Files
fs2open.github.com/code/network/stand_gui.h
T
2005-07-13 03:35:36 +00:00

345 lines
10 KiB
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.
*
*/
/*
* $Logfile: /Freespace2/code/Network/stand_gui.h $
* $Revision: 2.3 $
* $Date: 2005-07-13 03:35:34 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* 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 2002/07/22 01:22:26 penguin
* Linux port -- added NO_STANDALONE ifdefs
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 4 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 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
*
* 24 9/04/98 3:52p Dave
* Put in validated mission updating and application during stats
* updating.
*
* 23 6/10/98 2:56p Dave
* Substantial changes to reduce bandwidth and latency problems.
*
* 22 5/24/98 3:45a Dave
* Minor object update fixes. Justify channel information on PXO. Add a
* bunch of configuration stuff for the standalone.
*
* 21 5/22/98 9:35p Dave
* Put in channel based support for PXO. Put in "shutdown" button for
* standalone. UI tweaks for TvT
*
* 20 5/18/98 9:15p Dave
* Put in network config file support.
*
* 19 5/15/98 5:16p Dave
* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
* status for team vs. team. Put in asserts to check for invalid team vs.
* team situations.
*
* 18 5/09/98 7:16p Dave
* Put in CD checking. Put in standalone host password. Made pilot into
* popup scrollable.
*
* 17 5/08/98 5:05p Dave
* Go to the join game screen when quitting multiplayer. Fixed mission
* text chat bugs. Put mission type symbols on the create game list.
* Started updating standalone gui controls.
*
* 16 3/24/98 5:00p Dave
* Fixed several ui bugs. Put in pre and post voice stream playback sound
* fx. Put in error specific popups for clients getting dropped from games
* through actions other than their own.
*
* 15 1/31/98 4:32p Dave
* Put in new support for VMT player validation, game logging in, and game
* logging out. Need to finish stats transfer.
*
* 14 1/24/98 3:39p Dave
* Fixed numerous multiplayer bugs (last frame quit problem, weapon bank
* changing, deny packets). Add several controls to standalone server.
*
* 13 1/17/98 5:51p Dave
* Bug fixes for bugs generated by multiplayer testing.
*
* 12 1/13/98 5:37p Dave
* Reworked a lot of standalone interface code. Put in single and
* multiplayer popups for death sequence. Solidified multiplayer kick
* code.
*
* 11 1/11/98 10:03p Allender
* removed <winsock.h> from headers which included it. Made psnet_socket
* type which is defined just as SOCKET type is.
*
* 10 12/10/97 4:46p Dave
* Added in more detailed support for multiplayer packet lag/loss. Fixed
* some multiplayer stuff. Added some controls to the standalone.
*
* 9 12/03/97 11:59a Dave
* Dependant merge checkin
*
* 8 10/03/97 4:57p Dave
* Added functions for new text controls. Added some more reset controls.
* Put in checks for all-players-gone.
*
* 7 9/24/97 5:04p Dave
* Removed an unnecessary function prototype.
*
* 6 8/29/97 5:03p Dave
* Added a ton of new gui controls/features.
*
* 5 8/26/97 5:03p Dave
* Added bunch of informational controls. Standardized some functions for
* external use. Put in godview mode (conditionaled out though).
*
* 4 8/23/97 11:31a Dave
* Put in new gui calls. Added a bunch of display controls.
*
* 3 8/20/97 4:20p Dave
* Added standalone state text box.
*
* 2 8/11/97 4:52p Dave
* Spliced out standalone GUI stuff from OsApi and WinMain.cpp to its own
* module.
*
* 1 8/11/97 4:21p Dave
*
* $NoKeywords: $
*/
#ifndef _FREESPACE_STANDALONE_GUI_HEADER_FILE
#define _FREESPACE_STANDALONE_GUI_HEADER_FILE
// ----------------------------------------------------------------------------------------
// external variables
//
#ifndef NO_STANDALONE
struct net_player;
// ----------------------------------------------------------------------------------------
// generic dialog functions
//
// create the validate dialog
void std_create_gen_dialog(char *title);
// kill the validate dialog();
void std_destroy_gen_dialog();
// set the text in the filename of the validate dialog
// valid values for field_num == 0 .. 2
void std_gen_set_text(char *str, int field_num);
// is the validate dialog active
int std_gen_is_active();
// ----------------------------------------------------------------------------------------
// connection page/tab functions
//
// set the text box indicating how many players are connected, returning the determined count
int std_connect_set_connect_count();
// set the connect status (connected or not) of the game host
void std_connect_set_host_connect_status();
// add an ip string to the connect page listbox
void std_connect_add_ip_string(char *string);
// remove an ip string from the connect page listbox
void std_connect_remove_ip_string(char *string);
// set an ip string on the connect page listbox
void std_connect_set_ip_string(char *lookup,char *string);
// kick a player (the one currently selected in the listbox)
void std_connect_kick_player();
// update the ping for this particular player
void std_connect_update_ping(net_player *p);
// clear all the controls for this page
void std_connect_clear_controls();
// set the game name for the standalone. passing NULL uses the default
void std_connect_set_gamename(char *name);
// the user has changed the text in the server name text box. handle this
void std_connect_handle_name_change();
// the user has changed the text in the host password text box
void std_connect_handle_passwd_change();
// ----------------------------------------------------------------------------------------
// multiplayer page/tab functions
//
// set the mission time in seconds
void std_multi_set_standalone_missiontime(float mission_time);
// set the mission name
void std_multi_set_standalone_mission_name(char *mission_name);
// initialize the goal tree for this mission
void std_multi_setup_goal_tree();
// add all the goals from the current mission to the tree control
void std_multi_add_goals();
// update all the goals in the goal tree based upon the mission status
void std_multi_update_goals();
// set the framerate text box for this tab
void std_multi_set_framerate(float f);
// clear all the controls for this page
void std_multi_clear_controls();
// update the netgame information area controls with the current Netgame settings
void std_multi_update_netgame_info_controls();
// ---------------------------------------------------------------------------------------
// player info page/tab functions
//
// start displaying info for the passed player on this page
void std_pinfo_display_player_info(net_player *p);
// check to see if this player is the one being displayed, and if so, then update the display info
// return 1 if the player was updated
int std_pinfo_maybe_update_player_info(net_player *p);
// add a player to the list on the player info page
void std_pinfo_add_player_list_item(net_player *p);
// remove a player from the list on the player info page
void std_pinfo_remove_player_list_item(net_player *p);
// update the ping display for this player
void std_pinfo_update_ping(net_player *p);
// clear all the controls for this page
void std_pinfo_clear_controls();
// ---------------------------------------------------------------------------------------
// player god stuff page/tab functions
//
// add a player to the listbox on the godstuff page
void std_gs_add_player(net_player *p);
// remove a player from the listbox on the godstuff page
void std_gs_remove_player(net_player *p);
// send a message as if the standalone were a player
void std_gs_send_godstuff_message();
// set the framerate text box for this page
void std_gs_set_framerate(float f);
// clear all the controls for this page
void std_gs_clear_controls();
// ---------------------------------------------------------------------------------------
// debug page/tab functions
//
// set the text on the standalones state indicator box
void std_debug_set_standalone_state_string(char *str);
// clear all the controls for this page
void std_debug_clear_controls();
// ---------------------------------------------------------------------------------------
// general functions
//
// add a player and take care of updating all gui/data details
void std_add_player(net_player *p);
// remove a player and take care of updateing all gui/data details
int std_remove_player(net_player *p);
// set any relevant controls which display the framerate of the standalone
void std_set_standalone_fps(float fps);
// update any relveant controls which display the ping for the given player
void std_update_player_ping(net_player *p);
// reset all gui stuff for the standalone
void std_reset_standalone_gui();
// reset all networking/gui stuff (calls reset_standalone_gui) for the standalone
void std_multi_standalone_reset_all();
// close down the standalone
void std_deinit_standalone();
// initialize the standalone
void std_init_standalone();
// do any gui related issues on the standalone (like periodically updating player stats, etc...)
void std_do_gui_frame();
// notify the user that the standalone has failed to login to the tracker on startup
void std_tracker_notify_login_fail();
// attempt to log the standalone into the tracker
void std_tracker_login();
// reset all stand gui timestamps
void std_reset_timestamps();
// add a line of text chat to the standalone
void std_add_chat_text(char *text,int player_index,int add_id);
// if the standalone is host password protected
int std_is_host_passwd();
// change the default property sheet interface into something more useful
void std_mutate_sheet();
// if the given callsign is banned from the server
int std_player_is_banned(char *name);
// add a callsign to the ban list
void std_add_ban(char *name);
#endif // ifndef NO_STANDALONE
#endif