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https://github.com/scp-fs2open/fs2open.github.com.git
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565 lines
14 KiB
C++
565 lines
14 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi_pause.h"
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#include "missionui/chatbox.h"
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#include "io/key.h"
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#include "popup/popup.h"
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#include "gamesequence/gamesequence.h"
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#include "network/stand_gui.h"
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#include "gamesnd/gamesnd.h"
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#include "mission/missionmessage.h"
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#include "network/multiutil.h"
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#include "network/multiui.h"
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#include "network/multimsgs.h"
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#include "network/multi_endgame.h"
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#include "network/multi_pmsg.h"
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#include "playerman/player.h"
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#include "network/multi.h"
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#include "globalincs/alphacolors.h"
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#include "io/timer.h"
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#include "osapi/osapi.h"
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#include "sound/audiostr.h"
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// ----------------------------------------------------------------------------------
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// PAUSE DEFINES/VARS
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//
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// state of the game (paused or not) on _my_ machine. Obviously this is important for the server
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// call multi_pause_reset() to reinitialize
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int Multi_pause_status = 0;
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// who paused the game
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net_player *Multi_pause_pauser = NULL;
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// timestamp for eating keypresses for a while after
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float Multi_pause_eat = -1.0f;
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// pause ui screen stuff
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#define MULTI_PAUSED_NUM_BUTTONS 3
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// button defs
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#define MP_SCROLL_UP 0
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#define MP_SCROLL_DOWN 1
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#define MP_EXIT_MISSION 2
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const char *Multi_paused_bg_fname[GR_NUM_RESOLUTIONS] = {
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"MPPause",
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"2_MPPause"
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};
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const char *Multi_paused_bg_mask[GR_NUM_RESOLUTIONS] = {
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"MPPause-m",
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"2_MPPause-m"
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};
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// where to place the pauser's callsign
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int Mp_callsign_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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110, 132
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},
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{ // GR_1024
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171, 218
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}
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};
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ui_button_info Multi_paused_buttons[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
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{ // GR_640
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ui_button_info("PB00", 519, 212, -1, -1, 0),
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ui_button_info("PB01", 519, 252, -1, -1, 1),
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ui_button_info("PB02", 488, 321, -1, -1, 2),
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},
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{ // GR_1024
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ui_button_info("2_PB00", 831, 339, -1, -1, 0),
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ui_button_info("2_PB01", 831, 403, -1, -1, 1),
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ui_button_info("2_PB02", 781, 514, -1, -1, 2),
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}
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};
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// text
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#define MULTI_PAUSED_NUM_TEXT 3
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UI_XSTR Multi_paused_text[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
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{ // GR_640
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{ "Exit", 1059, 493, 297, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
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{ "Mission", 1063, 482, 306, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
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{ "Mission Paused", 1440, 107, 356, UI_XSTR_COLOR_PINK, -1, NULL },
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},
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{ // GR_1024
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{ "Exit", 1059, 787, 478, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
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{ "Mission", 1063, 778, 490, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
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{ "Mission Paused", 1440, 171, 567, UI_XSTR_COLOR_PINK, -1, NULL },
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}
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};
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UI_WINDOW Multi_paused_window;
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int Multi_paused_screen_id = -1; // backed up screen data
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int Multi_paused_background = -1; // pause background
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void multi_pause_check_buttons();
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void multi_pause_button_pressed(int n);
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// (server) evaluate a pause request from the given player (should call for himself as well)
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void multi_pause_server_eval_request(net_player *pl, int pause);
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// if this player can unpause
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int multi_pause_can_unpause(net_player *p);
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// render the callsign of the guy who paused
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void multi_pause_render_callsign();
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int Multi_paused = 0;
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// ----------------------------------------------------------------------------------
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// EXTERNAL FUNCTIONS/VARIABLES
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//
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extern void game_flush();
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extern void weapon_pause_sounds();
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extern void weapon_unpause_sounds();
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// ----------------------------------------------------------------------------------
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// PAUSE FUNCTIONS
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//
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// re-initializes the pause system. call before entering the mission to reset
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void multi_pause_reset()
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{
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// set the pause status to 0
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Multi_pause_status = 0;
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// null out the pause pointer
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Multi_pause_pauser = NULL;
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// eat keys timestamp
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Multi_pause_eat = -1.0f;
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}
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// (client) call when receiving a packet indicating we should pause
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void multi_pause_pause()
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{
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int idx;
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// if we're already paused, don't do anything
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if(Multi_pause_status){
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return;
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}
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// sanity check
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Assert(!Multi_pause_status);
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// mark the game as being paused
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Multi_pause_status = 1;
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// if we're not already in the pause state
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if(gameseq_get_state() != GS_STATE_MULTI_PAUSED){
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// jump into the paused state
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gameseq_post_event(GS_EVENT_MULTI_PAUSE);
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// mark the netgame state
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Netgame.game_state = NETGAME_STATE_PAUSED;
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}
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// if we're the server of the game, send a packet which will pause the clients in the game now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
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send_client_update_packet(&Net_players[idx]);
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}
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}
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}
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}
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// (client) call when receiving a packet indicating we should unpause
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void multi_pause_unpause()
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{
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int idx;
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// if we're already unpaused, don't do anything
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if(!Multi_pause_status){
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return;
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}
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// sanity check
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Assert(Multi_pause_status);
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// mark the game as being unpaused
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Multi_pause_status = 0;
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// pop us out of any necessary states (including the pause state !!)
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multi_handle_state_special();
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// mark the netgame state
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Netgame.game_state = NETGAME_STATE_IN_MISSION;
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// if we're the server of the game, send a packet which will unpause the clients in the game now
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// if we're the server of the game, send a packet which will pause the clients in the game now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
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send_client_update_packet(&Net_players[idx]);
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}
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}
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}
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}
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// send a request to pause or unpause a game (all players should use this function)
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void multi_pause_request(int pause)
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{
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// if i'm the server, run it through the eval function right now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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multi_pause_server_eval_request(Net_player,pause);
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}
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// otherwise, send a reliable request packet to the server
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else {
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send_multi_pause_packet(pause);
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}
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}
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// (server) evaluate a pause request from the given player (should call for himself as well)
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void multi_pause_server_eval_request(net_player *pl, int pause)
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{
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int cur_state;
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// if this is a pause request and we're already in the pause state, do nothing
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if(pause && Multi_pause_status){
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return;
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}
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// if this is an unpause request and we're already unpaused, do nothing
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if(!pause && !Multi_pause_status){
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return;
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}
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// get the current state (don't allow pausing from certain states
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cur_state = gameseq_get_state();
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if((cur_state == GS_STATE_DEBRIEF) || (cur_state == GS_STATE_MULTI_MISSION_SYNC) || (cur_state == GS_STATE_BRIEFING) ||
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(cur_state == GS_STATE_STANDALONE_POSTGAME) || (cur_state == GS_STATE_MULTI_STD_WAIT) || (cur_state == GS_STATE_WEAPON_SELECT) ||
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(cur_state == GS_STATE_TEAM_SELECT) || (cur_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
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return;
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}
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// if this is a pause request
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if(pause){
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// record who the pauser is
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Multi_pause_pauser = pl;
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// pause the game
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multi_pause_pause();
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}
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// if this is an unpause request
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else {
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// if this guy is allowed to unpause the game, do so
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if(multi_pause_can_unpause(pl)){
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// unmark the "pauser"
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Multi_pause_pauser = NULL;
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// unpause the game
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multi_pause_unpause();
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}
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}
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}
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// if this player can unpause
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int multi_pause_can_unpause(net_player *p)
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{
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if(!(p->flags & NETINFO_FLAG_GAME_HOST) && (p != Multi_pause_pauser)){
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return 0;
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}
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return 1;
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}
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// if we still want to eat keys
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int multi_pause_eat_keys()
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{
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// if the eat timestamp is negative, don't eat keys
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if(Multi_pause_eat < 0.0f){
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return 0;
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}
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// if less than 1 second has passed, continue eating keys
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if((f2fl(timer_get_fixed_seconds()) - Multi_pause_eat) < 1.0f){
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nprintf(("Network","PAUSE EATING KEYS\n"));
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control_config_clear_used_status();
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key_flush();
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return 1;
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}
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// otherwise, disable the timestamp
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Multi_pause_eat = -1.0f;
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return 0;
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}
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// ----------------------------------------------------------------------------------
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// PAUSE UI FUNCTIONS
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//
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void multi_pause_init(bool API_Access)
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{
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int i;
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// if we're already paused. do nothing
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if ( Multi_paused ) {
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return;
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}
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Assert( Game_mode & GM_MULTIPLAYER );
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if ( !(Game_mode & GM_MULTIPLAYER) )
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return;
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// pause all beam weapon sounds
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weapon_pause_sounds();
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// standalone shouldn't be doing any freespace interface stuff
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if (Game_mode & GM_STANDALONE_SERVER) {
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std_debug_set_standalone_state_string("Multi paused do");
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}
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// everyone else should be doing UI stuff
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else {
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// pause all game music
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audiostream_pause_all();
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// pause all voices
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message_pause_all();
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// switch off the text messaging system if it is active
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multi_msg_text_flush();
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if ( Multi_paused_screen_id == -1 )
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Multi_paused_screen_id = gr_save_screen();
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if (!API_Access) {
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// create ui window
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Multi_paused_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
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Multi_paused_window.set_mask_bmap(Multi_paused_bg_mask[gr_screen.res]);
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Multi_paused_background = bm_load(Multi_paused_bg_fname[gr_screen.res]);
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for (i = 0; i < MULTI_PAUSED_NUM_BUTTONS; i++) {
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// create the button
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Multi_paused_buttons[gr_screen.res][i].button.create(&Multi_paused_window,
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"",
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Multi_paused_buttons[gr_screen.res][i].x,
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Multi_paused_buttons[gr_screen.res][i].y,
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1,
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1,
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0,
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1);
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// set the highlight action
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Multi_paused_buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);
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// set the ani
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Multi_paused_buttons[gr_screen.res][i].button.set_bmaps(
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Multi_paused_buttons[gr_screen.res][i].filename);
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// set the hotspot
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Multi_paused_buttons[gr_screen.res][i].button.link_hotspot(
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Multi_paused_buttons[gr_screen.res][i].hotspot);
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}
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// add text
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for (i = 0; i < MULTI_PAUSED_NUM_TEXT; i++) {
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Multi_paused_window.add_XSTR(&Multi_paused_text[gr_screen.res][i]);
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}
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// close any instances of a chatbox
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chatbox_close();
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// intialize our custom chatbox
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chatbox_create(CHATBOX_FLAG_MULTI_PAUSED);
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}
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}
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Multi_paused = 1;
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// reset timestamps
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multi_reset_timestamps();
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}
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void multi_pause_do(bool API_Access)
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{
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int k;
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// make sure we don't enter this state unless we're in the mission itself
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Netgame.game_state = NETGAME_STATE_PAUSED;
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// server of the game should periodically be sending pause packets for good measure
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if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
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}
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if (!(Game_mode & GM_STANDALONE_SERVER)) {
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// restore saved screen data if any
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if (Multi_paused_screen_id >= 0) {
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gr_restore_screen(Multi_paused_screen_id);
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}
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if (!API_Access) {
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// set the background image
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if (Multi_paused_background >= 0) {
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gr_set_bitmap(Multi_paused_background);
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gr_bitmap(0, 0, GR_RESIZE_MENU);
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}
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}
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// if we're inside of popup code right now, don't process the window
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if(!popup_active()){
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// process chatbox and window stuff
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k = chatbox_process();
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if (!API_Access) {
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k = Multi_paused_window.process(k);
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}
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switch (k) {
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case KEY_ESC:
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case KEY_PAUSE:
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multi_pause_request(0);
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break;
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}
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}
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if (!API_Access) {
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// check for any button presses
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multi_pause_check_buttons();
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// render the callsign of the guy who paused
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multi_pause_render_callsign();
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// render the chatbox
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chatbox_render();
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// draw tooltips
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// Multi_paused_window.draw_tooltip();
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Multi_paused_window.draw();
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// display the voice status indicator
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multi_common_voice_display_status();
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// don't flip screen if we are in the popup code right now
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if (!popup_active()) {
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gr_flip();
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}
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}
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}
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// standalone pretty much does nothing here
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else {
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//API does it's own sleep, so avoid this here to avoid UI stallouts
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if (!API_Access) {
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os_sleep(1);
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}
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}
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}
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void multi_pause_close(int end_mission, bool API_Access)
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{
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if ( !Multi_paused )
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return;
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// set the standalonest
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if (Game_mode & GM_STANDALONE_SERVER) {
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std_debug_set_standalone_state_string("Game play");
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} else {
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// free the screen up
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if ( end_mission && (Multi_paused_screen_id >= 0) ) {
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gr_free_screen(Multi_paused_screen_id);
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Multi_paused_screen_id = -1;
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}
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if (Multi_paused_background >= 0) {
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bm_release(Multi_paused_background);
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Multi_paused_background = -1;
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}
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if (!API_Access) {
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Multi_paused_window.destroy();
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}
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game_flush();
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// unpause all the music
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audiostream_unpause_all();
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}
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// unpause beam weapon sounds
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weapon_unpause_sounds();
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// unpause voices
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message_resume_all();
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// eat keys timestamp
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Multi_pause_eat = f2fl(timer_get_fixed_seconds());
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// reset timestamps
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multi_reset_timestamps();
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// clear out control config and keypress info
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control_config_clear_used_status();
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key_flush();
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Multi_paused = 0;
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}
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void multi_pause_check_buttons()
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{
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int idx;
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// process any pause buttons which may have been pressed
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for (idx=0; idx<MULTI_PAUSED_NUM_BUTTONS; idx++){
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if (Multi_paused_buttons[gr_screen.res][idx].button.pressed()){
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multi_pause_button_pressed(idx);
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}
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}
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}
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void multi_pause_button_pressed(int n)
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{
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switch (n) {
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// the scroll up button
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case MP_SCROLL_UP :
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chatbox_scroll_up();
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break;
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// the scroll down button
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case MP_SCROLL_DOWN :
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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);
|
|
}
|
|
}
|