/* * 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. * */ /* * $Logfile: /Freespace2/code/Network/MultiTeamSelect.h $ * $Revision: 2.5 $ * $Date: 2005-09-27 02:36:58 $ * $Author: Goober5000 $ * * Multiplayer Team Selection Code header * * $Log: not supported by cvs2svn $ * Revision 2.4 2005/07/13 03:35:33 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.3 2004/12/14 14:46:13 Goober5000 * allow different wing names than ABGDEZ * --Goober5000 * * Revision 2.2 2004/08/11 05:06:29 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.1 2004/03/05 09:02:02 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.0 2002/06/03 04:02:26 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:11 mharris * Initial checkin - converted filenames and includes to lower case * * * 3 11/05/98 5:55p Dave * Big pass at reducing #includes * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:50a Dave * * 22 5/19/98 8:35p Dave * Revamp PXO channel listing system. Send campaign goals/events to * clients for evaluation. Made lock button pressable on all screens. * * 21 5/18/98 12:41a Allender * fixed subsystem problems on clients (i.e. not reporting properly on * damage indicator). Fixed ingame join problem with respawns. minor * comm menu stuff * * 20 5/10/98 7:06p Dave * Fix endgame sequencing ESC key. Changed how host options warning popups * are done. Fixed pause/message scrollback/options screen problems in mp. * Make sure observer HUD doesn't try to lock weapons. * * 19 5/06/98 8:06p Dave * Made standalone reset properly under weird conditions. Tweak * optionsmulti screen. Upped MAX_WEAPONS to 350. Put in new launch * countdown anim. Minro ui fixes/tweaks. * * 18 4/22/98 7:24p Dave * Made sure the "player/ships" locked button for multiplayer appears on * all briefing screens. * * 17 4/20/98 4:56p Allender * allow AI ships to respawn as many times as there are respawns in the * mission. * * 16 4/01/98 11:19p Dave * Put in auto-loading of xferred pilot pic files. Grey out background * behind pinfo popup. Put a chatbox message in when players are kicked. * Moved mission title down in briefing. Other ui fixes. * * 15 3/26/98 6:01p Dave * Put in file checksumming routine in cfile. Made pilot pic xferring more * robust. Cut header size of voice data packets in half. Put in * restricted game host query system. * * 14 3/10/98 10:56a Dave * Put support for deleting ships from starting wings back in. * * 13 3/09/98 5:55p Dave * Fixed stats to take asteroid hits into account. Polished up UI stuff in * team select. Finished up pilot info popup. Tracked down and fixed * double click bug. * * 12 3/05/98 5:03p Dave * More work on team vs. team support for multiplayer. Need to fix bugs in * weapon select. * * 11 3/01/98 3:26p Dave * Fixed a few team select bugs. Put in multiplayer intertface sounds. * Corrected how ships are disabled/enabled in team select/weapon select * screens. * * 10 2/23/98 11:09p Dave * Finished up multiplayer campaign support. Seems bug-free. * * 9 2/19/98 6:26p Dave * Fixed a few file xfer bugs. Tweaked mp team select screen. Put in * initial support for player data uploading. * * 8 2/18/98 3:56p Dave * Several bugs fixed for mp team select screen. Put in standalone packet * routing for team select. * * 7 2/17/98 6:08p Dave * Tore out old multiplayer team select screen, installed new one. * * 6 10/16/97 4:58p Dave * Finsihed up server side respawning issues. Knocked off a bunch of * sequencing issues. * * 5 10/10/97 4:42p Dave * Fixed up server transfer bugs. * * 4 10/09/97 4:58p Lawrance * get short_callsign from player struct * * 3 10/03/97 4:58p Dave * Put in client-side mimicing of host team selection changes. Some more * stanalone hooks. * * 2 9/19/97 4:24p Allender * start of team selection screen. * * 1 9/18/97 11:45a Allender * */ #ifndef _MULTITEAMSELECT_H #define _MULTITEAMSELECT_H // ------------------------------------------------------------------------------------------------------ // TEAM SELECT DEFINES/VARS // #include "globalincs/pstypes.h" struct header; // should be initialize to 0 inside of multi_vars_init extern int Multi_ts_inited; #define MULTI_TS_MAX_TVT_TEAMS 2 // 2 teams max for now #define MULTI_TS_NUM_SHIP_SLOTS 12 // # of ship slots in non team vs. team mode // deleted ship objnums extern int Multi_ts_deleted_objnums[MULTI_TS_MAX_TVT_TEAMS * MULTI_TS_NUM_SHIP_SLOTS]; extern int Multi_ts_num_deleted; // ------------------------------------------------------------------------------------------------------ // TEAM SELECT FUNCTIONS // // initialize the team select screen (always call, even when switching between weapon select, etc) void multi_ts_init(); // initialize all critical internal data structures void multi_ts_common_init(); // do frame for team select void multi_ts_do(); // close the team select screen (always call, even when switching between weapon select, etc) void multi_ts_close(); // drop a carried icon void multi_ts_drop(int from_type,int from_index,int to_type,int to_index,int ship_class,int player_index = -1); // assign all players to appropriate default wings/slots void multi_ts_assign_players_all(); // is the given slot disabled for the specified player int multi_ts_disabled_slot(int slot_index,int player_index = -1); // is the given slot disabled for the specified player, _and_ it is his ship as well int multi_ts_disabled_high_slot(int slot_index,int player_index = -1); // delete ships which have been removed from the game, tidy things void multi_ts_create_wings(); // resynch all display/interface elements based upon all the ship/weapon pool values void multi_ts_sync_interface(); // do any necessary processing for players who have left the game void multi_ts_handle_player_drop(); // handle all details when the commit button is pressed (including possibly reporting errors/popups) void multi_ts_commit_pressed(); // get the team # of the given ship int multi_ts_get_team(char *ship_name); // function to get the team and slot of a particular ship void multi_ts_get_team_and_slot(char *ship_name,int *team_index,int *slot_index); // function to return the shipname of the ship belonging in slot N void multi_ts_get_shipname( char *ship_name, int team, int slot_index ); // blit the proper "locked" button - used for weapon select and briefing screens void multi_ts_blit_locked_button(); // the "lock" button has been pressed void multi_ts_lock_pressed(); // if i'm "locked" int multi_ts_is_locked(); // show a popup saying "only host and team captains can modify, etc, etc" void multi_ts_maybe_host_only_popup(); // ------------------------------------------------------------------------------------------------------ // TEAM SELECT PACKET HANDLERS // // send a player slot position update void send_pslot_update_packet(int team,int code,int sound = -1); // process a player slot position update void process_pslot_update_packet(ubyte *data, header *hinfo); // ------------------------------------------------------------------------------------------------------ // TEAM SELECT STUBBED FUNCTIONS // #endif