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fix screen save in multi pause mode address some bmpman issues from interface graphics getting released and then still used by something else
676 lines
18 KiB
C++
676 lines
18 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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/*
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* $Logfile: /Freespace2/code/Network/multi_pause.cpp $
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* $Revision: 2.10 $
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* $Date: 2006-03-26 08:23:06 $
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* $Author: taylor $
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.9 2005/10/10 17:21:07 taylor
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* remove NO_NETWORK
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*
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* Revision 2.8 2005/07/13 03:35:32 Goober5000
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* remove PreProcDefine #includes in FS2
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* --Goober5000
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*
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* Revision 2.7 2005/03/02 21:18:19 taylor
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* better support for Inferno builds (in PreProcDefines.h now, no networking support)
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* make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX
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* revert a timeout in Client.h back to the original value before Linux merge
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*
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* Revision 2.6 2005/02/04 10:12:31 taylor
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* merge with Linux/OSX tree - p0204
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*
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* Revision 2.5 2004/07/26 20:47:42 Kazan
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* remove MCD complete
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*
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* Revision 2.4 2004/07/12 16:32:57 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.3 2004/03/05 09:02:02 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.2 2002/08/01 01:41:08 penguin
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* The big include file move
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*
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* Revision 2.1 2002/07/22 01:22:25 penguin
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* Linux port -- added NO_STANDALONE ifdefs
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*
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* Revision 2.0 2002/06/03 04:02:26 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:11 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 7 8/22/99 1:19p Dave
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* Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
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* which d3d cards are detected.
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*
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* 6 8/04/99 3:33p Jefff
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* fixed hi-res text
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*
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* 5 7/29/99 10:47p Dave
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* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
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*
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* 4 11/05/98 5:55p Dave
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* Big pass at reducing #includes
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*
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* 3 10/13/98 9:29a Dave
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* Started neatening up freespace.h. Many variables renamed and
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* reorganized. Added AlphaColors.[h,cpp]
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:50a Dave
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*
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* 15 9/17/98 3:08p Dave
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* PXO to non-pxo game warning popup. Player icon stuff in create and join
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* game screens. Upped server count refresh time in PXO to 35 secs (from
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* 20).
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*
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* 14 7/24/98 9:27a Dave
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* Tidied up endgame sequencing by removing several old flags and
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* standardizing _all_ endgame stuff with a single function call.
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*
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* 13 6/13/98 3:19p Hoffoss
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* NOX()ed out a bunch of strings that shouldn't be translated.
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*
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* 12 5/20/98 2:24a Dave
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* Fixed server side voice muting. Tweaked multi debrief/endgame
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* sequencing a bit. Much friendlier for stats tossing/accepting now.
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*
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* 11 5/19/98 8:35p Dave
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* Revamp PXO channel listing system. Send campaign goals/events to
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* clients for evaluation. Made lock button pressable on all screens.
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*
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* 10 5/10/98 7:06p Dave
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* Fix endgame sequencing ESC key. Changed how host options warning popups
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* are done. Fixed pause/message scrollback/options screen problems in mp.
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* Make sure observer HUD doesn't try to lock weapons.
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*
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* 9 5/08/98 5:05p Dave
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* Go to the join game screen when quitting multiplayer. Fixed mission
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* text chat bugs. Put mission type symbols on the create game list.
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* Started updating standalone gui controls.
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*
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* 8 5/07/98 6:26p Dave
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* Fix strange boundary conditions which arise when players die/respawn
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* while the game is being ended. Spiff up the chatbox doskey thing a bit.
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*
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* 7 5/04/98 10:39p Dave
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* Put in endgame sequencing. Need to check campaign situations.
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* Realigned ship info on team select screen.
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*
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* 6 5/03/98 7:04p Dave
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* Make team vs. team work mores smoothly with standalone. Change how host
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* interacts with standalone for picking missions. Put in a time limit for
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* ingame join ship select. Fix ingame join ship select screen for Vasudan
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* ship icons.
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*
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* 5 4/27/98 6:02p Dave
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* Modify how missile scoring works. Fixed a team select ui bug. Speed up
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* multi_lag system. Put in new main hall.
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*
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* 4 4/22/98 5:53p Dave
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* Large reworking of endgame sequencing. Updated multi host options
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* screen for new artwork. Put in checks for host or team captains leaving
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* midgame.
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*
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* 3 4/16/98 1:55p Dave
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* Removed unneeded Assert when processing chat packets. Fixed standalone
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* sequencing bugs. Laid groundwork for join screen server status
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* icons/text.
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*
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* 2 4/14/98 5:06p Dave
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* Don't load or send invalid pilot pics. Fixed chatbox graphic errors.
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* Made chatbox display team icons in a team vs. team game. Fixed up pause
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* and endgame sequencing issues.
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*
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* 1 4/14/98 12:18p Dave
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*
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*
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* $NoKeywords: $
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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 "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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// ----------------------------------------------------------------------------------
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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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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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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 beam_pause_sounds();
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extern void beam_unpause_sounds();
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extern void audiostream_pause_all();
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extern void audiostream_unpause_all();
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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()
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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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beam_pause_sounds();
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#ifndef NO_STANDALONE
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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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#endif
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{
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// pause all game music
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audiostream_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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// 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, "", Multi_paused_buttons[gr_screen.res][i].x, Multi_paused_buttons[gr_screen.res][i].y, 1, 1, 0, 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(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()
|
|
{
|
|
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);
|
|
}
|
|
|
|
// set the background image
|
|
if (Multi_paused_background >= 0) {
|
|
gr_set_bitmap(Multi_paused_background);
|
|
gr_bitmap(0, 0);
|
|
}
|
|
|
|
// 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();
|
|
k = Multi_paused_window.process(k);
|
|
|
|
switch (k) {
|
|
case KEY_ESC:
|
|
case KEY_PAUSE:
|
|
multi_pause_request(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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 {
|
|
Sleep(1);
|
|
}
|
|
}
|
|
|
|
void multi_pause_close(int end_mission)
|
|
{
|
|
if ( !Multi_paused )
|
|
return;
|
|
|
|
// set the standalonest
|
|
if (Game_mode & GM_STANDALONE_SERVER) {
|
|
#ifndef NO_STANDALONE
|
|
std_debug_set_standalone_state_string("Game play");
|
|
#endif
|
|
} 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;
|
|
}
|
|
|
|
Multi_paused_window.destroy();
|
|
game_flush();
|
|
|
|
// unpause all the music
|
|
audiostream_unpause_all();
|
|
}
|
|
|
|
// unpause all beam weapon sounds
|
|
beam_unpause_sounds();
|
|
|
|
// 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(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);
|
|
}
|
|
}
|