACCEPT].button},
2770 {"Start Game", 1329, 26, 10, UI_XSTR_COLOR_GREEN, -1, NULL},
2771 {"Title", 1330, 26, 31, UI_XSTR_COLOR_GREEN, -1, NULL},
2772 {"Game Type", 1331, 12, 165, UI_XSTR_COLOR_GREEN, -1, NULL},
2775 {"Open", 1322, 51, 307, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_OPEN_GAME].button},
2776 // {"Closed", 1323, 51, 267, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_CLOSED_GAME].button},
2777 // {"Restricted", 1324, 51, 307, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RESTRICTED_GAME].button},
2778 {"Password Protected", 1325, 51, 350, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_PASSWD_GAME].button},
2779 {"Allow Rank", 1326, 51, 426, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_SET_GAME].button},
2780 {"Above", 1327, 335, 465, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_ABOVE].button},
2781 {"Below", 1328, 335, 505, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_BELOW].button},
2782 {"Help", 928, 817, 706, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_HELP].button},
2783 {"Options", 1036, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_OPTIONS].button},
2784 {"Accept", 1035, 921, 664, UI_XSTR_COLOR_PINK, -1, &Multi_sg_buttons[1][MSG_ACCEPT].button},
2785 {"Start Game", 1329, 42, 22, UI_XSTR_COLOR_GREEN, -1, NULL},
2786 {"Title", 1330, 42, 50, UI_XSTR_COLOR_GREEN, -1, NULL},
2787 {"Game Type", 1331, 20, 264, UI_XSTR_COLOR_GREEN, -1, NULL},
2792 // starting index for displaying ranks
2793 int Multi_sg_rank_start;
2794 int Multi_sg_rank_select;
2796 // netgame pointer to indirect through
2797 netgame_info *Multi_sg_netgame;
2799 // hold temporary values in this structure when on a standalone server
2800 netgame_info Multi_sg_netgame_temp;
2802 // forward declarations
2803 void multi_sg_check_buttons();
2804 void multi_sg_button_pressed(int n);
2805 void multi_sg_init_gamenet();
2806 void multi_sg_draw_radio_buttons();
2807 void multi_sg_rank_scroll_up();
2808 void multi_sg_rank_scroll_down();
2809 void multi_sg_rank_display_stuff();
2810 void multi_sg_rank_process_select();
2811 void multi_sg_rank_build_name(char *in, char *out, const int max_outlen);
2812 void multi_sg_check_passwd();
2813 void multi_sg_check_name();
2814 void multi_sg_release_passwd();
2815 int multi_sg_rank_select_valid(int rank);
2816 void multi_sg_select_rank_default();
2818 // function which takes a rank name and returns the index. Useful for commandline options
2819 // for above and below rank. We return the index of the rank in the Ranks[] array. If
2820 // the rank isn't found, we return -1
2821 int multi_start_game_rank_from_name( char *rank ) {
2825 for ( i = 0; i <= MAX_FREESPACE1_RANK; i++ ) {
2827 for ( i = 0; i <= MAX_FREESPACE2_RANK; i++ ) {
2829 if ( !SDL_strcasecmp(Ranks[i].name, rank) ) {
2837 void multi_start_game_init()
2841 // initialize the gamenet
2842 multi_sg_init_gamenet();
2844 // create the interface window
2845 Multi_sg_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
2846 Multi_sg_window.set_mask_bmap(Multi_sg_bitmap_mask_fname[gr_screen.res]);
2848 // load the background bitmap
2849 Multi_sg_bitmap = bm_load(Multi_sg_bitmap_fname[gr_screen.res]);
2850 if(Multi_sg_bitmap < 0){
2851 // we failed to load the bitmap - this is very bad
2855 // initialize the common notification messaging
2856 multi_common_notify_init();
2858 // initialize the common text area
2859 multi_common_set_text("");
2861 // use the common interface palette
2862 multi_common_set_palette();
2864 // create the interface buttons
2865 for(idx=0; idx<MULTI_SG_NUM_BUTTONS; idx++){
2866 // create the object
2867 Multi_sg_buttons[gr_screen.res][idx].button.create(&Multi_sg_window, "", Multi_sg_buttons[gr_screen.res][idx].x, Multi_sg_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
2869 // set the sound to play when highlighted
2870 Multi_sg_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
2872 // set the ani for the button
2873 Multi_sg_buttons[gr_screen.res][idx].button.set_bmaps(Multi_sg_buttons[gr_screen.res][idx].filename);
2876 Multi_sg_buttons[gr_screen.res][idx].button.link_hotspot(Multi_sg_buttons[gr_screen.res][idx].hotspot);
2881 for(idx=0; idx<MULTI_SG_NUM_TEXT; idx++){
2882 Multi_sg_window.add_XSTR(&Multi_sg_text[gr_screen.res][idx]);
2886 // load the help overlay
2887 help_overlay_load(MULTI_START_OVERLAY);
2888 help_overlay_set_state(MULTI_START_OVERLAY,0);
2890 // intiialize the rank selection items
2891 multi_sg_select_rank_default();
2892 Multi_sg_rank_start = Multi_sg_rank_select;
2894 // create the rank select button
2895 Multi_sg_rank_button.create(&Multi_sg_window,"",Msg_rank_list_coords[gr_screen.res][MSG_X_COORD],Msg_rank_list_coords[gr_screen.res][MSG_Y_COORD],Msg_rank_list_coords[gr_screen.res][MSG_W_COORD],Msg_rank_list_coords[gr_screen.res][MSG_H_COORD],0,1);
2896 Multi_sg_rank_button.hide();
2898 // create the netgame name input box
2899 Multi_sg_game_name.create(&Multi_sg_window,Msg_title_coords[gr_screen.res][MSG_X_COORD],Msg_title_coords[gr_screen.res][MSG_Y_COORD],Msg_title_coords[gr_screen.res][MSG_W_COORD],MAX_GAMENAME_LEN,"",UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_INVIS,-1,&Color_normal);
2901 // create the netgame password input box, and disable it by default
2902 Multi_sg_game_passwd.create(&Multi_sg_window,Msg_passwd_coords[gr_screen.res][MSG_X_COORD],Msg_passwd_coords[gr_screen.res][MSG_Y_COORD],Msg_passwd_coords[gr_screen.res][MSG_W_COORD],16,"",UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_PASSWD | UI_INPUTBOX_FLAG_INVIS,-1,&Color_normal);
2903 Multi_sg_game_passwd.hide();
2904 Multi_sg_game_passwd.disable();
2906 // set the netgame text to this gadget and make it have focus
2907 Multi_sg_game_name.set_text(Multi_sg_netgame->name);
2908 Multi_sg_game_name.set_focus();
2910 // if starting a netgame, set the name of the game and any other options that are appropriate
2911 if ( Cmdline_start_netgame ) {
2912 if ( Cmdline_game_name != NULL ) {
2913 SDL_strlcpy( Multi_sg_netgame->name, Cmdline_game_name, SDL_arraysize(Multi_sg_netgame->name) );
2914 Multi_sg_game_name.set_text(Multi_sg_netgame->name);
2917 // deal with the different game types -- only one should even be active, so we will just go down
2918 // the line. Last one wins.
2919 if ( Cmdline_closed_game ) {
2920 Multi_sg_netgame->mode = NG_MODE_CLOSED;
2921 } else if ( Cmdline_restricted_game ) {
2922 Multi_sg_netgame->mode = NG_MODE_RESTRICTED;
2923 } else if ( Cmdline_game_password != NULL ) {
2924 Multi_sg_netgame->mode = NG_MODE_PASSWORD;
2925 SDL_strlcpy(Multi_sg_netgame->passwd, Cmdline_game_password, SDL_arraysize(Multi_sg_netgame->passwd));
2926 Multi_sg_game_passwd.set_text(Multi_sg_netgame->passwd);
2929 // deal with rank above and rank below
2930 if ( (Cmdline_rank_above != NULL) || (Cmdline_rank_below != NULL) ) {
2934 if ( Cmdline_rank_above != NULL ) {
2935 rank_str = Cmdline_rank_above;
2937 rank_str = Cmdline_rank_below;
2940 // try and get the rank index from the name -- if found, then set the rank base
2941 // and the game type. apparently we only support either above or below, not both
2942 // together, so I make a random choice
2943 rank = multi_start_game_rank_from_name( rank_str );
2945 Multi_sg_netgame->rank_base = Multi_sg_rank_select;
2947 // now an arbitrary decision
2948 if ( Cmdline_rank_above != NULL ) {
2949 Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE;
2951 Multi_sg_netgame->mode = NG_MODE_RANK_BELOW;
2956 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
2959 if ( multi_fs_tracker_inited() ) {
2960 multi_fs_tracker_login_freespace();
2964 void multi_start_game_do()
2966 // return here since we will be moving to the next stage anyway -- I don't want to see the backgrounds of
2967 // all the screens for < 1 second for every screen we automatically move to.
2968 if ( Cmdline_start_netgame ) {
2972 int k = Multi_sg_window.process();
2974 // process any keypresses
2977 if(help_overlay_active(MULTI_START_OVERLAY)){
2978 help_overlay_set_state(MULTI_START_OVERLAY,0);
2980 gamesnd_play_iface(SND_USER_SELECT);
2981 multi_quit_game(PROMPT_NONE);
2986 case SDLK_LCTRL + SDLK_RETURN :
2987 case SDLK_RCTRL + SDLK_RETURN :
2988 gamesnd_play_iface(SND_COMMIT_PRESSED);
2989 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
2993 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
2994 help_overlay_set_state(MULTI_START_OVERLAY, 0);
2997 // check to see if the user has selected a different rank
2998 multi_sg_rank_process_select();
3000 // check any button presses
3001 multi_sg_check_buttons();
3003 // check to see if any of the input boxes have changed, and update the appropriate Netgame fields if necessary
3004 multi_sg_check_passwd();
3005 multi_sg_check_name();
3007 // draw the background, etc
3009 GR_MAYBE_CLEAR_RES(Multi_sg_bitmap);
3010 if(Multi_sg_bitmap != -1){
3011 gr_set_bitmap(Multi_sg_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3014 Multi_sg_window.draw();
3016 // display rank stuff
3017 multi_sg_rank_display_stuff();
3019 // display any pending notification messages
3020 multi_common_notify_do();
3022 // draw all radio button
3023 multi_sg_draw_radio_buttons();
3025 // draw the help overlay
3026 help_overlay_maybe_blit(MULTI_START_OVERLAY);
3032 void multi_start_game_close()
3034 // if i'm the host on a standalone server, send him my start game options (passwd, mode, etc)
3035 if((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3036 multi_options_update_start_game(Multi_sg_netgame);
3039 // unload any bitmaps
3040 if(!bm_unload(Multi_sg_bitmap)){
3041 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_sg_bitmap_fname[gr_screen.res]));
3044 // unload the help overlay
3045 help_overlay_unload(MULTI_START_OVERLAY);
3047 // destroy the UI_WINDOW
3048 Multi_sg_window.destroy();
3051 void multi_sg_check_buttons()
3054 for(idx=0;idx<MULTI_SG_NUM_BUTTONS;idx++){
3055 // we only really need to check for one button pressed at a time, so we can break after
3057 if(Multi_sg_buttons[gr_screen.res][idx].button.pressed()){
3058 multi_sg_button_pressed(idx);
3064 void multi_sg_button_pressed(int n)
3067 // go to the options screen
3069 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
3074 if(!help_overlay_active(MULTI_START_OVERLAY)){
3075 help_overlay_set_state(MULTI_START_OVERLAY,1);
3077 help_overlay_set_state(MULTI_START_OVERLAY,0);
3081 // the open button was pressed
3083 // if the closed option is selected
3084 if(Multi_sg_netgame->mode != NG_MODE_OPEN){
3085 Multi_sg_netgame->mode = NG_MODE_OPEN;
3087 gamesnd_play_iface(SND_USER_SELECT);
3089 // release the password control if necessary
3090 multi_sg_release_passwd();
3092 // if its already selected
3094 gamesnd_play_iface(SND_GENERAL_FAIL);
3099 // the open button was pressed
3100 case MSG_CLOSED_GAME:
3101 // if the closed option is selected
3102 if(Multi_sg_netgame->mode != NG_MODE_CLOSED){
3103 Multi_sg_netgame->mode = NG_MODE_CLOSED;
3105 gamesnd_play_iface(SND_USER_SELECT);
3107 // release the password control if necessary
3108 multi_sg_release_passwd();
3110 // if its already selected
3112 gamesnd_play_iface(SND_GENERAL_FAIL);
3117 // toggle password protection
3118 case MSG_PASSWD_GAME:
3119 // if we selected it
3120 if(Multi_sg_netgame->mode != NG_MODE_PASSWORD){
3121 gamesnd_play_iface(SND_USER_SELECT);
3123 Multi_sg_game_passwd.enable();
3124 Multi_sg_game_passwd.unhide();
3125 Multi_sg_game_passwd.set_focus();
3127 Multi_sg_netgame->mode = NG_MODE_PASSWORD;
3129 // copy in the current network password
3130 Multi_sg_game_passwd.set_text(Multi_sg_netgame->passwd);
3132 gamesnd_play_iface(SND_GENERAL_FAIL);
3137 // toggle "restricted" on or off
3138 case MSG_RESTRICTED_GAME:
3139 if(Multi_sg_netgame->mode != NG_MODE_RESTRICTED){
3140 gamesnd_play_iface(SND_USER_SELECT);
3141 Multi_sg_netgame->mode = NG_MODE_RESTRICTED;
3143 // release the password control if necessary
3144 multi_sg_release_passwd();
3146 gamesnd_play_iface(SND_GENERAL_FAIL);
3151 // turn off all rank requirements
3152 case MSG_RANK_SET_GAME:
3153 // if either is set, then turn then both off
3154 if((Multi_sg_netgame->mode != NG_MODE_RANK_BELOW) && (Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE)){
3155 gamesnd_play_iface(SND_USER_SELECT);
3157 // set it to the default case if we're turning it off
3158 multi_sg_select_rank_default();
3159 Multi_sg_rank_start = Multi_sg_rank_select;
3161 Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE;
3163 // release the password control if necessary
3164 multi_sg_release_passwd();
3166 gamesnd_play_iface(SND_GENERAL_FAIL);
3170 // rank above was pressed
3171 case MSG_RANK_ABOVE :
3172 if((Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE) || (Multi_sg_netgame->mode == NG_MODE_RANK_BELOW)){
3173 Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE;
3175 // select the first item
3176 multi_sg_select_rank_default();
3177 Multi_sg_rank_start = Multi_sg_rank_select;
3180 gamesnd_play_iface(SND_USER_SELECT);
3182 gamesnd_play_iface(SND_GENERAL_FAIL);
3186 // rank below was pressed
3187 case MSG_RANK_BELOW :
3188 if((Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE) || (Multi_sg_netgame->mode == NG_MODE_RANK_BELOW)){
3189 Multi_sg_netgame->mode = NG_MODE_RANK_BELOW;
3191 // select the first item
3192 multi_sg_select_rank_default();
3193 Multi_sg_rank_start = Multi_sg_rank_select;
3196 gamesnd_play_iface(SND_USER_SELECT);
3198 gamesnd_play_iface(SND_GENERAL_FAIL);
3202 // scroll the rank list up
3203 case MSG_RANK_SCROLL_UP:
3204 multi_sg_rank_scroll_up();
3207 // scroll the rank list down
3208 case MSG_RANK_SCROLL_DOWN:
3209 multi_sg_rank_scroll_down();
3212 // move to the create game screen
3214 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
3215 gamesnd_play_iface(SND_COMMIT_PRESSED);
3219 gamesnd_play_iface(SND_GENERAL_FAIL);
3220 multi_common_add_notify(XSTR("Not implemented yet!",760));
3225 // NOTE : this is where all Netgame initialization should take place on the host
3226 void multi_sg_init_gamenet()
3228 char buf[128],out_name[128];
3230 net_player *server_save;
3232 // back this data up in case we are already connected to a standalone
3233 memcpy(&save,&Netgame.server_addr,sizeof(net_addr));
3234 server_save = Netgame.server;
3236 // remove campaign flags
3237 Game_mode &= ~(GM_CAMPAIGN_MODE);
3239 // clear out the Netgame structure and start filling in the values
3240 memset( &Netgame, 0, sizeof(Netgame) );
3241 memset( &Multi_sg_netgame_temp, 0, sizeof(netgame_info) );
3243 // if we're on the standalone, we're not the server, so we don't care about setting the netgame state
3244 if(Net_player->state != NETPLAYER_STATE_STD_HOST_SETUP){
3245 Netgame.game_state = NETGAME_STATE_HOST_SETUP;
3246 Multi_sg_netgame = &Netgame;
3249 ml_string(NOX("Starting netgame as Host/Server"));
3251 Multi_sg_netgame = &Multi_sg_netgame_temp;
3255 memcpy(&temp_addr.s_addr, &Netgame.server_addr, 4);
3256 char *server_addr = inet_ntoa(temp_addr);
3257 ml_printf(NOX("Starting netgame as Host on Standalone server : %s"), (server_addr == NULL) ? NOX("Unknown") : server_addr);
3260 Net_player->tracker_player_id = Multi_tracker_id;
3262 Multi_sg_netgame->security = (rand() % 32766) + 1; // get some random security number
3263 Multi_sg_netgame->mode = NG_MODE_OPEN;
3264 Multi_sg_netgame->rank_base = RANK_ENSIGN;
3265 if(Multi_sg_netgame->security < 16){
3266 Multi_sg_netgame->security += 16;
3269 // set the version_info field
3270 Multi_sg_netgame->version_info = NG_VERSION_ID;
3272 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
3273 Netgame.host = Net_player;
3276 // set the default netgame flags
3277 Multi_sg_netgame->flags = 0;
3279 // intialize endgame stuff
3280 multi_endgame_init();
3282 // load in my netgame options
3283 multi_options_netgame_load(&Netgame.options);
3285 // load my local netplayer options
3286 multi_options_local_load(&Net_player->p_info.options, Net_player);
3288 // setup the default game name, taking care of string length and player callsigns
3289 memset(out_name,0,128);
3291 pilot_format_callsign_personal(Player->callsign, out_name, SDL_arraysize(out_name));
3292 SDL_snprintf(buf, SDL_arraysize(buf), XSTR("%s game",782), out_name); // [[ %s will be a pilot's name ]]
3293 if ( strlen(buf) > MAX_GAMENAME_LEN ){
3294 SDL_strlcpy(buf, XSTR("Temporary name",783), SDL_arraysize(buf));
3296 SDL_strlcpy(Multi_sg_netgame->name, buf, SDL_arraysize(Multi_sg_netgame->name));
3298 // set the default qos and duration
3299 multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
3301 // make sure to set the server correctly (me or the standalone)
3302 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3303 memcpy(&Netgame.server_addr, &Psnet_my_addr,sizeof(net_addr));
3304 Netgame.server = Net_player;
3305 Net_player->player_id = multi_get_new_id();
3307 // setup debug flags
3308 Netgame.debug_flags = 0;
3310 if(!Cmdline_server_firing){
3311 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
3313 if(!Cmdline_client_dodamage){
3314 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
3318 memcpy(&Netgame.server_addr,&save,sizeof(net_addr));
3319 Netgame.server = server_save;
3322 // if I have a cd or not
3324 Net_player->flags |= NETINFO_FLAG_HAS_CD;
3327 // if I have hacked data
3328 if(game_hacked_data()){
3329 Net_player->flags |= NETINFO_FLAG_HAXOR;
3332 // assign my player struct and other data
3333 Net_player->flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING);
3334 Net_player->s_info.voice_token_timestamp = -1;
3336 // if we're supposed to flush our cache directory, do so now
3337 if(Net_player->p_info.options.flags & MLO_FLAG_FLUSH_CACHE){
3338 multi_flush_multidata_cache();
3341 ml_string(NOX("Flushing multi-data cache"));
3347 void multi_sg_draw_radio_buttons()
3349 // draw the appropriate radio button
3350 switch(Multi_sg_netgame->mode){
3352 Multi_sg_buttons[gr_screen.res][MSG_OPEN_GAME].button.draw_forced(2);
3356 case NG_MODE_CLOSED:
3357 Multi_sg_buttons[gr_screen.res][MSG_CLOSED_GAME].button.draw_forced(2);
3361 case NG_MODE_PASSWORD:
3362 Multi_sg_buttons[gr_screen.res][MSG_PASSWD_GAME].button.draw_forced(2);
3366 case NG_MODE_RESTRICTED:
3367 Multi_sg_buttons[gr_screen.res][MSG_RESTRICTED_GAME].button.draw_forced(2);
3371 case NG_MODE_RANK_ABOVE:
3372 Multi_sg_buttons[gr_screen.res][MSG_RANK_SET_GAME].button.draw_forced(2);
3373 Multi_sg_buttons[gr_screen.res][MSG_RANK_ABOVE].button.draw_forced(2);
3375 case NG_MODE_RANK_BELOW:
3376 Multi_sg_buttons[gr_screen.res][MSG_RANK_SET_GAME].button.draw_forced(2);
3377 Multi_sg_buttons[gr_screen.res][MSG_RANK_BELOW].button.draw_forced(2);
3382 void multi_sg_rank_scroll_up()
3384 // if he doesn't have either of the rank flags set, then ignore this
3385 if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){
3389 if(Multi_sg_rank_start > 0){
3390 Multi_sg_rank_start--;
3391 gamesnd_play_iface(SND_SCROLL);
3393 gamesnd_play_iface(SND_GENERAL_FAIL);
3397 void multi_sg_rank_scroll_down()
3399 // if he doesn't have either of the rank flags set, then ignore this
3400 if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){
3404 if((NUM_RANKS - Multi_sg_rank_start) > Multi_sg_rank_max_display[gr_screen.res]){
3405 Multi_sg_rank_start++;
3406 gamesnd_play_iface(SND_SCROLL);
3408 gamesnd_play_iface(SND_GENERAL_FAIL);
3412 void multi_sg_rank_display_stuff()
3417 // if he doesn't have either of the rank flags set, then ignore this
3418 if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){
3422 // display the list of ranks
3423 y = Msg_rank_list_coords[gr_screen.res][MSG_Y_COORD];
3424 idx = Multi_sg_rank_start;
3426 while((count < NUM_RANKS) && (count < Multi_sg_rank_max_display[gr_screen.res]) && (idx < NUM_RANKS)){
3427 // if its the selected item, then color it differently
3428 if(idx == Multi_sg_rank_select){
3429 gr_set_color_fast(&Color_text_selected);
3431 gr_set_color_fast(&Color_text_normal);
3435 multi_sg_rank_build_name(Ranks[idx].name, rank_name, sizeof(rank_name));
3436 gr_string(Msg_rank_list_coords[gr_screen.res][MSG_X_COORD],y,rank_name);
3444 // display the selected rank
3446 gr_set_color_fast(&Color_bright);
3447 multi_sg_rank_build_name(Ranks[Multi_sg_netgame->rank_base].name, rank_name, SDL_arraysize(rank_name));
3448 gr_string(Msg_rank_sel_coords[gr_screen.res][MSG_X_COORD],Msg_rank_sel_coords[gr_screen.res][MSG_Y_COORD],rank_name);
3452 void multi_sg_rank_process_select()
3456 // if he doesn't have either of the rank flags set, then ignore this
3457 if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){
3461 // see if he's clicked on an item on the rank list
3462 if(Multi_sg_rank_button.pressed()){
3464 Multi_sg_rank_button.get_mouse_pos(NULL,&y);
3467 if(item + Multi_sg_rank_start < NUM_RANKS){
3468 // evaluate whether this rank is valid for the guy to pick
3469 if(multi_sg_rank_select_valid(item + Multi_sg_rank_start)){
3470 gamesnd_play_iface(SND_USER_SELECT);
3472 Multi_sg_rank_select = item + Multi_sg_rank_start;
3474 // set the Netgame rank
3475 Multi_sg_netgame->rank_base = Multi_sg_rank_select;
3477 gamesnd_play_iface(SND_GENERAL_FAIL);
3479 memset(string,0,255);
3480 SDL_snprintf(string,SDL_arraysize(string),XSTR("Illegal value for a host of your rank (%s)\n",784),Ranks[Net_player->player->stats.rank].name);
3481 multi_common_add_notify(string);
3487 void multi_sg_rank_build_name(char *in, char *out, const int max_outlen)
3492 SDL_strlcpy(use, in, SDL_arraysize(use));
3493 first = strtok(use," ");
3495 // just copy the string
3497 SDL_strlcpy(out, in, max_outlen);
3500 // if the first part of the string is lieutenant, then abbreivate it and tack on the rest of the string
3501 if (SDL_strcasecmp(first,XSTR("lieutenant",785)) == 0) {
3502 first = strtok(NULL, NOX("\n"));
3504 // if he's not just a plain lieutenant
3506 SDL_snprintf(out, max_outlen, "%s%s", XSTR("Lt. ",786), first); // [[ lieutenant ]]
3508 // if he _is_ just a plain lieutenant
3510 SDL_strlcpy(out, in, max_outlen);
3513 SDL_strlcpy(out, in, max_outlen);
3517 void multi_sg_check_passwd()
3519 // check to see if the password input box has been pressed
3520 if(Multi_sg_game_passwd.changed()){
3521 Multi_sg_game_passwd.get_text(Multi_sg_netgame->passwd);
3525 void multi_sg_check_name()
3527 // check to see if the game name input box has been pressed
3528 if(Multi_sg_game_name.changed()){
3529 Multi_sg_game_name.get_text(Multi_sg_netgame->name);
3533 void multi_sg_release_passwd()
3535 // hide and disable the password input box
3536 Multi_sg_game_passwd.hide();
3537 Multi_sg_game_passwd.disable();
3539 // set the focus back to the name input box
3540 Multi_sg_game_name.set_focus();
3543 int multi_sg_rank_select_valid(int rank)
3546 if(Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE){
3547 if(Net_player->player->stats.rank >= rank){
3553 if(Net_player->player->stats.rank <= rank){
3561 void multi_sg_select_rank_default()
3563 // pick our rank for now
3564 Multi_sg_rank_select = Net_player->player->stats.rank;
3566 // set the Netgame rank
3567 Multi_sg_netgame->rank_base = Multi_sg_rank_select;
3570 // -------------------------------------------------------------------------------------------------
3572 // MULTIPLAYER CREATE GAME screen
3577 const char *Multi_create_bitmap_fname[GR_NUM_RESOLUTIONS] = {
3578 "MultiCreate", // GR_640
3579 "2_MultiCreate" // GR_1024
3582 const char *Multi_create_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
3583 "MultiCreate-M", // GR_640
3584 "2_MultiCreate-M" // GR_1024
3587 const char *Multi_create_loading_fname[GR_NUM_RESOLUTIONS] = {
3588 "PleaseWait", // GR_640
3589 "2_PleaseWait" // GR_1024
3593 #define MULTI_CREATE_NUM_BUTTONS 23
3596 #define MC_SHOW_ALL 0
3597 #define MC_SHOW_COOP 1
3598 #define MC_SHOW_TEAM 2
3599 #define MC_SHOW_DOGFIGHT 3
3600 #define MC_PXO_REFRESH 4
3601 #define MC_PILOT_INFO 5
3602 #define MC_SCROLL_LIST_UP 6
3603 #define MC_SCROLL_LIST_DOWN 7
3604 #define MC_SCROLL_PLAYERS_UP 8
3605 #define MC_SCROLL_PLAYERS_DOWN 9
3606 #define MC_MISSION_FILTER 10
3607 #define MC_CAMPAIGN_FILTER 11
3608 #define MC_CANCEL 12
3613 #define MC_SCROLL_INFO_UP 17
3614 #define MC_SCROLL_INFO_DOWN 18
3615 #define MC_HOST_OPTIONS 19
3617 #define MC_OPTIONS 21
3618 #define MC_ACCEPT 22
3621 UI_WINDOW Multi_create_window; // the window object for the create screen
3622 UI_BUTTON Multi_create_player_select_button; // for selecting players
3623 UI_BUTTON Multi_create_list_select_button; // for selecting missions/campaigns
3624 int Multi_create_bitmap; // the background bitmap
3625 UI_SLIDER2 Multi_create_slider; // for create list
3627 // constants for coordinate look ups
3628 #define MC_X_COORD 0
3629 #define MC_Y_COORD 1
3630 #define MC_W_COORD 2
3631 #define MC_H_COORD 3
3633 ui_button_info Multi_create_buttons[GR_NUM_RESOLUTIONS][MULTI_CREATE_NUM_BUTTONS] = {
3636 ui_button_info("MC_18", 34, 131, -1, -1, 18), // all
3637 ui_button_info("MC_19", 72, 131, -1, -1, 19), // coop
3638 ui_button_info("MC_20", 120, 131, -1, -1, 20), // team
3639 // ui_button_info("MC_21", 166, 131, -1, -1, 21), // dogfight
3640 ui_button_info("none", -1, -1, -1, -1, -1), // dogfight (not used)
3641 ui_button_info("none", -1, -1, -1, -1, -1), // pxo?
3642 ui_button_info("MC_26", 540, 114, -1, -1, 26), // pilot info
3643 ui_button_info("MC_03", 0, 187, -1, -1, 2), // scroll list up
3644 ui_button_info("MC_02", 0, 227, -1, -1, 3), // scroll list down
3645 ui_button_info("MC_04", 611, 182, -1, -1, 4), // scroll players up
3646 ui_button_info("MC_05", 611, 221, -1, -1, 5), // scroll players down
3647 ui_button_info("MC_06", 18, 322, -1, -1, 6), // mission filter
3648 ui_button_info("MC_07", 18, 344, -1, -1, 7), // campaign filter
3649 ui_button_info("MC_10", 317, 339, -1, -1, 10), // cancel
3650 ui_button_info("MC_14", 464, 350, -1, -1, 14), // team 1
3651 ui_button_info("MC_15", 498, 350, -1, -1, 15), // team 2
3652 ui_button_info("MC_16", 527, 346, -1, -1, 16), // kick
3653 ui_button_info("MC_17", 572, 346, -1, -1, 17), // close
3654 ui_button_info("MC_08", 0, 398, -1, -1, 8), // scroll mission info up
3655 ui_button_info("MC_09", 0, 435, -1, -1, 9), // scroll mission info down
3656 ui_button_info("MC_27", 447, 402, -1, -1, 27), // host options
3657 ui_button_info("MC_11", 510, 428, -1, -1, 11), // help
3658 ui_button_info("MC_12", 510, 453, -1, -1, 12), // options
3659 ui_button_info("Mc_13", 562, 412, -1, -1, 13), // commit
3661 ui_button_info("MC_00", 32, 129, 36, 158, 0), // show all missions
3662 ui_button_info("MC_01", 76, 129, 71, 158, 1), // show coop missions
3663 ui_button_info("MC_02", 121, 129, 119, 158, 2), // show team missions
3664 ui_button_info("MC_03", 164, 129, 166, 158, 3), // show dogfight missions
3665 ui_button_info("MC_04", 399, 129, 229, 130, 4), // pxo mission refresh
3666 ui_button_info("MC_05", 567, 123, 467, 132, 5), // pilot info
3667 ui_button_info("MC_06", 1, 161, -1, -1, 6), // scroll mission info up
3668 ui_button_info("MC_08", 1, 304, -1, -1, 8), // scroll mission info down
3669 ui_button_info("MC_09", 613, 160, -1, -1, 9), // scroll players up
3670 ui_button_info("MC_10", 613, 202, -1, -1, 10), // scroll players down
3671 ui_button_info("MC_11", 22, 346, 27, 376, 11), // mission filter
3672 ui_button_info("MC_12", 104, 346, 110, 376, 12), // campaign filter
3673 ui_button_info("MC_13", 392, 341, 328, 364, 13), // cancel
3674 ui_button_info("MC_14", 472, 352, 482, 381, 14), // team 0
3675 ui_button_info("MC_15", 506, 352, 514, 381, 15), // team 1
3676 ui_button_info("MC_16", 539, 346, 539, 381, 16), // kick
3677 ui_button_info("MC_17", 589, 346, 582, 381, 17), // close
3678 ui_button_info("MC_18", 1, 406, -1, -1, 18), // scroll list up
3679 ui_button_info("MC_19", 1, 447, -1, -1, 19), // scroll list down
3680 ui_button_info("MC_20", 499, 434, 436, 423, 20), // host options
3681 ui_button_info("MC_21", 534, 426, -1, -1, 21), // help
3682 ui_button_info("MC_22", 534, 452, -1, -1, 22), // options
3683 ui_button_info("MC_23", 571, 426, 572, 413, 23), // commit
3687 ui_button_info("2_MC_00", 51, 207, 61, 253, 0), // show all missions
3688 ui_button_info("2_MC_01", 122, 207, 124, 253, 1), // show coop missions
3689 ui_button_info("2_MC_02", 193, 207, 194, 253, 2), // show team missions
3690 ui_button_info("2_MC_03", 263, 207, 261, 253, 3), // show dogfight missions
3691 ui_button_info("2_MC_04", 639, 207, 479, 218, 4), // pxo mission refresh
3692 ui_button_info("2_MC_05", 907, 197, 748, 216, 5), // pilot info
3693 ui_button_info("2_MC_06", 1, 258, -1, -1, 6), // scroll mission info up
3694 ui_button_info("2_MC_08", 1, 487, -1, -1, 8), // scroll mission info down
3695 ui_button_info("2_MC_09", 981, 256, -1, -1, 9), // scroll players up
3696 ui_button_info("2_MC_10", 981, 323, -1, -1, 10), // scroll players down
3697 ui_button_info("2_MC_11", 35, 554, 46, 601, 11), // mission filter
3698 ui_button_info("2_MC_12", 166, 554, 174, 601, 12), // campaign filter
3699 ui_button_info("2_MC_13", 628, 545, 559, 582, 13), // cancel
3700 ui_button_info("2_MC_14", 756, 564, 772, 610, 14), // team 0
3701 ui_button_info("2_MC_15", 810, 564, 826, 610, 15), // team 1
3702 ui_button_info("2_MC_16", 862, 554, 872, 610, 16), // kick
3703 ui_button_info("2_MC_17", 943, 554, 949, 610, 17), // close
3704 ui_button_info("2_MC_18", 1, 649, -1, -1, 18), // scroll list up
3705 ui_button_info("2_MC_19", 1, 716, -1, -1, 19), // scroll list down
3706 ui_button_info("2_MC_20", 798, 695, 726, 667, 20), // host options
3707 ui_button_info("2_MC_21", 854, 681, -1, -1, 21), // help
3708 ui_button_info("2_MC_22", 854, 724, -1, -1, 22), // options
3709 ui_button_info("2_MC_23", 914, 681, 932, 667, 23), // commit
3714 #define MULTI_CREATE_NUM_TEXT 0
3716 #define MULTI_CREATE_NUM_TEXT 15
3718 UI_XSTR Multi_create_text[GR_NUM_RESOLUTIONS][MULTI_CREATE_NUM_BUTTONS] = {
3720 // not needed for FS1
3722 {"All", 1256, 36, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_ALL].button},
3723 {"Coop", 1257, 71, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_COOP].button},
3724 {"Team", 1258, 119, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_TEAM].button},
3725 {"Dogfight", 1259, 166, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_DOGFIGHT].button},
3726 {"Refresh Missions", 1260, 229, 130, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_PXO_REFRESH].button},
3727 {"Pilot Info", 1261, 467, 132, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_PILOT_INFO].button},
3728 {"Missions", 1262, 27, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_MISSION_FILTER].button},
3729 {"Campaigns", 1263, 110, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_CAMPAIGN_FILTER].button},
3730 {"Cancel", 387, 328, 364, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_CANCEL].button},
3731 {"1", 1264, 482, 381, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_TEAM0].button},
3732 {"2", 1265, 514, 381, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_TEAM1].button},
3733 {"Kick", 1266, 539, 381, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_KICK].button},
3734 {"Close", 1508, 582, 381, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_CLOSE].button},
3735 {"Host Options", 1267, 436, 423, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_HOST_OPTIONS].button},
3736 {"Commit", 1062, 572, 413, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_ACCEPT].button}
3740 // not needed for FS1
3742 {"All", 1256, 61, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_ALL].button},
3743 {"Coop", 1257, 124, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_COOP].button},
3744 {"Team", 1258, 194, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_TEAM].button},
3745 {"Dogfight", 1259, 261, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_DOGFIGHT].button},
3746 {"Refresh Missions", 1260, 501, 218, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_PXO_REFRESH].button},
3747 {"Pilot Info", 1261, 814, 216, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_PILOT_INFO].button},
3748 {"Missions", 1262, 46, 601, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_MISSION_FILTER].button},
3749 {"Campaigns", 1263, 174, 601, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_CAMPAIGN_FILTER].button},
3750 {"Cancel", 387, 559, 582, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_CANCEL].button},
3751 {"1", 1264, 772, 610, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_TEAM0].button},
3752 {"2", 1265, 826, 610, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_TEAM1].button},
3753 {"Kick", 1266, 872, 610, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_KICK].button},
3754 {"Close", 1508, 949, 610, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_CLOSE].button},
3755 {"Host Options", 1267, 755, 683, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_HOST_OPTIONS].button},
3756 {"Commit", 1062, 932, 667, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_ACCEPT].button}
3761 // squad war checkbox
3762 UI_CHECKBOX Multi_create_sw_checkbox;
3763 const char *Multi_create_sw_checkbox_fname[GR_NUM_RESOLUTIONS] = {
3767 int Multi_create_sw_checkbox_coords[GR_NUM_RESOLUTIONS][2] = {
3775 int Multi_create_sw_checkbox_text[GR_NUM_RESOLUTIONS][2] = {
3784 // game information text areas
3785 int Mc_list_coords[GR_NUM_RESOLUTIONS][4] = {
3798 int Mc_players_coords[GR_NUM_RESOLUTIONS][4] = {
3811 int Mc_info_coords[GR_NUM_RESOLUTIONS][4] = {
3824 // mission icon stuff
3825 int Mc_icon_type_coords[GR_NUM_RESOLUTIONS][2] = {
3827 38, -2 // y is an offset
3830 61, -2 // y is an offset
3834 int Mc_icon_volition_coords[GR_NUM_RESOLUTIONS][2] = {
3836 61, -1 // y is an offset
3839 98, 1 // y is an offset
3843 int Mc_icon_silent_coords[GR_NUM_RESOLUTIONS][2] = {
3845 72, 0 // y is an offset
3848 115, 0 // y is an offset
3852 int Mc_icon_valid_coords[GR_NUM_RESOLUTIONS][2] = {
3854 91, 0 // y is an offset
3857 146, 0 // y is an offset
3861 // mission/campaign list column areas
3862 int Mc_column1_w[GR_NUM_RESOLUTIONS] = {
3867 int Mc_column2_w[GR_NUM_RESOLUTIONS] = {
3872 int Mc_column3_w[GR_NUM_RESOLUTIONS] = {
3877 int Mc_mission_name_x[GR_NUM_RESOLUTIONS] = {
3882 int Mc_mission_count_x[GR_NUM_RESOLUTIONS] = {
3887 int Mc_mission_fname_x[GR_NUM_RESOLUTIONS] = {
3892 int Mc_create_game_text[GR_NUM_RESOLUTIONS][2] = {
3893 {13, 116}, // GR_640
3894 {21, 186} // GR_1024
3897 int Mc_players_text[GR_NUM_RESOLUTIONS][2] = {
3898 {467, 150}, // GR_640
3899 {747, 240} // GR_1024
3902 int Mc_team_text[GR_NUM_RESOLUTIONS][2] = {
3903 {484, 342}, // GR_640
3904 {774, 547} // GR_1024
3907 int Mc_slider_coords[GR_NUM_RESOLUTIONS][4] = {
3909 3, 197, 13, 105 // GR_640
3912 5, 316, 20, 168 // GR_1024
3916 const char *Mc_slider_bitmap[GR_NUM_RESOLUTIONS] = {
3921 // player list control thingie defs
3922 #define MULTI_CREATE_PLIST_MAX_DISPLAY 20
3923 int Multi_create_plist_select_flag; // flag indicating if we have a play selected
3924 short Multi_create_plist_select_id; // the net address of the currently selected player (for lookup)
3926 // master tracker details
3927 int Multi_create_frame_count; // framecount
3928 int Multi_create_mt_tried_login; // attempted to login this server on the MT
3930 // mission filter settings
3931 int Multi_create_filter; // what mode we're in
3933 // game/campaign list control defs
3934 int Multi_create_list_max_display[GR_NUM_RESOLUTIONS] = {
3940 int Multi_create_list_count; // number of items in listbox
3941 int Multi_create_list_mode; // 0 == mission mode, 1 == campaign mode
3942 int Multi_create_list_start; // where to start displaying from
3943 int Multi_create_list_select; // which item is currently highlighted
3944 int Multi_create_files_loaded;
3946 char Multi_create_files_array[MULTI_CREATE_MAX_LIST_ITEMS][MAX_FILENAME_LEN];
3948 int Multi_create_mission_count; // how many we have
3949 int Multi_create_campaign_count;
3950 multi_create_info Multi_create_mission_list[MULTI_CREATE_MAX_LIST_ITEMS];
3951 multi_create_info Multi_create_campaign_list[MULTI_CREATE_MAX_LIST_ITEMS];
3953 // use a pointer for the file list. Will point to either the missions or the campaigns
3954 multi_create_info *Multi_create_file_list;
3956 // LOCAL function definitions
3957 void multi_create_check_buttons();
3958 void multi_create_button_pressed(int n);
3959 void multi_create_init_as_server();
3960 void multi_create_init_as_client();
3961 void multi_create_do_netstuff();
3962 void multi_create_plist_scroll_up();
3963 void multi_create_plist_scroll_down();
3964 void multi_create_plist_process();
3965 void multi_create_plist_blit_normal();
3966 void multi_create_plist_blit_team();
3967 void multi_create_list_scroll_up();
3968 void multi_create_list_scroll_down();
3969 void multi_create_list_do();
3970 void multi_create_list_select_item(int n);
3971 void multi_create_list_blit_icons(int list_index, int y_start);
3972 void multi_create_accept_hit();
3973 void multi_create_draw_filter_buttons();
3974 void multi_create_set_selected_team(int team);
3975 short multi_create_get_mouse_id();
3976 int multi_create_ok_to_commit();
3977 int multi_create_verify_cds();
3978 void multi_create_refresh_pxo();
3979 void multi_create_sw_clicked();
3981 // since we can selectively filter out mission/campaign types we always need to map a selected index (which is relative
3982 // to the displayed list), to an absolute index (which is relative to the total file list - some of which may filtered out)
3983 void multi_create_select_to_filename(int select_index, char *filename, const int max_filelen);
3984 int multi_create_select_to_index(int select_index);
3986 int Multi_create_should_show_popup = 0;
3989 // sorting function to sort mission lists.. Basic sorting on mission name
3990 int multi_create_sort_func(const void *a, const void *b)
3992 multi_create_info *m1, *m2;
3994 m1 = (multi_create_info *)a;
3995 m2 = (multi_create_info *)b;
3997 return ( strcmp(m1->name, m2->name) );
4000 void multi_create_setup_list_data(int mode)
4002 int idx,should_sort,switched_modes;
4004 // set the current mode
4007 if((Multi_create_list_mode != mode) && (mode != -1)){
4008 Multi_create_list_mode = mode;
4011 // set up the list pointers
4012 if ( Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS ) {
4013 Multi_create_file_list = Multi_create_mission_list;
4014 } else if ( Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS ) {
4015 Multi_create_file_list = Multi_create_campaign_list;
4021 // get the mission count based upon the filter selected
4022 if(Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS){
4023 switch(Multi_create_filter){
4024 case MISSION_TYPE_MULTI:
4025 Multi_create_list_count = Multi_create_mission_count;
4028 Multi_create_list_count = 0;
4029 // find all missions which match
4030 for(idx=0;idx<Multi_create_mission_count;idx++){
4031 if(Multi_create_mission_list[idx].flags & Multi_create_filter){
4032 Multi_create_list_count++;
4036 // if we switched modes and we have more than 0 items, sort them
4037 if(switched_modes && (Multi_create_list_count > 0)){
4042 } else if(Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS){
4043 switch(Multi_create_filter){
4044 case MISSION_TYPE_MULTI:
4045 Multi_create_list_count = Multi_create_campaign_count;
4048 Multi_create_list_count = 0;
4049 // find all missions which match
4050 for(idx=0;idx<Multi_create_campaign_count;idx++){
4051 if(Multi_create_campaign_list[idx].flags & Multi_create_filter){
4052 Multi_create_list_count++;
4056 // if we switched modes and we have more than 0 items, sort them
4057 if(switched_modes && (Multi_create_list_count > 0)){
4064 // reset the list start and selected indices
4065 Multi_create_list_start = 0;
4066 Multi_create_list_select = -1;
4067 multi_create_list_select_item(Multi_create_list_start);
4069 // sort the list of missions if necessary
4071 qsort(Multi_create_file_list, Multi_create_list_count, sizeof(multi_create_info), multi_create_sort_func);
4076 Multi_create_slider.set_numberItems(Multi_create_list_count > Multi_create_list_max_display[gr_screen.res] ? Multi_create_list_count-Multi_create_list_max_display[gr_screen.res] : 0);
4080 void multi_create_game_init()
4085 // now make sure to initialze various netgame stuff based upon whether we're on a standalone or not
4086 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
4087 multi_create_init_as_server();
4089 multi_create_init_as_client();
4092 // initialize the player list data
4093 Multi_create_plist_select_flag = 0;
4094 Multi_create_plist_select_id = -1;
4096 // create the interface window
4097 Multi_create_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
4098 Multi_create_window.set_mask_bmap(Multi_create_bitmap_mask_fname[gr_screen.res]);
4100 // load the background bitmap
4101 Multi_create_bitmap = bm_load(Multi_create_bitmap_fname[gr_screen.res]);
4102 if(Multi_create_bitmap < 0){
4103 // we failed to load the bitmap - this is very bad
4107 // close any previous existing instances of the chatbox and create a new one
4111 // load the help overlay
4112 help_overlay_load(MULTI_CREATE_OVERLAY);
4113 help_overlay_set_state(MULTI_CREATE_OVERLAY, 0);
4115 // initialize the common notification messaging
4116 multi_common_notify_init();
4118 // use the common interface palette
4119 multi_common_set_palette();
4121 // create the interface buttons
4122 for(idx=0; idx<MULTI_CREATE_NUM_BUTTONS; idx++){
4123 b = &Multi_create_buttons[gr_screen.res][idx];
4125 // create the object
4126 b->button.create(&Multi_create_window, "", b->x, b->y, 1, 1, ((idx == MC_SCROLL_LIST_UP) || (idx == MC_SCROLL_LIST_DOWN)), 1);
4128 // set the sound to play when highlighted
4129 b->button.set_highlight_action(common_play_highlight_sound);
4131 // set the ani for the button
4132 b->button.set_bmaps(b->filename);
4135 b->button.link_hotspot(b->hotspot);
4137 // some special case stuff for the pxo refresh button
4138 if(idx == MC_PXO_REFRESH){
4139 // if not a PXO game, or if I'm not a server disable and hide the button
4140 if(!MULTI_IS_TRACKER_GAME || !MULTIPLAYER_MASTER){
4142 b->button.disable();
4148 for(idx=0; idx<MULTI_CREATE_NUM_TEXT; idx++){
4149 Multi_create_window.add_XSTR(&Multi_create_text[gr_screen.res][idx]);
4152 // if this is a PXO game, enable the squadwar checkbox
4153 Multi_create_sw_checkbox.create(&Multi_create_window, "", Multi_create_sw_checkbox_coords[gr_screen.res][0], Multi_create_sw_checkbox_coords[gr_screen.res][1], 0);
4154 Multi_create_sw_checkbox.set_bmaps(Multi_create_sw_checkbox_fname[gr_screen.res], 6, 0);
4155 if(!MULTI_IS_TRACKER_GAME){
4156 Multi_create_sw_checkbox.hide();
4157 Multi_create_sw_checkbox.disable();
4161 // disable squad war button in demo
4162 Multi_create_sw_checkbox.hide();
4163 Multi_create_sw_checkbox.disable();
4166 // initialize the mission type filtering mode
4167 Multi_create_filter = MISSION_TYPE_MULTI;
4169 // initialize the list mode, and load in a list
4170 memset(Multi_create_mission_list, 0, sizeof(multi_create_info) * MULTI_CREATE_MAX_LIST_ITEMS);
4171 memset(Multi_create_campaign_list, 0, sizeof(multi_create_info) * MULTI_CREATE_MAX_LIST_ITEMS);
4172 for(idx=0; idx<MULTI_CREATE_MAX_LIST_ITEMS; idx++){
4173 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
4174 Multi_create_campaign_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
4176 Multi_create_list_mode = MULTI_CREATE_SHOW_MISSIONS;
4177 Multi_create_list_start = -1;
4178 Multi_create_list_select = -1;
4179 Multi_create_list_count = 0;
4182 Multi_create_slider.create(&Multi_create_window, Mc_slider_coords[gr_screen.res][MC_X_COORD], Mc_slider_coords[gr_screen.res][MC_Y_COORD], Mc_slider_coords[gr_screen.res][MC_W_COORD],Mc_slider_coords[gr_screen.res][MC_H_COORD], MULTI_CREATE_MAX_LIST_ITEMS, Mc_slider_bitmap[gr_screen.res], &multi_create_list_scroll_up, &multi_create_list_scroll_down, NULL);
4185 // create the player list select button
4186 Multi_create_player_select_button.create(&Multi_create_window, "", Mc_players_coords[gr_screen.res][MC_X_COORD], Mc_players_coords[gr_screen.res][MC_Y_COORD], Mc_players_coords[gr_screen.res][MC_W_COORD], Mc_players_coords[gr_screen.res][MC_H_COORD], 0, 1);
4187 Multi_create_player_select_button.hide();
4189 // create the mission/campaign list select button
4190 Multi_create_list_select_button.create(&Multi_create_window, "", Mc_list_coords[gr_screen.res][MC_X_COORD], Mc_list_coords[gr_screen.res][MC_Y_COORD], Mc_list_coords[gr_screen.res][MC_W_COORD], Mc_list_coords[gr_screen.res][MC_H_COORD], 0, 1);
4191 Multi_create_list_select_button.hide();
4193 // set hotkeys for a couple of things.
4194 Multi_create_buttons[gr_screen.res][MC_ACCEPT].button.set_hotkey(KEY_CTRLED+SDLK_RETURN);
4196 // init some master tracker stuff
4197 Multi_create_frame_count = 0;
4198 Multi_create_mt_tried_login = 0;
4200 // remove campaign flags
4201 Game_mode &= ~(GM_CAMPAIGN_MODE);
4203 // send any pilots as appropriate
4204 multi_data_send_my_junk();
4205 Multi_create_file_list = Multi_create_mission_list;
4207 Multi_create_campaign_count = 0;
4208 Multi_create_mission_count = 0;
4209 Multi_create_files_loaded = 0;
4212 void multi_create_game_do()
4216 const char *loading_str = XSTR("Loading", 1336);
4220 // set this if we want to show the pilot info popup
4221 Multi_create_should_show_popup = 0;
4223 // first thing is to load the files
4224 if ( !Multi_create_files_loaded ) {
4225 // if I am a client, send a list request to the server for the missions
4226 if ( MULTIPLAYER_CLIENT ) {
4227 send_mission_list_request( MISSION_LIST_REQUEST );
4231 loading_bitmap = bm_load(Multi_create_loading_fname[gr_screen.res]);
4233 // draw the background, etc
4235 GR_MAYBE_CLEAR_RES(Multi_create_bitmap);
4236 if(Multi_create_bitmap != -1){
4237 gr_set_bitmap(Multi_create_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4241 if ( loading_bitmap > -1 ){
4242 gr_set_bitmap(loading_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4244 gr_bitmap( Please_wait_coords[gr_screen.res][MC_X_COORD], Please_wait_coords[gr_screen.res][MC_Y_COORD] );
4246 // draw "Loading" on it
4248 gr_set_color_fast(&Color_normal);
4250 gr_get_string_size(&str_w, &str_h, loading_str);
4251 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, loading_str);
4257 multi_create_list_load_missions();
4258 multi_create_list_load_campaigns();
4260 // if this is a tracker game, validate missions
4261 if(MULTI_IS_TRACKER_GAME){
4262 multi_update_valid_missions();
4265 // update the file list
4266 multi_create_setup_list_data(MULTI_CREATE_SHOW_MISSIONS);
4269 // don't bother setting netgame state if ont the server
4270 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
4271 Netgame.game_state = NETGAME_STATE_FORMING;
4272 send_netgame_update_packet();
4275 // if we're on the standalone we have to tell him that we're now in the host setup screen
4276 Net_player->state = NETPLAYER_STATE_HOST_SETUP;
4277 send_netplayer_update_packet();
4279 Multi_create_files_loaded = 1;
4282 int k = chatbox_process();
4283 k = Multi_create_window.process(k,0);
4286 // same as the cancel button
4288 if(help_overlay_active(MULTI_CREATE_OVERLAY)){
4289 help_overlay_set_state(MULTI_CREATE_OVERLAY,0);
4291 gamesnd_play_iface(SND_USER_SELECT);
4292 multi_quit_game(PROMPT_HOST);
4297 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
4298 help_overlay_set_state(MULTI_CREATE_OVERLAY, 0);
4301 // process any button clicks
4302 multi_create_check_buttons();
4304 // do any network related stuff
4305 multi_create_do_netstuff();
4307 // draw the background, etc
4309 GR_MAYBE_CLEAR_RES(Multi_create_bitmap);
4310 if(Multi_create_bitmap != -1){
4311 gr_set_bitmap(Multi_create_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4315 // if we're not in team vs. team mode, don't draw the team buttons
4316 if(!(Netgame.type_flags & NG_TYPE_TEAM)){
4317 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.hide();
4318 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.hide();
4319 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.disable();
4320 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.disable();
4322 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.enable();
4323 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.enable();
4324 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.unhide();
4325 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.unhide();
4328 // draw the window itself
4329 Multi_create_window.draw();
4331 gr_set_color_fast(&Color_normal);
4334 // draw Create Game text
4335 gr_string(Mc_create_game_text[gr_screen.res][MC_X_COORD], Mc_create_game_text[gr_screen.res][MC_Y_COORD], XSTR("Create Game", 1268));
4337 // draw players text
4338 gr_string(Mc_players_text[gr_screen.res][MC_X_COORD], Mc_players_text[gr_screen.res][MC_Y_COORD], XSTR("Players", 1269));
4340 // draw players text
4341 gr_string(Mc_team_text[gr_screen.res][MC_X_COORD], Mc_team_text[gr_screen.res][MC_Y_COORD], XSTR("Team", 1258));
4344 // process and display the player list
4345 // NOTE : this must be done before the buttons are checked to insure that a player hasn't dropped
4346 multi_create_plist_process();
4347 if(Netgame.type_flags & NG_TYPE_TEAM){
4348 multi_create_plist_blit_team();
4350 multi_create_plist_blit_normal();
4353 // process and display the game/campaign list
4354 multi_create_list_do();
4356 // draw the correct mission filter button
4357 multi_create_draw_filter_buttons();
4359 // display any text in the info area
4360 multi_common_render_text();
4362 // display any pending notification messages
4363 multi_common_notify_do();
4365 // force the correct mission/campaign button to light up
4366 if( Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS ){
4367 Multi_create_buttons[gr_screen.res][MC_MISSION_FILTER].button.draw_forced(2);
4369 Multi_create_buttons[gr_screen.res][MC_CAMPAIGN_FILTER].button.draw_forced(2);
4372 // force draw the closed button if it is toggled on
4373 if(Netgame.flags & NG_FLAG_TEMP_CLOSED){
4374 Multi_create_buttons[gr_screen.res][MC_CLOSE].button.draw_forced(2);
4377 // process and show the chatbox thingie
4381 Multi_create_window.draw_tooltip();
4383 // display the voice status indicator
4384 multi_common_voice_display_status();
4386 // blit the help overlay if necessary
4387 help_overlay_maybe_blit(MULTI_CREATE_OVERLAY);
4390 if(MULTI_IS_TRACKER_GAME){
4391 if(Netgame.type_flags & NG_TYPE_SW){
4392 gr_set_color_fast(&Color_bright);
4394 gr_set_color_fast(&Color_normal);
4396 gr_string(Multi_create_sw_checkbox_text[gr_screen.res][0], Multi_create_sw_checkbox_text[gr_screen.res][1], "SquadWar");
4402 // if we're supposed to show the pilot info popup, do it now
4403 if(Multi_create_should_show_popup){
4404 // get the player index and address of the player item the mouse is currently over
4405 if(Multi_create_plist_select_flag){
4406 player_index = find_player_id(Multi_create_plist_select_id);
4407 if(player_index != -1){
4408 multi_pinfo_popup(&Net_players[player_index]);
4413 // increment the frame count
4414 Multi_create_frame_count++;
4417 void multi_create_game_close()
4419 // unload any bitmaps
4420 if(!bm_unload(Multi_create_bitmap)){
4421 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_create_bitmap_fname[gr_screen.res]));
4424 // unload the help overlay
4425 help_overlay_unload(MULTI_CREATE_OVERLAY);
4427 // destroy the chatbox
4430 // destroy the UI_WINDOW
4431 Multi_create_window.destroy();
4434 void multi_create_check_buttons()
4437 for(idx=0;idx<MULTI_CREATE_NUM_BUTTONS;idx++){
4438 // we only really need to check for one button pressed at a time, so we can break after
4440 if(Multi_create_buttons[gr_screen.res][idx].button.pressed()){
4441 multi_create_button_pressed(idx);
4446 // if the squad war checkbox was clicked
4447 if(Multi_create_sw_checkbox.changed()){
4448 multi_create_sw_clicked();
4452 void multi_create_button_pressed(int n)
4458 gamesnd_play_iface(SND_USER_SELECT);
4459 multi_quit_game(PROMPT_HOST);
4462 // if valid commit conditions have not been met
4463 if(!multi_create_ok_to_commit()){
4468 multi_create_accept_hit();
4473 if(!help_overlay_active(MULTI_CREATE_OVERLAY)){
4474 help_overlay_set_state(MULTI_CREATE_OVERLAY,1);
4476 help_overlay_set_state(MULTI_CREATE_OVERLAY,0);
4480 // scroll the info text box up
4481 case MC_SCROLL_INFO_UP:
4482 multi_common_scroll_text_up();
4485 // scroll the info text box down
4486 case MC_SCROLL_INFO_DOWN:
4487 multi_common_scroll_text_down();
4490 // scroll the player list up
4491 case MC_SCROLL_PLAYERS_UP:
4492 multi_create_plist_scroll_up();
4495 // scroll the player list down
4496 case MC_SCROLL_PLAYERS_DOWN:
4497 multi_create_plist_scroll_down();
4500 // scroll the game/campaign list up
4501 case MC_SCROLL_LIST_UP:
4502 multi_create_list_scroll_up();
4504 Multi_create_slider.forceUp(); // move slider up
4508 // scroll the game/campaign list down
4509 case MC_SCROLL_LIST_DOWN:
4510 multi_create_list_scroll_down();
4512 Multi_create_slider.forceDown(); // move slider down
4516 // go to the options screen
4518 gamesnd_play_iface(SND_USER_SELECT);
4519 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4522 // show all missions
4524 if(Multi_create_filter != MISSION_TYPE_MULTI){
4525 gamesnd_play_iface(SND_USER_SELECT);
4526 Multi_create_filter = MISSION_TYPE_MULTI;
4527 multi_create_setup_list_data(Multi_create_list_mode); // update the file list
4529 gamesnd_play_iface(SND_GENERAL_FAIL);
4533 // show cooperative missions
4535 if(Multi_create_filter != MISSION_TYPE_MULTI_COOP){
4536 gamesnd_play_iface(SND_USER_SELECT);
4537 Multi_create_filter = MISSION_TYPE_MULTI_COOP;
4538 multi_create_setup_list_data(Multi_create_list_mode); // update the file list
4540 gamesnd_play_iface(SND_GENERAL_FAIL);
4544 // show team vs. team missions
4546 if(Multi_create_filter != MISSION_TYPE_MULTI_TEAMS){
4547 gamesnd_play_iface(SND_USER_SELECT);
4548 Multi_create_filter = MISSION_TYPE_MULTI_TEAMS;
4549 multi_create_setup_list_data(Multi_create_list_mode); // update the file list
4551 gamesnd_play_iface(SND_GENERAL_FAIL);
4555 // show dogfight missions
4557 case MC_SHOW_DOGFIGHT:
4558 if (Multi_create_filter != MISSION_TYPE_MULTI_DOGFIGHT){
4559 gamesnd_play_iface(SND_USER_SELECT);
4560 Multi_create_filter = MISSION_TYPE_MULTI_DOGFIGHT;
4561 multi_create_setup_list_data(Multi_create_list_mode); // update the file list
4563 gamesnd_play_iface(SND_GENERAL_FAIL);
4568 // toggle temporary netgame closed on/off
4570 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
4571 Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
4573 Netgame.options.flags |= MLO_FLAG_TEMP_CLOSED;
4574 multi_options_update_netgame();
4576 gamesnd_play_iface(SND_USER_SELECT);
4579 // kick the currently selected player (if possible)
4581 // lookup the player at the specified index
4582 if(Multi_create_plist_select_flag){
4583 idx = find_player_id(Multi_create_plist_select_id);
4584 // kick him - but don't ban him
4586 multi_kick_player(idx,0);
4591 // switch to individual mission mode and load in a list
4592 case MC_MISSION_FILTER:
4593 if(Multi_create_list_mode != MULTI_CREATE_SHOW_MISSIONS){
4594 Netgame.campaign_mode = MP_SINGLE;
4596 gamesnd_play_iface(SND_USER_SELECT);
4598 // update the file list
4599 multi_create_setup_list_data(MULTI_CREATE_SHOW_MISSIONS);
4601 gamesnd_play_iface(SND_GENERAL_FAIL);
4605 // switch to campaign mode and load in a list
4606 case MC_CAMPAIGN_FILTER:
4607 // switch off squad war
4608 Multi_create_sw_checkbox.set_state(0);
4609 Netgame.type_flags = NG_TYPE_COOP;
4611 if(Multi_create_list_mode != MULTI_CREATE_SHOW_CAMPAIGNS){
4612 Netgame.campaign_mode = MP_CAMPAIGN;
4614 gamesnd_play_iface(SND_USER_SELECT);
4616 // update the file list
4617 multi_create_setup_list_data(MULTI_CREATE_SHOW_CAMPAIGNS);
4619 gamesnd_play_iface(SND_GENERAL_FAIL);
4623 // attempt to set the selected player's team
4625 multi_create_set_selected_team(0);
4626 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
4627 multi_team_send_update();
4631 // attempt to set the selected player's team
4633 multi_create_set_selected_team(1);
4634 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
4635 multi_team_send_update();
4639 // popup the pilot info dialog for the currently selected pilot (will occur at the end of the frame)
4641 Multi_create_should_show_popup = 1;
4644 // go to the host options screen
4645 case MC_HOST_OPTIONS:
4646 gamesnd_play_iface(SND_USER_SELECT);
4647 gameseq_post_event(GS_EVENT_MULTI_HOST_OPTIONS);
4650 // refresh PXO file list
4651 case MC_PXO_REFRESH:
4652 if(!MULTI_IS_TRACKER_GAME){
4655 multi_create_refresh_pxo();
4659 gamesnd_play_iface(SND_GENERAL_FAIL);
4660 multi_common_add_notify(XSTR("Not implemented yet!",760));
4665 // do stuff like pinging servers, sending out requests, etc
4666 void multi_create_do_netstuff()
4670 // if not on a standalone
4671 void multi_create_init_as_server()
4673 // set me up as the host and master
4674 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_GAME_HOST);
4677 // if on a standalone
4678 void multi_create_init_as_client()
4680 Net_player->flags |= NETINFO_FLAG_GAME_HOST;
4683 // scroll up through the player list
4684 void multi_create_plist_scroll_up()
4686 gamesnd_play_iface(SND_GENERAL_FAIL);
4689 // scroll down through the player list
4690 void multi_create_plist_scroll_down()
4692 gamesnd_play_iface(SND_GENERAL_FAIL);
4695 void multi_create_plist_process()
4697 int test_count,idx,player_index;
4699 // first determine if there are 0 players in the game. This should never happen since the host is _always_ in the game
4701 for(idx=0;idx<MAX_PLAYERS;idx++){
4702 // count anyone except the standalone server (if applicable)
4703 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
4707 if(test_count <= 0){
4711 // if we had a selected item but that player has left, select myself instead
4712 if(Multi_create_plist_select_flag){
4713 player_index = find_player_id(Multi_create_plist_select_id);
4714 if(player_index == -1){
4715 Multi_create_plist_select_id = Net_player->player_id;
4718 Multi_create_plist_select_flag = 1;
4719 Multi_create_plist_select_id = Net_player->player_id;
4722 // if the player has clicked somewhere in the player list area
4723 if(Multi_create_player_select_button.pressed()){
4726 // get the player index and address of the player item the mouse is currently over
4727 player_id = multi_create_get_mouse_id();
4728 player_index = find_player_id(player_id);
4729 if(player_index != -1){
4730 Multi_create_plist_select_flag = 1;
4731 Multi_create_plist_select_id = player_id;
4736 void multi_create_plist_blit_normal()
4739 char str[CALLSIGN_LEN+5];
4740 int y_start = Mc_players_coords[gr_screen.res][MC_Y_COORD];
4743 // display all the players
4744 for(idx=0;idx<MAX_PLAYERS;idx++){
4745 // count anyone except the standalone server (if applicable)
4746 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
4750 // highlight him if he's the host
4751 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
4752 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4753 gr_set_color_fast(&Color_text_active_hi);
4755 gr_set_color_fast(&Color_bright);
4758 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4759 gr_set_color_fast(&Color_text_active);
4761 gr_set_color_fast(&Color_text_normal);
4765 // optionally draw his CD status
4766 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
4767 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4768 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start - 1);
4770 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
4773 // make sure the string will fit, then display it
4774 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
4775 if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
4776 SDL_strlcat(str, XSTR("(O)",787), SDL_arraysize(str)); // [[ Observer ]]
4778 gr_force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset);
4779 gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str);
4786 void multi_create_plist_blit_team()
4789 char str[CALLSIGN_LEN+1];
4790 int y_start = Mc_players_coords[gr_screen.res][MC_Y_COORD];
4793 // display all the red players first
4794 for(idx=0;idx<MAX_PLAYERS;idx++){
4795 // count anyone except the standalone server (if applicable)
4796 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 0)){
4797 // reset total offset
4800 // highlight him if he's the host
4801 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
4802 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4803 gr_set_color_fast(&Color_text_active_hi);
4805 // be sure to blit the correct team button
4806 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.draw_forced(2);
4808 gr_set_color_fast(&Color_bright);
4811 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4812 gr_set_color_fast(&Color_text_active);
4814 // be sure to blit the correct team button
4815 Multi_create_buttons[gr_screen.res][MC_TEAM0].button.draw_forced(2);
4817 gr_set_color_fast(&Color_text_normal);
4821 // optionally draw his CD status
4822 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
4823 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4824 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start - 1);
4826 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
4829 // blit the red team indicator
4830 if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
4831 if(Multi_common_icons[MICON_TEAM0_SELECT] != -1){
4832 gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4833 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset, y_start-2);
4835 total_offset += Multi_common_icon_dims[MICON_TEAM0_SELECT][0] + 1;
4838 if(Multi_common_icons[MICON_TEAM0] != -1){
4839 gr_set_bitmap(Multi_common_icons[MICON_TEAM0], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4840 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset, y_start-2);
4842 total_offset += Multi_common_icon_dims[MICON_TEAM0][0] + 1;
4846 // make sure the string will fit
4847 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
4848 if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
4849 SDL_strlcat(str, XSTR("(O)",787), SDL_arraysize(str));
4851 gr_force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset);
4853 // display him in the correct half of the list depending on his team
4854 gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str);
4859 // display all the green players next
4860 for(idx=0;idx<MAX_PLAYERS;idx++){
4861 // count anyone except the standalone server (if applicable)
4862 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 1)){
4863 // reset total offset
4866 // highlight him if he's the host
4867 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
4868 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4869 gr_set_color_fast(&Color_text_active_hi);
4871 // be sure to blit the correct team button
4872 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.draw_forced(2);
4874 gr_set_color_fast(&Color_bright);
4877 if(Multi_create_plist_select_id == Net_players[idx].player_id){
4878 gr_set_color_fast(&Color_text_active);
4880 // be sure to blit the correct team button
4881 Multi_create_buttons[gr_screen.res][MC_TEAM1].button.draw_forced(2);
4883 gr_set_color_fast(&Color_text_normal);
4887 // optionally draw his CD status
4888 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
4889 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4890 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start - 1);
4892 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
4895 // blit the red team indicator
4896 if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
4897 if(Multi_common_icons[MICON_TEAM1_SELECT] != -1){
4898 gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4899 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset, y_start-2);
4901 total_offset += Multi_common_icon_dims[MICON_TEAM1_SELECT][0] + 1;
4904 if(Multi_common_icons[MICON_TEAM1] != -1){
4905 gr_set_bitmap(Multi_common_icons[MICON_TEAM1], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
4906 gr_bitmap(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset, y_start-2);
4908 total_offset += Multi_common_icon_dims[MICON_TEAM1][0] + 1;
4912 // make sure the string will fit
4913 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
4914 if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
4915 SDL_strlcat(str, XSTR("(O)",787), SDL_arraysize(str));
4917 gr_force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset);
4919 // display him in the correct half of the list depending on his team
4920 gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str);
4926 void multi_create_list_scroll_up()
4928 if(Multi_create_list_start > 0){
4929 Multi_create_list_start--;
4931 gamesnd_play_iface(SND_SCROLL);
4933 gamesnd_play_iface(SND_GENERAL_FAIL);
4937 void multi_create_list_scroll_down()
4939 if((Multi_create_list_count - Multi_create_list_start) > Multi_create_list_max_display[gr_screen.res]){
4940 Multi_create_list_start++;
4942 gamesnd_play_iface(SND_SCROLL);
4944 gamesnd_play_iface(SND_GENERAL_FAIL);
4948 // gets a list of multiplayer misisons
4949 void multi_create_list_load_missions()
4951 char *fname, mission_name[NAME_LENGTH+1];
4955 SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
4956 file_count = cf_get_file_list_preallocated(MULTI_CREATE_MAX_LIST_ITEMS, Multi_create_files_array, NULL, CF_TYPE_MISSIONS, wild_card);
4957 Multi_create_mission_count = 0;
4959 // maybe create a standalone dialog
4960 if(Game_mode & GM_STANDALONE_SERVER){
4961 std_create_gen_dialog("Loading missions");
4962 std_gen_set_text("Mission:", 1);
4965 for(idx = 0; idx < file_count; idx++){
4966 int flags,max_players;
4970 fname = Multi_create_files_array[idx];
4972 // tack on any necessary file extension
4973 filename = cf_add_ext( fname, FS_MISSION_FILE_EXT );
4975 // for multiplayer beta builds, only accept builtin missions
4976 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
4977 if(game_find_builtin_mission(filename) == NULL){
4980 #elif defined(PD_BUILD)
4981 if((game_find_builtin_mission(filename) == NULL) && !strstr(filename, "peterdrake")){
4986 if(Game_mode & GM_STANDALONE_SERVER){
4987 std_gen_set_text(filename, 2);
4990 flags = mission_parse_is_multi(filename, mission_name);
4992 // if the mission is a multiplayer mission, then add it to the mission list
4994 max_players = mission_parse_get_multi_mission_info( filename );
4995 m_respawn = The_mission.num_respawns;
4997 if ( Multi_create_mission_count < MULTI_CREATE_MAX_LIST_ITEMS ) {
4998 multi_create_info *mcip;
5000 mcip = &Multi_create_mission_list[Multi_create_mission_count];
5001 SDL_strlcpy(mcip->filename, filename, SDL_arraysize(mcip->filename));
5002 SDL_strlcpy(mcip->name, mission_name, SDL_arraysize(mcip->name));
5003 mcip->flags = flags;
5004 mcip->respawn = m_respawn;
5005 mcip->max_players = (ubyte)max_players;
5007 // get any additional information for possibly builtin missions
5008 fs_builtin_mission *fb = game_find_builtin_mission(filename);
5012 Multi_create_mission_count++;
5018 Multi_create_slider.set_numberItems(Multi_create_mission_count > Multi_create_list_max_display[gr_screen.res] ? Multi_create_mission_count-Multi_create_list_max_display[gr_screen.res] : 0);
5021 // maybe create a standalone dialog
5022 if(Game_mode & GM_STANDALONE_SERVER){
5023 std_destroy_gen_dialog();
5027 void multi_create_list_load_campaigns()
5030 int idx, file_count;
5031 int campaign_type,max_players;
5035 // maybe create a standalone dialog
5036 if(Game_mode & GM_STANDALONE_SERVER){
5037 std_create_gen_dialog("Loading campaigns");
5038 std_gen_set_text("Campaign:", 1);
5041 Multi_create_campaign_count = 0;
5042 SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_CAMPAIGN_FILE_EXT);
5043 file_count = cf_get_file_list_preallocated(MULTI_CREATE_MAX_LIST_ITEMS, Multi_create_files_array, NULL, CF_TYPE_MISSIONS, wild_card);
5044 for(idx = 0; idx < file_count; idx++){
5046 char *filename, name[NAME_LENGTH];
5048 fname = Multi_create_files_array[idx];
5050 // tack on any necessary file extension
5051 filename = cf_add_ext( fname, FS_CAMPAIGN_FILE_EXT );
5053 // for multiplayer beta builds, only accept builtin missions
5054 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
5055 if(game_find_builtin_mission(filename) == NULL){
5058 #elif defined(PD_BUILD)
5059 if((game_find_builtin_mission(filename) == NULL) && !strstr(filename, "peterdrake")){
5064 if(Game_mode & GM_STANDALONE_SERVER){
5065 std_gen_set_text(filename, 2);
5068 // if the campaign is a multiplayer campaign, then add the data to the campaign list items
5069 flags = mission_campaign_parse_is_multi( filename, name, SDL_arraysize(name) );
5070 if( flags != CAMPAIGN_TYPE_SINGLE && mission_campaign_get_info(filename,title,&campaign_type,&max_players)) {
5071 if ( Multi_create_campaign_count < MULTI_CREATE_MAX_LIST_ITEMS ) {
5072 multi_create_info *mcip;
5074 mcip = &Multi_create_campaign_list[Multi_create_campaign_count];
5075 SDL_strlcpy(mcip->filename, filename, SDL_arraysize(mcip->filename));
5076 SDL_strlcpy(mcip->name, name, SDL_arraysize(mcip->name));
5078 // setup various flags
5079 if ( flags == CAMPAIGN_TYPE_MULTI_COOP ){
5080 mcip->flags = MISSION_TYPE_MULTI_COOP | MISSION_TYPE_MULTI;
5081 } else if ( flags == CAMPAIGN_TYPE_MULTI_TEAMS ) {
5082 mcip->flags = MISSION_TYPE_MULTI_TEAMS | MISSION_TYPE_MULTI;
5084 Int3(); // bogus campaign multi type -- find allender
5087 // 0 respawns for campaign files (should be contained within the mission files themselves)
5090 // 0 max players for campaign files
5091 mcip->max_players = (unsigned char)max_players;
5093 // get any additional information for possibly builtin missions
5094 fs_builtin_mission *fb = game_find_builtin_mission(filename);
5098 Multi_create_campaign_count++;
5103 // maybe create a standalone dialog
5104 if(Game_mode & GM_STANDALONE_SERVER){
5105 std_destroy_gen_dialog();
5109 void multi_create_list_do()
5112 int start_index,stop_index;
5113 char selected_name[255];
5115 // bail early if there aren't any selectable items
5116 if(Multi_create_list_count == 0){
5120 // first check to see if the user has clicked on an item
5121 if(Multi_create_list_select_button.pressed()){
5123 Multi_create_list_select_button.get_mouse_pos(NULL,&y);
5126 // make sure we are selectedin valid indices
5127 if((item < Multi_create_list_max_display[gr_screen.res]) && (item >= 0)){
5128 item += Multi_create_list_start;
5130 if(item < Multi_create_list_count){
5131 multi_create_list_select_item(item);
5132 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
5137 // bail early if we don't have a start position
5138 if(Multi_create_list_start == -1){
5142 // display the list of individual campaigns/missions
5144 int y_start = Mc_list_coords[gr_screen.res][MC_Y_COORD];
5146 start_index = multi_create_select_to_index(Multi_create_list_start);
5147 stop_index = Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS ? Multi_create_mission_count : Multi_create_campaign_count;
5148 for(idx=start_index; idx<stop_index; idx++){
5149 // see if we should drop out
5150 if(count == Multi_create_list_max_display[gr_screen.res]){
5154 // see if we should filter out this mission
5155 if ( !(Multi_create_file_list[idx].flags & Multi_create_filter) ){
5159 // highlight the selected item
5160 multi_create_select_to_filename(Multi_create_list_select, selected_name, SDL_arraysize(selected_name));
5161 if(!strcmp(selected_name,Multi_create_file_list[idx].filename)){
5162 gr_set_color_fast(&Color_text_selected);
5164 gr_set_color_fast(&Color_text_normal);
5167 // draw the type icon
5168 multi_create_list_blit_icons(idx, y_start);
5170 // force fit the mission name string
5171 SDL_strlcpy(selected_name, Multi_create_file_list[idx].name, SDL_arraysize(selected_name));
5172 gr_force_fit_string(selected_name,255,Mc_column1_w[gr_screen.res]);
5173 gr_string(Mc_mission_name_x[gr_screen.res],y_start,selected_name);
5175 // draw the max players if in mission mode
5176 SDL_snprintf(selected_name,SDL_arraysize(selected_name),"%d",(int)Multi_create_file_list[idx].max_players);
5177 gr_string(Mc_mission_count_x[gr_screen.res],y_start,selected_name);
5179 // force fit the mission filename string
5180 SDL_strlcpy(selected_name, Multi_create_file_list[idx].filename, SDL_arraysize(selected_name));
5181 gr_force_fit_string(selected_name,255,Mc_column3_w[gr_screen.res]);
5182 gr_string(Mc_mission_fname_x[gr_screen.res],y_start,selected_name);
5189 // takes care of stuff like changing indices around and setting up the netgame structure
5190 void multi_create_list_select_item(int n)
5192 int abs_index,campaign_type,max_players;
5193 char title[NAME_LENGTH+1];
5194 netgame_info ng_temp;
5197 char *campaign_desc;
5199 // if not on the standalone server
5200 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5203 // on the standalone
5205 memset(&ng_temp,0,sizeof(netgame_info));
5209 if ( n != Multi_create_list_select ) {
5210 // check to see if this is a valid index, and bail if it is not
5211 abs_index = multi_create_select_to_index(n);
5212 if(abs_index == -1){
5216 Multi_create_list_select = n;
5218 // set the mission name
5219 if(Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS){
5220 multi_create_select_to_filename(n, ng->mission_name, SDL_arraysize(ng->mission_name));
5222 multi_create_select_to_filename(n, ng->campaign_name, SDL_arraysize(ng->campaign_name));
5225 // make sure the netgame type is properly set
5226 int old_type = Netgame.type_flags;
5227 abs_index = multi_create_select_to_index(n);
5228 if(abs_index != -1){
5229 if(Multi_create_file_list[abs_index].flags & MISSION_TYPE_MULTI_TEAMS){
5230 // if we're in squad war mode, leave it as squad war
5231 if(old_type & NG_TYPE_SW){
5232 ng->type_flags = NG_TYPE_SW;
5234 ng->type_flags = NG_TYPE_TVT;
5236 } else if(Multi_create_file_list[abs_index].flags & MISSION_TYPE_MULTI_COOP){
5237 ng->type_flags = NG_TYPE_COOP;
5238 } else if(Multi_create_file_list[abs_index].flags & MISSION_TYPE_MULTI_DOGFIGHT){
5239 ng->type_flags = NG_TYPE_DOGFIGHT;
5243 // if we're no longer in a TvT game, just uncheck the squadwar checkbox
5244 if(!(ng->type_flags & NG_TYPE_TEAM)){
5245 Multi_create_sw_checkbox.set_state(0);
5248 // if we switched from something else to team vs. team mode, do some special processing
5249 if((ng->type_flags & NG_TYPE_TEAM) && (ng->type_flags != old_type) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5253 switch(Multi_create_list_mode){
5254 case MULTI_CREATE_SHOW_MISSIONS:
5255 // don't forget to update the info box window thingie
5256 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5257 ship_init(); // mwa -- 10/15/97. Call this function to reset number of ships in mission
5258 ng->max_players = mission_parse_get_multi_mission_info( ng->mission_name );
5260 SDL_assert(ng->max_players > 0);
5261 SDL_strlcpy(ng->title, The_mission.name, SDL_arraysize(ng->title));
5263 // set the information area text
5264 multi_common_set_text(The_mission.mission_desc);
5266 // if we're on the standalone, send a request for the description
5268 send_netgame_descript_packet(&Netgame.server_addr,0);
5269 multi_common_set_text("");
5272 // set the respawns as appropriate
5273 if(Netgame.options.respawn <= Multi_create_file_list[abs_index].respawn){
5274 ng->respawn = Netgame.options.respawn;
5275 nprintf(("Network","Using netgame options for respawn count (%d %d)\n",Netgame.options.respawn,Multi_create_file_list[abs_index].respawn));
5277 ng->respawn = Multi_create_file_list[abs_index].respawn;
5278 nprintf(("Network","Using mission settings for respawn count (%d %d)\n",Netgame.options.respawn,Multi_create_file_list[abs_index].respawn));
5281 case MULTI_CREATE_SHOW_CAMPAIGNS:
5282 // if not on the standalone server
5283 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5284 // get the campaign info
5285 memset(title,0,NAME_LENGTH+1);
5286 if(!mission_campaign_get_info(ng->campaign_name,title,&campaign_type,&max_players, &campaign_desc)) {
5287 memset(ng->campaign_name,0,NAME_LENGTH+1);
5288 ng->max_players = 0;
5290 // if we successfully got the # of players
5292 memset(ng->title,0,NAME_LENGTH+1);
5293 SDL_strlcpy(ng->title, title, SDL_arraysize(ng->title));
5294 ng->max_players = max_players;
5297 nprintf(("Network","MC MAX PLAYERS : %d\n",ng->max_players));
5299 // set the information area text
5300 // multi_common_set_text(ng->title);
5301 multi_common_set_text(campaign_desc);
5303 // if on the standalone server, send a request for the description
5305 // no descriptions currently kept for campaigns
5308 // netgame respawns are always 0 for campaigns (until the first mission is loaded)
5313 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5315 send_netgame_update_packet();
5317 // update all machines about stuff like respawns, etc.
5318 multi_options_update_netgame();
5320 multi_options_update_mission(ng, Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS ? 1 : 0);
5325 void multi_create_list_blit_icons(int list_index, int y_start)
5327 multi_create_info *mcip;
5328 fs_builtin_mission *fb;
5331 // get a pointer to the list item
5332 max_index = Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS ? Multi_create_mission_count - 1 : Multi_create_campaign_count - 1;
5333 if((list_index < 0) || (list_index > max_index)){
5336 mcip = &Multi_create_file_list[list_index];
5338 // blit the multiplayer type icons
5339 if(mcip->flags & MISSION_TYPE_MULTI_COOP){
5340 if(Multi_common_icons[MICON_COOP] >= 0){
5341 gr_set_bitmap(Multi_common_icons[MICON_COOP], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5342 gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD]);
5344 } else if(mcip->flags & MISSION_TYPE_MULTI_TEAMS){
5345 if(Multi_common_icons[MICON_TVT] >= 0){
5346 gr_set_bitmap(Multi_common_icons[MICON_TVT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5347 gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD]);
5349 } else if(mcip->flags & MISSION_TYPE_MULTI_DOGFIGHT){
5350 if(Multi_common_icons[MICON_DOGFIGHT] >= 0){
5351 gr_set_bitmap(Multi_common_icons[MICON_DOGFIGHT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5352 gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD]);
5356 // if its a valid mission, blit the valid mission icon
5357 if(MULTI_IS_TRACKER_GAME && (mcip->valid_status == MVALID_STATUS_VALID)){
5358 if(Multi_common_icons[MICON_VALID] >= 0){
5359 gr_set_bitmap(Multi_common_icons[MICON_VALID], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5360 gr_bitmap(Mc_icon_valid_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_valid_coords[gr_screen.res][MC_Y_COORD]);
5364 // now see if its a builtin mission
5365 fb = game_find_builtin_mission(mcip->filename);
5366 // if the mission is from volition, blit the volition icon
5367 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
5368 if(Multi_common_icons[MICON_VOLITION] >= 0){
5369 gr_set_bitmap(Multi_common_icons[MICON_VOLITION], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5370 gr_bitmap(Mc_icon_volition_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_volition_coords[gr_screen.res][MC_Y_COORD]);
5375 // check for mdisk mission
5376 fb = game_find_builtin_mission(mcip->filename);
5377 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
5378 if(Multi_common_icons[MICON_MDISK] >= 0){
5379 gr_set_bitmap(Multi_common_icons[MICON_MDISK], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
5380 gr_bitmap(Mc_icon_silent_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_silent_coords[gr_screen.res][MC_Y_COORD]);
5386 void multi_create_accept_hit()
5388 char selected_name[255];
5389 int start_campaign = 0;
5391 // make sure all players have finished joining
5392 if(!multi_netplayer_state_check(NETPLAYER_STATE_JOINED,1)){
5393 popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("Please wait until all clients have finished joining",788));
5394 gamesnd_play_iface(SND_GENERAL_FAIL);
5397 gamesnd_play_iface(SND_COMMIT_PRESSED);
5400 // do single mission stuff
5401 switch(Multi_create_list_mode){
5402 case MULTI_CREATE_SHOW_MISSIONS:
5403 if(Multi_create_list_select != -1){
5404 // set the netgame mode
5405 Netgame.campaign_mode = MP_SINGLE;
5407 // setup various filenames and mission names
5408 multi_create_select_to_filename(Multi_create_list_select, selected_name, SDL_arraysize(selected_name));
5409 SDL_strlcpy( Game_current_mission_filename, selected_name, MAX_FILENAME_LEN );
5410 SDL_strlcpy( Netgame.mission_name, selected_name, MAX_FILENAME_LEN );
5413 ml_printf(NOX("Starting single mission %s, with %d players"), Game_current_mission_filename, multi_num_players());
5415 multi_common_add_notify(XSTR("No mission selected!",789));
5420 case MULTI_CREATE_SHOW_CAMPAIGNS:
5421 // do campaign related stuff
5422 if(Multi_create_list_select != -1){
5423 // set the netgame mode
5424 Netgame.campaign_mode = MP_CAMPAIGN;
5426 // start a campaign instead of a single mission
5427 multi_create_select_to_filename(Multi_create_list_select, selected_name, SDL_arraysize(selected_name));
5428 multi_campaign_start(selected_name);
5432 ml_printf(NOX("Starting campaign %s, with %d players"), selected_name, multi_num_players());
5434 multi_common_add_notify(XSTR("No campaign selected!",790));
5440 // if this is a team vs team situation, lock the players send a final team update
5441 if((Netgame.type_flags & NG_TYPE_TEAM) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5442 multi_team_host_lock_all();
5443 multi_team_send_update();
5446 // if not on the standalone, move to the mission sync state which will take care of everything
5447 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5448 Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
5449 gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
5451 // otherwise tell the standalone to do so
5453 // when the standalone receives this, he'll do the mission syncing himself
5454 send_mission_sync_packet(MULTI_SYNC_PRE_BRIEFING,start_campaign);
5458 void multi_create_draw_filter_buttons()
5460 // highlight the correct filter button
5461 if ( Multi_create_filter == MISSION_TYPE_MULTI ){
5462 Multi_create_buttons[gr_screen.res][MC_SHOW_ALL].button.draw_forced(2);
5463 } else if ( Multi_create_filter == MISSION_TYPE_MULTI_COOP ) {
5464 Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 1].button.draw_forced(2);
5465 } else if ( Multi_create_filter == MISSION_TYPE_MULTI_TEAMS ) {
5466 Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 2].button.draw_forced(2);
5467 } else if ( Multi_create_filter == MISSION_TYPE_MULTI_DOGFIGHT ){
5468 Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 3].button.draw_forced(2);
5474 void multi_create_set_selected_team(int team)
5478 // if we don't currently have a player selected, don't do anything
5479 if(!Multi_create_plist_select_flag){
5480 gamesnd_play_iface(SND_GENERAL_FAIL);
5483 gamesnd_play_iface(SND_USER_SELECT);
5485 // otherwise attempt to set the team for this guy
5486 player_index = find_player_id(Multi_create_plist_select_id);
5487 if(player_index != -1){
5488 multi_team_set_team(&Net_players[player_index],team);
5492 void multi_create_handle_join(net_player *pl)
5494 // for now just play a bloop sound
5495 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
5498 // fill in net address of player the mouse is over, return player index (or -1 if none)
5499 short multi_create_get_mouse_id()
5501 // determine where he clicked (y pixel value)
5503 Multi_create_player_select_button.get_mouse_pos(NULL,&y);
5505 // select things a little differently if we're in team vs. team or non-team vs. team mode
5507 if(Netgame.type_flags & NG_TYPE_TEAM){
5508 int player_index = -1;
5510 // look through all of team red first
5511 for(idx=0;idx<MAX_PLAYERS;idx++){
5512 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 0)){
5515 // if this is the _nth_ guy
5523 // if we still haven't found him yet, look through the green team
5524 if(player_index == -1){
5525 for(idx=0;idx<MAX_PLAYERS;idx++){
5526 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 1)){
5528 // if this is the _nth_ guy
5537 if(player_index != -1){
5538 return Net_players[player_index].player_id;
5541 // select the nth active player if possible, disregarding the standalone server
5542 for(idx=0;idx<MAX_PLAYERS;idx++){
5543 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
5546 // if this is the _nth_ guy
5548 return Net_players[idx].player_id;
5557 void multi_create_select_to_filename(int select_index, char *filename, const int max_filelen)
5561 // look through the mission list
5562 if(Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS){
5563 for(idx=0;idx<Multi_create_mission_count;idx++){
5564 if(Multi_create_file_list[idx].flags & Multi_create_filter){
5568 // if we found the item
5569 if(select_index < 0){
5570 SDL_strlcpy(filename, Multi_create_file_list[idx].filename, max_filelen);
5575 // look through the campaign list
5576 else if(Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS){
5577 for(idx=0;idx<Multi_create_campaign_count;idx++){
5580 // if we found the item
5581 if(select_index < 0){
5582 SDL_strlcpy(filename, Multi_create_file_list[idx].filename, max_filelen);
5588 SDL_strlcpy(filename, "", max_filelen);
5591 int multi_create_select_to_index(int select_index)
5594 int lookup_index = 0;
5596 // look through the mission list
5597 if(Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS){
5598 for(idx=0;idx<Multi_create_mission_count;idx++){
5599 if(Multi_create_file_list[idx].flags & Multi_create_filter){
5603 // if we found the item
5604 if(select_index < lookup_index){
5609 // look through the campaign list
5610 else if(Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS){
5611 for(idx=0;idx<Multi_create_campaign_count;idx++){
5614 // if we found the item
5615 if(select_index < 0){
5624 int multi_create_ok_to_commit()
5626 int player_count, observer_count, idx;
5627 int notify_of_hacked_ships_tbl = 0;
5628 int notify_of_hacked_weapons_tbl = 0;
5629 char err_string[255];
5633 // make sure we have a valid mission selected
5634 if(Multi_create_list_select < 0){
5638 // if this is not a valid mission, let the player know
5639 abs_index = multi_create_select_to_index(Multi_create_list_select);
5644 // if we're playing with a hacked ships.tbl (on PXO)
5645 notify_of_hacked_ships_tbl = 0;
5646 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5647 if(!Game_ships_tbl_valid){
5648 notify_of_hacked_ships_tbl = 1;
5651 if(Netgame.flags & NG_FLAG_HACKED_SHIPS_TBL){
5652 notify_of_hacked_ships_tbl = 1;
5655 if(!MULTI_IS_TRACKER_GAME){
5656 notify_of_hacked_ships_tbl = 0;
5658 if(notify_of_hacked_ships_tbl){
5659 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("You or the server you are playing on has a hacked ships.tbl. Your stats will not be updated on PXO", 1051)) <= 0){
5664 // if we're playing with a hacked weapons.tbl (on PXO)
5665 notify_of_hacked_weapons_tbl = 0;
5666 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5667 if(!Game_weapons_tbl_valid){
5668 notify_of_hacked_weapons_tbl = 1;
5671 if(Netgame.flags & NG_FLAG_HACKED_WEAPONS_TBL){
5672 notify_of_hacked_weapons_tbl = 1;
5675 if(!MULTI_IS_TRACKER_GAME){
5676 notify_of_hacked_weapons_tbl = 0;
5678 if(notify_of_hacked_weapons_tbl){
5679 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("You or the server you are playing on has a hacked weapons.tbl. Your stats will not be updated on PXO", 1052)) <= 0){
5684 // if any of the players have hacked data
5686 for(idx=0; idx<MAX_PLAYERS; idx++){
5687 // look for hacked players
5688 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_HAXOR)){
5692 // message everyone - haha
5693 if(Net_players[idx].player != NULL){
5694 SDL_snprintf(err_string, SDL_arraysize(err_string), "%s %s", Net_players[idx].player->callsign, XSTR("has hacked tables/data", 1271));
5696 SDL_snprintf(err_string, SDL_arraysize(err_string), "somebody %s", XSTR("has hacked tables/data", 1271));
5698 send_game_chat_packet(Net_player, err_string, MULTI_MSG_ALL, NULL, NULL, 1);
5701 // if we found a hacked set of data
5704 if(MULTI_IS_TRACKER_GAME){
5705 // don't allow squad war matches to continue
5706 if(Netgame.type_flags & NG_TYPE_SW){
5708 // if this is squad war, don't allow it to continue
5709 popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("One or more players has hacked data files. You cannot play a SquadWar match unless all clients have legal data", 1272));
5714 // otherwise, warn the players that stats will not saved
5716 // if this is squad war, don't allow it to continue
5717 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("One or more players has hacked data files. If you continue, stats will not be stored at the end of the mission", 1273)) <= 0){
5722 // non-pxo, just give a notice
5724 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("One or more players has hacked data files", 1274)) <= 0){
5730 // check to see that we don't have too many observers
5731 observer_count = multi_num_observers();
5732 if(observer_count > Netgame.options.max_observers){
5733 // print up the error string
5734 SDL_snprintf(err_string,SDL_arraysize(err_string),XSTR("There are too many observers in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few",791),Netgame.options.max_observers,observer_count);
5736 popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, err_string);
5740 // check to see that we have a valid # of players for the the # of ships in the game
5741 player_count = multi_num_players();
5742 if(player_count > Netgame.max_players){
5743 // print up the error string
5744 SDL_snprintf(err_string,SDL_arraysize(err_string),XSTR("There are too many players in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few", 792), Netgame.max_players,player_count);
5746 popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, err_string);
5750 // check to see if teams are assigned properly in a team vs. team situation
5751 if(Netgame.type_flags & NG_TYPE_TEAM){
5752 if(!multi_team_ok_to_commit()){
5753 gamesnd_play_iface(SND_GENERAL_FAIL);
5754 popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("Teams and/or team captains are not assigned properly", 793));
5760 if(!multi_create_verify_cds()){
5761 gamesnd_play_iface(SND_GENERAL_FAIL);
5763 #ifdef MULTIPLAYER_BETA_BUILD
5764 popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, "You need 1 CD for every player!");
5766 #ifdef DVD_MESSAGE_HACK
5767 popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("You need 1 DVD for every 4 players!", 794));
5769 popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("You need 1 CD for every 4 players!", 794));
5775 // if we're playing on the tracker
5776 if(MULTI_IS_TRACKER_GAME){
5777 #ifdef PXO_CHECK_VALID_MISSIONS
5778 if((Multi_create_file_list == Multi_create_mission_list) && (Multi_create_file_list[abs_index].valid_status != MVALID_STATUS_VALID)){
5779 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("You have selected a mission which is either invalid or unknown to PXO. Your stats will not be saved if you continue",996)) <= 0){
5786 if(!(Netgame.type_flags & NG_TYPE_SW)){
5787 // if he is playing by himself, tell him stats will not be accepted
5788 if(multi_num_players() == 1){
5789 if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("Warning\n\nIf you start a PXO mission by yourself, your stats will not be updated", 997)) <= 0){
5796 return multi_sw_ok_to_commit();
5803 int multi_create_verify_cds()
5805 int player_count = multi_num_players();
5809 // count how many cds we have
5811 for(idx=0;idx<MAX_PLAYERS;idx++){
5812 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_HAS_CD)){
5817 // for the beta, everyone must have a CD
5818 #ifdef MULTIPLAYER_BETA_BUILD
5819 if(multi_cd_count < player_count){
5823 // determine if we have enough
5824 float ratio = (float)player_count / (float)multi_cd_count;
5825 // greater than a 4 to 1 ratio
5831 // we meet the conditions
5835 // returns an index into Multi_create_mission_list
5836 int multi_create_lookup_mission(char *fname)
5840 for(idx=0; idx<Multi_create_mission_count; idx++){
5841 if(!SDL_strcasecmp(fname, Multi_create_mission_list[idx].filename)){
5846 // couldn't find the mission
5850 // returns an index into Multi_create_campaign_list
5851 int multi_create_lookup_campaign(char *fname)
5855 for(idx=0; idx<Multi_create_campaign_count; idx++){
5856 if(!SDL_strcasecmp(fname, Multi_create_campaign_list[idx].filename)){
5861 // couldn't find the campaign
5865 void multi_create_refresh_pxo()
5867 // delete mvalid.cfg if it exists
5868 cf_delete(MULTI_VALID_MISSION_FILE, CF_TYPE_DATA);
5870 // refresh missions from the tracker
5871 multi_update_valid_missions();
5874 void multi_create_sw_clicked()
5876 netgame_info ng_temp;
5879 int file_index = multi_create_select_to_index(Multi_create_list_select);
5881 // either a temporary netgame or the real one
5882 if(MULTIPLAYER_MASTER){
5889 // maybe switch squad war off
5890 if(!Multi_create_sw_checkbox.checked()){
5891 // if the mission selected is a coop mission, go back to coop mode
5892 SDL_assert(file_index != -1);
5893 if(file_index == -1){
5894 ng->type_flags = NG_TYPE_COOP;
5896 if(Multi_create_file_list[file_index].flags & MISSION_TYPE_MULTI_TEAMS){
5897 ng->type_flags = NG_TYPE_TVT;
5898 } else if(Multi_create_file_list[file_index].flags & MISSION_TYPE_MULTI_DOGFIGHT){
5899 ng->type_flags = NG_TYPE_DOGFIGHT;
5901 ng->type_flags = NG_TYPE_COOP;
5904 // switch squad war on
5906 SDL_assert(file_index != -1);
5907 if((file_index == -1) || !(Multi_create_file_list[file_index].flags & MISSION_TYPE_MULTI_TEAMS)){
5908 Multi_create_sw_checkbox.set_state(0);
5910 // at this point we know its safe to switch squad war on
5911 ng->type_flags = NG_TYPE_SW;
5916 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
5918 send_netgame_update_packet();
5920 // update all machines about stuff like respawns, etc.
5921 multi_options_update_netgame();
5923 // on the standalone
5925 // standalone will take care of polling the usertracker
5926 multi_options_update_mission(ng, Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS ? 1 : 0);
5931 // -------------------------------------------------------------------------------------------------------------
5933 // MULTIPLAYER HOST OPTIONS SCREEN
5936 #define MULTI_HO_NUM_BUTTONS 12
5937 #define MULTI_HO_NUM_RADIO_BUTTONS 10
5941 #define MULTI_HO_PALETTE "InterfacePalette"
5943 static const char *Multi_ho_bitmap_fname[GR_NUM_RESOLUTIONS] = {
5944 "MultiHost", // GR_640
5945 "2_MultiHost" // GR_1024
5948 static const char *Multi_ho_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
5949 "MultiHost-M", // GR_640
5950 "2_MultiHost-M" // GR_1024
5954 UI_WINDOW Multi_ho_window; // the window object for the join screen
5955 UI_INPUTBOX Multi_ho_respawns; // the # of respawns allowed in the game
5956 UI_INPUTBOX Multi_ho_time_limit; // mission time limit
5957 UI_INPUTBOX Multi_ho_voice_wait; // wait time between tokens
5958 UI_INPUTBOX Multi_ho_kill_limit; // kill limit in a furball mission
5959 UI_INPUTBOX Multi_ho_obs; // # of observers we'll allow
5960 int Multi_ho_bitmap; // the background bitmap
5962 // constants for coordinate lookup
5963 #define MULTI_HO_X_COORD 0
5964 #define MULTI_HO_Y_COORD 1
5965 #define MULTI_HO_W_COORD 2
5966 #define MULTI_HO_H_COORD 3
5967 #define MULTI_HO_TEXT_X_COORD 4
5968 #define MULTI_HO_TEXT_Y_COORD 5
5971 #define MULTI_HO_MSG_RANK 0 // highest ranking players can do messaging
5972 #define MULTI_HO_MSG_LEADER 1 // wing/team leaders can do messaging
5973 #define MULTI_HO_MSG_ANY 2 // any player can do messaging
5974 #define MULTI_HO_MSG_HOST 3 // only the host can do messaging
5975 #define MULTI_HO_END_RANK 4 // highest rank can and host can end mission
5976 #define MULTI_HO_END_LEADER 5 // wing/team leaders and host can end the mission
5977 #define MULTI_HO_END_ANY 6 // any player can end the mission
5978 #define MULTI_HO_END_HOST 7 // only host can end the mission
5979 #define MULTI_HO_VOICE_ON 8 // voice toggled on
5980 #define MULTI_HO_VOICE_OFF 9 // voice toggled off
5981 #define MULTI_HO_HOST_MODIFIES 10 // only the host or team captains can modify ships/weapons in briefing
5982 #define MULTI_HO_ACCEPT 11 // accept button
5984 ui_button_info Multi_ho_buttons[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_BUTTONS] = {
5987 // who is allowed to message
5988 ui_button_info("MH_00", 13, 157, -1, -1, 0), // highest rank
5989 ui_button_info("MH_01", 13, 179, -1, -1, 1), // team/wing leader
5990 ui_button_info("MH_02", 13, 200, -1, -1, 2), // any
5991 ui_button_info("MH_03", 13, 223, -1, -1, 3), // host
5993 // who is allowed to end the mission
5994 ui_button_info("MH_09", 13, 273, -1, -1, 9), // highest rank
5995 ui_button_info("MH_10", 13, 295, -1, -1, 10), // team/wing leader
5996 ui_button_info("MH_11", 13, 317, -1, -1, 11), // any
5997 ui_button_info("MH_12", 13, 339, -1, -1, 12), // host
5999 // voice on/off button
6000 ui_button_info("MH_14", 396, 156, -1, -1, 14),
6001 ui_button_info("MH_15", 453, 156, -1, -1, 15),
6003 // host modifies ships
6004 ui_button_info("MH_19", 215, 410, -1, -1, 19),
6007 ui_button_info("MH_18", 560, 411, -1, -1, 18),
6009 // who is allowed to message
6010 ui_button_info("MH_00", 3, 160, 46, 166, 0), // highest rank
6011 ui_button_info("MH_01", 3, 179, 46, 185, 1), // team/wing leader
6012 ui_button_info("MH_02", 3, 196, 46, 203, 2), // any
6013 ui_button_info("MH_03", 3, 214, 46, 220, 3), // host
6015 // who is allowed to end the mission
6016 ui_button_info("MH_04", 3, 257, 46, 265, 4), // highest rank
6017 ui_button_info("MH_05", 3, 276, 46, 283, 5), // team/wing leader
6018 ui_button_info("MH_06", 3, 294, 46, 300, 6), // any
6019 ui_button_info("MH_07", 3, 311, 46, 317, 7), // host
6021 // voice on/off button
6022 ui_button_info("MH_09", 542, 158, 545, 185, 9),
6023 ui_button_info("MH_10", 598, 158, 604, 185, 10),
6025 // host modifies ships
6026 ui_button_info("MH_13", 542, 377, 437, 363, 13),
6029 ui_button_info("MH_14", 572, 428, 580, 414, 14),
6033 // who is allowed to message
6034 ui_button_info("2_MH_00", 5, 256, 73, 269, 0), // highest rank
6035 ui_button_info("2_MH_01", 5, 286, 73, 297, 1), // team/wing leader
6036 ui_button_info("2_MH_02", 5, 314, 73, 325, 2), // any
6037 ui_button_info("2_MH_03", 5, 341, 73, 352, 3), // host
6039 // who is allowed to end the mission
6040 ui_button_info("2_MH_04", 5, 412, 73, 425, 4), // highest rank
6041 ui_button_info("2_MH_05", 5, 442, 73, 452, 5), // team/wing leader
6042 ui_button_info("2_MH_06", 5, 470, 73, 480, 6), // any
6043 ui_button_info("2_MH_07", 5, 497, 73, 508, 7), // host
6045 // voice on/off button
6046 ui_button_info("2_MH_09", 867, 253, 872, 296, 9),
6047 ui_button_info("2_MH_10", 957, 253, 966, 296, 10),
6049 // host modifies ships
6050 ui_button_info("2_MH_13", 867, 603, 784, 581, 13),
6053 ui_button_info("2_MH_14", 916, 685, 925, 665, 14),
6056 UI_XSTR Multi_ho_text[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_BUTTONS] = {
6058 // not needed for FS1
6060 {"Highest rank", 1280, 46, 166, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_RANK].button},
6061 {"Team / wing-leader", 1281, 46, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_LEADER].button},
6062 {"Any", 1282, 46, 203, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_ANY].button},
6063 {"Host", 1283, 46, 220, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_HOST].button},
6064 {"Highest rank", 1280, 46, 265, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_RANK].button},
6065 {"Team / wing-leader", 1281, 46, 283, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_LEADER].button},
6066 {"Any", 1282, 46, 300, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_ANY].button},
6067 {"Host", 1283, 46, 317, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_HOST].button},
6068 {"On", 1285, 545, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_VOICE_ON].button},
6069 {"Off", 1286, 604, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_VOICE_OFF].button},
6070 {"Host modifies ships", 1287, 437, 363, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_HOST_MODIFIES].button},
6071 {"Exit", 1417, 572, 418, UI_XSTR_COLOR_PINK, -1, &Multi_ho_buttons[0][MULTI_HO_ACCEPT].button},
6075 // not needed for FS1
6077 {"Highest rank", 1280, 62, 269, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_RANK].button},
6078 {"Team / wing-leader", 1281, 62, 297, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_LEADER].button},
6079 {"Any", 1282, 62, 325, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_ANY].button},
6080 {"Host", 1283, 62, 352, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_HOST].button},
6081 {"Highest rank", 1280, 62, 425, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_RANK].button},
6082 {"Team / wing-leader", 1281, 62, 452, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_LEADER].button},
6083 {"Any", 1282, 62, 480, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_ANY].button},
6084 {"Host", 1283, 62, 508, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_HOST].button},
6085 {"On", 1285, 877, 294, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_VOICE_ON].button},
6086 {"Off", 1286, 967, 293, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_VOICE_OFF].button},
6087 {"Host modifies ships", 1287, 869, 589, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_HOST_MODIFIES].button},
6088 {"Exit", 1417, 953, 672, UI_XSTR_COLOR_PINK, -1, &Multi_ho_buttons[1][MULTI_HO_ACCEPT].button},
6093 // radio button controls
6094 #define MULTI_HO_NUM_RADIO_GROUPS 3
6095 #define MULTI_HO_MSG_GROUP 0 // group dealing with squadmate messaging
6096 #define MULTI_HO_END_GROUP 1 // group dealing with ending the mission
6097 #define MULTI_HO_VOICE_GROUP 2 // group dealing with voice stuff
6098 int Multi_ho_radio_groups[MULTI_HO_NUM_RADIO_GROUPS] = { // currently selected button in the radio button group
6101 int Multi_ho_radio_info[MULTI_HO_NUM_RADIO_BUTTONS][3] = { // info related to each of the radio buttons themselves
6102 // { group #, value, button id# }
6103 {0, 0, 0}, // highest ranking players can do messaging
6104 {0, 1, 1}, // wing/team leaders can do messaging
6105 {0, 2, 2}, // any player can do messaging
6106 {0, 3, 3}, // only host can do messaging
6107 {1, 0, 4}, // highest rank and host can end the mission
6108 {1, 1, 5}, // team/wing leader can end the mission
6109 {1, 2, 6}, // any player can end the mission
6110 {1, 3, 7}, // only the host can end the mission
6111 {2, 0, 8}, // voice toggled on
6112 {2, 1, 9} // voice toggled off
6116 #define MULTI_HO_NUM_SLIDERS 3
6117 #define MULTI_HO_SLIDER_VOICE_QOS 0 // voice quality of sound
6118 #define MULTI_HO_SLIDER_VOICE_DUR 1 // max duration of voice recording
6119 #define MULTI_HO_SLIDER_SKILL 2 // skill level
6121 const char *filename;
6126 UI_DOT_SLIDER_NEW slider; // because we have a class inside this struct, we need the constructor below..
6128 ho_sliders(const char *name, int x1, int y1, int xt1, int yt1, int h, int _dot_w, int _dots) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), dot_w(_dot_w), dots(_dots){}
6130 ho_sliders Multi_ho_sliders[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_SLIDERS] = {
6133 ho_sliders("MH_16", 396, 210, -1, -1, 16, 19, 10), // voice qos
6134 ho_sliders("MH_17", 396, 263, -1, -1, 17, 19, 10), // voice duration
6135 ho_sliders("MH_13", 10, 387, -1, -1, 13, 36, 5), // skill level
6137 ho_sliders("MH_11", 428, 214, 437, 199, 11, 19, 10), // voice qos
6138 ho_sliders("MH_12", 428, 261, 437, 246, 12, 19, 10), // voice duration
6139 ho_sliders("MH_08", 237, 454, 230, 411, 8, 36, 5), // skill level
6143 ho_sliders("2_MH_11", 684, 343, 690, 323, 11, 32, 10), // voice qos
6144 ho_sliders("2_MH_12", 685, 418, 837, 468, 12, 32, 10), // voice duration
6145 ho_sliders("2_MH_08", 379, 727, 369, 663, 8, 60, 5), // skill level
6149 int Multi_ho_mission_respawn;
6151 int Multi_ho_host_modifies;
6153 // whether or not any of the inputboxes on this screen had focus last frame
6154 int Multi_ho_lastframe_input = 0;
6156 // game information text areas
6160 #define MULTI_HO_NUM_TITLES 14
6162 UI_XSTR Multi_ho_titles[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_TITLES] = {
6164 { "AI Orders", 1289, 32, 144, UI_XSTR_COLOR_GREEN, -1, NULL },
6165 { "End Mission", 1290, 32, 242, UI_XSTR_COLOR_GREEN, -1, NULL },
6166 { "Time Limit", 1291, 32, 347, UI_XSTR_COLOR_GREEN, -1, NULL },
6167 { "Min", 1292, 74, 362, UI_XSTR_COLOR_GREEN, -1, NULL },
6168 { "Respawn Limit", 1288, 32, 378, UI_XSTR_COLOR_GREEN, -1, NULL },
6169 { "Kill Limit", 1293, 32, 409, UI_XSTR_COLOR_GREEN, -1, NULL },
6170 { "Observers", 1294, 32, 441, UI_XSTR_COLOR_GREEN, -1, NULL },
6171 { "Skill Level", 1284, 230, 411, UI_XSTR_COLOR_GREEN, -1, NULL },
6172 { "Voice Transmission", 1295, 437, 144, UI_XSTR_COLOR_GREEN, -1, NULL },
6173 { "Voice Quality", 1296, 437, 199, UI_XSTR_COLOR_GREEN, -1, NULL },
6174 { "Message Duration", 1297, 437, 246, UI_XSTR_COLOR_GREEN, -1, NULL },
6175 { "sec", 1522, 523, 292, UI_XSTR_COLOR_GREEN, -1, NULL },
6176 { "sec", 1523, 523, 332, UI_XSTR_COLOR_GREEN, -1, NULL },
6177 { "Voice Wait", 1298, 437, 313, UI_XSTR_COLOR_GREEN, -1, NULL },
6180 { "AI Orders", 1289, 48, 238, UI_XSTR_COLOR_GREEN, -1, NULL },
6181 { "End Mission", 1290, 48, 394, UI_XSTR_COLOR_GREEN, -1, NULL },
6182 { "Time Limit", 1291, 50, 568, UI_XSTR_COLOR_GREEN, -1, NULL },
6183 { "Min", 1292, 119, 581, UI_XSTR_COLOR_GREEN, -1, NULL },
6184 { "Respawn Limit", 1288, 50, 618, UI_XSTR_COLOR_GREEN, -1, NULL },
6185 { "Kill Limit", 1293, 50, 668, UI_XSTR_COLOR_GREEN, -1, NULL },
6186 { "Observers", 1294, 50, 718, UI_XSTR_COLOR_GREEN, -1, NULL },
6187 { "Skill Level", 1284, 398, 670, UI_XSTR_COLOR_GREEN, -1, NULL },
6188 { "Voice Transmission", 1295, 869, 239, UI_XSTR_COLOR_GREEN, -1, NULL },
6189 { "Voice Quality", 1296, 690, 331, UI_XSTR_COLOR_GREEN, -1, NULL },
6190 { "Message Duration", 1297, 690, 405, UI_XSTR_COLOR_GREEN, -1, NULL },
6191 { "sec", 1522, 837, 467, UI_XSTR_COLOR_GREEN, -1, NULL },
6192 { "sec", 1523, 837, 534, UI_XSTR_COLOR_GREEN, -1, NULL },
6193 { "Voice Wait", 1298, 742, 510, UI_XSTR_COLOR_GREEN, -1, NULL },
6198 // mission time limit input box
6199 int Ho_time_coords[GR_NUM_RESOLUTIONS][4] = {
6212 // furball kill limit input box
6213 int Ho_kill_coords[GR_NUM_RESOLUTIONS][4] = {
6226 // voice recording duration text display area
6227 int Ho_vd_coords[GR_NUM_RESOLUTIONS][4] = {
6240 // voice token wait input box
6241 int Ho_vw_coords[GR_NUM_RESOLUTIONS][6] = {
6254 // observer count input box
6255 int Ho_obs_coords[GR_NUM_RESOLUTIONS][4] = {
6268 // skill text description area
6269 int Ho_st_coords[GR_NUM_RESOLUTIONS][4] = {
6282 // respawn input box
6283 int Ho_rsp_coords[GR_NUM_RESOLUTIONS][6] = {
6296 // respawn max text area
6297 int Ho_max_rsp_coords[GR_NUM_RESOLUTIONS][2] = {
6310 // maximum values for various input boxes (to notify user of overruns)
6311 #define MULTI_HO_MAX_TIME_LIMIT 500
6312 #define MULTI_HO_MAX_TOKEN_WAIT 5
6313 #define MULTI_HO_MAX_KILL_LIMIT 9999
6314 #define MULTI_HO_MAX_OBS 4
6316 // LOCAL function definitions
6317 void multi_ho_check_buttons();
6318 void multi_ho_button_pressed(int n);
6319 void multi_ho_draw_radio_groups();
6320 void multi_ho_accept_hit();
6321 void multi_ho_get_options();
6322 void multi_ho_apply_options();
6323 void multi_ho_display_record_time();
6324 int multi_ho_check_values();
6325 void multi_ho_check_focus();
6326 void multi_ho_blit_max_respawns();
6327 void multi_ho_display_skill_level();
6329 void multi_host_options_init()
6333 // create the interface window
6334 Multi_ho_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
6335 Multi_ho_window.set_mask_bmap(Multi_ho_bitmap_mask_fname[gr_screen.res]);
6337 // load the background bitmap
6338 Multi_ho_bitmap = bm_load(Multi_ho_bitmap_fname[gr_screen.res]);
6339 if(Multi_ho_bitmap < 0){
6340 // we failed to load the bitmap - this is very bad
6344 // initialize the common notification messaging
6345 multi_common_notify_init();
6347 // use the common interface palette
6348 multi_common_set_palette();
6350 // create the interface buttons
6351 for(idx=0;idx<MULTI_HO_NUM_BUTTONS;idx++){
6352 // create the object
6353 Multi_ho_buttons[gr_screen.res][idx].button.create(&Multi_ho_window, "", Multi_ho_buttons[gr_screen.res][idx].x, Multi_ho_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
6355 // set the sound to play when highlighted
6356 Multi_ho_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
6358 // set the ani for the button
6359 Multi_ho_buttons[gr_screen.res][idx].button.set_bmaps(Multi_ho_buttons[gr_screen.res][idx].filename);
6361 // set the hotspot, ignoring the skill level button
6362 Multi_ho_buttons[gr_screen.res][idx].button.link_hotspot(Multi_ho_buttons[gr_screen.res][idx].hotspot);
6366 Multi_ho_window.add_XSTR(&Multi_ho_text[gr_screen.res][idx]);
6372 for(idx=0; idx<MULTI_HO_NUM_TITLES; idx++){
6373 Multi_ho_window.add_XSTR(&Multi_ho_titles[gr_screen.res][idx]);
6377 // create the interface sliders
6378 for(idx=0; idx<MULTI_HO_NUM_SLIDERS; idx++){
6379 // create the object
6380 Multi_ho_sliders[gr_screen.res][idx].slider.create(&Multi_ho_window, Multi_ho_sliders[gr_screen.res][idx].x, Multi_ho_sliders[gr_screen.res][idx].y, Multi_ho_sliders[gr_screen.res][idx].dots, Multi_ho_sliders[gr_screen.res][idx].filename, Multi_ho_sliders[gr_screen.res][idx].hotspot, NULL, -1, -1, -1, NULL, -1, -1, -1, Multi_ho_sliders[gr_screen.res][idx].dot_w);
6383 // create the respawn count input box
6384 Multi_ho_respawns.create(&Multi_ho_window,Ho_rsp_coords[gr_screen.res][MULTI_HO_X_COORD],Ho_rsp_coords[gr_screen.res][MULTI_HO_Y_COORD],Ho_rsp_coords[gr_screen.res][MULTI_HO_W_COORD],6,"",UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_NO_LETTERS,-1,&Color_bright);
6385 // if we're in campaign mode, disable it
6386 if(Netgame.campaign_mode == MP_CAMPAIGN){
6387 Multi_ho_respawns.set_text(XSTR("NA",795)); // [[ Not applicable ]]
6388 Multi_ho_respawns.disable();
6390 Multi_ho_respawns.set_valid_chars("0123456789");
6393 // create the time limit input box
6394 Multi_ho_time_limit.create(&Multi_ho_window, Ho_time_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_time_coords[gr_screen.res][MULTI_HO_Y_COORD], Ho_time_coords[gr_screen.res][MULTI_HO_W_COORD], 3, "", UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_NO_LETTERS, -1, &Color_bright);
6395 Multi_ho_time_limit.set_valid_chars("-0123456789");
6397 // create the voice token wait input box
6398 Multi_ho_voice_wait.create(&Multi_ho_window, Ho_vw_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_vw_coords[gr_screen.res][MULTI_HO_Y_COORD], Ho_vw_coords[gr_screen.res][MULTI_HO_W_COORD], 1, "", UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_NO_LETTERS, -1, &Color_bright);
6399 Multi_ho_voice_wait.set_valid_chars("01243456789");
6401 // create the furball kill limit input box
6402 Multi_ho_kill_limit.create(&Multi_ho_window, Ho_kill_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_kill_coords[gr_screen.res][MULTI_HO_Y_COORD], Ho_kill_coords[gr_screen.res][MULTI_HO_W_COORD], 4, "", UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_NO_LETTERS, -1, &Color_bright);
6403 Multi_ho_kill_limit.set_valid_chars("0123456789");
6405 // create the observer limit input box
6406 Multi_ho_obs.create(&Multi_ho_window, Ho_obs_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_obs_coords[gr_screen.res][MULTI_HO_Y_COORD], Ho_obs_coords[gr_screen.res][MULTI_HO_W_COORD], 1, "", UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_NO_LETTERS, -1, &Color_bright);
6407 Multi_ho_obs.set_valid_chars("01234");
6409 // load in the current netgame defaults
6410 multi_ho_get_options();
6412 // whether or not any of the inputboxes on this screen had focus last frame
6413 Multi_ho_lastframe_input = 0;
6415 // get the # of respawns for the currently selected mission (if any)
6416 if(Multi_create_list_select != -1){
6417 int abs_index = multi_create_select_to_index(Multi_create_list_select);
6419 // if he has a valid mission selected
6421 Multi_ho_mission_respawn = (int)Multi_create_file_list[abs_index].respawn;
6423 Multi_ho_mission_respawn = -1;
6426 Multi_ho_mission_respawn = -1;
6430 void multi_ho_update_sliders()
6432 // game skill slider
6433 if (Game_skill_level != Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos) {
6434 if ( !(Netgame.type_flags & NG_TYPE_TEAM) ){
6435 Game_skill_level = Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos;
6436 gamesnd_play_iface(SND_USER_SELECT);
6438 Game_skill_level = NUM_SKILL_LEVELS / 2;
6442 // get the voice qos options
6443 if (Netgame.options.voice_qos != (ubyte)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos + 1)) {
6444 Netgame.options.voice_qos = (ubyte)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos + 1);
6445 gamesnd_play_iface(SND_USER_SELECT);
6448 // get the voice duration options
6449 if (Netgame.options.voice_record_time != (int)(0.5f * (float)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 1000.0f)) {
6450 Netgame.options.voice_record_time = (int)(0.5f * (float)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 1000.0f);
6451 gamesnd_play_iface(SND_USER_SELECT);
6456 void multi_host_options_do()
6461 k = Multi_ho_window.process();
6464 // process any keypresses
6467 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
6470 case KEY_CTRLED + SDLK_RETURN :
6471 gamesnd_play_iface(SND_COMMIT_PRESSED);
6472 multi_ho_accept_hit();
6476 // process any button clicks
6477 multi_ho_check_buttons();
6479 // update the sliders
6480 multi_ho_update_sliders();
6482 // make sure that the chatbox inputbox and any inputbox on this screen are mutually exclusive in terms of focus
6483 multi_ho_check_focus();
6485 // draw the background, etc
6487 GR_MAYBE_CLEAR_RES(Multi_ho_bitmap);
6488 if(Multi_ho_bitmap != -1){
6489 gr_set_bitmap(Multi_ho_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
6492 Multi_ho_window.draw();
6494 // draw all the radio buttons properly
6495 multi_ho_draw_radio_groups();
6497 // display any pending notification messages
6498 multi_common_notify_do();
6500 // display the voice record time settings
6501 multi_ho_display_record_time();
6503 // maybe display the max # of respawns next to the respawn input box
6504 multi_ho_blit_max_respawns();
6506 // blit the proper skill level
6507 multi_ho_display_skill_level();
6509 // blit the "host modifies button"
6510 if(Multi_ho_host_modifies){
6511 Multi_ho_buttons[gr_screen.res][MULTI_HO_HOST_MODIFIES].button.draw_forced(2);
6514 // process and show the chatbox thingie
6518 Multi_ho_window.draw_tooltip();
6520 // display the voice status indicator
6521 multi_common_voice_display_status();
6527 void multi_host_options_close()
6529 // unload any bitmaps
6530 if(!bm_unload(Multi_ho_bitmap)){
6531 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ho_bitmap_fname[gr_screen.res]));
6534 // destroy the UI_WINDOW
6535 Multi_ho_window.destroy();
6538 void multi_ho_check_buttons()
6541 for(idx=0;idx<MULTI_HO_NUM_BUTTONS;idx++){
6542 // we only really need to check for one button pressed at a time, so we can break after
6544 if(Multi_ho_buttons[gr_screen.res][idx].button.pressed()){
6545 multi_ho_button_pressed(idx);
6551 void multi_ho_button_pressed(int n)
6553 int radio_index,idx;
6554 int x_pixel,y_pixel;
6556 // get the pixel position of the click
6557 Multi_ho_buttons[gr_screen.res][n].button.get_mouse_pos(&x_pixel,&y_pixel);
6560 // clicked on the accept button
6561 case MULTI_HO_ACCEPT:
6562 gamesnd_play_iface(SND_COMMIT_PRESSED);
6563 multi_ho_accept_hit();
6566 // clicked on the host/captains only modify button
6567 case MULTI_HO_HOST_MODIFIES:
6568 // toggle it on or off
6569 Multi_ho_host_modifies = !Multi_ho_host_modifies;
6570 gamesnd_play_iface(SND_USER_SELECT);
6574 // look through the radio buttons and see which one this corresponds to
6576 for(idx=0;idx<MULTI_HO_NUM_RADIO_BUTTONS;idx++){
6577 if(Multi_ho_radio_info[idx][2] == n){
6582 SDL_assert(radio_index != -1);
6584 // check to see if a radio button was pressed
6585 if(radio_index < MULTI_HO_NUM_RADIO_BUTTONS){
6586 // see if this value is already picked for this radio group
6587 if(Multi_ho_radio_groups[Multi_ho_radio_info[radio_index][0]] != Multi_ho_radio_info[radio_index][1]){
6588 gamesnd_play_iface(SND_USER_SELECT);
6589 Multi_ho_radio_groups[Multi_ho_radio_info[radio_index][0]] = Multi_ho_radio_info[radio_index][1];
6591 gamesnd_play_iface(SND_GENERAL_FAIL);
6596 void multi_ho_draw_radio_groups()
6600 // go through each item and draw it if it is the selected button in its respective group
6601 for(idx=0;idx<MULTI_HO_NUM_RADIO_BUTTONS;idx++){
6602 /// if this button is the currently selected one in its group
6603 if(Multi_ho_radio_info[idx][1] == Multi_ho_radio_groups[Multi_ho_radio_info[idx][0]]){
6604 Multi_ho_buttons[gr_screen.res][Multi_ho_radio_info[idx][2]].button.draw_forced(2);
6609 void multi_ho_accept_hit()
6613 // check the values in the input boxes
6614 if(!multi_ho_check_values()){
6618 // zero out the netgame flags
6621 // set default options
6622 Netgame.options.flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
6624 // set the squadmate messaging flags
6625 switch(Multi_ho_radio_groups[MULTI_HO_MSG_GROUP]){
6627 Netgame.options.squad_set = MSO_SQUAD_RANK;
6630 Netgame.options.squad_set = MSO_SQUAD_LEADER;
6633 Netgame.options.squad_set = MSO_SQUAD_ANY;
6636 Netgame.options.squad_set = MSO_SQUAD_HOST;
6642 // set the end mission flags
6643 switch(Multi_ho_radio_groups[MULTI_HO_END_GROUP]){
6645 Netgame.options.endgame_set = MSO_END_RANK;
6648 Netgame.options.endgame_set = MSO_END_LEADER;
6651 Netgame.options.endgame_set = MSO_END_ANY;
6654 Netgame.options.endgame_set = MSO_END_HOST;
6660 // set the voice toggle
6661 switch(Multi_ho_radio_groups[MULTI_HO_VOICE_GROUP]){
6663 Netgame.options.flags &= ~(MSO_FLAG_NO_VOICE);
6666 Netgame.options.flags |= MSO_FLAG_NO_VOICE;
6672 // get the voice qos options
6673 Netgame.options.voice_qos = (ubyte)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos + 1);
6675 // get the voice duration options
6676 Netgame.options.voice_record_time = (int)(0.5f * (float)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 1000.0f);
6678 // set the skill level. If in team vs. team mode, preserve the old setting before saving
6679 // the pilot file. I'll bet that this doesn't work though because the pilot file gets
6680 // written in a bunch of locations....sigh.
6681 if ( !(Netgame.type_flags & NG_TYPE_TEAM) ){
6682 Game_skill_level = Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos;
6684 Game_skill_level = NUM_SKILL_LEVELS / 2;
6687 // set the netgame respawn count
6688 // maybe warn the user that respawns will not be used for a campaign mission
6689 if(Netgame.campaign_mode == MP_SINGLE){
6690 Multi_ho_respawns.get_text(resp_str);
6691 uint temp_respawn = (uint)atoi(resp_str);
6692 // if he currently has no mission selected, let the user set any # of respawns
6693 if((int)temp_respawn > Multi_ho_mission_respawn){
6694 if(Multi_ho_mission_respawn == -1){
6695 Netgame.respawn = temp_respawn;
6696 Netgame.options.respawn = temp_respawn;
6698 // this should have been taken care of by the interface code
6703 Netgame.options.respawn = temp_respawn;
6704 Netgame.respawn = temp_respawn;
6708 // get the mission time limit
6709 Multi_ho_time_limit.get_text(resp_str);
6710 int temp_time = atoi(resp_str);
6712 Netgame.options.mission_time_limit = fl2f(-1.0f);
6713 } else if(temp_time > MULTI_HO_MAX_TIME_LIMIT){
6716 Netgame.options.mission_time_limit = fl2f(60.0f * (float)temp_time);
6719 // get observer count options
6720 Multi_ho_obs.get_text(resp_str);
6721 int temp_obs = atoi(resp_str);
6722 if(temp_obs > MULTI_HO_MAX_OBS){
6725 Netgame.options.max_observers = (ubyte)temp_obs;
6727 // get the furball kill limit
6728 Multi_ho_kill_limit.get_text(resp_str);
6729 int temp_kills = atoi(resp_str);
6730 if(temp_kills > MULTI_HO_MAX_KILL_LIMIT){
6733 Netgame.options.kill_limit = temp_kills;
6735 // get the token wait limit
6736 Multi_ho_voice_wait.get_text(resp_str);
6737 int temp_wait = atoi(resp_str);
6738 if(temp_wait > MULTI_HO_MAX_TOKEN_WAIT){
6741 Netgame.options.voice_token_wait = (temp_wait * 1000);
6743 // set the netgame option
6744 Netgame.options.skill_level = (ubyte)Game_skill_level;
6746 // get whether we're in host/captains only modify mode
6747 Netgame.options.flags &= ~(MSO_FLAG_SS_LEADERS);
6748 if(Multi_ho_host_modifies){
6749 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
6752 // store these values locally
6753 memcpy(&Player->m_local_options,&Net_player->p_info.options,sizeof(multi_local_options));
6754 memcpy(&Player->m_server_options,&Netgame.options,sizeof(multi_server_options));
6755 write_pilot_file(Player);
6757 // apply any changes in settings (notify everyone of voice qos changes, etc)
6758 multi_ho_apply_options();
6760 // move back to the create game screen
6761 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
6764 void multi_ho_get_options()
6768 // set the squadmate messaging buttons
6769 switch(Netgame.options.squad_set){
6770 case MSO_SQUAD_RANK :
6771 Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 0;
6773 case MSO_SQUAD_LEADER:
6774 Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 1;
6777 Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 2;
6779 case MSO_SQUAD_HOST:
6780 Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 3;
6786 // set the mission end buttons
6787 switch(Netgame.options.endgame_set){
6789 Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 0;
6791 case MSO_END_LEADER:
6792 Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 1;
6795 Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 2;
6798 Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 3;
6804 // set the voice toggle buttons
6805 if(Netgame.options.flags & MSO_FLAG_NO_VOICE){
6806 Multi_ho_radio_groups[MULTI_HO_VOICE_GROUP] = 1;
6808 Multi_ho_radio_groups[MULTI_HO_VOICE_GROUP] = 0;
6811 // get the voice qos options
6812 SDL_assert((Netgame.options.voice_qos >= 1) && (Netgame.options.voice_qos <= 10));
6813 Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos = (Netgame.options.voice_qos - 1);
6815 // get the voice duration options
6816 SDL_assert((Netgame.options.voice_record_time > 0) && (Netgame.options.voice_record_time <= MULTI_VOICE_MAX_TIME));
6817 Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos = ((int)((float)Netgame.options.voice_record_time / 500.0f)) - 1;
6819 // get the current skill level
6820 SDL_assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS));
6821 Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos = Game_skill_level;
6823 // get the # of observers
6824 memset(resp_str,0,10);
6825 SDL_snprintf(resp_str,SDL_arraysize(resp_str),"%d",Netgame.options.max_observers);
6826 Multi_ho_obs.set_text(resp_str);
6828 // set the respawn count
6829 if(Netgame.campaign_mode == MP_SINGLE){
6830 memset(resp_str,0,10);
6831 SDL_snprintf(resp_str,SDL_arraysize(resp_str),"%d",Netgame.respawn);
6832 Multi_ho_respawns.set_text(resp_str);
6835 // set the mission time limit
6836 memset(resp_str,0,10);
6837 float tl = f2fl(Netgame.options.mission_time_limit);
6838 SDL_snprintf(resp_str,SDL_arraysize(resp_str),"%d",(int)(tl / 60.0f));
6839 Multi_ho_time_limit.set_text(resp_str);
6841 // set the furball kill limit
6842 memset(resp_str,0,10);
6843 SDL_snprintf(resp_str,SDL_arraysize(resp_str),"%d",Netgame.options.kill_limit);
6844 Multi_ho_kill_limit.set_text(resp_str);
6846 // set the token wait time
6847 memset(resp_str,0,10);
6848 SDL_snprintf(resp_str,SDL_arraysize(resp_str),"%d",Netgame.options.voice_token_wait / 1000);
6849 Multi_ho_voice_wait.set_text(resp_str);
6851 // get whether we're in host/captains only modify mode
6852 if(Netgame.options.flags & MSO_FLAG_SS_LEADERS){
6853 Multi_ho_host_modifies = 1;
6855 Multi_ho_host_modifies = 0;
6859 void multi_ho_apply_options()
6861 // if the voice qos or duration has changed, apply the change
6862 multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
6864 // send an options update
6865 multi_options_update_netgame();
6868 // display the voice record time settings
6869 void multi_ho_display_record_time()
6872 int full_seconds, half_seconds;
6875 memset(time_str,0,30);
6878 full_seconds = (((Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 500) / 1000);
6880 // get the half-seconds
6881 half_seconds = ((((Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 500) % 1000) / 500) * 5;
6883 // format the string
6884 SDL_snprintf(time_str,SDL_arraysize(time_str),"%d.%d",full_seconds,half_seconds);
6885 gr_set_color_fast(&Color_bright);
6886 gr_string(Ho_vd_coords[gr_screen.res][MULTI_HO_X_COORD],Ho_vd_coords[gr_screen.res][MULTI_HO_Y_COORD],time_str);
6889 int multi_ho_check_values()
6893 memset(val_txt,0,255);
6895 // check against respawn settings
6896 if(Multi_ho_mission_respawn != -1){
6897 Multi_ho_respawns.get_text(val_txt);
6898 // if the value is invalid, let the user know
6899 if(atoi(val_txt) > Multi_ho_mission_respawn){
6900 memset(val_txt,0,255);
6901 SDL_snprintf(val_txt,SDL_arraysize(val_txt),XSTR("Warning\nRespawn count in greater than mission specified max (%d)",796),Multi_ho_mission_respawn);
6902 popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt);
6907 // check against mission time limit max
6908 Multi_ho_time_limit.get_text(val_txt);
6909 // if the value is invalid, force it to be valid
6910 if(atoi(val_txt) > MULTI_HO_MAX_TIME_LIMIT){
6911 memset(val_txt,0,255);
6912 SDL_snprintf(val_txt,SDL_arraysize(val_txt),XSTR("Warning\nMission time limit is greater than max allowed (%d)",797),MULTI_HO_MAX_TIME_LIMIT);
6913 popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt);
6917 // check against max observer limit
6918 Multi_ho_obs.get_text(val_txt);
6919 // if the value is invalid, force it to be valid
6920 if(atoi(val_txt) > MULTI_HO_MAX_OBS){
6921 memset(val_txt,0,255);
6922 SDL_snprintf(val_txt,SDL_arraysize(val_txt),XSTR("Warning\nObserver count is greater than max allowed (%d)",798),MULTI_HO_MAX_OBS);
6923 popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt);
6927 // check against furball kill limit
6928 Multi_ho_kill_limit.get_text(val_txt);
6929 // if the value is invalid, force it to be valid
6930 if(atoi(val_txt) > MULTI_HO_MAX_KILL_LIMIT){
6931 memset(val_txt,0,255);
6932 SDL_snprintf(val_txt,SDL_arraysize(val_txt),XSTR("Warning\nMission kill limit is greater than max allowed (%d)",799),MULTI_HO_MAX_KILL_LIMIT);
6933 popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt);
6937 // check against the token wait limit
6938 Multi_ho_voice_wait.get_text(val_txt);
6939 if(atoi(val_txt) > MULTI_HO_MAX_TOKEN_WAIT){
6940 memset(val_txt,0,255);
6941 SDL_snprintf(val_txt,SDL_arraysize(val_txt),XSTR("Warning\nvoice wait time is greater than max allowed (%d)",800),MULTI_HO_MAX_TOKEN_WAIT);
6942 popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt);
6946 // all values are valid
6950 void multi_ho_check_focus()
6952 // if an inputbox has been pressed (hit enter), lose its focus
6953 if (Multi_ho_respawns.pressed() || Multi_ho_time_limit.pressed() || Multi_ho_voice_wait.pressed() || Multi_ho_kill_limit.pressed() || Multi_ho_obs.pressed()) {
6954 Multi_ho_respawns.clear_focus();
6955 Multi_ho_time_limit.clear_focus();
6956 Multi_ho_voice_wait.clear_focus();
6957 Multi_ho_kill_limit.clear_focus();
6958 Multi_ho_obs.clear_focus();
6959 gamesnd_play_iface(SND_COMMIT_PRESSED);
6960 chatbox_set_focus();
6961 Multi_ho_lastframe_input = 0;
6963 } else if(!Multi_ho_lastframe_input) {
6964 // if we didn't have focus last frame
6965 if(Multi_ho_respawns.has_focus() || Multi_ho_time_limit.has_focus() || Multi_ho_kill_limit.has_focus() || Multi_ho_voice_wait.has_focus() ){
6966 chatbox_lose_focus();
6968 Multi_ho_lastframe_input = 1;
6971 // if we _did_ have focus last frame
6973 // if we no longer have focus on any of the input boxes, set the focus on the chatbox
6974 if(!Multi_ho_respawns.has_focus() && !Multi_ho_time_limit.has_focus() && !Multi_ho_kill_limit.has_focus() && !Multi_ho_voice_wait.has_focus() && !chatbox_has_focus()){
6975 chatbox_set_focus();
6977 // if the chatbox now has focus, clear all focus from our inputboxes
6978 else if (chatbox_has_focus()) {
6979 Multi_ho_respawns.clear_focus();
6980 Multi_ho_time_limit.clear_focus();
6981 Multi_ho_kill_limit.clear_focus();
6982 Multi_ho_voice_wait.clear_focus();
6984 Multi_ho_lastframe_input = 0;
6989 void multi_ho_blit_max_respawns()
6993 // if we're in campaign mode, do nothing
6994 if(Netgame.campaign_mode == MP_CAMPAIGN){
6998 // otherwise blit the max as specified by the current mission file
6999 SDL_snprintf(string,SDL_arraysize(string),"(%d)",Multi_ho_mission_respawn);
7000 gr_set_color_fast(&Color_normal);
7001 gr_string(Ho_max_rsp_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_max_rsp_coords[gr_screen.res][MULTI_HO_Y_COORD], string);
7004 void multi_ho_display_skill_level()
7006 int skill_level = Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos;
7009 SDL_assert((skill_level >= 0) && (skill_level < NUM_SKILL_LEVELS));
7010 if((skill_level < 0) || (skill_level >= NUM_SKILL_LEVELS)){
7014 gr_set_color_fast(&Color_bright);
7015 gr_string(Ho_st_coords[gr_screen.res][0], Ho_st_coords[gr_screen.res][1], Skill_level_names(skill_level, 1));
7018 // -------------------------------------------------------------------------------------------------------------
7020 // MULTIPLAYER JOIN SCREEN
7023 #define MULTI_JW_NUM_BUTTONS 8
7027 #define MULTI_JW_PALETTE "InterfacePalette"
7029 static const char *Multi_jw_bitmap_fname[GR_NUM_RESOLUTIONS] = {
7030 "MultiJoinWait", // GR_640
7031 "2_MultiJoinWait" // GR_1024
7034 static const char *Multi_jw_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
7035 "MultiJoinWait-M", // GR_640
7036 "2_MultiJoinWait-M" // GR_1024
7042 #define MJW_SCROLL_PLAYERS_UP 0
7043 #define MJW_SCROLL_PLAYERS_DOWN 1
7046 #define MJW_PILOT_INFO 4
7047 #define MJW_SCROLL_INFO_UP 5
7048 #define MJW_SCROLL_INFO_DOWN 6
7049 #define MJW_CANCEL 7
7051 UI_WINDOW Multi_jw_window; // the window object for the join screen
7052 int Multi_jw_bitmap; // the background bitmap
7054 // constants for coordinate lookup
7055 #define MJW_X_COORD 0
7056 #define MJW_Y_COORD 1
7057 #define MJW_W_COORD 2
7058 #define MJW_H_COORD 3
7060 ui_button_info Multi_jw_buttons[GR_NUM_RESOLUTIONS][MULTI_JW_NUM_BUTTONS] = {
7063 ui_button_info("MJW_00", 0, 50, -1, -1, 0),
7064 ui_button_info("MJW_01", 0, 87, -1, -1, 1),
7065 ui_button_info("MJW_02", 20, 219, -1, -1, 2),
7066 ui_button_info("MJW_03", 73, 219, -1, -1, 3),
7067 ui_button_info("MJW_09", 131, 213, -1, -1, 9),
7068 ui_button_info("MJW_05", 0, 398, -1, -1, 5),
7069 ui_button_info("MJW_06", 0, 435, -1, -1, 6),
7070 ui_button_info("MJW_04", 559, 411, -1, -1, 4),
7072 ui_button_info("MJW_00", 1, 24, -1, -1, 0),
7073 ui_button_info("MJW_01", 1, 66, -1, -1, 1),
7074 ui_button_info("MJW_02", 30, 244, 20, 272, 2),
7075 ui_button_info("MJW_03", 84, 244, 73, 272, 3),
7076 ui_button_info("MJW_04", 139, 242, 134, 272, 4),
7077 ui_button_info("MJW_05", 1, 406, -1, -1, 5),
7078 ui_button_info("MJW_06", 1, 447, -1, -1, 6),
7079 ui_button_info("MJW_07", 577, 428, 570, 414, 7),
7083 ui_button_info("2_MJW_00", 2, 38, -1, -1, 0),
7084 ui_button_info("2_MJW_01", 2, 106, -1, -1, 1),
7085 ui_button_info("2_MJW_02", 48, 390, 47, 435, 2),
7086 ui_button_info("2_MJW_03", 134, 390, 133, 435, 3),
7087 ui_button_info("2_MJW_04", 223, 388, 225, 435, 4),
7088 ui_button_info("2_MJW_05", 2, 649, -1, -1, 5),
7089 ui_button_info("2_MJW_06", 2, 715, -1, -1, 6),
7090 ui_button_info("2_MJW_07", 923, 685, 931, 667, 7),
7095 #define MULTI_JW_NUM_TEXT 7
7097 UI_XSTR Multi_jw_text[GR_NUM_RESOLUTIONS][MULTI_JW_NUM_TEXT] = {
7099 { "Team 1", 1308, 20, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_TEAM0].button },
7100 { "Team 2", 1309, 73, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_TEAM1].button },
7101 { "Pilot", 1310, 134, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_PILOT_INFO].button },
7102 { "Info", 1311, 134, 283, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_PILOT_INFO].button },
7103 { "Cancel", 387, 570, 414, UI_XSTR_COLOR_PINK, -1, &Multi_jw_buttons[0][MJW_CANCEL].button },
7104 { "Players", 1269, 38, 8, UI_XSTR_COLOR_GREEN, -1, NULL },
7105 { "Choose Team", 1312, 27, 231, UI_XSTR_COLOR_GREEN, -1, NULL },
7108 { "Team 1", 1308, 47, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_TEAM0].button },
7109 { "Team 2", 1309, 133, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_TEAM1].button },
7110 { "Pilot", 1310, 225, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_PILOT_INFO].button },
7111 { "Info", 1311, 225, 446, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_PILOT_INFO].button },
7112 { "Cancel", 387, 931, 667, UI_XSTR_COLOR_PINK, -1, &Multi_jw_buttons[1][MJW_CANCEL].button },
7113 { "Players", 1269, 165, 12, UI_XSTR_COLOR_GREEN, -1, NULL },
7114 { "Choose Team", 1312, 45, 373, UI_XSTR_COLOR_GREEN, -1, NULL },
7119 int Mjw_players_coords[GR_NUM_RESOLUTIONS][4] = {
7132 int Mjw_mission_name_coords[GR_NUM_RESOLUTIONS][2] = {
7141 // squad war checkbox
7142 UI_CHECKBOX Multi_jw_sw_checkbox;
7143 const char *Multi_jw_sw_checkbox_fname[GR_NUM_RESOLUTIONS] = {
7147 int Multi_jw_sw_checkbox_coords[GR_NUM_RESOLUTIONS][2] = {
7155 int Multi_jw_sw_checkbox_text[GR_NUM_RESOLUTIONS][2] = {
7165 // player list control thingie defs
7166 #define MULTI_JW_PLIST_MAX_DISPLAY 19
7167 int Multi_jw_plist_select_flag; // indicates whether we currently have a selected player
7168 short Multi_jw_plist_select_id; // id of the current selected player
7169 UI_BUTTON Multi_jw_plist_select_button; // for selecting a player
7171 int Multi_jw_should_show_popup = 0;
7173 // LOCAL function definitions
7174 void multi_jw_check_buttons();
7175 void multi_jw_button_pressed(int n);
7176 void multi_jw_do_netstuff();
7177 void multi_jw_scroll_players_up();
7178 void multi_jw_scroll_players_down();
7179 void multi_jw_plist_process();
7180 void multi_jw_plist_blit_normal();
7181 void multi_jw_plist_blit_team();
7182 short multi_jw_get_mouse_id();
7184 void multi_game_client_setup_init()
7188 // create the interface window
7189 Multi_jw_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
7190 Multi_jw_window.set_mask_bmap(Multi_jw_bitmap_mask_fname[gr_screen.res]);
7192 // load the background bitmap
7193 Multi_jw_bitmap = bm_load(Multi_jw_bitmap_fname[gr_screen.res]);
7194 if(Multi_jw_bitmap < 0){
7195 // we failed to load the bitmap - this is very bad
7199 // initialize the player list data
7200 Multi_jw_plist_select_flag = 0;
7201 Multi_jw_plist_select_id = -1;
7203 // kill any old instances of the chatbox and create a new one
7205 chatbox_create(CHATBOX_FLAG_BIG | CHATBOX_FLAG_DRAW_BOX | CHATBOX_FLAG_BUTTONS);
7207 // initialize the common notification messaging
7208 multi_common_notify_init();
7210 // initialize the common mission info display area.
7211 multi_common_set_text("");
7213 // use the common interface palette
7214 multi_common_set_palette();
7216 // create the interface buttons
7217 for(idx=0; idx<MULTI_JW_NUM_BUTTONS; idx++){
7218 // create the object
7219 Multi_jw_buttons[gr_screen.res][idx].button.create(&Multi_jw_window, "", Multi_jw_buttons[gr_screen.res][idx].x, Multi_jw_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
7221 // set the sound to play when highlighted
7222 Multi_jw_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
7224 // set the ani for the button
7225 Multi_jw_buttons[gr_screen.res][idx].button.set_bmaps(Multi_jw_buttons[gr_screen.res][idx].filename);
7228 Multi_jw_buttons[gr_screen.res][idx].button.link_hotspot(Multi_jw_buttons[gr_screen.res][idx].hotspot);
7231 // if this is a PXO game, enable the squadwar checkbox
7232 Multi_jw_sw_checkbox.create(&Multi_jw_window, "", Multi_jw_sw_checkbox_coords[gr_screen.res][0], Multi_jw_sw_checkbox_coords[gr_screen.res][1], 0);
7233 Multi_jw_sw_checkbox.set_bmaps(Multi_jw_sw_checkbox_fname[gr_screen.res], 6, 0);
7234 Multi_jw_sw_checkbox.disable();
7235 if(!MULTI_IS_TRACKER_GAME){
7236 Multi_jw_sw_checkbox.hide();
7241 for(idx=0; idx<MULTI_JW_NUM_TEXT; idx++){
7242 Multi_jw_window.add_XSTR(&Multi_jw_text[gr_screen.res][idx]);
7246 // create the player select list button and hide it
7247 Multi_jw_plist_select_button.create(&Multi_jw_window, "", Mjw_players_coords[gr_screen.res][MJW_X_COORD], Mjw_players_coords[gr_screen.res][MJW_Y_COORD], Mjw_players_coords[gr_screen.res][MJW_W_COORD], Mjw_players_coords[gr_screen.res][MJW_H_COORD], 0, 1);
7248 Multi_jw_plist_select_button.hide();
7251 Multi_jw_buttons[gr_screen.res][MJW_CANCEL].button.set_hotkey(SDLK_ESCAPE);
7253 // remove campaign flags
7254 Game_mode &= ~(GM_CAMPAIGN_MODE);
7256 // tell the server we have finished joining
7257 Net_player->state = NETPLAYER_STATE_JOINED;
7258 send_netplayer_update_packet();
7261 ml_printf(NOX("Joined netgame %s"), Netgame.name);
7263 // send any appropriate files
7264 multi_data_send_my_junk();
7267 void multi_game_client_setup_do_frame()
7270 int k = chatbox_process();
7271 char mission_text[255];
7272 /*k =*/ Multi_jw_window.process(k,0);
7274 Multi_jw_should_show_popup = 0;
7276 // process any button clicks
7277 multi_jw_check_buttons();
7279 // do any network related stuff
7280 multi_jw_do_netstuff();
7282 // draw the background, etc
7284 GR_MAYBE_CLEAR_RES(Multi_jw_bitmap);
7285 if(Multi_jw_bitmap != -1){
7286 gr_set_bitmap(Multi_jw_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7290 // if we're not in team vs. team mode, don't draw the team buttons
7291 if(!(Netgame.type_flags & NG_TYPE_TEAM)){
7292 Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.hide();
7293 Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.hide();
7294 Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.disable();
7295 Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.disable();
7297 Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.enable();
7298 Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.enable();
7299 Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.unhide();
7300 Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.unhide();
7303 if(MULTI_IS_TRACKER_GAME){
7304 // maybe check the squadwar button
7305 if(Netgame.type_flags & NG_TYPE_SW){
7306 Multi_jw_sw_checkbox.set_state(1);
7307 gr_set_color_fast(&Color_bright);
7309 Multi_jw_sw_checkbox.set_state(0);
7310 gr_set_color_fast(&Color_normal);
7313 gr_string(Multi_jw_sw_checkbox_text[gr_screen.res][0], Multi_jw_sw_checkbox_text[gr_screen.res][1], "SquadWar");
7316 // draw the UI window
7317 Multi_jw_window.draw();
7319 // process and display the player list
7320 // NOTE : this must be done before the buttons are checked to insure that a player hasn't dropped
7321 multi_jw_plist_process();
7322 if(Netgame.type_flags & NG_TYPE_TEAM){
7323 multi_jw_plist_blit_team();
7325 multi_jw_plist_blit_normal();
7328 // display any text in the info area
7329 multi_common_render_text();
7331 // display any pending notification messages
7332 multi_common_notify_do();
7334 // blit the mission filename if possible
7335 if(Netgame.campaign_mode){
7336 if(strlen(Netgame.campaign_name) > 0){
7337 SDL_strlcpy(mission_text, Netgame.campaign_name, SDL_arraysize(mission_text));
7339 if(strlen(Netgame.title) > 0){
7340 SDL_strlcat(mission_text, ", ", SDL_arraysize(mission_text));
7341 SDL_strlcat(mission_text, Netgame.title, SDL_arraysize(mission_text));
7344 gr_set_color_fast(&Color_bright_white);
7345 gr_string(Mjw_mission_name_coords[gr_screen.res][MJW_X_COORD],Mjw_mission_name_coords[gr_screen.res][MJW_Y_COORD],mission_text);
7348 if(strlen(Netgame.mission_name) > 0){
7349 SDL_strlcpy(mission_text, Netgame.mission_name, SDL_arraysize(mission_text));
7351 if(strlen(Netgame.title) > 0){
7352 SDL_strlcat(mission_text, ", ", SDL_arraysize(mission_text));
7353 SDL_strlcat(mission_text, Netgame.title, SDL_arraysize(mission_text));
7356 gr_set_color_fast(&Color_bright_white);
7357 gr_string(Mjw_mission_name_coords[gr_screen.res][MJW_X_COORD],Mjw_mission_name_coords[gr_screen.res][MJW_Y_COORD],mission_text);
7361 // process and show the chatbox thingie
7365 Multi_jw_window.draw_tooltip();
7367 // display the voice status indicator
7368 multi_common_voice_display_status();
7373 // if we're supposed to be displaying a pilot info popup
7374 if(Multi_jw_should_show_popup){
7375 player_index = find_player_id(Multi_jw_plist_select_id);
7376 if(player_index != -1){
7377 multi_pinfo_popup(&Net_players[player_index]);
7382 void multi_game_client_setup_close()
7384 // unload any bitmaps
7385 if(!bm_unload(Multi_jw_bitmap)){
7386 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_jw_bitmap_fname[gr_screen.res]));
7389 // destroy the chatbox
7392 // destroy the UI_WINDOW
7393 Multi_jw_window.destroy();
7396 if(Netgame.game_state == NETGAME_STATE_MISSION_SYNC){
7397 gamesnd_play_iface(SND_COMMIT_PRESSED);
7402 void multi_jw_check_buttons()
7405 for(idx=0;idx<MULTI_JW_NUM_BUTTONS;idx++){
7406 // we only really need to check for one button pressed at a time, so we can break after
7408 if(Multi_jw_buttons[gr_screen.res][idx].button.pressed()){
7409 multi_jw_button_pressed(idx);
7415 void multi_jw_button_pressed(int n)
7419 gamesnd_play_iface(SND_USER_SELECT);
7420 multi_quit_game(PROMPT_CLIENT);
7422 case MJW_SCROLL_PLAYERS_UP:
7423 multi_jw_scroll_players_up();
7425 case MJW_SCROLL_PLAYERS_DOWN:
7426 multi_jw_scroll_players_down();
7428 case MJW_SCROLL_INFO_UP:
7429 multi_common_scroll_text_up();
7431 case MJW_SCROLL_INFO_DOWN:
7432 multi_common_scroll_text_down();
7435 // request to set myself to team 0
7437 gamesnd_play_iface(SND_USER_SELECT);
7438 multi_team_set_team(Net_player,0);
7441 // request to set myself to team 1
7443 gamesnd_play_iface(SND_USER_SELECT);
7444 multi_team_set_team(Net_player,1);
7448 case MJW_PILOT_INFO:
7449 Multi_jw_should_show_popup = 1;
7453 multi_common_add_notify(XSTR("Not implemented yet!",760));
7458 // do stuff like pinging servers, sending out requests, etc
7459 void multi_jw_do_netstuff()
7463 void multi_jw_scroll_players_up()
7465 gamesnd_play_iface(SND_GENERAL_FAIL);
7468 // scroll down through the player list
7469 void multi_jw_scroll_players_down()
7471 gamesnd_play_iface(SND_GENERAL_FAIL);
7474 void multi_jw_plist_process()
7476 int test_count,player_index,idx;
7478 // first determine if there are 0 players in the game. This should never happen since the host is _always_ in the game
7480 for(idx=0;idx<MAX_PLAYERS;idx++){
7481 // count anyone except the standalone server (if applicable)
7482 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
7486 if(test_count <= 0){
7490 // if we had a selected item but that player has left, select myself instead
7491 if(Multi_jw_plist_select_flag){
7492 player_index = find_player_id(Multi_jw_plist_select_id);
7493 if(player_index == -1){
7494 Multi_jw_plist_select_id = Net_player->player_id;
7497 Multi_jw_plist_select_flag = 1;
7498 Multi_jw_plist_select_id = Net_player->player_id;
7501 // if the player has clicked somewhere in the player list area
7502 if(Multi_jw_plist_select_button.pressed()){
7506 player_id = multi_jw_get_mouse_id();
7507 player_index = find_player_id(player_id);
7508 if(player_index != -1){
7509 Multi_jw_plist_select_id = player_id;
7510 Multi_jw_plist_select_flag = 1;
7515 void multi_jw_plist_blit_normal()
7518 char str[CALLSIGN_LEN+1];
7519 int y_start = Mjw_players_coords[gr_screen.res][MJW_Y_COORD];
7522 // display all the players
7523 for(idx=0;idx<MAX_PLAYERS;idx++){
7524 // reset total offset
7527 // count anyone except the standalone server (if applicable)
7528 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
7529 // highlight him if he's the host
7530 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
7531 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7532 gr_set_color_fast(&Color_text_active_hi);
7534 gr_set_color_fast(&Color_bright);
7537 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7538 gr_set_color_fast(&Color_text_active);
7540 gr_set_color_fast(&Color_text_normal);
7544 // optionally draw his CD status
7545 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
7546 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7547 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start - 1);
7549 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
7552 // make sure the string will fit, then display it
7553 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
7554 if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
7555 SDL_strlcat(str, "(0)", SDL_arraysize(str));
7557 gr_force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset);
7558 gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str);
7565 void multi_jw_plist_blit_team()
7568 char str[CALLSIGN_LEN+1];
7569 int y_start = Mjw_players_coords[gr_screen.res][MJW_Y_COORD];
7572 // always blit the proper team button based on _my_ team status
7573 if(Net_player->p_info.team == 0){
7574 Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.draw_forced(2);
7576 Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.draw_forced(2);
7579 // display all the red players first
7580 for(idx=0;idx<MAX_PLAYERS;idx++){
7581 // reset total offset
7584 // count anyone except the standalone server (if applicable)
7585 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 0)){
7586 // highlight him if he's the host
7587 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
7588 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7589 gr_set_color_fast(&Color_text_active_hi);
7591 gr_set_color_fast(&Color_bright);
7594 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7595 gr_set_color_fast(&Color_text_active);
7597 gr_set_color_fast(&Color_text_normal);
7601 // optionally draw his CD status
7602 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
7603 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7604 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start - 1);
7606 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
7609 // blit the red team indicator
7610 if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
7611 if(Multi_common_icons[MICON_TEAM0_SELECT] != -1){
7612 gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7613 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start-2);
7615 total_offset += Multi_common_icon_dims[MICON_TEAM0_SELECT][0] + 1;
7618 if(Multi_common_icons[MICON_TEAM0] != -1){
7619 gr_set_bitmap(Multi_common_icons[MICON_TEAM0], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7620 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start-2);
7622 total_offset += Multi_common_icon_dims[MICON_TEAM0][0] + 1;
7626 // make sure the string will fit
7627 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
7628 gr_force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset);
7630 // display him in the correct half of the list depending on his team
7631 gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str);
7636 // display all the green players next
7637 for(idx=0;idx<MAX_PLAYERS;idx++){
7638 // reset total offset
7641 // count anyone except the standalone server (if applicable)
7642 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 1)){
7643 // highlight him if he's the host
7644 if(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST){
7645 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7646 gr_set_color_fast(&Color_text_active_hi);
7648 gr_set_color_fast(&Color_bright);
7651 if(Multi_jw_plist_select_id == Net_players[idx].player_id){
7652 gr_set_color_fast(&Color_text_active);
7654 gr_set_color_fast(&Color_text_normal);
7658 // optionally draw his CD status
7659 if((Net_players[idx].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
7660 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7661 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start - 1);
7663 total_offset += Multi_common_icon_dims[MICON_CD][0] + 1;
7666 // blit the red team indicator
7667 if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
7668 if(Multi_common_icons[MICON_TEAM1_SELECT] != -1){
7669 gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7670 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start-2);
7672 total_offset += Multi_common_icon_dims[MICON_TEAM1_SELECT][0] + 1;
7675 if(Multi_common_icons[MICON_TEAM1] != -1){
7676 gr_set_bitmap(Multi_common_icons[MICON_TEAM1], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
7677 gr_bitmap(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start-2);
7679 total_offset += Multi_common_icon_dims[MICON_TEAM1][0] + 1;
7683 // make sure the string will fit
7684 SDL_strlcpy(str, Net_players[idx].player->callsign, SDL_arraysize(str));
7685 if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
7686 SDL_strlcat(str, "(0)", SDL_arraysize(str));
7688 gr_force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset);
7690 // display him in the correct half of the list depending on his team
7691 gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str);
7697 void multi_jw_handle_join(net_player *pl)
7699 // for now just play a bloop sound
7700 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
7703 short multi_jw_get_mouse_id()
7705 // determine where he clicked (y pixel value)
7707 Multi_jw_plist_select_button.get_mouse_pos(NULL,&y);
7709 // select things a little differently if we're in team vs. team or non-team vs. team mode
7711 if(Netgame.type_flags & NG_TYPE_TEAM){
7712 int player_index = -1;
7714 // look through all of team red first
7715 for(idx=0;idx<MAX_PLAYERS;idx++){
7716 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 0)){
7719 // if this is the _nth_ guy
7727 // if we still haven't found him yet, look through the green team
7728 if(player_index == -1){
7729 for(idx=0;idx<MAX_PLAYERS;idx++){
7730 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_players[idx].p_info.team == 1)){
7732 // if this is the _nth_ guy
7740 if(player_index != -1){
7741 return Net_players[idx].player_id;
7744 // select the nth active player if possible, disregarding the standalone server
7745 for(idx=0;idx<MAX_PLAYERS;idx++){
7746 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
7749 // if this is the _nth_ guy
7751 return Net_players[idx].player_id;
7762 // -------------------------------------------------------------------------------------------------------------
7764 // MULTIPLAYER WAIT/SYNCH SCREEN
7767 #define MULTI_SYNC_HOST_COUNT 4 // host uses 4 buttons (and sometimes 5)
7768 #define MULTI_SYNC_CLIENT_COUNT 3 // client only uses 3 buttons
7770 const char *Multi_sync_bitmap_fname[GR_NUM_RESOLUTIONS] = {
7771 "MultiSynch", // GR_640
7772 "2_MultiSynch" // GR_1024
7775 const char *Multi_sync_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
7776 "MultiSynch-M", // GR_640
7777 "2_MultiSynch-M" // GR_1024
7782 // constants for coordinate lookup
7783 #define MS_X_COORD 0
7784 #define MS_Y_COORD 1
7785 #define MS_W_COORD 2
7786 #define MS_H_COORD 3
7788 UI_WINDOW Multi_sync_window; // the window object for the join screen
7789 int Multi_sync_button_count; // the # of buttons to use for this instance of mission sync
7790 int Multi_sync_bitmap; // the background bitmap
7793 #define MULTI_SYNC_NUM_BUTTONS 5
7794 #define MS_SCROLL_INFO_UP 0
7795 #define MS_SCROLL_INFO_DOWN 1
7799 ui_button_info Multi_sync_buttons[GR_NUM_RESOLUTIONS][MULTI_SYNC_NUM_BUTTONS] = {
7802 ui_button_info("MS_00", 0, 396, -1, -1, 0),
7803 ui_button_info("MS_01", 0, 435, -1, -1, 1),
7804 ui_button_info("MS_02", 496, 411, -1, -1, 2),
7805 ui_button_info("MS_04", 436, 403, -1, -1, 4),
7806 ui_button_info("MS_03", 556, 398, -1, -1, 3),
7808 ui_button_info("MS_00", 1, 404, -1, -1, 0),
7809 ui_button_info("MS_01", 1, 446, -1, -1, 1),
7810 ui_button_info("MS_03", 518, 426, 519, 416, 3),
7811 ui_button_info("MS_02", 469, 426, 479, 416, 2),
7812 ui_button_info("MS_04", 571, 420, 577, 416, 4),
7816 ui_button_info("2_MS_00", 2, 647, -1, -1, 0),
7817 ui_button_info("2_MS_01", 2, 713, -1, -1, 1),
7818 ui_button_info("2_MS_03", 829, 682, 831, 667, 3),
7819 ui_button_info("2_MS_02", 751, 682, 766, 667, 2),
7820 ui_button_info("2_MS_04", 914, 672, 924, 667, 4),
7826 #define MULTI_SYNC_NUM_TEXT 5
7828 #define MST_LAUNCH 2
7829 UI_XSTR Multi_sync_text[GR_NUM_RESOLUTIONS][MULTI_SYNC_NUM_TEXT] = {
7831 { "Kick", 1266, 479, 416, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[0][MS_KICK].button },
7832 { "Cancel", 387, 519, 416, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[0][MS_CANCEL].button },
7833 { "Launch", 801, 577, 416, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[0][MS_LAUNCH].button },
7834 { "Players", 1269, 23, 133, UI_XSTR_COLOR_GREEN, -1, NULL },
7835 { "Status", 1304, 228, 133, UI_XSTR_COLOR_GREEN, -1, NULL }
7838 { "Kick", 1266, 766, 667, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[1][MS_KICK].button },
7839 { "Cancel", 387, 831, 667, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[1][MS_CANCEL].button },
7840 { "Launch", 801, 924, 667, UI_XSTR_COLOR_PINK, -1, &Multi_sync_buttons[1][MS_LAUNCH].button },
7841 { "Players", 1269, 38, 214, UI_XSTR_COLOR_GREEN, -1, NULL },
7842 { "Status", 1304, 366, 214, UI_XSTR_COLOR_GREEN, -1, NULL }
7848 int Ms_status_coords[GR_NUM_RESOLUTIONS][4] = {
7857 // player status coords
7858 int Ms_status2_coords[GR_NUM_RESOLUTIONS][4] = {
7867 int Ms_cd_icon_offset[GR_NUM_RESOLUTIONS] = {
7872 int Ms_team_icon_offset[GR_NUM_RESOLUTIONS] = {
7877 // player currently selected, index into Net_players[]
7878 int Multi_sync_player_select = -1;
7880 // player list control thingie defs
7881 #define MULTI_SYNC_PLIST_MAX_DISPLAY 15
7882 int Multi_sync_plist_start; // where to start displaying from
7883 int Multi_sync_plist_count; // how many we have
7885 // list select button
7886 UI_BUTTON Multi_sync_plist_button;
7888 int Multi_sync_mode = -1;
7890 #define MULTI_SYNC_COUNTDOWN_TIME 5 // in seconds
7891 float Multi_sync_countdown_timer;
7892 int Multi_sync_countdown = -1;
7894 int Multi_launch_button_created;
7897 // countdown animation timer
7898 const char* Multi_sync_countdown_fname[GR_NUM_RESOLUTIONS] = {
7900 "2_Count" // GR_1024
7903 int Multi_sync_countdown_coords[GR_NUM_RESOLUTIONS][2] = {
7914 anim *Multi_sync_countdown_anim = NULL;
7915 anim_instance *Multi_sync_countdown_instance = NULL;
7918 // PREBRIEFING STUFF
7919 // syncing flags used by the server
7920 int Mission_sync_flags = 0;
7921 #define MS_FLAG_SENT_FILESIG (1<<0) // sent filesig requests
7922 #define MS_FLAG_SENT_LOAD (1<<1) // sent load packets
7923 #define MS_FLAG_PUSHED_BRIEFING (1<<2) // pushed everyone else into the briefing
7924 #define MS_FLAG_POST_DATA (1<<3) // sent the post data block
7925 #define MS_FLAG_WSS_SLOTS (1<<4) // all players have received wss slot data
7926 #define MS_FLAG_PSETTINGS (1<<5) // send the player settings packet
7927 #define MS_FLAG_MT_STATS_START (1<<6) // server has started getting player stats from the tracker
7928 #define MS_FLAG_MT_STATS_DONE (1<<7) // server has finished getting player stats from the tracker (success or fail)
7929 #define MS_FLAG_TS_SLOTS (1<<8) // team/ship slots have been sent
7930 #define MS_FLAG_DATA_DONE (1<<9) // done transferring all necessary data
7931 #define MS_FLAG_CAMP_DONE (1<<10) // send campaign pool/goal/event stuff
7933 // POSTBRIEFING STUFF
7934 int Multi_state_timestamp;
7935 int Multi_sync_launch_pressed;
7937 // LOCAL function definitions
7938 void multi_sync_check_buttons();
7939 void multi_sync_button_pressed(int n);
7940 void multi_sync_scroll_info_up();
7941 void multi_sync_scroll_info_down();
7942 void multi_sync_display_name(const char *name, int index, int np_index); // display info on the left hand portion of the status window thingie
7943 void multi_sync_display_status(const char *status, int index); // display info on the right hand portion of the status window thingie
7944 void multi_sync_force_start_pre();
7945 void multi_sync_force_start_post();
7946 void multi_sync_launch();
7947 void multi_sync_create_launch_button();
7948 void multi_sync_blit_screen_all();
7949 void multi_sync_handle_plist();
7951 void multi_sync_common_init();
7952 void multi_sync_common_do();
7953 void multi_sync_common_close();
7955 void multi_sync_pre_init();
7956 void multi_sync_pre_do();
7957 void multi_sync_pre_close();
7959 void multi_sync_post_init();
7960 void multi_sync_post_do();
7961 void multi_sync_post_close();
7966 // perform the correct init functions
7967 void multi_sync_init()
7969 Multi_sync_countdown = -1;
7973 // reset all timestamp
7974 multi_reset_timestamps();
7976 extern time_t Player_multi_died_check;
7977 Player_multi_died_check = -1;
7979 if(!(Game_mode & GM_STANDALONE_SERVER)){
7980 multi_sync_common_init();
7983 switch(Multi_sync_mode){
7984 case MULTI_SYNC_PRE_BRIEFING:
7985 multi_sync_pre_init();
7987 case MULTI_SYNC_POST_BRIEFING:
7988 multi_sync_post_init();
7990 case MULTI_SYNC_INGAME:
7991 multi_ingame_sync_init();
7996 // perform the correct do frame functions
7997 void multi_sync_do()
7999 if(!(Game_mode & GM_STANDALONE_SERVER)){
8000 multi_sync_common_do();
8003 // if the netgame is ending, don't do any sync processing
8004 if(multi_endgame_ending()){
8008 // process appropriateliy
8009 switch(Multi_sync_mode){
8010 case MULTI_SYNC_PRE_BRIEFING:
8011 multi_sync_pre_do();
8013 case MULTI_SYNC_POST_BRIEFING:
8014 multi_sync_post_do();
8016 case MULTI_SYNC_INGAME:
8017 multi_ingame_sync_do();
8020 GR_MAYBE_CLEAR_RES(Multi_sync_bitmap);
8021 if(Multi_sync_bitmap != -1){
8022 gr_set_bitmap(Multi_sync_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8025 Multi_sync_window.draw();
8027 multi_sync_blit_screen_all();
8034 // perform the correct close functions
8035 void multi_sync_close()
8037 switch(Multi_sync_mode){
8038 case MULTI_SYNC_PRE_BRIEFING:
8039 multi_sync_pre_close();
8041 case MULTI_SYNC_POST_BRIEFING:
8042 multi_sync_post_close();
8044 case MULTI_SYNC_INGAME:
8045 multi_ingame_sync_close();
8049 if(!(Game_mode & GM_STANDALONE_SERVER)){
8050 multi_sync_common_close();
8054 const char *multi_sync_tooltip_handler(const char *str)
8056 if (!SDL_strcasecmp(str, NOX("@launch"))) {
8057 if (Multi_launch_button_created){
8058 return XSTR("Launch",801);
8065 void multi_sync_common_init()
8069 // create the interface window
8070 Multi_sync_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
8071 Multi_sync_window.set_mask_bmap(Multi_sync_bitmap_mask_fname[gr_screen.res]);
8072 Multi_sync_window.tooltip_handler = multi_sync_tooltip_handler;
8074 // load the background bitmap
8075 Multi_sync_bitmap = bm_load(Multi_sync_bitmap_fname[gr_screen.res]);
8076 if (Multi_sync_bitmap < 0) {
8077 // we failed to load the bitmap - this is very bad
8081 // initialize the player list data
8082 Multi_sync_plist_start = 0;
8083 Multi_sync_plist_count = 1; // we can pretty safely assume that there's one player in the game - me.
8085 Multi_launch_button_created = 0;
8087 // create the chatbox thingie (shouldn't be necesary to do this, but we'll put it in for good measure)
8090 // force the chatbox to be small
8091 chatbox_force_small();
8093 // initialize the common notification messaging
8094 multi_common_notify_init();
8096 // initialize the common mission info display area.
8097 multi_common_set_text("");
8099 // use the common interface palette
8100 multi_common_set_palette();
8102 // don't select any player yet.
8103 Multi_sync_player_select = -1;
8105 // determine how many of the 5 buttons to create
8106 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
8107 Multi_sync_button_count = MULTI_SYNC_HOST_COUNT;
8109 Multi_sync_button_count = MULTI_SYNC_CLIENT_COUNT;
8111 // create the interface buttons
8112 for(idx=0; idx<Multi_sync_button_count; idx++){
8113 // create the object
8114 Multi_sync_buttons[gr_screen.res][idx].button.create(&Multi_sync_window, "", Multi_sync_buttons[gr_screen.res][idx].x, Multi_sync_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
8116 // set the sound to play when highlighted
8117 Multi_sync_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
8119 // set the ani for the button
8120 // this wierdness is necessary because cancel and kick buttons aren't drawn on the background bitmap,
8121 // so we have to load in frame 0, too (the file should exist)
8122 if ((idx == MS_CANCEL) || (idx == MS_KICK) || (idx == MS_LAUNCH)) {
8123 Multi_sync_buttons[gr_screen.res][idx].button.set_bmaps(Multi_sync_buttons[gr_screen.res][idx].filename, 3, 0);
8125 Multi_sync_buttons[gr_screen.res][idx].button.set_bmaps(Multi_sync_buttons[gr_screen.res][idx].filename);
8129 Multi_sync_buttons[gr_screen.res][idx].button.link_hotspot(Multi_sync_buttons[gr_screen.res][idx].hotspot);
8134 for(idx=0; idx<MULTI_SYNC_NUM_TEXT; idx++) {
8135 // don't create the "launch" button text just yet
8136 if(idx == MST_LAUNCH) {
8139 // multiplayer clients should ignore the kick button
8140 if(!MULTIPLAYER_MASTER && !MULTIPLAYER_HOST && (idx == MST_KICK)) {
8144 Multi_sync_window.add_XSTR(&Multi_sync_text[gr_screen.res][idx]);
8148 // create the player list select button and hide it
8149 Multi_sync_plist_button.create(&Multi_sync_window, "", Ms_status_coords[gr_screen.res][MS_X_COORD], Ms_status_coords[gr_screen.res][MS_Y_COORD], Ms_status_coords[gr_screen.res][MS_W_COORD], Ms_status_coords[gr_screen.res][MS_H_COORD], 0, 1);
8150 Multi_sync_plist_button.hide();
8152 // set up hotkeys for certain common functions
8153 Multi_sync_buttons[gr_screen.res][MS_CANCEL].button.set_hotkey(SDLK_ESCAPE);
8156 void multi_sync_common_do()
8158 int k = chatbox_process();
8159 k = Multi_sync_window.process(k);
8161 // process the player list
8162 multi_sync_handle_plist();
8164 // process any button clicks
8165 multi_sync_check_buttons();
8167 // process any keypresses
8171 gamesnd_play_iface(SND_USER_SELECT);
8172 multi_quit_game(PROMPT_ALL);
8177 void multi_sync_common_close()
8179 // unload any bitmaps
8180 if(!bm_unload(Multi_sync_bitmap)){
8181 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_sync_bitmap_fname[gr_screen.res]));
8184 extern time_t Player_multi_died_check;
8185 Player_multi_died_check = -1;
8187 // destroy the UI_WINDOW
8188 Multi_sync_window.destroy();
8191 void multi_sync_blit_screen_all()
8198 // display any text in the info area
8199 multi_common_render_text();
8201 // display any pending notification messages
8202 multi_common_notify_do();
8204 // display any info about visible players
8206 for(idx=0;idx<MAX_PLAYERS;idx++){
8207 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
8208 // display his name and status
8209 multi_sync_display_name(Net_players[idx].player->callsign,count,idx);
8211 // get the player state
8212 state = Net_players[idx].state;
8214 // if we're ingame joining, show all other players except myself as "playing"
8215 if((Net_player != NULL) && (&Net_players[idx] != Net_player) && ((Multi_sync_mode == MULTI_SYNC_INGAME) || (Net_player->flags & NETINFO_FLAG_INGAME_JOIN)) ){
8216 state = NETPLAYER_STATE_IN_MISSION;
8220 case NETPLAYER_STATE_MISSION_LOADING:
8221 multi_sync_display_status(XSTR("Mission Loading",802),count);
8223 case NETPLAYER_STATE_INGAME_SHIP_SELECT: // I don't think its possible to see this state, but...
8224 multi_sync_display_status(XSTR("Ingame Ship Select",803),count);
8226 case NETPLAYER_STATE_DEBRIEF:
8227 multi_sync_display_status(XSTR("Debriefing",804),count);
8229 case NETPLAYER_STATE_MISSION_SYNC:
8230 multi_sync_display_status(XSTR("Mission Sync",805),count);
8232 case NETPLAYER_STATE_JOINING:
8233 multi_sync_display_status(XSTR("Joining",806),count);
8235 case NETPLAYER_STATE_JOINED:
8236 multi_sync_display_status(XSTR("Joined",807),count);
8238 case NETPLAYER_STATE_SLOT_ACK :
8239 multi_sync_display_status(XSTR("Slot Ack",808),count);
8241 case NETPLAYER_STATE_BRIEFING:
8242 multi_sync_display_status(XSTR("Briefing",765),count);
8244 case NETPLAYER_STATE_SHIP_SELECT:
8245 multi_sync_display_status(XSTR("Ship Select",809),count);
8247 case NETPLAYER_STATE_WEAPON_SELECT:
8248 multi_sync_display_status(XSTR("Weapon Select",810),count);
8250 case NETPLAYER_STATE_WAITING:
8251 multi_sync_display_status(XSTR("Waiting",811),count);
8253 case NETPLAYER_STATE_IN_MISSION:
8254 multi_sync_display_status(XSTR("In Mission",812),count);
8256 case NETPLAYER_STATE_MISSION_LOADED:
8257 multi_sync_display_status(XSTR("Mission Loaded",813),count);
8259 case NETPLAYER_STATE_DATA_LOAD:
8260 multi_sync_display_status(XSTR("Data loading",814),count);
8262 case NETPLAYER_STATE_SETTINGS_ACK:
8263 multi_sync_display_status(XSTR("Ready To Enter Mission",815),count);
8265 case NETPLAYER_STATE_INGAME_SHIPS:
8266 multi_sync_display_status(XSTR("Ingame Ships Packet Ack",816),count);
8268 case NETPLAYER_STATE_INGAME_WINGS:
8269 multi_sync_display_status(XSTR("Ingame Wings Packet Ack",817),count);
8271 case NETPLAYER_STATE_INGAME_RPTS:
8272 multi_sync_display_status(XSTR("Ingame Respawn Points Ack",818),count);
8274 case NETPLAYER_STATE_SLOTS_ACK:
8275 multi_sync_display_status(XSTR("Ingame Weapon Slots Ack",819),count);
8277 case NETPLAYER_STATE_POST_DATA_ACK:
8278 multi_sync_display_status(XSTR("Post Briefing Data Block Ack",820),count);
8280 case NETPLAYER_STATE_FLAG_ACK :
8281 multi_sync_display_status(XSTR("Flags Ack",821),count);
8283 case NETPLAYER_STATE_MT_STATS :
8284 multi_sync_display_status(XSTR("Parallax Online Stats Updating",822),count);
8286 case NETPLAYER_STATE_WSS_ACK :
8287 multi_sync_display_status(XSTR("Weapon Slots Ack",823),count);
8289 case NETPLAYER_STATE_HOST_SETUP :
8290 multi_sync_display_status(XSTR("Host setup",824),count);
8292 case NETPLAYER_STATE_DEBRIEF_ACCEPT:
8293 multi_sync_display_status(XSTR("Debrief accept",825),count);
8295 case NETPLAYER_STATE_DEBRIEF_REPLAY:
8296 multi_sync_display_status(XSTR("Debrief replay",826),count);
8298 case NETPLAYER_STATE_CPOOL_ACK:
8299 multi_sync_display_status(XSTR("Campaign ship/weapon ack",827),count);
8301 case NETPLAYER_STATE_MISSION_XFER :
8303 // server should display the pct completion of all clients
8304 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
8305 if(Net_players[idx].s_info.xfer_handle != -1){
8306 pct_complete = multi_xfer_pct_complete(Net_players[idx].s_info.xfer_handle);
8308 // if we've got a valid xfer handle
8309 if((pct_complete >= 0.0) && (pct_complete <= 1.0)){
8310 SDL_snprintf(txt,SDL_arraysize(txt),XSTR("Mission file xfer %d%%",828),(int)(pct_complete * 100.0f));
8314 SDL_strlcpy(txt, XSTR("Mission file xfer", 829), SDL_arraysize(txt));
8317 SDL_strlcpy(txt, XSTR("Mission file xfer", 829), SDL_arraysize(txt));
8320 // clients should display only for themselves (which is the only thing they know)
8322 // if we've got a valid file xfer handle
8323 if((&Net_players[idx] == Net_player) && (Net_player->s_info.xfer_handle != -1)){
8324 pct_complete = multi_xfer_pct_complete(Net_player->s_info.xfer_handle);
8326 // if we've got a valid xfer handle
8327 if((pct_complete >= 0.0) && (pct_complete <= 1.0)){
8328 SDL_snprintf(txt,SDL_arraysize(txt),XSTR("Mission file xfer %d%%",828),(int)(pct_complete * 100.0f));
8332 SDL_strlcpy(txt, XSTR("Mission file xfer", 829), SDL_arraysize(txt));
8337 SDL_strlcpy(txt, XSTR("Mission file xfer", 829), SDL_arraysize(txt));
8342 multi_sync_display_status(txt,count);
8345 nprintf(("Network","Unhandled player state : %d !\n",Net_players[idx].state));
8352 // display the mission start countdown timer (if any)
8353 anim_render_all(GS_STATE_MULTI_MISSION_SYNC,flFrametime);
8355 // process and show the chatbox thingie
8359 Multi_sync_window.draw_tooltip();
8361 // display the voice status indicator
8362 multi_common_voice_display_status();
8365 void multi_sync_check_buttons()
8368 for(idx=0;idx<Multi_sync_button_count;idx++){
8369 // we only really need to check for one button pressed at a time, so we can break after
8371 if(Multi_sync_buttons[gr_screen.res][idx].button.pressed()){
8372 multi_sync_button_pressed(idx);
8378 void multi_sync_button_pressed(int n)
8383 gamesnd_play_iface(SND_USER_SELECT);
8384 multi_quit_game(PROMPT_ALL);
8387 // scroll the info box up
8388 case MS_SCROLL_INFO_UP:
8389 multi_common_scroll_text_up();
8392 // scroll the info box down
8393 case MS_SCROLL_INFO_DOWN:
8394 multi_common_scroll_text_down();
8399 // if we have a currently selected player, kick him
8400 if(Multi_sync_player_select >= 0){
8401 multi_kick_player(Multi_sync_player_select);
8405 // start the final launch countdown (post-sync only)
8407 multi_sync_start_countdown();
8410 // doesn't do anything
8416 void multi_sync_pre_init()
8420 Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
8422 // if we're in teamplay mode, always force skill level to be medium
8423 if((Netgame.type_flags & NG_TYPE_TEAM) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
8424 Netgame.options.skill_level = NUM_SKILL_LEVELS / 2;
8425 Game_skill_level = NUM_SKILL_LEVELS / 2;
8426 multi_options_update_netgame();
8429 // notify everyone of when we get here
8430 if(!(Game_mode & GM_STANDALONE_SERVER)){
8431 Net_player->state = NETPLAYER_STATE_MISSION_SYNC;
8432 send_netplayer_update_packet();
8435 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
8437 ml_string(NOX("Server performing pre-briefing data sync"));
8439 if(!(Game_mode & GM_STANDALONE_SERVER)){
8440 multi_common_set_text(XSTR("Server performing sync\n",830),1);
8443 // maybe initialize tvt and squad war stuff
8444 if(Netgame.type_flags & NG_TYPE_TEAM){
8445 multi_team_level_init();
8448 // force everyone into this state
8449 send_netgame_update_packet();
8451 if(!(Game_mode & GM_STANDALONE_SERVER)){
8452 multi_common_add_text(XSTR("Send update packet\n",831),1);
8455 // setup some of my own data
8456 Net_player->flags |= NETINFO_FLAG_MISSION_OK;
8458 // do any output stuff
8459 if(Game_mode & GM_STANDALONE_SERVER){
8460 std_debug_set_standalone_state_string("Mission Sync");
8463 // do this here to insure we have the most up to date file checksum info
8464 multi_get_mission_checksum(Game_current_mission_filename);
8465 // parse_get_file_signature(Game_current_mission_filename);
8467 if(!(Game_mode & GM_STANDALONE_SERVER)){
8468 multi_common_add_text(XSTR("Got file signatures\n",832),1);
8471 if(!(Game_mode & GM_STANDALONE_SERVER)){
8472 multi_common_add_text(XSTR("Sending update state packet\n",833),1);
8476 // if we're not in team vs. team mode - set all player teams to be 0, and unset all captaincy bits
8477 if(!(Netgame.type_flags & NG_TYPE_TEAM)){
8478 for(idx=0;idx<MAX_PLAYERS;idx++){
8479 Net_players[idx].p_info.team = 0;
8480 Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
8484 // we aren't necessarily xferring the mission file yet
8485 SDL_assert(Net_player->s_info.xfer_handle == -1);
8487 // always call this for good measure
8488 multi_campaign_flush_data();
8490 Mission_sync_flags = 0;
8491 Multi_mission_loaded = 0;
8494 void multi_sync_pre_do()
8498 // If I'm the server, wait for everyone to arrive in this state, then begin transferring data, etc.
8499 // all servers (standalone or no, go through this)
8500 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
8501 // wait for everyone to arrive, then request filesig from all of them
8502 if(multi_netplayer_state_check(NETPLAYER_STATE_MISSION_SYNC) && !(Mission_sync_flags & MS_FLAG_SENT_FILESIG) && !multi_endgame_ending()){
8503 send_file_sig_request(Netgame.mission_name);
8504 Mission_sync_flags |= MS_FLAG_SENT_FILESIG;
8506 if(!(Game_mode & GM_STANDALONE_SERVER)){
8507 multi_common_add_text(XSTR("Sent filesig request\n",834),1);
8511 // if we're waiting for players to receive files, then check on their status
8512 if((Mission_sync_flags & MS_FLAG_SENT_FILESIG) && !multi_netplayer_flag_check(NETINFO_FLAG_MISSION_OK) && !multi_endgame_ending()){
8513 for(idx=0;idx<MAX_PLAYERS;idx++){
8514 // if this player is in the process of xferring a file
8515 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].s_info.xfer_handle != -1)){
8516 switch(multi_xfer_get_status(Net_players[idx].s_info.xfer_handle)){
8517 // if it has successfully completed, set his ok flag
8518 case MULTI_XFER_SUCCESS :
8520 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
8522 // release the xfer instance handle
8523 multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
8524 Net_players[idx].s_info.xfer_handle = -1;
8526 // if it has failed or timed-out, kick the player
8527 case MULTI_XFER_TIMEDOUT:
8528 case MULTI_XFER_FAIL:
8529 // release the xfer handle
8530 multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
8531 Net_players[idx].s_info.xfer_handle = -1;
8534 multi_kick_player(idx, 0, KICK_REASON_BAD_XFER);
8541 // NOTE : this is now obsolete
8542 // once everyone is verified, do any data transfer necessary
8543 if(multi_netplayer_flag_check(NETINFO_FLAG_MISSION_OK) && !(Mission_sync_flags & MS_FLAG_DATA_DONE) && !multi_endgame_ending()){
8544 // do nothing for now
8545 Mission_sync_flags |= MS_FLAG_DATA_DONE;
8547 // send campaign pool data
8548 multi_campaign_send_pool_status();
8551 // wait for everyone to ack on campaign pool data (even in non-campaign situations)
8552 if((Mission_sync_flags & MS_FLAG_DATA_DONE) && !(Mission_sync_flags & MS_FLAG_CAMP_DONE) && !multi_endgame_ending()){
8553 // check to see if everyone has acked the campaign pool data
8554 if(multi_netplayer_state_check(NETPLAYER_STATE_CPOOL_ACK)){
8555 Mission_sync_flags |= MS_FLAG_CAMP_DONE;
8559 // once everyone is verified, tell them to load the mission
8560 // also make sure to load the mission myself _AFTER_ telling everyone to do so. This makes the whole process
8561 // move along faster
8562 if((Mission_sync_flags & MS_FLAG_CAMP_DONE) && !(Mission_sync_flags & MS_FLAG_SENT_LOAD) && !multi_endgame_ending()){
8563 send_netplayer_load_packet(NULL);
8564 Mission_sync_flags |= MS_FLAG_SENT_LOAD;
8566 if(!(Game_mode & GM_STANDALONE_SERVER)){
8567 multi_common_add_text(XSTR("Sent load packet\n",835),1);
8570 // load the mission myself, as soon as possible
8571 if(!Multi_mission_loaded){
8572 nprintf(("Network","Server loading mission..."));
8574 // update everyone about my status
8575 Net_player->state = NETPLAYER_STATE_MISSION_LOADING;
8576 send_netplayer_update_packet();
8578 game_start_mission();
8580 nprintf(("Network","Done\n"));
8581 Multi_mission_loaded = 1;
8583 // update everyone about my status
8584 Net_player->state = NETPLAYER_STATE_MISSION_LOADED;
8585 send_netplayer_update_packet();
8587 if(!(Game_mode & GM_STANDALONE_SERVER)){
8588 multi_common_add_text(XSTR("Loaded mission locally\n",836),1);
8593 // if everyone has loaded the mission, randomly assign players to ships
8594 if(multi_netplayer_state_check(NETPLAYER_STATE_MISSION_LOADED) && !(Mission_sync_flags & MS_FLAG_TS_SLOTS) && !multi_endgame_ending()){
8595 // call the team select function to assign players to their ships, wings, etc
8596 multi_ts_assign_players_all();
8597 send_netplayer_slot_packet();
8600 Mission_sync_flags |= MS_FLAG_TS_SLOTS;
8603 // if everyone has loaded the mission, move to the team select stage
8604 if(Sync_test && multi_netplayer_state_check(NETPLAYER_STATE_SLOT_ACK) && !(Mission_sync_flags & MS_FLAG_PUSHED_BRIEFING) && !multi_endgame_ending()){
8605 Netgame.game_state = NETGAME_STATE_BRIEFING;
8606 send_netgame_update_packet(); // this will push everyone into the next state
8608 // the standalone moves to his own wait state, whereas in the normal game mode, the server/host moves in to the
8609 // team select state
8610 if(Game_mode & GM_STANDALONE_SERVER){
8611 gameseq_post_event(GS_EVENT_MULTI_STD_WAIT);
8613 gameseq_post_event(GS_EVENT_START_GAME);
8616 Mission_sync_flags |= MS_FLAG_PUSHED_BRIEFING;
8618 if(!(Game_mode & GM_STANDALONE_SERVER)){
8619 multi_common_add_text(XSTR("Moving to team select\n",837),1);
8623 // clients should detect here if they are doing a file xfer and do error processing
8624 if((Net_player->state == NETPLAYER_STATE_MISSION_XFER) && (Net_player->s_info.xfer_handle != -1) && !multi_endgame_ending()){
8625 switch(multi_xfer_get_status(Net_player->s_info.xfer_handle)){
8626 // if it has successfully completed, set his ok flag
8627 case MULTI_XFER_SUCCESS :
8628 // release my xfer handle
8629 multi_xfer_release_handle(Net_player->s_info.xfer_handle);
8630 Net_player->s_info.xfer_handle = -1;
8633 // if it has failed or timed-out, kick the player
8634 case MULTI_XFER_TIMEDOUT:
8635 case MULTI_XFER_FAIL:
8636 // release my xfer handle
8637 multi_xfer_release_handle(Net_player->s_info.xfer_handle);
8638 Net_player->s_info.xfer_handle = -1;
8640 // leave the game qith an error code
8641 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_XFER_FAIL);
8648 if(!(Game_mode & GM_STANDALONE_SERVER)){
8650 GR_MAYBE_CLEAR_RES(Multi_sync_bitmap);
8651 if(Multi_sync_bitmap != -1){
8652 gr_set_bitmap(Multi_sync_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8655 Multi_sync_window.draw();
8657 multi_sync_blit_screen_all();
8663 void multi_sync_pre_close()
8665 // at this point, we should shut down any file xfers...
8666 if(Net_player->s_info.xfer_handle != -1){
8667 nprintf(("Network","WARNING - killing file xfer while leaving mission sync state!!!\n"));
8669 multi_xfer_abort(Net_player->s_info.xfer_handle);
8670 Net_player->s_info.xfer_handle = -1;
8674 void multi_sync_post_init()
8676 multi_reset_timestamps();
8678 Multi_state_timestamp = timestamp(0);
8681 ml_string(NOX("Performing post-briefing data sync"));
8683 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
8684 multi_common_add_text(XSTR("Server performing sync\n",830),1);
8686 multi_common_add_text(XSTR("Client performing sync\n",838),1);
8689 // everyone should re-initialize these
8690 init_multiplayer_stats();
8692 // reset all sequencing info
8693 multi_oo_reset_sequencing();
8695 // if I am not the master of the game, then send the firing information for my ship
8697 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
8698 send_firing_info_packet();
8701 // if I'm not a standalone server, load up the countdown stuff
8702 if(!(Game_mode & GM_STANDALONE_SERVER)){
8703 Multi_sync_countdown_anim = NULL;
8704 Multi_sync_countdown_instance = NULL;
8705 Multi_sync_countdown_anim = anim_load(Multi_sync_countdown_fname[gr_screen.res]);
8706 if(Multi_sync_countdown_anim == NULL){
8707 nprintf(("General","WARNING!, Could not load countdown animation %s!\n",Multi_sync_countdown_fname[gr_screen.res]));
8711 // create objects for all permanent observers
8712 multi_obs_level_init();
8714 // clear the game start countdown timer
8715 Multi_sync_countdown_timer = -1.0f;
8716 Multi_sync_countdown = -1;
8718 // if this is a team vs. team mission, mark all ship teams appropriately
8719 if(Netgame.type_flags & NG_TYPE_TEAM){
8720 multi_team_mark_all_ships();
8723 Mission_sync_flags = 0;
8724 Multi_sync_launch_pressed = 0;
8727 #define MULTI_POST_TIMESTAMP 7000
8729 extern int create_wings();
8731 void multi_sync_post_do()
8735 // only if the host is also the master should he be doing this (non-standalone situation)
8736 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
8738 // once everyone gets to this screen, send them the ship classes of all ships.
8739 if(multi_netplayer_state_check(NETPLAYER_STATE_WAITING) && !(Mission_sync_flags & MS_FLAG_POST_DATA)) {
8740 // only the host should ever do this
8741 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
8742 // at this point we want to delete all necessary ships, change all necessary ship classes, and set all weapons up
8743 multi_ts_create_wings();
8745 // update player ets settings
8746 for(idx=0;idx<MAX_PLAYERS;idx++){
8747 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player->objnum != -1)){
8748 multi_server_update_player_weapons(&Net_players[idx],&Ships[Objects[Net_players[idx].player->objnum].instance]);
8753 // note that this is done a little differently for standalones and nonstandalones
8754 send_post_sync_data_packet();
8756 multi_common_add_text(XSTR("Sending post briefing block information\n",839),1);
8758 Mission_sync_flags |= MS_FLAG_POST_DATA;
8761 // send weapon slots data
8762 if(multi_netplayer_state_check(NETPLAYER_STATE_POST_DATA_ACK) && !(Mission_sync_flags & MS_FLAG_WSS_SLOTS)) {
8763 // note that this is done a little differently for standalones and nonstandalones
8764 if(Netgame.type_flags & NG_TYPE_TEAM){
8765 send_wss_slots_data_packet(0,0);
8766 send_wss_slots_data_packet(1,1);
8768 send_wss_slots_data_packet(0,1);
8771 multi_common_add_text(XSTR("Sending weapon slots information\n",840),1);
8773 Mission_sync_flags |= MS_FLAG_WSS_SLOTS;
8776 // once weapon information is received, send player settings info
8777 if ( multi_netplayer_state_check(NETPLAYER_STATE_WSS_ACK) && !(Mission_sync_flags & MS_FLAG_PSETTINGS)) {
8778 send_player_settings_packet();
8780 // server (specifically, the standalone), should set this here
8781 Net_player->state = NETPLAYER_STATE_SETTINGS_ACK;
8782 send_netplayer_update_packet();
8784 multi_common_add_text(XSTR("Sending player settings packets\n",841),1);
8786 Mission_sync_flags |= MS_FLAG_PSETTINGS;
8789 // check to see if the countdown timer has started and act appropriately
8790 if( Multi_sync_countdown_timer > -1.0f ) {
8792 // increment by frametime.
8793 Multi_sync_countdown_timer += flFrametime;
8795 // if the animation is not playing, start it
8796 if(!(Game_mode & GM_STANDALONE_SERVER) && (Multi_sync_countdown_instance == NULL) && (Multi_sync_countdown_anim != NULL)){
8797 anim_play_struct aps;
8799 anim_play_init(&aps, Multi_sync_countdown_anim, Multi_sync_countdown_coords[gr_screen.res][MS_X_COORD], Multi_sync_countdown_coords[gr_screen.res][MS_Y_COORD]);
8800 aps.screen_id = GS_STATE_MULTI_MISSION_SYNC;
8801 aps.framerate_independent = 1;
8803 Multi_sync_countdown_instance = anim_play(&aps);
8806 // if the next second has expired
8807 if( Multi_sync_countdown_timer >= 1.0f ) {
8809 Multi_sync_countdown--;
8810 Multi_sync_countdown_timer = 0.0f;
8812 // if the countdown has reached 0, launch the mission
8813 if(Multi_sync_countdown == 0){
8814 Multi_sync_countdown_timer = -1.0f;
8816 Multi_sync_launch_pressed = 0;
8817 multi_sync_launch();
8819 // otherwise send a countdown packet
8821 send_countdown_packet(Multi_sync_countdown);
8826 // jump into the mission myself
8827 if((Multi_sync_countdown == 0) && multi_netplayer_state_check(NETPLAYER_STATE_IN_MISSION)){
8828 if(!((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !Multi_sync_launch_pressed)){
8829 Net_player->state = NETPLAYER_STATE_IN_MISSION;
8830 Netgame.game_state = NETGAME_STATE_IN_MISSION;
8831 gameseq_post_event(GS_EVENT_ENTER_GAME);
8833 multi_common_add_text(XSTR("Moving into game\n",842),1);
8837 // maybe start the animation countdown
8838 if((Multi_sync_countdown >= 0) && (Multi_sync_countdown_instance == NULL) && (Multi_sync_countdown_anim != NULL)){
8839 anim_play_struct aps;
8841 anim_play_init(&aps, Multi_sync_countdown_anim, Multi_sync_countdown_coords[gr_screen.res][MS_X_COORD], Multi_sync_countdown_coords[gr_screen.res][MS_Y_COORD]);
8842 aps.screen_id = GS_STATE_MULTI_MISSION_SYNC;
8843 aps.framerate_independent = 1;
8845 Multi_sync_countdown_instance = anim_play(&aps);
8849 // host - specific stuff
8850 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
8851 // create the launch button so the host can click
8852 if( Sync_test && multi_netplayer_state_check(NETPLAYER_STATE_SETTINGS_ACK) ){
8853 multi_sync_create_launch_button();
8858 if(!(Game_mode & GM_STANDALONE_SERVER)){
8860 GR_MAYBE_CLEAR_RES(Multi_sync_bitmap);
8861 if(Multi_sync_bitmap != -1){
8862 gr_set_bitmap(Multi_sync_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8865 Multi_sync_window.draw();
8867 multi_sync_blit_screen_all();
8873 void multi_sync_post_close()
8877 // if I'm not a standalone server, unload up the countdown stuff
8878 if(!(Game_mode & GM_STANDALONE_SERVER)){
8879 // release all rendering animation instances (should only be 1)
8880 anim_release_all_instances(GS_STATE_MULTI_MISSION_SYNC);
8881 Multi_sync_countdown_instance = NULL;
8883 // free up the countdown animation
8884 if(Multi_sync_countdown_anim != NULL){
8885 anim_free(Multi_sync_countdown_anim);
8886 Multi_sync_countdown_anim = NULL;
8890 // all players should reset sequencing
8891 for(idx=0;idx<MAX_PLAYERS;idx++){
8892 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
8893 Net_players[idx].client_cinfo_seq = 0;
8894 Net_players[idx].client_server_seq = 0;
8898 // multiplayer dogfight
8899 multi_df_level_pre_enter();
8901 // clients should clear obj_pair array and add pair for themselves
8903 if ( MULTIPLAYER_CLIENT ) {
8905 obj_add_pairs( OBJ_INDEX(Player_obj) );
8910 void multi_sync_display_name(const char *name, int index, int np_index)
8912 char fit[CALLSIGN_LEN];
8914 // make sure the string actually fits
8915 SDL_strlcpy(fit, name, SDL_arraysize(fit));
8917 // if we're in team vs. team mode
8918 if(Netgame.type_flags & NG_TYPE_TEAM){
8919 gr_force_fit_string(fit,CALLSIGN_LEN, Ms_status2_coords[gr_screen.res][MS_X_COORD] - Ms_status_coords[gr_screen.res][MS_X_COORD] - 20 - Ms_cd_icon_offset[gr_screen.res] - Ms_team_icon_offset[gr_screen.res]);
8921 // if this is the currently selected player, draw him highlighted
8922 if(np_index == Multi_sync_player_select){
8923 gr_set_color_fast(&Color_text_selected);
8925 gr_set_color_fast(&Color_text_normal);
8929 gr_string(Ms_status_coords[gr_screen.res][0] + Ms_cd_icon_offset[gr_screen.res] + Ms_team_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10),fit);
8931 // blit his team icon
8933 if(Net_players[np_index].p_info.team == 0){
8934 // blit the team captain icon
8935 if(Net_players[np_index].flags & NETINFO_FLAG_TEAM_CAPTAIN){
8936 if(Multi_common_icons[MICON_TEAM0_SELECT] != -1){
8937 gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8938 gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10) - 2);
8941 // normal team member icon
8943 if(Multi_common_icons[MICON_TEAM0] != -1){
8944 gr_set_bitmap(Multi_common_icons[MICON_TEAM0], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8945 gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10) - 2);
8950 else if(Net_players[np_index].p_info.team == 1){
8951 // blit the team captain icon
8952 if(Net_players[np_index].flags & NETINFO_FLAG_TEAM_CAPTAIN){
8953 if(Multi_common_icons[MICON_TEAM1_SELECT] != -1){
8954 gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8955 gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10) - 2);
8958 // normal team member icon
8960 if(Multi_common_icons[MICON_TEAM1] != -1){
8961 gr_set_bitmap(Multi_common_icons[MICON_TEAM1], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8962 gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10) - 2);
8967 gr_force_fit_string(fit, CALLSIGN_LEN, Ms_status2_coords[gr_screen.res][MS_X_COORD] - Ms_status_coords[gr_screen.res][MS_X_COORD] - 20 - Ms_cd_icon_offset[gr_screen.res]);
8969 // if this is the currently selected player, draw him highlighted
8970 if(np_index == Multi_sync_player_select){
8971 gr_set_color_fast(&Color_text_selected);
8973 gr_set_color_fast(&Color_text_normal);
8977 gr_string(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10),fit);
8980 // maybe blit his CD status icon
8981 if((Net_players[np_index].flags & NETINFO_FLAG_HAS_CD) && (Multi_common_icons[MICON_CD] != -1)){
8982 gr_set_bitmap(Multi_common_icons[MICON_CD], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
8983 gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * 10));
8987 void multi_sync_display_status(const char *status, int index)
8991 // make sure the string actually fits
8992 SDL_strlcpy(fit, status, SDL_arraysize(fit));
8993 gr_force_fit_string(fit, 250, Ms_status2_coords[gr_screen.res][MS_W_COORD] - 20);
8994 gr_set_color_fast(&Color_bright);
8995 gr_string(Ms_status2_coords[gr_screen.res][MS_X_COORD], Ms_status2_coords[gr_screen.res][MS_Y_COORD] + (index * 10), fit);
8998 void multi_sync_force_start_pre()
9001 int want_state = NETPLAYER_STATE_SLOT_ACK; // kick any players who are still in this state
9003 // go through the player list and boot anyone who isn't in the right state
9004 for(idx=0;idx<MAX_PLAYERS;idx++){
9005 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].state == want_state)){
9006 multi_kick_player(idx,0);
9011 void multi_sync_force_start_post()
9015 int num_kill_states;
9017 // determine the state we want all players in so that we can find those who are not in the state
9018 kill_state[0] = NETPLAYER_STATE_BRIEFING;
9019 kill_state[1] = NETPLAYER_STATE_SHIP_SELECT;
9020 kill_state[2] = NETPLAYER_STATE_WEAPON_SELECT;
9021 num_kill_states = 3;
9023 // go through the player list and boot anyone who isn't in the right state
9024 for(idx=0;idx<MAX_PLAYERS;idx++){
9025 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_player != &Net_players[idx])){
9026 // check against all kill state
9027 for(idx2 = 0;idx2<num_kill_states;idx2++){
9028 if(Net_players[idx].state == kill_state[idx2]){
9029 multi_kick_player(idx,0);
9037 void multi_sync_start_countdown()
9039 // don't allow repeat button presses
9040 if(Multi_sync_launch_pressed){
9044 Multi_sync_launch_pressed = 1;
9046 // if I'm the server, begin the countdown
9047 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
9048 gamesnd_play_iface(SND_COMMIT_PRESSED);
9049 Multi_sync_countdown_timer = 0.0f;
9050 Multi_sync_countdown = MULTI_SYNC_COUNTDOWN_TIME;
9052 // send an initial countdown value
9053 send_countdown_packet(Multi_sync_countdown);
9055 // otherwise send the "start countdown" packet to the standalone
9057 SDL_assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
9058 send_countdown_packet(-1);
9062 void multi_sync_launch()
9064 // don't allow repeat button presses
9065 if(Multi_sync_launch_pressed){
9069 Multi_sync_launch_pressed = 1;
9072 ml_printf(NOX("Entering mission %s"), Game_current_mission_filename);
9074 // tell everyone to jump into the mission
9075 send_jump_into_mission_packet();
9076 Multi_state_timestamp = timestamp(MULTI_POST_TIMESTAMP);
9078 // set the # of players at the start of the mission
9079 Multi_num_players_at_start = multi_num_players();
9080 nprintf(("Network","# of players at start of mission : %d\n", Multi_num_players_at_start));
9082 // initialize datarate limiting for all clients
9083 multi_oo_rate_init_all();
9085 multi_common_add_text(XSTR("Sending mission start packet\n",843),1);
9088 void multi_sync_create_launch_button()
9090 if (!Multi_launch_button_created) {
9091 // create the object
9092 Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.create(&Multi_sync_window, "", Multi_sync_buttons[gr_screen.res][MS_LAUNCH].x, Multi_sync_buttons[gr_screen.res][MS_LAUNCH].y, 1, 1, 0, 1);
9094 // set the sound to play when highlighted
9095 Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_highlight_action(common_play_highlight_sound);
9097 // set the ani for the button
9098 Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_bmaps(Multi_sync_buttons[gr_screen.res][MS_LAUNCH].filename, 3, 0);
9101 Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.link_hotspot(Multi_sync_buttons[gr_screen.res][MS_LAUNCH].hotspot);
9104 Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_hotkey(KEY_CTRLED+SDLK_RETURN);
9107 // create the text for the button
9108 Multi_sync_window.add_XSTR(&Multi_sync_text[gr_screen.res][MST_LAUNCH]);
9111 // increment the button count so we start checking this one
9112 Multi_sync_button_count++;
9114 Multi_launch_button_created = 1;
9118 void multi_sync_handle_plist()
9124 // if we don't have a currently selected player, select one
9125 if((Multi_sync_player_select < 0) || !MULTI_CONNECTED(Net_players[Multi_sync_player_select])){
9126 for(idx=0;idx<MAX_PLAYERS;idx++){
9127 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
9128 Multi_sync_player_select = idx;
9134 // check for button list presses
9135 if(Multi_sync_plist_button.pressed()){
9136 // get the y mouse coords
9137 Multi_sync_plist_button.get_mouse_pos(NULL,&my);
9139 // get the index of the item selected
9140 select_index = my / 10;
9142 // if the index is greater than the current # connections, do nothing
9143 if(select_index > (multi_num_connections() - 1)){
9147 // translate into an absolute Net_players[] index (get the Nth net player)
9148 Multi_sync_player_select = -1;
9149 for(idx=0;idx<MAX_PLAYERS;idx++){
9150 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
9154 // if we've found the item we're looking for
9155 if(select_index < 0){
9156 Multi_sync_player_select = idx;
9161 // if for some bizarre reason, this is an invalid player, unselect him and wait for the next interation
9163 if((Multi_sync_player_select >= 0) && (!MULTI_CONNECTED(Net_players[Multi_sync_player_select]) || MULTI_STANDALONE(Net_players[Multi_sync_player_select])) ){
9164 Multi_sync_player_select = -1;
9170 // -------------------------------------------------------------------------------------------------------------
9172 // MULTIPLAYER DEBRIEF SCREEN
9175 // other relevant data
9176 int Multi_debrief_accept_hit;
9177 int Multi_debrief_replay_hit;
9179 // set if the server has left the game
9180 int Multi_debrief_server_left = 0;
9182 // if we've reported on TvT status all players are in the debrief
9183 int Multi_debrief_reported_tvt = 0;
9185 // whether stats are being accepted
9186 // -1 == no decision yet
9189 int Multi_debrief_stats_accept_code = -1;
9191 int Multi_debrief_server_framecount = 0;
9193 float Multi_debrief_time = 0.0f;
9194 float Multi_debrief_resend_time = 10.0f;
9196 void multi_debrief_init()
9200 Multi_debrief_time = 0.0f;
9201 Multi_debrief_resend_time = 10.0f;
9203 // do this to notify the standalone or the normal server that we're in the debrief state and ready to receive packets
9204 if (!(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
9205 Net_player->state = NETPLAYER_STATE_DEBRIEF;
9206 send_netplayer_update_packet();
9209 // unflag some stuff
9210 for(idx=0;idx<MAX_PLAYERS;idx++){
9211 if(MULTI_CONNECTED(Net_players[idx])){
9212 Net_players[idx].flags &= ~(NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_LIMBO | NETINFO_FLAG_WARPING_OUT);
9216 // if text input mode is active, clear it
9217 multi_msg_text_flush();
9219 // the server has not left yet
9220 Multi_debrief_server_left = 0;
9222 // have not hit accept or replay yet
9223 Multi_debrief_accept_hit = 0;
9224 Multi_debrief_replay_hit = 0;
9226 // stats have not been accepted yet
9227 Multi_debrief_stats_accept_code = -1;
9229 // mark stats as not being store yet
9230 Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
9232 // no report on TvT yet
9233 Multi_debrief_reported_tvt = 0;
9235 Multi_debrief_server_framecount = 0;
9238 void multi_debrief_do_frame()
9240 Multi_debrief_time += flFrametime;
9242 // set the netgame state to be debriefing when appropriate
9243 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check3(NETPLAYER_STATE_DEBRIEF, NETPLAYER_STATE_DEBRIEF_ACCEPT, NETPLAYER_STATE_DEBRIEF_REPLAY)){
9244 Netgame.game_state = NETGAME_STATE_DEBRIEF;
9245 send_netgame_update_packet();
9248 // evaluate all server stuff
9249 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
9250 multi_debrief_server_process();
9254 void multi_debrief_close()
9256 if ( MULTIPLAYER_CLIENT && (Netgame.game_state == NETGAME_STATE_MISSION_SYNC) ){
9257 gamesnd_play_iface( SND_COMMIT_PRESSED );
9261 // handle optional mission loop
9262 void multi_maybe_set_mission_loop()
9264 int cur = Campaign.current_mission;
9265 if (Campaign.missions[cur].has_mission_loop) {
9266 SDL_assert(Campaign.loop_mission != CAMPAIGN_LOOP_MISSION_UNINITIALIZED);
9268 bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
9270 // check for (1) mission loop available, (2) dont have to repeat last mission
9271 if ( (Campaign.missions[cur].has_mission_loop && (Campaign.loop_mission != -1)) && !require_repeat_mission ) {
9274 debrief_assemble_optional_mission_popup_text(buffer, SDL_arraysize(buffer), Campaign.missions[cur].mission_loop_desc);
9276 int choice = popup(0 , 2, POPUP_NO, POPUP_YES, buffer);
9278 Campaign.loop_enabled = 1;
9279 Campaign.next_mission = Campaign.loop_mission;
9284 // handle all cases for when the accept key is hit in a multiplayer debriefing
9285 void multi_debrief_accept_hit()
9287 // if we already accepted, do nothing
9288 // but he may need to hit accept again after the server has left the game, so allow this
9289 if(Multi_debrief_accept_hit){
9293 // mark this so that we don't hit it again
9294 Multi_debrief_accept_hit = 1;
9296 gamesnd_play_iface(SND_COMMIT_PRESSED);
9298 // if the server has left the game, always just end the game.
9299 if(Multi_debrief_server_left){
9300 if(!multi_quit_game(PROMPT_ALL)){
9301 Multi_debrief_server_left = 1;
9302 Multi_debrief_accept_hit = 0;
9304 Multi_debrief_server_left = 0;
9307 // query the host and see if he wants to accept stats
9308 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
9309 // if we're on a tracker game, he gets no choice for storing stats
9310 if(MULTI_IS_TRACKER_GAME){
9311 int stats_saved = multi_fs_tracker_store_stats();
9313 if (Netgame.type_flags & NG_TYPE_SW) {
9314 multi_sw_report(stats_saved);
9317 multi_maybe_set_mission_loop();
9319 int res = popup(PF_TITLE | PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_IGNORE_ESC,3,XSTR("&Cancel",779),XSTR("&Accept",844),XSTR("&Toss",845),XSTR("(Continue Netgame)\nDo you wish to accept these stats?",846));
9321 // evaluate the result
9326 Multi_debrief_accept_hit = 0;
9329 // set the accept code to be "not accepting"
9331 multi_debrief_stats_toss();
9332 multi_maybe_set_mission_loop();
9335 // accept the stats and continue
9337 multi_debrief_stats_accept();
9338 multi_maybe_set_mission_loop();
9344 // set my netplayer state to be "debrief_accept", and be done with it
9345 Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
9346 send_netplayer_update_packet();
9350 // handle all cases for when the escape key is hit in a multiplayer debriefing
9351 void multi_debrief_esc_hit()
9355 // if the server has left
9356 if(Multi_debrief_server_left){
9357 multi_quit_game(PROMPT_ALL);
9362 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
9363 // if the stats have already been accepted
9364 if((Multi_debrief_stats_accept_code != -1) || (MULTI_IS_TRACKER_GAME)){
9365 if (Multi_debrief_stats_accept_code == 1) {
9366 int stats_saved = multi_fs_tracker_store_stats();
9368 if (Netgame.type_flags & NG_TYPE_SW) {
9369 multi_sw_report(stats_saved);
9373 multi_quit_game(PROMPT_HOST);
9375 res = popup(PF_TITLE | PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_IGNORE_ESC,3,XSTR("&Cancel",779),XSTR("&Accept",844),XSTR("&Toss",845),XSTR("(Exit Netgame)\nDo you wish to accept these stats?",847));
9377 // evaluate the result
9384 // set the accept code to be "not accepting"
9386 multi_debrief_stats_toss();
9387 multi_quit_game(PROMPT_NONE);
9390 // accept the stats and continue
9392 multi_debrief_stats_accept();
9393 multi_quit_game(PROMPT_NONE);
9398 // if the stats haven't been accepted yet, or this is a tracker game
9399 if((Multi_debrief_stats_accept_code == -1) && !(MULTI_IS_TRACKER_GAME)){
9400 res = popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON,2,XSTR("&Cancel",779),XSTR("&Leave",848),XSTR("Are you sure you want to leave the netgame before stats are stored?",849));
9402 // evaluate the result
9404 multi_quit_game(PROMPT_NONE);
9407 // otherwise go through the normal endgame channels
9409 multi_quit_game(PROMPT_ALL);
9414 void multi_debrief_replay_hit()
9416 // only the host should ever get here
9417 SDL_assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
9419 // if the button was already pressed, do nothing
9420 if(Multi_debrief_accept_hit){
9424 // same as hittin the except button except no stats are kept
9425 Multi_debrief_accept_hit = 1;
9427 // mark myself as being in the replay state so we know what to do next
9428 Net_player->state = NETPLAYER_STATE_DEBRIEF_REPLAY;
9429 send_netplayer_update_packet();
9432 // call this when the server has left and we would otherwise be saying "contact lost with server
9433 void multi_debrief_server_left()
9436 Multi_debrief_server_left = 1;
9438 // undo any "accept" hit so that clients can hit accept again to leave
9439 Multi_debrief_accept_hit = 0;
9442 void multi_debrief_stats_accept()
9444 // don't do anything if we've already accepted
9445 if(Multi_debrief_stats_accept_code != -1){
9449 Multi_debrief_stats_accept_code = 1;
9451 // if we're the host, and we're on a standalone, tell the standalone to begin the stats storing process
9452 if((Net_player->flags & NETINFO_FLAG_GAME_HOST) || (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
9453 // send a packet to the players telling them to store their stats
9454 send_store_stats_packet(1);
9457 // add a chat line saying "stats have been accepted"
9458 multi_display_chat_msg(XSTR("<stats have been accepted>",850),0,0);
9461 ml_string(NOX("Stats stored"));
9464 void multi_debrief_stats_toss()
9466 // don't do anything if we've already accepted
9467 if(Multi_debrief_stats_accept_code != -1){
9471 Multi_debrief_stats_accept_code = 0;
9473 // if we're the host, and we're on a standalone, tell everyone to "toss" stats
9474 if((Net_player->flags & NETINFO_FLAG_GAME_HOST) || (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
9475 // send a packet to the players telling them to store their stats
9476 send_store_stats_packet(0);
9479 // add a chat line saying "stats have been accepted"
9480 multi_display_chat_msg(XSTR("<stats have been tossed>",851),0,0);
9483 ml_string(NOX("Stats tossed"));
9486 int multi_debrief_stats_accept_code()
9488 return Multi_debrief_stats_accept_code;
9491 void multi_debrief_server_process()
9494 int player_status,other_status;
9496 Multi_debrief_server_framecount++;
9498 // if we're > 10 seconds into the debrief and not everyone is here, try warping everyone out again
9499 if((Multi_debrief_time >= Multi_debrief_resend_time) && !multi_netplayer_state_check3(NETPLAYER_STATE_DEBRIEF, NETPLAYER_STATE_DEBRIEF_ACCEPT, NETPLAYER_STATE_DEBRIEF_REPLAY, 1)){
9500 // find all players who are not in the debrief state and hit them with the endgame packet
9501 for(idx=0; idx<MAX_PLAYERS; idx++){
9502 if( MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && ((Net_players[idx].state != NETPLAYER_STATE_DEBRIEF) || (Net_players[idx].state != NETPLAYER_STATE_DEBRIEF_ACCEPT) || (Net_players[idx].state != NETPLAYER_STATE_DEBRIEF_REPLAY)) ){
9503 send_endgame_packet(&Net_players[idx]);
9508 Multi_debrief_resend_time += 7.0f;
9511 // evaluate the status of all players in the game (0 == not ready, 1 == ready to continue, 2 == ready to replay)
9514 // check all players
9515 for(idx=0;idx<MAX_PLAYERS;idx++){
9516 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_HOST(Net_players[idx])){
9517 if(Net_players[idx].state != NETPLAYER_STATE_DEBRIEF_ACCEPT){
9524 // if we haven't already reported TvT results
9525 if(multi_netplayer_state_check3(NETPLAYER_STATE_DEBRIEF, NETPLAYER_STATE_DEBRIEF_ACCEPT, NETPLAYER_STATE_DEBRIEF_REPLAY) && (Netgame.type_flags & NG_TYPE_TEAM) && !Multi_debrief_reported_tvt && (Multi_debrief_server_framecount > 4)){
9526 multi_team_report();
9527 Multi_debrief_reported_tvt = 1;
9530 // if all other players are good to go, check the host
9532 // if he is ready to continue
9533 if(Netgame.host->state == NETPLAYER_STATE_DEBRIEF_ACCEPT){
9536 // if he wants to replay the mission
9537 else if(Netgame.host->state == NETPLAYER_STATE_DEBRIEF_REPLAY){
9540 // if he is not ready
9545 // if all players are _not_ good to go
9550 // if we're in the debriefing state in a campaign mode, process accordingly
9551 if(Netgame.campaign_mode == MP_CAMPAIGN){
9552 multi_campaign_do_debrief(player_status);
9554 // otherwise process as normal (looking for all players to be ready to go to the next mission
9556 if(player_status == 1){
9557 multi_flush_mission_stuff();
9559 // set the netgame state to be forming and continue
9560 Netgame.game_state = NETGAME_STATE_FORMING;
9561 send_netgame_update_packet();
9563 // move to the proper state
9564 if(Game_mode & GM_STANDALONE_SERVER){
9565 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
9567 gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
9570 multi_reset_timestamps();
9571 } else if(player_status == 2){
9572 multi_flush_mission_stuff();
9574 // tell everyone to move into the pre-briefing sync state
9575 Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
9576 send_netgame_update_packet();
9578 // move back to the mission sync screen for the same mission again
9579 Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
9580 gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
9582 multi_reset_timestamps();
9588 // -------------------------------------------------------------------------------------------------------------
9590 // MULTIPLAYER PASSWORD POPUP
9595 static const char *Multi_pwd_bitmap_fname[GR_NUM_RESOLUTIONS] = {
9596 "Password", // GR_640
9597 "2_Password" // GR_1024
9600 static const char *Multi_pwd_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
9601 "Password-M", // GR_640
9602 "2_Password-M" // GR_1024
9607 // constants for coordinate lookup
9608 #define MPWD_X_COORD 0
9609 #define MPWD_Y_COORD 1
9610 #define MPWD_W_COORD 2
9611 #define MPWD_H_COORD 3
9614 #define MULTI_PWD_NUM_BUTTONS 2
9615 #define MPWD_CANCEL 0
9616 #define MPWD_COMMIT 1
9618 // password area defs
9619 int Mpwd_coords[GR_NUM_RESOLUTIONS][4] = {
9632 UI_WINDOW Multi_pwd_window; // the window object for the join screen
9633 UI_INPUTBOX Multi_pwd_passwd; // for Netgame.passwd
9634 int Multi_pwd_bitmap; // the background bitmap
9635 int Multi_passwd_background = -1;
9636 int Multi_passwd_done = -1;
9637 int Multi_passwd_running = 0;
9640 ui_button_info Multi_pwd_buttons[GR_NUM_RESOLUTIONS][MULTI_PWD_NUM_BUTTONS] = {
9643 ui_button_info("PWB_00", 402, 134, -1, -1, 0),
9644 ui_button_info("PWB_01", 450, 134, -1, -1, 1),
9646 ui_button_info("PWB_00", 411, 151, 405, 141, 0),
9647 ui_button_info("PWB_01", 460, 151, 465, 141, 1),
9651 ui_button_info("2_PWB_00", 659, 242, 649, 225, 0),
9652 ui_button_info("2_PWB_01", 737, 242, 736, 225, 1),
9658 #define MULTI_PWD_NUM_TEXT 3
9660 UI_XSTR Multi_pwd_text[GR_NUM_RESOLUTIONS][MULTI_PWD_NUM_TEXT] = {
9662 { "Cancel", 387, 400, 141, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[0][MPWD_CANCEL].button},
9663 { "Commit", 1062, 455, 141, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[0][MPWD_COMMIT].button},
9664 { "Enter Password", 1332, 149, 92, UI_XSTR_COLOR_GREEN, -1, NULL},
9667 { "Cancel", 387, 649, 225, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[1][MPWD_CANCEL].button},
9668 { "Commit", 1062, 736, 225, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[1][MPWD_COMMIT].button},
9669 { "Enter Password", 1332, 239, 148, UI_XSTR_COLOR_GREEN, -1, NULL},
9674 // initialize all graphics, etc
9675 void multi_passwd_init()
9679 // store the background as it currently is
9680 Multi_passwd_background = gr_save_screen();
9682 // create the interface window
9683 Multi_pwd_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
9684 Multi_pwd_window.set_mask_bmap(Multi_pwd_bitmap_mask_fname[gr_screen.res]);
9686 // load the background bitmap
9687 Multi_pwd_bitmap = bm_load(Multi_pwd_bitmap_fname[gr_screen.res]);
9688 if(Multi_pwd_bitmap < 0){
9689 // we failed to load the bitmap - this is very bad
9693 // create the interface buttons
9694 for(idx=0; idx<MULTI_PWD_NUM_BUTTONS; idx++){
9695 // create the object
9696 Multi_pwd_buttons[gr_screen.res][idx].button.create(&Multi_pwd_window, "", Multi_pwd_buttons[gr_screen.res][idx].x, Multi_pwd_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
9698 // set the sound to play when highlighted
9699 Multi_pwd_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
9701 // set the ani for the button
9702 Multi_pwd_buttons[gr_screen.res][idx].button.set_bmaps(Multi_pwd_buttons[gr_screen.res][idx].filename);
9705 Multi_pwd_buttons[gr_screen.res][idx].button.link_hotspot(Multi_pwd_buttons[gr_screen.res][idx].hotspot);
9710 for(idx=0; idx<MULTI_PWD_NUM_TEXT; idx++){
9711 Multi_pwd_window.add_XSTR(&Multi_pwd_text[gr_screen.res][idx]);
9715 // create the password input box
9716 Multi_pwd_passwd.create(&Multi_pwd_window, Mpwd_coords[gr_screen.res][MPWD_X_COORD], Mpwd_coords[gr_screen.res][MPWD_Y_COORD],Mpwd_coords[gr_screen.res][MPWD_W_COORD], MAX_PASSWD_LEN, "", UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_INVIS, -1, &Color_normal);
9717 Multi_pwd_passwd.set_focus();
9719 // link the enter key to ACCEPT
9720 Multi_pwd_buttons[gr_screen.res][MPWD_COMMIT].button.set_hotkey(SDLK_RETURN);
9722 Multi_passwd_done = -1;
9723 Multi_passwd_running = 1;
9726 // close down all graphics, etc
9727 void multi_passwd_close()
9729 // unload any bitmaps
9730 bm_release(Multi_pwd_bitmap);
9732 // destroy the UI_WINDOW
9733 Multi_pwd_window.destroy();
9735 // free up the saved background screen
9736 if(Multi_passwd_background >= 0){
9737 gr_free_screen(Multi_passwd_background);
9738 Multi_passwd_background = -1;
9741 Multi_passwd_running = 0;
9744 // process any button pressed
9745 void multi_passwd_process_buttons()
9747 // if the accept button was pressed
9748 if(Multi_pwd_buttons[gr_screen.res][MPWD_COMMIT].button.pressed()){
9749 gamesnd_play_iface(SND_USER_SELECT);
9750 Multi_passwd_done = 1;
9753 // if the cancel button was pressed
9754 if(Multi_pwd_buttons[gr_screen.res][MPWD_CANCEL].button.pressed()){
9755 gamesnd_play_iface(SND_USER_SELECT);
9756 Multi_passwd_done = 0;
9760 // run the passwd popup
9761 void multi_passwd_do(char *passwd, const int max_passlen)
9765 while(Multi_passwd_done == -1){
9766 // set frametime and run background stuff
9767 game_set_frametime(-1);
9768 game_do_state_common(gameseq_get_state());
9770 k = Multi_pwd_window.process();
9772 // process any keypresses
9775 // set this to indicate the user has cancelled for one reason or another
9776 Multi_passwd_done = 0;
9780 // if the input box text has changed
9781 if(Multi_pwd_passwd.changed()){
9782 SDL_strlcpy(passwd, "", max_passlen);
9783 Multi_pwd_passwd.get_text(passwd);
9786 // process any button pressed
9787 multi_passwd_process_buttons();
9789 // draw the background, etc
9792 if(Multi_passwd_background >= 0){
9793 gr_restore_screen(Multi_passwd_background);
9795 gr_set_bitmap(Multi_pwd_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
9797 Multi_pwd_window.draw();
9804 // bring up the password string popup, fill in passwd (return 1 if accept was pressed, 0 if cancel was pressed)
9805 int multi_passwd_popup(char *passwd, const int max_plen)
9807 // if the popup is already running for some reason, don't do anything
9808 if(Multi_passwd_running){
9812 // initialize all graphics
9813 multi_passwd_init();
9816 multi_passwd_do(passwd, max_plen);
9818 // shut everything down
9819 multi_passwd_close();
9821 return Multi_passwd_done;