/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifdef _WIN32 #include // for inet_addr() #else #include #include #endif #include "network/multiui.h" #include "freespace.h" #include "network/multi.h" #include "network/multiutil.h" #include "network/multimsgs.h" #include "io/key.h" #include "io/timer.h" #include "gamesequence/gamesequence.h" #include "gamehelp/contexthelp.h" #include "playerman/player.h" #include "network/multi_xfer.h" #include "cmdline/cmdline.h" #include "network/stand_gui.h" #include "network/multiteamselect.h" #include "mission/missioncampaign.h" #include "mission/missionload.h" #include "graphics/font.h" #include "io/mouse.h" #include "gamesnd/gamesnd.h" #include "missionui/chatbox.h" #include "popup/popup.h" #include "missionui/missiondebrief.h" #include "network/multi_ingame.h" #include "network/multi_kick.h" #include "network/multi_data.h" #include "network/multi_campaign.h" #include "network/multi_team.h" #include "network/multi_pinfo.h" #include "network/multi_portfwd.h" #include "network/multi_observer.h" #include "network/multi_voice.h" #include "network/multi_endgame.h" #include "playerman/managepilot.h" #include "pilotfile/pilotfile.h" #include "stats/stats.h" #include "network/multi_pmsg.h" #include "network/multi_obj.h" #include "network/multi_log.h" #include "globalincs/alphacolors.h" #include "anim/animplay.h" #include "network/multi_dogfight.h" #include "missionui/missionpause.h" #include "ship/ship.h" #include "osapi/osregistry.h" #include "mission/missionbriefcommon.h" #include "missionui/missionscreencommon.h" #include "parse/parselo.h" #include "cfile/cfile.h" #include "network/multi_fstracker.h" #include "network/multi_sw.h" #include "menuui/mainhallmenu.h" #include "debugconsole/console.h" #include "network/multi_mdns.h" #include // ------------------------------------------------------------------------------------------------------------- // // MULTIPLAYER COMMON interface controls // // the common text info box stuff. This is lifted almost directly from Alans briefing code (minus the spiffy colored, scrolling // text crap :) int Multi_common_text_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 29, 396, 393, 76 }, { // GR_1024 47, 634, 630, 122 } }; int Multi_common_text_max_display[GR_NUM_RESOLUTIONS] = { 8, // GR_640 12, // GR_1024 }; // Cutoff values for determining the color of the ping text in server select window // Pings below MULTI_PING_MIN_YELLOW are in green const int MULTI_PING_MIN_YELLOW = 100; const int MULTI_PING_MIN_ORANGE = 150; const int MULTI_PING_MIN_RED = 250; const int MULTI_PING_MIN_ONE_SECOND = 1000; char Multi_common_all_text[MULTI_COMMON_MAX_TEXT]; char Multi_common_text[MULTI_COMMON_TEXT_MAX_LINES][MULTI_COMMON_TEXT_MAX_LINE_LENGTH]; // Labels for Mission description static const char* PRE_CAMPAIGN_DESC = "Campaign Description:\n"; static const char* PRE_MISSION_DESC = "First Mission:\n"; static const char* DOUBLE_NEW_LINE = "\n\n"; SCP_string Multi_netgame_common_description; static SCP_vector Multi_received_mission_description; int Multi_common_top_text_line = -1; // where to start displaying from int Multi_common_num_text_lines = 0; // how many lines we have void multi_common_scroll_text_up(); void multi_common_scroll_text_down(); void multi_common_move_to_bottom(); void multi_common_render_text(); void multi_common_split_text(); void multi_common_scroll_text_up() { Multi_common_top_text_line--; if ( Multi_common_top_text_line < 0 ) { Multi_common_top_text_line = 0; if ( !mouse_down(MOUSE_LEFT_BUTTON) ) gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } else { gamesnd_play_iface(InterfaceSounds::SCROLL); } } void multi_common_scroll_text_down() { Multi_common_top_text_line++; if ( (Multi_common_num_text_lines - Multi_common_top_text_line) < gr_get_dynamic_font_lines(Multi_common_text_max_display[gr_screen.res]) ) { Multi_common_top_text_line--; if ( !mouse_down(MOUSE_LEFT_BUTTON) ){ gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } else { gamesnd_play_iface(InterfaceSounds::SCROLL); } } void multi_common_move_to_bottom() { // if there's nowhere to scroll down, do nothing if(Multi_common_num_text_lines <= gr_get_dynamic_font_lines(Multi_common_text_max_display[gr_screen.res])){ return; } Multi_common_top_text_line = Multi_common_num_text_lines - gr_get_dynamic_font_lines(Multi_common_text_max_display[gr_screen.res]); } void multi_common_set_text(const char *str,int auto_scroll) { // make sure it fits // store the entire string as well if(strlen(str) >= MULTI_COMMON_MAX_TEXT){ return ; } else { strcpy_s(Multi_common_all_text,str); } // split the whole thing up multi_common_split_text(); // scroll to the bottom if we're supposed to if(auto_scroll){ multi_common_move_to_bottom(); } } void multi_common_add_text(const char *str,int auto_scroll) { // make sure it fits // store the entire string as well if((strlen(str) + strlen(Multi_common_all_text)) >= MULTI_COMMON_MAX_TEXT){ return ; } else { strcat_s(Multi_common_all_text,str); } // split the whole thing up multi_common_split_text(); // scroll to the bottom if we're supposed to if(auto_scroll){ multi_common_move_to_bottom(); } } void multi_mission_desciption_set(const char* str_in, int msg_index) { if ( !str_in || (msg_index < 1) ) { return; } while (static_cast(msg_index) > Multi_received_mission_description.size()) { Multi_received_mission_description.push_back(""); } auto index = static_cast(msg_index - 1); Multi_received_mission_description[index] = str_in; // who cares if we don't *yet* have everything for a split second and will look weird // for that tiny period of time, just "KISS" SCP_string text; for (const auto &msg : Multi_received_mission_description) { text += msg; } multi_common_set_text(text.c_str()); } void multi_common_split_text() { int n_lines, i; int n_chars[MAX_BRIEF_LINES]; const char *p_str[MAX_BRIEF_LINES]; n_lines = split_str(Multi_common_all_text, Multi_common_text_coords[gr_screen.res][2], n_chars, p_str, MULTI_COMMON_TEXT_MAX_LINES, MULTI_COMMON_TEXT_MAX_LINE_LENGTH, MULTI_COMMON_TEXT_META_CHAR); Assert(n_lines != -1); for ( i = 0; i < n_lines; i++ ) { Assert(n_chars[i] < MULTI_COMMON_TEXT_MAX_LINE_LENGTH); strncpy(Multi_common_text[i], p_str[i], n_chars[i]); Multi_common_text[i][n_chars[i]] = 0; drop_leading_white_space(Multi_common_text[i]); } Multi_common_top_text_line = 0; Multi_common_num_text_lines = n_lines; } void multi_common_render_text() { int i, fh, line_count; fh = gr_get_font_height(); line_count = 0; gr_set_color_fast(&Color_text_normal); for ( i = Multi_common_top_text_line; i < Multi_common_num_text_lines; i++ ) { if ( line_count >= gr_get_dynamic_font_lines(Multi_common_text_max_display[gr_screen.res]) ){ break; } gr_string(Multi_common_text_coords[gr_screen.res][0], Multi_common_text_coords[gr_screen.res][1] + (line_count*fh), Multi_common_text[i], GR_RESIZE_MENU); line_count++; } if ( (Multi_common_num_text_lines - Multi_common_top_text_line) > gr_get_dynamic_font_lines(Multi_common_text_max_display[gr_screen.res]) ) { gr_set_color_fast(&Color_more_bright); gr_string(Multi_common_text_coords[gr_screen.res][0], (Multi_common_text_coords[gr_screen.res][1] + Multi_common_text_coords[gr_screen.res][3])-5, XSTR("more",755), GR_RESIZE_MENU); } } // common notification messaging stuff #define MULTI_COMMON_NOTIFY_TIME 3500 int Multi_common_join_y[GR_NUM_RESOLUTIONS] = { 375, // GR_640 605 // GR_1024 }; int Multi_common_create_y[GR_NUM_RESOLUTIONS] = { 380, // GR_640 610 // GR_1024 }; int Multi_common_jw_y[GR_NUM_RESOLUTIONS] = { 380, // GR_640 610 // GR_1024 }; int Multi_common_msg_y[GR_NUM_RESOLUTIONS] = { 380, // GR_640 610 // GR_1024 }; char Multi_common_notify_text[200]; UI_TIMESTAMP Multi_common_notify_stamp; void multi_common_notify_init() { strcpy_s(Multi_common_notify_text,""); Multi_common_notify_stamp = UI_TIMESTAMP::invalid(); } // add a notification string, drawing appropriately depending on the state/screen we're in void multi_common_add_notify(const char *str) { if(str){ strcpy_s(Multi_common_notify_text,str); Multi_common_notify_stamp = ui_timestamp(MULTI_COMMON_NOTIFY_TIME); } } // process/display notification messages void multi_common_notify_do() { if (Multi_common_notify_stamp.isValid()){ if (ui_timestamp_elapsed(Multi_common_notify_stamp)){ Multi_common_notify_stamp = UI_TIMESTAMP::invalid(); } else { int w,h,y; gr_get_string_size(&w,&h,Multi_common_notify_text); gr_set_color_fast(&Color_white); // determine where it should be placed based upon which screen we're on y = -1; switch(gameseq_get_state()){ case GS_STATE_MULTI_JOIN_GAME : y = Multi_common_join_y[gr_screen.res]; break; case GS_STATE_MULTI_HOST_SETUP : y = Multi_common_create_y[gr_screen.res]; break; case GS_STATE_MULTI_CLIENT_SETUP : y = Multi_common_jw_y[gr_screen.res]; break; case GS_STATE_MULTI_START_GAME : y = Multi_common_msg_y[gr_screen.res]; break; } if(y != -1){ gr_string((gr_screen.max_w_unscaled - w)/2, y, Multi_common_notify_text, GR_RESIZE_MENU); } } } } // common icon stuff int Multi_common_icons[MULTI_NUM_COMMON_ICONS]; //XSTR:OFF const char *Multi_common_icon_names[MULTI_NUM_COMMON_ICONS] = { "DotRed", // voice denied "DotGreen", // voice recording "OvalGreen", // team 0 "OvalGreen01", // team 0 select "OvalRed", // team 1 "OvalRed01", // team 1 select "mp_coop", // coop mission "mp_teams", // TvT mission "mp_furball", // furball mission "icon-volition", // volition mission "icon-valid", // mission is valid "cd" // cd icon }; //XSTR:ON // width and height of the icons int Multi_common_icon_dims[MULTI_NUM_COMMON_ICONS][2] = { {11, 11}, // voice denied {11, 11}, // voice recording {11, 11}, // team 0 {11, 11}, // team 0 select {11, 11}, // team 1 {11, 11}, // team 1 select {18, 11}, // mp coop {18, 11}, // mp TvT {18, 11}, // mp furball {9, 9}, // volition mission {8, 8}, // mission is valid {8, 8} // cd icon }; void multi_load_common_icons() { int idx; if (Is_standalone) return; // load all icons for(idx=0; idx\n"); return; } dc_stuff_int(&idx_max); for(idx = 0; idx < idx_max; idx++){ // stuff some fake info ag.init(); sprintf(ag.name, "Game %d", idx); ag.version = MULTI_FS_SERVER_VERSION; ag.comp_version = MULTI_FS_SERVER_VERSION; ag.server_addr.addr[0] = (char)idx; ag.flags = (AG_FLAG_COOP | AG_FLAG_FORMING | AG_FLAG_STANDALONE); // add the game newitem = multi_update_active_games(&ag); // timestamp it so we get random timeouts if(newitem != NULL){ // newitem->heard_from_timer = timestamp(Random::next(500, 10000)); } } } DCF(mj_remove, "Removes a multijoin game (multiplayer") { int idx; if (dc_optional_string_either("help", "--help")) { dc_printf("Usage: mj_remove \n"); return; } dc_stuff_int(&idx); // handle any gui details related to deleting this item multi_join_handle_item_cull(idx); if (Active_games.empty()) { return; } // delete the item SCP_list::iterator game = Active_games.begin(); std::advance(game, idx); Active_games.erase(game); } void multi_join_notify_new_game() { // reset the # of items Multi_join_slider.set_numberItems(static_cast(Active_games.size()) > Mj_max_game_items[gr_screen.res] ? static_cast(Active_games.size()) - Mj_max_game_items[gr_screen.res] : 0); Multi_join_slider.force_currentItem(Multi_join_list_start); } int multi_join_autojoin_do() { // if we have an active game on the list, then return a positive value so that we // can join the game if (!Active_games.empty()) { Multi_join_selected_item = &Active_games.front(); return 1; } // send out a server_query again if ( ui_timestamp_elapsed(Multi_autojoin_query_stamp) ) { send_server_query(&Multi_autojoin_addr); Multi_autojoin_query_stamp = ui_timestamp(MULTI_AUTOJOIN_QUERY_STAMP); } return -1; } void multi_join_game_init(bool API_Access) { int idx; // do the multiplayer init stuff - multi_level_init() now does all net_player zeroing. // setup various multiplayer things Assert( Game_mode & GM_MULTIPLAYER ); Assert( Net_player != NULL ); Netgame.init(); multi_level_init(); Net_player->flags |= NETINFO_FLAG_DO_NETWORKING; Net_player->m_player = Player; memcpy(&Net_player->p_info.addr, &Psnet_my_addr, sizeof(Net_player->p_info.addr)); // load my local netplayer options multi_options_local_load(&Net_player->p_info.options, Net_player); game_flush(); // destroy any chatbox contents which previously existed (from another game) chatbox_clear(); if (!API_Access) { // create the interface window Multi_join_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Multi_join_window.set_mask_bmap(Multi_join_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_join_bitmap = bm_load(Multi_join_bitmap_fname[gr_screen.res]); if (Multi_join_bitmap < 0) { // we failed to load the bitmap - this is very bad Int3(); } } // intialize the endgame system multi_endgame_init(); // initialize the common notification messaging multi_common_notify_init(); // initialize the common text area multi_common_set_text(""); // load and use the common interface palette multi_common_load_palette(); multi_common_set_palette(); if (!API_Access) { // load the help overlay Multi_join_overlay_id = help_overlay_get_index(MULTI_JOIN_OVERLAY); help_overlay_set_state(Multi_join_overlay_id, gr_screen.res, 0); } // do TCP and VMT specific initialization if ( (Multi_options_g.protocol == NET_TCP) && !MULTI_IS_TRACKER_GAME ) { // if this is a TCP (non tracker) game, we'll load up our default address list right now multi_join_load_tcp_addrs(); } // initialize any and all timestamps Multi_join_glr_stamp = UI_TIMESTAMP::invalid(); Multi_join_ping_stamp = UI_TIMESTAMP::invalid(); Multi_join_sent_stamp = UI_TIMESTAMP::invalid(); // reset frame count Multi_join_frame_count = 0; // haven't tried to verify on the tracker yet. Multi_join_mt_tried_verify = 0; // clear our all game lists to save hassles multi_join_clear_game_list(); if (!API_Access){ // create the interface buttons for(idx=0; idxflags & PLAYER_FLAGS_HAS_PLAYED_PXO){ if(!multi_join_warn_pxo()){ break; } } // send the join request here Assertion(Multi_join_selected_item != nullptr, "Tried to join a null multi game. Please report!"); // send a join request packet Multi_join_should_send = 0; gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); } break; // help overlay case MJ_HELP: if(!help_overlay_active(Multi_join_overlay_id)){ help_overlay_set_state(Multi_join_overlay_id,gr_screen.res,1); } else { help_overlay_set_state(Multi_join_overlay_id,gr_screen.res,0); } break; // scroll the game list up case MJ_SCROLL_UP: multi_join_list_scroll_up(); Multi_join_slider.force_currentItem(Multi_join_list_start); break; // scroll the game list down case MJ_SCROLL_DOWN: multi_join_list_scroll_down(); Multi_join_slider.force_currentItem(Multi_join_list_start); break; // scroll the info text box up case MJ_SCROLL_INFO_UP: multi_common_scroll_text_up(); break; // scroll the info text box down case MJ_SCROLL_INFO_DOWN: multi_common_scroll_text_down(); break; // go to the options screen case MJ_OPTIONS: gameseq_post_event(GS_EVENT_OPTIONS_MENU); break; // go to the start game screen case MJ_START_GAME: multi_join_create_game(); break; // refresh the game/server list case MJ_REFRESH: gamesnd_play_iface(InterfaceSounds::USER_SELECT); broadcast_game_query(); break; // join a game as an observer case MJ_JOIN_OBSERVER: if(Active_games.empty()){ multi_common_add_notify(XSTR("No games found!",757)); gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } else if(Multi_join_list_selected == -1){ multi_common_add_notify(XSTR("No game selected!",758)); gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } else if (Multi_join_sent_stamp.isValid() && !ui_timestamp_elapsed(Multi_join_sent_stamp)) { multi_common_add_notify(XSTR("Still waiting on previous join request!",759)); gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } else { // send the join request here Assertion(Multi_join_selected_item != nullptr, "Tried to join a null multi game. Please report!"); Multi_join_should_send = 1; gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); } break; default : multi_common_add_notify(XSTR("Not implemented yet!",760)); gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); break; } } // display all relevant info for active games void multi_join_display_games() { if(!Active_games.empty()){ int count = 0; int y_start = Mj_list_y[gr_screen.res]; int line_height = gr_get_font_height() + 1; for (auto game = Active_games.begin(); game != Active_games.end(); ++game) { // stop displaying if we are going to overrun the container if (count >= Mj_max_game_items[gr_screen.res]) { break; } // blit the game status (including text and type icon) multi_join_blit_game_status(&(*game),y_start); SCP_string speed_text; int con_type; multi_join_game_set_speed_text(&(*game), con_type, speed_text); gr_set_color_fast(Multi_join_speed_colors[con_type]); gr_string(Mj_speed_coords[gr_screen.res][MJ_X_COORD], y_start, speed_text.c_str(), GR_RESIZE_MENU); bool selected = (count == Multi_join_list_selected ? true : false); // we'll want to have different colors for highlighted items, etc. if(selected){ gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } // display the game name, adding appropriate status chars char str[200]; str[0] = '\0'; if (game->flags & AG_FLAG_STANDALONE) { strcat_s(str,MJ_CHAR_STANDALONE); } if (game->flags & AG_FLAG_CAMPAIGN) { strcat_s(str,MJ_CHAR_CAMPAIGN); } // tack on the actual server name strcat_s(str," "); strcat_s(str, game->name); if (game->mission_name[0] != '\0') { strcat_s(str, " / "); strcat_s(str, game->mission_name); } // make sure the string fits in the display area and draw it font::force_fit_string(str, 199, Mj_game_name_coords[gr_screen.res][MJ_W_COORD]); gr_string(Mj_game_name_coords[gr_screen.res][MJ_X_COORD],y_start,str,GR_RESIZE_MENU); // display the ping time if (game->ping.ping_avg > 0) { if (game->ping.ping_avg > MULTI_PING_MIN_ONE_SECOND) { gr_set_color_fast(&Color_bright_red); strcpy_s(str,XSTR("> 1 sec",761)); } else { // set the appropriate ping time color indicator if (game->ping.ping_avg > MULTI_PING_MIN_RED) { gr_set_color_fast(&Color_bright_red); } else if (game->ping.ping_avg > MULTI_PING_MIN_ORANGE) { gr_set_color_fast(&Color_orange); } else if (game->ping.ping_avg > MULTI_PING_MIN_YELLOW) { gr_set_color_fast(&Color_bright_yellow); } else { gr_set_color_fast(&Color_bright_green); } sprintf(str, "%d", game->ping.ping_avg); strcat_s(str,XSTR(" ms",762)); // [[ Milliseconds ]] } gr_string(Mj_ping_coords[gr_screen.res][MJ_X_COORD],y_start,str,GR_RESIZE_MENU); } // display the number of players (be sure to center it) if (selected) { gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } sprintf(str, "%d", game->num_players); int w, h; gr_get_string_size(&w,&h,str); gr_string(Mj_players_coords[gr_screen.res][MJ_X_COORD] + (Mj_players_coords[gr_screen.res][MJ_W_COORD] - w)/2,y_start,str,GR_RESIZE_MENU); count++; y_start += line_height; } } // if there are no items on the list, display this info else { gr_set_color_fast(&Color_bright); gr_string(Mj_game_name_coords[gr_screen.res][MJ_X_COORD] - 30,Mj_list_y[gr_screen.res],XSTR("",763),GR_RESIZE_MENU); } } void multi_join_game_set_speed_text(active_game* game, int& con_type, SCP_string& speed_text) { // get the connection type con_type = (game->flags & AG_FLAG_CONNECTION_SPEED_MASK) >> AG_FLAG_CONNECTION_BIT; if ((con_type > 4) || (con_type < 0)) { con_type = 0; } speed_text = Multi_join_speed_labels[con_type]; } void multi_join_game_set_status_text(active_game* game, SCP_string& status_text) { switch (game->flags & AG_FLAG_STATE_MASK) { case AG_FLAG_FORMING: status_text = XSTR("Forming", 764); break; case AG_FLAG_BRIEFING: status_text = XSTR("Briefing", 765); break; case AG_FLAG_DEBRIEF: status_text = XSTR("Debrief", 766); break; case AG_FLAG_PAUSE: status_text = XSTR("Paused", 767); break; case AG_FLAG_IN_MISSION: status_text = XSTR("Playing", 768); break; default: status_text = XSTR("Unknown", 769); break; } } void multi_join_blit_game_status(active_game *game, int y) { int draw,str_w; SCP_string status_text; // blit the proper icon draw = 0; switch( game->flags & AG_FLAG_TYPE_MASK ){ // coop game case AG_FLAG_COOP: if(Multi_common_icons[MICON_COOP] != -1){ gr_set_bitmap(Multi_common_icons[MICON_COOP]); draw = 1; } break; // team vs. team game case AG_FLAG_TEAMS: if(Multi_common_icons[MICON_TVT] != -1){ gr_set_bitmap(Multi_common_icons[MICON_TVT]); draw = 1; } break; // dogfight game case AG_FLAG_DOGFIGHT: if(Multi_common_icons[MICON_DOGFIGHT] != -1){ gr_set_bitmap(Multi_common_icons[MICON_DOGFIGHT]); draw = 1; } break; } // if we're supposed to draw a bitmap if(draw){ gr_bitmap(Mj_game_icon_coords[gr_screen.res][MJ_X_COORD],y-1,GR_RESIZE_MENU); } multi_join_game_set_status_text(game, status_text); //Set the color switch (game->flags & AG_FLAG_STATE_MASK) { case AG_FLAG_FORMING: gr_set_color_fast(&Color_bright_green); break; case AG_FLAG_BRIEFING: case AG_FLAG_DEBRIEF: case AG_FLAG_PAUSE: case AG_FLAG_IN_MISSION: gr_set_color_fast(&Color_bright_red); break; default: gr_set_color_fast(&Color_bright); break; } gr_get_string_size(&str_w,NULL,status_text.c_str()); gr_string(Mj_status_coords[gr_screen.res][MJ_X_COORD] + ((Mj_status_coords[gr_screen.res][MJ_W_COORD] - str_w)/2),y,status_text.c_str(),GR_RESIZE_MENU); } void multi_join_read_ip_address_file(SCP_list& list) { char line[IP_STRING_LEN]; CFILE* file = NULL; // attempt to open the ip list file file = cfopen(IP_CONFIG_FNAME, "rt", CF_TYPE_DATA); if (file == NULL) { nprintf(("Network", "Error loading tcp.cfg file!\n")); return; } // read in all the strings in the file while (!cfeof(file)) { line[0] = '\0'; cfgets(line, IP_STRING_LEN, file); // strip off any newline character if (line[strlen(line) - 1] == '\n') { line[strlen(line) - 1] = '\0'; } // 0 length lines don't get processed if ((line[0] == '\0') || (line[0] == '\n')) continue; if (!psnet_is_valid_ip_string(line)) { nprintf(("Network", "Invalid ip string (%s)\n", line)); } else { if (list.size() < MAX_IP_ADDRS - 1) { list.push_back(line); } } } cfclose(file); } bool multi_join_write_ip_address_file(SCP_list& list) { CFILE* file = NULL; // attempt to open the ip list file for writing file = cfopen(IP_CONFIG_FNAME, "wt", CF_TYPE_DATA); if (file == NULL) { nprintf(("Network", "Error loading tcp.cfg file\n")); return false; } for (auto ip : list) { if (!psnet_is_valid_ip_string(ip.c_str())) { nprintf(("Network", "Invalid ip string (%s)\n", ip.c_str())); } else { cfputs(ip.c_str(), file); // make sure to tack on a newline if necessary if (ip[strlen(&ip[0]) - 1] != '\n') { cfputs(NOX("\n"), file); } } } cfclose(file); return true; } void multi_join_load_tcp_addrs() { net_addr addr; server_item *item; // free up any existing server list multi_free_server_list(); SCP_list list; multi_join_read_ip_address_file(list); for (auto const& ip : list) { if (!psnet_string_to_addr(ip.c_str(), &addr)) { continue; } if (addr.port == 0) { addr.port = DEFAULT_GAME_PORT; } // create a new server item on the list item = multi_new_server_item(); if (item != nullptr) { memcpy(&item->server_addr, &addr, sizeof(item->server_addr)); } } } // do stuff like pinging servers, sending out requests, etc void multi_join_do_netstuff() { // handle game query stuff if ( !Multi_join_glr_stamp.isValid() ) { broadcast_game_query(); if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) { Multi_join_glr_stamp = ui_timestamp(MULTI_JOIN_REFRESH_TIME_LOCAL); } else { Multi_join_glr_stamp = ui_timestamp(MULTI_JOIN_REFRESH_TIME); } } // otherwise send out game query and restamp else if ( ui_timestamp_elapsed(Multi_join_glr_stamp) ) { broadcast_game_query(); if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) { Multi_join_glr_stamp = ui_timestamp(MULTI_JOIN_REFRESH_TIME_LOCAL); } else { Multi_join_glr_stamp = ui_timestamp(MULTI_JOIN_REFRESH_TIME); } } // if we're doing local broadcast then check broadcast queries if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) { multi_mdns_query_do(); } // check to see if we've been accepted. If so, put up message saying so if ( Net_player->flags & (NETINFO_FLAG_ACCEPT_INGAME|NETINFO_FLAG_ACCEPT_CLIENT|NETINFO_FLAG_ACCEPT_HOST|NETINFO_FLAG_ACCEPT_OBSERVER) ) { multi_common_add_notify(XSTR("Accepted. Waiting for player data.",770)); } // check to see if any join packets we have sent have timed out if (Multi_join_sent_stamp.isValid() && ui_timestamp_elapsed(Multi_join_sent_stamp)) { Multi_join_sent_stamp = UI_TIMESTAMP::invalid(); multi_common_add_notify(XSTR("Join request timed out!",771)); } // check to see if we should be pinging everyone if ( !Multi_join_ping_stamp.isValid() || ui_timestamp_elapsed(Multi_join_ping_stamp) ) { multi_join_ping_all(); Multi_join_ping_stamp = ui_timestamp(MULTI_JOIN_PING_TIME); } // cull timeouts multi_join_cull_timeouts(); } // evaluate a returned pong. void multi_join_eval_pong(net_addr *addr, fix pong_time) { if(!Active_games.empty()){ for (auto game = Active_games.begin(); game != Active_games.end(); ++game) { if(psnet_same(&game->server_addr,addr)){ multi_ping_eval_pong(&game->ping, pong_time); break; } } } } // ping all the server on the list void multi_join_ping_all() { if(!Active_games.empty()){ for (auto game = Active_games.begin(); game != Active_games.end(); ++game) { send_server_query(&game->server_addr); multi_ping_send(&game->server_addr, &game->ping); } } } void multi_join_process_select() { int line_height = gr_get_font_height() + 1; // if we don't have anything selected and there are items on the list - select the first one if((Multi_join_list_selected == -1) && !Active_games.empty()){ Multi_join_list_selected = 0; Multi_join_selected_item = multi_join_get_game(0); Multi_join_list_start = 0; // send a mission description request to this guy send_netgame_descript_packet(&Multi_join_selected_item->server_addr,0); multi_common_set_text(""); // I sure hope this doesn't happen Assertion(Multi_join_selected_item != nullptr, "Tried to join a null multi game. Please report!"); return; } // otherwise see if he's clicked on an item else if(Multi_join_select_button.pressed() && !Active_games.empty()){ int y,item; Multi_join_select_button.get_mouse_pos(NULL,&y); item = y / line_height; if (item + Multi_join_list_start < static_cast(Active_games.size())) { gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK); Multi_join_list_selected = item + Multi_join_list_start; Multi_join_selected_item = multi_join_get_game(Multi_join_list_selected); // I sure hope this doesn't happen Assertion(Multi_join_selected_item != nullptr, "Tried to join a null multi game. Please report!"); // send a mission description request to this guy send_netgame_descript_packet(&Multi_join_selected_item->server_addr,0); multi_common_set_text(""); } } // if he's double clicked, then select it and accept if(Multi_join_select_button.double_clicked()){ int y,item; Multi_join_select_button.get_mouse_pos(NULL,&y); item = y / line_height; if(item == Multi_join_list_selected){ multi_join_button_pressed(MJ_ACCEPT); } } } // maybe update selected game's description void multi_join_maybe_update_selected(active_game *game) { if ( !game || !Multi_join_selected_item ) { return; } // if not our selected game, bail if( !psnet_same(&Multi_join_selected_item->server_addr, &game->server_addr) ) { return; } // if the mission hasn't changed, bail if ( !strcmp(Multi_join_selected_item->mission_name, game->mission_name) ) { return; } // send a mission description request to this guy send_netgame_descript_packet(&Multi_join_selected_item->server_addr, 0); } // return game n (0 based index) active_game *multi_join_get_game(int n) { if(!Active_games.empty()){ SCP_list::iterator game = Active_games.begin(); std::advance(game, n); return &(*game); } nprintf(("Network", "Warning, couldn't find game item %d!\n", n)); return nullptr; } // scroll through the game list void multi_join_list_scroll_up() { // if we're not at the beginning of the list, scroll up if(Multi_join_list_start != 0){ Multi_join_list_start--; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } // scroll through the game list void multi_join_list_scroll_down() { if((static_cast(Active_games.size()) - Multi_join_list_start) > Mj_max_game_items[gr_screen.res]){ Multi_join_list_start++; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } void multi_join_list_page_up() { // in this case, just set us to the beginning of the list if((Multi_join_list_start - Mj_max_game_items[gr_screen.res]) < 0){ Multi_join_list_start = 0; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { // otherwise page the whole thing up int idx; for(idx=0; idx(Active_games.size()) - Multi_join_list_start) > Mj_max_game_items[gr_screen.res])){ Multi_join_list_start++; // next count++; } gamesnd_play_iface(InterfaceSounds::SCROLL); } void multi_join_cull_timeouts() { if (Active_games.empty()) { return; } // traverse through the entire list if any items exist int i = 0; for (auto game = Active_games.begin(); game != Active_games.end(); ) { if (game->heard_from_timer.isValid() && (ui_timestamp_elapsed(game->heard_from_timer))) { // handle any gui details related to deleting this item multi_join_handle_item_cull(i); // this list may have been cleared so check for it if (Active_games.empty()) { break; } // delete the item game = Active_games.erase(game); } else { ++i; ++game; } } } // deep magic begins here. void multi_join_handle_item_cull(int item_index) { Assertion((item_index >= 0) && (item_index < static_cast(Active_games.size())), "Tried to cull a multiplayer game that doesn't exist! Please report!"); // if this is the only item on the list, unset everything if(Active_games.size() == 1){ Multi_join_list_selected = -1; Multi_join_selected_item = nullptr; Multi_join_slider.set_numberItems(0); Multi_join_list_start = -1; Active_games.clear(); // return return; } // see if we should be adjusting our currently selected item if(item_index <= Multi_join_list_selected){ // the selected item is the head of the list if (Multi_join_list_selected == 0) { // move the pointer up since this item is about to be destroyed Multi_join_list_selected++; } else { Multi_join_list_selected--; } } Multi_join_selected_item = multi_join_get_game(Multi_join_list_selected); // see if we should be adjusting out current start position if(item_index <= Multi_join_list_start){ // the start position is the head of the list if(Multi_join_list_start == 0){ // move the pointer up since this item is about to be destroyed Multi_join_list_start++; } else { // if this is the item being deleted, select the previous one Multi_join_list_start--; } } // maybe go back up a bit so that we always have a full page of items if(static_cast(Active_games.size()) > Mj_max_game_items[gr_screen.res]){ while ((static_cast(Active_games.size()) - Multi_join_list_start) < Mj_max_game_items[gr_screen.res]) { Multi_join_list_start--; } } // set slider location Multi_join_slider.set_numberItems(static_cast(Active_games.size()) > Mj_max_game_items[gr_screen.res] ? static_cast(Active_games.size()) - Mj_max_game_items[gr_screen.res] : 0); Multi_join_slider.force_currentItem(Multi_join_list_start); } void multi_join_send_join_request(int as_observer) { // don't do anything if we have no items selected if(Multi_join_selected_item == nullptr){ return; } // 5/26/98 -- for team v team games, don't allow ingame joining :-( // if ( (Multi_join_selected_item->flags & AG_FLAG_TEAMS) && (Multi_join_selected_item->flags & (AG_FLAG_PAUSE|AG_FLAG_IN_MISSION)) ) { // popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("Joining ingame is currently not allowed for team vs. team games",772)); // return; // } memset(&Multi_join_request,0,sizeof(join_request)); // if the netgame is in password mode, put up a request for the password if(Multi_join_selected_item->flags & AG_FLAG_PASSWD){ if(!multi_passwd_popup(Multi_join_request.passwd)){ return; } nprintf(("Network", "Password : %s\n", Multi_join_request.passwd)); } // fill out the join request struct strcpy_s(Multi_join_request.callsign,Player->callsign); if(Player->image_filename[0] != '\0'){ strcpy_s(Multi_join_request.image_filename, Player->image_filename); } if(Player->m_squad_filename[0] != '\0'){ strcpy_s(Multi_join_request.squad_filename, Player->m_squad_filename); } // tracker id (if any) Multi_join_request.tracker_id = Multi_tracker_id; // player's rank (at least, what he wants you to _believe_) Multi_join_request.player_rank = (ubyte)Player->stats.rank; // misc join flags Multi_join_request.flags = 0; if(as_observer){ Multi_join_request.flags |= JOIN_FLAG_AS_OBSERVER; } // if the player has hacked data if(game_hacked_data()){ Multi_join_request.flags |= JOIN_FLAG_HAXOR; } // pxo squad info strcpy_s(Multi_join_request.pxo_squad_name, Multi_tracker_squad_name); // version of this server Multi_join_request.version = MULTI_FS_SERVER_VERSION; // server compatible version Multi_join_request.comp_version = MULTI_FS_SERVER_COMPATIBLE_VERSION; // his local player options memcpy(&Multi_join_request.player_options,&Player->m_local_options,sizeof(multi_local_options)); // set the server address for the netgame memcpy(&Netgame.server_addr, &Multi_join_selected_item->server_addr, sizeof(Netgame.server_addr)); // send a join request to the guy send_join_packet(&Multi_join_selected_item->server_addr,&Multi_join_request); // now we wait Multi_join_sent_stamp = ui_timestamp(MULTI_JOIN_SENT_WAIT); psnet_flush(); multi_common_add_notify(XSTR("Sending join request...",773)); } void multi_join_create_game() { // maybe warn the player about possible crappy server conditions if(!multi_join_maybe_warn()){ return; } // make sure to flag ourself as being the master Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_GAME_HOST); Net_player->state = NETPLAYER_STATE_HOST_SETUP; // if we're in PXO mode, mark it down in our player struct if(MULTI_IS_TRACKER_GAME){ Player->flags |= PLAYER_FLAGS_HAS_PLAYED_PXO; Player->save_flags |= PLAYER_FLAGS_HAS_PLAYED_PXO; } // otherwise, if he's already played PXO games, warn him else { if(Player->flags & PLAYER_FLAGS_HAS_PLAYED_PXO){ if(!multi_join_warn_pxo()){ return; } } } gameseq_post_event(GS_EVENT_MULTI_START_GAME); gamesnd_play_iface(InterfaceSounds::USER_SELECT); } void multi_join_reset_join_stamp() { // unset the timestamp here so the user can immediately send another join request Multi_join_sent_stamp = UI_TIMESTAMP::invalid(); multi_common_add_notify(""); } #define CW_CODE_CANCEL 0 // cancel the action #define CW_CODE_OK 1 // continue anyway #define CW_CODE_INFO 2 // gimme some more information #define LOW_WARN_TEXT XSTR("Warning - You have low object updates selected. A server with low object updates will not be able to handle more than 1 client without performance problems",775) #define LOW_INFO_TEXT XSTR("Low update level caps all bandwidth at ~2000 bytes/second. It is appropriate for clients with 28.8 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button",776) #define MED_WARN_TEXT XSTR("Warning - You have medium object updates selected. A server with medium object updates will not be able to handle more than 1 or 2 clients without performance problems",777) #define MED_INFO_TEXT XSTR("Medium update level caps all bandwidth at ~4000 bytes/second. It is appropriate for clients with 56.6 modems, but is not reccomended for servers. In addition, any clients connecting to this server should use low object updates as well. To change your settings go to the options menu (f2), and select the Multi button",778) int multi_join_warn_update_low(int code) { switch(code){ case CW_CODE_OK: return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),LOW_WARN_TEXT); case CW_CODE_INFO: return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),LOW_INFO_TEXT); } return CW_CODE_CANCEL; } int multi_join_warn_update_medium(int code) { switch(code){ case CW_CODE_OK: return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),MED_WARN_TEXT); case CW_CODE_INFO: return popup(0,3,XSTR("&Cancel",779),XSTR("&Continue",780),XSTR("&More info",781),MED_INFO_TEXT); } return CW_CODE_CANCEL; } int multi_join_maybe_warn() { int code; // if the player is set for low updates if(Player->m_local_options.obj_update_level == OBJ_UPDATE_LOW){ code = CW_CODE_OK; do { code = multi_join_warn_update_low(code); } while((code != CW_CODE_CANCEL) && (code != CW_CODE_OK)); return code; } // if the player is set for medium updates else if(Player->m_local_options.obj_update_level == OBJ_UPDATE_MEDIUM){ code = CW_CODE_OK; do { code = multi_join_warn_update_medium(code); } while((code != CW_CODE_CANCEL) && (code != CW_CODE_OK)); return code; } return 1; } int multi_join_warn_pxo() { return popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_BIG | PF_TITLE_RED, 2, XSTR("&Back", 995), XSTR("&Continue",780), XSTR("Warning\n\nThis pilot has played PXO games. If you continue and play a non-PXO game, your stats will not be updated", 1006)) <= 0 ? 0 : 1; //return 1; } void multi_join_blit_protocol() { gr_set_color_fast(&Color_bright); gr_string(5, 2, "TCP", GR_RESIZE_MENU); } // ------------------------------------------------------------------------------------------------- // // MULTIPLAYER START GAME screen // //XSTR:OFF // bitmap defs #define MULTI_SG_PALETTE "InterfacePalette" static const char *Multi_sg_bitmap_fname[GR_NUM_RESOLUTIONS] = { "MultiStartGame", // GR_640 "2_MultiStartGame" // GR_1024 }; static const char *Multi_sg_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "MultiStartGame-M", // GR_640 "2_MultiStartGame-M" // GR_1024 }; //XSTR:ON int Multi_sg_rank_max_display[GR_NUM_RESOLUTIONS] = { 2, // GR_640 4 // GR_1024 }; // constants for coordinate look ups #define MSG_X_COORD 0 #define MSG_Y_COORD 1 #define MSG_W_COORD 2 #define MSG_H_COORD 3 // area definitions // input password field int Msg_passwd_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 36, 236, 408, 20 }, { // GR_1024 58, 377, 652, 32 } }; // input game title field int Msg_title_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 29, 49, 415, 23 }, { // GR_1024 46, 78, 664, 36 } }; // rank selected field int Msg_rank_sel_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 242, 254, 126, 12 }, { // GR_1024 242, 254, 126, 12 } }; // rank list field int Msg_rank_list_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 37, 297, 131, 16 }, { // GR_1024 60, 469, 652, 32 } }; // button defs #define MULTI_SG_NUM_BUTTONS 10 //#define MULTI_SG_NUM_BUTTONS 12 #define MSG_OPEN_GAME 0 //#define MSG_CLOSED_GAME 1 //#define MSG_RESTRICTED_GAME 2 #define MSG_PASSWD_GAME 1 #define MSG_RANK_SET_GAME 2 #define MSG_RANK_SCROLL_UP 3 #define MSG_RANK_SCROLL_DOWN 4 #define MSG_RANK_ABOVE 5 #define MSG_RANK_BELOW 6 #define MSG_HELP 7 #define MSG_OPTIONS 8 #define MSG_ACCEPT 9 UI_WINDOW Multi_sg_window; // the window object for the join screen UI_BUTTON Multi_sg_rank_button; // for selecting the rank marker UI_INPUTBOX Multi_sg_game_name; // for Netgame.name UI_INPUTBOX Multi_sg_game_passwd; // for Netgame.passwd int Multi_sg_bitmap; // the background bitmap ui_button_info Multi_sg_buttons[GR_NUM_RESOLUTIONS][MULTI_SG_NUM_BUTTONS] = { { // GR_640 ui_button_info("MSG_00", 1, 184, 34, 191, 2), // open //******ui_button_info("MSG_01", 1, 159, 34, 166, 1), // closed //******ui_button_info("MSG_02", 1, 184, 34, 191, 2), // restricted ui_button_info("MSG_03", 1, 209, 34, 218, 3), // password ui_button_info("MSG_04", 1, 257, 34, 266, 4), // rank set ui_button_info("MSG_05", 1, 282, -1, -1, 5), // rank scroll up ui_button_info("MSG_06", 1, 307, -1, -1, 6), // rank scroll down ui_button_info("MSG_07", 177, 282, 210, 290, 7), // rank above ui_button_info("MSG_08", 177, 307, 210, 315, 8), // rank below ui_button_info("MSG_09", 536, 429, 500, 440, 9), // help ui_button_info("MSG_10", 536, 454, 479, 464, 10), // options ui_button_info("MSG_11", 576, 432, 571, 415, 11), // accept }, { // GR_1024 ui_button_info("2_MSG_00", 2, 295, 51, 307, 2), // open //******ui_button_info("2_MSG_01", 2, 254, 51, 267, 1), // closed //******ui_button_info("2_MSG_02", 2, 295, 51, 307, 2), // restricted ui_button_info("2_MSG_03", 2, 335, 51, 350, 3), // password ui_button_info("2_MSG_04", 2, 412, 51, 426, 4), // rank set ui_button_info("2_MSG_05", 2, 452, -1, -1, 5), // rank scroll up ui_button_info("2_MSG_06", 2, 492, -1, -1, 6), // rank scroll down ui_button_info("2_MSG_07", 284, 452, 335, 465, 7), // rank above ui_button_info("2_MSG_08", 284, 492, 335, 505, 8), // rank below ui_button_info("2_MSG_09", 858, 687, 817, 706, 9), // help ui_button_info("2_MSG_10", 858, 728, 797, 743, 10), // options ui_button_info("2_MSG_11", 921, 692, 921, 664, 11), // accept }, }; //#define MULTI_SG_NUM_TEXT 13 #define MULTI_SG_NUM_TEXT 11 UI_XSTR Multi_sg_text[GR_NUM_RESOLUTIONS][MULTI_SG_NUM_TEXT] = { { // GR_640 {"Open", 1322, 34, 191, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_OPEN_GAME].button}, //******{"Closed", 1323, 34, 166, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_CLOSED_GAME].button}, //******{"Restricted", 1324, 34, 191, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RESTRICTED_GAME].button}, {"Password Protected", 1325, 34, 218, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_PASSWD_GAME].button}, {"Allow Rank", 1326, 34, 266, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_SET_GAME].button}, {"Above", 1327, 210, 290, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_ABOVE].button}, {"Below", 1328, 210, 315, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_RANK_BELOW].button}, {"Help", 928, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_HELP].button}, {"Options", 1036, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[0][MSG_OPTIONS].button}, {"Accept", 1035, 571, 415, UI_XSTR_COLOR_PINK, -1, &Multi_sg_buttons[0][MSG_ACCEPT].button}, {"Start Game", 1329, 26, 10, UI_XSTR_COLOR_GREEN, -1, NULL}, {"Title", 1330, 26, 31, UI_XSTR_COLOR_GREEN, -1, NULL}, {"Game Type", 1331, 12, 165, UI_XSTR_COLOR_GREEN, -1, NULL}, }, { // GR_1024 {"Open", 1322, 51, 307, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_OPEN_GAME].button}, //******{"Closed", 1323, 51, 267, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_CLOSED_GAME].button}, //******{"Restricted", 1324, 51, 307, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RESTRICTED_GAME].button}, {"Password Protected", 1325, 51, 350, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_PASSWD_GAME].button}, {"Allow Rank", 1326, 51, 426, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_SET_GAME].button}, {"Above", 1327, 335, 465, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_ABOVE].button}, {"Below", 1328, 335, 505, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_RANK_BELOW].button}, {"Help", 928, 817, 706, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_HELP].button}, {"Options", 1036, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Multi_sg_buttons[1][MSG_OPTIONS].button}, {"Accept", 1035, 921, 664, UI_XSTR_COLOR_PINK, -1, &Multi_sg_buttons[1][MSG_ACCEPT].button}, {"Start Game", 1329, 42, 22, UI_XSTR_COLOR_GREEN, -1, NULL}, {"Title", 1330, 42, 50, UI_XSTR_COLOR_GREEN, -1, NULL}, {"Game Type", 1331, 20, 264, UI_XSTR_COLOR_GREEN, -1, NULL}, } }; // starting index for displaying ranks int Multi_sg_rank_start; int Multi_sg_rank_select; // netgame pointer to indirect through netgame_info *Multi_sg_netgame; // hold temporary values in this structure when on a standalone server netgame_info Multi_sg_netgame_temp; int Multi_sg_overlay_id; // forward declarations void multi_sg_check_buttons(); void multi_sg_button_pressed(int n); void multi_sg_init_gamenet(); void multi_sg_draw_radio_buttons(); void multi_sg_rank_scroll_up(); void multi_sg_rank_scroll_down(); void multi_sg_rank_display_stuff(); void multi_sg_rank_process_select(); void multi_sg_rank_build_name(const char *in,char *out); void multi_sg_check_passwd(); void multi_sg_check_name(); void multi_sg_release_passwd(); int multi_sg_rank_select_valid(int rank); void multi_sg_select_rank_default(); // function which takes a rank name and returns the index. Useful for commandline options // for above and below rank. We return the index of the rank in the Ranks[] array. If // the rank isn't found, we return -1 int multi_start_game_rank_from_name( char *rank ) { int i; for ( i = 0; i < ((int)Ranks.size()); i++ ) { if ( !stricmp(Ranks[i].name, rank) ) { return i; } } return -1; } void multi_start_game_init(bool API_Access) { int idx; // initialize the gamenet multi_sg_init_gamenet(); if (!API_Access) { // create the interface window Multi_sg_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Multi_sg_window.set_mask_bmap(Multi_sg_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_sg_bitmap = bm_load(Multi_sg_bitmap_fname[gr_screen.res]); if (Multi_sg_bitmap < 0) { // we failed to load the bitmap - this is very bad Int3(); } } // initialize the common notification messaging multi_common_notify_init(); // initialize the common text area multi_common_set_text(""); // use the common interface palette multi_common_set_palette(); if (!API_Access) { // create the interface buttons for(idx=0; idxname); Multi_sg_game_name.set_focus(); } // if starting a netgame, set the name of the game and any other options that are appropriate if ( Cmdline_start_netgame ) { if ( Cmdline_game_name != NULL ) { strcpy_s( Multi_sg_netgame->name, Cmdline_game_name ); if (!API_Access) { Multi_sg_game_name.set_text(Multi_sg_netgame->name); } } // deal with the different game types -- only one should even be active, so we will just go down // the line. Last one wins. if ( Cmdline_closed_game ) { Multi_sg_netgame->mode = NG_MODE_CLOSED; } else if ( Cmdline_restricted_game ) { Multi_sg_netgame->mode = NG_MODE_RESTRICTED; } else if ( Cmdline_game_password != NULL ) { Multi_sg_netgame->mode = NG_MODE_PASSWORD; strcpy_s(Multi_sg_netgame->passwd, Cmdline_game_password); if (!API_Access) { Multi_sg_game_passwd.set_text(Multi_sg_netgame->passwd); } } // deal with rank above and rank below if ( (Cmdline_rank_above != NULL) || (Cmdline_rank_below != NULL) ) { int rank; char *rank_str; if ( Cmdline_rank_above != NULL ) { rank_str = Cmdline_rank_above; } else { rank_str = Cmdline_rank_below; } // try and get the rank index from the name -- if found, then set the rank base // and the game type. apparently we only support either above or below, not both // together, so I make a random choice rank = multi_start_game_rank_from_name( rank_str ); if ( rank != -1 ) { Multi_sg_netgame->rank_base = Multi_sg_rank_select; // now an arbitrary decision if ( Cmdline_rank_above != NULL ) { Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE; } else { Multi_sg_netgame->mode = NG_MODE_RANK_BELOW; } } } gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); } } void multi_start_game_do(bool API_Access) { // return here since we will be moving to the next stage anyway -- I don't want to see the backgrounds of // all the screens for < 1 second for every screen we automatically move to. if ( Cmdline_start_netgame ) { Cmdline_start_netgame = 0; // DTP no quit fix; by using -startgame Quit was sort of out of function return; } if (!API_Access) { int k = Multi_sg_window.process(); // process any keypresses switch (k) { case KEY_ESC: if (help_overlay_active(Multi_sg_overlay_id)) { help_overlay_set_state(Multi_sg_overlay_id, gr_screen.res, 0); } else { gamesnd_play_iface(InterfaceSounds::USER_SELECT); multi_quit_game(PROMPT_NONE); } break; // same as ACCEPT case KEY_LCTRL + KEY_ENTER: case KEY_RCTRL + KEY_ENTER: gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); break; } if (mouse_down(MOUSE_LEFT_BUTTON)) { help_overlay_set_state(Multi_sg_overlay_id, gr_screen.res, 0); } // check to see if the user has selected a different rank multi_sg_rank_process_select(); // check any button presses multi_sg_check_buttons(); // check to see if any of the input boxes have changed, and update the appropriate Netgame fields if necessary multi_sg_check_passwd(); multi_sg_check_name(); // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_sg_bitmap); if (Multi_sg_bitmap != -1) { gr_set_bitmap(Multi_sg_bitmap); gr_bitmap(0, 0, GR_RESIZE_MENU); } Multi_sg_window.draw(); // display rank stuff multi_sg_rank_display_stuff(); } // display any pending notification messages multi_common_notify_do(); if (!API_Access) { // draw all radio button multi_sg_draw_radio_buttons(); // draw the help overlay help_overlay_maybe_blit(Multi_sg_overlay_id, gr_screen.res); // flip the buffer gr_flip(); } } void multi_start_game_close(bool API_Access) { // if i'm the host on a standalone server, send him my start game options (passwd, mode, etc) if((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){ multi_options_update_start_game(Multi_sg_netgame); } // unload any bitmaps if (!bm_unload(Multi_sg_bitmap)) { nprintf( ("General", "WARNING : could not unload background bitmap %s\n", Multi_sg_bitmap_fname[gr_screen.res])); } if (!API_Access) { // destroy the UI_WINDOW Multi_sg_window.destroy(); } } void multi_sg_check_buttons() { int idx; for(idx=0;idxmode != NG_MODE_OPEN){ Multi_sg_netgame->mode = NG_MODE_OPEN; gamesnd_play_iface(InterfaceSounds::USER_SELECT); // release the password control if necessary multi_sg_release_passwd(); } // if its already selected else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; /* // the open button was pressed case MSG_CLOSED_GAME: // if the closed option is selected if(Multi_sg_netgame->mode != NG_MODE_CLOSED){ Multi_sg_netgame->mode = NG_MODE_CLOSED; gamesnd_play_iface(SND_USER_SELECT); // release the password control if necessary multi_sg_release_passwd(); } // if its already selected else { gamesnd_play_iface(SND_GENERAL_FAIL); } break; */ // toggle password protection case MSG_PASSWD_GAME: // if we selected it if(Multi_sg_netgame->mode != NG_MODE_PASSWORD){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_sg_game_passwd.enable(); Multi_sg_game_passwd.unhide(); Multi_sg_game_passwd.set_focus(); Multi_sg_netgame->mode = NG_MODE_PASSWORD; // copy in the current network password Multi_sg_game_passwd.set_text(Multi_sg_netgame->passwd); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; /* // toggle "restricted" on or off case MSG_RESTRICTED_GAME: if(Multi_sg_netgame->mode != NG_MODE_RESTRICTED){ gamesnd_play_iface(SND_USER_SELECT); Multi_sg_netgame->mode = NG_MODE_RESTRICTED; // release the password control if necessary multi_sg_release_passwd(); } else { gamesnd_play_iface(SND_GENERAL_FAIL); } break; */ // turn off all rank requirements case MSG_RANK_SET_GAME: // if either is set, then turn then both off if((Multi_sg_netgame->mode != NG_MODE_RANK_BELOW) && (Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE)){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); // set it to the default case if we're turning it off multi_sg_select_rank_default(); Multi_sg_rank_start = Multi_sg_rank_select; Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE; // release the password control if necessary multi_sg_release_passwd(); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; // rank above was pressed case MSG_RANK_ABOVE : if((Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE) || (Multi_sg_netgame->mode == NG_MODE_RANK_BELOW)){ Multi_sg_netgame->mode = NG_MODE_RANK_ABOVE; // select the first item multi_sg_select_rank_default(); Multi_sg_rank_start = Multi_sg_rank_select; // play a sound gamesnd_play_iface(InterfaceSounds::USER_SELECT); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; // rank below was pressed case MSG_RANK_BELOW : if((Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE) || (Multi_sg_netgame->mode == NG_MODE_RANK_BELOW)){ Multi_sg_netgame->mode = NG_MODE_RANK_BELOW; // select the first item multi_sg_select_rank_default(); Multi_sg_rank_start = Multi_sg_rank_select; // play a sound gamesnd_play_iface(InterfaceSounds::USER_SELECT); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; // scroll the rank list up case MSG_RANK_SCROLL_UP: multi_sg_rank_scroll_up(); break; // scroll the rank list down case MSG_RANK_SCROLL_DOWN: multi_sg_rank_scroll_down(); break; // move to the create game screen case MSG_ACCEPT: gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); break; default : gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); multi_common_add_notify(XSTR("Not implemented yet!",760)); break; } } // NOTE : this is where all Netgame initialization should take place on the host void multi_sg_init_gamenet() { char buf[128],out_name[128]; net_addr save; net_player *server_save; // back this data up in case we are already connected to a standalone memcpy(&save,&Netgame.server_addr,sizeof(net_addr)); server_save = Netgame.server; // remove campaign flags Game_mode &= ~(GM_CAMPAIGN_MODE); // clear out the Netgame structure and start filling in the values Netgame.init(); Multi_sg_netgame_temp.init(); // if we're on the standalone, we're not the server, so we don't care about setting the netgame state if(Net_player->state != NETPLAYER_STATE_STD_HOST_SETUP){ Netgame.game_state = NETGAME_STATE_HOST_SETUP; Multi_sg_netgame = &Netgame; // NETLOG ml_string(NOX("Starting netgame as Host/Server")); } else { Multi_sg_netgame = &Multi_sg_netgame_temp; // NETLOG char server_addr[INET6_ADDRSTRLEN]; psnet_addr_to_string(&Netgame.server_addr, server_addr, INET6_ADDRSTRLEN); ml_printf(NOX("Starting netgame as Host on Standalone server : %s"), (server_addr[0]) ? NOX("Unknown") : server_addr); } Net_player->tracker_player_id = Multi_tracker_id; Multi_sg_netgame->security = Random::next(1, 32766); // get some random security number Multi_sg_netgame->mode = NG_MODE_OPEN; Multi_sg_netgame->rank_base = 0; if(Multi_sg_netgame->security < 16){ Multi_sg_netgame->security += 16; } // set the version_info field Multi_sg_netgame->version_info = NG_VERSION_ID; if(Net_player->flags & NETINFO_FLAG_GAME_HOST){ Netgame.host = Net_player; } // set the default netgame flags Multi_sg_netgame->flags = 0; // intialize endgame stuff multi_endgame_init(); // load in my netgame options multi_options_netgame_load(&Netgame.options); // load my local netplayer options multi_options_local_load(&Net_player->p_info.options, Net_player); // setup the default game name, taking care of string length and player callsigns memset(out_name,0,128); memset(buf,0,128); pilot_format_callsign_personal(Player->callsign,out_name); sprintf(buf, XSTR("%s game",782), out_name); // [[ %s will be a pilot's name ]] if ( strlen(buf) > MAX_GAMENAME_LEN ){ strcpy_s(buf, XSTR("Temporary name",783)); } strcpy_s(Multi_sg_netgame->name, buf); // set the default qos and duration multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time); // make sure to set the server correctly (me or the standalone) if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ memcpy(&Netgame.server_addr, &Psnet_my_addr,sizeof(net_addr)); Netgame.server = Net_player; Net_player->player_id = multi_get_new_id(); // setup debug flags Netgame.debug_flags = 0; } else { memcpy(&Netgame.server_addr,&save,sizeof(net_addr)); Netgame.server = server_save; } // if I have hacked data if(game_hacked_data()){ Net_player->flags |= NETINFO_FLAG_HAXOR; } // assign my player struct and other data Net_player->flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING); Net_player->s_info.voice_token_timestamp = UI_TIMESTAMP::invalid(); Net_player->s_info.player_collision_timestamp = TIMESTAMP::immediate(); // if we're supposed to flush our cache directory, do so now if(Net_player->p_info.options.flags & MLO_FLAG_FLUSH_CACHE){ multi_flush_multidata_cache(); // NETLOG ml_string(NOX("Flushing multi-data cache")); } game_flush(); } void multi_sg_draw_radio_buttons() { // draw the appropriate radio button switch(Multi_sg_netgame->mode){ case NG_MODE_OPEN: Multi_sg_buttons[gr_screen.res][MSG_OPEN_GAME].button.draw_forced(2); break; /* case NG_MODE_CLOSED: Multi_sg_buttons[gr_screen.res][MSG_CLOSED_GAME].button.draw_forced(2); break; */ case NG_MODE_PASSWORD: Multi_sg_buttons[gr_screen.res][MSG_PASSWD_GAME].button.draw_forced(2); break; /* case NG_MODE_RESTRICTED: Multi_sg_buttons[gr_screen.res][MSG_RESTRICTED_GAME].button.draw_forced(2); break; */ case NG_MODE_RANK_ABOVE: Multi_sg_buttons[gr_screen.res][MSG_RANK_SET_GAME].button.draw_forced(2); Multi_sg_buttons[gr_screen.res][MSG_RANK_ABOVE].button.draw_forced(2); break; case NG_MODE_RANK_BELOW: Multi_sg_buttons[gr_screen.res][MSG_RANK_SET_GAME].button.draw_forced(2); Multi_sg_buttons[gr_screen.res][MSG_RANK_BELOW].button.draw_forced(2); break; } } void multi_sg_rank_scroll_up() { // if he doesn't have either of the rank flags set, then ignore this if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){ return; } if(Multi_sg_rank_start > 0){ Multi_sg_rank_start--; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } void multi_sg_rank_scroll_down() { // if he doesn't have either of the rank flags set, then ignore this if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){ return; } if(((int)Ranks.size() - Multi_sg_rank_start) > Multi_sg_rank_max_display[gr_screen.res]){ Multi_sg_rank_start++; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } void multi_sg_rank_display_stuff() { int y,line_height,idx,count; char rank_name[40]; // if he doesn't have either of the rank flags set, then ignore this if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){ return; } // display the list of ranks y = Msg_rank_list_coords[gr_screen.res][MSG_Y_COORD]; line_height = gr_get_font_height() + 1; idx = Multi_sg_rank_start; count = 0; while ((count < (int)Ranks.size()) && (count < Multi_sg_rank_max_display[gr_screen.res]) && (idx < (int)Ranks.size())) { // if its the selected item, then color it differently if(idx == Multi_sg_rank_select){ gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } // print the text multi_sg_rank_build_name(get_rank_display_name(&Ranks[idx]).c_str(), rank_name); gr_string(Msg_rank_list_coords[gr_screen.res][MSG_X_COORD],y,rank_name,GR_RESIZE_MENU); // increment stuff y+=line_height; idx++; count++; } // display the selected rank gr_set_color_fast(&Color_bright); multi_sg_rank_build_name(Ranks[Multi_sg_netgame->rank_base].name,rank_name); gr_string(Msg_rank_sel_coords[gr_screen.res][MSG_X_COORD],Msg_rank_sel_coords[gr_screen.res][MSG_Y_COORD],rank_name,GR_RESIZE_MENU); } void multi_sg_rank_process_select() { char string[255]; // if he doesn't have either of the rank flags set, then ignore this if((Multi_sg_netgame->mode != NG_MODE_RANK_ABOVE) && (Multi_sg_netgame->mode != NG_MODE_RANK_BELOW)){ return; } // see if he's clicked on an item on the rank list if(Multi_sg_rank_button.pressed()){ int y,item; Multi_sg_rank_button.get_mouse_pos(NULL,&y); item = y / (gr_get_font_height() + 1); if (item + Multi_sg_rank_start < (int)Ranks.size()) { // evaluate whether this rank is valid for the guy to pick if(multi_sg_rank_select_valid(item + Multi_sg_rank_start)){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_sg_rank_select = item + Multi_sg_rank_start; // set the Netgame rank Multi_sg_netgame->rank_base = Multi_sg_rank_select; } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); memset(string,0,255); sprintf(string, XSTR("Illegal value for a host of your rank (%s)\n", 784), get_rank_display_name(&Ranks[verify_rank(Net_player->m_player->stats.rank)]).c_str()); multi_common_add_notify(string); } } } } void multi_sg_rank_build_name(const char *in,char *out) { char use[100]; char *first; strcpy_s(use,in); first = strtok(use," "); // just copy the string if(first == NULL){ strcpy(out,in); return; } // if the first part of the string is lieutenant, then abbreivate it and tack on the rest of the string if (stricmp(first,XSTR("lieutenant",785)) == 0) { first = strtok(NULL, NOX("\n")); // if he's not just a plain lieutenant if(first != NULL){ strcpy(out,XSTR("Lt. ",786)); // [[ lieutenant ]] strcat(out,first); } // if he _is_ just a plain lieutenant else { strcpy(out,in); } } else { strcpy(out,in); } } void multi_sg_check_passwd() { // check to see if the password input box has been pressed if(Multi_sg_game_passwd.changed()){ Multi_sg_game_passwd.get_text(Multi_sg_netgame->passwd); } } void multi_sg_check_name() { // check to see if the game name input box has been pressed if(Multi_sg_game_name.changed()){ Multi_sg_game_name.get_text(Multi_sg_netgame->name); } } void multi_sg_release_passwd() { // hide and disable the password input box Multi_sg_game_passwd.hide(); Multi_sg_game_passwd.disable(); // set the focus back to the name input box Multi_sg_game_name.set_focus(); } int multi_sg_rank_select_valid(int rank) { // rank above mode if(Multi_sg_netgame->mode == NG_MODE_RANK_ABOVE){ if(Net_player->m_player->stats.rank >= rank){ return 1; } } // rank below mode else { if(Net_player->m_player->stats.rank <= rank){ return 1; } } return 0; } void multi_sg_select_rank_default() { // pick our rank for now Multi_sg_rank_select = Net_player->m_player->stats.rank; // set the Netgame rank Multi_sg_netgame->rank_base = Multi_sg_rank_select; } // ------------------------------------------------------------------------------------------------- // // MULTIPLAYER CREATE GAME screen // //XSTR:OFF // bitmaps defs const char *Multi_create_bitmap_fname[GR_NUM_RESOLUTIONS] = { "MultiCreate", // GR_640 "2_MultiCreate" // GR_1024 }; const char *Multi_create_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "MultiCreate-M", // GR_640 "2_MultiCreate-M" // GR_1024 }; const char *Multi_create_loading_fname[GR_NUM_RESOLUTIONS] = { "PleaseWait", // GR_640 "2_PleaseWait" // GR_1024 }; //XSTR:ON #define MULTI_CREATE_NUM_BUTTONS 23 // button defs #define MC_SHOW_ALL 0 #define MC_SHOW_COOP 1 #define MC_SHOW_TEAM 2 #define MC_SHOW_DOGFIGHT 3 #define MC_PXO_REFRESH 4 #define MC_PILOT_INFO 5 #define MC_SCROLL_LIST_UP 6 #define MC_SCROLL_LIST_DOWN 7 #define MC_SCROLL_PLAYERS_UP 8 #define MC_SCROLL_PLAYERS_DOWN 9 #define MC_MISSION_FILTER 10 #define MC_CAMPAIGN_FILTER 11 #define MC_CANCEL 12 #define MC_TEAM0 13 #define MC_TEAM1 14 #define MC_KICK 15 #define MC_CLOSE 16 #define MC_SCROLL_INFO_UP 17 #define MC_SCROLL_INFO_DOWN 18 #define MC_HOST_OPTIONS 19 #define MC_HELP 20 #define MC_OPTIONS 21 #define MC_ACCEPT 22 UI_WINDOW Multi_create_window; // the window object for the create screen UI_BUTTON Multi_create_player_select_button; // for selecting players UI_BUTTON Multi_create_list_select_button; // for selecting missions/campaigns int Multi_create_bitmap = -1; // the background bitmap UI_SLIDER2 Multi_create_slider; // for create list // constants for coordinate look ups #define MC_X_COORD 0 #define MC_Y_COORD 1 #define MC_W_COORD 2 #define MC_H_COORD 3 ui_button_info Multi_create_buttons[GR_NUM_RESOLUTIONS][MULTI_CREATE_NUM_BUTTONS] = { { // GR_640 ui_button_info("MC_00", 32, 129, 36, 158, 0), // show all missions ui_button_info("MC_01", 76, 129, 71, 158, 1), // show coop missions ui_button_info("MC_02", 121, 129, 119, 158, 2), // show team missions ui_button_info("MC_03", 164, 129, 166, 158, 3), // show dogfight missions ui_button_info("MC_04", 399, 129, 229, 130, 4), // pxo mission refresh ui_button_info("MC_05", 567, 123, 467, 132, 5), // pilot info ui_button_info("MC_06", 1, 161, -1, -1, 6), // scroll mission info up ui_button_info("MC_08", 1, 304, -1, -1, 8), // scroll mission info down ui_button_info("MC_09", 613, 160, -1, -1, 9), // scroll players up ui_button_info("MC_10", 613, 202, -1, -1, 10), // scroll players down ui_button_info("MC_11", 22, 346, 27, 376, 11), // mission filter ui_button_info("MC_12", 104, 346, 110, 376, 12), // campaign filter ui_button_info("MC_13", 392, 341, 328, 364, 13), // cancel ui_button_info("MC_14", 472, 352, 482, 381, 14), // team 0 ui_button_info("MC_15", 506, 352, 514, 381, 15), // team 1 ui_button_info("MC_16", 539, 346, 539, 381, 16), // kick ui_button_info("MC_17", 589, 346, 582, 381, 17), // close ui_button_info("MC_18", 1, 406, -1, -1, 18), // scroll list up ui_button_info("MC_19", 1, 447, -1, -1, 19), // scroll list down ui_button_info("MC_20", 499, 434, 436, 423, 20), // host options ui_button_info("MC_21", 534, 426, -1, -1, 21), // help ui_button_info("MC_22", 534, 452, -1, -1, 22), // options ui_button_info("MC_23", 571, 426, 572, 413, 23), // commit }, { // GR_1024 ui_button_info("2_MC_00", 51, 207, 61, 253, 0), // show all missions ui_button_info("2_MC_01", 122, 207, 124, 253, 1), // show coop missions ui_button_info("2_MC_02", 193, 207, 194, 253, 2), // show team missions ui_button_info("2_MC_03", 263, 207, 261, 253, 3), // show dogfight missions ui_button_info("2_MC_04", 639, 207, 479, 218, 4), // pxo mission refresh ui_button_info("2_MC_05", 907, 197, 748, 216, 5), // pilot info ui_button_info("2_MC_06", 1, 258, -1, -1, 6), // scroll mission info up ui_button_info("2_MC_08", 1, 487, -1, -1, 8), // scroll mission info down ui_button_info("2_MC_09", 981, 256, -1, -1, 9), // scroll players up ui_button_info("2_MC_10", 981, 323, -1, -1, 10), // scroll players down ui_button_info("2_MC_11", 35, 554, 46, 601, 11), // mission filter ui_button_info("2_MC_12", 166, 554, 174, 601, 12), // campaign filter ui_button_info("2_MC_13", 628, 545, 559, 582, 13), // cancel ui_button_info("2_MC_14", 756, 564, 772, 610, 14), // team 0 ui_button_info("2_MC_15", 810, 564, 826, 610, 15), // team 1 ui_button_info("2_MC_16", 862, 554, 872, 610, 16), // kick ui_button_info("2_MC_17", 943, 554, 949, 610, 17), // close ui_button_info("2_MC_18", 1, 649, -1, -1, 18), // scroll list up ui_button_info("2_MC_19", 1, 716, -1, -1, 19), // scroll list down ui_button_info("2_MC_20", 798, 695, 726, 667, 20), // host options ui_button_info("2_MC_21", 854, 681, -1, -1, 21), // help ui_button_info("2_MC_22", 854, 724, -1, -1, 22), // options ui_button_info("2_MC_23", 914, 681, 932, 667, 23), // commit }, }; #define MULTI_CREATE_NUM_TEXT 15 UI_XSTR Multi_create_text[GR_NUM_RESOLUTIONS][MULTI_CREATE_NUM_BUTTONS] = { { // GR_640 {"All", 1256, 36, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_ALL].button}, {"Coop", 1257, 71, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_COOP].button}, {"Team", 1258, 119, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_TEAM].button}, {"Dogfight", 1259, 166, 158, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_SHOW_DOGFIGHT].button}, {"Refresh Missions", 1260, 229, 130, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_PXO_REFRESH].button}, {"Pilot Info", 1261, 467, 132, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_PILOT_INFO].button}, {"Missions", 1262, 27, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_MISSION_FILTER].button}, {"Campaigns", 1263, 110, 376, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_CAMPAIGN_FILTER].button}, {"Cancel", 387, 328, 364, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_CANCEL].button}, {"1", 1264, 482, 381, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_TEAM0].button}, {"2", 1265, 514, 381, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_TEAM1].button}, {"Kick", 1266, 539, 381, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_KICK].button}, {"Close", 1508, 582, 381, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_CLOSE].button}, {"Host Options", 1267, 436, 423, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[0][MC_HOST_OPTIONS].button}, {"Commit", 1062, 572, 413, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[0][MC_ACCEPT].button} }, { // GR_1024 {"All", 1256, 61, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_ALL].button}, {"Coop", 1257, 124, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_COOP].button}, {"Team", 1258, 194, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_TEAM].button}, {"Dogfight", 1259, 261, 253, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_SHOW_DOGFIGHT].button}, {"Refresh Missions", 1260, 501, 218, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_PXO_REFRESH].button}, {"Pilot Info", 1261, 814, 216, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_PILOT_INFO].button}, {"Missions", 1262, 46, 601, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_MISSION_FILTER].button}, {"Campaigns", 1263, 174, 601, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_CAMPAIGN_FILTER].button}, {"Cancel", 387, 559, 582, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_CANCEL].button}, {"1", 1264, 772, 610, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_TEAM0].button}, {"2", 1265, 826, 610, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_TEAM1].button}, {"Kick", 1266, 872, 610, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_KICK].button}, {"Close", 1508, 949, 610, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_CLOSE].button}, {"Host Options", 1267, 755, 683, UI_XSTR_COLOR_GREEN, -1, &Multi_create_buttons[1][MC_HOST_OPTIONS].button}, {"Commit", 1062, 932, 667, UI_XSTR_COLOR_PINK, -1, &Multi_create_buttons[1][MC_ACCEPT].button} }, }; // squad war checkbox UI_CHECKBOX Multi_create_sw_checkbox; const char *Multi_create_sw_checkbox_fname[GR_NUM_RESOLUTIONS] = { "MC_SW_00", "MC_SW_00", }; int Multi_create_sw_checkbox_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 6, 75 }, { // GR_1024 18, 135 } }; int Multi_create_sw_checkbox_text[GR_NUM_RESOLUTIONS][2] = { { // GR_640 6, 95 }, { // GR_640 18, 155 }, }; // game information text areas int Mc_list_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 105, 173, 311, 152 }, { // GR_1024 62, 275, 600, 262 } }; int Mc_players_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 463, 164, 144, 180 }, { // GR_1024 741, 262, 144, 180 } }; int Mc_info_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 47, 405, 363, 59 }, { // GR_1024 75, 648, 363, 59 } }; // mission icon stuff int Mc_icon_type_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 38, -2 // y is an offset }, { // GR_1024 61, -2 // y is an offset } }; int Mc_icon_volition_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 61, -1 // y is an offset }, { // GR_1024 98, 1 // y is an offset } }; int Mc_icon_silent_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 72, 0 // y is an offset }, { // GR_1024 115, 0 // y is an offset } }; int Mc_icon_valid_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 91, 0 // y is an offset }, { // GR_1024 146, 0 // y is an offset } }; // mission/campaign list column areas int Mc_column1_w[GR_NUM_RESOLUTIONS] = { 194, // GR_640 310 // GR_1024 }; int Mc_column2_w[GR_NUM_RESOLUTIONS] = { 38, // GR_640 61 // GR_1024 }; int Mc_column3_w[GR_NUM_RESOLUTIONS] = { 77, // GR_640 123 // GR_1024 }; int Mc_mission_name_x[GR_NUM_RESOLUTIONS] = { 105, // GR_640 168 // GR_1024 }; int Mc_mission_count_x[GR_NUM_RESOLUTIONS] = { 314, // GR_640 502 // GR_1024 }; int Mc_mission_fname_x[GR_NUM_RESOLUTIONS] = { 337, // GR_640 539 // GR_1024 }; int Mc_create_game_text[GR_NUM_RESOLUTIONS][2] = { {13, 116}, // GR_640 {21, 186} // GR_1024 }; int Mc_players_text[GR_NUM_RESOLUTIONS][2] = { {467, 150}, // GR_640 {747, 240} // GR_1024 }; int Mc_team_text[GR_NUM_RESOLUTIONS][2] = { {484, 342}, // GR_640 {774, 547} // GR_1024 }; int Mc_slider_coords[GR_NUM_RESOLUTIONS][4] = { { 3, 197, 13, 105 // GR_640 }, { 5, 316, 20, 168 // GR_1024 } }; const char *Mc_slider_bitmap[GR_NUM_RESOLUTIONS] = { "slider", "2_slider" }; // player list control thingie defs #define MULTI_CREATE_PLIST_MAX_DISPLAY 20 int Multi_create_plist_select_flag; // flag indicating if we have a play selected short Multi_create_plist_select_id; // the net address of the currently selected player (for lookup) // master tracker details int Multi_create_frame_count; // framecount int Multi_create_mt_tried_login; // attempted to login this server on the MT // mission filter settings int Multi_create_filter; // what mode we're in // game/campaign list control defs int Multi_create_list_max_display[GR_NUM_RESOLUTIONS] = { 15, // GR_640 26 // GR_1024 }; int Multi_create_list_count; int Multi_create_list_mode; // 0 == mission mode, 1 == campaign mode int Multi_create_list_start; // where to start displaying from int Multi_create_list_select; // which item is currently highlighted int Multi_create_files_loaded; SCP_vector Multi_create_mission_list; SCP_vector Multi_create_campaign_list; int Multi_create_overlay_id; // LOCAL function definitions void multi_create_check_buttons(); void multi_create_button_pressed(int n); void multi_create_init_as_server(); void multi_create_init_as_client(); void multi_create_do_netstuff(); void multi_create_plist_scroll_up(); void multi_create_plist_scroll_down(); void multi_create_plist_process(); void multi_create_plist_blit_normal(); void multi_create_plist_blit_team(); void multi_create_list_scroll_up(); void multi_create_list_scroll_down(); void multi_create_list_do(); void multi_create_list_select_item(int n); void multi_create_list_blit_icons(int list_index, int y_start); void multi_create_draw_filter_buttons(); void multi_create_set_selected_team(int team); short multi_create_get_mouse_id(); void multi_create_refresh_pxo(); void multi_create_sw_clicked(); // since we can selectively filter out mission/campaign types we always need to map a selected index (which is relative // to the displayed list), to an absolute index (which is relative to the total file list - some of which may filtered out) void multi_create_select_to_filename(int select_index,char *filename); int multi_create_select_to_index(int select_index); int Multi_create_should_show_popup = 0; bool Multi_create_sort_mode = false; // default to mission name sorting, "true" is mission filename sorting // sorting function to sort mission lists.. Basic sorting on mission name bool multi_create_sort_func(const multi_create_info &m1, const multi_create_info &m2) { if (Multi_create_filter != MISSION_TYPE_MULTI) { if ( (m1.flags & Multi_create_filter) && !(m2.flags & Multi_create_filter) ) { return false; } else if ( (m2.flags & Multi_create_filter) && !(m1.flags & Multi_create_filter) ) { return true; } } int test = 0; if (Multi_create_sort_mode) { test = stricmp(m1.filename, m2.filename); } else { test = stricmp(m1.name, m2.name); } return test < 0; } void multi_create_list_sort(int mode) { bool sort_missions = false; bool sort_campaigns = false; char selected_name[255]; int new_index = -1; if (Multi_create_list_count < 0) { return; } switch (mode) { case MULTI_CREATE_SHOW_MISSIONS: sort_missions = true; break; case MULTI_CREATE_SHOW_CAMPAIGNS: sort_campaigns = true; break; default: sort_missions = true; sort_campaigns = true; break; } // save our current selected item so that we can restore that one after sorting multi_create_select_to_filename(Multi_create_list_select, selected_name); if (sort_missions) { std::sort( Multi_create_mission_list.begin(), Multi_create_mission_list.end(), multi_create_sort_func); for (size_t idx = 0; idx < Multi_create_mission_list.size(); idx++) { if ( !strcmp(selected_name, Multi_create_mission_list[idx].filename) ) { new_index = (int)idx; break; } } } if (sort_campaigns) { std::sort( Multi_create_campaign_list.begin(), Multi_create_campaign_list.end(), multi_create_sort_func); for (size_t idx = 0; idx < Multi_create_campaign_list.size(); idx++) { if ( !strcmp(selected_name, Multi_create_campaign_list[idx].filename) ) { new_index = (int)idx; break; } } } multi_create_list_select_item(new_index); } void multi_create_setup_list_data(int mode) { int idx,should_sort,switched_modes; // set the current mode should_sort = 0; switched_modes = 0; if ( (Multi_create_list_mode != mode) && (mode != -1) ) { Multi_create_list_mode = mode; switched_modes = 1; } else if (mode == -1) { switched_modes = 1; } // get the mission count based upon the filter selected if(Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS){ switch (Multi_create_filter) { case MISSION_TYPE_MULTI: Multi_create_list_count = (int)Multi_create_mission_list.size(); // if we switched modes and we have more than 0 items, sort them if (switched_modes && (Multi_create_list_count > 0)){ should_sort = 1; } break; default : Multi_create_list_count = 0; // find all missions which match for (idx = 0; idx < (int)Multi_create_mission_list.size(); idx++) { if(Multi_create_mission_list[idx].flags & Multi_create_filter){ Multi_create_list_count++; } } // if we switched modes and we have more than 0 items, sort them if (switched_modes && (Multi_create_list_count > 0)){ should_sort = 1; } break; } } else if(Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS){ switch (Multi_create_filter) { case MISSION_TYPE_MULTI: Multi_create_list_count = (int)Multi_create_campaign_list.size(); // if we switched modes and we have more than 0 items, sort them if (switched_modes && (Multi_create_list_count > 0)){ should_sort = 1; } break; default : Multi_create_list_count = 0; // find all missions which match for (idx = 0; idx < (int)Multi_create_campaign_list.size(); idx++) { if(Multi_create_campaign_list[idx].flags & Multi_create_filter){ Multi_create_list_count++; } } // if we switched modes and we have more than 0 items, sort them if(switched_modes && (Multi_create_list_count > 0)){ should_sort = 1; } break; } } // reset the list start and selected indices Multi_create_list_start = 0; Multi_create_list_select = -1; multi_create_list_select_item(Multi_create_list_start); // sort the list of missions if necessary if (should_sort) { multi_create_list_sort(mode); } // reset the slider Multi_create_slider.set_numberItems(Multi_create_list_count > gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res]) ? Multi_create_list_count-gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res]) : 0); } void multi_create_game_init(bool API_Access) { int idx; ui_button_info *b; // now make sure to initialze various netgame stuff based upon whether we're on a standalone or not if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ multi_create_init_as_server(); } else { multi_create_init_as_client(); } // initialize the player list data Multi_create_plist_select_flag = 0; Multi_create_plist_select_id = -1; if (!API_Access) { // create the interface window Multi_create_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Multi_create_window.set_mask_bmap(Multi_create_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_create_bitmap = bm_load(Multi_create_bitmap_fname[gr_screen.res]); if (Multi_create_bitmap < 0) { // we failed to load the bitmap - this is very bad Int3(); } } // close any previous existing instances of the chatbox and create a new one chatbox_close(); //Need to pass API_Access into these also chatbox_create(); if (!API_Access) { // load the help overlay Multi_create_overlay_id = help_overlay_get_index(MULTI_CREATE_OVERLAY); help_overlay_set_state(Multi_create_overlay_id, gr_screen.res, 0); } // initialize the common notification messaging multi_common_notify_init(); // use the common interface palette multi_common_set_palette(); if (!API_Access) { // create the interface buttons for(idx=0; idxbutton.create(&Multi_create_window, "", b->x, b->y, 1, 1, ((idx == MC_SCROLL_LIST_UP) || (idx == MC_SCROLL_LIST_DOWN)), 1); // set the sound to play when highlighted b->button.set_highlight_action(common_play_highlight_sound); // set the ani for the button b->button.set_bmaps(b->filename); // set the hotspot b->button.link_hotspot(b->hotspot); // some special case stuff for the pxo refresh button if(idx == MC_PXO_REFRESH){ // if not a PXO game, or if I'm not a server disable and hide the button if(!MULTI_IS_TRACKER_GAME || !MULTIPLAYER_MASTER){ b->button.hide(); b->button.disable(); } } } // create xstrs for(idx=0; idxflags & NETINFO_FLAG_AM_MASTER)) { // multi_create_list_do(); //uhm here because off, hehe, my mind is failing right now // DTP Var section for the is mission multi player Check. char mission_name[NAME_LENGTH+1]; int flags; auto filename = cf_add_ext( Cmdline_almission, FS_MISSION_FILE_EXT ); //DTP ADD EXTENSION needed next line flags = mission_parse_is_multi(filename, mission_name); //DTP flags will set if mission is multi if (flags) { //only continue if mission is multiplayer mission netgame_info *ng; ng = &Netgame; char almissionname[256]; // needed, for the strncpy below strncpy(almissionname, Cmdline_almission,MAX_FILENAME_LEN); //DTP; copying name from cmd_almission line Netgame.options.respawn = 99; //override anything //for debugging, i often forget this. ng->respawn = Netgame.options.respawn; Netgame.campaign_mode = MP_SINGLE_MISSION; //multiplayer single mission. meaning Single mission, not single player strcpy_s(Game_current_mission_filename,almissionname); // copying almissionname to Game_current_mission_filename strcpy_s(Netgame.mission_name,almissionname);// copying almission name to netgame.mission_name Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING; //DTP must be set before a call to gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC) is done as it is below. gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);//DTP STart game Cmdline_almission = NULL; // we don't want to autoload anymore do we, we will be able to quit. halleluja. Startgame has already been disabled, so no need to turn of "Cmdline_start_netgame" return; // we don't need to check or set regarding ships/weapons anything as we are already progressing into mission so return } else { popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR(" Not a multi player-mission",9999)); //DTP startgame popup pilot error gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); Cmdline_almission = NULL; //DTP make sure this gets nullified. } } int player_index; const char *loading_str = XSTR("Loading", 1336); int str_w, str_h; // set this if we want to show the pilot info popup Multi_create_should_show_popup = 0; // first thing is to load the files if ( !Multi_create_files_loaded ) { // if I am a client, send a list request to the server for the missions if ( MULTIPLAYER_CLIENT ) { send_mission_list_request( MISSION_LIST_REQUEST ); } else { if (!API_Access) { int loading_bitmap; loading_bitmap = bm_load(Multi_create_loading_fname[gr_screen.res]); // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_create_bitmap); if(Multi_create_bitmap != -1){ gr_set_bitmap(Multi_create_bitmap); gr_bitmap(0, 0, GR_RESIZE_MENU); } chatbox_render(); if ( loading_bitmap > -1 ){ gr_set_bitmap(loading_bitmap); } gr_bitmap( Please_wait_coords[gr_screen.res][MC_X_COORD], Please_wait_coords[gr_screen.res][MC_Y_COORD], GR_RESIZE_MENU ); // draw "Loading" on it gr_set_color_fast(&Color_normal); font::set_font(font::FONT2); gr_get_string_size(&str_w, &str_h, loading_str); gr_string((gr_screen.max_w_unscaled - str_w) / 2, (gr_screen.max_h_unscaled - str_h) / 2, loading_str, GR_RESIZE_MENU); font::set_font(font::FONT1); gr_flip(); } multi_create_list_load_missions(); multi_create_list_load_campaigns(); if (!API_Access){ Multi_create_slider.set_numberItems(int(Multi_create_mission_list.size()) > gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res]) ? int(Multi_create_mission_list.size())-gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res]) : 0); } // if this is a tracker game, validate missions if (MULTI_IS_TRACKER_GAME) { multi_update_valid_missions(); } if (!API_Access) { // update the file list multi_create_setup_list_data(MULTI_CREATE_SHOW_MISSIONS); // the above function doesn't sort initially, so we need this to take care of it multi_create_list_sort(MULTI_CREATE_SHOW_MISSIONS); // the sort function probably changed our selection, but here we always need it to zero multi_create_list_select_item(0); } } // don't bother setting netgame state if ont the server if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ // tell PXO about this game if ( multi_fs_tracker_inited() ) { multi_fs_tracker_login_freespace(); } Netgame.game_state = NETGAME_STATE_FORMING; send_netgame_update_packet(); } // if we're on the standalone we have to tell him that we're now in the host setup screen Net_player->state = NETPLAYER_STATE_HOST_SETUP; send_netplayer_update_packet(); Multi_create_files_loaded = 1; } if (!API_Access) { int k = chatbox_process(); k = Multi_create_window.process(k, 0); switch (k) { // same as the cancel button case KEY_ESC: { if (help_overlay_active(Multi_create_overlay_id)) { help_overlay_set_state(Multi_create_overlay_id, gr_screen.res, 0); } else { gamesnd_play_iface(InterfaceSounds::USER_SELECT); multi_quit_game(PROMPT_HOST); } break; } case KEY_CTRLED | KEY_SHIFTED | KEY_S: Multi_create_sort_mode = !Multi_create_sort_mode; multi_create_list_sort(Multi_create_list_mode); break; } if (mouse_down(MOUSE_LEFT_BUTTON)) { help_overlay_set_state(Multi_create_overlay_id, gr_screen.res, 0); } // process any button clicks multi_create_check_buttons(); } // do any network related stuff multi_create_do_netstuff(); if (!API_Access) { // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_create_bitmap); if (Multi_create_bitmap != -1) { gr_set_bitmap(Multi_create_bitmap); gr_bitmap(0, 0, GR_RESIZE_MENU); } // if we're not in team vs. team mode, don't draw the team buttons if (!(Netgame.type_flags & NG_TYPE_TEAM)) { Multi_create_buttons[gr_screen.res][MC_TEAM0].button.hide(); Multi_create_buttons[gr_screen.res][MC_TEAM1].button.hide(); Multi_create_buttons[gr_screen.res][MC_TEAM0].button.disable(); Multi_create_buttons[gr_screen.res][MC_TEAM1].button.disable(); } else { Multi_create_buttons[gr_screen.res][MC_TEAM0].button.enable(); Multi_create_buttons[gr_screen.res][MC_TEAM1].button.enable(); Multi_create_buttons[gr_screen.res][MC_TEAM0].button.unhide(); Multi_create_buttons[gr_screen.res][MC_TEAM1].button.unhide(); } // draw the window itself Multi_create_window.draw(); gr_set_color_fast(&Color_normal); // draw Create Game text gr_string(Mc_create_game_text[gr_screen.res][MC_X_COORD], Mc_create_game_text[gr_screen.res][MC_Y_COORD], XSTR("Create Game", 1268), GR_RESIZE_MENU); // draw players text gr_string(Mc_players_text[gr_screen.res][MC_X_COORD], Mc_players_text[gr_screen.res][MC_Y_COORD], XSTR("Players", 1269), GR_RESIZE_MENU); // draw players text gr_string(Mc_team_text[gr_screen.res][MC_X_COORD], Mc_team_text[gr_screen.res][MC_Y_COORD], XSTR("Team", 1258), GR_RESIZE_MENU); // process and display the player list // NOTE : this must be done before the buttons are checked to insure that a player hasn't dropped multi_create_plist_process(); if (Netgame.type_flags & NG_TYPE_TEAM) { multi_create_plist_blit_team(); } else { multi_create_plist_blit_normal(); } // process and display the game/campaign list multi_create_list_do(); // draw the correct mission filter button multi_create_draw_filter_buttons(); // display any text in the info area multi_common_render_text(); // display any pending notification messages multi_common_notify_do(); // force the correct mission/campaign button to light up if (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) { Multi_create_buttons[gr_screen.res][MC_MISSION_FILTER].button.draw_forced(2); } else { Multi_create_buttons[gr_screen.res][MC_CAMPAIGN_FILTER].button.draw_forced(2); } // force draw the closed button if it is toggled on if (Netgame.flags & NG_FLAG_TEMP_CLOSED) { Multi_create_buttons[gr_screen.res][MC_CLOSE].button.draw_forced(2); } // process and show the chatbox thingie chatbox_render(); // draw tooltips Multi_create_window.draw_tooltip(); // display the voice status indicator multi_common_voice_display_status(); // blit the help overlay if necessary help_overlay_maybe_blit(Multi_create_overlay_id, gr_screen.res); // test code if (MULTI_IS_TRACKER_GAME) { if (Netgame.type_flags & NG_TYPE_SW) { gr_set_color_fast(&Color_bright); } else { gr_set_color_fast(&Color_normal); } gr_string(Multi_create_sw_checkbox_text[gr_screen.res][0], Multi_create_sw_checkbox_text[gr_screen.res][1], "SquadWar", GR_RESIZE_MENU); } // flip the buffer gr_flip(); // if we're supposed to show the pilot info popup, do it now if (Multi_create_should_show_popup) { // get the player index and address of the player item the mouse is currently over if (Multi_create_plist_select_flag) { player_index = find_player_index(Multi_create_plist_select_id); if (player_index != -1) { multi_pinfo_popup(&Net_players[player_index]); } } } } // increment the frame count Multi_create_frame_count++; } void multi_create_game_close() { // unload any bitmaps if(!bm_unload(Multi_create_bitmap)){ nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_create_bitmap_fname[gr_screen.res])); } // destroy the chatbox // chatbox_close(); // destroy the UI_WINDOW Multi_create_window.destroy(); } void multi_create_check_buttons() { int idx; for(idx=0;idxflags & NETINFO_FLAG_AM_MASTER){ Netgame.flags ^= NG_FLAG_TEMP_CLOSED; } else { Netgame.options.flags |= MLO_FLAG_TEMP_CLOSED; multi_options_update_netgame(); } gamesnd_play_iface(InterfaceSounds::USER_SELECT); break; // kick the currently selected player (if possible) case MC_KICK: // lookup the player at the specified index if(Multi_create_plist_select_flag){ idx = find_player_index(Multi_create_plist_select_id); // kick him - but don't ban him if(idx != -1){ multi_kick_player(idx,0); } } break; // switch to individual mission mode and load in a list case MC_MISSION_FILTER: if(Multi_create_list_mode != MULTI_CREATE_SHOW_MISSIONS){ Netgame.campaign_mode = MP_SINGLE_MISSION; gamesnd_play_iface(InterfaceSounds::USER_SELECT); // update the file list multi_create_setup_list_data(MULTI_CREATE_SHOW_MISSIONS); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; // switch to campaign mode and load in a list case MC_CAMPAIGN_FILTER: // switch off squad war Multi_create_sw_checkbox.set_state(0); Netgame.type_flags = NG_TYPE_COOP; if(Multi_create_list_mode != MULTI_CREATE_SHOW_CAMPAIGNS){ Netgame.campaign_mode = MP_CAMPAIGN; gamesnd_play_iface(InterfaceSounds::USER_SELECT); // update the file list multi_create_setup_list_data(MULTI_CREATE_SHOW_CAMPAIGNS); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } break; // attempt to set the selected player's team case MC_TEAM0: multi_create_set_selected_team(0); if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ multi_team_send_update(); } break; // attempt to set the selected player's team case MC_TEAM1: multi_create_set_selected_team(1); if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ multi_team_send_update(); } break; // popup the pilot info dialog for the currently selected pilot (will occur at the end of the frame) case MC_PILOT_INFO: Multi_create_should_show_popup = 1; break; // go to the host options screen case MC_HOST_OPTIONS: gamesnd_play_iface(InterfaceSounds::USER_SELECT); gameseq_post_event(GS_EVENT_MULTI_HOST_OPTIONS); break; // refresh PXO file list case MC_PXO_REFRESH: if(!MULTI_IS_TRACKER_GAME){ break; } multi_create_refresh_pxo(); break; default : gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); multi_common_add_notify(XSTR("Not implemented yet!",760)); break; } } // do stuff like pinging servers, sending out requests, etc // # Kazan # -- This apparently DOES NOT Apply to Standalones void multi_create_do_netstuff() { } // if not on a standalone void multi_create_init_as_server() { // set me up as the host and master Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_GAME_HOST); // setup port forwarding multi_port_forward_init(); // setup mdns if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) { multi_mdns_service_init(); } } // if on a standalone void multi_create_init_as_client() { Net_player->flags |= NETINFO_FLAG_GAME_HOST; } // scroll up through the player list void multi_create_plist_scroll_up() { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } // scroll down through the player list void multi_create_plist_scroll_down() { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } void multi_create_plist_process() { int test_count,idx,player_index; // first determine if there are 0 players in the game. This should never happen since the host is _always_ in the game test_count = 0; for(idx=0;idxplayer_id; } } else { Multi_create_plist_select_flag = 1; Multi_create_plist_select_id = Net_player->player_id; } // if the player has clicked somewhere in the player list area if(Multi_create_player_select_button.pressed()){ short player_id; // get the player index and address of the player item the mouse is currently over player_id = multi_create_get_mouse_id(); player_index = find_player_index(player_id); if(player_index != -1){ Multi_create_plist_select_flag = 1; Multi_create_plist_select_id = player_id; } } } void multi_create_plist_blit_normal() { int idx; char str[CALLSIGN_LEN+5]; int y_start = Mc_players_coords[gr_screen.res][MC_Y_COORD]; int line_height = gr_get_font_height() + 1; int total_offset; // display all the players for(idx=0;idxcallsign); if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){ strcat_s(str,XSTR("(O)",787)); // [[ Observer ]] } font::force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset); gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } } void multi_create_plist_blit_team() { int idx; char str[CALLSIGN_LEN+1]; int y_start = Mc_players_coords[gr_screen.res][MC_Y_COORD]; int line_height = gr_get_font_height() + 1; int total_offset; // display all the red players first for(idx=0;idxcallsign); if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){ strcat_s(str,XSTR("(O)",787)); } font::force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset); // display him in the correct half of the list depending on his team gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } // display all the green players next for(idx=0;idxcallsign); if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){ strcat_s(str,XSTR("(O)",787)); } font::force_fit_string(str,CALLSIGN_LEN,Mc_players_coords[gr_screen.res][MC_W_COORD] - total_offset); // display him in the correct half of the list depending on his team gr_string(Mc_players_coords[gr_screen.res][MC_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } } void multi_create_list_scroll_up() { if(Multi_create_list_start > 0){ Multi_create_list_start--; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } void multi_create_list_scroll_down() { if((Multi_create_list_count - Multi_create_list_start) > gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res])){ Multi_create_list_start++; gamesnd_play_iface(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } // gets a list of multiplayer misisons void multi_create_list_load_missions() { char *fname, mission_name[NAME_LENGTH+1]; char wild_card[10]; int file_count, idx; char **file_list = NULL; Multi_create_mission_list.clear(); memset( wild_card, 0, sizeof(wild_card) ); snprintf(wild_card, sizeof(wild_card), "*%s", FS_MISSION_FILE_EXT); file_list = (char**) vm_malloc( sizeof(char*) * 1024 ); if (file_list == NULL) { return; } file_count = cf_get_file_list(1024, file_list, CF_TYPE_MISSIONS, wild_card); // maybe create a standalone dialog if (Game_mode & GM_STANDALONE_SERVER) { std_create_gen_dialog("Loading missions"); std_gen_set_text("Mission:", 1); } for (idx = 0; idx < file_count; idx++) { int flags, max_players; uint m_respawn; bool lcl_weirdness = false; fname = file_list[idx]; // tack on any necessary file extension auto filename = cf_add_ext( fname, FS_MISSION_FILE_EXT ); if (Game_mode & GM_STANDALONE_SERVER) { std_gen_set_text(filename, 2); } // activate tstrings check Lcl_unexpected_tstring_check = &lcl_weirdness; flags = mission_parse_is_multi(filename, mission_name); // maybe log if (lcl_weirdness) mprintf(("Skipping %s due to XSTR mismatch\n", filename)); // deactivate tstrings check Lcl_unexpected_tstring_check = nullptr; // if the mission is a multiplayer mission, and we can list it, then add it to the mission list if (flags && !mission_is_ignored(filename) && !lcl_weirdness) { max_players = mission_parse_get_multi_mission_info( filename ); m_respawn = The_mission.num_respawns; multi_create_info mcip; strcpy_s(mcip.filename, filename ); strcpy_s(mcip.name, mission_name ); mcip.flags = flags; mcip.respawn = m_respawn; mcip.max_players = (ubyte)max_players; // get any additional information for possibly builtin missions auto fb = game_find_builtin_mission(filename); if(fb != NULL){ } Multi_create_mission_list.push_back( mcip ); } } if (file_list) { for (idx = 0; idx < file_count; idx++) { if (file_list[idx]) { vm_free(file_list[idx]); file_list[idx] = NULL; } } vm_free(file_list); file_list = NULL; } // maybe create a standalone dialog if (Game_mode & GM_STANDALONE_SERVER) { std_destroy_gen_dialog(); } } void multi_create_list_load_campaigns() { int idx, file_count; int campaign_type,max_players; SCP_string title; char wild_card[10]; char **file_list = NULL; Multi_create_campaign_list.clear(); memset( wild_card, 0, sizeof(wild_card) ); snprintf(wild_card, sizeof(wild_card), "*%s", FS_CAMPAIGN_FILE_EXT); file_list = (char**) vm_malloc( sizeof(char*) * 1024 ); if (file_list == NULL) { return; } file_count = cf_get_file_list(1024, file_list, CF_TYPE_MISSIONS, wild_card); // maybe create a standalone dialog if (Game_mode & GM_STANDALONE_SERVER) { std_create_gen_dialog("Loading campaigns"); std_gen_set_text("Campaign:", 1); } for (idx = 0; idx < file_count; idx++) { int flags; char name[NAME_LENGTH]; auto fname = file_list[idx]; // tack on any necessary file extension auto filename = cf_add_ext( fname, FS_CAMPAIGN_FILE_EXT ); if (Game_mode & GM_STANDALONE_SERVER) { std_gen_set_text(filename, 2); } flags = mission_campaign_parse_is_multi( filename, name ); // if the campaign is a multiplayer campaign, and we can list it, and we can get its info, then add the data to the campaign list items if( flags != CAMPAIGN_TYPE_SINGLE && !campaign_is_ignored(filename) && mission_campaign_get_info(filename, title, &campaign_type, &max_players)) { multi_create_info mcip; strcpy_s(mcip.filename, filename ); strcpy_s(mcip.name, name ); // setup various flags if ( flags == CAMPAIGN_TYPE_MULTI_COOP ){ mcip.flags = MISSION_TYPE_MULTI_COOP | MISSION_TYPE_MULTI; } else if ( flags == CAMPAIGN_TYPE_MULTI_TEAMS ) { mcip.flags = MISSION_TYPE_MULTI_TEAMS | MISSION_TYPE_MULTI; } else { Int3(); // bogus campaign multi type -- find allender } // 0 respawns for campaign files (should be contained within the mission files themselves) mcip.respawn = 0; // 0 max players for campaign files mcip.max_players = (unsigned char)max_players; // get any additional information for possibly builtin missions auto fb = game_find_builtin_mission(filename); if(fb != NULL){ } Multi_create_campaign_list.push_back( mcip ); } } if (file_list) { for (idx = 0; idx < file_count; idx++) { if (file_list[idx]) { vm_free(file_list[idx]); file_list[idx] = NULL; } } vm_free(file_list); file_list = NULL; } // maybe create a standalone dialog if (Game_mode & GM_STANDALONE_SERVER) { std_destroy_gen_dialog(); } } void multi_create_list_do() { int idx; int start_index,stop_index; int line_height = gr_get_font_height() + 1; char selected_name[256]; // bail early if there aren't any selectable items if(Multi_create_list_count == 0){ return; } // first check to see if the user has clicked on an item if(Multi_create_list_select_button.pressed()){ int y,item; Multi_create_list_select_button.get_mouse_pos(NULL,&y); item = (y / line_height); // make sure we are selectedin valid indices if((item < Multi_create_list_max_display[gr_screen.res]) && (item >= 0)){ item += Multi_create_list_start; if(item < Multi_create_list_count){ multi_create_list_select_item(item); gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK); } } } // bail early if we don't have a start position if(Multi_create_list_start == -1){ return; } // display the list of individual campaigns/missions int count = 0; int y_start = Mc_list_coords[gr_screen.res][MC_Y_COORD]; start_index = multi_create_select_to_index(Multi_create_list_start); stop_index = (int)((Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) ? Multi_create_mission_list.size() : Multi_create_campaign_list.size()); for (idx = start_index; idx < stop_index; idx++) { multi_create_info *mcip; if (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) { mcip = &Multi_create_mission_list[idx]; } else { mcip = &Multi_create_campaign_list[idx]; } // see if we should drop out if(count == gr_get_dynamic_font_lines(Multi_create_list_max_display[gr_screen.res])){ break; } // see if we should filter out this mission if ( !(mcip->flags & Multi_create_filter) ) { continue; } // highlight the selected item multi_create_select_to_filename(Multi_create_list_select, selected_name); if ( !strcmp(selected_name, mcip->filename) ) { gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } // draw the type icon multi_create_list_blit_icons(idx, y_start); // force fit the mission name string strcpy_s(selected_name, mcip->name); font::force_fit_string(selected_name, 255, Mc_column1_w[gr_screen.res]); gr_string(Mc_mission_name_x[gr_screen.res], y_start, selected_name, GR_RESIZE_MENU); // draw the max players if in mission mode sprintf(selected_name, "%d", (int)mcip->max_players); gr_string(Mc_mission_count_x[gr_screen.res], y_start, selected_name, GR_RESIZE_MENU); // force fit the mission filename string strcpy_s(selected_name, mcip->filename); font::force_fit_string(selected_name, 255, Mc_column3_w[gr_screen.res]); gr_string(Mc_mission_fname_x[gr_screen.res], y_start, selected_name, GR_RESIZE_MENU); y_start += line_height; count++; } } // Here we have the absolute index to the mission item we're working with and the mode // so we can set the data without bothering to check the UI anymore void multi_create_list_set_item(int abs_index, int mode) { int campaign_type = -1, max_players = 0; SCP_string title; netgame_info ng_temp; netgame_info* ng; multi_create_info* mcip = NULL; char* campaign_desc = nullptr; // if not on the standalone server if (Net_player->flags & NETINFO_FLAG_AM_MASTER) { ng = &Netgame; } // on the standalone else { ng = &ng_temp; } // set the mission name if (mode == MULTI_CREATE_SHOW_MISSIONS) { strcpy(ng->mission_name, Multi_create_mission_list[abs_index].filename); } else { strcpy(ng->campaign_name, Multi_create_campaign_list[abs_index].filename); } // make sure the netgame type is properly set int old_type = Netgame.type_flags; if (abs_index != -1) { if (mode == MULTI_CREATE_SHOW_MISSIONS) { mcip = &Multi_create_mission_list[abs_index]; } else { mcip = &Multi_create_campaign_list[abs_index]; } if (mcip->flags & MISSION_TYPE_MULTI_TEAMS) { // if we're in squad war mode, leave it as squad war if (old_type & NG_TYPE_SW) { ng->type_flags = NG_TYPE_SW; } else { ng->type_flags = NG_TYPE_TVT; } } else if (mcip->flags & MISSION_TYPE_MULTI_COOP) { ng->type_flags = NG_TYPE_COOP; } else if (mcip->flags & MISSION_TYPE_MULTI_DOGFIGHT) { ng->type_flags = NG_TYPE_DOGFIGHT; } } // if we're no longer in a TvT game, just uncheck the squadwar checkbox if (!(ng->type_flags & NG_TYPE_TEAM)) { Multi_create_sw_checkbox.set_state(0); } // if we switched from something else to team vs. team mode, do some special processing if ((ng->type_flags & NG_TYPE_TEAM) && (ng->type_flags != old_type) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) { multi_team_reset(); } switch (mode) { case MULTI_CREATE_SHOW_MISSIONS: // don't forget to update the info box window thingie if (Net_player->flags & NETINFO_FLAG_AM_MASTER) { ship_level_init(); // mwa -- 10/15/97. Call this function to reset number of ships in mission ng->max_players = mission_parse_get_multi_mission_info(ng->mission_name); Assert(ng->max_players > 0); strncpy(ng->title, The_mission.name.c_str(), NAME_LENGTH); ng->title[NAME_LENGTH] = '\0'; // set the information area text Multi_netgame_common_description = The_mission.mission_desc; multi_common_set_text(Multi_netgame_common_description.c_str()); } // if we're on the standalone, send a request for the description else { send_netgame_descript_packet(&Netgame.server_addr, 0); multi_common_set_text(""); } // set the respawns as appropriate if (mcip) { if (Netgame.options.respawn <= mcip->respawn) { ng->respawn = Netgame.options.respawn; nprintf(("Network", "Using netgame options for respawn count (%d %d)\n", Netgame.options.respawn, mcip->respawn)); } else { ng->respawn = mcip->respawn; nprintf(("Network", "Using mission settings for respawn count (%d %d)\n", Netgame.options.respawn, mcip->respawn)); } } break; case MULTI_CREATE_SHOW_CAMPAIGNS: char* first_mission = nullptr; mission* mp = &The_mission; // if not on the standalone server if (Net_player->flags & NETINFO_FLAG_AM_MASTER) { // get the campaign info if (!mission_campaign_get_info(ng->campaign_name, title, &campaign_type, &max_players, &campaign_desc, &first_mission)) { nprintf(("Network", "MC: Failed to get campaign info for '%s'!\n", ng->campaign_name)); memset(ng->campaign_name, 0, sizeof(ng->campaign_name)); } memset(ng->title, 0, sizeof(ng->title)); strcpy_s(ng->title, title.c_str()); ng->max_players = max_players; nprintf(("Network", "MC MAX PLAYERS : %d\n", ng->max_players)); // set the information area text // Cyborg17 - Now that we can have both descriptions, markers in the text are helpful. Multi_netgame_common_description = PRE_CAMPAIGN_DESC; if (campaign_desc) { Multi_netgame_common_description += campaign_desc; } else { Multi_netgame_common_description += "No description available."; } Multi_netgame_common_description += DOUBLE_NEW_LINE; Multi_netgame_common_description += PRE_MISSION_DESC; int rc = get_mission_info(first_mission, mp, true); if (!rc && strlen(mp->mission_desc)) { Multi_netgame_common_description += mp->mission_desc; } else { Multi_netgame_common_description += "No description available."; } multi_common_set_text(Multi_netgame_common_description.c_str()); // free the malloc'ed strings from mission_campaign_get_info() if (campaign_desc != nullptr) { vm_free(campaign_desc); } if (first_mission != nullptr) { vm_free(first_mission); } // standalones should now be able to request the info. } else { send_netgame_descript_packet(&Netgame.server_addr, 0); multi_common_set_text(""); } // netgame respawns are always 0 for campaigns (until the first mission is loaded) ng->respawn = 0; break; } if (Net_player->flags & NETINFO_FLAG_AM_MASTER) { // update players send_netgame_update_packet(); // update all machines about stuff like respawns, etc. multi_options_update_netgame(); } else { multi_options_update_mission(ng, mode == MULTI_CREATE_SHOW_CAMPAIGNS ? 1 : 0); } } // takes care of stuff like changing indices around and setting up the netgame structure void multi_create_list_select_item(int n) { int abs_index; if ( n != Multi_create_list_select ) { // check to see if this is a valid index, and bail if it is not abs_index = multi_create_select_to_index(n); if(abs_index == -1){ return; } Multi_create_list_select = n; // now that we have the absolute index and the mode, do all the things multi_create_list_set_item(abs_index, Multi_create_list_mode); } } bool multi_is_item_builtin_volition(const char* filename) { auto fb = game_find_builtin_mission(filename); // if the mission is from volition, blit the volition icon if ((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)) { return true; } return false; } void multi_create_list_blit_icons(int list_index, int y_start) { multi_create_info *mcip; int max_index; // get a pointer to the list item max_index = (int)((Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) ? Multi_create_mission_list.size() - 1 : Multi_create_campaign_list.size() - 1); if ( (list_index < 0) || (list_index > max_index) ) { return; } if (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) { mcip = &Multi_create_mission_list[list_index]; } else { mcip = &Multi_create_campaign_list[list_index]; } // blit the multiplayer type icons if(mcip->flags & MISSION_TYPE_MULTI_COOP){ if(Multi_common_icons[MICON_COOP] >= 0){ gr_set_bitmap(Multi_common_icons[MICON_COOP]); gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD],GR_RESIZE_MENU); } } else if(mcip->flags & MISSION_TYPE_MULTI_TEAMS){ if(Multi_common_icons[MICON_TVT] >= 0){ gr_set_bitmap(Multi_common_icons[MICON_TVT]); gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD],GR_RESIZE_MENU); } } else if(mcip->flags & MISSION_TYPE_MULTI_DOGFIGHT){ if(Multi_common_icons[MICON_DOGFIGHT] >= 0){ gr_set_bitmap(Multi_common_icons[MICON_DOGFIGHT]); gr_bitmap(Mc_icon_type_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_type_coords[gr_screen.res][MC_Y_COORD],GR_RESIZE_MENU); } } // if its a valid mission, blit the valid mission icon if(MULTI_IS_TRACKER_GAME && (mcip->valid_status == MVALID_STATUS_VALID)){ if(Multi_common_icons[MICON_VALID] >= 0){ gr_set_bitmap(Multi_common_icons[MICON_VALID]); gr_bitmap(Mc_icon_valid_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_valid_coords[gr_screen.res][MC_Y_COORD],GR_RESIZE_MENU); } } // now see if it's a builtin mission // if the mission is from volition, blit the volition icon if (multi_is_item_builtin_volition(mcip->filename)) { if(Multi_common_icons[MICON_VOLITION] >= 0){ gr_set_bitmap(Multi_common_icons[MICON_VOLITION]); gr_bitmap(Mc_icon_volition_coords[gr_screen.res][MC_X_COORD],y_start + Mc_icon_volition_coords[gr_screen.res][MC_Y_COORD],GR_RESIZE_MENU); } } } void multi_create_accept_hit(int mode, int select_index) { char selected_name[255]; int start_campaign = 0; int popup_choice = 0; // make sure all players have finished joining if(!multi_netplayer_state_check(NETPLAYER_STATE_JOINED,1)){ popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("Please wait until all clients have finished joining",788)); gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); return; } else { gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); } // do single mission stuff switch(mode){ case MULTI_CREATE_SHOW_MISSIONS: if (select_index != -1) { // set the netgame mode Netgame.campaign_mode = MP_SINGLE_MISSION; // setup various filenames and mission names strcpy(selected_name, Multi_create_mission_list[select_index].filename); strcpy_s( Game_current_mission_filename, selected_name); strcpy_s(Netgame.mission_name,selected_name); // NETLOG ml_printf(NOX("Starting single mission %s, with %d players"), Game_current_mission_filename, multi_num_players()); } else { multi_common_add_notify(XSTR("No mission selected!",789)); return ; } break; case MULTI_CREATE_SHOW_CAMPAIGNS: // do campaign related stuff if (select_index != -1) { // set the netgame mode Netgame.campaign_mode = MP_CAMPAIGN; // start a campaign instead of a single mission strcpy(selected_name, Multi_create_campaign_list[select_index].filename); multi_campaign_start(selected_name); start_campaign = 1; // NETLOG ml_printf(NOX("Starting campaign %s, with %d players"), selected_name, multi_num_players()); } else { multi_common_add_notify(XSTR("No campaign selected!",790)); return ; } break; } // if this is a team vs team situation, lock the players send a final team update if((Netgame.type_flags & NG_TYPE_TEAM) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){ multi_team_host_lock_all(); multi_team_send_update(); } // coop game option validation checks if ( (Netgame.type_flags & NG_TYPE_COOP) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) { // check for time limit if (Netgame.options.mission_time_limit != i2f(-1)) { popup_choice = popup(0, 3, POPUP_CANCEL, POPUP_YES, POPUP_NO, XSTR("A time limit is being used in a co-op game.\r\n" " Select \'Cancel\' to go back to the mission select screen.\r\n" " Select \'Yes\' to continue with this time limit.\r\n" " Select \'No\' to continue without this time limit.", 1620)); if (popup_choice == 0) { return; } else if (popup_choice == 2) { Netgame.options.mission_time_limit = i2f(-1); } } // check kill limit (NOTE: <= 0 is considered no limit) if ( (Netgame.options.kill_limit > 0) && (Netgame.options.kill_limit != 9999) ) { popup_choice = popup(0, 3, POPUP_CANCEL, POPUP_YES, POPUP_NO, XSTR("A kill limit is being used in a co-op game.\r\n" " Select \'Cancel\' to go back to the mission select screen.\r\n" " Select \'Yes\' to continue with this kill limit.\r\n" " Select \'No\' to continue without this kill limit.", 1621)); if (popup_choice == 0) { return; } else if (popup_choice == 2) { Netgame.options.kill_limit = 9999; } } } // if not on the standalone, move to the mission sync state which will take care of everything if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING; gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC); } // otherwise tell the standalone to do so else { // when the standalone receives this, he'll do the mission syncing himself send_mission_sync_packet(MULTI_SYNC_PRE_BRIEFING,start_campaign); } } void multi_create_draw_filter_buttons() { // highlight the correct filter button if ( Multi_create_filter == MISSION_TYPE_MULTI ){ Multi_create_buttons[gr_screen.res][MC_SHOW_ALL].button.draw_forced(2); } else if ( Multi_create_filter == MISSION_TYPE_MULTI_COOP ) { Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 1].button.draw_forced(2); } else if ( Multi_create_filter == MISSION_TYPE_MULTI_TEAMS ) { Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 2].button.draw_forced(2); } else if ( Multi_create_filter == MISSION_TYPE_MULTI_DOGFIGHT ){ Multi_create_buttons[gr_screen.res][MC_SHOW_ALL + 3].button.draw_forced(2); } else { Int3(); } } void multi_create_set_selected_team(int team) { int player_index; // if we don't currently have a player selected, don't do anything if(!Multi_create_plist_select_flag){ gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); return; } gamesnd_play_iface(InterfaceSounds::USER_SELECT); // otherwise attempt to set the team for this guy player_index = find_player_index(Multi_create_plist_select_id); if(player_index != -1){ multi_team_set_team(&Net_players[player_index],team); } } void multi_create_handle_join(net_player * /*pl*/) { // for now just play a bloop sound gamesnd_play_iface(InterfaceSounds::ICON_DROP_ON_WING); } // fill in net address of player the mouse is over, return player index (or -1 if none) short multi_create_get_mouse_id() { // determine where he clicked (y pixel value) int y,nth,idx; Multi_create_player_select_button.get_mouse_pos(NULL,&y); // select things a little differently if we're in team vs. team or non-team vs. team mode nth = (y / (gr_get_font_height() + 1)); if(Netgame.type_flags & NG_TYPE_TEAM){ int player_index = -1; // look through all of team red first for(idx=0;idxflags & NETINFO_FLAG_AM_MASTER) { if ( game_hacked_data() ) { notify_of_hacked_tbl = 1; } } else if (Netgame.flags & NG_FLAG_HACKED_SHIPS_TBL) { notify_of_hacked_tbl = 1; } if (notify_of_hacked_tbl) { if (popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("You or the server you are playing on has a hacked ships.tbl. Your stats will not be updated on PXO", 1051)) <= 0) { return 0; } } } // if any of the players have hacked data found_hack = 0; for(idx=0; idxcallsign, XSTR("has hacked tables/data", 1271)); } else { sprintf(err_string, "somebody %s", XSTR("has hacked tables/data", 1271)); } send_game_chat_packet(Net_player, err_string, MULTI_MSG_ALL, NULL, NULL, 1); } } // if we found a hacked set of data if(found_hack){ // if we're on PXO if(MULTI_IS_TRACKER_GAME){ // don't allow squad war matches to continue if(Netgame.type_flags & NG_TYPE_SW){ // if this is squad war, don't allow it to continue popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("One or more players has hacked data files. You cannot play a SquadWar match unless all clients have legal data", 1272)); return 0; } // otherwise, warn the players that stats will not saved else { // if this is squad war, don't allow it to continue if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("One or more players has hacked data files. If you continue, stats will not be stored at the end of the mission", 1273)) <= 0){ return 0; } } } // non-pxo, just give a notice else { if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("One or more players has hacked data files", 1274)) <= 0){ return 0; } } } // check to see that we don't have too many observers observer_count = multi_num_observers(); if(observer_count > Netgame.options.max_observers){ // print up the error string sprintf(err_string,XSTR("There are too many observers in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few",791),Netgame.options.max_observers,observer_count); popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, err_string); return 0; } // check to see that we have a valid # of players for the the # of ships in the game player_count = multi_num_players(); if(player_count > Netgame.max_players){ // print up the error string sprintf(err_string,XSTR("There are too many players in the game\n\nMax : %d\nCurrently %d\n\nPlease dump a few", 792), Netgame.max_players,player_count); popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, err_string); return 0; } // check to see if teams are assigned properly in a team vs. team situation if(Netgame.type_flags & NG_TYPE_TEAM){ if(!multi_team_ok_to_commit()){ gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("Teams and/or team captains are not assigned properly", 793)); return 0; } } // if we're playing on the tracker if(MULTI_IS_TRACKER_GAME){ //#ifdef PXO_CHECK_VALID_MISSIONS if ( (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) && (Multi_create_mission_list[select_index].valid_status != MVALID_STATUS_VALID) ) { if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("You have selected a mission which is either invalid or unknown to PXO. Your stats will not be saved if you continue",996)) <= 0){ return 0; } } //#endif // non-squad war if(!(Netgame.type_flags & NG_TYPE_SW)){ // if he is playing by himself, tell him stats will not be accepted if(multi_num_players() == 1){ if(popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG, 2, XSTR("&Back", 995), XSTR("&Continue", 780), XSTR("Warning\n\nIf you start a PXO mission by yourself, your stats will not be updated", 997)) <= 0){ return 0; } } } // squad war else { if ( !multi_sw_ok_to_commit() ) { return 0; } } } return 1; } // returns an index into Multi_create_mission_list int multi_create_lookup_mission(char *fname) { uint idx; for (idx = 0; idx < Multi_create_mission_list.size(); idx++) { if ( !stricmp(fname, Multi_create_mission_list[idx].filename) ) { return idx; } } // couldn't find the mission return -1; } // returns an index into Multi_create_campaign_list int multi_create_lookup_campaign(char *fname) { uint idx; for (idx = 0; idx < Multi_create_campaign_list.size(); idx++) { if ( !stricmp(fname, Multi_create_campaign_list[idx].filename) ) { return idx; } } // couldn't find the campaign return -1; } void multi_create_refresh_pxo() { // delete mvalid.cfg if it exists cf_delete(MULTI_VALID_MISSION_FILE, CF_TYPE_DATA); // refresh missions from the tracker multi_update_valid_missions(); } void multi_create_sw_clicked() { netgame_info ng_temp; netgame_info *ng; multi_create_info *mcip; int file_index = multi_create_select_to_index(Multi_create_list_select); if (file_index < 0) { Int3(); if ( Multi_create_sw_checkbox.checked() ) { Multi_create_sw_checkbox.set_state(0); } return; } if (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) { mcip = &Multi_create_mission_list[file_index]; } else { mcip = &Multi_create_campaign_list[file_index]; } // either a temporary netgame or the real one if(MULTIPLAYER_MASTER){ ng = &Netgame; } else { ng_temp = Netgame; ng = &ng_temp; } // maybe switch squad war off if(!Multi_create_sw_checkbox.checked()){ // if the mission selected is a coop mission, go back to coop mode if (mcip->flags & MISSION_TYPE_MULTI_TEAMS) { ng->type_flags = NG_TYPE_TVT; } else if (mcip->flags & MISSION_TYPE_MULTI_DOGFIGHT) { ng->type_flags = NG_TYPE_DOGFIGHT; } else { ng->type_flags = NG_TYPE_COOP; } } // switch squad war on else { // at this point we know its safe to switch squad war on ng->type_flags = NG_TYPE_SW; } // update if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ // update players send_netgame_update_packet(); // update all machines about stuff like respawns, etc. multi_options_update_netgame(); } // on the standalone else { // standalone will take care of polling the usertracker multi_options_update_mission(ng, Multi_create_list_mode == MULTI_CREATE_SHOW_CAMPAIGNS ? 1 : 0); } } // ------------------------------------------------------------------------------------------------------------- // // MULTIPLAYER HOST OPTIONS SCREEN // #define MULTI_HO_NUM_BUTTONS 12 #define MULTI_HO_NUM_RADIO_BUTTONS 10 //XSTR:OFF // bitmaps defs #define MULTI_HO_PALETTE "InterfacePalette" static const char *Multi_ho_bitmap_fname[GR_NUM_RESOLUTIONS] = { "MultiHost", // GR_640 "2_MultiHost" // GR_1024 }; static const char *Multi_ho_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "MultiHost-M", // GR_640 "2_MultiHost-M" // GR_1024 }; //XSTR:ON UI_WINDOW Multi_ho_window; // the window object for the join screen UI_INPUTBOX Multi_ho_respawns; // the # of respawns allowed in the game UI_INPUTBOX Multi_ho_time_limit; // mission time limit UI_INPUTBOX Multi_ho_voice_wait; // wait time between tokens UI_INPUTBOX Multi_ho_kill_limit; // kill limit in a furball mission UI_INPUTBOX Multi_ho_obs; // # of observers we'll allow int Multi_ho_bitmap; // the background bitmap // constants for coordinate lookup #define MULTI_HO_X_COORD 0 #define MULTI_HO_Y_COORD 1 #define MULTI_HO_W_COORD 2 #define MULTI_HO_H_COORD 3 #define MULTI_HO_TEXT_X_COORD 4 #define MULTI_HO_TEXT_Y_COORD 5 // button defs #define MULTI_HO_MSG_RANK 0 // highest ranking players can do messaging #define MULTI_HO_MSG_LEADER 1 // wing/team leaders can do messaging #define MULTI_HO_MSG_ANY 2 // any player can do messaging #define MULTI_HO_MSG_HOST 3 // only the host can do messaging #define MULTI_HO_END_RANK 4 // highest rank can and host can end mission #define MULTI_HO_END_LEADER 5 // wing/team leaders and host can end the mission #define MULTI_HO_END_ANY 6 // any player can end the mission #define MULTI_HO_END_HOST 7 // only host can end the mission #define MULTI_HO_VOICE_ON 8 // voice toggled on #define MULTI_HO_VOICE_OFF 9 // voice toggled off #define MULTI_HO_HOST_MODIFIES 10 // only the host or team captains can modify ships/weapons in briefing #define MULTI_HO_ACCEPT 11 // accept button ui_button_info Multi_ho_buttons[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_BUTTONS] = { { // GR_640 // who is allowed to message ui_button_info("MH_00", 3, 160, 46, 166, 0), // highest rank ui_button_info("MH_01", 3, 179, 46, 185, 1), // team/wing leader ui_button_info("MH_02", 3, 196, 46, 203, 2), // any ui_button_info("MH_03", 3, 214, 46, 220, 3), // host // who is allowed to end the mission ui_button_info("MH_04", 3, 257, 46, 265, 4), // highest rank ui_button_info("MH_05", 3, 276, 46, 283, 5), // team/wing leader ui_button_info("MH_06", 3, 294, 46, 300, 6), // any ui_button_info("MH_07", 3, 311, 46, 317, 7), // host // voice on/off button ui_button_info("MH_09", 542, 158, 545, 185, 9), ui_button_info("MH_10", 598, 158, 604, 185, 10), // host modifies ships ui_button_info("MH_13", 542, 377, 437, 363, 13), // exit ui_button_info("MH_14", 572, 428, 580, 414, 14), }, { // GR_1024 // who is allowed to message ui_button_info("2_MH_00", 5, 256, 73, 269, 0), // highest rank ui_button_info("2_MH_01", 5, 286, 73, 297, 1), // team/wing leader ui_button_info("2_MH_02", 5, 314, 73, 325, 2), // any ui_button_info("2_MH_03", 5, 341, 73, 352, 3), // host // who is allowed to end the mission ui_button_info("2_MH_04", 5, 412, 73, 425, 4), // highest rank ui_button_info("2_MH_05", 5, 442, 73, 452, 5), // team/wing leader ui_button_info("2_MH_06", 5, 470, 73, 480, 6), // any ui_button_info("2_MH_07", 5, 497, 73, 508, 7), // host // voice on/off button ui_button_info("2_MH_09", 867, 253, 872, 296, 9), ui_button_info("2_MH_10", 957, 253, 966, 296, 10), // host modifies ships ui_button_info("2_MH_13", 867, 603, 784, 581, 13), // exit ui_button_info("2_MH_14", 916, 685, 925, 665, 14), }, }; UI_XSTR Multi_ho_text[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_BUTTONS] = { { // GR_640 {"Highest rank", 1280, 46, 166, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_RANK].button}, {"Team / wing-leader", 1281, 46, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_LEADER].button}, {"Any", 1282, 46, 203, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_ANY].button}, {"Host", 1283, 46, 220, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_MSG_HOST].button}, {"Highest rank", 1280, 46, 265, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_RANK].button}, {"Team / wing-leader", 1281, 46, 283, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_LEADER].button}, {"Any", 1282, 46, 300, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_ANY].button}, {"Host", 1283, 46, 317, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_END_HOST].button}, {"On", 1285, 545, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_VOICE_ON].button}, {"Off", 1286, 604, 185, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_VOICE_OFF].button}, {"Host modifies ships", 1287, 437, 363, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[0][MULTI_HO_HOST_MODIFIES].button}, {"Exit", 1417, 572, 418, UI_XSTR_COLOR_PINK, -1, &Multi_ho_buttons[0][MULTI_HO_ACCEPT].button}, }, { // GR_1024 {"Highest rank", 1280, 62, 269, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_RANK].button}, {"Team / wing-leader", 1281, 62, 297, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_LEADER].button}, {"Any", 1282, 62, 325, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_ANY].button}, {"Host", 1283, 62, 352, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_MSG_HOST].button}, {"Highest rank", 1280, 62, 425, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_RANK].button}, {"Team / wing-leader", 1281, 62, 452, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_LEADER].button}, {"Any", 1282, 62, 480, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_ANY].button}, {"Host", 1283, 62, 508, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_END_HOST].button}, {"On", 1285, 877, 294, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_VOICE_ON].button}, {"Off", 1286, 967, 293, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_VOICE_OFF].button}, {"Host modifies ships", 1287, 869, 589, UI_XSTR_COLOR_GREEN, -1, &Multi_ho_buttons[1][MULTI_HO_HOST_MODIFIES].button}, {"Exit", 1417, 953, 672, UI_XSTR_COLOR_PINK, -1, &Multi_ho_buttons[1][MULTI_HO_ACCEPT].button}, } }; // radio button controls #define MULTI_HO_NUM_RADIO_GROUPS 3 #define MULTI_HO_MSG_GROUP 0 // group dealing with squadmate messaging #define MULTI_HO_END_GROUP 1 // group dealing with ending the mission #define MULTI_HO_VOICE_GROUP 2 // group dealing with voice stuff int Multi_ho_radio_groups[MULTI_HO_NUM_RADIO_GROUPS] = { // currently selected button in the radio button group 0,0,0 }; int Multi_ho_radio_info[MULTI_HO_NUM_RADIO_BUTTONS][3] = { // info related to each of the radio buttons themselves // { group #, value, button id# } {0, 0, 0}, // highest ranking players can do messaging {0, 1, 1}, // wing/team leaders can do messaging {0, 2, 2}, // any player can do messaging {0, 3, 3}, // only host can do messaging {1, 0, 4}, // highest rank and host can end the mission {1, 1, 5}, // team/wing leader can end the mission {1, 2, 6}, // any player can end the mission {1, 3, 7}, // only the host can end the mission {2, 0, 8}, // voice toggled on {2, 1, 9} // voice toggled off }; // slider controls #define MULTI_HO_NUM_SLIDERS 3 #define MULTI_HO_SLIDER_VOICE_QOS 0 // voice quality of sound #define MULTI_HO_SLIDER_VOICE_DUR 1 // max duration of voice recording #define MULTI_HO_SLIDER_SKILL 2 // skill level struct ho_sliders { const char *filename; int x, y, xt, yt; int hotspot; int dot_w; int dots; UI_DOT_SLIDER_NEW slider; // because we have a class inside this struct, we need the constructor below.. ho_sliders(const char *name, int x1, int y1, int xt1, int yt1, int h, int _dot_w, int _dots) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), dot_w(_dot_w), dots(_dots){} }; ho_sliders Multi_ho_sliders[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_SLIDERS] = { { // GR_640 ho_sliders("MH_11", 428, 214, 437, 199, 11, 19, 10), // voice qos ho_sliders("MH_12", 428, 261, 437, 246, 12, 19, 10), // voice duration ho_sliders("MH_08", 237, 454, 230, 411, 8, 36, 5), // skill level }, { // GR_1024 ho_sliders("2_MH_11", 684, 343, 690, 323, 11, 32, 10), // voice qos ho_sliders("2_MH_12", 685, 418, 837, 468, 12, 32, 10), // voice duration ho_sliders("2_MH_08", 379, 727, 369, 663, 8, 60, 5), // skill level } }; int Multi_ho_mission_respawn; int Multi_ho_host_modifies; // whether or not any of the inputboxes on this screen had focus last frame int Multi_ho_lastframe_input = 0; // game information text areas // ho titles #define MULTI_HO_NUM_TITLES 14 UI_XSTR Multi_ho_titles[GR_NUM_RESOLUTIONS][MULTI_HO_NUM_TITLES] = { { // GR_640 { "AI Orders", 1289, 32, 144, UI_XSTR_COLOR_GREEN, -1, NULL }, { "End Mission", 1290, 32, 242, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Time Limit", 1291, 32, 347, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Min", 1292, 74, 362, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Respawn Limit", 1288, 32, 378, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Kill Limit", 1293, 32, 409, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Observers", 1294, 32, 441, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Skill Level", 1284, 230, 411, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Transmission", 1295, 437, 144, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Quality", 1296, 437, 199, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Message Duration", 1297, 437, 246, UI_XSTR_COLOR_GREEN, -1, NULL }, { "sec", 1522, 523, 292, UI_XSTR_COLOR_GREEN, -1, NULL }, { "sec", 1523, 523, 332, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Wait", 1298, 437, 313, UI_XSTR_COLOR_GREEN, -1, NULL }, }, { // GR_1024 { "AI Orders", 1289, 48, 238, UI_XSTR_COLOR_GREEN, -1, NULL }, { "End Mission", 1290, 48, 394, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Time Limit", 1291, 50, 568, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Min", 1292, 119, 581, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Respawn Limit", 1288, 50, 618, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Kill Limit", 1293, 50, 668, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Observers", 1294, 50, 718, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Skill Level", 1284, 398, 670, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Transmission", 1295, 869, 239, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Quality", 1296, 690, 331, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Message Duration", 1297, 690, 405, UI_XSTR_COLOR_GREEN, -1, NULL }, { "sec", 1522, 837, 467, UI_XSTR_COLOR_GREEN, -1, NULL }, { "sec", 1523, 837, 534, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Voice Wait", 1298, 742, 510, UI_XSTR_COLOR_GREEN, -1, NULL }, } }; // mission time limit input box int Ho_time_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 36, 362, 36, 17 }, { // GR_1024 58, 581, 57, 27 } }; // furball kill limit input box int Ho_kill_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 36, 425, 45, 17 }, { // GR_1024 58, 684, 72, 27 } }; // voice recording duration text display area int Ho_vd_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 467, 292, 55, 15 }, { // GR_1024 750, 467, 85, 28 } }; // voice token wait input box int Ho_vw_coords[GR_NUM_RESOLUTIONS][6] = { { // GR_640 467, 332, 55, 15 }, { // GR_1024 750, 534, 85, 28 } }; // observer count input box int Ho_obs_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 36, 457, 45, 17 }, { // GR_1024 58, 733, 72, 27 } }; // skill text description area int Ho_st_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 249, 435, 172, 10 }, { // GR_1024 403, 699, 172, 10 } }; // respawn input box int Ho_rsp_coords[GR_NUM_RESOLUTIONS][6] = { { // GR_640 36, 394, 45, 17, }, { // GR_1024 58, 632, 72, 27 } }; // respawn max text area int Ho_max_rsp_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 150, 378 }, { // GR_1024 190, 618 } }; // LOCAL function definitions void multi_ho_check_buttons(); void multi_ho_button_pressed(int n); void multi_ho_draw_radio_groups(); void multi_ho_accept_hit(); void multi_ho_get_options(); void multi_ho_apply_options(); void multi_ho_display_record_time(); int multi_ho_check_values(); void multi_ho_check_focus(); void multi_ho_blit_max_respawns(); void multi_ho_display_skill_level(); void multi_host_options_init() { int idx; // create the interface window Multi_ho_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0); Multi_ho_window.set_mask_bmap(Multi_ho_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_ho_bitmap = bm_load(Multi_ho_bitmap_fname[gr_screen.res]); if(Multi_ho_bitmap < 0){ // we failed to load the bitmap - this is very bad Int3(); } // initialize the common notification messaging multi_common_notify_init(); // use the common interface palette multi_common_set_palette(); // create the interface buttons for(idx=0;idx= 0){ if (Multi_create_list_mode == MULTI_CREATE_SHOW_MISSIONS) { Multi_ho_mission_respawn = (int)Multi_create_mission_list[abs_index].respawn; } else { Multi_ho_mission_respawn = (int)Multi_create_campaign_list[abs_index].respawn; } } else { Multi_ho_mission_respawn = -1; } } else { Multi_ho_mission_respawn = -1; } } void multi_ho_update_sliders() { // game skill slider if (Game_skill_level != Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos) { if ( !(Netgame.type_flags & NG_TYPE_TEAM) ){ Game_skill_level = Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos; gamesnd_play_iface(InterfaceSounds::USER_SELECT); } else { Game_skill_level = NUM_SKILL_LEVELS / 2; } } // get the voice qos options if (Netgame.options.voice_qos != (ubyte)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos + 1)) { Netgame.options.voice_qos = (ubyte)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos + 1); gamesnd_play_iface(InterfaceSounds::USER_SELECT); } // get the voice duration options if (Netgame.options.voice_record_time != (int)(0.5f * (float)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 1000.0f)) { Netgame.options.voice_record_time = (int)(0.5f * (float)(Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 1000.0f); gamesnd_play_iface(InterfaceSounds::USER_SELECT); } } void multi_host_options_do() { int k; // process stuff k = Multi_ho_window.process(); chatbox_process(k); // process any keypresses switch(k){ case KEY_ESC : gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); break; // same as ACCEPT case KEY_CTRLED + KEY_ENTER : gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); multi_ho_accept_hit(); break; } // process any button clicks multi_ho_check_buttons(); // update the sliders multi_ho_update_sliders(); // make sure that the chatbox inputbox and any inputbox on this screen are mutually exclusive in terms of focus multi_ho_check_focus(); // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_ho_bitmap); if(Multi_ho_bitmap != -1){ gr_set_bitmap(Multi_ho_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); } Multi_ho_window.draw(); // draw all the radio buttons properly multi_ho_draw_radio_groups(); // display any pending notification messages multi_common_notify_do(); // display the voice record time settings multi_ho_display_record_time(); // maybe display the max # of respawns next to the respawn input box multi_ho_blit_max_respawns(); // blit the proper skill level multi_ho_display_skill_level(); // blit the "host modifies button" if(Multi_ho_host_modifies){ Multi_ho_buttons[gr_screen.res][MULTI_HO_HOST_MODIFIES].button.draw_forced(2); } // process and show the chatbox thingie chatbox_render(); // draw tooltips Multi_ho_window.draw_tooltip(); // display the voice status indicator multi_common_voice_display_status(); // flip the buffer gr_flip(); } void multi_host_options_close() { // unload any bitmaps if(!bm_unload(Multi_ho_bitmap)){ nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ho_bitmap_fname[gr_screen.res])); } // destroy the UI_WINDOW Multi_ho_window.destroy(); } void multi_ho_check_buttons() { int idx; for(idx=0;idx Multi_ho_mission_respawn){ if(Multi_ho_mission_respawn == -1){ Netgame.respawn = temp_respawn; Netgame.options.respawn = temp_respawn; } // this should have been taken care of by the interface code else { Int3(); } } else { Netgame.options.respawn = temp_respawn; Netgame.respawn = temp_respawn; } } // get the mission time limit Multi_ho_time_limit.get_text(resp_str); int temp_time = atoi(resp_str); if(temp_time <= 0){ Netgame.options.mission_time_limit = fl2f(-1.0f); } else if(temp_time > MULTI_HO_MAX_TIME_LIMIT){ Int3(); } else { Netgame.options.mission_time_limit = fl2f(60.0f * (float)temp_time); } // get observer count options Multi_ho_obs.get_text(resp_str); int temp_obs = atoi(resp_str); if(temp_obs > MULTI_HO_MAX_OBS){ Int3(); } Netgame.options.max_observers = (ubyte)temp_obs; // get the furball kill limit Multi_ho_kill_limit.get_text(resp_str); int temp_kills = atoi(resp_str); if(temp_kills > MULTI_HO_MAX_KILL_LIMIT){ Int3(); } Netgame.options.kill_limit = temp_kills; // get the token wait limit Multi_ho_voice_wait.get_text(resp_str); int temp_wait = atoi(resp_str); if(temp_wait > MULTI_HO_MAX_TOKEN_WAIT){ Int3(); } Netgame.options.voice_token_wait = (temp_wait * 1000); // set the netgame option Netgame.options.skill_level = (ubyte)Game_skill_level; // get whether we're in host/captains only modify mode Netgame.options.flags &= ~(MSO_FLAG_SS_LEADERS); if(Multi_ho_host_modifies){ Netgame.options.flags |= MSO_FLAG_SS_LEADERS; } // store these values locally memcpy(&Player->m_local_options,&Net_player->p_info.options,sizeof(multi_local_options)); memcpy(&Player->m_server_options,&Netgame.options,sizeof(multi_server_options)); Pilot.save_player(Player); // apply any changes in settings (notify everyone of voice qos changes, etc) multi_ho_apply_options(); // move back to the create game screen gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); } void multi_ho_get_options() { char resp_str[10]; // set the squadmate messaging buttons switch(Netgame.options.squad_set){ case MSO_SQUAD_RANK : Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 0; break; case MSO_SQUAD_LEADER: Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 1; break; case MSO_SQUAD_ANY: Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 2; break; case MSO_SQUAD_HOST: Multi_ho_radio_groups[MULTI_HO_MSG_GROUP] = 3; break; default : Int3(); } // set the mission end buttons switch(Netgame.options.endgame_set){ case MSO_END_RANK: Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 0; break; case MSO_END_LEADER: Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 1; break; case MSO_END_ANY: Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 2; break; case MSO_END_HOST: Multi_ho_radio_groups[MULTI_HO_END_GROUP] = 3; break; default : Int3(); } // set the voice toggle buttons if(Netgame.options.flags & MSO_FLAG_NO_VOICE){ Multi_ho_radio_groups[MULTI_HO_VOICE_GROUP] = 1; } else { Multi_ho_radio_groups[MULTI_HO_VOICE_GROUP] = 0; } // get the voice qos options Assert((Netgame.options.voice_qos >= 1) && (Netgame.options.voice_qos <= 10)); Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_QOS].slider.pos = (Netgame.options.voice_qos - 1); // get the voice duration options Assert((Netgame.options.voice_record_time > 0) && (Netgame.options.voice_record_time <= MULTI_VOICE_MAX_TIME)); Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos = ((int)((float)Netgame.options.voice_record_time / 500.0f)) - 1; // get the current skill level Assert((Game_skill_level >= 0) && (Game_skill_level < NUM_SKILL_LEVELS)); Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos = Game_skill_level; // get the # of observers memset(resp_str,0,10); sprintf(resp_str,"%d",Netgame.options.max_observers); Multi_ho_obs.set_text(resp_str); // set the respawn count if(Netgame.campaign_mode == MP_SINGLE_MISSION){ memset(resp_str,0,10); sprintf(resp_str,"%u",Netgame.respawn); Multi_ho_respawns.set_text(resp_str); } // set the mission time limit memset(resp_str,0,10); float tl = f2fl(Netgame.options.mission_time_limit); sprintf(resp_str,"%d",(int)(tl / 60.0f)); Multi_ho_time_limit.set_text(resp_str); // set the furball kill limit memset(resp_str,0,10); sprintf(resp_str,"%d",Netgame.options.kill_limit); Multi_ho_kill_limit.set_text(resp_str); // set the token wait time memset(resp_str,0,10); sprintf(resp_str,"%d",Netgame.options.voice_token_wait / 1000); Multi_ho_voice_wait.set_text(resp_str); // get whether we're in host/captains only modify mode if(Netgame.options.flags & MSO_FLAG_SS_LEADERS){ Multi_ho_host_modifies = 1; } else { Multi_ho_host_modifies = 0; } } void multi_ho_apply_options() { // if the voice qos or duration has changed, apply the change multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time); // send an options update multi_options_update_netgame(); } // display the voice record time settings void multi_ho_display_record_time() { char time_str[30]; int full_seconds, half_seconds; // clear the string memset(time_str,0,30); // get the seconds full_seconds = (((Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 500) / 1000); // get the half-seconds half_seconds = ((((Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_VOICE_DUR].slider.pos + 1) * 500) % 1000) / 500) * 5; // format the string sprintf(time_str,"%d.%d",full_seconds,half_seconds); gr_set_color_fast(&Color_bright); gr_string(Ho_vd_coords[gr_screen.res][MULTI_HO_X_COORD],Ho_vd_coords[gr_screen.res][MULTI_HO_Y_COORD],time_str,GR_RESIZE_MENU); } int multi_ho_check_values() { char val_txt[255]; memset(val_txt,0,255); // check against respawn settings if(Multi_ho_mission_respawn != -1){ Multi_ho_respawns.get_text(val_txt); // if the value is invalid, let the user know if(atoi(val_txt) > Multi_ho_mission_respawn){ memset(val_txt,0,255); sprintf(val_txt,XSTR("Warning\nRespawn count in greater than mission specified max (%d)",796),Multi_ho_mission_respawn); popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt); return 0; } } // check against mission time limit max Multi_ho_time_limit.get_text(val_txt); // if the value is invalid, force it to be valid if(atoi(val_txt) > MULTI_HO_MAX_TIME_LIMIT){ memset(val_txt,0,255); sprintf(val_txt,XSTR("Warning\nMission time limit is greater than max allowed (%d)",797),MULTI_HO_MAX_TIME_LIMIT); popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt); return 0; } // check against max observer limit Multi_ho_obs.get_text(val_txt); // if the value is invalid, force it to be valid if(atoi(val_txt) > MULTI_HO_MAX_OBS){ memset(val_txt,0,255); sprintf(val_txt,XSTR("Warning\nObserver count is greater than max allowed (%d)",798),MULTI_HO_MAX_OBS); popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt); return 0; } // check against furball kill limit Multi_ho_kill_limit.get_text(val_txt); // if the value is invalid, force it to be valid if(atoi(val_txt) > MULTI_HO_MAX_KILL_LIMIT){ memset(val_txt,0,255); sprintf(val_txt,XSTR("Warning\nMission kill limit is greater than max allowed (%d)",799),MULTI_HO_MAX_KILL_LIMIT); popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt); return 0; } // check against the token wait limit Multi_ho_voice_wait.get_text(val_txt); if(atoi(val_txt) > MULTI_HO_MAX_TOKEN_WAIT){ memset(val_txt,0,255); sprintf(val_txt,XSTR("Warning\nvoice wait time is greater than max allowed (%d)",800),MULTI_HO_MAX_TOKEN_WAIT); popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG,1,POPUP_OK,val_txt); return 0; } // all values are valid return 1; } void multi_ho_check_focus() { // if an inputbox has been pressed (hit enter), lose its focus if (Multi_ho_respawns.pressed() || Multi_ho_time_limit.pressed() || Multi_ho_voice_wait.pressed() || Multi_ho_kill_limit.pressed() || Multi_ho_obs.pressed()) { Multi_ho_respawns.clear_focus(); Multi_ho_time_limit.clear_focus(); Multi_ho_voice_wait.clear_focus(); Multi_ho_kill_limit.clear_focus(); Multi_ho_obs.clear_focus(); gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); chatbox_set_focus(); Multi_ho_lastframe_input = 0; } else if(!Multi_ho_lastframe_input) { // if we didn't have focus last frame if(Multi_ho_respawns.has_focus() || Multi_ho_time_limit.has_focus() || Multi_ho_kill_limit.has_focus() || Multi_ho_voice_wait.has_focus() ){ chatbox_lose_focus(); Multi_ho_lastframe_input = 1; } } // if we _did_ have focus last frame else { // if we no longer have focus on any of the input boxes, set the focus on the chatbox if(!Multi_ho_respawns.has_focus() && !Multi_ho_time_limit.has_focus() && !Multi_ho_kill_limit.has_focus() && !Multi_ho_voice_wait.has_focus() && !chatbox_has_focus()){ chatbox_set_focus(); } // if the chatbox now has focus, clear all focus from our inputboxes else if (chatbox_has_focus()) { Multi_ho_respawns.clear_focus(); Multi_ho_time_limit.clear_focus(); Multi_ho_kill_limit.clear_focus(); Multi_ho_voice_wait.clear_focus(); Multi_ho_lastframe_input = 0; } } } void multi_ho_blit_max_respawns() { char string[50]; // if we're in campaign mode, do nothing if(Netgame.campaign_mode == MP_CAMPAIGN){ return; } // otherwise blit the max as specified by the current mission file sprintf(string,"(%d)",Multi_ho_mission_respawn); gr_set_color_fast(&Color_normal); gr_string(Ho_max_rsp_coords[gr_screen.res][MULTI_HO_X_COORD], Ho_max_rsp_coords[gr_screen.res][MULTI_HO_Y_COORD], string, GR_RESIZE_MENU); } void multi_ho_display_skill_level() { int skill_level = Multi_ho_sliders[gr_screen.res][MULTI_HO_SLIDER_SKILL].slider.pos; // sanity Assert((skill_level >= 0) && (skill_level < NUM_SKILL_LEVELS)); if((skill_level < 0) || (skill_level >= NUM_SKILL_LEVELS)){ skill_level = 0; } gr_set_color_fast(&Color_bright); gr_string(Ho_st_coords[gr_screen.res][0], Ho_st_coords[gr_screen.res][1], Skill_level_names(skill_level, 1), GR_RESIZE_MENU); } // ------------------------------------------------------------------------------------------------------------- // // MULTIPLAYER JOIN SCREEN // #define MULTI_JW_NUM_BUTTONS 8 //XSTR:OFF // bitmaps defs #define MULTI_JW_PALETTE "InterfacePalette" static const char *Multi_jw_bitmap_fname[GR_NUM_RESOLUTIONS] = { "MultiJoinWait", // GR_640 "2_MultiJoinWait" // GR_1024 }; static const char *Multi_jw_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "MultiJoinWait-M", // GR_640 "2_MultiJoinWait-M" // GR_1024 }; //XSTR:ON // button defs #define MJW_SCROLL_PLAYERS_UP 0 #define MJW_SCROLL_PLAYERS_DOWN 1 #define MJW_TEAM0 2 #define MJW_TEAM1 3 #define MJW_PILOT_INFO 4 #define MJW_SCROLL_INFO_UP 5 #define MJW_SCROLL_INFO_DOWN 6 #define MJW_CANCEL 7 UI_WINDOW Multi_jw_window; // the window object for the join screen int Multi_jw_bitmap; // the background bitmap // constants for coordinate lookup #define MJW_X_COORD 0 #define MJW_Y_COORD 1 #define MJW_W_COORD 2 #define MJW_H_COORD 3 ui_button_info Multi_jw_buttons[GR_NUM_RESOLUTIONS][MULTI_JW_NUM_BUTTONS] = { { // GR_640 ui_button_info("MJW_00", 1, 24, -1, -1, 0), ui_button_info("MJW_01", 1, 66, -1, -1, 1), ui_button_info("MJW_02", 30, 244, 20, 272, 2), ui_button_info("MJW_03", 84, 244, 73, 272, 3), ui_button_info("MJW_04", 139, 242, 134, 272, 4), ui_button_info("MJW_05", 1, 406, -1, -1, 5), ui_button_info("MJW_06", 1, 447, -1, -1, 6), ui_button_info("MJW_07", 577, 428, 570, 414, 7), }, { // GR_1024 ui_button_info("2_MJW_00", 2, 38, -1, -1, 0), ui_button_info("2_MJW_01", 2, 106, -1, -1, 1), ui_button_info("2_MJW_02", 48, 390, 47, 435, 2), ui_button_info("2_MJW_03", 134, 390, 133, 435, 3), ui_button_info("2_MJW_04", 223, 388, 225, 435, 4), ui_button_info("2_MJW_05", 2, 649, -1, -1, 5), ui_button_info("2_MJW_06", 2, 715, -1, -1, 6), ui_button_info("2_MJW_07", 923, 685, 931, 667, 7), } }; #define MULTI_JW_NUM_TEXT 7 UI_XSTR Multi_jw_text[GR_NUM_RESOLUTIONS][MULTI_JW_NUM_TEXT] = { { // GR_640 { "Team 1", 1308, 20, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_TEAM0].button }, { "Team 2", 1309, 73, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_TEAM1].button }, { "Pilot", 1310, 134, 272, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_PILOT_INFO].button }, { "Info", 1311, 134, 283, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[0][MJW_PILOT_INFO].button }, { "Cancel", 387, 570, 414, UI_XSTR_COLOR_PINK, -1, &Multi_jw_buttons[0][MJW_CANCEL].button }, { "Players", 1269, 38, 8, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Choose Team", 1312, 27, 231, UI_XSTR_COLOR_GREEN, -1, NULL }, }, { // GR_1024 { "Team 1", 1308, 47, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_TEAM0].button }, { "Team 2", 1309, 133, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_TEAM1].button }, { "Pilot", 1310, 225, 435, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_PILOT_INFO].button }, { "Info", 1311, 225, 446, UI_XSTR_COLOR_GREEN, -1, &Multi_jw_buttons[1][MJW_PILOT_INFO].button }, { "Cancel", 387, 931, 667, UI_XSTR_COLOR_PINK, -1, &Multi_jw_buttons[1][MJW_CANCEL].button }, { "Players", 1269, 165, 12, UI_XSTR_COLOR_GREEN, -1, NULL }, { "Choose Team", 1312, 45, 373, UI_XSTR_COLOR_GREEN, -1, NULL }, } }; int Mjw_players_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 29, 18, 153, 210 }, { // GR_1024 46, 29, 254, 336 } }; int Mjw_mission_name_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 5, 380 }, { // GR_1024 47, 618 } }; // squad war checkbox UI_CHECKBOX Multi_jw_sw_checkbox; const char *Multi_jw_sw_checkbox_fname[GR_NUM_RESOLUTIONS] = { "MC_SW_00", "MC_SW_00", }; int Multi_jw_sw_checkbox_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 6, 285 }, { // GR_1024 18, 450 } }; int Multi_jw_sw_checkbox_text[GR_NUM_RESOLUTIONS][2] = { { // GR_640 6, 305 }, { // GR_640 18, 470 }, }; // player list control thingie defs #define MULTI_JW_PLIST_MAX_DISPLAY 19 int Multi_jw_plist_select_flag; // indicates whether we currently have a selected player short Multi_jw_plist_select_id; // id of the current selected player UI_BUTTON Multi_jw_plist_select_button; // for selecting a player int Multi_jw_should_show_popup = 0; // LOCAL function definitions void multi_jw_check_buttons(); void multi_jw_button_pressed(int n); void multi_jw_do_netstuff(); void multi_jw_scroll_players_up(); void multi_jw_scroll_players_down(); void multi_jw_plist_process(); void multi_jw_plist_blit_normal(); void multi_jw_plist_blit_team(); short multi_jw_get_mouse_id(); void multi_game_client_setup_init(bool API_Access) { int idx; if (!API_Access) { // create the interface window Multi_jw_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Multi_jw_window.set_mask_bmap(Multi_jw_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_jw_bitmap = bm_load(Multi_jw_bitmap_fname[gr_screen.res]); if (Multi_jw_bitmap < 0) { // we failed to load the bitmap - this is very bad Int3(); } // initialize the player list data Multi_jw_plist_select_flag = 0; Multi_jw_plist_select_id = -1; } // kill any old instances of the chatbox and create a new one chatbox_close(); //Need to pass API into these also chatbox_create(CHATBOX_FLAG_BIG | CHATBOX_FLAG_DRAW_BOX | CHATBOX_FLAG_BUTTONS); // initialize the common notification messaging multi_common_notify_init(); // initialize the common mission info display area. multi_common_set_text(""); // reset the multi description Multi_netgame_common_description.clear(); Multi_received_mission_description.clear(); // use the common interface palette multi_common_set_palette(); if (!API_Access) { // create the interface buttons for(idx=0; idxstate = NETPLAYER_STATE_JOINED; send_netplayer_update_packet(); // NETLOG ml_printf(NOX("Joined netgame %s"), Netgame.name); // send any appropriate files multi_data_send_my_junk(); } void multi_game_client_setup_do_frame(bool API_Access) { int player_index; int k = chatbox_process(); char mission_text[255]; k = Multi_jw_window.process(k,0); Multi_jw_should_show_popup = 0; if (!API_Access) { // process any button clicks multi_jw_check_buttons(); } // do any network related stuff multi_jw_do_netstuff(); if (!API_Access) { // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_jw_bitmap); if (Multi_jw_bitmap != -1) { gr_set_bitmap(Multi_jw_bitmap); gr_bitmap(0, 0, GR_RESIZE_MENU); } // if we're not in team vs. team mode, don't draw the team buttons if (!(Netgame.type_flags & NG_TYPE_TEAM)) { Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.hide(); Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.hide(); Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.disable(); Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.disable(); } else { Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.enable(); Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.enable(); Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.unhide(); Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.unhide(); } if (MULTI_IS_TRACKER_GAME) { // maybe check the squadwar button if (Netgame.type_flags & NG_TYPE_SW) { Multi_jw_sw_checkbox.set_state(1); gr_set_color_fast(&Color_bright); } else { Multi_jw_sw_checkbox.set_state(0); gr_set_color_fast(&Color_normal); } gr_string(Multi_jw_sw_checkbox_text[gr_screen.res][0], Multi_jw_sw_checkbox_text[gr_screen.res][1], "SquadWar", GR_RESIZE_MENU); } // draw the UI window Multi_jw_window.draw(); // process and display the player list // NOTE : this must be done before the buttons are checked to insure that a player hasn't dropped multi_jw_plist_process(); if (Netgame.type_flags & NG_TYPE_TEAM) { multi_jw_plist_blit_team(); } else { multi_jw_plist_blit_normal(); } // display any text in the info area multi_common_render_text(); // display any pending notification messages multi_common_notify_do(); // blit the mission filename if possible if (Netgame.campaign_mode) { if (Netgame.campaign_name[0] != '\0') { strcpy_s(mission_text, Netgame.campaign_name); if (Netgame.title[0] != '\0') { strcat_s(mission_text, ", "); strcat_s(mission_text, Netgame.title); } gr_set_color_fast(&Color_bright_white); gr_string(Mjw_mission_name_coords[gr_screen.res][MJW_X_COORD], Mjw_mission_name_coords[gr_screen.res][MJW_Y_COORD], mission_text, GR_RESIZE_MENU); } } else { if (Netgame.mission_name[0] != '\0') { strcpy_s(mission_text, Netgame.mission_name); if (Netgame.title[0] != '\0') { strcat_s(mission_text, ", "); strcat_s(mission_text, Netgame.title); } gr_set_color_fast(&Color_bright_white); gr_string(Mjw_mission_name_coords[gr_screen.res][MJW_X_COORD], Mjw_mission_name_coords[gr_screen.res][MJW_Y_COORD], mission_text, GR_RESIZE_MENU); } } // process and show the chatbox thingie chatbox_render(); // draw tooltips Multi_jw_window.draw_tooltip(); // display the voice status indicator multi_common_voice_display_status(); // flip the buffer gr_flip(); // if we're supposed to be displaying a pilot info popup if (Multi_jw_should_show_popup) { player_index = find_player_index(Multi_jw_plist_select_id); if (player_index != -1) { multi_pinfo_popup(&Net_players[player_index]); } } } } void multi_game_client_setup_close() { // unload any bitmaps if(!bm_unload(Multi_jw_bitmap)){ nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_jw_bitmap_fname[gr_screen.res])); } // destroy the chatbox // chatbox_close(); // destroy the UI_WINDOW Multi_jw_window.destroy(); // play a sound. if(Netgame.game_state == NETGAME_STATE_MISSION_SYNC){ gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); } } void multi_jw_check_buttons() { int idx; for(idx=0;idxplayer_id; } } else { Multi_jw_plist_select_flag = 1; Multi_jw_plist_select_id = Net_player->player_id; } // if the player has clicked somewhere in the player list area if(Multi_jw_plist_select_button.pressed()){ short player_id; player_id = multi_jw_get_mouse_id(); player_index = find_player_index(player_id); if(player_index != -1){ Multi_jw_plist_select_id = player_id; Multi_jw_plist_select_flag = 1; } } } void multi_jw_plist_blit_normal() { int idx; char str[CALLSIGN_LEN+1]; int y_start = Mjw_players_coords[gr_screen.res][MJW_Y_COORD]; int line_height = gr_get_font_height() + 1; int total_offset; // display all the players for(idx=0;idxcallsign); if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){ strcat_s(str,"(0)"); } font::force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset); gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } } void multi_jw_plist_blit_team() { int idx; char str[CALLSIGN_LEN+1]; int y_start = Mjw_players_coords[gr_screen.res][MJW_Y_COORD]; int line_height = gr_get_font_height() + 1; int total_offset; // always blit the proper team button based on _my_ team status if(Net_player->p_info.team == 0){ Multi_jw_buttons[gr_screen.res][MJW_TEAM0].button.draw_forced(2); } else { Multi_jw_buttons[gr_screen.res][MJW_TEAM1].button.draw_forced(2); } // display all the red players first for(idx=0;idxcallsign); font::force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset); // display him in the correct half of the list depending on his team gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } // display all the green players next for(idx=0;idxcallsign); if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){ strcat_s(str,"(0)"); } font::force_fit_string(str,CALLSIGN_LEN,Mjw_players_coords[gr_screen.res][MJW_W_COORD] - total_offset); // display him in the correct half of the list depending on his team gr_string(Mjw_players_coords[gr_screen.res][MJW_X_COORD] + total_offset,y_start,str,GR_RESIZE_MENU); y_start += line_height; } } } void multi_jw_handle_join(net_player * /*pl*/) { // for now just play a bloop sound gamesnd_play_iface(InterfaceSounds::ICON_DROP_ON_WING); } short multi_jw_get_mouse_id() { // determine where he clicked (y pixel value) int y,nth,idx; Multi_jw_plist_select_button.get_mouse_pos(NULL,&y); // select things a little differently if we're in team vs. team or non-team vs. team mode nth = (y / (gr_get_font_height() + 1)); if(Netgame.type_flags & NG_TYPE_TEAM){ int player_index = -1; // look through all of team red first for(idx=0;idxflags & NETINFO_FLAG_GAME_HOST){ Multi_sync_button_count = MULTI_SYNC_HOST_COUNT; } else { Multi_sync_button_count = MULTI_SYNC_CLIENT_COUNT; } // create the interface buttons for(idx=0; idxstate; // if we're ingame joining, show all other players except myself as "playing" if ((Net_player != NULL) && (player != Net_player) && ((Multi_sync_mode == MULTI_SYNC_INGAME) || (Net_player->flags & NETINFO_FLAG_INGAME_JOIN))) { state = NETPLAYER_STATE_IN_MISSION; } switch (state) { case NETPLAYER_STATE_MISSION_LOADING: txt = XSTR("Mission Loading", 802); break; case NETPLAYER_STATE_INGAME_SHIP_SELECT: // I don't think its possible to see this state, but... txt = XSTR("Ingame Ship Select", 803); break; case NETPLAYER_STATE_DEBRIEF: txt = XSTR("Debriefing", 804); break; case NETPLAYER_STATE_MISSION_SYNC: txt = XSTR("Mission Sync", 805); break; case NETPLAYER_STATE_JOINING: txt = XSTR("Joining", 806); break; case NETPLAYER_STATE_JOINED: txt = XSTR("Joined", 807); break; case NETPLAYER_STATE_SLOT_ACK: txt = XSTR("Slot Ack", 808); break; case NETPLAYER_STATE_BRIEFING: txt = XSTR("Briefing", 765); break; case NETPLAYER_STATE_SHIP_SELECT: txt = XSTR("Ship Select", 809); break; case NETPLAYER_STATE_WEAPON_SELECT: txt = XSTR("Weapon Select", 810); break; case NETPLAYER_STATE_WAITING: txt = XSTR("Waiting", 811); break; case NETPLAYER_STATE_IN_MISSION: txt = XSTR("In Mission", 812); break; case NETPLAYER_STATE_MISSION_LOADED: txt = XSTR("Mission Loaded", 813); break; case NETPLAYER_STATE_DATA_LOAD: txt = XSTR("Data loading", 814); break; case NETPLAYER_STATE_SETTINGS_ACK: txt = XSTR("Ready To Enter Mission", 815); break; case NETPLAYER_STATE_INGAME_SHIPS: txt = XSTR("Ingame Ships Packet Ack", 816); break; case NETPLAYER_STATE_INGAME_WINGS: txt = XSTR("Ingame Wings Packet Ack", 817); break; case NETPLAYER_STATE_INGAME_RPTS: txt = XSTR("Ingame Respawn Points Ack", 818); break; case NETPLAYER_STATE_SLOTS_ACK: txt = XSTR("Ingame Weapon Slots Ack", 819); break; case NETPLAYER_STATE_POST_DATA_ACK: txt = XSTR("Post Briefing Data Block Ack", 820); break; case NETPLAYER_STATE_FLAG_ACK: txt = XSTR("Flags Ack", 821); break; case NETPLAYER_STATE_MT_STATS: txt = XSTR("Parallax Online Stats Updating", 822); break; case NETPLAYER_STATE_WSS_ACK: txt = XSTR("Weapon Slots Ack", 823); break; case NETPLAYER_STATE_HOST_SETUP: txt = XSTR("Host setup", 824); break; case NETPLAYER_STATE_DEBRIEF_ACCEPT: txt = XSTR("Debrief accept", 825); break; case NETPLAYER_STATE_DEBRIEF_REPLAY: txt = XSTR("Debrief replay", 826); break; case NETPLAYER_STATE_CPOOL_ACK: txt = XSTR("Campaign ship/weapon ack", 827); break; case NETPLAYER_STATE_MISSION_XFER: // server should display the pct completion of all clients if (Net_player != nullptr && Net_player->flags & NETINFO_FLAG_AM_MASTER) { if (player->s_info.xfer_handle != -1) { float pct_complete = multi_xfer_pct_complete(player->s_info.xfer_handle); // if we've got a valid xfer handle if ((pct_complete >= 0.0) && (pct_complete <= 1.0)) { sprintf(txt, XSTR("Mission file xfer %d%%", 828), static_cast(pct_complete * 100.0f)); } // otherwise else { txt = XSTR("Mission file xfer", 829); } } else { txt = XSTR("Mission file xfer", 829); } } // clients should display only for themselves (which is the only thing they know) else { // if we've got a valid file xfer handle if ((player == Net_player) && (Net_player->s_info.xfer_handle != -1)) { float pct_complete = multi_xfer_pct_complete(Net_player->s_info.xfer_handle); // if we've got a valid xfer handle if ((pct_complete >= 0.0) && (pct_complete <= 1.0)) { sprintf(txt, XSTR("Mission file xfer %d%%", 828), static_cast(pct_complete * 100.0f)); } // otherwise else { txt = XSTR("Mission file xfer", 829); } } // otherwise else { txt = XSTR("Mission file xfer", 829); } } break; case NETPLAYER_STATE_FICTION_VIEWER: txt = XSTR("Fiction Viewer", -1); // XSTR ID? break; case NETPLAYER_STATE_CUTSCENE: txt = XSTR("Cutscene", -1); // XSTR ID? break; case NETPLAYER_STATE_CMD_BRIEFING: txt = XSTR("Command Briefing", -1); // XSTR ID? break; case NETPLAYER_STATE_RED_ALERT: txt = XSTR("Red Alert", -1); // XSTR ID? break; default: nprintf(("Network", "Unhandled player state : %d !\n", player->state)); txt = XSTR("Unknown", 433); break; } return txt; } void multi_sync_blit_screen_all() { int count,idx; // display any text in the info area multi_common_render_text(); // display any pending notification messages multi_common_notify_do(); // display any info about visible players count = 0; for(idx=0;idxcallsign,count,idx); multi_sync_display_status(multi_sync_get_state_string(&Net_players[idx]).c_str(), count); count++; } } // display the mission start countdown timer (if any) //anim_render_all(GS_STATE_MULTI_MISSION_SYNC,flFrametime); if((gameseq_get_state() == GS_STATE_MULTI_MISSION_SYNC && Multi_sync_countdown_timer > -1.0f) || (Multi_sync_countdown != -1)) generic_anim_render(&Multi_sync_countdown_anim, flFrametime, Multi_sync_countdown_coords[gr_screen.res][MS_X_COORD], Multi_sync_countdown_coords[gr_screen.res][MS_Y_COORD], true); // process and show the chatbox thingie chatbox_render(); // draw tooltips Multi_sync_window.draw_tooltip(); // display the voice status indicator multi_common_voice_display_status(); } void multi_sync_check_buttons() { int idx; for(idx=0;idx= 0){ multi_kick_player(Multi_sync_player_select); } break; // start the final launch countdown (post-sync only) case MS_LAUNCH: multi_sync_start_countdown(); break; // doesn't do anything default : Int3(); } } void multi_sync_pre_init() { int idx; Netgame.game_state = NETGAME_STATE_MISSION_SYNC; /* if we're in teamplay mode, always force skill level to be medium Karajorma - disabling cause it's just plain idiotic! if people want to play on insane let them if((Netgame.type_flags & NG_TYPE_TEAM) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){ Netgame.options.skill_level = NUM_SKILL_LEVELS / 2; Game_skill_level = NUM_SKILL_LEVELS / 2; multi_options_update_netgame(); } */ // notify everyone of when we get here if(!(Game_mode & GM_STANDALONE_SERVER)){ Net_player->state = NETPLAYER_STATE_MISSION_SYNC; send_netplayer_update_packet(); } if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ // NETLOG ml_string(NOX("Server performing pre-briefing data sync")); if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_set_text(XSTR("Server performing sync\n",830),1); } // maybe initialize tvt and squad war stuff if(Netgame.type_flags & NG_TYPE_TEAM){ multi_team_level_init(); } // force everyone into this state send_netgame_update_packet(); if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Send update packet\n",831),1); } // setup some of my own data Net_player->flags |= NETINFO_FLAG_MISSION_OK; // do any output stuff if (Game_mode & GM_STANDALONE_SERVER) { std_debug_set_standalone_state_string("Mission Sync"); } // do this here to insure we have the most up to date file checksum info multi_get_mission_checksum(Game_current_mission_filename); // parse_get_file_signature(Game_current_mission_filename); if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Got file signatures\n",832),1); } } else { if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Sending update state packet\n",833),1); } } // if we're not in team vs. team mode - set all player teams to be 0, and unset all captaincy bits if(!(Netgame.type_flags & NG_TYPE_TEAM)){ for(idx=0;idxs_info.xfer_handle == -1); // always call this for good measure multi_campaign_flush_data(); Mission_sync_flags = 0; Multi_mission_loaded = 0; } void multi_sync_pre_do(bool API_Access) { int idx; // If I'm the server, wait for everyone to arrive in this state, then begin transferring data, etc. // all servers (standalone or no, go through this) if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ // wait for everyone to arrive, then request filesig from all of them if(multi_netplayer_state_check(NETPLAYER_STATE_MISSION_SYNC) && !(Mission_sync_flags & MS_FLAG_SENT_FILESIG) && !multi_endgame_ending()){ send_file_sig_request(Netgame.mission_name); Mission_sync_flags |= MS_FLAG_SENT_FILESIG; if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Sent filesig request\n",834),1); } } // if we're waiting for players to receive files, then check on their status if((Mission_sync_flags & MS_FLAG_SENT_FILESIG) && !multi_netplayer_flag_check(NETINFO_FLAG_MISSION_OK) && !multi_endgame_ending()){ for(idx=0;idxstate = NETPLAYER_STATE_MISSION_LOADING; send_netplayer_update_packet(); game_start_mission(); psnet_flush(); nprintf(("Network","Done\n")); Multi_mission_loaded = 1; // update everyone about my status Net_player->state = NETPLAYER_STATE_MISSION_LOADED; send_netplayer_update_packet(); if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Loaded mission locally\n",836),1); } } } // if everyone has loaded the mission, randomly assign players to ships if(multi_netplayer_state_check(NETPLAYER_STATE_MISSION_LOADED) && !(Mission_sync_flags & MS_FLAG_TS_SLOTS) && !multi_endgame_ending()){ // call the team select function to assign players to their ships, wings, etc multi_ts_assign_players_all(); send_netplayer_slot_packet(); // mark this flag Mission_sync_flags |= MS_FLAG_TS_SLOTS; } // if everyone has loaded the mission, move to the team select stage if(Sync_test && multi_netplayer_state_check(NETPLAYER_STATE_SLOT_ACK) && !(Mission_sync_flags & MS_FLAG_PUSHED_BRIEFING) && !multi_endgame_ending()){ Netgame.game_state = NETGAME_STATE_BRIEFING; send_netgame_update_packet(); // this will push everyone into the next state // the standalone moves to his own wait state, whereas in the normal game mode, the server/host moves in to the // team select state if(Game_mode & GM_STANDALONE_SERVER){ gameseq_post_event(GS_EVENT_MULTI_STD_WAIT); } else { gameseq_post_event(GS_EVENT_START_GAME); } Mission_sync_flags |= MS_FLAG_PUSHED_BRIEFING; if(!(Game_mode & GM_STANDALONE_SERVER)){ multi_common_add_text(XSTR("Moving to team select\n",837),1); } } } else { // clients should detect here if they are doing a file xfer and do error processing if((Net_player->state == NETPLAYER_STATE_MISSION_XFER) && (Net_player->s_info.xfer_handle != -1) && !multi_endgame_ending()){ switch(multi_xfer_get_status(Net_player->s_info.xfer_handle)){ // if it has successfully completed, set his ok flag case MULTI_XFER_SUCCESS : // release my xfer handle multi_xfer_release_handle(Net_player->s_info.xfer_handle); Net_player->s_info.xfer_handle = -1; break; // if it has failed or timed-out, kick the player case MULTI_XFER_TIMEDOUT: case MULTI_XFER_FAIL: // release my xfer handle multi_xfer_release_handle(Net_player->s_info.xfer_handle); Net_player->s_info.xfer_handle = -1; // leave the game qith an error code multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_XFER_FAIL); break; } } } // blit stuff if(!(Game_mode & GM_STANDALONE_SERVER) && !API_Access){ gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_sync_bitmap); if(Multi_sync_bitmap != -1){ gr_set_bitmap(Multi_sync_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); } Multi_sync_window.draw(); multi_sync_blit_screen_all(); gr_flip(); } } void multi_sync_pre_close() { // at this point, we should shut down any file xfers... if(Net_player->s_info.xfer_handle != -1){ nprintf(("Network","WARNING - killing file xfer while leaving mission sync state!!!\n")); multi_xfer_abort(Net_player->s_info.xfer_handle); Net_player->s_info.xfer_handle = -1; } } void multi_sync_post_init(bool API_Access) { multi_reset_timestamps(); Multi_state_timestamp = UI_TIMESTAMP::immediate(); // NETLOG ml_string(NOX("Performing post-briefing data sync")); if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ multi_common_add_text(XSTR("Server performing sync\n",830),1); } else { multi_common_add_text(XSTR("Client performing sync\n",838),1); } // everyone should re-initialize these init_multiplayer_stats(); // if I am not the master of the game, then send the firing information for my ship // to the host if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER) ){ send_firing_info_packet(); } // if I'm not a standalone server, load up the countdown stuff if(!(Game_mode & GM_STANDALONE_SERVER) && !API_Access){ generic_anim_init(&Multi_sync_countdown_anim, Multi_sync_countdown_fname[gr_screen.res]); Multi_sync_countdown_anim.ani.bg_type = bm_get_type(Multi_sync_bitmap); generic_anim_stream(&Multi_sync_countdown_anim); if(Multi_sync_countdown_anim.num_frames < 1){ nprintf(("General","WARNING!, Could not load countdown animation %s!\n",Multi_sync_countdown_fname[gr_screen.res])); } } // create objects for all permanent observers multi_obs_level_init(); // clear the game start countdown timer Multi_sync_countdown_timer = -1.0f; Multi_sync_countdown = -1; // if this is a team vs. team mission, mark all ship teams appropriately if(Netgame.type_flags & NG_TYPE_TEAM){ multi_team_mark_all_ships(); } Mission_sync_flags = 0; Multi_sync_launch_pressed = 0; } #define MULTI_POST_TIMESTAMP 7000 extern commit_pressed_status create_wings(); void multi_sync_post_do(bool API_Access) { int idx; // only if the host is also the master should he be doing this (non-standalone situation) if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) { // once everyone gets to this screen, send them the ship classes of all ships. if(multi_netplayer_state_check(NETPLAYER_STATE_WAITING) && !(Mission_sync_flags & MS_FLAG_POST_DATA)) { // only the host should ever do this if(Net_player->flags & NETINFO_FLAG_GAME_HOST){ // at this point we want to delete all necessary ships, change all necessary ship classes, and set all weapons up multi_ts_create_wings(); // update player ets settings for(idx=0;idxobjnum != -1)){ multi_server_update_player_weapons(&Net_players[idx],&Ships[Objects[Net_players[idx].m_player->objnum].instance]); } } } // note that this is done a little differently for standalones and nonstandalones send_post_sync_data_packet(); multi_common_add_text(XSTR("Sending post briefing block information\n",839),1); Mission_sync_flags |= MS_FLAG_POST_DATA; } // send weapon slots data if(multi_netplayer_state_check(NETPLAYER_STATE_POST_DATA_ACK) && !(Mission_sync_flags & MS_FLAG_WSS_SLOTS)) { // note that this is done a little differently for standalones and nonstandalones if(Netgame.type_flags & NG_TYPE_TEAM){ send_wss_slots_data_packet(0,0); send_wss_slots_data_packet(1,1); } else { send_wss_slots_data_packet(0,1); } multi_common_add_text(XSTR("Sending weapon slots information\n",840),1); Mission_sync_flags |= MS_FLAG_WSS_SLOTS; } // once weapon information is received, send player settings info if ( multi_netplayer_state_check(NETPLAYER_STATE_WSS_ACK) && !(Mission_sync_flags & MS_FLAG_PSETTINGS)) { send_player_settings_packet(); // server (specifically, the standalone), should set this here Net_player->state = NETPLAYER_STATE_SETTINGS_ACK; send_netplayer_update_packet(); multi_common_add_text(XSTR("Sending player settings packets\n",841),1); Mission_sync_flags |= MS_FLAG_PSETTINGS; } // check to see if the countdown timer has started and act appropriately if( Multi_sync_countdown_timer > -1.0f ) { // increment by frametime. Multi_sync_countdown_timer += flFrametime; // if the next second has expired if( Multi_sync_countdown_timer >= 1.0f ) { Multi_sync_countdown--; Multi_sync_countdown_timer = 0.0f; // if the countdown has reached 0, launch the mission if(Multi_sync_countdown == 0){ Multi_sync_countdown_timer = -1.0f; Multi_sync_launch_pressed = 0; multi_sync_launch(); } // otherwise send a countdown packet else { send_countdown_packet(Multi_sync_countdown); } } } // jump into the mission myself if((Multi_sync_countdown == 0) && multi_netplayer_state_check(NETPLAYER_STATE_IN_MISSION)){ if(!((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !Multi_sync_launch_pressed)){ Net_player->state = NETPLAYER_STATE_IN_MISSION; Netgame.game_state = NETGAME_STATE_IN_MISSION; gameseq_post_event(GS_EVENT_ENTER_GAME); multi_common_add_text(XSTR("Moving into game\n",842),1); } } } // host - specific stuff if(Net_player->flags & NETINFO_FLAG_GAME_HOST){ // create the launch button so the host can click if( Sync_test && multi_netplayer_state_check(NETPLAYER_STATE_SETTINGS_ACK) ){ multi_sync_create_launch_button(); } } // blit stuff if(!(Game_mode & GM_STANDALONE_SERVER) && !API_Access){ gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_sync_bitmap); if(Multi_sync_bitmap != -1){ gr_set_bitmap(Multi_sync_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); } Multi_sync_window.draw(); multi_sync_blit_screen_all(); gr_flip(); } } void multi_sync_post_close(bool API_Access) { int idx; if (!API_Access) { if (Multi_sync_countdown_anim.num_frames > 0) generic_anim_unload(&Multi_sync_countdown_anim); } // all players should reset sequencing for(idx=0;idxflags & NETINFO_FLAG_CONNECTED){ Net_players[idx].client_cinfo_seq = 0; Net_players[idx].client_server_seq = 0; } } // multiplayer dogfight multi_df_level_pre_enter(); // clients should clear obj_pair array and add pair for themselves /* if ( MULTIPLAYER_CLIENT ) { obj_reset_pairs(); obj_add_pairs( OBJ_INDEX(Player_obj) ); } */ } void multi_sync_display_name(const char *name,int index,int np_index) { char fit[CALLSIGN_LEN+1]; int line_height = gr_get_font_height() + 1; // make sure the string actually fits strcpy_s(fit,name); // if we're in team vs. team mode if(Netgame.type_flags & NG_TYPE_TEAM){ font::force_fit_string(fit,CALLSIGN_LEN, Ms_status2_coords[gr_screen.res][MS_X_COORD] - Ms_status_coords[gr_screen.res][MS_X_COORD] - 20 - Ms_cd_icon_offset[gr_screen.res] - Ms_team_icon_offset[gr_screen.res]); // if this is the currently selected player, draw him highlighted if(np_index == Multi_sync_player_select){ gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } // blit the string gr_string(Ms_status_coords[gr_screen.res][0] + Ms_cd_icon_offset[gr_screen.res] + Ms_team_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height),fit,GR_RESIZE_MENU); // blit his team icon // team 0 if(Net_players[np_index].p_info.team == 0){ // blit the team captain icon if(Net_players[np_index].flags & NETINFO_FLAG_TEAM_CAPTAIN){ if(Multi_common_icons[MICON_TEAM0_SELECT] != -1){ gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT]); gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height) - 2, GR_RESIZE_MENU); } } // normal team member icon else { if(Multi_common_icons[MICON_TEAM0] != -1){ gr_set_bitmap(Multi_common_icons[MICON_TEAM0]); gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height) - 2, GR_RESIZE_MENU); } } } // team 1 else if(Net_players[np_index].p_info.team == 1){ // blit the team captain icon if(Net_players[np_index].flags & NETINFO_FLAG_TEAM_CAPTAIN){ if(Multi_common_icons[MICON_TEAM1_SELECT] != -1){ gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT]); gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height) - 2, GR_RESIZE_MENU); } } // normal team member icon else { if(Multi_common_icons[MICON_TEAM1] != -1){ gr_set_bitmap(Multi_common_icons[MICON_TEAM1]); gr_bitmap(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height) - 2, GR_RESIZE_MENU); } } } } else { font::force_fit_string(fit, CALLSIGN_LEN, Ms_status2_coords[gr_screen.res][MS_X_COORD] - Ms_status_coords[gr_screen.res][MS_X_COORD] - 20 - Ms_cd_icon_offset[gr_screen.res]); // if this is the currently selected player, draw him highlighted if(np_index == Multi_sync_player_select){ gr_set_color_fast(&Color_text_selected); } else { gr_set_color_fast(&Color_text_normal); } // blit the string gr_string(Ms_status_coords[gr_screen.res][MS_X_COORD] + Ms_cd_icon_offset[gr_screen.res], Ms_status_coords[gr_screen.res][MS_Y_COORD] + (index * line_height),fit,GR_RESIZE_MENU); } } void multi_sync_display_status(const char *status,int index) { char fit[250]; // make sure the string actually fits strcpy_s(fit, status); font::force_fit_string(fit, 249, Ms_status2_coords[gr_screen.res][MS_W_COORD] - 20); gr_set_color_fast(&Color_bright); gr_string(Ms_status2_coords[gr_screen.res][MS_X_COORD], Ms_status2_coords[gr_screen.res][MS_Y_COORD] + (index * (gr_get_font_height() + 1)), fit, GR_RESIZE_MENU); } void multi_sync_force_start_pre() { int idx; int want_state = NETPLAYER_STATE_SLOT_ACK; // kick any players who are still in this state // go through the player list and boot anyone who isn't in the right state for(idx=0;idxflags & NETINFO_FLAG_AM_MASTER){ gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); Multi_sync_countdown_timer = 0.0f; Multi_sync_countdown = MULTI_SYNC_COUNTDOWN_TIME; // send an initial countdown value send_countdown_packet(Multi_sync_countdown); } // otherwise send the "start countdown" packet to the standalone else { Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST); send_countdown_packet(-1); } } void multi_sync_launch() { // don't allow repeat button presses if(Multi_sync_launch_pressed){ return; } Multi_sync_launch_pressed = 1; // NETLOG ml_printf(NOX("Entering mission %s"), Game_current_mission_filename); // tell everyone to jump into the mission send_jump_into_mission_packet(); Multi_state_timestamp = ui_timestamp(MULTI_POST_TIMESTAMP); // set the # of players at the start of the mission Multi_num_players_at_start = multi_num_players(); nprintf(("Network","# of players at start of mission : %d\n", Multi_num_players_at_start)); // initialize datarate limiting for all clients multi_oo_rate_init_all(); multi_common_add_text(XSTR("Sending mission start packet\n",843),1); } void multi_sync_create_launch_button() { if (!Multi_launch_button_created) { // create the object Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.create(&Multi_sync_window, "", Multi_sync_buttons[gr_screen.res][MS_LAUNCH].x, Multi_sync_buttons[gr_screen.res][MS_LAUNCH].y, 1, 1, 0, 1); // set the sound to play when highlighted Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_highlight_action(common_play_highlight_sound); // set the ani for the button Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_bmaps(Multi_sync_buttons[gr_screen.res][MS_LAUNCH].filename, 3, 0); // set the hotspot Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.link_hotspot(Multi_sync_buttons[gr_screen.res][MS_LAUNCH].hotspot); // hotkey Multi_sync_buttons[gr_screen.res][MS_LAUNCH].button.set_hotkey(KEY_CTRLED+KEY_ENTER); // create the text for the button Multi_sync_window.add_XSTR(&Multi_sync_text[gr_screen.res][MST_LAUNCH]); // increment the button count so we start checking this one Multi_sync_button_count++; Multi_launch_button_created = 1; } } void multi_sync_handle_plist() { int idx; int my; int select_index; // if we don't have a currently selected player, select one if((Multi_sync_player_select < 0) || !MULTI_CONNECTED(Net_players[Multi_sync_player_select])){ for(idx=0;idx (multi_num_connections() - 1)){ return; } // translate into an absolute Net_players[] index (get the Nth net player) Multi_sync_player_select = -1; for(idx=0;idx= 0) && (!MULTI_CONNECTED(Net_players[Multi_sync_player_select]) || MULTI_STANDALONE(Net_players[Multi_sync_player_select])) ){ Multi_sync_player_select = -1; } } } // ------------------------------------------------------------------------------------------------------------- // // MULTIPLAYER DEBRIEF SCREEN // // other relevant data int Multi_debrief_accept_hit; int Multi_debrief_replay_hit; // set if the server has left the game int Multi_debrief_server_left = 0; // if we've reported on TvT status all players are in the debrief int Multi_debrief_reported_tvt = 0; // whether stats are being accepted // -1 == no decision yet // 1 == accepted // 0 == tossed // kazan - for internal purposes stats are always accepted by default int Multi_debrief_stats_accept_code = 1; int Multi_debrief_server_framecount = 0; float Multi_debrief_time = 0.0f; float Multi_debrief_resend_time = 10.0f; void multi_debrief_init() { int idx; Multi_debrief_time = 0.0f; Multi_debrief_resend_time = 10.0f; Multi_already_tried_stats_submit = false; // do this to notify the standalone or the normal server that we're in the debrief state and ready to receive packets if (!(Net_player->flags & NETINFO_FLAG_AM_MASTER)) { Net_player->state = NETPLAYER_STATE_DEBRIEF; send_netplayer_update_packet(); } // unflag some stuff for(idx=0;idxflags & NETINFO_FLAG_AM_MASTER) && (Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check3(NETPLAYER_STATE_DEBRIEF, NETPLAYER_STATE_DEBRIEF_ACCEPT, NETPLAYER_STATE_DEBRIEF_REPLAY)){ Netgame.game_state = NETGAME_STATE_DEBRIEF; send_netgame_update_packet(); } // evaluate all server stuff if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ multi_debrief_server_process(); } } void multi_debrief_close() { if ( MULTIPLAYER_CLIENT && (Netgame.game_state == NETGAME_STATE_MISSION_SYNC) ){ gamesnd_play_iface( InterfaceSounds::COMMIT_PRESSED ); } } // handle optional mission loop void multi_maybe_set_mission_loop() { int cur = Campaign.current_mission; if (Campaign.missions[cur].flags & CMISSION_FLAG_HAS_LOOP) { Assert(Campaign.loop_mission != CAMPAIGN_LOOP_MISSION_UNINITIALIZED); } bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission); // check for (1) mission loop available, (2) don't have to repeat last mission if ( (Campaign.missions[cur].flags & CMISSION_FLAG_HAS_LOOP) && (Campaign.loop_mission != -1) && !require_repeat_mission ) { char buffer[512]; debrief_assemble_optional_mission_popup_text(buffer, Campaign.missions[cur].mission_branch_desc); int choice = popup(0 , 2, POPUP_NO, POPUP_YES, buffer); if (choice == 1) { Campaign.loop_enabled = 1; Campaign.next_mission = Campaign.loop_mission; } } } // handle all cases for when the accept key is hit in a multiplayer debriefing void multi_debrief_accept_hit() { // if we already accepted, do nothing // but he may need to hit accept again after the server has left the game, so allow this if(Multi_debrief_accept_hit){ return; } // mark this so that we don't hit it again Multi_debrief_accept_hit = 1; gamesnd_play_iface(InterfaceSounds::COMMIT_PRESSED); // if the server has left the game, always just end the game. if(Multi_debrief_server_left){ if(!multi_quit_game(PROMPT_ALL)){ Multi_debrief_server_left = 1; Multi_debrief_accept_hit = 0; } else { Multi_debrief_server_left = 0; } } else { // query the host and see if he wants to accept stats if(Net_player->flags & NETINFO_FLAG_GAME_HOST){ // if we're on a tracker game, he gets no choice for storing stats if (MULTI_IS_TRACKER_GAME) { // if not on standalone, send stats if (Net_player->flags & NETINFO_FLAG_AM_MASTER) { if (!(Multi_already_tried_stats_submit)) { int stats_saved = multi_fs_tracker_store_stats(); Multi_already_tried_stats_submit = true; if (stats_saved) { Netgame.flags |= NG_FLAG_STORED_MT_STATS; send_netgame_update_packet(); } else { send_store_stats_packet(0); } if (Netgame.type_flags & NG_TYPE_SW) { multi_sw_report(stats_saved); } } } multi_maybe_set_mission_loop(); } else { int res = popup(PF_TITLE | PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_IGNORE_ESC,3,XSTR("&Cancel",779),XSTR("&Accept",844),XSTR("&Toss",845),XSTR("(Continue Netgame)\nDo you wish to accept these stats?",846)); // evaluate the result switch(res){ // undo the accept case -1: case 0: Multi_debrief_accept_hit = 0; return; // set the accept code to be "not accepting" case 2 : multi_debrief_stats_toss(); multi_maybe_set_mission_loop(); break; // accept the stats and continue case 1 : multi_debrief_stats_accept(); multi_maybe_set_mission_loop(); break; } } } // set my netplayer state to be "debrief_accept", and be done with it Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT; send_netplayer_update_packet(); } } // handle all cases for when the escape key is hit in a multiplayer debriefing void multi_debrief_esc_hit() { int res; // if the server has left if(Multi_debrief_server_left){ multi_quit_game(PROMPT_ALL); return; } // display a popup if(Net_player->flags & NETINFO_FLAG_GAME_HOST){ // if the stats have already been accepted if((Multi_debrief_stats_accept_code != -1) || (MULTI_IS_TRACKER_GAME)){ // if not on standalone, maybe send stats if ( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && MULTI_IS_TRACKER_GAME ) { if (!(Multi_already_tried_stats_submit) ) { int stats_saved = multi_fs_tracker_store_stats(); Multi_already_tried_stats_submit = true; if (stats_saved) { Netgame.flags |= NG_FLAG_STORED_MT_STATS; send_netgame_update_packet(); } else { send_store_stats_packet(0); } if (Netgame.type_flags & NG_TYPE_SW) { multi_sw_report(stats_saved); } } } multi_quit_game(PROMPT_HOST); } else { res = popup(PF_TITLE | PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_IGNORE_ESC,3,XSTR("&Cancel",779),XSTR("&Accept",844),XSTR("&Toss",845),XSTR("(Exit Netgame)\nDo you wish to accept these stats?",847)); // evaluate the result switch(res){ // undo the accept case -1: case 0: break; // set the accept code to be "not accepting" case 2 : multi_debrief_stats_toss(); multi_quit_game(PROMPT_NONE); break; // accept the stats and continue case 1 : multi_debrief_stats_accept(); multi_quit_game(PROMPT_NONE); break; } } } else { // if the stats haven't been accepted yet, or this is a tracker game if((Multi_debrief_stats_accept_code == -1) && !(MULTI_IS_TRACKER_GAME)){ res = popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON,2,XSTR("&Cancel",779),XSTR("&Leave",848),XSTR("Are you sure you want to leave the netgame before stats are stored?",849)); // evaluate the result if(res == 1){ multi_quit_game(PROMPT_NONE); } } // otherwise go through the normal endgame channels else { multi_quit_game(PROMPT_ALL); } } } void multi_debrief_replay_hit() { // only the host should ever get here Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST); // if the button was already pressed, do nothing if(Multi_debrief_accept_hit){ return; } // same as hittin the except button except no stats are kept Multi_debrief_accept_hit = 1; // mark myself as being in the replay state so we know what to do next Net_player->state = NETPLAYER_STATE_DEBRIEF_REPLAY; send_netplayer_update_packet(); } // call this when the server has left and we would otherwise be saying "contact lost with server void multi_debrief_server_left() { // the server left Multi_debrief_server_left = 1; // undo any "accept" hit so that clients can hit accept again to leave Multi_debrief_accept_hit = 0; } void multi_debrief_stats_accept() { // don't do anything if we've already accepted if(Multi_debrief_stats_accept_code != -1){ return; } Multi_debrief_stats_accept_code = 1; // if we're the host, and we're on a standalone, tell the standalone to begin the stats storing process if((Net_player->flags & NETINFO_FLAG_GAME_HOST) || (Net_player->flags & NETINFO_FLAG_AM_MASTER)){ // send a packet to the players telling them to store their stats send_store_stats_packet(1); } // add a chat line saying "stats have been accepted" multi_display_chat_msg(XSTR("",850),0,0); // NETLOG ml_string(NOX("Stats stored")); } void multi_debrief_stats_toss() { // don't do anything if we've already accepted if(Multi_debrief_stats_accept_code != -1){ return; } Multi_debrief_stats_accept_code = 0; // if we're the host, and we're on a standalone, tell everyone to "toss" stats // Kazan - or how about we don't - we tell them we stored them if((Net_player->flags & NETINFO_FLAG_GAME_HOST) || (Net_player->flags & NETINFO_FLAG_AM_MASTER)){ // send a packet to the players telling them to store their stats send_store_stats_packet(1); } // add a chat line saying "stats have been accepted" //multi_display_chat_msg(XSTR("",851),0,0); // NETLOG ml_string(NOX("Stats tossed")); } int multi_debrief_stats_accept_code() { return Multi_debrief_stats_accept_code; } void multi_debrief_server_process() { int idx; int player_status,other_status; Multi_debrief_server_framecount++; // if we're > 10 seconds into the debrief and not everyone is here, try warping everyone out again if((Multi_debrief_time >= Multi_debrief_resend_time) && !multi_netplayer_state_check3(NETPLAYER_STATE_DEBRIEF, NETPLAYER_STATE_DEBRIEF_ACCEPT, NETPLAYER_STATE_DEBRIEF_REPLAY, 1)){ // find all players who are not in the debrief state and hit them with the endgame packet for(idx=0; idx 4)){ multi_team_report(); Multi_debrief_reported_tvt = 1; } // if all other players are good to go, check the host if(other_status){ // if he is ready to continue if(Netgame.host->state == NETPLAYER_STATE_DEBRIEF_ACCEPT){ player_status = 1; } // if he wants to replay the mission else if(Netgame.host->state == NETPLAYER_STATE_DEBRIEF_REPLAY){ player_status = 2; } // if he is not ready else { player_status = 0; } } // if all players are _not_ good to go else { player_status = 0; } // if we're in the debriefing state in a campaign mode, process accordingly if(Netgame.campaign_mode == MP_CAMPAIGN){ multi_campaign_do_debrief(player_status); } // otherwise process as normal (looking for all players to be ready to go to the next mission else { if(player_status == 1){ multi_flush_mission_stuff(); // set the netgame state to be forming and continue Netgame.game_state = NETGAME_STATE_FORMING; send_netgame_update_packet(); // move to the proper state if(Game_mode & GM_STANDALONE_SERVER){ gameseq_post_event(GS_EVENT_STANDALONE_MAIN); } else { gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP); } multi_reset_timestamps(); } else if(player_status == 2){ multi_flush_mission_stuff(); // tell everyone to move into the pre-briefing sync state Netgame.game_state = NETGAME_STATE_MISSION_SYNC; send_netgame_update_packet(); // move back to the mission sync screen for the same mission again Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING; gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC); multi_reset_timestamps(); } } } // ------------------------------------------------------------------------------------------------------------- // // MULTIPLAYER PASSWORD POPUP // //XSTR:OFF // bitmaps defs static const char *Multi_pwd_bitmap_fname[GR_NUM_RESOLUTIONS] = { "Password", // GR_640 "2_Password" // GR_1024 }; static const char *Multi_pwd_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "Password-M", // GR_640 "2_Password-M" // GR_1024 }; //XSTR:ON // constants for coordinate lookup #define MPWD_X_COORD 0 #define MPWD_Y_COORD 1 #define MPWD_W_COORD 2 #define MPWD_H_COORD 3 // button defs #define MULTI_PWD_NUM_BUTTONS 2 #define MPWD_CANCEL 0 #define MPWD_COMMIT 1 // password area defs int Mpwd_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 134, 112, 367, 15 }, { // GR_1024 215, 190, 587, 24 } }; UI_WINDOW Multi_pwd_window; // the window object for the join screen UI_INPUTBOX Multi_pwd_passwd; // for Netgame.passwd int Multi_pwd_bitmap; // the background bitmap int Multi_passwd_background = -1; int Multi_passwd_done = -1; int Multi_passwd_running = 0; // password buttons ui_button_info Multi_pwd_buttons[GR_NUM_RESOLUTIONS][MULTI_PWD_NUM_BUTTONS] = { { // GR_640 ui_button_info("PWB_00", 411, 151, 405, 141, 0), ui_button_info("PWB_01", 460, 151, 465, 141, 1), }, { // GR_1024 ui_button_info("2_PWB_00", 659, 242, 649, 225, 0), ui_button_info("2_PWB_01", 737, 242, 736, 225, 1), }, }; // text #define MULTI_PWD_NUM_TEXT 3 UI_XSTR Multi_pwd_text[GR_NUM_RESOLUTIONS][MULTI_PWD_NUM_TEXT] = { { // GR_640 { "Cancel", 387, 400, 141, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[0][MPWD_CANCEL].button}, { "Commit", 1062, 455, 141, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[0][MPWD_COMMIT].button}, { "Enter Password", 1332, 149, 92, UI_XSTR_COLOR_GREEN, -1, NULL}, }, { // GR_1024 { "Cancel", 387, 649, 225, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[1][MPWD_CANCEL].button}, { "Commit", 1062, 736, 225, UI_XSTR_COLOR_GREEN, -1, &Multi_pwd_buttons[1][MPWD_COMMIT].button}, { "Enter Password", 1332, 239, 148, UI_XSTR_COLOR_GREEN, -1, NULL}, } }; // initialize all graphics, etc void multi_passwd_init() { int idx; // store the background as it currently is Multi_passwd_background = gr_save_screen(); // create the interface window Multi_pwd_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0); Multi_pwd_window.set_mask_bmap(Multi_pwd_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_pwd_bitmap = bm_load(Multi_pwd_bitmap_fname[gr_screen.res]); if(Multi_pwd_bitmap < 0){ // we failed to load the bitmap - this is very bad Int3(); } // create the interface buttons for(idx=0; idx= 0){ gr_free_screen(Multi_passwd_background); Multi_passwd_background = -1; } Multi_passwd_running = 0; } // process any button pressed void multi_passwd_process_buttons() { // if the accept button was pressed if(Multi_pwd_buttons[gr_screen.res][MPWD_COMMIT].button.pressed()){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_passwd_done = 1; } // if the cancel button was pressed if(Multi_pwd_buttons[gr_screen.res][MPWD_CANCEL].button.pressed()){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_passwd_done = 0; } } // run the passwd popup void multi_passwd_do(char *passwd) { int k; while(Multi_passwd_done == -1){ // set frametime and run background stuff game_set_frametime(-1); game_do_state_common(gameseq_get_state()); k = Multi_pwd_window.process(); // process any keypresses switch(k){ case KEY_ESC : // set this to indicate the user has cancelled for one reason or another Multi_passwd_done = 0; break; } // if the input box text has changed if(Multi_pwd_passwd.changed()){ strcpy(passwd,""); Multi_pwd_passwd.get_text(passwd, MAX_PASSWD_LEN+1); } // process any button pressed multi_passwd_process_buttons(); // draw the background, etc gr_reset_clip(); gr_clear(); if(Multi_passwd_background >= 0){ gr_restore_screen(Multi_passwd_background); } gr_set_bitmap(Multi_pwd_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); Multi_pwd_window.draw(); // flip the buffer gr_flip(); } } // bring up the password string popup, fill in passwd (return 1 if accept was pressed, 0 if cancel was pressed) int multi_passwd_popup(char *passwd) { // if the popup is already running for some reason, don't do anything if(Multi_passwd_running){ return 0; } // initialize all graphics multi_passwd_init(); // run the popup multi_passwd_do(passwd); // shut everything down multi_passwd_close(); return Multi_passwd_done; }