/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ // Network packet conversions // Based on macnet.c from MAC version of Descent 1 #ifdef NETWORK #include #include "inferno.h" #include "pstypes.h" #include "netpkt.h" #include "netdrv.h" //FIXME: Certain combinations of players having and not having the editor will cause the segment checksum code to fail. #ifdef WORDS_BIGENDIAN #include "byteswap.h" #include "segment.h" #include "gameseg.h" // routine to calculate the checksum of the segments. We add these specialized routines // since the current way is byte order dependent. void mac_do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2) { while(len--) { *s1 += *b++; if (*s1 >= 255) *s1 -= 255; *s2 += *s1; } } ushort mac_calc_segment_checksum() { int i, j, k; unsigned int sum1,sum2; short s; int t; sum1 = sum2 = 0; for (i = 0; i < Highest_segment_index + 1; i++) { for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { mac_do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2); mac_do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].wall_num); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].tmap_num); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); s = INTEL_SHORT(Segments[i].sides[j].tmap_num2); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); for (k = 0; k < 4; k++) { t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].v)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].l)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } for (k = 0; k < 2; k++) { t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].normals[k].y)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].sides[j].normals[k].z)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); } } for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { s = INTEL_SHORT(Segments[i].children[j]); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); } for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) { s = INTEL_SHORT(Segments[i].verts[j]); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); } s = INTEL_SHORT(Segments[i].objects); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); mac_do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2); mac_do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2); s = INTEL_SHORT(Segments[i].value); mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); t = INTEL_INT(((int)Segments[i].static_light)); mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); #ifndef EDITOR s = INTEL_SHORT(Segments[i].pad); // necessary? If this isn't set to 0 it won't work Intel-Intel anyway. mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); #endif } sum2 %= 255; return ((sum1<<8)+ sum2); } // this routine totally and completely relies on the fact that the network // checksum must be calculated on the segments!!!!! ushort netmisc_calc_checksum(void * vptr, int len) { vptr = vptr; len = len; return mac_calc_segment_checksum(); } #endif // following are routine for macintosh only that will swap the elements of // structures send through the networking code. The structures and // this code must be kept in total sync #include "multi.h" #ifdef NETWORK #include "network.h" #endif #include "object.h" #include "powerup.h" #include "error.h" ubyte out_buffer[MAX_DATA_SIZE]; // used for tmp netgame packets as well as sending object data void put_netplayer_info(ubyte *data, netplayer_info *player, int d1x) { memcpy(data, player->callsign, CALLSIGN_LEN); data += CALLSIGN_LEN; if (!d1x) *(data++) = 0; memcpy(data, player->server, 4); data += 4; memcpy(data, player->node, 6); data += 6; PUT_INTEL_SHORT(data, player->socket); data += 2; *data = player->connected; data++; if (d1x) { *data = player->sub_protocol; data++; } } void get_netplayer_info(ubyte *data, netplayer_info *info, int d1x) { int loc = 0; memcpy(info->callsign, &(data[loc]), CALLSIGN_LEN); loc += CALLSIGN_LEN; info->callsign[CALLSIGN_LEN] = 0; if (!d1x) loc++; memcpy(&(info->server), &(data[loc]), 4); loc += 4; memcpy(&(info->node), &(data[loc]), 6); loc += 6; memcpy(&(info->socket), &(data[loc]), 2); loc += 2; //MWA don't think we need to swap this because we need it in high order info->socket = INTEL_SHORT(info->socket); info->connected = data[loc]; loc++; //edited 03/04/99 Matt Mueller - sub_protocol was being set wrong in non-d1x games.. I still think its screwed somewhere else too though if (d1x){ info->sub_protocol = data[loc]; loc++; }else info->sub_protocol = 0; //end edit -MM } void send_sequence_packet(sequence_packet seq, ubyte *server, ubyte *node, ubyte *net_address) { int loc; loc = 0; memset(out_buffer, 0, sizeof(out_buffer)); out_buffer[0] = seq.type; loc++; put_netplayer_info(&(out_buffer[loc]), &seq.player, 0); loc += sizeof(netplayer_info); out_buffer[loc] = MULTI_PROTO_D1X_MINOR; loc++; if (net_address != NULL) NetDrvSendPacketData( out_buffer, loc, server, node, net_address); else if ((server == NULL) && (node == NULL)) NetDrvSendBroadcastPacketData( out_buffer, loc ); else NetDrvSendInternetworkPacketData( out_buffer, loc, server, node); } void receive_sequence_packet(ubyte *data, sequence_packet *seq) { int loc = 0; seq->type = data[0]; loc++; get_netplayer_info(&(data[loc]), &(seq->player), 0); } void send_netgame_packet(ubyte *server, ubyte *node) { int i, j; int loc = 0; if (Netgame.protocol_version == MULTI_PROTO_D1X_VER) { send_d1x_netgame_packet(server, node); return; } memset(out_buffer, 0, MAX_DATA_SIZE); out_buffer[loc] = Netgame.type; loc++; memcpy(&(out_buffer[loc]), Netgame.game_name, NETGAME_NAME_LEN+1); loc += (NETGAME_NAME_LEN+1); memcpy(&(out_buffer[loc]), Netgame.team_name, 2*(CALLSIGN_LEN+1)); loc += 2*(CALLSIGN_LEN+1); out_buffer[loc] = Netgame.gamemode; loc++; out_buffer[loc] = Netgame.difficulty; loc++; out_buffer[loc] = Netgame.game_status; loc++; out_buffer[loc] = Netgame.numplayers; loc++; out_buffer[loc] = Netgame.max_numplayers; loc++; out_buffer[loc] = Netgame.game_flags; loc++; for (i = 0; i < MAX_PLAYERS; i++) { put_netplayer_info(&(out_buffer[loc]), &Netgame.players[i], 0); loc += sizeof(netplayer_info); } if (Netgame.protocol_version == MULTI_PROTO_D1X_VER) { for (i = 0; i < MAX_PLAYERS; i++) { out_buffer[loc] = Netgame.locations[i]; loc++; } } else { for (i = 0; i < MAX_PLAYERS; i++) { PUT_INTEL_INT(out_buffer + loc, Netgame.locations[i]); loc += 4; // SWAP HERE!!! } } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { PUT_INTEL_SHORT(out_buffer + loc, Netgame.kills[i][j]); loc += 2; // SWAP HERE!!! } } PUT_INTEL_INT(out_buffer + loc, Netgame.levelnum); loc += 4; // SWAP_HERE out_buffer[loc] = Netgame.protocol_version; loc++; out_buffer[loc] = Netgame.team_vector; loc++; PUT_INTEL_SHORT(out_buffer + loc, Netgame.segments_checksum); loc += 2; // SWAP_HERE PUT_INTEL_SHORT(out_buffer + loc, Netgame.team_kills[0]); loc += 2; // SWAP_HERE PUT_INTEL_SHORT(out_buffer + loc, Netgame.team_kills[1]); loc += 2; // SWAP_HERE for (i = 0; i < MAX_PLAYERS; i++) { PUT_INTEL_SHORT(out_buffer + loc, Netgame.killed[i]); loc += 2; // SWAP HERE!!! } for (i = 0; i < MAX_PLAYERS; i++) { PUT_INTEL_SHORT(out_buffer + loc, Netgame.player_kills[i]); loc += 2; // SWAP HERE!!! } PUT_INTEL_INT(out_buffer + loc, Netgame.level_time); loc += 4; // SWAP_HERE PUT_INTEL_INT(out_buffer + loc, Netgame.control_invul_time); loc += 4; // SWAP_HERE PUT_INTEL_INT(out_buffer + loc, Netgame.monitor_vector); loc += 4; // SWAP_HERE for (i = 0; i < 8; i++) { PUT_INTEL_INT(out_buffer + loc, Netgame.player_score[i]); loc += 4; // SWAP_HERE } for (i = 0; i < 8; i++) { out_buffer[loc] = Netgame.player_flags[i]; loc++; } memcpy(&(out_buffer[loc]), Netgame.mission_name, 9); loc += 9; memcpy(&(out_buffer[loc]), Netgame.mission_title, MISSION_NAME_LEN+1); loc += (MISSION_NAME_LEN+1); if (Netgame.protocol_version == MULTI_PROTO_D1X_VER) { out_buffer[loc] = Netgame.packets_per_sec; loc++; PUT_INTEL_INT(out_buffer + loc, Netgame.flags); loc += 4; } if (server == NULL) NetDrvSendBroadcastPacketData(out_buffer, loc); else NetDrvSendInternetworkPacketData( out_buffer, loc, server, node ); } void receive_netgame_packet(ubyte *data, netgame_info *netgame, int d1x) { int i, j; int loc = 0; if (d1x) { receive_d1x_netgame_packet(data, netgame); return; } netgame->type = data[loc]; loc++; memcpy(netgame->game_name, &(data[loc]), NETGAME_NAME_LEN+1); loc += (NETGAME_NAME_LEN+1); memcpy(netgame->team_name, &(data[loc]), 2*(CALLSIGN_LEN+1)); loc += 2*(CALLSIGN_LEN+1); netgame->gamemode = data[loc]; loc++; netgame->difficulty = data[loc]; loc++; netgame->game_status = data[loc]; loc++; netgame->numplayers = data[loc]; loc++; netgame->max_numplayers = data[loc]; loc++; netgame->game_flags = data[loc]; loc++; for (i = 0; i < MAX_PLAYERS; i++) { get_netplayer_info(&(data[loc]), &(netgame->players[i]), 0); loc += NETPLAYER_ORIG_SIZE; } #if 0 if (d1x) { for (i = 0; i < MAX_PLAYERS; i++) { netgame->locations[i] = data[loc]; loc++; } } else #endif { for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&(netgame->locations[i]), &(data[loc]), 4); loc += 4; // SWAP HERE!!! netgame->locations[i] = INTEL_INT(netgame->locations[i]); } } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { memcpy(&(netgame->kills[i][j]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->kills[i][j] = INTEL_SHORT(netgame->kills[i][j]); } } memcpy(&(netgame->levelnum), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->levelnum = INTEL_INT(netgame->levelnum); netgame->protocol_version = data[loc]; loc++; netgame->team_vector = data[loc]; loc++; memcpy(&(netgame->segments_checksum), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->segments_checksum = INTEL_SHORT(netgame->segments_checksum); memcpy(&(netgame->team_kills[0]), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->team_kills[0] = INTEL_SHORT(netgame->team_kills[0]); memcpy(&(netgame->team_kills[1]), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->team_kills[1] = INTEL_SHORT(netgame->team_kills[1]); for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&(netgame->killed[i]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->killed[i] = INTEL_SHORT(netgame->killed[i]); } for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&(netgame->player_kills[i]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->player_kills[i] = INTEL_SHORT(netgame->player_kills[i]); } memcpy(&(netgame->level_time), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->level_time = INTEL_INT(netgame->level_time); memcpy(&(netgame->control_invul_time), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->control_invul_time = INTEL_INT(netgame->control_invul_time); memcpy(&(netgame->monitor_vector), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->monitor_vector = INTEL_INT(netgame->monitor_vector); for (i = 0; i < 8; i++) { memcpy(&(netgame->player_score[i]), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->player_score[i] = INTEL_INT(netgame->player_score[i]); } memcpy(netgame->player_flags, &(data[loc]), 8); loc += 8; #if 0 for (i = 0; i < 8; i++) { memcpy(&(netgame->player_flags[i]), &(data[loc]), 1); loc++; } #endif memcpy(netgame->mission_name, &(data[loc]), 9); loc += 9; memcpy(netgame->mission_title, &(data[loc]), MISSION_NAME_LEN+1); loc += (MISSION_NAME_LEN+1); #if 0 if (d1x && netgame->protocol_version == MULTI_PROTO_D1X_VER) { netgame->packets_per_sec = data[loc]; loc++; memcpy(&netgame->flags, &data[loc], 4); loc += 4; netgame->flags = INTEL_INT(netgame->flags); } #endif } void send_d1x_netgame_packet(ubyte *server, ubyte *node) { uint tmpi; ushort tmps; int i, j; int loc = 0; memset(out_buffer, 0, MAX_DATA_SIZE); out_buffer[loc] = Netgame.type; loc++; out_buffer[loc] = MULTI_PROTO_D1X_VER; loc++; out_buffer[loc] = Netgame.subprotocol; loc++; out_buffer[loc] = Netgame.required_subprotocol; loc++; memcpy(&(out_buffer[loc]), Netgame.game_name, NETGAME_NAME_LEN); loc += NETGAME_NAME_LEN; memcpy(&(out_buffer[loc]), Netgame.mission_name, 8); loc += 8; memcpy(&(out_buffer[loc]), Netgame.mission_title, MISSION_NAME_LEN); loc += MISSION_NAME_LEN; out_buffer[loc] = Netgame.levelnum; loc++; out_buffer[loc] = Netgame.gamemode; loc++; out_buffer[loc] = Netgame.difficulty; loc++; out_buffer[loc] = Netgame.game_status; loc++; out_buffer[loc] = Netgame.game_flags; loc++; out_buffer[loc] = Netgame.max_numplayers; loc++; out_buffer[loc] = Netgame.team_vector; loc++; if (Netgame.type == PID_D1X_GAME_LITE) { int master = -1; j = 0; for (i = 0; i < Netgame.numplayers; i++) if (Players[i].connected) { if (master == -1) master = i; j++; } out_buffer[loc] = j; loc++; /* numconnected */ if (master == -1) /* should not happen, but... */ master = Player_num; put_netplayer_info(&(out_buffer[loc]), &Netgame.players[master], 1); loc += NETPLAYER_D1X_SIZE; //added 4/18/99 Matt Mueller - send .flags as well, so 'I' can show them tmpi = INTEL_INT(Netgame.flags); memcpy(&out_buffer[loc], &tmpi, 4); loc += 4; //end addition -MM } else { out_buffer[loc] = Netgame.numplayers; loc++; out_buffer[loc] = NETPLAYER_D1X_SIZE; loc++; // sizeof netplayer struct for (i = 0; i < MAX_PLAYERS; i++) { put_netplayer_info(&(out_buffer[loc]), &Netgame.players[i], 1); loc += NETPLAYER_D1X_SIZE; } memcpy(&(out_buffer[loc]), Netgame.team_name[0], CALLSIGN_LEN); loc += CALLSIGN_LEN; memcpy(&(out_buffer[loc]), Netgame.team_name[1], CALLSIGN_LEN); loc += CALLSIGN_LEN; for (i = 0; i < MAX_PLAYERS; i++) { out_buffer[loc] = Netgame.locations[i]; loc++; } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { tmps = INTEL_SHORT(Netgame.kills[i][j]); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP HERE!!! } } tmps = INTEL_SHORT(Netgame.segments_checksum); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP_HERE tmps = INTEL_SHORT(Netgame.team_kills[0]); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP_HERE tmps = INTEL_SHORT(Netgame.team_kills[1]); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP_HERE for (i = 0; i < MAX_PLAYERS; i++) { tmps = INTEL_SHORT(Netgame.killed[i]); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP HERE!!! } for (i = 0; i < MAX_PLAYERS; i++) { tmps = INTEL_SHORT(Netgame.player_kills[i]); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; // SWAP HERE!!! } tmpi = INTEL_INT(Netgame.level_time); memcpy(&(out_buffer[loc]), &tmpi, 4); loc += 4; // SWAP_HERE tmpi = INTEL_INT(Netgame.control_invul_time); memcpy(&(out_buffer[loc]), &tmpi, 4); loc += 4; // SWAP_HERE tmpi = INTEL_INT(Netgame.monitor_vector); memcpy(&(out_buffer[loc]), &tmpi, 4); loc += 4; // SWAP_HERE for (i = 0; i < 8; i++) { tmpi = INTEL_INT(Netgame.player_score[i]); memcpy(&(out_buffer[loc]), &tmpi, 4); loc += 4; // SWAP_HERE } memcpy(&(out_buffer[loc]), Netgame.player_flags, MAX_PLAYERS); loc += MAX_PLAYERS; out_buffer[loc] = Netgame.packets_per_sec; loc++; tmpi = INTEL_INT(Netgame.flags); memcpy(&out_buffer[loc], &tmpi, 4); loc += 4; } if (server == NULL) NetDrvSendBroadcastPacketData(out_buffer, loc); else NetDrvSendInternetworkPacketData(out_buffer, loc, server, node); } void receive_d1x_netgame_packet(ubyte *data, netgame_info *netgame) { int i, j; int loc = 0; netgame->type = data[loc]; loc++; if (netgame->type == PID_D1X_GAME_LITE) { memset(netgame, 0, sizeof(netgame_info)); netgame->type = PID_D1X_GAME_LITE; } netgame->protocol_version = data[loc]; loc++; netgame->subprotocol = data[loc]; loc++; netgame->required_subprotocol = data[loc]; loc++; memcpy(netgame->game_name, &(data[loc]), NETGAME_NAME_LEN); loc += NETGAME_NAME_LEN; netgame->game_name[NETGAME_NAME_LEN] = 0; memcpy(netgame->mission_name, &(data[loc]), 8); loc += 8; netgame->mission_name[8] = 0; memcpy(netgame->mission_title, &(data[loc]), MISSION_NAME_LEN); loc += MISSION_NAME_LEN; netgame->mission_title[MISSION_NAME_LEN] = 0; netgame->levelnum = ((signed char *)data)[loc]; loc++; netgame->gamemode = data[loc]; loc++; netgame->difficulty = data[loc]; loc++; netgame->game_status = data[loc]; loc++; netgame->game_flags = data[loc]; loc++; netgame->max_numplayers = data[loc]; loc++; netgame->team_vector = data[loc]; loc++; if (netgame->type == PID_D1X_GAME_LITE) { j = netgame->numplayers = data[loc]; loc++; for (i = 0; i < j; i++) netgame->players[i].connected = 1; get_netplayer_info(&(data[loc]), &(netgame->players[0]), 1);loc += NETPLAYER_D1X_SIZE; //added 4/18/99 Matt Mueller - send .flags as well, so 'I' can show them if (netgame->subprotocol>=1){ memcpy(&netgame->flags, &data[loc], 4); loc += 4; netgame->flags = INTEL_INT(netgame->flags); } //end addition -MM } else { netgame->numplayers = data[loc]; loc++; j = data[loc]; loc++; // sizeof netplayer struct if (j > 29) { /* sanity: 304+29*8=536, just below IPX_MAX=542 */ netgame->protocol_version = 0; return; } for (i = 0; i < MAX_PLAYERS; i++) { get_netplayer_info(&(data[loc]), &(netgame->players[i]), 1); loc += j; } memcpy(netgame->team_name[0], &(data[loc]), CALLSIGN_LEN); loc += CALLSIGN_LEN; netgame->team_name[0][CALLSIGN_LEN] = 0; memcpy(netgame->team_name[1], &(data[loc]), CALLSIGN_LEN); loc += CALLSIGN_LEN; netgame->team_name[1][CALLSIGN_LEN] = 0; for (i = 0; i < MAX_PLAYERS; i++) { netgame->locations[i] = data[loc]; loc++; } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { memcpy(&(netgame->kills[i][j]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->kills[i][j] = INTEL_SHORT(netgame->kills[i][j]); } } memcpy(&(netgame->segments_checksum), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->segments_checksum = INTEL_SHORT(netgame->segments_checksum); memcpy(&(netgame->team_kills[0]), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->team_kills[0] = INTEL_SHORT(netgame->team_kills[0]); memcpy(&(netgame->team_kills[1]), &(data[loc]), 2); loc += 2; // SWAP_HERE netgame->team_kills[1] = INTEL_SHORT(netgame->team_kills[1]); for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&(netgame->killed[i]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->killed[i] = INTEL_SHORT(netgame->killed[i]); } for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&(netgame->player_kills[i]), &(data[loc]), 2); loc += 2; // SWAP HERE!!! netgame->player_kills[i] = INTEL_SHORT(netgame->player_kills[i]); } memcpy(&(netgame->level_time), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->level_time = INTEL_INT(netgame->level_time); memcpy(&(netgame->control_invul_time), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->control_invul_time = INTEL_INT(netgame->control_invul_time); memcpy(&(netgame->monitor_vector), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->monitor_vector = INTEL_INT(netgame->monitor_vector); for (i = 0; i < 8; i++) { memcpy(&(netgame->player_score[i]), &(data[loc]), 4); loc += 4; // SWAP_HERE netgame->player_score[i] = INTEL_INT(netgame->player_score[i]); } memcpy(netgame->player_flags, &(data[loc]), 8); loc += 8; netgame->packets_per_sec = data[loc]; loc++; memcpy(&netgame->flags, &data[loc], 4); loc += 4; netgame->flags = INTEL_INT(netgame->flags); } } void send_frameinfo_packet(ubyte *server, ubyte *node, ubyte *address, int short_packet) { int loc; ushort tmpus; object *pl_obj = &Objects[Players[Player_num].objnum]; loc = 0; memset(out_buffer, 0, MAX_DATA_SIZE); if (short_packet == 1) { loc = 0; out_buffer[loc] = PID_SHORTPDATA; loc++; out_buffer[loc] = Player_num; loc++; out_buffer[loc] = pl_obj->render_type; loc++; out_buffer[loc] = Current_level_num; loc++; create_shortpos((shortpos *)(out_buffer + loc), pl_obj,1); loc += 9+2*3+2+2*3; // go past shortpos structure PUT_INTEL_SHORT(out_buffer + loc, MySyncPack.data_size); loc += 2; memcpy(out_buffer + loc, MySyncPack.data, MySyncPack.data_size); loc += MySyncPack.data_size; } else if (short_packet == 2) { loc = 0; out_buffer[loc] = PID_PDATA_SHORT2; loc++; out_buffer[loc] = MySyncPack.numpackets & 255; loc++; create_shortpos((shortpos *)(out_buffer + loc), pl_obj,1); loc += 9+2*3+2+2*3; // go past shortpos structure tmpus = MySyncPack.data_size | (Player_num << 12) | (pl_obj->render_type << 15); PUT_INTEL_SHORT(out_buffer + loc, tmpus); loc += 2; out_buffer[loc] = Current_level_num; loc++; memcpy(out_buffer + loc, MySyncPack.data, MySyncPack.data_size); loc += MySyncPack.data_size; } else { out_buffer[0] = PID_PDATA; loc++; loc += 3; // skip three for pad byte PUT_INTEL_INT(&(out_buffer[loc]), MySyncPack.numpackets); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->pos.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->pos.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->pos.z); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.rvec.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.rvec.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.rvec.z); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.uvec.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.uvec.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.uvec.z); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.fvec.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.fvec.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->orient.fvec.z); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.velocity.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.velocity.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.velocity.z); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.rotvel.x); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.rotvel.y); loc += 4; PUT_INTEL_INT(&(out_buffer[loc]), (int)pl_obj->mtype.phys_info.rotvel.z); loc += 4; PUT_INTEL_SHORT(&(out_buffer[loc]), pl_obj->segnum); loc += 2; PUT_INTEL_SHORT(&(out_buffer[loc]), MySyncPack.data_size); loc += 2; out_buffer[loc] = Player_num; loc++; out_buffer[loc] = pl_obj->render_type; loc++; out_buffer[loc] = Current_level_num; loc++; memcpy(&(out_buffer[loc]), MySyncPack.data, MySyncPack.data_size); loc += MySyncPack.data_size; } #if 0 // adb: not possible (always array passed) if (address == NULL) NetDrvSendInternetworkPacketData( out_buffer, loc, server, node ); else #endif NetDrvSendPacketData( out_buffer, loc, server, node, address); } void receive_frameinfo_packet(ubyte *data, frame_info *info, int short_packet) { int loc; if (short_packet == 1) { loc = 0; info->type = data[loc]; loc++; info->playernum = data[loc]; loc++; info->obj_render_type = data[loc]; loc++; info->level_num = data[loc]; loc++; loc += 9+2*3+2+2*3; // skip shortpos structure info->data_size = GET_INTEL_SHORT(data + loc); loc+=2; memcpy(info->data, &(data[loc]), info->data_size); } else if (short_packet == 2) { ushort tmpus; loc = 0; info->type = data[loc]; loc++; info->numpackets = data[loc]; loc++; loc += 9+2*3+2+2*3; // skip shortpos structure tmpus = GET_INTEL_SHORT(data + loc); loc+=2; info->data_size = tmpus & 0xfff; info->playernum = (tmpus >> 12) & 7; info->obj_render_type = tmpus >> 15; info->numpackets |= Players[info->playernum].n_packets_got & (~255); if (info->numpackets - Players[info->playernum].n_packets_got > 224) info->numpackets -= 256; else if (Players[info->playernum].n_packets_got - info->numpackets > 128) info->numpackets += 256; info->level_num = data[loc]; loc++; memcpy(info->data, &(data[loc]), info->data_size); } else { loc = 0; info->type = data[loc]; loc++; loc += 3; // skip three for pad byte info->numpackets = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_pos.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_pos.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_pos.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.rvec.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.rvec.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.rvec.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.uvec.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.uvec.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.uvec.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.fvec.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.fvec.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_orient.fvec.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_velocity.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_velocity.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_velocity.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_rotvel.x = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_rotvel.y = GET_INTEL_INT(&(data[loc])); loc += 4; info->phys_rotvel.z = GET_INTEL_INT(&(data[loc])); loc += 4; info->obj_segnum = GET_INTEL_SHORT(&(data[loc])); loc += 2; info->data_size = GET_INTEL_SHORT(&(data[loc])); loc += 2; info->playernum = data[loc]; loc++; info->obj_render_type = data[loc]; loc++; info->level_num = data[loc]; loc++; memcpy(info->data, &(data[loc]), info->data_size); } } void swap_object(object *obj) { // swap the short and int entries for this object obj->signature = INTEL_INT(obj->signature); obj->next = INTEL_SHORT(obj->next); obj->prev = INTEL_SHORT(obj->prev); obj->segnum = INTEL_SHORT(obj->segnum); obj->attached_obj = INTEL_SHORT(obj->attached_obj); obj->pos.x = INTEL_INT(obj->pos.x); obj->pos.y = INTEL_INT(obj->pos.y); obj->pos.z = INTEL_INT(obj->pos.z); obj->orient.rvec.x = INTEL_INT(obj->orient.rvec.x); obj->orient.rvec.y = INTEL_INT(obj->orient.rvec.y); obj->orient.rvec.z = INTEL_INT(obj->orient.rvec.z); obj->orient.fvec.x = INTEL_INT(obj->orient.fvec.x); obj->orient.fvec.y = INTEL_INT(obj->orient.fvec.y); obj->orient.fvec.z = INTEL_INT(obj->orient.fvec.z); obj->orient.uvec.x = INTEL_INT(obj->orient.uvec.x); obj->orient.uvec.y = INTEL_INT(obj->orient.uvec.y); obj->orient.uvec.z = INTEL_INT(obj->orient.uvec.z); obj->size = INTEL_INT(obj->size); obj->shields = INTEL_INT(obj->shields); obj->last_pos.x = INTEL_INT(obj->last_pos.x); obj->last_pos.y = INTEL_INT(obj->last_pos.y); obj->last_pos.z = INTEL_INT(obj->last_pos.z); obj->lifeleft = INTEL_INT(obj->lifeleft); switch (obj->movement_type) { case MT_PHYSICS: obj->mtype.phys_info.velocity.x = INTEL_INT(obj->mtype.phys_info.velocity.x); obj->mtype.phys_info.velocity.y = INTEL_INT(obj->mtype.phys_info.velocity.y); obj->mtype.phys_info.velocity.z = INTEL_INT(obj->mtype.phys_info.velocity.z); obj->mtype.phys_info.thrust.x = INTEL_INT(obj->mtype.phys_info.thrust.x); obj->mtype.phys_info.thrust.y = INTEL_INT(obj->mtype.phys_info.thrust.y); obj->mtype.phys_info.thrust.z = INTEL_INT(obj->mtype.phys_info.thrust.z); obj->mtype.phys_info.mass = INTEL_INT(obj->mtype.phys_info.mass); obj->mtype.phys_info.drag = INTEL_INT(obj->mtype.phys_info.drag); obj->mtype.phys_info.brakes = INTEL_INT(obj->mtype.phys_info.brakes); obj->mtype.phys_info.rotvel.x = INTEL_INT(obj->mtype.phys_info.rotvel.x); obj->mtype.phys_info.rotvel.y = INTEL_INT(obj->mtype.phys_info.rotvel.y); obj->mtype.phys_info.rotvel.z = INTEL_INT(obj->mtype.phys_info.rotvel.z); obj->mtype.phys_info.rotthrust.x = INTEL_INT(obj->mtype.phys_info.rotthrust.x); obj->mtype.phys_info.rotthrust.y = INTEL_INT(obj->mtype.phys_info.rotthrust.y); obj->mtype.phys_info.rotthrust.z = INTEL_INT(obj->mtype.phys_info.rotthrust.z); obj->mtype.phys_info.turnroll = INTEL_INT(obj->mtype.phys_info.turnroll); obj->mtype.phys_info.flags = INTEL_SHORT(obj->mtype.phys_info.flags); break; case MT_SPINNING: obj->mtype.spin_rate.x = INTEL_INT(obj->mtype.spin_rate.x); obj->mtype.spin_rate.y = INTEL_INT(obj->mtype.spin_rate.y); obj->mtype.spin_rate.z = INTEL_INT(obj->mtype.spin_rate.z); break; } switch (obj->control_type) { case CT_WEAPON: obj->ctype.laser_info.parent_type = INTEL_SHORT(obj->ctype.laser_info.parent_type); obj->ctype.laser_info.parent_num = INTEL_SHORT(obj->ctype.laser_info.parent_num); obj->ctype.laser_info.parent_signature = INTEL_SHORT(obj->ctype.laser_info.parent_signature); obj->ctype.laser_info.creation_time = INTEL_INT(obj->ctype.laser_info.creation_time); obj->ctype.laser_info.last_hitobj = INTEL_INT(obj->ctype.laser_info.last_hitobj); obj->ctype.laser_info.multiplier = INTEL_INT(obj->ctype.laser_info.multiplier); break; case CT_EXPLOSION: obj->ctype.expl_info.spawn_time = INTEL_INT(obj->ctype.expl_info.spawn_time); obj->ctype.expl_info.delete_time = INTEL_INT(obj->ctype.expl_info.delete_time); obj->ctype.expl_info.delete_objnum = INTEL_SHORT(obj->ctype.expl_info.delete_objnum); obj->ctype.expl_info.attach_parent = INTEL_SHORT(obj->ctype.expl_info.attach_parent); obj->ctype.expl_info.prev_attach = INTEL_SHORT(obj->ctype.expl_info.prev_attach); obj->ctype.expl_info.next_attach = INTEL_SHORT(obj->ctype.expl_info.next_attach); break; case CT_AI: obj->ctype.ai_info.hide_segment = INTEL_SHORT(obj->ctype.ai_info.hide_segment); obj->ctype.ai_info.hide_index = INTEL_SHORT(obj->ctype.ai_info.hide_index); obj->ctype.ai_info.path_length = INTEL_SHORT(obj->ctype.ai_info.path_length); obj->ctype.ai_info.cur_path_index = INTEL_SHORT(obj->ctype.ai_info.cur_path_index); obj->ctype.ai_info.follow_path_start_seg = INTEL_SHORT(obj->ctype.ai_info.follow_path_start_seg); obj->ctype.ai_info.follow_path_end_seg = INTEL_SHORT(obj->ctype.ai_info.follow_path_end_seg); obj->ctype.ai_info.danger_laser_signature = INTEL_INT(obj->ctype.ai_info.danger_laser_signature); obj->ctype.ai_info.danger_laser_num = INTEL_SHORT(obj->ctype.ai_info.danger_laser_num); break; case CT_LIGHT: obj->ctype.light_info.intensity = INTEL_INT(obj->ctype.light_info.intensity); break; case CT_POWERUP: obj->ctype.powerup_info.count = INTEL_INT(obj->ctype.powerup_info.count); if (obj->id == POW_VULCAN_WEAPON) obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; break; } switch (obj->render_type) { case RT_MORPH: case RT_POLYOBJ: { int i; obj->rtype.pobj_info.model_num = INTEL_INT(obj->rtype.pobj_info.model_num); for (i=0;irtype.pobj_info.anim_angles[i].p = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].p); obj->rtype.pobj_info.anim_angles[i].b = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].b); obj->rtype.pobj_info.anim_angles[i].h = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].h); } obj->rtype.pobj_info.subobj_flags = INTEL_INT(obj->rtype.pobj_info.subobj_flags); obj->rtype.pobj_info.tmap_override = INTEL_INT(obj->rtype.pobj_info.tmap_override); obj->rtype.pobj_info.alt_textures = INTEL_INT(obj->rtype.pobj_info.alt_textures); break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj->rtype.vclip_info.vclip_num = INTEL_INT(obj->rtype.vclip_info.vclip_num); obj->rtype.vclip_info.frametime = INTEL_INT(obj->rtype.vclip_info.frametime); break; case RT_LASER: break; } // END OF SWAPPING OBJECT STRUCTURE } #ifndef WORDS_BIGENDIAN // Calculates the checksum of a block of memory. ushort netmisc_calc_checksum(void * vptr, int len) { ubyte *ptr = (ubyte *)vptr; unsigned int sum1,sum2; sum1 = sum2 = 0; while(len--) { sum1 += *ptr++; if (sum1 >= 255) sum1 -= 255; sum2 += sum1; } sum2 %= 255; return ((sum1<<8)+ sum2); } #endif /* WORDS_BIGENDIAN */ #endif //ifdef NETWORK