/* 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. */ /* * * Routines for managing IPX-protocol network play. * */ #ifdef NETWORK #include #include #include #include "strutil.h" #include "pstypes.h" #include "window.h" #include "args.h" #include "timer.h" #include "newmenu.h" #include "key.h" #include "gauges.h" #include "object.h" #include "error.h" #include "laser.h" #include "gamesave.h" #include "gamemine.h" #include "player.h" #include "gameseq.h" #include "fireball.h" #include "net_ipx.h" #include "game.h" #include "multi.h" #include "endlevel.h" #include "palette.h" #include "fuelcen.h" #include "menu.h" #include "sounds.h" #include "text.h" #include "kmatrix.h" #include "newdemo.h" #include "multibot.h" #include "wall.h" #include "bm.h" #include "effects.h" #include "physics.h" #include "vers_id.h" #include "gamefont.h" #include "playsave.h" #include "rbaudio.h" #include "byteswap.h" // Prototypes void net_ipx_send_rejoin_sync(int player_num); void net_ipx_update_netgame(void); void net_ipx_send_endlevel_sub(int player_num); void net_ipx_send_endlevel_packet(void); void net_ipx_read_endlevel_packet( ubyte *data ); void net_ipx_read_object_packet( ubyte *data ); void net_ipx_read_sync_packet( ubyte * sp ); void net_ipx_flush(); void net_ipx_listen(); void net_ipx_ping_all(fix time); void net_ipx_ping(ubyte flag, int pnum); void net_ipx_handle_ping_return(ubyte pnum); void net_ipx_process_pdata(char *data); void net_ipx_more_game_options(); void net_ipx_read_pdata_packet(IPX_frame_info *pd); int net_ipx_compare_players(netplayer_info *pl1, netplayer_info *pl2); void net_ipx_do_refuse_stuff(IPX_sequence_packet *their); int net_ipx_show_game_stats(int choice); // Variables netgame_info Active_ipx_games[IPX_MAX_NETGAMES]; int num_active_ipx_games = 0; int IPX_active=0; int num_active_ipx_changed = 0; IPX_sequence_packet IPX_sync_player; // Who is rejoining now? IPX_frame_info MySyncPack; ubyte MySyncPackInitialized = 0; // Set to 1 if the MySyncPack is zeroed. int IPX_Socket=0; int IPX_allow_socket_changes = 1; IPX_sequence_packet IPX_Seq; extern obj_position Player_init[MAX_PLAYERS]; extern ubyte SurfingNet; extern void game_disable_cheats(); int net_ipx_wait_for_snyc(); /* General IPX functions - START */ ubyte broadcast_addr[] = { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; ubyte null_addr[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; ubyte ipxdrv_installed=0; u_int32_t ipx_network = 0; ubyte MyAddress[10]; int ipx_packetnum = 0; /* Sequence number */ /* User defined routing stuff */ typedef struct user_address { ubyte network[4]; ubyte node[6]; ubyte address[6]; } user_address; socket_t socket_data; #define MAX_USERS 64 int Ipx_num_users = 0; user_address Ipx_users[MAX_USERS]; #define MAX_NETWORKS 64 int Ipx_num_networks = 0; uint Ipx_networks[MAX_NETWORKS]; int ipxdrv_general_packet_ready(int fd) { fd_set set; struct timeval tv; FD_ZERO(&set); FD_SET(fd, &set); tv.tv_sec = tv.tv_usec = 0; if (select(fd + 1, &set, NULL, NULL, &tv) > 0) return 1; else return 0; } struct net_driver *driver = NULL; ubyte * ipxdrv_get_my_server_address() { return (ubyte *)&ipx_network; } ubyte * ipxdrv_get_my_local_address() { return (ubyte *)(MyAddress + 4); } void ipxdrv_close() { if (ipxdrv_installed) { #ifdef _WIN32 WSACleanup(); #endif driver->close_socket(&socket_data); } ipxdrv_installed = 0; } //--------------------------------------------------------------- // Initializes all driver internals. // If socket_number==0, then opens next available socket. // Returns: 0 if successful. // -1 if socket already open. // -2 if socket table full. // -3 if driver not installed. // -4 if couldn't allocate low dos memory // -5 if error with getting internetwork address int ipxdrv_init( int socket_number ) { static int cleanup = 0; #ifdef _WIN32 WORD wVersionRequested; WSADATA wsaData; #endif if (!driver) return -1; #ifdef _WIN32 wVersionRequested = MAKEWORD(2, 0); if (WSAStartup( wVersionRequested, &wsaData)) { return -1; } #endif memset(MyAddress,0,10); if (GameArg.MplIpxNetwork) { unsigned long n = strtol(GameArg.MplIpxNetwork, NULL, 16); MyAddress[0] = n >> 24; MyAddress[1] = (n >> 16) & 255; MyAddress[2] = (n >> 8) & 255; MyAddress[3] = n & 255; con_printf(CON_DEBUG,"IPX: Using network %08x\n", (unsigned int)n); } if (driver->open_socket(&socket_data, socket_number)) { return -3; } memcpy(&ipx_network, MyAddress, 4); Ipx_num_networks = 0; memcpy( &Ipx_networks[Ipx_num_networks++], &ipx_network, 4 ); ipxdrv_installed = 1; if (!cleanup) atexit(ipxdrv_close); cleanup = 1; return 0; } int ipxdrv_set(int arg) { int ipxdrv_err; ipxdrv_close(); con_printf(CON_VERBOSE, "\n%s ", TXT_INITIALIZING_NETWORK); switch (arg) { #ifndef __APPLE__ case NETPROTO_IPX: driver = &ipxdrv_ipx; break; #endif #ifdef __LINUX__ case NETPROTO_KALINIX: driver = &ipxdrv_kali; break; #endif default: driver = NULL; break; } if ((ipxdrv_err=ipxdrv_init(IPX_DEFAULT_SOCKET))==0) { con_printf(CON_VERBOSE, "%s %d.\n", TXT_IPX_CHANNEL, IPX_DEFAULT_SOCKET ); IPX_active = 1; } else { switch (ipxdrv_err) { case 3: con_printf(CON_VERBOSE, "%s\n", TXT_NO_NETWORK); break; case -2: con_printf(CON_VERBOSE, "%s 0x%x.\n", TXT_SOCKET_ERROR, IPX_DEFAULT_SOCKET); break; case -4: con_printf(CON_VERBOSE, "%s\n", TXT_MEMORY_IPX ); break; default: con_printf(CON_VERBOSE, "%s %d", TXT_ERROR_IPX, ipxdrv_err ); break; } con_printf(CON_VERBOSE, "%s\n",TXT_NETWORK_DISABLED); IPX_active = 0; // Assume no network } return ipxdrv_installed?0:-1; } int ipxdrv_get_packet_data( ubyte * data ) { struct recv_data rd; char *buf; int size; if (driver->usepacketnum) buf=alloca(MAX_IPX_DATA); else buf=(char *)data; memset(rd.src_network,1,4); while (driver->packet_ready(&socket_data)) { if ((size = driver->receive_packet(&socket_data, buf, MAX_IPX_DATA, &rd)) > 4) { if (!memcmp(rd.src_network, MyAddress, 10)) { continue; /* don't get own pkts */ } if (driver->usepacketnum) { memcpy(data, buf + 4, size - 4); return size-4; } else { return size; } } } return 0; } void ipxdrv_send_packet_data( ubyte * data, int datasize, ubyte *network, ubyte *address, ubyte *immediate_address ) { IPXPacket_t ipx_header; if (!ipxdrv_installed) return; memcpy(ipx_header.Destination.Network, network, 4); memcpy(ipx_header.Destination.Node, immediate_address, 6); ipx_header.PacketType = 4; /* Packet Exchange */ if (driver->usepacketnum) { ubyte buf[MAX_IPX_DATA]; *(uint *)buf = ipx_packetnum++; memcpy(buf + 4, data, datasize); driver->send_packet(&socket_data, &ipx_header, buf, datasize + 4); } else driver->send_packet(&socket_data, &ipx_header, data, datasize);//we can save 4 bytes } void ipxdrv_get_local_target( ubyte * server, ubyte * node, ubyte * local_target ) { memcpy( local_target, node, 6 ); } void ipxdrv_send_broadcast_packet_data( ubyte * data, int datasize ) { int i, j; ubyte local_address[6]; if (!ipxdrv_installed) return; // Set to all networks besides mine for (i=0; iclose_socket(&socket_data); if (driver->open_socket(&socket_data, socket_number)) { return -3; } return 0; } // Return type of net_driver int ipxdrv_type(void) { return driver->type; } /* General IPX functions - END */ void net_ipx_send_sequence_packet(IPX_sequence_packet seq, ubyte *server, ubyte *node, ubyte *net_address) { short tmps; int loc; ubyte out_buffer[MAX_DATA_SIZE]; loc = 0; memset(out_buffer, 0, sizeof(out_buffer)); out_buffer[0] = seq.type; loc++; memcpy(&(out_buffer[loc]), seq.player.callsign, CALLSIGN_LEN+1); loc += CALLSIGN_LEN+1; memcpy(&(out_buffer[loc]), seq.player.protocol.ipx.server, 4); loc += 4; memcpy(&(out_buffer[loc]), seq.player.protocol.ipx.node, 6); loc += 6; tmps = INTEL_SHORT(seq.player.protocol.ipx.socket); memcpy(&(out_buffer[loc]), &tmps, 2); loc += 2; out_buffer[loc] = seq.player.connected; loc++; out_buffer[loc] = MULTI_PROTO_D1X_MINOR; loc++; if (net_address != NULL) ipxdrv_send_packet_data( out_buffer, loc, server, node, net_address); else if ((server == NULL) && (node == NULL)) ipxdrv_send_broadcast_packet_data( out_buffer, loc ); else ipxdrv_send_internetwork_packet_data( out_buffer, loc, server, node); } void net_ipx_receive_sequence_packet(ubyte *data, IPX_sequence_packet *seq) { int loc = 0; seq->type = data[0]; loc++; memcpy(seq->player.callsign, &(data[loc]), CALLSIGN_LEN+1); loc += CALLSIGN_LEN+1; memcpy(&(seq->player.protocol.ipx.server), &(data[loc]), 4); loc += 4; memcpy(&(seq->player.protocol.ipx.node), &(data[loc]), 6); loc += 6; memcpy(&(seq->player.protocol.ipx.socket), &(data[loc]), 2); loc += 2; seq->player.connected = data[loc]; loc++; } void send_netgame_packet(ubyte *server, ubyte *node) { IPX_netgame_info netpkt; int i, j; netpkt.type = Netgame.protocol.ipx.Game_pkt_type; memcpy(&netpkt.game_name, &Netgame.game_name, sizeof(char)*(NETGAME_NAME_LEN+1)); memcpy(&netpkt.team_name, &Netgame.team_name, 2*(CALLSIGN_LEN+1)); netpkt.gamemode = Netgame.gamemode; netpkt.difficulty = Netgame.difficulty; netpkt.game_status = Netgame.game_status; netpkt.numplayers = Netgame.numplayers; netpkt.max_numplayers = Netgame.max_numplayers; netpkt.game_flags = Netgame.game_flags; for (i = 0; i < MAX_PLAYERS; i++) { memcpy(&netpkt.players[i].callsign, &Netgame.players[i].callsign, CALLSIGN_LEN); memcpy(&netpkt.players[i].server, &Netgame.players[i].protocol.ipx.server, 4); memcpy(&netpkt.players[i].node, &Netgame.players[i].protocol.ipx.node, 6); netpkt.players[i].socket = Netgame.players[i].protocol.ipx.socket; netpkt.players[i].connected = Netgame.players[i].connected; } for (i = 0; i < MAX_PLAYERS; i++) netpkt.locations[i] = Netgame.locations[i]; for (i = 0; i < MAX_PLAYERS; i++) for (j = 0; j < MAX_PLAYERS; j++) netpkt.kills[i][j] = Netgame.kills[i][j]; netpkt.levelnum = Netgame.levelnum; netpkt.protocol_version = Netgame.protocol.ipx.protocol_version; netpkt.team_vector = Netgame.team_vector; netpkt.segments_checksum = Netgame.segments_checksum; netpkt.team_kills[0] = Netgame.team_kills[0]; netpkt.team_kills[1] = Netgame.team_kills[1]; for (i = 0; i < MAX_PLAYERS; i++) { netpkt.killed[i] = Netgame.killed[i]; netpkt.player_kills[i] = Netgame.player_kills[i]; } netpkt.level_time = Netgame.level_time; netpkt.control_invul_time = Netgame.control_invul_time; netpkt.monitor_vector = Netgame.monitor_vector; for (i = 0; i < MAX_PLAYERS; i++) { netpkt.player_score[i] = Netgame.player_score[i]; netpkt.player_flags[i] = Netgame.player_flags[i]; } memcpy(&netpkt.mission_name, &Netgame.mission_name, sizeof(char)*9); memcpy(&netpkt.mission_title, &Netgame.mission_title, sizeof(char)*(MISSION_NAME_LEN+1)); if (server == NULL && node == NULL) ipxdrv_send_broadcast_packet_data((ubyte *)&netpkt, sizeof(IPX_netgame_info)); else ipxdrv_send_internetwork_packet_data((ubyte *)&netpkt, sizeof(IPX_netgame_info), server, node); } void receive_netgame_packet(ubyte *data, netgame_info *netgame) { IPX_netgame_info netpkt; int i, j; memcpy(&netpkt, data, sizeof(IPX_netgame_info)); netgame->protocol.ipx.Game_pkt_type = netpkt.type; memcpy(netgame->game_name, &netpkt.game_name, sizeof(char)*(NETGAME_NAME_LEN+1)); memcpy(netgame->team_name, &netpkt.team_name, 2*(CALLSIGN_LEN+1)); netgame->gamemode = netpkt.gamemode; netgame->difficulty = netpkt.difficulty; netgame->game_status = netpkt.game_status; netgame->numplayers = netpkt.numplayers; netgame->max_numplayers = netpkt.max_numplayers; netgame->game_flags = netpkt.game_flags; for (i = 0; i < MAX_PLAYERS; i++) { memcpy(netgame->players[i].callsign, &netpkt.players[i].callsign, CALLSIGN_LEN); memcpy(netgame->players[i].protocol.ipx.server, &netpkt.players[i].server, 4); memcpy(netgame->players[i].protocol.ipx.node, &netpkt.players[i].node, 6); netgame->players[i].protocol.ipx.socket = netpkt.players[i].socket; netgame->players[i].connected = netpkt.players[i].connected; } for (i = 0; i < MAX_PLAYERS; i++) netgame->locations[i] = netpkt.locations[i]; for (i = 0; i < MAX_PLAYERS; i++) for (j = 0; j < MAX_PLAYERS; j++) netgame->kills[i][j] = netpkt.kills[i][j]; netgame->levelnum = netpkt.levelnum; netgame->protocol.ipx.protocol_version = netpkt.protocol_version; netgame->team_vector = netpkt.team_vector; netgame->segments_checksum = netpkt.segments_checksum; netgame->team_kills[0] = netpkt.team_kills[0]; netgame->team_kills[1] = netpkt.team_kills[1]; for (i = 0; i < MAX_PLAYERS; i++) { netgame->killed[i] = netpkt.killed[i]; netgame->player_kills[i] = netpkt.player_kills[i]; } netgame->level_time = netpkt.level_time; netgame->control_invul_time = netpkt.control_invul_time; netgame->monitor_vector = netpkt.monitor_vector; for (i = 0; i < MAX_PLAYERS; i++) { netgame->player_score[i] = netpkt.player_score[i]; netgame->player_flags[i] = netpkt.player_flags[i]; } memcpy(netgame->mission_name, &netpkt.mission_name, sizeof(char)*9); memcpy(netgame->mission_title, &netpkt.mission_title, sizeof(char)*(MISSION_NAME_LEN+1)); } void net_ipx_init(void) { // So you want to play a netgame, eh? Let's a get a few things // straight int save_pnum = Player_num; memset(&Netgame, 0, sizeof(netgame_info)); memset(&IPX_Seq, 0, sizeof(IPX_sequence_packet)); IPX_Seq.type = PID_REQUEST; memcpy(IPX_Seq.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); memcpy(IPX_Seq.player.protocol.ipx.node, ipxdrv_get_my_local_address(), 6); memcpy(IPX_Seq.player.protocol.ipx.server, ipxdrv_get_my_server_address(), 4 ); for (Player_num = 0; Player_num < MAX_NUM_NET_PLAYERS; Player_num++) init_player_stats_game(); Player_num = save_pnum; multi_new_game(); Network_new_game = 1; Control_center_destroyed = 0; net_ipx_flush(); Netgame.PacketsPerSec = 10; } // Change socket to new_socket, returns 1 if really changed int net_ipx_change_socket(int new_socket) { if ( new_socket+IPX_DEFAULT_SOCKET > 0x8000 ) new_socket = 0x8000 - IPX_DEFAULT_SOCKET; if ( new_socket+IPX_DEFAULT_SOCKET < 0 ) new_socket = IPX_DEFAULT_SOCKET; if (new_socket != IPX_Socket) { IPX_Socket = new_socket; net_ipx_listen(); ipxdrv_change_default_socket( IPX_DEFAULT_SOCKET + IPX_Socket ); return 1; } return 0; } #define ENDLEVEL_SEND_INTERVAL F1_0*2 #define ENDLEVEL_IDLE_TIME F1_0*10 int net_ipx_endlevel_poll2( newmenu *menu, d_event *event, int *secret ); int net_ipx_endlevel_poll( newmenu *menu, d_event *event, int *secret ) { // Polling loop for End-of-level menu static fix t1 = 0; int i = 0; int num_ready = 0; int num_escaped = 0; int goto_secret = 0; int previous_state[MAX_NUM_NET_PLAYERS]; int previous_seconds_left; newmenu_item *menus = newmenu_get_items(menu); switch (event->type) { case EVENT_KEY_COMMAND: if (((d_event_keycommand *)event)->keycode != KEY_ESC) return 0; { newmenu_item m2[2]; int choice; m2[0].type = m2[1].type = NM_TYPE_MENU; m2[0].text = TXT_YES; m2[1].text = TXT_NO; choice = newmenu_do1(NULL, TXT_SURE_LEAVE_GAME, 2, m2, (int (*)( newmenu *, d_event *, void * ))net_ipx_endlevel_poll2, secret, 1); if (choice == 0) { Players[Player_num].connected = CONNECT_DISCONNECTED; window_close(newmenu_get_window(menu)); if (Game_wind) window_close(Game_wind); // exit game return 0; } if (choice > -2) return 1; // stay in endlevel screen else return 0; // go to next level } case EVENT_IDLE: // Send our endlevel packet at regular intervals if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL) { net_ipx_send_endlevel_packet(); t1 = timer_get_fixed_seconds(); } for (i = 0; i < N_players; i++) previous_state[i] = Players[i].connected; previous_seconds_left = Countdown_seconds_left; net_ipx_listen(); for (i = 0; i < N_players; i++) { if (previous_state[i] != Players[i].connected) { sprintf(menus[i].text, "%s %s", Players[i].callsign, CONNECT_STATES(Players[i].connected)); } if (Players[i].connected == CONNECT_PLAYING) { // Check timeout for idle players if (timer_get_fixed_seconds() > Netgame.players[i].LastPacketTime+ENDLEVEL_IDLE_TIME) { Players[i].connected = CONNECT_DISCONNECTED; net_ipx_send_endlevel_sub(i); } } if ((Players[i].connected != CONNECT_PLAYING) && (Players[i].connected != CONNECT_ESCAPE_TUNNEL) && (Players[i].connected != CONNECT_END_MENU)) num_ready++; if (Players[i].connected != CONNECT_PLAYING) num_escaped++; if (Players[i].connected == CONNECT_FOUND_SECRET) goto_secret = 1; } if (num_escaped == N_players) // All players are out of the mine { Countdown_seconds_left = -1; } if (previous_seconds_left != Countdown_seconds_left) { if (Countdown_seconds_left < 0) { sprintf(menus[N_players].text, TXT_REACTOR_EXPLODED); } else { sprintf(menus[N_players].text, "%s: %d %s ", TXT_TIME_REMAINING, Countdown_seconds_left, TXT_SECONDS); } } if (num_ready == N_players) // All players have checked in or are disconnected { if (goto_secret) *secret = 1; // If any player went to the secret level, we go to the secret level return -2; } break; case EVENT_WINDOW_CLOSE: net_ipx_send_endlevel_packet(); net_ipx_send_endlevel_packet(); MySyncPackInitialized = 0; net_ipx_update_netgame(); d_free(menus[0].text); // frees all text d_free(menus); break; default: break; } return 0; } int net_ipx_endlevel_poll2( newmenu *menu, d_event *event, int *secret ) { // Polling loop for End-of-level menu static fix t1 = 0; int i = 0; int num_ready = 0; int goto_secret = 0; menu = menu; if (event->type != EVENT_IDLE) return 0; // Send our endlevel packet at regular intervals if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL) { net_ipx_send_endlevel_packet(); t1 = timer_get_fixed_seconds(); } net_ipx_listen(); for (i = 0; i < N_players; i++) { if ((Players[i].connected != CONNECT_PLAYING) && (Players[i].connected != CONNECT_ESCAPE_TUNNEL) && (Players[i].connected != CONNECT_END_MENU)) num_ready++; if (Players[i].connected == CONNECT_FOUND_SECRET) goto_secret = 1; } if (num_ready == N_players) // All players have checked in or are disconnected { if (goto_secret) *secret = 1; return -2; } return 0; } int net_ipx_kmatrix_poll1( newmenu *menu, d_event *event, void *userdata ) { // Polling loop for End-of-level menu static fix t1 = 0; int i = 0; int num_ready = 0; int goto_secret = 0; menu = menu; userdata = userdata; if (event->type != EVENT_IDLE) return 0; // Send our endlevel packet at regular intervals if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL) { net_ipx_send_endlevel_packet(); t1 = timer_get_fixed_seconds(); } net_ipx_listen(); for (i = 0; i < N_players; i++) { if ((Players[i].connected != CONNECT_PLAYING) && (Players[i].connected != CONNECT_ESCAPE_TUNNEL) && (Players[i].connected != CONNECT_END_MENU)) num_ready++; if (Players[i].connected == CONNECT_FOUND_SECRET) goto_secret = 1; } if (num_ready == N_players) // All players have checked in or are disconnected { if (goto_secret) return -3; else return -2; } return 0; } int net_ipx_endlevel(int *secret) { // Do whatever needs to be done between levels newmenu *menu; window *wind; newmenu_item *m; char *menu_text; char *title; int i; MALLOC(m, newmenu_item, MAX_NUM_NET_PLAYERS+1); if (!m) return 0; MALLOC(menu_text, char, (MAX_NUM_NET_PLAYERS+2)*80); if (!menu_text) { d_free(m); return 0; } net_ipx_flush(); Network_status = NETSTAT_ENDLEVEL; // We are between levels net_ipx_listen(); net_ipx_send_endlevel_packet(); // Setup menu text pointers and zero them for (i=0; igame_status == NETSTAT_STARTING) return 1; if (game->game_status != NETSTAT_PLAYING) return 0; // Game is in progress, figure out if this guy can re-join it num_players = game->numplayers; // Search to see if we were already in this closed netgame in progress for (i = 0; i < num_players; i++) if ( (!strcasecmp(Players[Player_num].callsign, game->players[i].callsign)) && (!memcmp(IPX_Seq.player.protocol.ipx.node, game->players[i].protocol.ipx.node, 6)) && (!memcmp(IPX_Seq.player.protocol.ipx.server, game->players[i].protocol.ipx.server, 4)) ) break; if (i != num_players) return 1; if (!(game->game_flags & NETGAME_FLAG_CLOSED)) { // Look for player that is not connected if (game->numplayers < game->max_numplayers) return 1; for (i = 0; i < num_players; i++) { if (game->players[i].connected == CONNECT_DISCONNECTED) return 1; } return 0; } return 0; } void net_ipx_disconnect_player(int playernum) { // A player has disconnected from the net game, take whatever steps are // necessary if (playernum == Player_num) { Int3(); // Weird, see Rob return; } Players[playernum].connected = CONNECT_DISCONNECTED; Netgame.players[playernum].connected = CONNECT_DISCONNECTED; // create_player_appearance_effect(&Objects[Players[playernum].objnum]); multi_make_player_ghost(playernum); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_disconnect(playernum); multi_strip_robots(playernum); } void net_ipx_new_player(IPX_sequence_packet *their) { int objnum; int pnum; pnum = their->player.connected; Assert(pnum >= 0); Assert(pnum < MaxNumNetPlayers); objnum = Players[pnum].objnum; if (Newdemo_state == ND_STATE_RECORDING) { int new_player; if (pnum == N_players) new_player = 1; else new_player = 0; newdemo_record_multi_connect(pnum, new_player, their->player.callsign); } memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); if ( (*(uint *)their->player.protocol.ipx.server) != 0 ) ipxdrv_get_local_target( their->player.protocol.ipx.server, their->player.protocol.ipx.node, Players[pnum].net_address ); else memcpy(Players[pnum].net_address, their->player.protocol.ipx.node, 6); memcpy(Netgame.players[pnum].protocol.ipx.node, their->player.protocol.ipx.node, 6); memcpy(Netgame.players[pnum].protocol.ipx.server, their->player.protocol.ipx.server, 4); Players[pnum].n_packets_got = 0; Players[pnum].connected = CONNECT_PLAYING; Players[pnum].net_kills_total = 0; Players[pnum].net_killed_total = 0; memset(kill_matrix[pnum], 0, MAX_PLAYERS*sizeof(short)); Players[pnum].score = 0; Players[pnum].flags = 0; if (pnum == N_players) { N_players++; Netgame.numplayers = N_players; } digi_play_sample(SOUND_HUD_MESSAGE, F1_0); hud_message(MSGC_MULTI_INFO, "'%s' %s",their->player.callsign, TXT_JOINING); multi_make_ghost_player(pnum); multi_send_score(); } void net_ipx_welcome_player(IPX_sequence_packet *their) { // Add a player to a game already in progress ubyte local_address[6]; int player_num; int i; // Don't accept new players if we're ending this level. Its safe to // ignore since they'll request again later if ((Endlevel_sequence) || (Control_center_destroyed)) { net_ipx_dump_player(their->player.protocol.ipx.server,their->player.protocol.ipx.node, DUMP_ENDLEVEL); return; } if (Network_send_objects) { // Ignore silently, we're already responding to someone and we can't // do more than one person at a time. If we don't dump them they will // re-request in a few seconds. return; } if (their->player.connected != Current_level_num) { net_ipx_dump_player(their->player.protocol.ipx.server, their->player.protocol.ipx.node, DUMP_LEVEL); return; } player_num = -1; memset(&IPX_sync_player, 0, sizeof(IPX_sequence_packet)); Network_player_added = 0; if ( (*(uint *)their->player.protocol.ipx.server) != 0 ) ipxdrv_get_local_target( their->player.protocol.ipx.server, their->player.protocol.ipx.node, local_address ); else memcpy(local_address, their->player.protocol.ipx.node, 6); for (i = 0; i < N_players; i++) { if ( (!strcasecmp(Players[i].callsign, their->player.callsign )) && (!memcmp(Players[i].net_address,local_address, 6)) ) { player_num = i; break; } } if (player_num == -1) { // Player is new to this game if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers)) { // Add player in an open slot, game not full yet player_num = N_players; Network_player_added = 1; } else if (Netgame.game_flags & NETGAME_FLAG_CLOSED) { // Slots are open but game is closed net_ipx_dump_player(their->player.protocol.ipx.server, their->player.protocol.ipx.node, DUMP_CLOSED); return; } else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix oldest_time = timer_get_fixed_seconds(); int activeplayers = 0; Assert(N_players == MaxNumNetPlayers); for (i = 0; i < Netgame.numplayers; i++) if (Netgame.players[i].connected) activeplayers++; if (activeplayers == Netgame.max_numplayers) { // Game is full. net_ipx_dump_player(their->player.protocol.ipx.server, their->player.protocol.ipx.node, DUMP_FULL); return; } for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time)) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } if (oldest_player == -1) { // Everyone is still connected net_ipx_dump_player(their->player.protocol.ipx.server, their->player.protocol.ipx.node, DUMP_FULL); return; } else { // Found a slot! player_num = oldest_player; Network_player_added = 1; } } } else { // Player is reconnecting if (Players[player_num].connected) { return; } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(player_num); Network_player_added = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); hud_message(MSGC_MULTI_INFO, "'%s' %s", Players[player_num].callsign, TXT_REJOIN); } // Send updated Objects data to the new/returning player IPX_sync_player = *their; IPX_sync_player.player.connected = player_num; Network_send_objects = 1; Network_send_objnum = -1; net_ipx_send_objects(); } int net_ipx_objnum_is_past(int objnum) { // determine whether or not a given object number has already been sent // to a re-joining player. int player_num = IPX_sync_player.player.connected; int obj_mode = !((object_owner[objnum] == -1) || (object_owner[objnum] == player_num)); if (!Network_send_objects) return 0; // We're not sending objects to a new player if (obj_mode > Network_send_object_mode) return 0; else if (obj_mode < Network_send_object_mode) return 1; else if (objnum < Network_send_objnum) return 1; else return 0; } #define IPX_OBJ_PACKETS_PER_FRAME 1 void net_ipx_send_door_updates(void) { // Send door status when new player joins int i; for (i = 0; i < Num_walls; i++) { if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING))) multi_send_door_open(Walls[i].segnum, Walls[i].sidenum); else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED)) multi_send_door_open(Walls[i].segnum, Walls[i].sidenum); else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS)) multi_send_hostage_door_status(i); } } void net_ipx_process_monitor_vector(int vector) { int i, j; int count = 0; segment *seg; for (i=0; i <= Highest_segment_index; i++) { int tm, ec, bm; seg = &Segments[i]; for (j = 0; j < 6; j++) { if ( ((tm = seg->sides[j].tmap_num2) != 0) && ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && ((bm = Effects[ec].dest_bm_num) != -1) ) { if (vector & (1 << count)) { seg->sides[j].tmap_num2 = bm | (tm&0xc000); } count++; Assert(count < 32); } } } } int net_ipx_create_monitor_vector(void) { int i, j, k; int num_blown_bitmaps = 0; int monitor_num = 0; int blown_bitmaps[7]; int vector = 0; segment *seg; for (i=0; i < Num_effects; i++) { if (Effects[i].dest_bm_num > 0) { for (j = 0; j < num_blown_bitmaps; j++) if (blown_bitmaps[j] == Effects[i].dest_bm_num) break; if (j == num_blown_bitmaps) blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num; } } Assert(num_blown_bitmaps <= 7); for (i=0; i <= Highest_segment_index; i++) { int tm, ec; seg = &Segments[i]; for (j = 0; j < 6; j++) { if ((tm = seg->sides[j].tmap_num2) != 0) { if ( ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && (Effects[ec].dest_bm_num != -1) ) { monitor_num++; Assert(monitor_num < 32); } else { for (k = 0; k < num_blown_bitmaps; k++) { if ((tm&0x3fff) == blown_bitmaps[k]) { vector |= (1 << monitor_num); monitor_num++; Assert(monitor_num < 32); break; } } } } } } return(vector); } void net_ipx_stop_resync(IPX_sequence_packet *their) { if ( (!memcmp(IPX_sync_player.player.protocol.ipx.node, their->player.protocol.ipx.node, 6)) && (!memcmp(IPX_sync_player.player.protocol.ipx.server, their->player.protocol.ipx.server, 4)) && (!strcasecmp(IPX_sync_player.player.callsign, their->player.callsign)) ) { Network_send_objects = 0; Network_send_objnum = -1; } } void net_ipx_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 } ubyte object_buffer[MAX_DATA_SIZE]; void net_ipx_send_objects(void) { short remote_objnum; sbyte owner; int loc, i, h; static int obj_count = 0; static int frame_num = 0; int obj_count_frame = 0; int player_num = IPX_sync_player.player.connected; // Send clear objects array trigger and send player num Assert(Network_send_objects != 0); Assert(player_num >= 0); Assert(player_num < MaxNumNetPlayers); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_ipx_dump_player(IPX_sync_player.player.protocol.ipx.server,IPX_sync_player.player.protocol.ipx.node, DUMP_ENDLEVEL); Network_send_objects = 0; return; } for (h = 0; h < IPX_OBJ_PACKETS_PER_FRAME; h++) // Do more than 1 per frame, try to speed it up without // over-stressing the receiver. { obj_count_frame = 0; memset(object_buffer, 0, MAX_DATA_SIZE); object_buffer[0] = PID_OBJECT_DATA; loc = 3; if (Network_send_objnum == -1) { obj_count = 0; Network_send_object_mode = 0; *(short *)(object_buffer+loc) = INTEL_SHORT(-1); loc += 2; object_buffer[loc] = player_num; loc += 1; loc += 2; // Placeholder for remote_objnum, not used here Network_send_objnum = 0; obj_count_frame = 1; frame_num = 0; } for (i = Network_send_objnum; i <= Highest_object_index; i++) { if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) && (Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) && (Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE)) continue; if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num))) continue; if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num))) continue; if ( ((MAX_DATA_SIZE-1) - loc) < (sizeof(object)+5) ) break; // Not enough room for another object obj_count_frame++; obj_count++; remote_objnum = objnum_local_to_remote((short)i, &owner); Assert(owner == object_owner[i]); *(short *)(object_buffer+loc) = INTEL_SHORT(i); loc += 2; object_buffer[loc] = owner; loc += 1; *(short *)(object_buffer+loc) = INTEL_SHORT(remote_objnum); loc += 2; memcpy(object_buffer+loc, &Objects[i], sizeof(object)); loc += sizeof(object); net_ipx_swap_object((object *)&object_buffer[loc]); } if (obj_count_frame) // Send any objects we've buffered { frame_num++; Network_send_objnum = i; object_buffer[1] = obj_count_frame; object_buffer[2] = frame_num; Assert(loc <= MAX_DATA_SIZE); ipxdrv_send_internetwork_packet_data( object_buffer, loc, IPX_sync_player.player.protocol.ipx.server, IPX_sync_player.player.protocol.ipx.node ); // OLD ipxdrv_send_packet_data(object_buffer, loc, &IPX_sync_player.player.protocol.ipx.node); } if (i > Highest_object_index) { if (Network_send_object_mode == 0) { Network_send_objnum = 0; Network_send_object_mode = 1; // go to next mode } else { Assert(Network_send_object_mode == 1); frame_num++; // Send count so other side can make sure he got them all object_buffer[0] = PID_OBJECT_DATA; object_buffer[1] = 1; object_buffer[2] = frame_num; *(short *)(object_buffer+3) = INTEL_SHORT(-2); *(short *)(object_buffer+6) = INTEL_SHORT(obj_count); //OLD ipxdrv_send_packet_data(object_buffer, 8, &IPX_sync_player.player.protocol.ipx.node); ipxdrv_send_internetwork_packet_data(object_buffer, 8, IPX_sync_player.player.protocol.ipx.server, IPX_sync_player.player.protocol.ipx.node); // Send sync packet which tells the player who he is and to start! net_ipx_send_rejoin_sync(player_num); // Turn off send object mode Network_send_objnum = -1; Network_send_objects = 0; obj_count = 0; return; } // mode == 1; } // i > Highest_object_index } // For PACKETS_PER_FRAME } void net_ipx_send_rejoin_sync(int player_num) { int i, j; Players[player_num].connected = CONNECT_PLAYING; // connect the new guy Netgame.players[player_num].LastPacketTime = timer_get_fixed_seconds(); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_ipx_dump_player(IPX_sync_player.player.protocol.ipx.server,IPX_sync_player.player.protocol.ipx.node, DUMP_ENDLEVEL); Network_send_objects = 0; return; } if (Network_player_added) { IPX_sync_player.type = PID_ADDPLAYER; IPX_sync_player.player.connected = player_num; net_ipx_new_player(&IPX_sync_player); for (i = 0; i < N_players; i++) { if ((i != player_num) && (i != Player_num) && (Players[i].connected)) { net_ipx_send_sequence_packet( IPX_sync_player, Netgame.players[i].protocol.ipx.server, Netgame.players[i].protocol.ipx.node, Players[i].net_address); } } } // Send sync packet to the new guy net_ipx_update_netgame(); // Fill in the kill list for (j=0; j= MAX_PLAYERS ) return NULL; if ( Objects[objnum].id >= N_players ) return NULL; return Players[Objects[objnum].id].callsign; } void net_ipx_add_player(IPX_sequence_packet *p) { int i; for (i=0; iplayer.protocol.ipx.node, 6) && !memcmp(Netgame.players[i].protocol.ipx.server, p->player.protocol.ipx.server, 4)){ return; // already got them } } if ( N_players >= MAX_PLAYERS ) { return; // too many of em } memcpy( Netgame.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 ); memcpy( Netgame.players[N_players].protocol.ipx.node, p->player.protocol.ipx.node, 6 ); memcpy( Netgame.players[N_players].protocol.ipx.server, p->player.protocol.ipx.server, 4 ); Netgame.players[N_players].connected = CONNECT_PLAYING; Players[N_players].connected = CONNECT_PLAYING; Netgame.players[N_players].LastPacketTime = timer_get_fixed_seconds(); N_players++; Netgame.numplayers = N_players; // Broadcast updated info net_ipx_send_game_info(NULL); } // One of the players decided not to join the game void net_ipx_remove_player(IPX_sequence_packet *p) { int i,pn; pn = -1; for (i=0; iplayer.protocol.ipx.node, 6) && !memcmp(Netgame.players[i].protocol.ipx.server, p->player.protocol.ipx.server, 4)) { pn = i; break; } } if (pn < 0 ) return; for (i=pn; iplayer.protocol.ipx.server, their->player.protocol.ipx.node); Netgame.protocol.ipx.Game_pkt_type = old_type; Netgame.game_status = old_status; } int net_ipx_send_request(void) { // Send a request to join a game 'Netgame'. Returns 0 if we can join this // game, non-zero if there is some problem. int i; Assert(Netgame.numplayers > 0); for (i = 0; i < MAX_NUM_NET_PLAYERS; i++) if (Netgame.players[i].connected) break; Assert(i < MAX_NUM_NET_PLAYERS); IPX_Seq.type = PID_REQUEST; IPX_Seq.player.connected = Current_level_num; net_ipx_send_sequence_packet(IPX_Seq, Netgame.players[i].protocol.ipx.server, Netgame.players[i].protocol.ipx.node, NULL); return i; } void net_ipx_process_gameinfo(ubyte *data) { int i, j; netgame_info *new; netgame_info netgame; new = &netgame; receive_netgame_packet(data, &netgame); num_active_ipx_changed = 1; for (i = 0; i < num_active_ipx_games; i++) if (!strcasecmp(Active_ipx_games[i].game_name, new->game_name) && (!memcmp(Active_ipx_games[i].players[0].protocol.ipx.node, new->players[0].protocol.ipx.node, 6) && !memcmp(Active_ipx_games[i].players[0].protocol.ipx.server, new->players[0].protocol.ipx.server, 4))) break; if (i == IPX_MAX_NETGAMES) { return; } memcpy(&Active_ipx_games[i], new, sizeof(netgame_info)); if (i == num_active_ipx_games) num_active_ipx_games++; /* Workaround for bug in Descent 1 */ if (Active_ipx_games[i].max_numplayers == 255) { if (Active_ipx_games[i].gamemode & GM_MULTI_ROBOTS) Active_ipx_games[i].max_numplayers = 4; else Active_ipx_games[i].max_numplayers = 8; } if (Active_ipx_games[i].numplayers == 0) { // Delete this game for (j = i; j < num_active_ipx_games-1; j++) memcpy(&Active_ipx_games[j], &Active_ipx_games[j+1], sizeof(netgame_info)); num_active_ipx_games--; } } void net_ipx_process_dump(IPX_sequence_packet *their) { // Our request for join was denied. Tell the user why. int i; if (their->player.connected==DUMP_KICKED) { for (i=0;iplayer.callsign,Players[i].callsign)) { if (i==multi_who_is_master()) { if (Network_status==NETSTAT_PLAYING) multi_leave_game(); window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",their->player.callsign); window_set_visible(Game_wind, 1); multi_quit_game = 1; game_leave_menus(); multi_reset_stuff(); } else { HUD_init_message ("%s attempted to kick you out.",their->player.callsign); } } } } else { nm_messagebox(NULL, 1, TXT_OK, NET_DUMP_STRINGS(their->player.connected)); Network_status = NETSTAT_MENU; } } void net_ipx_process_request(IPX_sequence_packet *their) { // Player is ready to receieve a sync packet int i; for (i = 0; i < N_players; i++) if (!memcmp(their->player.protocol.ipx.server, Netgame.players[i].protocol.ipx.server, 4) && !memcmp(their->player.protocol.ipx.node, Netgame.players[i].protocol.ipx.node, 6) && (!strcasecmp(their->player.callsign, Netgame.players[i].callsign))) { Players[i].connected = CONNECT_PLAYING; break; } } void net_ipx_process_packet(ubyte *data, int length ) { IPX_sequence_packet *their = (IPX_sequence_packet *)data; IPX_sequence_packet tmp_packet; memset(&tmp_packet, 0, sizeof(IPX_sequence_packet)); net_ipx_receive_sequence_packet(data, &tmp_packet); their = &tmp_packet; // reassign their to point to correctly alinged structure switch( their->type ) { case PID_GAME_INFO: if (Network_status == NETSTAT_BROWSING) net_ipx_process_gameinfo(data); break; case PID_GAME_LIST: // Someone wants a list of games if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL)) if (multi_i_am_master()) net_ipx_send_game_info(their); break; case PID_ADDPLAYER: net_ipx_new_player(their); break; case PID_REQUEST: if (Network_status == NETSTAT_STARTING) { // Someone wants to join our game! net_ipx_add_player(their); } else if (Network_status == NETSTAT_WAITING) { // Someone is ready to recieve a sync packet net_ipx_process_request(their); } else if (Network_status == NETSTAT_PLAYING) { if (Netgame.RefusePlayers) net_ipx_do_refuse_stuff (their); else net_ipx_welcome_player(their); } break; // Begin addition by GF case PID_DUMP: if ((Network_status == NETSTAT_WAITING) || (Network_status == NETSTAT_PLAYING)) net_ipx_process_dump(their); break; // End addition by GF case PID_QUIT_JOINING: if (Network_status == NETSTAT_STARTING) net_ipx_remove_player( their ); else if ((Network_status == NETSTAT_PLAYING) && (Network_send_objects)) net_ipx_stop_resync( their ); break; case PID_SYNC: if (Network_status == NETSTAT_WAITING) net_ipx_read_sync_packet(data); break; case PID_PDATA: if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) { net_ipx_process_pdata((char *)data); } break; case PID_OBJECT_DATA: if (Network_status == NETSTAT_WAITING) net_ipx_read_object_packet(data); break; case PID_ENDLEVEL: if ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING)) net_ipx_read_endlevel_packet(data); break; case PID_PING_SEND: net_ipx_ping (PID_PING_RETURN,data[1]); break; case PID_PING_RETURN: net_ipx_handle_ping_return(data[1]); // data[1] is player who told us of their ping time break; default: Int3(); // Invalid network packet type, see ROB } } #ifndef NDEBUG void dump_segments() { PHYSFS_file *fp; fp = PHYSFS_openWrite("test.dmp"); PHYSFS_write(fp, Segments, sizeof(segment), Highest_segment_index + 1); PHYSFS_close(fp); } #endif void net_ipx_read_endlevel_packet( ubyte *data ) { // Special packet for end of level syncing int playernum; IPX_endlevel_info *end = (IPX_endlevel_info *)data; #ifdef WORDS_BIGENDIAN int i, j; for (i = 0; i < MAX_PLAYERS; i++) for (j = 0; j < MAX_PLAYERS; j++) end->kill_matrix[i][j] = INTEL_SHORT(end->kill_matrix[i][j]); end->kills = INTEL_SHORT(end->kills); end->killed = INTEL_SHORT(end->killed); #endif playernum = end->player_num; Assert(playernum != Player_num); Assert(playernum < N_players); if ((Network_status == NETSTAT_PLAYING) && (end->connected != CONNECT_DISCONNECTED)) return; // Only accept disconnect packets if we're not out of the level yet Players[playernum].connected = end->connected; memcpy(&kill_matrix[playernum][0], end->kill_matrix, MAX_PLAYERS*sizeof(short)); Players[playernum].net_kills_total = end->kills; Players[playernum].net_killed_total = end->killed; if ((Players[playernum].connected == CONNECT_PLAYING) && (end->seconds_left < Countdown_seconds_left)) Countdown_seconds_left = end->seconds_left; Netgame.players[playernum].LastPacketTime = timer_get_fixed_seconds(); } void net_ipx_pack_objects(void) { // Switching modes, pack the object array special_reset_objects(); } int net_ipx_verify_objects(int remote, int local) { int i; int nplayers, got_controlcen=0; if ((remote-local) > 10) return(-1); if (Game_mode & GM_MULTI_ROBOTS) got_controlcen = 1; nplayers = 0; for (i = 0; i <= Highest_object_index; i++) { if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST)) nplayers++; if (Objects[i].type == OBJ_CNTRLCEN) got_controlcen=1; } if (got_controlcen && (nplayers >= MaxNumNetPlayers)) return(0); return(1); } void net_ipx_read_object_packet( ubyte *data ) { // Object from another net player we need to sync with short objnum, remote_objnum; sbyte obj_owner; int segnum, i; object *obj; static int my_pnum = 0; static int mode = 0; static int object_count = 0; static int frame_num = 0; int nobj = data[1]; int loc = 3; int remote_frame_num = data[2]; frame_num++; for (i = 0; i < nobj; i++) { objnum = INTEL_SHORT(*(short *)(data+loc)); loc += 2; obj_owner = data[loc]; loc += 1; remote_objnum = INTEL_SHORT(*(short *)(data+loc)); loc += 2; if (objnum == -1) { // Clear object array init_objects(); Network_rejoined = 1; my_pnum = obj_owner; change_playernum_to(my_pnum); mode = 1; object_count = 0; frame_num = 1; } else if (objnum == -2) { // Special debug checksum marker for entire send if (mode == 1) { net_ipx_pack_objects(); mode = 0; } if (remote_objnum != object_count) { Int3(); } if (net_ipx_verify_objects(remote_objnum, object_count)) { // Failed to sync up nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED); Network_status = NETSTAT_MENU; return; } frame_num = 0; } else { if (frame_num != remote_frame_num) Int3(); object_count++; if ((obj_owner == my_pnum) || (obj_owner == -1)) { if (mode != 1) Int3(); // SEE ROB objnum = remote_objnum; //if (objnum > Highest_object_index) //{ // Highest_object_index = objnum; // num_objects = Highest_object_index+1; //} } else { if (mode == 1) { net_ipx_pack_objects(); mode = 0; } objnum = obj_allocate(); } if (objnum != -1) { obj = &Objects[objnum]; if (obj->segnum != -1) obj_unlink(objnum); Assert(obj->segnum == -1); Assert(objnum < MAX_OBJECTS); memcpy(obj,data+loc,sizeof(object)); net_ipx_swap_object(obj); loc += sizeof(object); segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; obj->attached_obj = -1; if (segnum > -1) obj_link(obj-Objects,segnum); if (obj_owner == my_pnum) map_objnum_local_to_local(objnum); else if (obj_owner != -1) map_objnum_local_to_remote(objnum, remote_objnum, obj_owner); else object_owner[objnum] = -1; } } // For a standard onbject } // For each object in packet } /* Polling loop waiting for sync packet to start game * after having sent request */ int net_ipx_sync_poll( newmenu *menu, d_event *event, void *userdata ) { static fix t1 = 0; int rval = 0; menu = menu; userdata = userdata; if (event->type != EVENT_IDLE) return 0; net_ipx_listen(); if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu rval = -2; if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_get_fixed_seconds() > t1+F1_0*2)) { int i; // Poll time expired, re-send request t1 = timer_get_fixed_seconds(); i = net_ipx_send_request(); if (i < 0) rval = -2; } return rval; } int net_ipx_start_poll( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); int nitems = newmenu_get_nitems(menu); int i,n,nm; if (event->type != EVENT_IDLE) return 0; userdata = userdata; Assert(Network_status == NETSTAT_STARTING); if (!menus[0].value) { menus[0].value = 1; } for (i=1; i= N_players) && (menus[i].value) ) { menus[i].value = 0; } } nm = 0; for (i=0; i N_players ) { menus[i].value = 0; } } } if ( nm > MaxNumNetPlayers ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); // Turn off the last player highlighted for (i = N_players; i > 0; i--) if (menus[i].value == 1) { menus[i].value = 0; break; } } //added/killed by Victor Rachels to eventually add msging //since nitems should not be changing, anyway // if (nitems > MAX_PLAYERS ) return; //end this section kill - VR n = Netgame.numplayers; net_ipx_listen(); if (n < Netgame.numplayers ) { digi_play_sample(SOUND_HUD_MESSAGE, F1_0); sprintf( menus[N_players-1].text, "%d. %-16s", N_players, Netgame.players[N_players-1].callsign ); if (N_players <= MaxNumNetPlayers) { menus[N_players-1].value = 1; } } else if ( n > Netgame.numplayers ) { // One got removed... digi_play_sample(SOUND_HUD_KILL,F1_0); for (i=0; itype) { case EVENT_NEWMENU_CHANGED: if (citem == opt->team_anarchy) { menus[opt->closed].value = 1; menus[opt->closed-1].value = 0; menus[opt->closed+1].value = 0; } if (menus[opt->coop].value) { oldmaxnet=1; if (menus[opt->maxnet].value>2) { menus[opt->maxnet].value=2; } if (menus[opt->maxnet].max_value>2) { menus[opt->maxnet].max_value=2; } if (!(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; } else // if !Coop game { if (oldmaxnet) { oldmaxnet=0; menus[opt->maxnet].value=6; menus[opt->maxnet].max_value=6; } } if (citem == opt->level) { char *slevel = menus[opt->level].text; Netgame.levelnum = atoi(slevel); if (!strnicmp(slevel, "s", 1)) Netgame.levelnum = -atoi(slevel+1); else Netgame.levelnum = atoi(slevel); if ((Netgame.levelnum < Last_secret_level) || (Netgame.levelnum > Last_level) || (Netgame.levelnum == 0)) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE ); sprintf(slevel, "1"); return 0; } } if (citem == opt->refuse) Netgame.RefusePlayers=menus[opt->refuse].value; if (citem == opt->maxnet) { sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 ); MaxNumNetPlayers = menus[opt->maxnet].value+2; Netgame.max_numplayers=MaxNumNetPlayers; } if ((citem >= opt->mode) && (citem <= opt->mode + 3)) { if ( menus[opt->mode].value ) Netgame.gamemode = NETGAME_ANARCHY; else if (menus[opt->mode+1].value) { Netgame.gamemode = NETGAME_TEAM_ANARCHY; } // else if (ANARCHY_ONLY_MISSION) { // nm_messagebox(NULL, 1, TXT_OK, TXT_ANARCHY_ONLY_MISSION); // menus[opt->mode+2].value = 0; // menus[opt->mode+3].value = 0; // menus[opt->mode].value = 1; // goto menu; // } else if ( menus[opt->mode+2].value ) Netgame.gamemode = NETGAME_ROBOT_ANARCHY; else if ( menus[opt->mode+3].value ) Netgame.gamemode = NETGAME_COOPERATIVE; else Int3(); // Invalid mode -- see Rob } if (citem == opt->closed) { if (menus[opt->closed].value) Netgame.game_flags |= NETGAME_FLAG_CLOSED; else Netgame.game_flags &= ~NETGAME_FLAG_CLOSED; } break; case EVENT_NEWMENU_SELECTED: if (citem==opt->moreopts) { if ( menus[opt->mode+3].value ) Game_mode=GM_MULTI_COOP; net_ipx_more_game_options(); Game_mode=0; return 1; } { int j; for (j = 0; j < num_active_ipx_games; j++) if (!stricmp(Active_ipx_games[j].game_name, Netgame.game_name)) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_DUPLICATE_NAME); return 1; } } return !net_ipx_start_game(); default: break; } return 0; } int net_ipx_setup_game() { int i; int optnum; param_opt opt; newmenu_item m[20]; char slevel[5]; char level_text[32]; char srmaxnet[50]; net_ipx_init(); change_playernum_to(0); for (i=0;i= 0; } void net_ipx_set_game_mode(int gamemode) { Show_kill_list = 1; if ( gamemode == NETGAME_ANARCHY ) Game_mode = GM_NETWORK; else if ( gamemode == NETGAME_ROBOT_ANARCHY ) Game_mode = GM_NETWORK | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_COOPERATIVE ) Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_TEAM_ANARCHY ) { Game_mode = GM_NETWORK | GM_TEAM; Show_kill_list = 3; } else Int3(); } int net_ipx_find_game(void) { // Find out whether or not there is space left on this socket fix t1; Network_status = NETSTAT_BROWSING; num_active_ipx_games = 0; show_boxed_message(TXT_WAIT, 0); net_ipx_send_game_list_request(); t1 = timer_get_fixed_seconds() + F1_0*2; while (timer_get_fixed_seconds() < t1) // Wait 3 seconds for replies net_ipx_listen(); if (num_active_ipx_games < IPX_MAX_NETGAMES) return 0; return 1; } void net_ipx_read_sync_packet( ubyte * data ) { int i, j; netgame_info *sp = &Netgame; char temp_callsign[CALLSIGN_LEN+1]; // This function is now called by all people entering the netgame. if (data) { receive_netgame_packet( data, &Netgame ); } N_players = sp->numplayers; Difficulty_level = sp->difficulty; Network_status = sp->game_status; // New code, 11/27 if (Netgame.segments_checksum != my_segments_checksum) { Network_status = NETSTAT_MENU; nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH); #ifdef NDEBUG return; #endif } // Discover my player number memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); Player_num = -1; for (i=0; iplayers[i].protocol.ipx.node, IPX_Seq.player.protocol.ipx.node, 6 )) && (!strcasecmp( sp->players[i].callsign, temp_callsign)) ) { Assert(Player_num == -1); // Make sure we don't find ourselves twice! Looking for interplay reported bug change_playernum_to(i); } memcpy( Players[i].callsign, sp->players[i].callsign, CALLSIGN_LEN+1 ); #ifdef WORDS_NEED_ALIGNMENT uint server; memcpy(&server, TempPlayersInfo->players[i].protocol.ipx.server, 4); if (server != 0) ipxdrv_get_local_target((ubyte *)&server, sp->players[i].protocol.ipx.node, Players[i].net_address); #else // WORDS_NEED_ALIGNMENT if ( (*(uint *)sp->players[i].protocol.ipx.server) != 0 ) ipxdrv_get_local_target( sp->players[i].protocol.ipx.server, sp->players[i].protocol.ipx.node, Players[i].net_address ); #endif // WORDS_NEED_ALIGNMENT else memcpy( Players[i].net_address, sp->players[i].protocol.ipx.node, 6 ); Players[i].n_packets_got=0; // How many packets we got from them Players[i].n_packets_sent=0; // How many packets we sent to them Players[i].connected = sp->players[i].connected; //added/edited on 11/12/98 by Victor Rachels += -> = Players[i].net_kills_total = sp->player_kills[i]; //end this section edit - VR if ((Network_rejoined) || (i != Player_num)) Players[i].score = sp->player_score[i]; for (j = 0; j < MAX_NUM_NET_PLAYERS; j++) { kill_matrix[i][j] = sp->kills[i][j]; } } if ( Player_num < 0 ) { Network_status = NETSTAT_MENU; return; } //added/edited on 11/12/98 by Victor Rachels to hopefully fix joining //I wonder how much else is foobarred like this? // if (Network_rejoined) for (i=0; ikilled[i]; //added/killed on 1/5/99 by Victor Rachels to fix next level //-killed if(!Network_rejoined) //-killed Players[Player_num].net_killed_total = 0; //end this section kill //end this section addition/edit - VR //added/edited on 11/12/98 by Victor Rachels to hopefully fix eff PlayerCfg.NetlifeKills -= Players[Player_num].net_kills_total; PlayerCfg.NetlifeKilled -= Players[Player_num].net_killed_total; //end this section addition - VR if (Network_rejoined) { net_ipx_process_monitor_vector(sp->monitor_vector); Players[Player_num].time_level = sp->level_time; } team_kills[0] = sp->team_kills[0]; team_kills[1] = sp->team_kills[1]; Players[Player_num].connected = CONNECT_PLAYING; Netgame.players[Player_num].connected = CONNECT_PLAYING; if (!Network_rejoined) for (i=0; i 0) && (choice < opt_team_b)) { team_vector |= (1 << pnums[choice]); } else if ((choice > opt_team_b) && (choice < opt-2)) { team_vector &= ~(1 << pnums[choice]); } else if (choice == -1) return 0; goto menu; } int net_ipx_select_players(void) { int i, j, opts, opt_msg; newmenu_item m[MAX_PLAYERS+1]; char text[MAX_PLAYERS][25]; char title[50]; int save_nplayers; net_ipx_add_player( &IPX_Seq ); for (i=0; i< MAX_PLAYERS; i++ ) { sprintf( text[i], "%d. %-16s", i+1, "" ); m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0; } //added/edited on 11/7/98 by Victor Rachels in an attempt to get msgs going. opts=MAX_PLAYERS; opt_msg = opts; //killed for now to not raise people's hopes - 11/10/98 - VR // m[opts].type = NM_TYPE_MENU; m[opts].text = "Send message..."; opts++; m[0].value = 1; // Assume server will play... sprintf( text[0], "%d. %-16s", 1, Players[Player_num].callsign ); sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER ); GetPlayersAgain: j=opt_msg; while(j==opt_msg) { j=newmenu_do1( NULL, title, opts, m, net_ipx_start_poll, NULL, 1 ); if(j==opt_msg) { multi_send_message_dialog(); if (Network_message_reciever != -1) multi_send_message(); } } //end this section addition save_nplayers = N_players; if (j<0) { // Aborted! // Dump all players and go back to menu mode abort: net_ipx_abort_game(); Network_status = NETSTAT_MENU; return(0); } // Count number of players chosen N_players = 0; for (i=0; i MaxNumNetPlayers) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); N_players = save_nplayers; goto GetPlayersAgain; } #ifdef NDEBUG if ( N_players < 2 ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO ); N_players = save_nplayers; goto GetPlayersAgain; } #endif #ifdef NDEBUG if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY) && (N_players < 3) ) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_THREE ); N_players = save_nplayers; goto GetPlayersAgain; } #endif // Remove players that aren't marked. N_players = 0; for (i=0; i N_players) { memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[N_players].protocol.ipx.node, Netgame.players[i].protocol.ipx.node, 6); memcpy(Netgame.players[N_players].protocol.ipx.server, Netgame.players[i].protocol.ipx.server, 4); } Players[N_players].connected = CONNECT_PLAYING; N_players++; } else { net_ipx_dump_player(Netgame.players[i].protocol.ipx.server,Netgame.players[i].protocol.ipx.node, DUMP_DORK); } } for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) { memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1); memset(Netgame.players[i].protocol.ipx.node, 0, 6); memset(Netgame.players[i].protocol.ipx.server, 0, 4); } if (Netgame.gamemode == NETGAME_TEAM_ANARCHY) if (!net_ipx_select_teams()) goto abort; return(1); } int net_ipx_start_game(void) { Assert( sizeof(IPX_frame_info) < MAX_DATA_SIZE ); if ( !IPX_active ) { nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND ); return 0; } if (net_ipx_find_game()) { nm_messagebox(NULL, 1, TXT_OK, TXT_NET_FULL); return 0; } if (IPX_Socket) { ipxdrv_change_default_socket( IPX_DEFAULT_SOCKET + IPX_Socket ); } N_players = 0; Netgame.game_status = NETSTAT_STARTING; Netgame.numplayers = 0; net_ipx_set_game_mode(Netgame.gamemode); MaxNumNetPlayers = Netgame.max_numplayers; Netgame.protocol.ipx.protocol_version = MULTI_PROTO_VERSION; Network_status = NETSTAT_STARTING; if(net_ipx_select_players()) { StartNewLevel(Netgame.levelnum); } else { Game_mode = GM_GAME_OVER; return 0; // see if we want to tweak the game we setup } return 1; // don't keep params menu or mission listbox (may want to join a game next time) } void restart_net_searching(newmenu_item * m) { int i; N_players = 0; num_active_ipx_games = 0; memset(Active_ipx_games, 0, sizeof(netgame_info)*IPX_MAX_NETGAMES); for (i = 0; i < IPX_MAX_NETGAMES; i++) { sprintf(m[i+2].text, "%d. ",i+1); } num_active_ipx_changed = 1; } void net_ipx_join_listen(newmenu *menu) { newmenu_item *menus = newmenu_get_items(menu); static fix t1 = 0; int i,join_status,temp; // send a request for game info every 3 seconds if (timer_get_fixed_seconds() > t1+F1_0*3) { t1 = timer_get_fixed_seconds(); net_ipx_send_game_list_request(); } temp=num_active_ipx_games; net_ipx_listen(); if (!num_active_ipx_changed) return; if (temp!=num_active_ipx_games) digi_play_sample (SOUND_HUD_MESSAGE,F1_0); num_active_ipx_changed = 0; // Copy the active games data into the menu options for (i = 0; i < num_active_ipx_games; i++) { int game_status = Active_ipx_games[i].game_status; int j,x, k,tx,ty,ta,nplayers = 0; char levelname[8],MissName[25],GameName[25],thold[2]; thold[1]=0; // These next two loops protect against menu skewing // if missiontitle or gamename contain a tab for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_ipx_games[i].mission_title[j]=='\t') continue; thold[0]=Active_ipx_games[i].mission_title[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { MissName[k]=MissName[k+1]=MissName[k+2]='.'; k+=3; break; } MissName[k++]=Active_ipx_games[i].mission_title[j]; } MissName[k]=0; for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_ipx_games[i].game_name[j]=='\t') continue; thold[0]=Active_ipx_games[i].game_name[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { GameName[k]=GameName[k+1]=GameName[k+2]='.'; k+=3; break; } GameName[k++]=Active_ipx_games[i].game_name[j]; } GameName[k]=0; for (j = 0; j < Active_ipx_games[i].numplayers; j++) if (Active_ipx_games[i].players[j].connected) nplayers++; if (Active_ipx_games[i].levelnum < 0) sprintf(levelname, "S%d", -Active_ipx_games[i].levelnum); else sprintf(levelname, "%d", Active_ipx_games[i].levelnum); if (game_status == NETSTAT_STARTING) { sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Forming"); } else if (game_status == NETSTAT_PLAYING) { join_status=net_ipx_can_join_netgame(&Active_ipx_games[i]); if (join_status==1) sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Open"); else if (join_status==2) sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Full"); else if (join_status==3) sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Restrict"); else sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Closed"); } else sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s", i+1,GameName,MODE_NAMES(Active_ipx_games[i].gamemode),nplayers, Active_ipx_games[i].max_numplayers,MissName,levelname,"Between"); Assert(strlen(menus[i+2].text) < 100); } for (i = num_active_ipx_games; i < IPX_MAX_NETGAMES; i++) { sprintf(menus[i+2].text, "%d. ",i+1); } } int net_ipx_do_join_game(int choice); int net_ipx_join_poll( newmenu *menu, d_event *event, void *menu_text ) { // Polling loop for Join Game menu newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); int key = 0; switch (event->type) { case EVENT_KEY_COMMAND: key = ((d_event_keycommand *)event)->keycode; if ( IPX_allow_socket_changes ) { int osocket; int rval = 0; osocket = IPX_Socket; if ( key==KEY_PAGEDOWN ) { IPX_Socket--; rval = 1; } if ( key==KEY_PAGEUP ) { IPX_Socket++; rval = 1; } if (IPX_Socket>99) IPX_Socket=99; if (IPX_Socket<-99) IPX_Socket=-99; if ( IPX_Socket+IPX_DEFAULT_SOCKET > 0x8000 ) IPX_Socket = 0x8000 - IPX_DEFAULT_SOCKET; if ( IPX_Socket+IPX_DEFAULT_SOCKET < 0 ) IPX_Socket = IPX_DEFAULT_SOCKET; if (IPX_Socket != osocket ) { sprintf( menus[0].text, "\t%s %+d (PgUp/PgDn to change)", TXT_CURRENT_IPX_SOCKET, IPX_Socket ); net_ipx_listen(); ipxdrv_change_default_socket( IPX_DEFAULT_SOCKET + IPX_Socket ); restart_net_searching(menus); net_ipx_send_game_list_request(); return rval; } } break; case EVENT_IDLE: net_ipx_join_listen(menu); break; case EVENT_NEWMENU_SELECTED: citem-=2; if (citem >=num_active_ipx_games) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_INVALID_CHOICE); return 1; } if (net_ipx_show_game_stats(citem)==0) return 1; // Choice has been made and looks legit if (net_ipx_do_join_game(citem)==0) return 1; // look ma, we're in a game!!! break; case EVENT_WINDOW_CLOSE: SurfingNet=0; d_free(menu_text); d_free(menu); if (!Game_wind) Network_status = NETSTAT_MENU; // they cancelled break; default: break; } return 0; } int net_ipx_wait_for_sync(void) { char text[60]; newmenu_item m[2]; int i, choice=0; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = text; m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE; i = net_ipx_send_request(); if (i < 0) return(-1); sprintf( m[0].text, "%s\n'%s' %s", TXT_NET_WAITING, Netgame.players[i].callsign, TXT_NET_TO_ENTER ); while (choice > -1) choice=newmenu_do( NULL, TXT_WAIT, 2, m, net_ipx_sync_poll, NULL ); if (Network_status != NETSTAT_PLAYING) { IPX_sequence_packet me; memset(&me, 0, sizeof(IPX_sequence_packet)); me.type = PID_QUIT_JOINING; memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 ); memcpy( me.player.protocol.ipx.node, ipxdrv_get_my_local_address(), 6 ); memcpy( me.player.protocol.ipx.server, ipxdrv_get_my_server_address(), 4 ); net_ipx_send_sequence_packet( me, Netgame.players[0].protocol.ipx.server, Netgame.players[0].protocol.ipx.node, NULL ); N_players = 0; Game_mode = GM_GAME_OVER; return(-1); // they cancelled } return(0); } int net_ipx_request_poll( newmenu *menu, d_event *event, void *userdata ) { // Polling loop for waiting-for-requests menu int i = 0; int num_ready = 0; if (event->type != EVENT_IDLE) return 0; menu = menu; userdata = userdata; // Send our endlevel packet at regular intervals // if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL) // { // net_ipx_send_endlevel_packet(); // t1 = timer_get_fixed_seconds(); // } net_ipx_listen(); for (i = 0; i < N_players; i++) { if ((Players[i].connected == CONNECT_PLAYING) || (Players[i].connected == CONNECT_DISCONNECTED)) num_ready++; } if (num_ready == N_players) // All players have checked in or are disconnected { return -2; } return 0; } void net_ipx_wait_for_requests(void) { // Wait for other players to load the level before we send the sync int choice, i; newmenu_item m[1]; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE; Network_status = NETSTAT_WAITING; net_ipx_flush(); Players[Player_num].connected = CONNECT_PLAYING; menu: choice = newmenu_do(NULL, TXT_WAIT, 1, m, net_ipx_request_poll, NULL); if (choice == -1) { // User aborted choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW); if (choice == 2) return; if (choice != 0) goto menu; // User confirmed abort for (i=0; i < N_players; i++) if ((Players[i].connected != CONNECT_DISCONNECTED) && (i != Player_num)) net_ipx_dump_player(Netgame.players[i].protocol.ipx.server, Netgame.players[i].protocol.ipx.node, DUMP_ABORTED); if (Game_wind) window_close(Game_wind); } else if (choice != -2) goto menu; } int net_ipx_level_sync(void) { // Do required syncing between (before) levels int result; MySyncPackInitialized = 0; // my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1)); net_ipx_flush(); // Flush any old packets if (N_players == 0) result = net_ipx_wait_for_sync(); else if (multi_i_am_master()) { net_ipx_wait_for_requests(); result = net_ipx_send_sync(); if (result) return -1; } else result = net_ipx_wait_for_sync(); if (result) { Players[Player_num].connected = CONNECT_DISCONNECTED; net_ipx_send_endlevel_packet(); if (Game_wind) window_close(Game_wind); } return(0); } int net_ipx_do_join_game(int choice) { if (Active_ipx_games[choice].game_status == NETSTAT_ENDLEVEL) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_NET_GAME_BETWEEN2); return 0; } if (Active_ipx_games[choice].protocol.ipx.protocol_version != MULTI_PROTO_VERSION) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_VERSION_MISMATCH); return 0; } if (!load_mission_by_name(Active_ipx_games[choice].mission_name)) { nm_messagebox(NULL, 1, TXT_OK, TXT_MISSION_NOT_FOUND); return 0; } if (!net_ipx_can_join_netgame(&Active_ipx_games[choice])) { if (Active_ipx_games[choice].numplayers == Active_ipx_games[choice].max_numplayers) nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL); else nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS); return 0; } // Choice is valid, prepare to join in memcpy(&Netgame, &Active_ipx_games[choice], sizeof(netgame_info)); Difficulty_level = Netgame.difficulty; MaxNumNetPlayers = Netgame.max_numplayers; change_playernum_to(1); net_ipx_set_game_mode(Netgame.gamemode); StartNewLevel(Netgame.levelnum); return 1; // look ma, we're in a game!!! } void net_ipx_join_game() { int i; char *menu_text; newmenu_item *m; if ( !IPX_active ) { nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND); return; } MALLOC(m, newmenu_item, ((IPX_MAX_NETGAMES)*2)+1); if (!m) return; MALLOC(menu_text, char, (((IPX_MAX_NETGAMES)*2)+1)*70); if (!menu_text) { d_free(m); return; } net_ipx_init(); N_players = 0; Network_send_objects = 0; Network_rejoined=0; Network_status = NETSTAT_BROWSING; // We are looking at a game menu net_ipx_flush(); net_ipx_listen(); // Throw out old info net_ipx_send_game_list_request(); // broadcast a request for lists num_active_ipx_games = 0; memset(m, 0, sizeof(newmenu_item)*IPX_MAX_NETGAMES); memset(Active_ipx_games, 0, sizeof(netgame_info)*IPX_MAX_NETGAMES); gr_set_fontcolor(BM_XRGB(15,15,23),-1); m[0].text = menu_text; m[0].type = NM_TYPE_TEXT; if (IPX_allow_socket_changes) sprintf( m[0].text, "\tCurrent IPX Socket is default %+d (PgUp/PgDn to change)", IPX_Socket ); else strcpy( m[0].text, "" ); //sprintf( m[0].text, "" ); m[1].text=menu_text + 70*1; m[1].type=NM_TYPE_TEXT; sprintf (m[1].text,"\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS"); for (i = 0; i < IPX_MAX_NETGAMES; i++) { m[i+2].text = menu_text + 70*(i+2); m[i+2].type = NM_TYPE_MENU; sprintf(m[i+2].text, "%d. ", i+1); } num_active_ipx_changed = 1; SurfingNet=1; newmenu_dotiny("NETGAMES", NULL,IPX_MAX_NETGAMES+2, m, net_ipx_join_poll, menu_text); } void net_ipx_leave_game() { net_ipx_do_frame(1, 1); if ((multi_i_am_master()) && (Netgame.numplayers == 1 || Network_status == NETSTAT_STARTING)) { N_players = Netgame.numplayers = 0; net_ipx_send_game_info(NULL); } Players[Player_num].connected = CONNECT_DISCONNECTED; net_ipx_send_endlevel_packet(); change_playernum_to(0); Game_mode = GM_GAME_OVER; net_ipx_flush(); } void net_ipx_flush() { ubyte packet[MAX_DATA_SIZE]; if (!IPX_active) return; while (ipxdrv_get_packet_data(packet) > 0) ; } void net_ipx_listen() { int size; ubyte packet[MAX_DATA_SIZE]; if (!IPX_active) return; size = ipxdrv_get_packet_data( packet ); while ( size > 0 ) { net_ipx_process_packet( packet, size ); size = ipxdrv_get_packet_data( packet ); } } void net_ipx_send_data( ubyte * ptr, int len, int urgent ) { char check; if (Endlevel_sequence) return; if (!MySyncPackInitialized) { MySyncPackInitialized = 1; memset( &MySyncPack, 0, sizeof(IPX_frame_info) ); } if (urgent) PacketUrgent = 1; if ((MySyncPack.data_size+len) > NET_XDATA_SIZE ) { check = ptr[0]; net_ipx_do_frame(1, 0); if (MySyncPack.data_size != 0) { Int3(); } Assert(check == ptr[0]); } Assert(MySyncPack.data_size+len <= NET_XDATA_SIZE); memcpy( &MySyncPack.data[MySyncPack.data_size], ptr, len ); MySyncPack.data_size += len; } void net_ipx_timeout_player(int playernum) { // Remove a player from the game if we haven't heard from them in // a long time. int i, n = 0; Assert(playernum < N_players); Assert(playernum > -1); net_ipx_disconnect_player(playernum); create_player_appearance_effect(&Objects[Players[playernum].objnum]); digi_play_sample(SOUND_HUD_MESSAGE, F1_0); hud_message(MSGC_MULTI_INFO, "%s %s", Players[playernum].callsign, TXT_DISCONNECTING); for (i = 0; i < N_players; i++) if (Players[i].connected) n++; if (n == 1) { //added/changed on 10/11/98 by Victor Rachels cuz this is annoying as a box //-killed- nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY); hud_message(MSGC_GAME_FEEDBACK, "You are the only person remaining in this netgame"); //end this section change - VR } } void net_ipx_do_frame(int force, int listen) { int i; static fix last_send_time = 0, last_timeout_check = 0; if (!(Game_mode&GM_NETWORK)) return; net_ipx_ping_all(timer_get_fixed_seconds()); if ((Network_status != NETSTAT_PLAYING) || (Endlevel_sequence)) // Don't send postion during escape sequence... goto listen; if (WaitForRefuseAnswer && timer_get_fixed_seconds()>(RefuseTimeLimit+(F1_0*12))) WaitForRefuseAnswer=0; last_send_time += FrameTime; last_timeout_check += FrameTime; // Send out packet 10 times per second maximum... unless they fire, then send more often... if ( (last_send_time > (F1_0 / Netgame.PacketsPerSec)) || (Network_laser_fired) || force || PacketUrgent ) { if ( Players[Player_num].connected ) { int objnum = Players[Player_num].objnum; if (listen) { multi_send_robot_frame(0); multi_send_fire(); // Do firing if needed.. } last_send_time = 0; { int send_data_size, i; MySyncPack.numpackets = Players[0].n_packets_sent++; MySyncPack.type = PID_PDATA; MySyncPack.playernum = Player_num; MySyncPack.obj_render_type = Objects[objnum].render_type; MySyncPack.level_num = Current_level_num; MySyncPack.obj_segnum = Objects[objnum].segnum; MySyncPack.obj_pos = Objects[objnum].pos; MySyncPack.obj_orient = Objects[objnum].orient; MySyncPack.phys_velocity = Objects[objnum].mtype.phys_info.velocity; MySyncPack.phys_rotvel = Objects[objnum].mtype.phys_info.rotvel; send_data_size = MySyncPack.data_size; // do this so correct size data is sent // ipxdrvSendGamePacket((ubyte*)&MySyncPack, sizeof(IPX_frame_info) - NET_XDATA_SIZE + send_data_size); for(i=0; idata_size, Netgame.players[i].protocol.ipx.server, Netgame.players[i].protocol.ipx.node, Players[i].net_address); } } } PacketUrgent = 0; MySyncPack.data_size = 0; // Start data over at 0 length. if (Control_center_destroyed) net_ipx_send_endlevel_packet(); } } if (!listen) return; if ((last_timeout_check > F1_0) && !(Control_center_destroyed)) { fix approx_time = timer_get_fixed_seconds(); // Check for player timeouts for (i = 0; i < N_players; i++) { if ((i != Player_num) && (Players[i].connected == CONNECT_PLAYING)) { if ((Netgame.players[i].LastPacketTime == 0) || (Netgame.players[i].LastPacketTime > approx_time)) { Netgame.players[i].LastPacketTime = approx_time; continue; } if ((approx_time - Netgame.players[i].LastPacketTime) > IPX_TIMEOUT) net_ipx_timeout_player(i); } //added on 11/18/98 by Victor Rachels to hack ghost disconnects if(Players[i].connected != CONNECT_PLAYING && Objects[Players[i].objnum].type != OBJ_GHOST) { hud_message(MSGC_MULTI_INFO, "%s has left.", Players[i].callsign); multi_make_player_ghost(i); } //end this section addition - VR } last_timeout_check = 0; } listen: if (!listen) { MySyncPack.data_size = 0; return; } net_ipx_listen(); if (Network_send_objects) net_ipx_send_objects(); } void net_ipx_process_pdata (char *data) { Assert (Game_mode & GM_NETWORK); net_ipx_read_pdata_packet ((IPX_frame_info *) data); } void net_ipx_read_pdata_packet(IPX_frame_info *pd) { int TheirPlayernum; int TheirObjnum; object * TheirObj = NULL; TheirPlayernum = pd->playernum; TheirObjnum = Players[pd->playernum].objnum; if (TheirPlayernum < 0) { Int3(); // This packet is bogus!! return; } if (!multi_quit_game && (TheirPlayernum >= N_players)) { if (Network_status!=NETSTAT_WAITING) { Int3(); // We missed an important packet! multi_consistency_error(0); return; } else return; } if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL) ) { int old_Endlevel_sequence = Endlevel_sequence; Endlevel_sequence = 1; if ( pd->data_size>0 ) { // pass pd->data to some parser function.... multi_process_bigdata( pd->data, pd->data_size ); } Endlevel_sequence = old_Endlevel_sequence; return; } if ((sbyte)pd->level_num != Current_level_num) { return; } TheirObj = &Objects[TheirObjnum]; //------------- Keep track of missed packets ----------------- Players[TheirPlayernum].n_packets_got++; Netgame.players[TheirPlayernum].LastPacketTime = timer_get_fixed_seconds(); if ( pd->numpackets != Players[TheirPlayernum].n_packets_got ) { Players[TheirPlayernum].n_packets_got = pd->numpackets; } //------------ Read the player's ship's object info ---------------------- TheirObj->pos = pd->obj_pos; TheirObj->orient = pd->obj_orient; TheirObj->mtype.phys_info.velocity = pd->phys_velocity; TheirObj->mtype.phys_info.rotvel = pd->phys_rotvel; if ((TheirObj->render_type != pd->obj_render_type) && (pd->obj_render_type == RT_POLYOBJ)) multi_make_ghost_player(TheirPlayernum); obj_relink(TheirObjnum,pd->obj_segnum); if (TheirObj->movement_type == MT_PHYSICS) set_thrust_from_velocity(TheirObj); //------------ Welcome them back if reconnecting -------------- if (!Players[TheirPlayernum].connected) { Players[TheirPlayernum].connected = CONNECT_PLAYING; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(TheirPlayernum); multi_make_ghost_player(TheirPlayernum); create_player_appearance_effect(&Objects[TheirObjnum]); digi_play_sample( SOUND_HUD_MESSAGE, F1_0); HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN ); multi_send_score(); } //------------ Parse the extra data at the end --------------- if ( pd->data_size>0 ) { // pass pd->data to some parser function.... multi_process_bigdata( pd->data, pd->data_size ); } } int net_ipx_more_options_handler( newmenu *menu, d_event *event, void *userdata ); void net_ipx_more_game_options () { int opt=0,i; char srinvul[50],socket_string[5]; newmenu_item m[21]; sprintf (socket_string,"%d",IPX_Socket); opt_difficulty = opt; m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.difficulty; m[opt].text=TXT_DIFFICULTY; m[opt].min_value=0; m[opt].max_value=(NDL-1); opt++; opt_cinvul = opt; sprintf( srinvul, "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV ); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.control_invul_time/5/F1_0/60; m[opt].text= srinvul; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_show_on_map=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = TXT_SHOW_ON_MAP; m[opt].value=(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP); opt_show_on_map=opt; opt++; m[opt].type = NM_TYPE_TEXT; m[opt].text = "Network socket"; opt++; opt_socket = opt; m[opt].type = NM_TYPE_INPUT; m[opt].text = socket_string; m[opt].text_len=4; opt++; i = newmenu_do1( NULL, "Advanced netgame options", opt, m, net_ipx_more_options_handler, NULL, 0 ); Netgame.control_invul_time = m[opt_cinvul].value*5*F1_0*60; if ((atoi(socket_string))!=IPX_Socket) { IPX_Socket=atoi(socket_string); ipxdrv_change_default_socket( IPX_DEFAULT_SOCKET + IPX_Socket ); } Netgame.difficulty=Difficulty_level = m[opt_difficulty].value; if (m[opt_show_on_map].value) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; else Netgame.game_flags &= ~NETGAME_FLAG_SHOW_MAP; } int net_ipx_more_options_handler( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); switch (event->type) { case EVENT_NEWMENU_CHANGED: if (newmenu_get_citem(menu) == opt_cinvul) sprintf( menus[opt_cinvul].text, "%s: %d %s", TXT_REACTOR_LIFE, menus[opt_cinvul].value*5, TXT_MINUTES_ABBREV ); break; default: break; } userdata = userdata; return 0; } void net_ipx_ping (ubyte flag,int pnum) { ubyte mybuf[2]; mybuf[0]=flag; mybuf[1]=Player_num; *(u_int32_t*)(multibuf+2)=INTEL_INT(GameTime); ipxdrv_send_packet_data( (ubyte *)mybuf, 7, Netgame.players[pnum].protocol.ipx.server, Netgame.players[pnum].protocol.ipx.node,Players[pnum].net_address ); } static fix PingLaunchTime[MAX_PLAYERS],PingReturnTime[MAX_PLAYERS]; void net_ipx_handle_ping_return (ubyte pnum) { if (PingLaunchTime[pnum]==0 || pnum>=N_players) { return; } PingReturnTime[pnum]=GameTime; Netgame.players[pnum].ping=f2i(fixmul(PingReturnTime[pnum]-PingLaunchTime[pnum],i2f(1000))); PingLaunchTime[pnum]=0; } // ping all connected players (except yourself) in 3sec interval and update ping_table void net_ipx_ping_all(fix time) { int i; static fix PingTime=0; Netgame.players[Player_num].ping = -1; // Set mine to fancy -1 because I am super fast! Weeee if (PingTime+(F1_0*3)