Files
fs2open.github.com/code/network/multi_pause.h
T
taylor b39d880ed4 split pause_*() and multi_pause_*() functions into individual single and multi versions (why it was hacked up like that I'll never know)
fix screen save in multi pause mode
address some bmpman issues from interface graphics getting released and then still used by something else
2006-03-26 08:23:06 +00:00

107 lines
2.9 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/multi_pause.h $
* $Revision: 2.3 $
* $Date: 2006-03-26 08:23:06 $
* $Author: taylor $
*
* $Log: not supported by cvs2svn $
* Revision 2.2 2005/07/13 03:35:32 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.1 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 2.0 2002/06/03 04:02:26 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 3 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 2 5/07/98 6:26p Dave
* Fix strange boundary conditions which arise when players die/respawn
* while the game is being ended. Spiff up the chatbox doskey thing a bit.
*
* 1 4/14/98 12:18p Dave
*
*
* $NoKeywords: $
*/
#ifndef _MULTI_PAUSE_HEADER_FILE
#define _MULTI_PAUSE_HEADER_FILE
// ----------------------------------------------------------------------------------
// PAUSE DEFINES/VARS
//
class UI_WINDOW;
struct net_player;
// state of the game (paused or not) on _my_ machine. Obviously this is important for the server
// call multi_pause_reset() to reinitialize
extern int Multi_pause_status;
// who paused the game
extern net_player *Multi_pause_pauser;
// ----------------------------------------------------------------------------------
// PAUSE FUNCTIONS
//
// re-initializes the pause system. call before entering the mission to reset
void multi_pause_reset();
// send a request to pause or unpause a game (all players should use this function)
void multi_pause_request(int pause);
// (client) call when receiving a packet indicating we should pause
void multi_pause_pause();
// (client) call when receiving a packet indicating we should unpause
void multi_pause_unpause();
// (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 we still want to eat keys
int multi_pause_eat_keys();
// ----------------------------------------------------------------------------------
// PAUSE UI FUNCTIONS
//
// initialize multi pause screen
void multi_pause_init();
// do frame for the multi pause screen
void multi_pause_do();
// close the multi pause screen
void multi_pause_close(int end_mission);
#endif