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C++

/*
* 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.
*
*/
#include "network/multi_pause.h"
#include "missionui/chatbox.h"
#include "io/key.h"
#include "popup/popup.h"
#include "gamesequence/gamesequence.h"
#include "network/stand_gui.h"
#include "gamesnd/gamesnd.h"
#include "mission/missionmessage.h"
#include "network/multiutil.h"
#include "network/multiui.h"
#include "network/multimsgs.h"
#include "network/multi_endgame.h"
#include "network/multi_pmsg.h"
#include "playerman/player.h"
#include "network/multi.h"
#include "globalincs/alphacolors.h"
#include "io/timer.h"
#include "osapi/osapi.h"
#include "sound/audiostr.h"
// ----------------------------------------------------------------------------------
// PAUSE DEFINES/VARS
//
// state of the game (paused or not) on _my_ machine. Obviously this is important for the server
// call multi_pause_reset() to reinitialize
int Multi_pause_status = 0;
// who paused the game
net_player *Multi_pause_pauser = NULL;
// timestamp for eating keypresses for a while after
float Multi_pause_eat = -1.0f;
// pause ui screen stuff
#define MULTI_PAUSED_NUM_BUTTONS 3
// button defs
#define MP_SCROLL_UP 0
#define MP_SCROLL_DOWN 1
#define MP_EXIT_MISSION 2
const char *Multi_paused_bg_fname[GR_NUM_RESOLUTIONS] = {
"MPPause",
"2_MPPause"
};
const char *Multi_paused_bg_mask[GR_NUM_RESOLUTIONS] = {
"MPPause-m",
"2_MPPause-m"
};
// where to place the pauser's callsign
int Mp_callsign_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
110, 132
},
{ // GR_1024
171, 218
}
};
ui_button_info Multi_paused_buttons[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
{ // GR_640
ui_button_info("PB00", 519, 212, -1, -1, 0),
ui_button_info("PB01", 519, 252, -1, -1, 1),
ui_button_info("PB02", 488, 321, -1, -1, 2),
},
{ // GR_1024
ui_button_info("2_PB00", 831, 339, -1, -1, 0),
ui_button_info("2_PB01", 831, 403, -1, -1, 1),
ui_button_info("2_PB02", 781, 514, -1, -1, 2),
}
};
// text
#define MULTI_PAUSED_NUM_TEXT 3
UI_XSTR Multi_paused_text[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
{ // GR_640
{ "Exit", 1059, 493, 297, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
{ "Mission", 1063, 482, 306, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
{ "Mission Paused", 1440, 107, 356, UI_XSTR_COLOR_PINK, -1, NULL },
},
{ // GR_1024
{ "Exit", 1059, 787, 478, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
{ "Mission", 1063, 778, 490, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
{ "Mission Paused", 1440, 171, 567, UI_XSTR_COLOR_PINK, -1, NULL },
}
};
UI_WINDOW Multi_paused_window;
int Multi_paused_screen_id = -1; // backed up screen data
int Multi_paused_background = -1; // pause background
void multi_pause_check_buttons();
void multi_pause_button_pressed(int n);
// (server) evaluate a pause request from the given player (should call for himself as well)
void multi_pause_server_eval_request(net_player *pl, int pause);
// if this player can unpause
int multi_pause_can_unpause(net_player *p);
// render the callsign of the guy who paused
void multi_pause_render_callsign();
int Multi_paused = 0;
// ----------------------------------------------------------------------------------
// EXTERNAL FUNCTIONS/VARIABLES
//
extern void game_flush();
extern void weapon_pause_sounds();
extern void weapon_unpause_sounds();
// ----------------------------------------------------------------------------------
// PAUSE FUNCTIONS
//
// re-initializes the pause system. call before entering the mission to reset
void multi_pause_reset()
{
// set the pause status to 0
Multi_pause_status = 0;
// null out the pause pointer
Multi_pause_pauser = NULL;
// eat keys timestamp
Multi_pause_eat = -1.0f;
}
// (client) call when receiving a packet indicating we should pause
void multi_pause_pause()
{
int idx;
// if we're already paused, don't do anything
if(Multi_pause_status){
return;
}
// sanity check
Assert(!Multi_pause_status);
// mark the game as being paused
Multi_pause_status = 1;
// if we're not already in the pause state
if(gameseq_get_state() != GS_STATE_MULTI_PAUSED){
// jump into the paused state
gameseq_post_event(GS_EVENT_MULTI_PAUSE);
// mark the netgame state
Netgame.game_state = NETGAME_STATE_PAUSED;
}
// if we're the server of the game, send a packet which will pause the clients in the game now
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
send_client_update_packet(&Net_players[idx]);
}
}
}
}
// (client) call when receiving a packet indicating we should unpause
void multi_pause_unpause()
{
int idx;
// if we're already unpaused, don't do anything
if(!Multi_pause_status){
return;
}
// sanity check
Assert(Multi_pause_status);
// mark the game as being unpaused
Multi_pause_status = 0;
// pop us out of any necessary states (including the pause state !!)
multi_handle_state_special();
// mark the netgame state
Netgame.game_state = NETGAME_STATE_IN_MISSION;
// if we're the server of the game, send a packet which will unpause the clients in the game now
// if we're the server of the game, send a packet which will pause the clients in the game now
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
send_client_update_packet(&Net_players[idx]);
}
}
}
}
// send a request to pause or unpause a game (all players should use this function)
void multi_pause_request(int pause)
{
// if i'm the server, run it through the eval function right now
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_pause_server_eval_request(Net_player,pause);
}
// otherwise, send a reliable request packet to the server
else {
send_multi_pause_packet(pause);
}
}
// (server) evaluate a pause request from the given player (should call for himself as well)
void multi_pause_server_eval_request(net_player *pl, int pause)
{
int cur_state;
// if this is a pause request and we're already in the pause state, do nothing
if(pause && Multi_pause_status){
return;
}
// if this is an unpause request and we're already unpaused, do nothing
if(!pause && !Multi_pause_status){
return;
}
// get the current state (don't allow pausing from certain states
cur_state = gameseq_get_state();
if((cur_state == GS_STATE_DEBRIEF) || (cur_state == GS_STATE_MULTI_MISSION_SYNC) || (cur_state == GS_STATE_BRIEFING) ||
(cur_state == GS_STATE_STANDALONE_POSTGAME) || (cur_state == GS_STATE_MULTI_STD_WAIT) || (cur_state == GS_STATE_WEAPON_SELECT) ||
(cur_state == GS_STATE_TEAM_SELECT) || (cur_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
return;
}
// if this is a pause request
if(pause){
// record who the pauser is
Multi_pause_pauser = pl;
// pause the game
multi_pause_pause();
}
// if this is an unpause request
else {
// if this guy is allowed to unpause the game, do so
if(multi_pause_can_unpause(pl)){
// unmark the "pauser"
Multi_pause_pauser = NULL;
// unpause the game
multi_pause_unpause();
}
}
}
// if this player can unpause
int multi_pause_can_unpause(net_player *p)
{
if(!(p->flags & NETINFO_FLAG_GAME_HOST) && (p != Multi_pause_pauser)){
return 0;
}
return 1;
}
// if we still want to eat keys
int multi_pause_eat_keys()
{
// if the eat timestamp is negative, don't eat keys
if(Multi_pause_eat < 0.0f){
return 0;
}
// if less than 1 second has passed, continue eating keys
if((f2fl(timer_get_fixed_seconds()) - Multi_pause_eat) < 1.0f){
nprintf(("Network","PAUSE EATING KEYS\n"));
control_config_clear_used_status();
key_flush();
return 1;
}
// otherwise, disable the timestamp
Multi_pause_eat = -1.0f;
return 0;
}
// ----------------------------------------------------------------------------------
// PAUSE UI FUNCTIONS
//
void multi_pause_init(bool API_Access)
{
int i;
// if we're already paused. do nothing
if ( Multi_paused ) {
return;
}
Assert( Game_mode & GM_MULTIPLAYER );
if ( !(Game_mode & GM_MULTIPLAYER) )
return;
// pause all beam weapon sounds
weapon_pause_sounds();
// standalone shouldn't be doing any freespace interface stuff
if (Game_mode & GM_STANDALONE_SERVER) {
std_debug_set_standalone_state_string("Multi paused do");
}
// everyone else should be doing UI stuff
else {
// pause all game music
audiostream_pause_all();
// pause all voices
message_pause_all();
// switch off the text messaging system if it is active
multi_msg_text_flush();
if ( Multi_paused_screen_id == -1 )
Multi_paused_screen_id = gr_save_screen();
if (!API_Access) {
// create ui window
Multi_paused_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Multi_paused_window.set_mask_bmap(Multi_paused_bg_mask[gr_screen.res]);
Multi_paused_background = bm_load(Multi_paused_bg_fname[gr_screen.res]);
for (i = 0; i < MULTI_PAUSED_NUM_BUTTONS; i++) {
// create the button
Multi_paused_buttons[gr_screen.res][i].button.create(&Multi_paused_window,
"",
Multi_paused_buttons[gr_screen.res][i].x,
Multi_paused_buttons[gr_screen.res][i].y,
1,
1,
0,
1);
// set the highlight action
Multi_paused_buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);
// set the ani
Multi_paused_buttons[gr_screen.res][i].button.set_bmaps(
Multi_paused_buttons[gr_screen.res][i].filename);
// set the hotspot
Multi_paused_buttons[gr_screen.res][i].button.link_hotspot(
Multi_paused_buttons[gr_screen.res][i].hotspot);
}
// add text
for (i = 0; i < MULTI_PAUSED_NUM_TEXT; i++) {
Multi_paused_window.add_XSTR(&Multi_paused_text[gr_screen.res][i]);
}
// close any instances of a chatbox
chatbox_close();
// intialize our custom chatbox
chatbox_create(CHATBOX_FLAG_MULTI_PAUSED);
}
}
Multi_paused = 1;
// reset timestamps
multi_reset_timestamps();
}
void multi_pause_do(bool API_Access)
{
int k;
// make sure we don't enter this state unless we're in the mission itself
Netgame.game_state = NETGAME_STATE_PAUSED;
// server of the game should periodically be sending pause packets for good measure
if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
}
if (!(Game_mode & GM_STANDALONE_SERVER)) {
// restore saved screen data if any
if (Multi_paused_screen_id >= 0) {
gr_restore_screen(Multi_paused_screen_id);
}
if (!API_Access) {
// set the background image
if (Multi_paused_background >= 0) {
gr_set_bitmap(Multi_paused_background);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
}
// if we're inside of popup code right now, don't process the window
if(!popup_active()){
// process chatbox and window stuff
k = chatbox_process();
if (!API_Access) {
k = Multi_paused_window.process(k);
}
switch (k) {
case KEY_ESC:
case KEY_PAUSE:
multi_pause_request(0);
break;
}
}
if (!API_Access) {
// check for any button presses
multi_pause_check_buttons();
// render the callsign of the guy who paused
multi_pause_render_callsign();
// render the chatbox
chatbox_render();
// draw tooltips
// Multi_paused_window.draw_tooltip();
Multi_paused_window.draw();
// display the voice status indicator
multi_common_voice_display_status();
// don't flip screen if we are in the popup code right now
if (!popup_active()) {
gr_flip();
}
}
}
// standalone pretty much does nothing here
else {
//API does it's own sleep, so avoid this here to avoid UI stallouts
if (!API_Access) {
os_sleep(1);
}
}
}
void multi_pause_close(int end_mission, bool API_Access)
{
if ( !Multi_paused )
return;
// set the standalonest
if (Game_mode & GM_STANDALONE_SERVER) {
std_debug_set_standalone_state_string("Game play");
} else {
// free the screen up
if ( end_mission && (Multi_paused_screen_id >= 0) ) {
gr_free_screen(Multi_paused_screen_id);
Multi_paused_screen_id = -1;
}
if (Multi_paused_background >= 0) {
bm_release(Multi_paused_background);
Multi_paused_background = -1;
}
if (!API_Access) {
Multi_paused_window.destroy();
}
game_flush();
// unpause all the music
audiostream_unpause_all();
}
// unpause beam weapon sounds
weapon_unpause_sounds();
// unpause voices
message_resume_all();
// eat keys timestamp
Multi_pause_eat = f2fl(timer_get_fixed_seconds());
// reset timestamps
multi_reset_timestamps();
// clear out control config and keypress info
control_config_clear_used_status();
key_flush();
Multi_paused = 0;
}
void multi_pause_check_buttons()
{
int idx;
// process any pause buttons which may have been pressed
for (idx=0; idx<MULTI_PAUSED_NUM_BUTTONS; idx++){
if (Multi_paused_buttons[gr_screen.res][idx].button.pressed()){
multi_pause_button_pressed(idx);
}
}
}
void multi_pause_button_pressed(int n)
{
switch (n) {
// the scroll up button
case MP_SCROLL_UP :
chatbox_scroll_up();
break;
// the scroll down button
case MP_SCROLL_DOWN :
chatbox_scroll_down();
break;
// the exit mission
case MP_EXIT_MISSION :
multi_quit_game(PROMPT_ALL);
break;
}
}
// render the callsign of the guy who paused
void multi_pause_render_callsign()
{
char pause_str[100];
// write out the callsign of the player who paused the game
if((Multi_pause_pauser != NULL) && (Multi_pause_pauser->m_player != NULL)){
memset(pause_str,0,100);
strcpy_s(pause_str,Multi_pause_pauser->m_player->callsign);
// blit it
gr_set_color_fast(&Color_bright);
gr_string(Mp_callsign_coords[gr_screen.res][0], Mp_callsign_coords[gr_screen.res][1], pause_str, GR_RESIZE_MENU);
}
}