Files
fs2open.github.com/code/network/multi_pause.cpp
T
taylor 3f9ffbc393 better support for Inferno builds (in PreProcDefines.h now, no networking support)
make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX
revert a timeout in Client.h back to the original value before Linux merge
2005-03-02 21:18:20 +00:00

584 lines
16 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.cpp $
* $Revision: 2.7 $
* $Date: 2005-03-02 21:18:19 $
* $Author: taylor $
*
* $Log: not supported by cvs2svn $
* Revision 2.6 2005/02/04 10:12:31 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.5 2004/07/26 20:47:42 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/12 16:32:57 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:02:02 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.1 2002/07/22 01:22:25 penguin
* Linux port -- added NO_STANDALONE ifdefs
*
* 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
*
*
* 7 8/22/99 1:19p Dave
* Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
* which d3d cards are detected.
*
* 6 8/04/99 3:33p Jefff
* fixed hi-res text
*
* 5 7/29/99 10:47p Dave
* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 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
*
* 15 9/17/98 3:08p Dave
* PXO to non-pxo game warning popup. Player icon stuff in create and join
* game screens. Upped server count refresh time in PXO to 35 secs (from
* 20).
*
* 14 7/24/98 9:27a Dave
* Tidied up endgame sequencing by removing several old flags and
* standardizing _all_ endgame stuff with a single function call.
*
* 13 6/13/98 3:19p Hoffoss
* NOX()ed out a bunch of strings that shouldn't be translated.
*
* 12 5/20/98 2:24a Dave
* Fixed server side voice muting. Tweaked multi debrief/endgame
* sequencing a bit. Much friendlier for stats tossing/accepting now.
*
* 11 5/19/98 8:35p Dave
* Revamp PXO channel listing system. Send campaign goals/events to
* clients for evaluation. Made lock button pressable on all screens.
*
* 10 5/10/98 7:06p Dave
* Fix endgame sequencing ESC key. Changed how host options warning popups
* are done. Fixed pause/message scrollback/options screen problems in mp.
* Make sure observer HUD doesn't try to lock weapons.
*
* 9 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.
*
* 8 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.
*
* 7 5/04/98 10:39p Dave
* Put in endgame sequencing. Need to check campaign situations.
* Realigned ship info on team select screen.
*
* 6 5/03/98 7:04p Dave
* Make team vs. team work mores smoothly with standalone. Change how host
* interacts with standalone for picking missions. Put in a time limit for
* ingame join ship select. Fix ingame join ship select screen for Vasudan
* ship icons.
*
* 5 4/27/98 6:02p Dave
* Modify how missile scoring works. Fixed a team select ui bug. Speed up
* multi_lag system. Put in new main hall.
*
* 4 4/22/98 5:53p Dave
* Large reworking of endgame sequencing. Updated multi host options
* screen for new artwork. Put in checks for host or team captains leaving
* midgame.
*
* 3 4/16/98 1:55p Dave
* Removed unneeded Assert when processing chat packets. Fixed standalone
* sequencing bugs. Laid groundwork for join screen server status
* icons/text.
*
* 2 4/14/98 5:06p Dave
* Don't load or send invalid pilot pics. Fixed chatbox graphic errors.
* Made chatbox display team icons in a team vs. team game. Fixed up pause
* and endgame sequencing issues.
*
* 1 4/14/98 12:18p Dave
*
*
* $NoKeywords: $
*/
#include "PreProcDefines.h"
#ifndef NO_NETWORK
#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 "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"
// ----------------------------------------------------------------------------------
// 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
// 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; // backed up screen data
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();
// ----------------------------------------------------------------------------------
// 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(UI_WINDOW *Ui_window)
{
int i;
#ifndef NO_STANDALONE
// 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
#endif
{
// switch off the text messaging system if it is active
multi_msg_text_flush();
// assign the local reference to the ui window
Multi_paused_window = Ui_window;
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();
// intiialize our custom chatbox
chatbox_create(CHATBOX_FLAG_MULTI_PAUSED);
}
// 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)) {
// 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();
}
// standalone pretty much does nothing here
else {
Sleep(1);
}
}
void multi_pause_close()
{
// 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
gr_free_screen(Multi_paused_screen_id);
}
// 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();
}
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);
}
}
#endif // !NO_NETWORK