2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Network/MultiTeamSelect.cpp $
15 * Multiplayer Team Selection Code
18 * Revision 1.6 2004/06/11 01:51:13 tigital
19 * byte-swapping changes for bigendian systems
21 * Revision 1.5 2003/05/25 02:30:43 taylor
24 * Revision 1.4 2002/06/17 06:33:10 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.3 2002/06/09 04:41:24 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:47 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:10 root
37 * 27 9/13/99 12:54p Jefff
40 * 26 9/12/99 3:21p Jefff
41 * commit button coord fix in 640
43 * 25 8/05/99 9:57p Jefff
44 * fixed some button wierdness
46 * 24 8/05/99 5:08p Jefff
47 * fixed some location probs
49 * 23 7/28/99 5:34p Dave
50 * Nailed the missing stats bug to the wall. Problem was optimized build
51 * and using GET_DATA() with array elements. BLECH.
53 * 22 7/24/99 6:02p Jefff
54 * Added "lock" text to lock button
56 * 21 5/03/99 8:32p Dave
57 * New version of multi host options screen.
59 * 20 3/25/99 6:36p Neilk
60 * more hires coord fixes
62 * 19 3/25/99 2:44p Neilk
65 * 18 3/23/99 11:56a Neilk
66 * new source safe checkin
68 * 17 3/10/99 6:50p Dave
69 * Changed the way we buffer packets for all clients. Optimized turret
70 * fired packets. Did some weapon firing optimizations.
72 * 16 3/09/99 6:24p Dave
73 * More work on object update revamping. Identified several sources of
74 * unnecessary bandwidth.
76 * 15 2/21/99 6:02p Dave
77 * Fixed standalone WSS packets.
79 * 14 2/11/99 3:08p Dave
80 * PXO refresh button. Very preliminary squad war support.
82 * 13 2/01/99 5:55p Dave
83 * Removed the idea of explicit bitmaps for buttons. Fixed text
84 * highlighting for disabled gadgets.
86 * 12 1/30/99 5:08p Dave
87 * More new hi-res stuff.Support for nice D3D textures.
89 * 11 1/30/99 1:29a Dave
90 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
91 * screen. Fixed beam weapon death messages.
93 * 10 1/29/99 5:07p Dave
94 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
97 * 9 1/13/99 7:19p Neilk
98 * Converted Mission Brief, Barracks, Synch to high res support
100 * 8 12/18/98 1:13a Dave
101 * Rough 1024x768 support for Direct3D. Proper detection and usage through
104 * 7 11/30/98 1:07p Dave
105 * 16 bit conversion, first run.
107 * 6 11/19/98 8:04a Dave
108 * Full support for D3-style reliable sockets. Revamped packet lag/loss
109 * system, made it receiver side and at the lowest possible level.
111 * 5 11/17/98 11:12a Dave
112 * Removed player identification by address. Now assign explicit id #'s.
114 * 4 11/05/98 5:55p Dave
115 * Big pass at reducing #includes
117 * 3 10/13/98 9:29a Dave
118 * Started neatening up freespace.h. Many variables renamed and
119 * reorganized. Added AlphaColors.[h,cpp]
121 * 2 10/07/98 10:53a Dave
124 * 1 10/07/98 10:50a Dave
126 * 112 9/18/98 2:22a Dave
127 * Fixed freespace-side PXO api to correctly handle length 10 id strings.
128 * Fixed team select screen to handle alpha/beta/gamma ships which are not
129 * marked as OF_PLAYER_SHIP
131 * 111 9/17/98 3:08p Dave
132 * PXO to non-pxo game warning popup. Player icon stuff in create and join
133 * game screens. Upped server count refresh time in PXO to 35 secs (from
136 * 110 8/20/98 5:31p Dave
137 * Put in handy multiplayer logfile system. Now need to put in useful
138 * applications of it all over the code.
140 * 109 8/07/98 10:17a Allender
141 * use obj_set_flags for setting COULD_BE_PLAYER flag to trap bugs
143 * 108 7/24/98 9:27a Dave
144 * Tidied up endgame sequencing by removing several old flags and
145 * standardizing _all_ endgame stuff with a single function call.
147 * 107 6/13/98 6:01p Hoffoss
148 * Externalized all new (or forgot to be added) strings to all the code.
150 * 106 6/13/98 3:19p Hoffoss
151 * NOX()ed out a bunch of strings that shouldn't be translated.
153 * 105 5/19/98 8:35p Dave
154 * Revamp PXO channel listing system. Send campaign goals/events to
155 * clients for evaluation. Made lock button pressable on all screens.
157 * 104 5/19/98 11:23a Dave
158 * Change mask value for "lock" button.
160 * 103 5/18/98 12:41a Allender
161 * fixed subsystem problems on clients (i.e. not reporting properly on
162 * damage indicator). Fixed ingame join problem with respawns. minor
165 * 102 5/17/98 1:43a Dave
166 * Eradicated chatbox problems. Remove speed match for observers. Put in
167 * help screens for PXO. Fix messaging and end mission privelges. Fixed
168 * team select screen bugs. Misc UI fixes.
170 * 101 5/15/98 5:16p Dave
171 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
172 * status for team vs. team. Put in asserts to check for invalid team vs.
175 * 100 5/10/98 7:06p Dave
176 * Fix endgame sequencing ESC key. Changed how host options warning popups
177 * are done. Fixed pause/message scrollback/options screen problems in mp.
178 * Make sure observer HUD doesn't try to lock weapons.
182 #include "multiteamselect.h"
188 #include "linklist.h"
189 #include "gamesequence.h"
191 #include "multiutil.h"
192 #include "freespace.h"
193 #include "missionscreencommon.h"
194 #include "missionshipchoice.h"
195 #include "missionweaponchoice.h"
196 #include "missionbrief.h"
197 #include "missionparse.h"
198 #include "multimsgs.h"
199 #include "snazzyui.h"
203 #include "multi_endgame.h"
204 #include "alphacolors.h"
207 // ------------------------------------------------------------------------------------------------------
208 // TEAM SELECT DEFINES/VARS
211 // mission screen common data
212 extern int Next_screen;
217 #define MULTI_TS_PALETTE "InterfacePalette"
219 char *Multi_ts_bitmap_fname[GR_NUM_RESOLUTIONS] = {
220 "TeamSelect", // GR_640
221 "2_TeamSelect" // GR_1024
224 char *Multi_ts_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
225 "TeamSelect-M", // GR_640
226 "2_TeamSelect-M" // GR_1024
229 // constants for coordinate lookup
230 #define MULTI_TS_X_COORD 0
231 #define MULTI_TS_Y_COORD 1
232 #define MULTI_TS_W_COORD 2
233 #define MULTI_TS_H_COORD 3
235 #define MULTI_TS_NUM_BUTTONS 7
236 #define MULTI_TS_BRIEFING 0 // go to the briefing
237 #define MULTI_TS_SHIP_SELECT 1 // this screen
238 #define MULTI_TS_WEAPON_SELECT 2 // go to the weapon select screen
239 #define MULTI_TS_SHIPS_UP 3 // scroll the ships list up
240 #define MULTI_TS_SHIPS_DOWN 4 // scroll the ships list down
241 #define MULTI_TS_COMMIT 5 // commit
242 #define MULTI_TS_LOCK 6 // lock (free) ship/weapon select
244 ui_button_info Multi_ts_buttons[GR_NUM_RESOLUTIONS][MULTI_TS_NUM_BUTTONS] = {
247 ui_button_info("CB_00", 0, 0, -1, -1, 0),
248 ui_button_info("CB_01", 0, 19, -1, -1, 1),
249 ui_button_info("CB_02", 0, 33, -1, -1, 2),
250 ui_button_info("TSB_03", 0, 302, -1, -1, 3),
251 ui_button_info("TSB_04", 0, 453, -1, -1, 4),
252 ui_button_info("TSB_09", 559, 409, -1, -1, 9),
253 ui_button_info("TSB_34", 601, 344, -1, -1, 50),
255 ui_button_info("CB_00", 7, 3, 37, 7, 0),
256 ui_button_info("CB_01", 7, 19, 37, 23, 1),
257 ui_button_info("CB_02", 7, 35, 37, 39, 2),
258 ui_button_info("TSB_03", 5, 303, -1, -1, 3),
259 ui_button_info("TSB_04", 5, 454, -1, -1, 4),
260 ui_button_info("TSB_09", 571, 425, 572, 413, 9),
261 ui_button_info("TSB_34", 603, 374, 602, 364, 34)
266 ui_button_info("2_CB_00", 12, 5, 59, 12, 0),
267 ui_button_info("2_CB_01", 12, 31, 59, 37, 1),
268 ui_button_info("2_CB_02", 12, 56, 59, 62, 2),
269 ui_button_info("2_TSB_03", 8, 485, -1, -1, 3),
270 ui_button_info("2_TSB_04", 8, 727, -1, -1, 4),
271 ui_button_info("2_TSB_09", 914, 681, 937, 660, 9),
272 ui_button_info("2_TSB_34", 966, 599, 964, 584, 34)
277 // players locked ani graphic
278 #define MULTI_TS_NUM_LOCKED_BITMAPS 3
280 char *Multi_ts_bmap_names[GR_NUM_RESOLUTIONS][3] = {
292 int Multi_ts_locked_bitmaps[MULTI_TS_NUM_LOCKED_BITMAPS];
295 // snazzy menu regions
296 #define TSWING_0_SHIP_0 10
297 #define TSWING_0_SHIP_1 12
298 #define TSWING_0_SHIP_2 14
299 #define TSWING_0_SHIP_3 16
300 #define TSWING_1_SHIP_0 18
301 #define TSWING_1_SHIP_1 20
302 #define TSWING_1_SHIP_2 22
303 #define TSWING_1_SHIP_3 24
304 #define TSWING_2_SHIP_0 26
305 #define TSWING_2_SHIP_1 28
306 #define TSWING_2_SHIP_2 30
307 #define TSWING_2_SHIP_3 32
309 #define TSWING_0_NAME_0 11
310 #define TSWING_0_NAME_1 13
311 #define TSWING_0_NAME_2 15
312 #define TSWING_0_NAME_3 17
313 #define TSWING_1_NAME_0 19
314 #define TSWING_1_NAME_1 21
315 #define TSWING_1_NAME_2 23
316 #define TSWING_1_NAME_3 25
317 #define TSWING_2_NAME_0 27
318 #define TSWING_2_NAME_1 29
319 #define TSWING_2_NAME_2 31
320 #define TSWING_2_NAME_3 33
322 #define TSWING_LIST_0 5
323 #define TSWING_LIST_1 6
324 #define TSWING_LIST_2 7
325 #define TSWING_LIST_3 8
327 #define MULTI_TS_SLOT_LIST 0
328 #define MULTI_TS_PLAYER_LIST 1
329 #define MULTI_TS_AVAIL_LIST 2
332 #define MULTI_TS_NUM_SNAZZY_REGIONS 28
335 int Multi_ts_inited = 0;
336 int Multi_ts_snazzy_regions;
337 ubyte *Multi_ts_mask_data;
338 int Multi_ts_mask_w, Multi_ts_mask_h;
339 MENU_REGION Multi_ts_region[MULTI_TS_NUM_SNAZZY_REGIONS];
340 UI_WINDOW Multi_ts_window;
343 #define MULTI_TS_NUM_SHIP_SLOTS_TEAM 4 // # of ship slots in team v team
344 #define MULTI_TS_FLAG_NONE -2 // never has any ships
345 #define MULTI_TS_FLAG_EMPTY -1 // currently empty
346 char *Multi_ts_slot_names[MULTI_TS_NUM_SHIP_SLOTS] = { //
347 "alpha 1", "alpha 2", "alpha 3", "alpha 4",
348 "beta 1", "beta 2", "beta 3", "beta 4",
349 "gamma 1", "gamma 2", "gamma 3", "gamma 4"
351 char *Multi_ts_slot_team_names[MULTI_TS_MAX_TEAMS][MULTI_TS_NUM_SHIP_SLOTS_TEAM] = {
352 {"alpha 1", "alpha 2", "alpha 3", "alpha 4"},
353 {"zeta 1", "zeta 2", "zeta 3", "zeta 4"}
356 static int Multi_ts_slot_icon_coords[MULTI_TS_NUM_SHIP_SLOTS][GR_NUM_RESOLUTIONS][2] = { // x,y
407 static int Multi_ts_slot_text_coords[MULTI_TS_NUM_SHIP_SLOTS][GR_NUM_RESOLUTIONS][3] = { // x,y,width
409 {112,330,181-112}, // GR_640
410 {187,517,181-112} // GR_1024
413 {74,377,143-74}, // GR_640
414 {126,592,143-74} // GR_1024
417 {149,377,218-149},// GR_640
418 {248,592,218-149} // GR_1024
421 {112,424,181-112},// GR_640
422 {187,667,181-112} // GR_1024
425 {274,330,343-274},// GR_640
426 {446,517,343-274} // GR_1024
429 {236,377,305-236},// GR_640
430 {385,592,305-236} // GR_1024
433 {311,377,380-311},// GR_640
434 {507,592,380-311} // GR_1024
437 {274,424,343-274},// GR_640
438 {446,667,343-274} // GR_1024
441 {437,330,506-437},// GR_640
442 {707,517,506-437} // GR_1024
445 {399,377,468-399},// GR_640
446 {646,592,468-399} // GR_1024
449 {474,377,543-474},// GR_640
450 {768,592,543-474} // GR_1024
453 {437,424,506-437},// GR_640
454 {707,667,506-437} // GR_1024
458 // avail ship list data
459 #define MULTI_TS_AVAIL_MAX_DISPLAY 4
460 static int Multi_ts_avail_coords[MULTI_TS_AVAIL_MAX_DISPLAY][GR_NUM_RESOLUTIONS][2] = { // x,y coords
478 int Multi_ts_avail_start = 0; // starting index of where we will display the available ships
479 int Multi_ts_avail_count = 0; // the # of available ship classes
481 // ship information stuff
482 #define MULTI_TS_SHIP_INFO_MAX_LINE_LEN 150
483 #define MULTI_TS_SHIP_INFO_MAX_LINES 10
484 #define MULTI_TS_SHIP_INFO_MAX_TEXT (MULTI_TS_SHIP_INFO_MAX_LINE_LEN * MULTI_TS_SHIP_INFO_MAX_LINES)
486 static int Multi_ts_ship_info_coords[GR_NUM_RESOLUTIONS][3] = {
495 char Multi_ts_ship_info_lines[MULTI_TS_SHIP_INFO_MAX_LINES][MULTI_TS_SHIP_INFO_MAX_LINE_LEN];
496 char Multi_ts_ship_info_text[MULTI_TS_SHIP_INFO_MAX_TEXT];
497 int Multi_ts_ship_info_line_count;
500 static int Multi_ts_status_coords[GR_NUM_RESOLUTIONS][3] = {
509 int Multi_ts_status_bar_mode = 0;
511 // carried icon information
512 int Multi_ts_carried_flag = 0;
513 int Multi_ts_clicked_flag = 0;
514 int Multi_ts_clicked_x,Multi_ts_clicked_y;
515 int Multi_ts_carried_ship_class;
516 int Multi_ts_carried_from_type = 0;
517 int Multi_ts_carried_from_index = 0;
519 // selected ship types (for informational purposes)
520 int Multi_ts_select_type = -1;
521 int Multi_ts_select_index = -1;
522 int Multi_ts_select_ship_class = -1;
524 // per-frame mouse hotspot vars
525 int Multi_ts_hotspot_type = -1;
526 int Multi_ts_hotspot_index = -1;
529 #define TS_GRAB_FROM_LIST 0
530 #define TS_SWAP_LIST_SLOT 1
531 #define TS_SWAP_SLOT_SLOT 2
532 #define TS_DUMP_TO_LIST 3
533 #define TS_SWAP_PLAYER_PLAYER 4
534 #define TS_MOVE_PLAYER 5
537 #define TS_CODE_LOCK_TEAM 0 // the specified team's slots are locked
538 #define TS_CODE_PLAYER_UPDATE 1 // a player slot update for the specified team
541 #define MULTI_TS_FLAG_NONE -2 // slot is _always_ empty
542 #define MULTI_TS_FLAG_EMPTY -1 // flag is temporarily empty
543 typedef struct ts_team_data {
544 int multi_ts_objnum[MULTI_TS_NUM_SHIP_SLOTS]; // objnums for all slots in this team
545 net_player *multi_ts_player[MULTI_TS_NUM_SHIP_SLOTS]; // net players corresponding to the same slots
546 int multi_ts_flag[MULTI_TS_NUM_SHIP_SLOTS]; // flags indicating the "status" of a slot
547 int multi_players_locked; // are the players locked into place
549 ts_team_data Multi_ts_team[MULTI_TS_MAX_TEAMS]; // data for all teams
551 // deleted ship objnums
552 int Multi_ts_deleted_objnums[MULTI_TS_MAX_TEAMS * MULTI_TS_NUM_SHIP_SLOTS];
553 int Multi_ts_num_deleted;
557 // ------------------------------------------------------------------------------------------------------
558 // TEAM SELECT FORWARD DECLARATIONS
561 // check for button presses
562 void multi_ts_check_buttons();
564 // act on a button press
565 void multi_ts_button_pressed(int n);
567 // initialize all screen data, etc
568 void multi_ts_init_graphics();
570 // blit all of the icons representing all wings
571 void multi_ts_blit_wings();
573 // blit all of the player callsigns under the correct ships
574 void multi_ts_blit_wing_callsigns();
576 // blit the ships on the avail list
577 void multi_ts_blit_avail_ships();
579 // initialize the snazzy menu stuff for dragging ships,players around
580 void multi_ts_init_snazzy();
582 // what type of region the index is (0 == ship avail list, 1 == ship slots, 2 == player slot)
583 int multi_ts_region_type(int region);
585 // convert the region num to a ship slot index
586 int multi_ts_slot_index(int region);
588 // convert the region num to an avail list index
589 int multi_ts_avail_index(int region);
591 // convert the region num to a player slot index
592 int multi_ts_player_index(int region);
594 // blit the status bar
595 void multi_ts_blit_status_bar();
597 // assign the correct players to the correct slots
598 void multi_ts_init_players();
600 // assign the correct objnums to the correct slots
601 void multi_ts_init_objnums();
603 // assign the correct flags to the correct slots
604 void multi_ts_init_flags();
606 // get the proper team and slot index for the given ship name
607 void multi_ts_get_team_and_slot(char *ship_name,int *team_index,int *slot_index);
609 // handle an available ship scroll down button press
610 void multi_ts_avail_scroll_down();
612 // handle an available ship scroll up button press
613 void multi_ts_avail_scroll_up();
615 // handle all mouse events (clicking, dragging, and dropping)
616 void multi_ts_handle_mouse();
618 // can the specified player perform the action he is attempting
619 int multi_ts_can_perform(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index = -1);
621 // determine the kind of drag and drop operation this is
622 int multi_ts_get_dnd_type(int from_type,int from_index,int to_type,int to_index,int player_index = -1);
624 // swap two player positions
625 int multi_ts_swap_player_player(int from_index,int to_index,int *sound,int player_index = -1);
628 int multi_ts_move_player(int from_index,int to_index,int *sound,int player_index = -1);
630 // get the ship class of the current index in the avail list or -1 if none exists
631 int multi_ts_get_avail_ship_class(int index);
633 // blit the currently carried icon (if any)
634 void multi_ts_blit_carried_icon();
636 // if the (console) player is allowed to grab a player slot at this point
637 int multi_ts_can_grab_player(int slot_index,int player_index = -1);
639 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
640 int multi_ts_slot_bmap_num(int slot_index);
642 // blit any active ship information text
643 void multi_ts_blit_ship_info();
645 // select the given slot and setup any information, etc
646 void multi_ts_select_ship();
648 // is it ok for this player to commit
649 int multi_ts_ok_to_commit();
651 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
652 int multi_ts_avail_bmap_num(int slot_index);
654 // set the status bar to reflect the status of wing slots (free or not free). 0 or 1 are valid values for now
655 void multi_ts_set_status_bar_mode(int m);
657 // check to see that no illegal ship settings have occurred
658 void multi_ts_check_errors();
660 // ------------------------------------------------------------------------------------------------------
661 // TEAM SELECT FUNCTIONS
664 // initialize the team select screen (always call, even when switching between weapon select, etc)
667 // if we haven't initialized at all yet, then do it
668 if(!Multi_ts_inited){
669 multi_ts_init_graphics();
673 // use the common interface palette
674 multi_common_set_palette();
676 // set the interface palette
678 common_set_interface_palette(MULTI_TS_PALETTE);
681 Net_player->state = NETPLAYER_STATE_SHIP_SELECT;
683 Current_screen = ON_SHIP_SELECT;
686 // initialize all critical internal data structures
687 void multi_ts_common_init()
691 // reset timestamps here. they seem to get hosed by the loadinh of the mission file
692 multi_reset_timestamps();
694 // saying "not allowed to mess with ships"
695 Multi_ts_status_bar_mode = 0;
697 // intialize ship info stuff
698 memset(Multi_ts_ship_info_text,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
699 memset(Multi_ts_ship_info_lines,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
700 Multi_ts_ship_info_line_count = 0;
702 // initialize carried icon information
703 Multi_ts_carried_flag = 0;
704 Multi_ts_clicked_flag = 0;
705 Multi_ts_clicked_x = 0;
706 Multi_ts_clicked_y = 0;
707 Multi_ts_carried_ship_class = -1;
708 Multi_ts_carried_from_type = 0;
709 Multi_ts_carried_from_index = 0;
711 // selected slot information (should be default player ship)
712 if(!MULTI_PERM_OBSERVER(Net_players[MY_NET_PLAYER_NUM])){
713 Multi_ts_select_type = MULTI_TS_SLOT_LIST;
714 Multi_ts_select_index = Net_player->p_info.ship_index;
716 // select this ship and setup his info
717 Multi_ts_select_ship_class = Wss_slots[Multi_ts_select_index].ship_class;
718 multi_ts_select_ship();
720 Multi_ts_select_type = -1;
721 Multi_ts_select_index = -1;
723 // no ship class selected for information purposes
724 Multi_ts_select_ship_class = -1;
727 // deleted ship information
728 memset(Multi_ts_deleted_objnums,0,sizeof(int) * MULTI_TS_MAX_TEAMS * MULTI_TS_NUM_SHIP_SLOTS);
729 Multi_ts_num_deleted = 0;
731 // mouse hotspot information
732 Multi_ts_hotspot_type = -1;
733 Multi_ts_hotspot_index = -1;
735 // initialize avail ship list data
736 Multi_ts_avail_start = 0;
738 // load the locked button bitmaps bitmaps
739 for(idx=0;idx<MULTI_TS_NUM_LOCKED_BITMAPS;idx++){
740 Multi_ts_locked_bitmaps[idx] = -1;
741 Multi_ts_locked_bitmaps[idx] = bm_load(Multi_ts_bmap_names[gr_screen.res][idx]);
744 // blast the team data clean
745 memset(Multi_ts_team,0,sizeof(ts_team_data) * MULTI_TS_MAX_TEAMS);
747 // assign the correct players to the correct slots
748 multi_ts_init_players();
750 // assign the correct objnums to the correct slots
751 multi_ts_init_objnums();
753 // sync the interface as normal
754 multi_ts_sync_interface();
757 // do frame for team select
760 int k = chatbox_process();
761 k = Multi_ts_window.process(k);
763 // process any keypresses
766 gamesnd_play_iface(SND_USER_SELECT);
767 multi_quit_game(PROMPT_ALL);
770 // cycle to the weapon select screen
772 gamesnd_play_iface(SND_USER_SELECT);
773 Next_screen = ON_WEAPON_SELECT;
774 gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
777 case KEY_ENTER|KEY_CTRLED:
778 multi_ts_commit_pressed();
782 // check any button presses
783 multi_ts_check_buttons();
785 // handle all mouse related events
786 multi_ts_handle_mouse();
789 multi_ts_check_errors();
791 // draw the background, etc
793 GR_MAYBE_CLEAR_RES(Multi_ts_bitmap);
794 if(Multi_ts_bitmap != -1){
795 gr_set_bitmap(Multi_ts_bitmap);
798 Multi_ts_window.draw();
801 multi_ts_blit_wings();
803 // blit all callsigns
804 multi_ts_blit_wing_callsigns();
806 // blit the ships on the available list
807 multi_ts_blit_avail_ships();
809 // force draw the ship select button
810 Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].button.draw_forced(2);
812 // force draw the "locked" button if necessary
813 if(multi_ts_is_locked()){
814 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw_forced(2);
816 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
817 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
818 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw_forced(0);
820 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.draw();
824 // blit any active ship information
825 multi_ts_blit_ship_info();
827 // blit the status bar
828 multi_ts_blit_status_bar();
830 // render the chatbox
834 Multi_ts_window.draw_tooltip();
836 // display the status of the voice system
837 multi_common_voice_display_status();
839 // blit any carried icons
840 multi_ts_blit_carried_icon();
846 // close the team select screen (always call, even when switching between weapon select, etc)
847 void multi_ts_close()
851 if(!Multi_ts_inited){
857 // shut down the snazzy menu
860 // unload any bitmaps
861 if(!bm_unload(Multi_ts_bitmap)){
862 nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ts_bitmap_fname[gr_screen.res]));
864 for(idx=0;idx<MULTI_TS_NUM_LOCKED_BITMAPS;idx++){
865 if(Multi_ts_locked_bitmaps[idx] != -1){
866 bm_release(Multi_ts_locked_bitmaps[idx]);
867 Multi_ts_locked_bitmaps[idx] = -1;
871 // destroy the UI_WINDOW
872 Multi_ts_window.destroy();
875 common_free_interface_palette();
879 // is the given slot disabled for the specified player
880 int multi_ts_disabled_slot(int slot_num, int player_index)
884 // get the appropriate net player
885 if(player_index == -1){
888 pl = &Net_players[player_index];
891 // if the player is an observer, its _always_ disabled
892 if(pl->flags & NETINFO_FLAG_OBSERVER){
896 // if the flag for this team isn't set to "free" we can't do anything
897 if(!Multi_ts_team[pl->p_info.team].multi_players_locked){
901 // if the "leaders" only flag is set
902 if(Netgame.options.flags & MSO_FLAG_SS_LEADERS){
903 // in a team vs. team situation
904 if(Netgame.type_flags & NG_TYPE_TEAM){
905 if(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN){
909 // in a non team vs. team situation
911 if(pl->flags & NETINFO_FLAG_GAME_HOST){
916 // in a team vs. team situation
917 if(Netgame.type_flags & NG_TYPE_TEAM){
918 // if i'm the team captain I can mess with my own ships as well as those of the ai ships on my team
919 if(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN){
920 if((Multi_ts_team[pl->p_info.team].multi_ts_player[slot_num] != NULL) && (Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[slot_num]].flags & OF_PLAYER_SHIP) && (slot_num != pl->p_info.ship_index)){
927 // in a non team vs. team situation
929 // if we're the host, we can our own ship and ai ships
930 if(pl->flags & NETINFO_FLAG_GAME_HOST){
931 // can't grab player ships
932 if((Multi_ts_team[pl->p_info.team].multi_ts_player[slot_num] != NULL) && (Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[slot_num]].flags & OF_PLAYER_SHIP) && (slot_num != pl->p_info.ship_index)){
940 // if this is our slot, then we can grab it
941 if(slot_num == pl->p_info.ship_index){
949 // is the given slot disabled for the specified player, _and_ it is his ship as well
950 int multi_ts_disabled_high_slot(int slot_index,int player_index)
954 // get the appropriate net player
955 if(player_index == -1){
958 pl = &Net_players[player_index];
961 // if this is disabled for him and its also _his_ slot
962 if(multi_ts_disabled_slot(slot_index,player_index) && !Multi_ts_team[pl->p_info.team].multi_players_locked && (slot_index == pl->p_info.ship_index)){
969 // resynch all display/interface elements based upon all the ship/weapon pool values
970 void multi_ts_sync_interface()
974 // item 1 - determine how many ship types are available in the ship pool
975 Multi_ts_avail_count = 0;
976 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
977 if(Ss_pool[idx] > 0){
978 Multi_ts_avail_count++;
982 // item 2 - make sure our local Multi_ts_slot_flag array is up to date
983 multi_ts_init_flags();
985 // item 3 - set/unset any necessary flags in underlying ship select data structures
986 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
987 switch(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx]){
988 case MULTI_TS_FLAG_EMPTY :
989 ss_make_slot_empty(idx);
991 case MULTI_TS_FLAG_NONE :
994 ss_make_slot_full(idx);
999 // item 4 - reset the locked/unlocked status of all ships in the weapon select screen
1000 ss_recalc_multiplayer_slots();
1003 void multi_ts_assign_players_all()
1005 int idx,team_index,slot_index,found,player_count,shipnum;
1006 char name_lookup[100];
1009 // set all player ship indices to -1
1010 for(idx=0;idx<MAX_PLAYERS;idx++){
1011 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1012 Net_players[idx].p_info.ship_index = -1;
1016 // merge the created object list with the actual object list so we have all available ships
1017 obj_merge_created_list();
1019 // get the # of players currently in the game
1020 player_count = multi_num_players();
1022 // always assign the host to Alpha 1 (or Zeta 1 in team vs. team - as appropriate)
1023 memset(name_lookup,0,100);
1024 if(Netgame.type_flags & NG_TYPE_TEAM){
1025 switch(Netgame.host->p_info.team){
1027 strcpy(name_lookup,NOX("alpha 1"));
1030 strcpy(name_lookup,NOX("zeta 1"));
1034 strcpy(name_lookup,NOX("alpha 1"));
1036 shipnum = ship_name_lookup(name_lookup);
1038 // if we couldn't find the ship for the host
1040 // Netgame.flags |= NG_FLAG_QUITTING;
1041 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_SHIP_ASSIGN);
1045 multi_ts_get_team_and_slot(Ships[shipnum].ship_name,&team_index,&slot_index);
1046 multi_assign_player_ship(NET_PLAYER_INDEX(Netgame.host),&Objects[Ships[shipnum].objnum],Ships[shipnum].ship_info_index);
1047 Netgame.host->p_info.ship_index = slot_index;
1048 Assert(Netgame.host->p_info.ship_index >= 0);
1049 Netgame.host->p_info.ship_class = Ships[shipnum].ship_info_index;
1050 Netgame.host->player->objnum = Ships[shipnum].objnum;
1052 // for each netplayer, try and find a ship
1053 objp = GET_FIRST(&obj_used_list);
1054 while(objp != END_OF_LIST(&obj_used_list)){
1055 // find a valid player ship - ignoring the ship which was assigned to the host
1056 if((objp->flags & OF_PLAYER_SHIP) && stricmp(Ships[objp->instance].ship_name,name_lookup)){
1057 // determine what team and slot this ship is
1058 multi_ts_get_team_and_slot(Ships[objp->instance].ship_name,&team_index,&slot_index);
1059 Assert((team_index != -1) && (slot_index != -1));
1061 // in a team vs. team situation
1062 if(Netgame.type_flags & NG_TYPE_TEAM){
1063 // find a player on this team who needs a ship
1065 for(idx=0;idx<MAX_PLAYERS;idx++){
1066 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.ship_index == -1) && (Net_players[idx].p_info.team == team_index)){
1072 // in a non team vs. team situation
1074 // find any player on this who needs a ship
1076 for(idx=0;idx<MAX_PLAYERS;idx++){
1077 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.ship_index == -1)){
1084 // if we found a player
1086 multi_assign_player_ship(idx,objp,Ships[objp->instance].ship_info_index);
1087 Net_players[idx].p_info.ship_index = slot_index;
1088 Assert(Net_players[idx].p_info.ship_index >= 0);
1089 Net_players[idx].p_info.ship_class = Ships[objp->instance].ship_info_index;
1090 Net_players[idx].player->objnum = OBJ_INDEX(objp);
1092 // decrement the player count
1095 objp->flags &= ~OF_PLAYER_SHIP;
1096 obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
1099 // if we've assigned all players, we're done
1100 if(player_count <= 0){
1105 // move to the next item
1106 objp = GET_NEXT(objp);
1109 // go through and change any ships marked as player ships to be COULD_BE_PLAYER
1110 if ( objp != END_OF_LIST(&obj_used_list) ) {
1111 for ( objp = GET_NEXT(objp); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1112 if ( objp->flags & OF_PLAYER_SHIP ){
1113 objp->flags &= ~OF_PLAYER_SHIP;
1114 obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
1119 if(Game_mode & GM_STANDALONE_SERVER){
1121 Net_player->player->objnum = -1;
1124 // check to make sure all players were assigned correctly
1125 for(idx=0;idx<MAX_PLAYERS;idx++){
1126 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx])){
1127 // if this guy never got assigned a player ship, there's a mission problem
1128 if(Net_players[idx].p_info.ship_index == -1){
1129 // Netgame.flags |= NG_FLAG_QUITTING;
1130 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_SHIP_ASSIGN);
1137 // delete ships which have been removed from the game, tidy things
1138 void multi_ts_create_wings()
1142 // the standalone never went through this screen so he should never call this function!
1143 // the standalone and all other clients will have this equivalent function performed whey they receieve
1144 // the post_sync_data_packet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1145 Assert(!(Game_mode & GM_STANDALONE_SERVER));
1147 // check status of all ships and delete or change ship type as necessary
1148 Multi_ts_num_deleted = 0;
1149 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1150 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1151 // otherwise if there's a valid ship in this spot
1152 if(Multi_ts_team[idx].multi_ts_flag[s_idx] >= 0){
1155 // set the ship type appropriately
1156 Assert(Wss_slots_teams[idx][s_idx].ship_class >= 0);
1158 objnum = Multi_ts_team[idx].multi_ts_objnum[s_idx];
1159 change_ship_type(Objects[objnum].instance,Wss_slots_teams[idx][s_idx].ship_class);
1161 // set the ship weapons correctly
1162 wl_update_ship_weapons(objnum,&Wss_slots_teams[idx][s_idx]);
1164 // assign ts_index of the ship to point to the proper Wss_slots slot
1165 Ships[Objects[objnum].instance].ts_index = s_idx;
1166 } else if(Multi_ts_team[idx].multi_ts_flag[s_idx] == MULTI_TS_FLAG_EMPTY){
1167 Assert(Multi_ts_team[idx].multi_ts_objnum[s_idx] >= 0);
1169 // mark the object as having been deleted
1170 Multi_ts_deleted_objnums[Multi_ts_num_deleted] = Multi_ts_team[idx].multi_ts_objnum[s_idx];
1173 ship_add_exited_ship( &Ships[Objects[Multi_ts_deleted_objnums[Multi_ts_num_deleted]].instance], SEF_PLAYER_DELETED );
1174 obj_delete(Multi_ts_deleted_objnums[Multi_ts_num_deleted]);
1175 ship_wing_cleanup(Objects[Multi_ts_deleted_objnums[Multi_ts_num_deleted]].instance,&Wings[Ships[Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].instance].wingnum]);
1177 // increment the # of ships deleted
1178 Multi_ts_num_deleted++;
1184 // do any necessary processing for players who have left the game
1185 void multi_ts_handle_player_drop()
1190 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1191 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1192 // if we found him, clear his player slot and set his object back to being OF_COULD_BE_PLAYER
1193 if((Multi_ts_team[idx].multi_ts_player[s_idx] != NULL) && !MULTI_CONNECTED((*Multi_ts_team[idx].multi_ts_player[s_idx]))){
1194 Assert(Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1);
1195 Multi_ts_team[idx].multi_ts_player[s_idx] = NULL;
1196 Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].flags &= ~(OF_PLAYER_SHIP);
1197 obj_set_flags( &Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]], Objects[Multi_ts_team[idx].multi_ts_objnum[s_idx]].flags | OF_COULD_BE_PLAYER);
1203 // set the status bar to reflect the status of wing slots (free or not free). 0 or 1 are valid values for now
1204 void multi_ts_set_status_bar_mode(int m)
1206 Multi_ts_status_bar_mode = m;
1209 // blit the proper "locked" button - used for weapon select and briefing screens
1210 void multi_ts_blit_locked_button()
1212 // if we're locked down and we have a valid bitmap
1213 if((Multi_ts_team[Net_player->p_info.team].multi_players_locked) && (Multi_ts_locked_bitmaps[2] != -1)){
1214 gr_set_bitmap(Multi_ts_locked_bitmaps[2]);
1215 gr_bitmap(Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].x, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].y);
1217 // draw as "not locked" if possible
1218 else if(Multi_ts_locked_bitmaps[0] != -1){
1219 gr_set_bitmap(Multi_ts_locked_bitmaps[0]);
1220 gr_bitmap( Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].x, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].y);
1224 // the "lock" button has been pressed
1225 void multi_ts_lock_pressed()
1227 // do nothing if the button has already been pressed
1228 if(multi_ts_is_locked()){
1229 gamesnd_play_iface(SND_GENERAL_FAIL);
1233 if(Netgame.type_flags & NG_TYPE_TEAM){
1234 Assert(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN);
1236 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
1238 gamesnd_play_iface(SND_USER_SELECT);
1240 // send a final player slot update packet
1241 send_pslot_update_packet(Net_player->p_info.team,TS_CODE_LOCK_TEAM,-1);
1242 Multi_ts_team[Net_player->p_info.team].multi_players_locked = 1;
1244 // sync interface stuff
1245 multi_ts_set_status_bar_mode(1);
1246 multi_ts_sync_interface();
1247 ss_recalc_multiplayer_slots();
1249 // disable this button now
1250 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1254 int multi_ts_is_locked()
1256 return Multi_ts_team[Net_player->p_info.team].multi_players_locked;
1259 // show a popup saying "only host and team captains can modify, etc, etc"
1260 void multi_ts_maybe_host_only_popup()
1263 // if this is because the "host modifies" option is set
1264 if((Netgame.options.flags & MSO_FLAG_SS_LEADERS) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1265 multi_ts_host_only_popup();
1268 if(Netgame.type == NG_TYPE_TEAM){
1269 popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,"Only team captains may modify ships and weapons in this game");
1271 popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,"Only the host may modify ships and weapons in this game");
1277 // ------------------------------------------------------------------------------------------------------
1278 // TEAM SELECT FORWARD DEFINITIONS
1281 // check for button presses
1282 void multi_ts_check_buttons()
1285 for(idx=0;idx<MULTI_TS_NUM_BUTTONS;idx++){
1286 // we only really need to check for one button pressed at a time, so we can break after
1288 if(Multi_ts_buttons[gr_screen.res][idx].button.pressed()){
1289 multi_ts_button_pressed(idx);
1295 // act on a button press
1296 void multi_ts_button_pressed(int n)
1299 // back to the briefing screen
1300 case MULTI_TS_BRIEFING :
1301 gamesnd_play_iface(SND_USER_SELECT);
1302 Next_screen = ON_BRIEFING_SELECT;
1303 gameseq_post_event( GS_EVENT_START_BRIEFING );
1305 // already on this screen
1306 case MULTI_TS_SHIP_SELECT:
1307 gamesnd_play_iface(SND_GENERAL_FAIL);
1309 // back to the weapon select screen
1310 case MULTI_TS_WEAPON_SELECT:
1311 gamesnd_play_iface(SND_USER_SELECT);
1312 Next_screen = ON_WEAPON_SELECT;
1313 gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
1315 // scroll the available ships list down
1316 case MULTI_TS_SHIPS_DOWN:
1317 multi_ts_avail_scroll_down();
1319 // scroll the available ships list up
1320 case MULTI_TS_SHIPS_UP:
1321 multi_ts_avail_scroll_up();
1323 // free ship/weapon select
1325 Assert(Game_mode & GM_MULTIPLAYER);
1326 // the "lock" button has been pressed
1327 multi_ts_lock_pressed();
1329 // disable the button if it is now locked
1330 if(multi_ts_is_locked()){
1331 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1335 case MULTI_TS_COMMIT :
1336 multi_ts_commit_pressed();
1339 gamesnd_play_iface(SND_GENERAL_FAIL);
1344 // initialize all screen data, etc
1345 void multi_ts_init_graphics()
1349 // create the interface window
1350 Multi_ts_window.create(0,0,gr_screen.max_w,gr_screen.max_h,0);
1351 Multi_ts_window.set_mask_bmap(Multi_ts_bitmap_mask_fname[gr_screen.res]);
1353 // load the background bitmap
1354 Multi_ts_bitmap = bm_load(Multi_ts_bitmap_fname[gr_screen.res]);
1355 if(Multi_ts_bitmap < 0){
1356 // we failed to load the bitmap - this is very bad
1360 // create the interface buttons
1361 for(idx=0;idx<MULTI_TS_NUM_BUTTONS;idx++){
1362 // create the object
1363 if((idx == MULTI_TS_SHIPS_UP) || (idx == MULTI_TS_SHIPS_DOWN)){
1364 Multi_ts_buttons[gr_screen.res][idx].button.create(&Multi_ts_window, "", Multi_ts_buttons[gr_screen.res][idx].x, Multi_ts_buttons[gr_screen.res][idx].y, 1, 1, 1, 1);
1366 Multi_ts_buttons[gr_screen.res][idx].button.create(&Multi_ts_window, "", Multi_ts_buttons[gr_screen.res][idx].x, Multi_ts_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
1369 // set the sound to play when highlighted
1370 Multi_ts_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
1372 // set the ani for the button
1373 Multi_ts_buttons[gr_screen.res][idx].button.set_bmaps(Multi_ts_buttons[gr_screen.res][idx].filename);
1376 Multi_ts_buttons[gr_screen.res][idx].button.link_hotspot(Multi_ts_buttons[gr_screen.res][idx].hotspot);
1381 Multi_ts_window.add_XSTR("Briefing", 765, Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_BRIEFING].button, UI_XSTR_COLOR_GREEN);
1382 Multi_ts_window.add_XSTR("Ship Selection", 1067, Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_SHIP_SELECT].button, UI_XSTR_COLOR_GREEN);
1383 Multi_ts_window.add_XSTR("Weapon Loadout", 1068, Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_WEAPON_SELECT].button, UI_XSTR_COLOR_GREEN);
1384 Multi_ts_window.add_XSTR("Commit", 1062, Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_COMMIT].button, UI_XSTR_COLOR_PINK);
1385 Multi_ts_window.add_XSTR("Lock", 1270, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].xt, Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].yt, &Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button, UI_XSTR_COLOR_GREEN);
1388 // Multi_ts_window.add_XSTR("Help", 928, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].xt, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].yt, &Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
1389 // Multi_ts_window.add_XSTR("Options", 1036, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].xt, Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].yt, &Multi_ts_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1393 // make the ship scrolling lists
1395 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
1396 if (Netgame.type_flags & NG_TYPE_TEAM) {
1397 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1398 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1401 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
1402 Multi_ts_buttons[gr_screen.res][MULTI_TS_LOCK].button.disable();
1406 // initialize the snazzy menu stuff (for grabbing ships, names, etc)
1407 multi_ts_init_snazzy();
1409 // create the chatbox (again, should not be necessary at this point)
1412 // sync the interface as normal
1413 multi_ts_sync_interface();
1416 // blit all of the icons representing all wings
1417 void multi_ts_blit_wings()
1421 // blit them all blindly for now
1422 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
1423 // if this ship doesn't exist, then continue
1424 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_NONE){
1428 // otherwise blit the ship icon or the "empty" icon
1429 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_EMPTY){
1430 ss_blit_ship_icon(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],-1,0);
1432 ss_blit_ship_icon(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],Wss_slots[idx].ship_class,multi_ts_slot_bmap_num(idx));
1434 // if this is a team vs team game, and the slot is occupised by a team captain, put a c there
1435 if((Netgame.type_flags & NG_TYPE_TEAM) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx]->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
1436 gr_set_color_fast(&Color_bright);
1437 gr_string(Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_X_COORD] - 5,Multi_ts_slot_icon_coords[idx][gr_screen.res][MULTI_TS_Y_COORD] - 5,XSTR("C",737)); // [[ Team captain ]]
1443 // blit all of the player callsigns under the correct ships
1444 void multi_ts_blit_wing_callsigns()
1447 char callsign[CALLSIGN_LEN+2];
1450 // blit them all blindly for now
1451 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
1452 // if this ship doesn't exist, then continue
1453 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_NONE){
1457 // if there is a player in the slot
1458 if(Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL){
1459 // make sure the string fits
1460 strcpy(callsign,Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx]->player->callsign);
1462 // determine if this is a locked AI ship
1463 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].instance].ship_name);
1464 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
1465 strcpy(callsign, NOX("<"));
1466 strcat(callsign,XSTR("AI",738)); // [[ Artificial Intellegence ]]
1467 strcat(callsign, NOX(">"));
1469 strcpy(callsign,XSTR("AI",738)); // [[ Artificial Intellegence ]]
1473 gr_force_fit_string(callsign, CALLSIGN_LEN, Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_W_COORD]);
1475 // get the final length
1476 gr_get_string_size(&callsign_w, NULL, callsign);
1479 if((Multi_ts_hotspot_type == MULTI_TS_PLAYER_LIST) && (Multi_ts_hotspot_index == idx) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL)){
1480 gr_set_color_fast(&Color_text_active_hi);
1482 gr_set_color_fast(&Color_normal);
1484 gr_string(Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_X_COORD] + ((Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_W_COORD] - callsign_w)/2),Multi_ts_slot_text_coords[idx][gr_screen.res][MULTI_TS_Y_COORD],callsign);
1488 // blit the ships on the avail list
1489 void multi_ts_blit_avail_ships()
1491 int display_count,ship_count,idx;
1494 // blit the availability of all ship counts
1497 for(idx=0;idx<MAX_SHIP_TYPES;idx++){
1498 if(Ss_pool[idx] > 0){
1499 // if our starting display index is after this, then skip it
1500 if(ship_count < Multi_ts_avail_start){
1504 ss_blit_ship_icon(Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_X_COORD],Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_Y_COORD],idx,multi_ts_avail_bmap_num(display_count));
1506 // blit the ship count available
1507 sprintf(count,"%d",Ss_pool[idx]);
1508 gr_set_color_fast(&Color_normal);
1509 gr_string(Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_X_COORD] - 20,Multi_ts_avail_coords[display_count][gr_screen.res][MULTI_TS_Y_COORD],count);
1511 // increment the counts
1517 // if we've reached the max amount we can display, then stop
1518 if(display_count >= MULTI_TS_AVAIL_MAX_DISPLAY){
1524 // initialize the snazzy menu stuff for dragging ships,players around
1525 void multi_ts_init_snazzy()
1527 // initialize the snazzy menu
1531 Multi_ts_snazzy_regions = 0;
1532 memset(Multi_ts_region,0,sizeof(MENU_REGION) * MULTI_TS_NUM_SNAZZY_REGIONS);
1534 // get a pointer to the mask bitmap data
1535 Multi_ts_mask_data = (ubyte*)Multi_ts_window.get_mask_data(&Multi_ts_mask_w, &Multi_ts_mask_h);
1537 // add the wing slots information
1538 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_0, 0);
1539 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_1, 0);
1540 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_2, 0);
1541 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_SHIP_3, 0);
1542 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_0, 0);
1543 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_1, 0);
1544 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_2, 0);
1545 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_SHIP_3, 0);
1546 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_0, 0);
1547 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_1, 0);
1548 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_2, 0);
1549 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_SHIP_3, 0);
1551 // add the name slots information
1552 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_0, 0);
1553 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_1, 0);
1554 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_2, 0);
1555 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_0_NAME_3, 0);
1556 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_0, 0);
1557 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_1, 0);
1558 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_2, 0);
1559 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_1_NAME_3, 0);
1560 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_0, 0);
1561 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_1, 0);
1562 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_2, 0);
1563 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_2_NAME_3, 0);
1565 // add the available ships region
1566 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_0, 0);
1567 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_1, 0);
1568 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_2, 0);
1569 snazzy_menu_add_region(&Multi_ts_region[Multi_ts_snazzy_regions++], "", TSWING_LIST_3, 0);
1572 // what type of region the index is (0 == ship avail list, 1 == ship slots, 2 == player slot)
1573 int multi_ts_region_type(int region)
1575 if((region == TSWING_0_SHIP_0) || (region == TSWING_0_SHIP_1) || (region == TSWING_0_SHIP_2) || (region == TSWING_0_SHIP_3) ||
1576 (region == TSWING_1_SHIP_0) || (region == TSWING_1_SHIP_1) || (region == TSWING_1_SHIP_2) || (region == TSWING_1_SHIP_3) ||
1577 (region == TSWING_2_SHIP_0) || (region == TSWING_2_SHIP_1) || (region == TSWING_2_SHIP_2) || (region == TSWING_2_SHIP_3) ){
1578 return MULTI_TS_SLOT_LIST;
1581 if((region == TSWING_0_NAME_0) || (region == TSWING_0_NAME_1) || (region == TSWING_0_NAME_2) || (region == TSWING_0_NAME_3) ||
1582 (region == TSWING_1_NAME_0) || (region == TSWING_1_NAME_1) || (region == TSWING_1_NAME_2) || (region == TSWING_1_NAME_3) ||
1583 (region == TSWING_2_NAME_0) || (region == TSWING_2_NAME_1) || (region == TSWING_2_NAME_2) || (region == TSWING_2_NAME_3) ){
1584 return MULTI_TS_PLAYER_LIST;
1587 if((region == TSWING_LIST_0) || (region == TSWING_LIST_1) || (region == TSWING_LIST_2) || (region == TSWING_LIST_3)){
1588 return MULTI_TS_AVAIL_LIST;
1594 // convert the region num to a ship slot index
1595 int multi_ts_slot_index(int region)
1598 case TSWING_0_SHIP_0:
1600 case TSWING_0_SHIP_1:
1602 case TSWING_0_SHIP_2:
1604 case TSWING_0_SHIP_3:
1606 case TSWING_1_SHIP_0:
1608 case TSWING_1_SHIP_1:
1610 case TSWING_1_SHIP_2:
1612 case TSWING_1_SHIP_3:
1614 case TSWING_2_SHIP_0:
1616 case TSWING_2_SHIP_1:
1618 case TSWING_2_SHIP_2:
1620 case TSWING_2_SHIP_3:
1627 // convert the region num to an avail list index (starting from absolute 0)
1628 int multi_ts_avail_index(int region)
1644 // convert the region num to a player slot index
1645 int multi_ts_player_index(int region)
1648 case TSWING_0_NAME_0:
1650 case TSWING_0_NAME_1:
1652 case TSWING_0_NAME_2:
1654 case TSWING_0_NAME_3:
1656 case TSWING_1_NAME_0:
1658 case TSWING_1_NAME_1:
1660 case TSWING_1_NAME_2:
1662 case TSWING_1_NAME_3:
1664 case TSWING_2_NAME_0:
1666 case TSWING_2_NAME_1:
1668 case TSWING_2_NAME_2:
1670 case TSWING_2_NAME_3:
1677 // blit any active ship information text
1678 void multi_ts_blit_ship_info()
1684 // if we don't have a valid ship selected, do nothing
1685 if(Multi_ts_select_ship_class == -1){
1689 // get the ship class
1690 sip = &Ship_info[Multi_ts_select_ship_class];
1693 y_start = Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_Y_COORD];
1697 // blit the ship class (name)
1698 gr_set_color_fast(&Color_normal);
1699 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Class",739));
1700 if(strlen(sip->name)){
1701 gr_set_color_fast(&Color_bright);
1702 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->name);
1706 // blit the ship type
1707 gr_set_color_fast(&Color_normal);
1708 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Type",740));
1709 if((sip->type_str != NULL) && strlen(sip->type_str)){
1710 gr_set_color_fast(&Color_bright);
1711 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->type_str);
1715 // blit the ship length
1716 gr_set_color_fast(&Color_normal);
1717 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Length",741));
1718 if((sip->ship_length != NULL) && strlen(sip->ship_length)){
1719 gr_set_color_fast(&Color_bright);
1720 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->ship_length);
1724 // blit the max velocity
1725 gr_set_color_fast(&Color_normal);
1726 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Max Velocity",742));
1727 sprintf(str,XSTR("%d m/s",743),(int)sip->max_vel.xyz.z);
1728 gr_set_color_fast(&Color_bright);
1729 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,str);
1732 // blit the maneuverability
1733 gr_set_color_fast(&Color_normal);
1734 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Maneuverability",744));
1735 if((sip->maneuverability_str != NULL) && strlen(sip->maneuverability_str)){
1736 gr_set_color_fast(&Color_bright);
1737 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->maneuverability_str);
1742 gr_set_color_fast(&Color_normal);
1743 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Armor",745));
1744 if((sip->armor_str != NULL) && strlen(sip->armor_str)){
1745 gr_set_color_fast(&Color_bright);
1746 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->armor_str);
1750 // blit the gun mounts
1751 gr_set_color_fast(&Color_normal);
1752 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Gun Mounts",746));
1753 if((sip->gun_mounts != NULL) && strlen(sip->gun_mounts)){
1754 gr_set_color_fast(&Color_bright);
1755 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->gun_mounts);
1759 // blit the missile banke
1760 gr_set_color_fast(&Color_normal);
1761 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Missile Banks",747));
1762 if((sip->missile_banks != NULL) && strlen(sip->missile_banks)){
1763 gr_set_color_fast(&Color_bright);
1764 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->missile_banks);
1768 // blit the manufacturer
1769 gr_set_color_fast(&Color_normal);
1770 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start,XSTR("Manufacturer",748));
1771 if((sip->manufacturer_str != NULL) && strlen(sip->manufacturer_str)){
1772 gr_set_color_fast(&Color_bright);
1773 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD] + 150, y_start,sip->manufacturer_str);
1777 // blit the _short_ text description
1779 Assert(Multi_ts_ship_info_line_count < 3);
1780 gr_set_color_fast(&Color_normal);
1781 for(idx=0;idx<Multi_ts_ship_info_line_count;idx++){
1782 gr_string(Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_X_COORD], y_start, Multi_ts_ship_info_lines[idx]);
1789 // blit the status bar
1790 void multi_ts_blit_status_bar()
1796 // mode specific text
1797 switch(Multi_ts_status_bar_mode){
1799 strcpy(text,XSTR("Ships/Weapons Locked",749));
1803 strcpy(text,XSTR("Ships/Weapons Are Now Free",750));
1808 // if we should be blitting
1810 gr_get_string_size(&text_w,NULL,text);
1811 gr_set_color_fast(&Color_bright_blue);
1812 gr_string(Multi_ts_status_coords[gr_screen.res][MULTI_TS_X_COORD] + ((Multi_ts_status_coords[gr_screen.res][MULTI_TS_W_COORD] - text_w)/2),Multi_ts_status_coords[gr_screen.res][MULTI_TS_Y_COORD],text);
1816 // assign the correct players to the correct slots
1817 void multi_ts_init_players()
1821 // if i'm an observer, i have no ship
1822 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1823 Net_player->p_info.ship_index = -1;
1826 // initialize all players and observer
1827 for(idx=0;idx<MAX_PLAYERS;idx++){
1828 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1829 if(MULTI_OBSERVER(Net_players[idx])){
1830 Net_players[idx].p_info.ship_index = -1;
1832 Multi_ts_team[Net_players[idx].p_info.team].multi_ts_player[Net_players[idx].p_info.ship_index] = &Net_players[idx];
1838 // assign the correct objnums to the correct slots
1839 void multi_ts_init_objnums()
1841 int idx,s_idx,team_index,slot_index;
1844 // zero out the indices
1845 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1846 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1847 Multi_ts_team[idx].multi_ts_objnum[s_idx] = -1;
1851 // set all the objnums
1852 objp = GET_FIRST(&obj_used_list);
1853 while(objp != END_OF_LIST(&obj_used_list)){
1854 // if its a ship, get its slot index (if any)
1855 if(objp->type == OBJ_SHIP){
1856 multi_ts_get_team_and_slot(Ships[objp->instance].ship_name,&team_index,&slot_index);
1857 if((slot_index != -1) && (team_index != -1)){
1858 Multi_ts_team[team_index].multi_ts_objnum[slot_index] = Ships[objp->instance].objnum;
1862 objp = GET_NEXT(objp);
1866 // get the proper team and slot index for the given ship name
1867 void multi_ts_get_team_and_slot(char *ship_name,int *team_index,int *slot_index)
1871 // set the return values to default values
1875 // if we're in team vs. team mode
1876 if(Netgame.type_flags & NG_TYPE_TEAM){
1877 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1878 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
1879 if(!stricmp(ship_name,Multi_ts_slot_team_names[idx][s_idx])){
1881 *slot_index = s_idx;
1887 // if we're _not_ in team vs. team mode
1889 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
1890 if(!stricmp(ship_name,Multi_ts_slot_names[idx])){
1899 // function to return the shipname of the ship in the slot designated by the team and slot
1901 char *multi_ts_get_shipname( int team, int slot_index )
1903 if ( Netgame.type_flags & NG_TYPE_TEAM ) {
1904 Assert( (team >= 0) && (team < MULTI_TS_MAX_TEAMS) );
1905 return Multi_ts_slot_team_names[team][slot_index];
1907 Assert( team == 0 );
1908 return Multi_ts_slot_names[slot_index];
1912 // assign the correct flags to the correct slots
1913 void multi_ts_init_flags()
1917 // zero out the flags
1918 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1919 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS;s_idx++){
1920 Multi_ts_team[idx].multi_ts_flag[s_idx] = MULTI_TS_FLAG_NONE;
1924 // in a team vs. team situation
1925 if(Netgame.type_flags & NG_TYPE_TEAM){
1926 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
1927 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
1928 // if the there is an objnum here but no ship class, we know its currently empty
1929 if((Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1) && (Wss_slots_teams[idx][s_idx].ship_class == -1)){
1930 Multi_ts_team[idx].multi_ts_flag[s_idx] = MULTI_TS_FLAG_EMPTY;
1931 } else if((Multi_ts_team[idx].multi_ts_objnum[s_idx] != -1) && (Wss_slots_teams[idx][s_idx].ship_class != -1)){
1932 Multi_ts_team[idx].multi_ts_flag[s_idx] = Wss_slots_teams[idx][s_idx].ship_class;
1937 // in a non team vs. team situation
1939 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
1940 // if the there is an objnum here but no ship class, we know its currently empty
1941 if((Multi_ts_team[0].multi_ts_objnum[idx] != -1) && (Wss_slots[idx].ship_class == -1)){
1942 Multi_ts_team[0].multi_ts_flag[idx] = MULTI_TS_FLAG_EMPTY;
1943 } else if((Multi_ts_team[0].multi_ts_objnum[idx] != -1) && (Wss_slots[idx].ship_class != -1)){
1944 Multi_ts_team[0].multi_ts_flag[idx] = Wss_slots[idx].ship_class;
1950 // handle an available ship scroll down button press
1951 void multi_ts_avail_scroll_down()
1953 if((Multi_ts_avail_count - Multi_ts_avail_start) > MULTI_TS_AVAIL_MAX_DISPLAY){
1954 gamesnd_play_iface(SND_USER_SELECT);
1955 Multi_ts_avail_start++;
1957 gamesnd_play_iface(SND_GENERAL_FAIL);
1961 // handle an available ship scroll up button press
1962 void multi_ts_avail_scroll_up()
1964 if(Multi_ts_avail_start > 0){
1965 gamesnd_play_iface(SND_USER_SELECT);
1966 Multi_ts_avail_start--;
1968 gamesnd_play_iface(SND_GENERAL_FAIL);
1972 // handle all mouse events (clicking, dragging, and dropping)
1973 void multi_ts_handle_mouse()
1975 int snazzy_region,snazzy_action;
1976 int region_type,region_index,region_empty;
1977 int mouse_x,mouse_y,ship_class;
1979 // get the mouse coords
1980 mouse_get_pos(&mouse_x,&mouse_y);
1982 // do frame for the snazzy menu
1983 snazzy_region = snazzy_menu_do(Multi_ts_mask_data, Multi_ts_mask_w, Multi_ts_mask_h, Multi_ts_snazzy_regions, Multi_ts_region, &snazzy_action, 0);
1989 if(snazzy_region != -1){
1990 region_type = multi_ts_region_type(snazzy_region);
1991 Assert(region_type != -1);
1993 // determine what type of region the mouse is over and the appropriate index
1994 switch(region_type){
1995 case MULTI_TS_AVAIL_LIST:
1996 region_index = multi_ts_avail_index(snazzy_region);
1997 ship_class = multi_ts_get_avail_ship_class(region_index);
1999 if(ship_class == -1){
2002 region_empty = (Ss_pool[ship_class] > 0) ? 0 : 1;
2005 case MULTI_TS_SLOT_LIST:
2006 region_index = multi_ts_slot_index(snazzy_region);
2007 region_empty = (Multi_ts_team[Net_player->p_info.team].multi_ts_flag[region_index] >= 0) ? 0 : 1;
2009 ship_class = Wss_slots[region_index].ship_class;
2012 case MULTI_TS_PLAYER_LIST:
2013 region_index = multi_ts_player_index(snazzy_region);
2014 region_empty = (Multi_ts_team[Net_player->p_info.team].multi_ts_player[region_index] != NULL) ? 0 : 1;
2019 // maybe play a "highlight" sound
2020 switch(region_type){
2021 case MULTI_TS_PLAYER_LIST:
2022 if((Multi_ts_hotspot_index != region_index) && (region_index >= 0) && (Multi_ts_team[Net_player->p_info.team].multi_ts_player[region_index] != NULL)){
2023 gamesnd_play_iface(SND_USER_SELECT);
2028 // set the current frame mouse hotspot vars
2029 Multi_ts_hotspot_type = region_type;
2030 Multi_ts_hotspot_index = region_index;
2032 // if we currently have clicked on something and have just released it
2033 if(!Multi_ts_carried_flag && Multi_ts_clicked_flag && !mouse_down(MOUSE_LEFT_BUTTON)){
2034 Multi_ts_clicked_flag = 0;
2037 // if we're currently not carrying anything and the user has clicked
2038 if(!Multi_ts_carried_flag && !Multi_ts_clicked_flag && mouse_down(MOUSE_LEFT_BUTTON) && !region_empty){
2039 // set the "clicked" flag
2040 Multi_ts_clicked_flag = 1;
2042 // check to see if he clicked on a ship type and highlight if necessary
2043 switch(region_type){
2044 // selected a ship in the wing slots
2045 case MULTI_TS_SLOT_LIST:
2046 Multi_ts_select_type = MULTI_TS_SLOT_LIST;
2047 Multi_ts_select_index = region_index;
2048 multi_ts_select_ship();
2051 // selected a ship on the avail list
2052 case MULTI_TS_AVAIL_LIST:
2053 Multi_ts_select_type = MULTI_TS_AVAIL_LIST;
2054 Multi_ts_select_index = region_index;
2055 multi_ts_select_ship();
2058 // selected something else - unselect
2060 Multi_ts_select_type = -1;
2061 Multi_ts_select_index = -1;
2062 Multi_ts_select_ship_class = -1;
2066 Multi_ts_clicked_x = mouse_x;
2067 Multi_ts_clicked_y = mouse_y;
2070 // if we had something clicked and have started dragging it
2071 if(!Multi_ts_carried_flag && Multi_ts_clicked_flag && mouse_down(MOUSE_LEFT_BUTTON) && ((Multi_ts_clicked_x != mouse_x) || (Multi_ts_clicked_y != mouse_y))){
2072 // if this player is an observer, he shouldn't be able to do jack
2073 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
2077 // first we check for illegal conditions (any case where he cannot grab what he is attempting to grab)
2078 switch(region_type){
2079 case MULTI_TS_AVAIL_LIST :
2080 // if players are not yet locked, can't grab ships
2081 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2089 case MULTI_TS_SLOT_LIST:
2090 // if players are not yet locked, can't grab ships
2091 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2095 if(multi_ts_disabled_slot(region_index)){
2096 multi_ts_maybe_host_only_popup();
2099 if(Multi_ts_team[Net_player->p_info.team].multi_ts_flag[region_index] < 0){
2103 case MULTI_TS_PLAYER_LIST:
2104 if(!multi_ts_can_grab_player(region_index)){
2111 Multi_ts_clicked_flag = 0;
2112 Multi_ts_carried_flag = 1;
2114 // set up the carried icon here
2115 Multi_ts_carried_from_type = region_type;
2116 Multi_ts_carried_from_index = region_index;
2117 Multi_ts_carried_ship_class = ship_class;
2120 // if we were carrying something but have dropped it
2121 if(Multi_ts_carried_flag && !mouse_down(MOUSE_LEFT_BUTTON)){
2122 Multi_ts_carried_flag = 0;
2123 Multi_ts_clicked_flag = 0;
2125 // if we're not allowed to drop onto this slot
2126 if((region_type == MULTI_TS_SLOT_LIST) && multi_ts_disabled_slot(region_index)){
2127 multi_ts_maybe_host_only_popup();
2130 // if we're over some kind of valid region, apply
2131 multi_ts_drop(Multi_ts_carried_from_type,Multi_ts_carried_from_index,region_type,region_index,Multi_ts_carried_ship_class);
2135 // can the specified player perform the action he is attempting
2136 int multi_ts_can_perform(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2142 // get the appropriate player
2143 if(player_index == -1){
2146 pl = &Net_players[player_index];
2149 // get the operation type
2150 op_type = multi_ts_get_dnd_type(from_type,from_index,to_type,to_index,player_index);
2152 // if either of the indices are bogus, then bail
2153 if((from_index == -1) || (to_index == -1)){
2158 case TS_GRAB_FROM_LIST:
2159 // if there are no more of this ship class, its no go
2160 if(Ss_pool_teams[pl->p_info.team][ship_class] <= 0){
2164 // if he's not allowed to touch the wing slot
2165 if(multi_ts_disabled_slot(to_index,player_index)){
2169 // if the slot he's trying to drop it on is "permanently" empty
2170 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2175 case TS_SWAP_LIST_SLOT:
2176 // if there are no more of this ship class, its no go
2177 if(Ss_pool_teams[pl->p_info.team][ship_class] <= 0){
2181 // if he's not allowed to touch the wing slot
2182 if(multi_ts_disabled_slot(to_index,player_index)){
2186 // if the slot we're trying to move to is invalid, then do nothing
2187 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2191 // if the slot he's trying to drop it on is "permanently" empty
2192 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2197 case TS_SWAP_SLOT_SLOT:
2198 // if he's not allowed to touch one of the slots, its no go
2199 if(multi_ts_disabled_slot(from_index,player_index) || multi_ts_disabled_slot(to_index,player_index)){
2203 // if the slot we're taking from is invalid
2204 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2208 // if the slot he's trying to drop it on is "permanently" empty
2209 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2214 case TS_DUMP_TO_LIST:
2215 // if he's not allowed to be touching the slot to begin with, it no go
2216 if(multi_ts_disabled_slot(from_index,player_index)){
2220 // if the slot we're trying to move to is invalid, then do nothing
2221 if(Multi_ts_team[pl->p_info.team].multi_ts_flag[to_index] == MULTI_TS_FLAG_NONE){
2226 case TS_SWAP_PLAYER_PLAYER:
2227 // if his team is already locked, he cannot do this
2228 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2232 // if there isn't a player at one of the positions
2233 if((Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] == NULL) || (Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] == NULL)){
2237 // if this is not a player ship type object
2238 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] != -1){
2239 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].instance].ship_name);
2240 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
2245 if(Netgame.type_flags & NG_TYPE_TEAM){
2246 // if he's not the team captain, he cannot do this
2247 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2251 // if he's not the host, he cannot do this
2252 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2258 case TS_MOVE_PLAYER:
2259 // if his team is already locked, he cannot do this
2260 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2264 // if there isn't a player at the _from_
2265 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] == NULL){
2269 // if there is no ship at the _to_ location
2270 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] < 0){
2274 // if this is not a player ship type object
2275 if(Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index] != -1){
2276 pobj = mission_parse_get_arrival_ship(Ships[Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].instance].ship_name);
2277 if((pobj == NULL) || !(pobj->flags & OF_PLAYER_SHIP)){
2282 if(Netgame.type_flags & NG_TYPE_TEAM){
2283 // if he's not the team captain, he cannot do this
2284 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2288 // if he's not the host, he cannot do this
2289 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2303 // determine the kind of drag and drop operation this is
2304 int multi_ts_get_dnd_type(int from_type,int from_index,int to_type,int to_index,int player_index)
2308 // get the appropriate player
2309 if(player_index == -1){
2312 pl = &Net_players[player_index];
2316 // came from the ship avail list
2317 case MULTI_TS_AVAIL_LIST :
2319 if(to_type == MULTI_TS_AVAIL_LIST){
2323 // if placing it on a slot
2324 if(to_type == MULTI_TS_SLOT_LIST){
2325 if(Wss_slots_teams[pl->p_info.team][to_index].ship_class == -1){
2326 return TS_GRAB_FROM_LIST;
2328 return TS_SWAP_LIST_SLOT;
2333 // came from the ship slots
2334 case MULTI_TS_SLOT_LIST :
2335 if(to_type == MULTI_TS_SLOT_LIST){
2336 return TS_SWAP_SLOT_SLOT;
2338 if(to_type == MULTI_TS_AVAIL_LIST){
2339 return TS_DUMP_TO_LIST;
2343 // came from the player lists
2344 case MULTI_TS_PLAYER_LIST :
2345 if(to_type == MULTI_TS_PLAYER_LIST){
2346 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] == NULL){
2347 return TS_MOVE_PLAYER;
2349 return TS_SWAP_PLAYER_PLAYER;
2358 void multi_ts_apply(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2360 int size,update,sound;
2361 ubyte wss_data[MAX_PACKET_SIZE-20];
2364 // determine what kind of operation this is
2365 int type = multi_ts_get_dnd_type(from_type,from_index,to_type,to_index,player_index);
2367 // get the proper net player
2368 if(player_index == -1){
2371 pl = &Net_players[player_index];
2374 // set the proper pool pointers
2375 ss_set_team_pointers(pl->p_info.team);
2379 case TS_SWAP_SLOT_SLOT :
2380 nprintf(("Network","Apply swap slot slot %d %d\n",from_index,to_index));
2381 update = ss_swap_slot_slot(from_index,to_index,&sound);
2383 case TS_DUMP_TO_LIST :
2384 nprintf(("Network","Apply dump to list %d %d\n",from_index,to_index));
2385 update = ss_dump_to_list(from_index,ship_class,&sound);
2387 case TS_SWAP_LIST_SLOT :
2388 nprintf(("Network","Apply swap list slot %d %d\n",from_index,to_index));
2389 update = ss_swap_list_slot(ship_class,to_index,&sound);
2391 case TS_GRAB_FROM_LIST :
2392 nprintf(("Network","Apply grab from list %d %d\n",from_index,to_index));
2393 update = ss_grab_from_list(ship_class,to_index,&sound);
2395 case TS_SWAP_PLAYER_PLAYER :
2396 nprintf(("Network","Apply swap player player %d %d\n",from_index,to_index));
2397 update = multi_ts_swap_player_player(from_index,to_index,&sound,player_index);
2399 case TS_MOVE_PLAYER :
2400 nprintf(("Network","Apply move player %d %d\n",from_index,to_index));
2401 update = multi_ts_move_player(from_index,to_index,&sound,player_index);
2408 // if we're the host, send an update to all players
2409 if ( MULTIPLAYER_HOST ) {
2410 // send the correct type of update
2411 if(type == TS_SWAP_PLAYER_PLAYER){
2413 size = store_wss_data(wss_data, MAX_PACKET_SIZE-20, sound, player_index);
2414 send_wss_update_packet(pl->p_info.team,wss_data, size);
2416 // send a player slot update packet as well, so ship class information, etc is kept correct
2417 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,-1);
2420 // if the player index == -1, it means the action was done locally - so play a sound
2421 if((player_index == -1) && (sound != -1)){
2422 gamesnd_play_iface(sound);
2426 // sync the interface screen up ourselves, if necessary
2427 if(Net_player->p_info.team == pl->p_info.team){
2428 multi_ts_sync_interface();
2431 // make sure all flags are set properly for all teams
2432 multi_ts_init_flags();
2435 // set the proper pool pointers
2436 ss_set_team_pointers(Net_player->p_info.team);
2439 // drop a carried icon
2440 void multi_ts_drop(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index)
2442 // if I'm the host, apply immediately
2443 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2444 // if this is a legal operation
2445 if(multi_ts_can_perform(from_type,from_index,to_type,to_index,ship_class,player_index)){
2446 multi_ts_apply(from_type,from_index,to_type,to_index,ship_class,player_index);
2448 nprintf(("Network","Could not apply operation!\n"));
2451 // otherwise send a request to the host
2453 send_wss_request_packet(Net_player->player_id, from_type, from_index, to_type, to_index, -1, ship_class, WSS_SHIP_SELECT);
2457 // swap two player positions
2458 int multi_ts_swap_player_player(int from_index,int to_index,int *sound,int player_index)
2460 net_player *pl,*temp;
2462 // get the proper player pointer
2463 if(player_index == -1){
2466 pl = &Net_players[player_index];
2470 temp = Multi_ts_team[pl->p_info.team].multi_ts_player[to_index];
2471 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] = Multi_ts_team[pl->p_info.team].multi_ts_player[from_index];
2472 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] = temp;
2474 // update netplayer information if necessary
2475 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2476 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_index = from_index;
2477 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][from_index].ship_class;
2479 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]],Wss_slots_teams[pl->p_info.team][from_index].ship_class);
2481 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2482 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_index = to_index;
2483 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][to_index].ship_class;
2485 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]],Wss_slots_teams[pl->p_info.team][to_index].ship_class);
2488 // update ship flags
2489 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_COULD_BE_PLAYER);
2490 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_PLAYER_SHIP);
2491 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2492 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags |= OF_PLAYER_SHIP;
2494 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_COULD_BE_PLAYER);
2495 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_PLAYER_SHIP);
2496 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2497 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags |= OF_PLAYER_SHIP;
2500 // recalcalate which slots are locked/unlocked, etc
2501 ss_recalc_multiplayer_slots();
2503 // send an update packet to all players
2504 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2505 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,SND_ICON_DROP_ON_WING);
2506 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
2509 *sound = SND_ICON_DROP;
2515 int multi_ts_move_player(int from_index,int to_index,int *sound,int player_index)
2519 // get the proper player pointer
2520 if(player_index == -1){
2523 pl = &Net_players[player_index];
2527 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] = Multi_ts_team[pl->p_info.team].multi_ts_player[from_index];
2528 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] = NULL;
2530 // update netplayer information if necessary
2531 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2532 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_index = from_index;
2533 Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][from_index].ship_class;
2535 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]],Wss_slots_teams[pl->p_info.team][from_index].ship_class);
2537 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2538 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_index = to_index;
2539 Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]->p_info.ship_class = Wss_slots_teams[pl->p_info.team][to_index].ship_class;
2541 multi_assign_player_ship(NET_PLAYER_INDEX(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index]),&Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]],Wss_slots_teams[pl->p_info.team][to_index].ship_class);
2544 // update ship flags
2545 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_COULD_BE_PLAYER);
2546 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags &= ~(OF_PLAYER_SHIP);
2547 if(Multi_ts_team[pl->p_info.team].multi_ts_player[to_index] != NULL){
2548 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[to_index]].flags |= OF_PLAYER_SHIP;
2550 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_COULD_BE_PLAYER);
2551 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags &= ~(OF_PLAYER_SHIP);
2552 if(Multi_ts_team[pl->p_info.team].multi_ts_player[from_index] != NULL){
2553 Objects[Multi_ts_team[pl->p_info.team].multi_ts_objnum[from_index]].flags |= OF_PLAYER_SHIP;
2556 // recalcalate which slots are locked/unlocked, etc
2557 ss_recalc_multiplayer_slots();
2559 // send an update packet to all players
2560 if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
2561 send_pslot_update_packet(pl->p_info.team,TS_CODE_PLAYER_UPDATE,SND_ICON_DROP_ON_WING);
2562 gamesnd_play_iface(SND_ICON_DROP_ON_WING);
2565 *sound = SND_ICON_DROP;
2570 // get the ship class of the current index in the avail list or -1 if none exists
2571 int multi_ts_get_avail_ship_class(int index)
2573 int ship_count,class_index;
2575 ship_count = index + Multi_ts_avail_start;
2577 while((ship_count >= 0) && (class_index < MAX_SHIP_TYPES)){
2578 if(Ss_pool[class_index] > 0){
2582 if(ship_count >= 0){
2594 // blit the currently carried icon (if any)
2595 void multi_ts_blit_carried_icon()
2598 int offset_x,offset_y,callsign_w;
2599 char callsign[CALLSIGN_LEN+2];
2601 // if we're not carrying anything, then return
2602 if(!Multi_ts_carried_flag){
2606 // get the mouse position
2607 mouse_get_pos(&x,&y);
2609 // if we're carrying an icon of some kind
2610 switch(Multi_ts_carried_from_type){
2611 case MULTI_TS_SLOT_LIST:
2612 offset_x = Multi_ts_slot_icon_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x;
2613 offset_y = Multi_ts_slot_icon_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2616 ss_blit_ship_icon(x + offset_x,y + offset_y,Multi_ts_carried_ship_class,0);
2618 case MULTI_TS_AVAIL_LIST:
2619 offset_x = Multi_ts_avail_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x;
2620 offset_y = Multi_ts_avail_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2623 ss_blit_ship_icon(x + offset_x,y + offset_y,Multi_ts_carried_ship_class,0);
2625 case MULTI_TS_PLAYER_LIST:
2626 // get the final length of the string so we can calculate a valid offset
2627 strcpy(callsign,Multi_ts_team[Net_player->p_info.team].multi_ts_player[Multi_ts_carried_from_index]->player->callsign);
2628 gr_force_fit_string(callsign,CALLSIGN_LEN,Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_W_COORD]);
2629 gr_get_string_size(&callsign_w,NULL,callsign);
2631 // calculate the offsets
2632 offset_x = (Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_X_COORD] - Multi_ts_clicked_x) + ((Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_W_COORD] - callsign_w)/2);
2633 offset_y = Multi_ts_slot_text_coords[Multi_ts_carried_from_index][gr_screen.res][MULTI_TS_Y_COORD] - Multi_ts_clicked_y;
2635 gr_set_color_fast(&Color_normal);
2636 gr_string(x + offset_x,y + offset_y,Multi_ts_team[Net_player->p_info.team].multi_ts_player[Multi_ts_carried_from_index]->player->callsign);
2643 // if the (console) player is allowed to grab a player slot at this point
2644 int multi_ts_can_grab_player(int slot_index, int player_index)
2648 // get a pointe rto the proper net player
2649 if(player_index == -1){
2652 pl = &Net_players[player_index];
2655 // if the players are locked in any case, he annot grab it
2656 if(Multi_ts_team[pl->p_info.team].multi_players_locked){
2660 if(Netgame.type_flags & NG_TYPE_TEAM){
2661 // if he's not the team captain, he cannot do this
2662 if(!(pl->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
2666 // if he's not the host, he cannot do this
2667 if(!(pl->flags & NETINFO_FLAG_GAME_HOST)){
2672 // if the slot is empty
2673 if(Multi_ts_team[pl->p_info.team].multi_ts_player[slot_index] == NULL){
2680 // get the team # of the given ship
2681 int multi_ts_get_team(char *ship_name)
2685 // lookup through all team ship names
2686 for(idx=0;idx<MULTI_TS_MAX_TEAMS;idx++){
2687 for(s_idx=0;s_idx<MULTI_TS_NUM_SHIP_SLOTS_TEAM;s_idx++){
2688 if(!stricmp(ship_name,Multi_ts_slot_team_names[idx][s_idx])){
2694 // always on team 0 if not found otherwise
2698 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
2699 int multi_ts_avail_bmap_num(int slot_index)
2701 // if this slot has been highlighted for informational purposes
2702 if((Multi_ts_select_type == MULTI_TS_AVAIL_LIST) && (Multi_ts_select_index == slot_index)){
2703 return ICON_FRAME_SELECTED;
2706 // if its otherwise being lit by the mouse
2707 if((Multi_ts_hotspot_type == MULTI_TS_AVAIL_LIST) && (Multi_ts_hotspot_index == slot_index)){
2708 return ICON_FRAME_HOT;
2711 return ICON_FRAME_NORMAL;
2714 // return the bitmap index into the ships icon array (in ship select) which should be displayed for the given slot
2715 int multi_ts_slot_bmap_num(int slot_index)
2717 // special case - slot is disabled, its my ship and the host hasn't locked the ships yet
2718 if(multi_ts_disabled_high_slot(slot_index)){
2719 return ICON_FRAME_DISABLED_HIGH;
2722 // if this slot is disabled for us, then show it as such
2723 if(multi_ts_disabled_slot(slot_index)){
2724 return ICON_FRAME_DISABLED;
2727 // if this slot has been highlighted for informational purposes
2728 if((Multi_ts_select_type == MULTI_TS_SLOT_LIST) && (Multi_ts_select_index == slot_index)){
2729 return ICON_FRAME_SELECTED;
2732 // if this is our ship, then highlight it as so
2733 if(Net_player->p_info.ship_index == slot_index){
2734 return ICON_FRAME_PLAYER;
2737 // if its otherwise being lit by the mouse
2738 if((Multi_ts_hotspot_type == MULTI_TS_SLOT_LIST) && (Multi_ts_hotspot_index == slot_index)){
2739 return ICON_FRAME_HOT;
2742 // normal unhighlighted frame
2743 return ICON_FRAME_NORMAL;
2746 // select the given slot and setup any information, etc
2747 void multi_ts_select_ship()
2751 int n_chars[MAX_BRIEF_LINES];
2752 char ship_desc[1000];
2753 char *p_str[MAX_BRIEF_LINES];
2757 // blast all current text
2758 memset(Multi_ts_ship_info_lines,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
2759 memset(Multi_ts_ship_info_text,0,MULTI_TS_SHIP_INFO_MAX_TEXT);
2761 // get the selected ship class
2762 Assert(Multi_ts_select_index >= 0);
2763 Multi_ts_select_ship_class = -1;
2764 switch(Multi_ts_select_type){
2765 case MULTI_TS_SLOT_LIST:
2766 Multi_ts_select_ship_class = Wss_slots[Multi_ts_select_index].ship_class;
2768 case MULTI_TS_AVAIL_LIST:
2769 Multi_ts_select_ship_class = multi_ts_get_avail_ship_class(Multi_ts_select_index);
2770 // if he has selected an empty slot, don't do anything
2771 if(Multi_ts_select_ship_class < 0){
2776 // should always have one of the 2 above types selected
2781 // split the text info up
2783 Assert(Multi_ts_select_ship_class >= 0);
2784 Assert((Ship_info[Multi_ts_select_ship_class].desc != NULL) && strlen(Ship_info[Multi_ts_select_ship_class].desc));
2786 // strip out newlines
2787 memset(ship_desc,0,1000);
2788 strcpy(ship_desc,Ship_info[Multi_ts_select_ship_class].desc);
2789 token = strtok(ship_desc,"\n");
2791 strcpy(Multi_ts_ship_info_text,token);
2792 while(token != NULL){
2793 token = strtok(NULL,"\n");
2795 strcat(Multi_ts_ship_info_text," ");
2796 strcat(Multi_ts_ship_info_text,token);
2801 if(strlen(Multi_ts_ship_info_text) > 0){
2802 // split the string into multiple lines
2803 n_lines = split_str(Multi_ts_ship_info_text, Multi_ts_ship_info_coords[gr_screen.res][MULTI_TS_W_COORD], n_chars, p_str, MULTI_TS_SHIP_INFO_MAX_LINES, 0);
2805 // copy the split up lines into the text lines array
2806 for (idx=0;idx<n_lines;idx++ ) {
2807 Assert(n_chars[idx] < MULTI_TS_SHIP_INFO_MAX_LINE_LEN);
2808 strncpy(Multi_ts_ship_info_lines[idx], p_str[idx], n_chars[idx]);
2809 Multi_ts_ship_info_lines[idx][n_chars[idx]] = 0;
2810 drop_leading_white_space(Multi_ts_ship_info_lines[idx]);
2813 // get the line count
2814 Multi_ts_ship_info_line_count = n_lines;
2816 // set the line count to
2817 Multi_ts_ship_info_line_count = 0;
2822 // handle all details when the commit button is pressed (including possibly reporting errors/popups)
2823 void multi_ts_commit_pressed()
2825 // if my team's slots are still not "locked", we cannot commit unless we're the only player in the game
2826 if(!Multi_ts_team[Net_player->p_info.team].multi_players_locked){
2827 if(multi_num_players() != 1){
2828 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("Players have not yet been assigned to their ships",751));
2831 Multi_ts_team[Net_player->p_info.team].multi_players_locked = 1;
2835 // check to see if its not ok for this player to commit
2836 switch(multi_ts_ok_to_commit()){
2837 // yes, it _is_ ok to commit
2839 extern void commit_pressed();
2843 // player has not assigned all necessary ships
2845 gamesnd_play_iface(SND_GENERAL_FAIL);
2846 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("You have not yet assigned all necessary ships",752));
2849 // there are ships without primary weapons
2851 gamesnd_play_iface(SND_GENERAL_FAIL);
2852 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("There are ships without primary weapons!",753));
2855 // there are ships without secondary weapons
2857 gamesnd_play_iface(SND_GENERAL_FAIL);
2858 popup(PF_USE_AFFIRMATIVE_ICON | PF_BODY_BIG,1,POPUP_OK,XSTR("There are ships without secondary weapons!",754));
2863 // is it ok for this player to commit
2864 int multi_ts_ok_to_commit()
2867 int primary_ok,secondary_ok;
2869 // if this player is an observer, he can always commit
2870 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
2874 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
2875 // if this is a player slot this player can modify and it is empty, then he cannot continue
2876 // implies there is never an object in this slot
2877 if((Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx] != -1) &&
2878 // implies player can't touch this slot anyway
2879 !multi_ts_disabled_slot(idx) &&
2880 // implies that there should be a player ship here but there isn't
2881 ((Multi_ts_team[Net_player->p_info.team].multi_ts_player[idx] != NULL) && (Multi_ts_team[Net_player->p_info.team].multi_ts_flag[idx] == MULTI_TS_FLAG_EMPTY)) ){
2885 // if the ship in this slot has a ship which can be a player but has 0 primary or secondary weapons, then he cannot continue
2886 if( (Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx] != -1) &&
2887 ((Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].flags & OF_COULD_BE_PLAYER) ||
2888 (Objects[Multi_ts_team[Net_player->p_info.team].multi_ts_objnum[idx]].flags & OF_PLAYER_SHIP)) &&
2889 !multi_ts_disabled_slot(idx)){
2893 // go through all weapons in the list
2894 for(s_idx=0;s_idx<MAX_WL_WEAPONS;s_idx++){
2895 // if this slot has a weapon with a greater than 0 count, check
2896 if((Wss_slots_teams[Net_player->p_info.team][idx].wep[s_idx] >= 0) && (Wss_slots_teams[Net_player->p_info.team][idx].wep_count[s_idx] > 0)){
2897 switch(Weapon_info[Wss_slots_teams[Net_player->p_info.team][idx].wep[s_idx]].subtype){
2911 // if we've got both primary and secondary weapons
2912 if(primary_ok && secondary_ok){
2917 // if the ship doesn't have primary weapons
2922 // if the ship doesn't have secondary weapons
2932 // check to see that no illegal ship settings have occurred
2933 void multi_ts_check_errors()
2939 for(idx=0;idx<MULTI_TS_NUM_SHIP_SLOTS;idx++){
2940 if(Multi_ts_team[0].multi_ts_objnum[idx] == -1){
2944 shipp = &Ships[Objects[Multi_ts_team[0].multi_ts_objnum[idx]].instance];
2945 Assert((shipp->weapons.current_primary_bank != -1) && (shipp->weapons.current_secondary_bank != -1));
2951 // ------------------------------------------------------------------------------------------------------
2952 // TEAM SELECT PACKET HANDLERS
2955 // send a player slot position update
2956 void send_pslot_update_packet(int team,int code,int sound)
2958 ubyte data[MAX_PACKET_SIZE],stop,val;
2961 int packet_size = 0;
2964 // build the header and add the data
2965 BUILD_HEADER(SLOT_UPDATE);
2975 // add the sound to play
2976 s_sound = (short)sound;
2977 ADD_DATA_S16(s_sound);
2979 // add data based upon the packet code
2981 case TS_CODE_LOCK_TEAM:
2982 // don't have to do anything
2984 case TS_CODE_PLAYER_UPDATE:
2985 // only the host should ever be doing this
2986 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
2988 // add individual slot data
2989 for(idx=0;idx<MAX_WSS_SLOTS;idx++){
2990 if(Multi_ts_team[team].multi_ts_flag[idx] != MULTI_TS_FLAG_NONE){
2999 // add the ship class
3000 val = (ubyte)Wss_slots_teams[team][idx].ship_class;
3003 // add the objnum we're working with
3004 i_tmp = Multi_ts_team[team].multi_ts_objnum[idx];
3005 ADD_DATA_S32(i_tmp);
3007 // add a byte indicating if a player is here or not
3008 if(Multi_ts_team[team].multi_ts_player[idx] == NULL){
3015 // if there's a player, add his address
3017 ADD_DATA_S16(Multi_ts_team[team].multi_ts_player[idx]->player_id);
3019 // should also update his p_info settings locally
3020 Multi_ts_team[team].multi_ts_player[idx]->p_info.ship_class = Wss_slots_teams[team][idx].ship_class;
3021 Multi_ts_team[team].multi_ts_player[idx]->p_info.ship_index = idx;
3024 // add a byte indicating what object flag should be set (0 == ~(OF_COULD_BE_PLAYER | OF_PLAYER_SHIP), 1 == player ship, 2 == could be player ship)
3025 if(Objects[Multi_ts_team[team].multi_ts_objnum[idx]].flags & OF_COULD_BE_PLAYER){
3027 } else if(Objects[Multi_ts_team[team].multi_ts_objnum[idx]].flags & OF_PLAYER_SHIP){
3035 // add a final stop byte
3044 // send the packet to the standalone
3045 if(Net_player->flags & NETINFO_FLAG_AM_MASTER) {
3046 multi_io_send_to_all_reliable(data, packet_size);
3048 multi_io_send_reliable(Net_player, data, packet_size);
3052 // process a player slot position update
3053 void process_pslot_update_packet(ubyte *data, header *hinfo)
3055 int offset = HEADER_LENGTH;
3057 int player_index,idx,team,code,objnum;
3060 ubyte stop,val,slot_num,ship_class;
3062 my_index = Net_player->p_info.ship_index;
3064 // if we're the standalone, then we should be routing this data to all the other clients
3066 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3067 // fill in the address information of where this came from
3068 player_index = find_player_id(hinfo->id);
3069 Assert(player_index != -1);
3080 // get the sound to play
3081 GET_DATA_S16(sound);
3083 // process the different opcodes
3085 case TS_CODE_LOCK_TEAM:
3087 Multi_ts_team[team].multi_players_locked = 1;
3089 // if this was my team, sync stuff up
3090 if((team == Net_player->p_info.team) && !(Game_mode & GM_STANDALONE_SERVER)){
3091 multi_ts_set_status_bar_mode(1);
3092 multi_ts_sync_interface();
3093 ss_recalc_multiplayer_slots();
3096 // if this is the standalone server, we need to re-route the packet here and there
3097 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3098 // in team vs team mode, only a team captain should ever be sending this
3099 if(Netgame.type_flags & NG_TYPE_TEAM){
3100 Assert(Net_players[player_index].flags & NETINFO_FLAG_TEAM_CAPTAIN);
3102 // in any other mode, it better be coming from the game host
3104 Assert(Net_players[player_index].flags & NETINFO_FLAG_GAME_HOST);
3107 // re-route to all other players
3108 for(idx=0;idx<MAX_PLAYERS;idx++){
3109 if(MULTI_CONNECTED(Net_players[idx]) && (&Net_players[idx] != Net_player) && (&Net_players[idx] != &Net_players[player_index]) ){
3110 multi_io_send_reliable(&Net_players[idx], data, offset);
3115 case TS_CODE_PLAYER_UPDATE:
3116 // get the first stop byte
3118 while(stop != 0xff){
3122 // get the ship class
3123 GET_DATA(ship_class);
3126 GET_DATA_S32(objnum);
3128 // flag indicating if a player is in this slot
3131 // look the player up
3132 GET_DATA_S16(player_id);
3133 player_index = find_player_id(player_id);
3135 // if we couldn't find him
3136 if(player_index == -1){
3137 nprintf(("Network","Couldn't find player for pslot update!\n"));
3138 Multi_ts_team[team].multi_ts_player[slot_num] = NULL;
3140 // if we found him, assign him to this ship
3142 Net_players[player_index].p_info.ship_class = (int)ship_class;
3143 Net_players[player_index].p_info.ship_index = (int)slot_num;
3144 multi_assign_player_ship(player_index,&Objects[objnum],(int)ship_class);
3147 Multi_ts_team[team].multi_ts_player[slot_num] = &Net_players[player_index];
3149 // if this was me and my ship index changed, update the weapon select screen
3150 if(my_index != Net_player->p_info.ship_index){
3151 wl_reset_selected_slot();
3153 my_index = Net_player->p_info.ship_index;
3157 Multi_ts_team[team].multi_ts_player[slot_num] = NULL;
3160 // get the ship flag byte
3162 Objects[objnum].flags &= ~(OF_PLAYER_SHIP | OF_COULD_BE_PLAYER);
3165 Objects[objnum].flags |= OF_PLAYER_SHIP;
3168 obj_set_flags( &Objects[objnum], Objects[objnum].flags | OF_COULD_BE_PLAYER );
3172 // get the next stop byte
3175 // if we have a sound we're supposed to play
3176 if((sound != -1) && !(Game_mode & GM_STANDALONE_SERVER) && (gameseq_get_state() == GS_STATE_TEAM_SELECT)){
3177 gamesnd_play_iface(sound);
3180 // if i'm the standalone server, I should rebroadcast this packet
3181 if(Game_mode & GM_STANDALONE_SERVER){
3182 for(idx=0;idx<MAX_PLAYERS;idx++){
3183 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_HOST(Net_players[idx]) && (Net_player != &Net_players[idx])){
3184 multi_io_send_reliable(&Net_players[idx], data, offset);
3192 // recalculate stuff
3193 if(!(Game_mode & GM_STANDALONE_SERVER)){
3194 ss_recalc_multiplayer_slots();