/* 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. */ /* * * Multiplayer code for network play. * */ #include #include #include #include #include "game.h" #include "multi.h" #include "object.h" #include "laser.h" #include "fuelcen.h" #include "scores.h" #include "gauges.h" #include "collide.h" #include "error.h" #include "fireball.h" #include "newmenu.h" #include "console.h" #include "wall.h" #include "cntrlcen.h" #include "powerup.h" #include "polyobj.h" #include "bm.h" #include "endlevel.h" #include "key.h" #include "playsave.h" #include "timer.h" #include "digi.h" #include "sounds.h" #include "newdemo.h" #include "text.h" #include "kmatrix.h" #include "multibot.h" #include "gameseq.h" #include "physics.h" #include "config.h" #include "hudmsg.h" #include "ctype.h" // for isalpha #include "vers_id.h" #include "byteswap.h" #include "pstypes.h" #include "strutil.h" #include "u_mem.h" #ifdef USE_IPX #include "net_ipx.h" #endif #ifdef USE_UDP #include "net_udp.h" #endif // // Local macros and prototypes // // LOCALIZE ME!! #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0 void reset_player_object(void); // In object.c but not in object.h void drop_player_eggs(object *player); // from collide.c void StartLevel(void); // From gameseq.c // // Global variables // int multi_protocol=0; // set and determinate used protocol int control_invul_time = 0; int who_killed_controlcen = -1; // -1 = noone //do we draw the kill list on the HUD? int Show_kill_list = 1; int Show_reticle_name = 1; fix Show_kill_list_timer = 0; int multi_sending_message = 0; int multi_defining_message = 0; int multi_message_index = 0; unsigned char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built unsigned char multibuf2[MAX_MULTI_MESSAGE_LEN+4]; short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object short local_to_remote[MAX_OBJECTS]; sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote int Net_create_loc = 0; // pointer into previous array int Network_status = 0; int Network_laser_fired = 0; // How many times we shot int Network_laser_gun; // Which gun number we shot int Network_laser_flags; // Special flags for the shot int Network_laser_level; // What level short Network_laser_track; // Who is it tracking? char Network_message[MAX_MESSAGE_LEN]; int Network_message_reciever=-1; int sorted_kills[MAX_NUM_NET_PLAYERS]; short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS]; int multi_goto_secret = 0; short team_kills[2]; int multi_quit_game = 0; int PacketUrgent = 0; // For rejoin object syncing (used here and all protocols - globally) int Network_send_objects = 0; // Are we in the process of sending objects to a player? int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic? int Network_send_objnum = -1; // What object are we sending next? int Network_rejoined = 0; // Did WE rejoin this game? int Network_new_game = 0; // Is this the first level of a new game? int Network_player_added = 0; // Is this a new player or a returning player? //added 02/26/99 Matt Mueller - reactor kill stats short reactor_kills[MAX_NUM_NET_PLAYERS]; int reactor_kills_total; //end addition -MM uint multi_allow_powerup; uint multi_got_pow_count; ushort my_segments_checksum = 0; netgame_info Netgame; bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES]; // Globals for protocol-bound Refuse-functions char RefuseThisPlayer=0,WaitForRefuseAnswer=0,RefuseTeam,RefusePlayerName[12]; fix64 RefuseTimeLimit=0; int message_length[MULTI_MAX_TYPE+1] = { 25, // POSITION 3, // REAPPEAR 8, // FIRE 5, // KILL 4, // REMOVE_OBJECT 57, // PLAYER_EXPLODE 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40) 2, // QUIT 4, // PLAY_SOUND 37, // BEGIN_SYNC 4, // CONTROLCEN 5, // CLAIM ROBOT 4, // END_SYNC 2, // CLOAK 3, // ENDLEVEL_START 4, // DOOR_OPEN 2, // CREATE_EXPLOSION 16, // CONTROLCEN_FIRE 57, // PLAYER_DROP 19, // CREATE_POWERUP 9, // MISSILE_TRACK 2, // DE-CLOAK 2, // MENU_CHOICE 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28) 8, // ROBOT_EXPLODE 5, // ROBOT_RELEASE 18, // ROBOT_FIRE 6, // SCORE 6, // CREATE_ROBOT 3, // TRIGGER 10, // BOSS_ACTIONS 27, // ROBOT_POWERUPS 7, // HOSTAGE_DOOR 2+24, //SAVE_GAME (ubyte slot, uint id, char name[20]) // obsolete 2+4, //RESTORE_GAME (ubyte slot, uint id) // obsolete -1, // MULTI_REQ_PLAYER - NEVER USED -1, // MULTI_SEND_PLAYER - NEVER USED 19, // PLAYER_POWERUP_COUNT 19, // START_POWERUP_COUNT }; void multi_reset_player_object(object *objp); void multi_set_robot_ai(void); void multi_add_lifetime_killed(); void multi_add_lifetime_kills(); int multi_allow_powerup_mask[MAX_POWERUP_TYPES] = { NETFLAG_DOINVUL, 0, 0, NETFLAG_DOLASER, 0, 0, 0, 0, 0, 0, 0, 0, NETFLAG_DOQUAD, NETFLAG_DOVULCAN, NETFLAG_DOSPREAD, NETFLAG_DOPLASMA, NETFLAG_DOFUSION, NETFLAG_DOPROXIM, NETFLAG_DOHOMING, NETFLAG_DOHOMING, NETFLAG_DOSMART, NETFLAG_DOMEGA, NETFLAG_DOVULCAN, NETFLAG_DOCLOAK, 0, NETFLAG_DOINVUL, 0, 0, 0 }; char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX] = { "Laser upgrade", "Quad lasers", "Vulcan cannon", "Spreadfire cannon", "Plasma cannon", "Fusion cannon", "Homing missiles", "Smart missiles", "Mega missiles", "Proximity bombs", "Cloaking", "Invulnerability" }; // // Functions that replace what used to be macros // int objnum_remote_to_local(int remote_objnum, int owner) { // Map a remote object number from owner to a local object number int result; if ((owner >= N_players) || (owner < -1)) { Int3(); // Illegal! return(remote_objnum); } if (owner == -1) return(remote_objnum); if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS)) return(-1); result = remote_to_local[owner][remote_objnum]; if (result < 0) { return(-1); } return(result); } int objnum_local_to_remote(int local_objnum, sbyte *owner) { // Map a local object number to a remote + owner int result; if ((local_objnum < 0) || (local_objnum > Highest_object_index)) { *owner = -1; return(-1); } *owner = object_owner[local_objnum]; if (*owner == -1) return(local_objnum); if ((*owner >= N_players) || (*owner < -1)) { Int3(); // Illegal! *owner = -1; return local_objnum; } result = local_to_remote[local_objnum]; if (result < 0) { Int3(); // See Rob, object has no remote number! } return(result); } void map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner) { // Add a mapping from a network remote object number to a local one Assert(local_objnum > -1); Assert(remote_objnum > -1); Assert(owner > -1); Assert(owner != Player_num); Assert(local_objnum < MAX_OBJECTS); Assert(remote_objnum < MAX_OBJECTS); object_owner[local_objnum] = owner; remote_to_local[owner][remote_objnum] = local_objnum; local_to_remote[local_objnum] = remote_objnum; return; } void map_objnum_local_to_local(int local_objnum) { // Add a mapping for our locally created objects Assert(local_objnum > -1); Assert(local_objnum < MAX_OBJECTS); object_owner[local_objnum] = Player_num; remote_to_local[Player_num][local_objnum] = local_objnum; local_to_remote[local_objnum] = local_objnum; return; } int multi_objnum_is_past(int objnum) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: return net_ipx_objnum_is_past(objnum); break; #endif case MULTI_PROTO_UDP: #ifdef USE_UDP return net_udp_objnum_is_past(objnum); break; #endif default: Error("Protocol handling missing in multi_objnum_is_past\n"); break; } } // // Part 1 : functions whose main purpose in life is to divert the flow // of execution to either network specific code based // on the curretn Game_mode value. // void multi_endlevel_score(void) { int i, old_connect=0; // Show a score list to end of net players // Save connect state and change to new connect state #ifdef NETWORK if (Game_mode & GM_NETWORK) { old_connect = Players[Player_num].connected; if (Players[Player_num].connected!=CONNECT_DIED_IN_MINE) Players[Player_num].connected = CONNECT_END_MENU; } #endif #ifdef NETWORK Network_status = NETSTAT_ENDLEVEL; #endif if (multi_protocol == MULTI_PROTO_IPX) { if (Game_mode & GM_MULTI_COOP && multi_protocol == MULTI_PROTO_IPX) DoEndLevelScoreGlitz(Game_mode & GM_NETWORK); else kmatrix_ipx_view(Game_mode & GM_NETWORK); } else kmatrix_view(Game_mode & GM_NETWORK); // Restore connect state if (Game_mode & GM_NETWORK) { Players[Player_num].connected = old_connect; } if (Game_mode & GM_MULTI_COOP) { for (i = 0; i < MaxNumNetPlayers; i++) // Reset keys Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY); } } int get_team(int pnum) { if (Netgame.team_vector & (1 << pnum)) return 1; else return 0; } extern void game_disable_cheats(); void multi_new_game(void) { int i; // Reset variables for a new net game //edited 02/26/99 Matt Mueller - reactor kill stuff, and fix this other memset that hardcoded short=2bytes memset(kill_matrix, 0, sizeof(kill_matrix)); // Clear kill matrix memset(reactor_kills, 0, sizeof(reactor_kills)); // Clear kill matrix reactor_kills_total=0; //end edit -MM for (i = 0; i < MAX_NUM_NET_PLAYERS; i++) { sorted_kills[i] = i; Players[i].connected = CONNECT_DISCONNECTED; Players[i].net_killed_total = 0; Players[i].net_kills_total = 0; Players[i].flags = 0; } for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++) { robot_controlled[i] = -1; robot_agitation[i] = 0; robot_fired[i] = 0; } team_kills[0] = team_kills[1] = 0; Endlevel_sequence = 0; Player_is_dead = 0; multi_quit_game = 0; Show_kill_list = 1; game_disable_cheats(); Player_exploded = 0; Dead_player_camera = 0; multi_allow_powerup = NETFLAG_DOPOWERUP; multi_got_pow_count = 0; } void multi_make_player_ghost(int playernum) { object *obj; // Assert(playernum != Player_num); // Assert(playernum < MAX_NUM_NET_PLAYERS); if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0)) { Int3(); // Non-terminal, see Rob return; } obj = &Objects[Players[playernum].objnum]; obj->type = OBJ_GHOST; obj->render_type = RT_NONE; obj->movement_type = MT_NONE; multi_reset_player_object(obj); if (Game_mode & GM_MULTI_ROBOTS) multi_strip_robots(playernum); } void multi_make_ghost_player(int playernum) { object *obj; // Assert(playernum != Player_num); // Assert(playernum < MAX_NUM_NET_PLAYERS); if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS)) { Int3(); // Non-terminal, see rob return; } obj = &Objects[Players[playernum].objnum]; obj->type = OBJ_PLAYER; obj->movement_type = MT_PHYSICS; multi_reset_player_object(obj); } int multi_get_kill_list(int *plist) { // Returns the number of active net players and their // sorted order of kills int i; int n = 0; for (i = 0; i < N_players; i++) // if (Players[sorted_kills[i]].connected) plist[n++] = sorted_kills[i]; if (n == 0) Int3(); // SEE ROB OR MATT // memcpy(plist, sorted_kills, N_players*sizeof(int)); return(n); } void multi_sort_kill_list(void) { // Sort the kills list each time a new kill is added int kills[MAX_NUM_NET_PLAYERS]; int i; int changed = 1; for (i = 0; i < MAX_NUM_NET_PLAYERS; i++) { if (Game_mode & GM_MULTI_COOP) kills[i] = Players[i].score; else kills[i] = Players[i].net_kills_total; } while (changed) { changed = 0; for (i = 0; i < N_players-1; i++) { if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]]) { changed = sorted_kills[i]; sorted_kills[i] = sorted_kills[i+1]; sorted_kills[i+1] = changed; changed = 1; } } } } void multi_compute_kill(int killer, int killed) { // Figure out the results of a network kills and add it to the // appropriate player's tally. int killed_pnum, killed_type; int killer_pnum, killer_type; char killed_name[(CALLSIGN_LEN*2)+4]; char killer_name[(CALLSIGN_LEN*2)+4]; // Both object numbers are localized already! if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index)) { Int3(); // See Rob, illegal value passed to compute_kill; return; } killed_type = Objects[killed].type; killer_type = Objects[killer].type; if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST)) { Int3(); // compute_kill passed non-player object! return; } killed_pnum = Objects[killed].id; Assert ((killed_pnum >= 0) && (killed_pnum < N_players)); if (Game_mode & GM_TEAM) sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]); else sprintf(killed_name, "%s", Players[killed_pnum].callsign); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_death(killed_pnum); digi_play_sample( SOUND_HUD_KILL, F3_0 ); if (killer_type == OBJ_CNTRLCEN) { Players[killed_pnum].net_killed_total++; Players[killed_pnum].net_kills_total--; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_kill(killed_pnum, -1); //edited 02/26/99 Matt Mueller - add kill stats to messages reactor_kills[killed_pnum]++; reactor_kills_total++; if (killed_pnum == Player_num) { HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY); multi_add_lifetime_killed (); } else HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY ); return; } else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST)) { if (killed_pnum == Player_num) { HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT); multi_add_lifetime_killed(); } else HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT ); Players[killed_pnum].net_killed_total++; return; } killer_pnum = Objects[killer].id; if (Game_mode & GM_TEAM) sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]); else sprintf(killer_name, "%s", Players[killer_pnum].callsign); // Beyond this point, it was definitely a player-player kill situation if ((killer_pnum < 0) || (killer_pnum >= N_players)) Int3(); // See rob, tracking down bug with kill HUD messages if ((killed_pnum < 0) || (killed_pnum >= N_players)) Int3(); // See rob, tracking down bug with kill HUD messages if (killer_pnum == killed_pnum) { if (Game_mode & GM_TEAM) { team_kills[get_team(killed_pnum)] -= 1; } Players[killed_pnum].net_killed_total += 1; Players[killed_pnum].net_kills_total -= 1; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_kill(killed_pnum, -1); kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides if (killer_pnum == Player_num) { HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF ); multi_add_lifetime_killed(); } else HUD_init_message(HM_MULTI, "%s %s", killed_name, TXT_SUICIDE); } else { if (Game_mode & GM_TEAM) { if (get_team(killed_pnum) == get_team(killer_pnum)) team_kills[get_team(killed_pnum)] -= 1; else team_kills[get_team(killer_pnum)] += 1; } Players[killer_pnum].net_kills_total += 1; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_kill(killer_pnum, 1); Players[killed_pnum].net_killed_total += 1; kill_matrix[killer_pnum][killed_pnum] += 1; if (killer_pnum == Player_num) { HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, killed_name); multi_add_lifetime_kills(); if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000)) add_points_to_score(-1000); } else if (killed_pnum == Player_num) { HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, TXT_YOU); multi_add_lifetime_killed(); } else HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, killed_name); } multi_sort_kill_list(); multi_show_player_list(); } void multi_do_protocol_frame(int force, int listen) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_do_frame(force, listen); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_do_frame(force, listen); break; #endif default: Error("Protocol handling missing in multi_do_protocol_frame\n"); break; } } void multi_do_frame(void) { if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK) { Int3(); return; } multi_send_message(); // Send any waiting messages if (Game_mode & GM_MULTI_ROBOTS) { multi_check_robot_timeout(); } multi_do_protocol_frame(0, 1); if (multi_quit_game) { multi_quit_game = 0; if (Game_wind) window_close(Game_wind); } } void multi_send_data(unsigned char *buf, int len, int priority) { Assert(len == message_length[(int)buf[0]]); Assert(buf[0] <= MULTI_MAX_TYPE); if (Game_mode & GM_NETWORK) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_send_data(buf, len, priority); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_send_data(buf, len, priority); break; #endif default: Error("Protocol handling missing in multi_send_data_real\n"); break; } } } void multi_leave_game(void) { if (!(Game_mode & GM_MULTI)) return; if (Game_mode & GM_NETWORK) { Net_create_loc = 0; multi_send_position(Players[Player_num].objnum); drop_player_eggs(ConsoleObject); multi_send_player_explode(MULTI_PLAYER_DROP); } multi_send_quit(MULTI_QUIT); if (Game_mode & GM_NETWORK) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_leave_game(); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_leave_game(); break; #endif default: Error("Protocol handling missing in multi_leave_game\n"); break; } } plyr_save_stats(); } void multi_show_player_list() { if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP)) return; if (Show_kill_list) return; Show_kill_list_timer = F1_0*5; // 5 second timer Show_kill_list = 1; } int multi_endlevel(int *secret) { int result = 0; switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: result = net_ipx_endlevel(secret); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: result = net_udp_endlevel(secret); break; #endif default: Error("Protocol handling missing in multi_endlevel\n"); break; } return(result); } int multi_endlevel_poll1( newmenu *menu, d_event *event, void *userdata ) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: return net_ipx_kmatrix_poll1( menu, event, userdata ); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: return net_udp_kmatrix_poll1( menu, event, userdata ); break; #endif default: Error("Protocol handling missing in multi_endlevel_poll1\n"); break; } return 0; // kill warning } int multi_endlevel_poll2( newmenu *menu, d_event *event, void *userdata ) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: // unused break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: return net_udp_kmatrix_poll2( menu, event, userdata ); break; #endif default: Error("Protocol handling missing in multi_endlevel_poll2\n"); break; } return 0; } void multi_send_endlevel_packet() { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_send_endlevel_packet(); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_send_endlevel_packet(); break; #endif default: Error("Protocol handling missing in multi_send_endlevel_packet\n"); break; } } // // Part 2 : functions that act on network messages and change the // the state of the game in some way. // void multi_define_macro(int key) { if (!(Game_mode & GM_MULTI)) return; key &= (~KEY_SHIFTED); switch(key) { case KEY_F9: multi_defining_message = 1; break; case KEY_F10: multi_defining_message = 2; break; case KEY_F11: multi_defining_message = 3; break; case KEY_F12: multi_defining_message = 4; break; default: Int3(); } if (multi_defining_message) { multi_message_index = 0; Network_message[multi_message_index] = 0; } } char feedback_result[200]; void multi_message_feedback(void) { char *colon; int found = 0; int i; if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) )) { sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO); if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3)) { sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]); found = 1; } if (Game_mode & GM_TEAM) { for (i = 0; i < N_players; i++) { if (!strncasecmp(Netgame.team_name[i], Network_message, colon-Network_message)) { if (found) strcat(feedback_result, ", "); found++; if (!(found % 4)) strcat(feedback_result, "\n"); sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]); } } } for (i = 0; i < N_players; i++) { if ((!strncasecmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected)) { if (found) strcat(feedback_result, ", "); found++; if (!(found % 4)) strcat(feedback_result, "\n"); sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign); } } if (!found) strcat(feedback_result, TXT_NOBODY); else strcat(feedback_result, "."); digi_play_sample(SOUND_HUD_MESSAGE, F1_0); Assert(strlen(feedback_result) < 200); HUD_init_message(HM_MULTI, feedback_result); } } //added/moved on 11/10/98 by Victor Rachels to declare before this function void multi_send_message_end(); //end this section change - VR void multi_send_macro(int key) { if (! (Game_mode & GM_MULTI) ) return; switch(key) { case KEY_F9: key = 0; break; case KEY_F10: key = 1; break; case KEY_F11: key = 2; break; case KEY_F12: key = 3; break; default: Int3(); } if (!PlayerCfg.NetworkMessageMacro[key][0]) { HUD_init_message(HM_MULTI, TXT_NO_MACRO); return; } strcpy(Network_message, PlayerCfg.NetworkMessageMacro[key]); Network_message_reciever = 100; HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message); multi_message_feedback(); } void multi_send_message_start() { if (Game_mode&GM_MULTI) { multi_sending_message = 1; multi_message_index = 0; Network_message[multi_message_index] = 0; } } // compare s1 with s2 ignoring case and only considering the // first strlen(s2) characters of s1 int strcasecmpbegin(const char *s1, const char *s2) { return strncasecmp(s1, s2, strlen(s2)); } void multi_send_message_end() { int i; multi_message_index = 0; multi_sending_message = 0; if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK)) { int name_index=5; if (strlen(Network_message) > 5) while (Network_message[name_index] == ' ') name_index++; if (!multi_i_am_master()) { HUD_init_message(HM_MULTI, "Only %s can kick others out!",Players[multi_who_is_master()].callsign); multi_message_index = 0; multi_sending_message = 0; return; } if (strlen(Network_message)<=name_index) { HUD_init_message(HM_MULTI, "You must specify a name to kick"); multi_message_index = 0; multi_sending_message = 0; return; } if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) { int players[MAX_NUM_NET_PLAYERS]; int listpos = Network_message[name_index+1] - '0'; if (Show_kill_list==1 || Show_kill_list==2) { if (listpos == 0 || listpos >= N_players) { HUD_init_message(HM_MULTI, "Invalid player number for kick."); multi_message_index = 0; multi_sending_message = 0; return; } multi_get_kill_list(players); i = players[listpos]; if ((i != Player_num) && (Players[i].connected)) goto kick_player; } else HUD_init_message(HM_MULTI, "You cannot use # kicking with in team display."); multi_message_index = 0; multi_sending_message = 0; return; } for (i = 0; i < N_players; i++) if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) { kick_player:; switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_dump_player(Netgame.players[i].protocol.ipx.server,Netgame.players[i].protocol.ipx.node, DUMP_KICKED); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_KICKED); break; #endif default: Error("Protocol handling missing in multi_send_message_end\n"); break; } HUD_init_message(HM_MULTI, "Dumping %s...",Players[i].callsign); multi_message_index = 0; multi_sending_message = 0; return; } } else if (!strnicmp (Network_message,"KillReactor",11) && (Game_mode & GM_NETWORK) && !Control_center_destroyed) { if (!multi_i_am_master()) HUD_init_message(HM_MULTI, "Only %s can kill the reactor this way!",Players[multi_who_is_master()].callsign); else { net_destroy_controlcen(NULL); multi_send_destroy_controlcen(-1,Player_num); } multi_message_index = 0; multi_sending_message = 0; return; } Network_message_reciever = 100; HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message); multi_send_message(); multi_message_feedback(); game_flush_inputs(); } void multi_define_macro_end() { Assert( multi_defining_message > 0 ); strcpy( PlayerCfg.NetworkMessageMacro[multi_defining_message-1], Network_message ); write_player_file(); multi_message_index = 0; multi_defining_message = 0; game_flush_inputs(); } int multi_message_input_sub(int key) { switch( key ) { case KEY_F8: case KEY_ESC: multi_sending_message = 0; multi_defining_message = 0; game_flush_inputs(); return 1; case KEY_LEFT: case KEY_BACKSP: case KEY_PAD4: if (multi_message_index > 0) multi_message_index--; Network_message[multi_message_index] = 0; return 1; case KEY_ENTER: if ( multi_sending_message ) multi_send_message_end(); else if ( multi_defining_message ) multi_define_macro_end(); game_flush_inputs(); return 1; default: { int ascii = key_ascii(); if ((ascii < 255 ) && (ascii != 37)) { if (multi_message_index < MAX_MESSAGE_LEN-2 ) { Network_message[multi_message_index++] = ascii; Network_message[multi_message_index] = 0; } else if ( multi_sending_message ) { int i; char * ptext, * pcolon; ptext = NULL; Network_message[multi_message_index++] = ascii; Network_message[multi_message_index] = 0; for (i=multi_message_index-1; i>=0; i-- ) { if ( Network_message[i]==32 ) { ptext = &Network_message[i+1]; Network_message[i] = 0; break; } } multi_send_message_end(); if ( ptext ) { multi_sending_message = 1; pcolon = strchr( Network_message, ':' ); if ( pcolon ) strcpy( pcolon+1, ptext ); else strcpy( Network_message, ptext ); multi_message_index = strlen( Network_message ); } } } } } return 0; } void multi_send_message_dialog(void) { newmenu_item m[1]; int choice; if (!(Game_mode&GM_MULTI)) return; Network_message[0] = 0; // Get rid of old contents m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1; choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL, NULL ); if ((choice > -1) && (strlen(Network_message) > 0)) { Network_message_reciever = 100; multi_message_feedback(); } } void multi_do_death(int objnum) { // Do any miscellaneous stuff for a new network player after death objnum = objnum; if (!(Game_mode & GM_MULTI_COOP)) { Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY); } } void multi_do_fire(char *buf) { ubyte weapon; int pnum; sbyte flags; fix save_charge = Fusion_charge; // Act out the actual shooting pnum = buf[1]; weapon = (int)buf[2]; flags = buf[4]; Network_laser_track = GET_INTEL_SHORT(buf + 6); Assert (pnum < N_players); if (Objects[Players[pnum].objnum].type == OBJ_GHOST) multi_make_ghost_player(pnum); if (weapon >= MISSILE_ADJUST) net_missile_firing(pnum, weapon, (int)buf[4]); else { if (weapon == FUSION_INDEX) { Fusion_charge = buf[4] << 12; } if (weapon == LASER_INDEX) { if (flags & LASER_QUAD) Players[pnum].flags |= PLAYER_FLAGS_QUAD_LASERS; else Players[pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS; } do_laser_firing(Players[pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]); if (weapon == FUSION_INDEX) Fusion_charge = save_charge; } } void multi_do_message(char *buf) { char *colon,mesbuf[100]; int t; int loc = 2; if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN)) { int color = 0; mesbuf[0] = CC_COLOR; if (Game_mode & GM_TEAM) color = get_team((int)buf[1]); else color = (int)buf[1]; mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b); strcpy(&mesbuf[2], Players[(int)buf[1]].callsign); t = strlen(mesbuf); mesbuf[t] = ':'; mesbuf[t+1] = CC_COLOR; mesbuf[t+2] = BM_XRGB(0, 31, 0); mesbuf[t+3] = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message(HM_MULTI, "%s %s", mesbuf, buf+2); } else if ( (!strncasecmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) || ((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strncasecmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) ) { int color = 0; mesbuf[0] = CC_COLOR; if (Game_mode & GM_TEAM) color = get_team((int)buf[1]); else color = (int)buf[1]; mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b); strcpy(&mesbuf[2], Players[(int)buf[1]].callsign); t = strlen(mesbuf); mesbuf[t] = ':'; mesbuf[t+1] = CC_COLOR; mesbuf[t+2] = BM_XRGB(0, 31, 0); mesbuf[t+3] = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message(HM_MULTI, "%s %s", mesbuf, colon+1); } } void multi_do_position(char *buf) { ubyte pnum = 0; #ifdef WORDS_BIGENDIAN shortpos sp; #endif // this is unused in IPX - position is forced within net_ipx_do_frame() if (multi_protocol == MULTI_PROTO_IPX) return; pnum = buf[1]; #ifndef WORDS_BIGENDIAN extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf + 2),0); #else memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 2), 9); memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 11), 14); extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1); #endif if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS) set_thrust_from_velocity(&Objects[Players[pnum].objnum]); } void multi_do_reappear(char *buf) { short objnum; objnum = GET_INTEL_SHORT(buf + 1); Assert(objnum >= 0); multi_make_ghost_player(Objects[objnum].id); create_player_appearance_effect(&Objects[objnum]); } void multi_do_powerup_count(char *buf) { int pnum = buf[1]; int count; int pow_count[MAX_POWERUP_TYPES]; int i, pow; memset(pow_count, 0, sizeof(pow_count)); count = 2; for (i = 0; i < NUM_PLAYER_DROP_POWERUPS; i++) { pow = player_drop_powerups[i]; if (pow == POW_VULCAN_AMMO) { pow_count[pow] = *((short *)&buf[count]); count += 2; } else pow_count[pow] = buf[count++]; } if ((multi_got_pow_count & (1 << pnum))) return; // already got pow_count from this player if (buf[0] == MULTI_START_POWERUP_COUNT) { memset(powerup_start_level, 0, sizeof(powerup_start_level)); multi_got_pow_count = -1; } else multi_got_pow_count |= (1 << pnum); pow_add_level_pow_count(pow_count); } void multi_do_player_explode(char *buf) { // Only call this for players, not robots. pnum is player number, not // Object number. object *objp; int count; int pnum; int i; char remote_created; pnum = buf[1]; #ifdef NDEBUG if ((pnum < 0) || (pnum >= N_players)) return; #else Assert(pnum >= 0); Assert(pnum < N_players); #endif #ifdef NETWORK // If we are in the process of sending objects to a new player, reset that process if (Network_send_objects) { Network_send_objnum = -1; } #endif // Stuff the Players structure to prepare for the explosion count = 2; Players[pnum].primary_weapon_flags = buf[count]; count++; Players[pnum].secondary_weapon_flags = buf[count]; count++; Players[pnum].laser_level = buf[count]; count++; Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++; Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++; Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++; Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++; Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++; Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2; Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4; objp = Objects+Players[pnum].objnum; // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes // objp->pos = *(vms_vector *)(buf+28); // 12 bytes remote_created = buf[count++]; // How many did the other guy create? Net_create_loc = 0; drop_player_eggs(objp); // Create mapping from remote to local numbering system // We now handle this situation gracefully, Int3 not required // if (Net_create_loc != remote_created) // Int3(); // Probably out of object array space, see Rob for (i = 0; i < remote_created; i++) { short s; s = GET_INTEL_SHORT(buf + count); if ((i < Net_create_loc) && (s > 0) && (Net_create_objnums[i] > 0)) map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum); count += 2; } for (i = remote_created; i < Net_create_loc; i++) { Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD; } if (buf[0] == MULTI_PLAYER_EXPLODE) { explode_badass_player(objp); objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player multi_make_player_ghost(pnum); } else { create_player_appearance_effect(objp); } Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE); Players[pnum].cloak_time = 0; } void multi_do_kill(char *buf) { int killer, killed; int count = 1; int pnum; pnum = buf[count]; if ((pnum < 0) || (pnum >= N_players)) { Int3(); // Invalid player number killed return; } killed = Players[pnum].objnum; count += 1; killer = GET_INTEL_SHORT(buf + count); if (killer > 0) killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]); multi_compute_kill(killer, killed); } // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1 // which means not a controlcen object, but contained in another object void multi_do_controlcen_destroy(char *buf) { sbyte who; short objnum; objnum = GET_INTEL_SHORT(buf + 1); who = buf[3]; if (Control_center_destroyed != 1) { if ((who < N_players) && (who != Player_num)) { HUD_init_message(HM_MULTI, "%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL); } else if (who == Player_num) HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL); else HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED); if (objnum != -1) net_destroy_controlcen(Objects+objnum); else net_destroy_controlcen(NULL); } } void multi_do_escape(char *buf) { int objnum; objnum = Players[(int)buf[1]].objnum; if (buf[2] == 0) { digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED); if (Game_mode & GM_NETWORK) Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL; if (!multi_goto_secret) multi_goto_secret = 2; } else if (buf[2] == 1) { digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET); if (Game_mode & GM_NETWORK) Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET; if (!multi_goto_secret) multi_goto_secret = 1; } create_player_appearance_effect(&Objects[objnum]); multi_make_player_ghost(buf[1]); } void multi_do_remobj(char *buf) { short objnum; // which object to remove short local_objnum; sbyte obj_owner; // which remote list is it entered in objnum = GET_INTEL_SHORT(buf + 1); obj_owner = buf[3]; Assert(objnum >= 0); if (objnum < 1) return; local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum if (local_objnum < 0) { return; } if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE)) { return; } if (Network_send_objects && multi_objnum_is_past(local_objnum)) { Network_send_objnum = -1; } Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless } void multi_do_quit(char *buf) { if (Game_mode & GM_NETWORK) { int i, n = 0; digi_play_sample( SOUND_HUD_MESSAGE, F1_0 ); HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME); switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_disconnect_player(buf[1]); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_disconnect_player(buf[1]); break; #endif default: Error("Protocol handling missing in multi_do_quit\n"); break; } for (i = 0; i < N_players; i++) if (Players[i].connected) n++; if (n == 1) { HUD_init_message(HM_MULTI, "You are the only person remaining in this netgame"); } } return; } void multi_do_cloak(char *buf) { int pnum; pnum = buf[1]; Assert(pnum < N_players); Players[pnum].flags |= PLAYER_FLAGS_CLOAKED; Players[pnum].cloak_time = GameTime64; ai_do_cloak_stuff(); if (Game_mode & GM_MULTI_ROBOTS) multi_strip_robots(pnum); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_cloak(pnum); } void multi_do_decloak(char *buf) { int pnum; pnum = buf[1]; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_decloak(pnum); } void multi_do_door_open(char *buf) { int segnum; short side; segment *seg; wall *w; segnum = GET_INTEL_SHORT(buf + 1); side = buf[3]; if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5)) { Int3(); return; } seg = &Segments[segnum]; if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall Int3(); return; } w = &Walls[seg->sides[side].wall_num]; if (w->type == WALL_BLASTABLE) { if (!(w->flags & WALL_BLASTED)) { wall_destroy(seg, side); } return; } else if (w->state != WALL_DOOR_OPENING) { wall_open_door(seg, side); } } void multi_do_create_explosion(char *buf) { int pnum; int count = 1; pnum = buf[count++]; create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1); } void multi_do_controlcen_fire(char *buf) { vms_vector to_target; int gun_num; short objnum; int count = 1; memcpy(&to_target, buf+count, 12); count += 12; #ifdef WORDS_BIGENDIAN // swap the vector to_target to_target.x = (fix)INTEL_INT((int)to_target.x); to_target.y = (fix)INTEL_INT((int)to_target.y); to_target.z = (fix)INTEL_INT((int)to_target.z); #endif gun_num = buf[count]; count += 1; objnum = GET_INTEL_SHORT(buf + count); count += 2; Laser_create_new_easy(&to_target, &Gun_pos[gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1); } void multi_do_create_powerup(char *buf) { short segnum; short objnum; int my_objnum; int pnum; int count = 1; vms_vector new_pos; char powerup_type; if (Endlevel_sequence || Control_center_destroyed) return; pnum = buf[count++]; powerup_type = buf[count++]; segnum = GET_INTEL_SHORT(buf + count); count += 2; objnum = GET_INTEL_SHORT(buf + count); count += 2; if ((segnum < 0) || (segnum > Highest_segment_index)) { Int3(); return; } new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector); #ifdef WORDS_BIGENDIAN new_pos.x = (fix)SWAPINT((int)new_pos.x); new_pos.y = (fix)SWAPINT((int)new_pos.y); new_pos.z = (fix)SWAPINT((int)new_pos.z); #endif if (!may_create_powerup(powerup_type)) return; Net_create_loc = 0; my_objnum = call_object_create_egg(&Objects[Players[pnum].objnum], 1, OBJ_POWERUP, powerup_type); if (my_objnum < 0) { return; } if (Network_send_objects && multi_objnum_is_past(my_objnum)) { Network_send_objnum = -1; } Objects[my_objnum].pos = new_pos; vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity); obj_relink(my_objnum, segnum); map_objnum_local_to_remote(my_objnum, objnum, pnum); object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE); } void multi_do_play_sound(char *buf) { int pnum = buf[1]; int sound_num = buf[2]; fix volume = buf[3] << 12; if (!Players[pnum].connected) return; Assert(Players[pnum].objnum >= 0); Assert(Players[pnum].objnum <= Highest_object_index); digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume); } void multi_do_score(char *buf) { int pnum = buf[1]; if ((pnum < 0) || (pnum >= N_players)) { Int3(); // Non-terminal, see rob return; } if (Newdemo_state == ND_STATE_RECORDING) { int score; score = GET_INTEL_INT(buf + 2); newdemo_record_multi_score(pnum, score); } Players[pnum].score = GET_INTEL_INT(buf + 2); multi_sort_kill_list(); } void multi_do_trigger(char *buf) { int pnum = buf[1]; int trigger = buf[2]; if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num)) { Int3(); // Got trigger from illegal playernum return; } if ((trigger < 0) || (trigger >= Num_triggers)) { Int3(); // Illegal trigger number in multiplayer return; } check_trigger_sub(trigger, pnum); } void multi_do_hostage_door_status(char *buf) { // Update hit point status of a door int count = 1; int wallnum; fix hps; wallnum = GET_INTEL_SHORT(buf + count); count += 2; hps = GET_INTEL_INT(buf + count); count += 4; if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE)) { Int3(); // Non-terminal, see Rob return; } if (hps < Walls[wallnum].hps) wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps); } void multi_reset_stuff(void) { // A generic, emergency function to solve problems that crop up // when a player exits quick-out from the game because of a // connection loss. Fixes several weird bugs! dead_player_end(); Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound. Dead_player_camera = 0; Endlevel_sequence = 0; reset_rear_view(); } void multi_reset_player_object(object *objp) { int i; int id; //Init physics for a non-console player Assert(objp >= Objects); Assert(objp <= Objects+Highest_object_index); Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST)); vm_vec_zero(&objp->mtype.phys_info.velocity); vm_vec_zero(&objp->mtype.phys_info.thrust); vm_vec_zero(&objp->mtype.phys_info.rotvel); vm_vec_zero(&objp->mtype.phys_info.rotthrust); objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0; objp->mtype.phys_info.mass = Player_ship->mass; objp->mtype.phys_info.drag = Player_ship->drag; // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST); objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE); //Init render info objp->render_type = RT_POLYOBJ; objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this? objp->rtype.pobj_info.subobj_flags = 0; //zero the flags for (i=0;irtype.pobj_info.anim_angles[i]); //reset textures for this, if not player 0 if (Game_mode & GM_TEAM) id = get_team(objp->id); else id = objp->id; if (id == 0) objp->rtype.pobj_info.alt_textures=0; else { Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures); for (i=0;irtype.pobj_info.model_num].first_texture+i]]; multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]]; multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]]; objp->rtype.pobj_info.alt_textures = id; } // Clear misc objp->flags = 0; if (objp->type == OBJ_GHOST) objp->render_type = RT_NONE; } void multi_process_data(char *buf, int len) { // Take an entire message (that has already been checked for validity, // if necessary) and act on it. int type; len = len; type = buf[0]; if (type > MULTI_MAX_TYPE) { Int3(); return; } switch(type) { case MULTI_POSITION: if (!Endlevel_sequence) multi_do_position(buf); break; case MULTI_REAPPEAR: if (!Endlevel_sequence) multi_do_reappear(buf); break; case MULTI_FIRE: if (!Endlevel_sequence) multi_do_fire(buf); break; case MULTI_KILL: multi_do_kill(buf); break; case MULTI_REMOVE_OBJECT: if (!Endlevel_sequence) multi_do_remobj(buf); break; case MULTI_PLAYER_DROP: case MULTI_PLAYER_EXPLODE: if (!Endlevel_sequence) multi_do_player_explode(buf); break; case MULTI_MESSAGE: if (!Endlevel_sequence) multi_do_message(buf); break; case MULTI_QUIT: if (!Endlevel_sequence) multi_do_quit(buf); break; case MULTI_BEGIN_SYNC: break; case MULTI_CONTROLCEN: if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break; case MULTI_ENDLEVEL_START: if (!Endlevel_sequence) multi_do_escape(buf); break; case MULTI_END_SYNC: break; case MULTI_CLOAK: if (!Endlevel_sequence) multi_do_cloak(buf); break; case MULTI_DECLOAK: if (!Endlevel_sequence) multi_do_decloak(buf); break; case MULTI_DOOR_OPEN: if (!Endlevel_sequence) multi_do_door_open(buf); break; case MULTI_CREATE_EXPLOSION: if (!Endlevel_sequence) multi_do_create_explosion(buf); break; case MULTI_CONTROLCEN_FIRE: if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break; case MULTI_CREATE_POWERUP: if (!Endlevel_sequence) multi_do_create_powerup(buf); break; case MULTI_PLAY_SOUND: if (!Endlevel_sequence) multi_do_play_sound(buf); break; case MULTI_ROBOT_CLAIM: if (!Endlevel_sequence) multi_do_claim_robot(buf); break; case MULTI_ROBOT_POSITION: if (!Endlevel_sequence) multi_do_robot_position(buf); break; case MULTI_ROBOT_EXPLODE: if (!Endlevel_sequence) multi_do_robot_explode(buf); break; case MULTI_ROBOT_RELEASE: if (!Endlevel_sequence) multi_do_release_robot(buf); break; case MULTI_ROBOT_FIRE: if (!Endlevel_sequence) multi_do_robot_fire(buf); break; case MULTI_SCORE: if (!Endlevel_sequence) multi_do_score(buf); break; case MULTI_CREATE_ROBOT: if (!Endlevel_sequence) multi_do_create_robot(buf); break; case MULTI_TRIGGER: if (!Endlevel_sequence) multi_do_trigger(buf); break; case MULTI_BOSS_ACTIONS: if (!Endlevel_sequence) multi_do_boss_actions(buf); break; case MULTI_CREATE_ROBOT_POWERUPS: if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break; case MULTI_HOSTAGE_DOOR: if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break; case MULTI_PLAYER_POWERUP_COUNT: case MULTI_START_POWERUP_COUNT: if (!Endlevel_sequence) multi_do_powerup_count(buf); break; default: Int3(); } } void multi_process_bigdata(char *buf, int len) { // Takes a bunch of messages, check them for validity, // and pass them to multi_process_data. int type, sub_len, bytes_processed = 0; while( bytes_processed < len ) { type = buf[bytes_processed]; if ( (type<0) || (type>MULTI_MAX_TYPE)) { con_printf( CON_DEBUG,"multi_process_bigdata: Invalid packet type %d!\n", type ); return; } sub_len = message_length[type]; Assert(sub_len > 0); if ( (bytes_processed+sub_len) > len ) { con_printf(CON_DEBUG, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ); Int3(); return; } multi_process_data(&buf[bytes_processed], sub_len); bytes_processed += sub_len; } } // // Part 2 : Functions that send communication messages to inform the other // players of something we did. // void multi_send_fire() { if (!Network_laser_fired) return; multibuf[1] = (char)Player_num; multibuf[2] = (char)Network_laser_gun; multibuf[3] = (char)Network_laser_level; multibuf[4] = (char)Network_laser_flags; multibuf[5] = (char)Network_laser_fired; PUT_INTEL_SHORT(multibuf+6, Network_laser_track); multibuf[0] = (char)MULTI_FIRE; multi_send_data(multibuf, 8, 0); Network_laser_fired = 0; } void multi_send_destroy_controlcen(int objnum, int player) { if (player == Player_num) HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL); else if ((player > 0) && (player < N_players)) HUD_init_message(HM_MULTI, "%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL); else HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED); multibuf[0] = (char)MULTI_CONTROLCEN; PUT_INTEL_SHORT(multibuf+1, objnum); multibuf[3] = player; multi_send_data(multibuf, 4, 1); } void multi_send_endlevel_start(int secret) { multibuf[0] = (char)MULTI_ENDLEVEL_START; multibuf[1] = Player_num; multibuf[2] = (char)secret; if ((secret) && !multi_goto_secret) multi_goto_secret = 1; else if (!multi_goto_secret) multi_goto_secret = 2; multi_send_data(multibuf, 3, 1); if (Game_mode & GM_NETWORK) { Players[Player_num].connected = CONNECT_ESCAPE_TUNNEL; switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: net_ipx_send_endlevel_packet(); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: net_udp_send_endlevel_packet(); break; #endif default: Error("Protocol handling missing in multi_send_endlevel_start\n"); break; } } } void multi_send_powerup_count(char type, int *pow_count) { int i, pow; int count = 0; multibuf[count++] = type; multibuf[count++] = Player_num; for (i = 0; i < NUM_PLAYER_DROP_POWERUPS; i++) { pow = player_drop_powerups[i]; if (pow == POW_VULCAN_AMMO) { *((short *)&multibuf[count]) = pow_count[pow]; count += 2; } else multibuf[count++] = pow_count[pow]; } multi_send_data(multibuf, count, 1); } void multi_send_player_powerup_count() { int pow_count[MAX_POWERUP_TYPES]; player_to_pow_count(&Players[Player_num], pow_count); multi_send_powerup_count(MULTI_PLAYER_POWERUP_COUNT, pow_count); } void multi_send_start_powerup_count() { multi_send_powerup_count(MULTI_START_POWERUP_COUNT, powerup_start_level); } void multi_send_player_explode(char type) { int count = 0; int i; Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) ); if (Network_send_objects) { Network_send_objnum = -1; } multibuf[count++] = type; multibuf[count++] = Player_num; multibuf[count++] = (char)Players[Player_num].primary_weapon_flags; multibuf[count++] = (char)Players[Player_num].secondary_weapon_flags; multibuf[count++] = (char)Players[Player_num].laser_level; multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX]; multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX]; multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX]; multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX]; PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] ); count += 2; PUT_INTEL_INT(multibuf+count, Players[Player_num].flags ); count += 4; multibuf[count++] = Net_create_loc; Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS); memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short)); for (i = 0; i < Net_create_loc; i++) { if (Net_create_objnums[i] <= 0) { #if 0 // Now legal, happens if there are too much powerups in mine Int3(); // Illegal value in created egg object numbers #endif continue; } PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2; // We created these objs so our local number = the network number map_objnum_local_to_local((short)Net_create_objnums[i]); } Net_create_loc = 0; if (count > message_length[MULTI_PLAYER_EXPLODE]) { Int3(); // See Rob } multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 1); if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) multi_send_decloak(); multi_strip_robots(Player_num); } void multi_send_message(void) { int loc = 0; if (Network_message_reciever != -1) { multibuf[loc] = (char)MULTI_MESSAGE; loc += 1; multibuf[loc] = (char)Player_num; loc += 1; strncpy((char*)multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN; multibuf[loc-1] = '\0'; multi_send_data(multibuf, loc, 0); Network_message_reciever = -1; } } void multi_send_reappear() { multi_send_position(Players[Player_num].objnum); multibuf[0] = (char)MULTI_REAPPEAR; PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum); multi_send_data(multibuf, 3, 1); } void multi_send_position(int objnum) { #ifdef WORDS_BIGENDIAN shortpos sp; #endif int count=0; // this is unused in IPX - position is forced within net_ipx_do_frame() if (multi_protocol == MULTI_PROTO_IPX) return; multibuf[count++] = (char)MULTI_POSITION; multibuf[count++] = (char)Player_num; #ifndef WORDS_BIGENDIAN create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0); count += sizeof(shortpos); #else create_shortpos(&sp, Objects+objnum, 1); memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9); count += 9; memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14); count += 14; #endif // send twice while first has priority so the next one will be attached to the next bigdata packet multi_send_data(multibuf, count, 1); multi_send_data(multibuf, count, 0); } void multi_send_kill(int objnum) { // I died, tell the world. int killer_objnum; int count = 0; multibuf[count] = (char)MULTI_KILL; count += 1; multibuf[1] = Player_num; count += 1; Assert(Objects[objnum].id == Player_num); killer_objnum = Players[Player_num].killer_objnum; if (killer_objnum > -1) { short s; // do it with variable since INTEL_SHORT won't work on return val from function. s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]); PUT_INTEL_SHORT(multibuf+count, s); } else { PUT_INTEL_SHORT(multibuf+count, -1); multibuf[count+2] = (char)-1; } count += 3; multi_compute_kill(killer_objnum, objnum); multi_send_data(multibuf, count, 1); if (Game_mode & GM_MULTI_ROBOTS) multi_strip_robots(Player_num); } void multi_send_remobj(int objnum) { // Tell the other guy to remove an object from his list sbyte obj_owner; short remote_objnum; multibuf[0] = (char)MULTI_REMOVE_OBJECT; remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner); PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums multibuf[3] = obj_owner; multi_send_data(multibuf, 4, 1); if (Network_send_objects && multi_objnum_is_past(objnum)) { Network_send_objnum = -1; } } void multi_send_quit(int why) { // I am quitting the game, tell the other guy the bad news. Assert (why == MULTI_QUIT); multibuf[0] = (char)why; multibuf[1] = Player_num; multi_send_data(multibuf, 2, 1); } void multi_send_cloak(void) { // Broadcast a change in our pflags (made to support cloaking) multibuf[0] = MULTI_CLOAK; multibuf[1] = (char)Player_num; multi_send_data(multibuf, 2, 1); if (Game_mode & GM_MULTI_ROBOTS) multi_strip_robots(Player_num); } void multi_send_decloak(void) { // Broadcast a change in our pflags (made to support cloaking) multibuf[0] = MULTI_DECLOAK; multibuf[1] = (char)Player_num; multi_send_data(multibuf, 2, 1); } void multi_send_door_open(int segnum, int side) { multibuf[0] = MULTI_DOOR_OPEN; PUT_INTEL_SHORT(multibuf+1, segnum ); multibuf[3] = (sbyte)side; multi_send_data(multibuf, 4, 1); } // // Part 3 : Functions that change or prepare the game for multiplayer use. // Not including functions needed to syncronize or start the // particular type of multiplayer game. Includes preparing the // mines, player structures, etc. void multi_send_create_explosion(int pnum) { // Send all data needed to create a remote explosion int count = 0; multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1; multibuf[count] = (sbyte)pnum; count += 1; // ----------- // Total size = 2 multi_send_data(multibuf, count, 0); } void multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum) { #ifdef WORDS_BIGENDIAN vms_vector swapped_vec; #endif int count = 0; multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1; #ifndef WORDS_BIGENDIAN memcpy(multibuf+count, to_goal, 12); count += 12; #else swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x ); swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y ); swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z ); memcpy(multibuf+count, &swapped_vec, 12); count += 12; #endif multibuf[count] = (char)best_gun_num; count += 1; PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2; // ------------ // Total = 16 multi_send_data(multibuf, count, 0); } void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos) { // Create a powerup on a remote machine, used for remote // placement of used powerups like missiles and cloaking // powerups. #ifdef WORDS_BIGENDIAN vms_vector swapped_vec; #endif int count = 0; multi_send_position(Players[Player_num].objnum); multibuf[count] = MULTI_CREATE_POWERUP; count += 1; multibuf[count] = Player_num; count += 1; multibuf[count] = powerup_type; count += 1; PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2; PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2; #ifndef WORDS_BIGENDIAN memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector); #else swapped_vec.x = (fix)INTEL_INT( (int)pos->x ); swapped_vec.y = (fix)INTEL_INT( (int)pos->y ); swapped_vec.z = (fix)INTEL_INT( (int)pos->z ); memcpy(multibuf+count, &swapped_vec, 12); count += 12; #endif // ----------- // Total = 19 multi_send_data(multibuf, count, 1); if (Network_send_objects && multi_objnum_is_past(objnum)) { Network_send_objnum = -1; } map_objnum_local_to_local(objnum); } void multi_send_play_sound(int sound_num, fix volume) { int count = 0; multibuf[count] = MULTI_PLAY_SOUND; count += 1; multibuf[count] = Player_num; count += 1; multibuf[count] = (char)sound_num; count += 1; multibuf[count] = (char)(volume >> 12); count += 1; // ----------- // Total = 4 multi_send_data(multibuf, count, 0); } void multi_send_audio_taunt(int taunt_num) { #ifdef AUDIO_TAUNTS int audio_taunts[4] = { // Begin addition by GF SOUND_CONTROL_CENTER_WARNING_SIREN, SOUND_HOMING_WARNING, SOUND_CONTROL_CENTER_DESTROYED, SOUND_MINE_BLEW_UP // End addition by GF }; Assert(taunt_num >= 0); Assert(taunt_num < 4); digi_play_sample( audio_taunts[taunt_num], F1_0 ); multi_send_play_sound(audio_taunts[taunt_num], F1_0); #endif } void multi_send_score(void) { // Send my current score to all other players so it will remain // synced. int count = 0; if (Game_mode & GM_MULTI_COOP) { multi_sort_kill_list(); multibuf[count] = MULTI_SCORE; count += 1; multibuf[count] = Player_num; count += 1; PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4; multi_send_data(multibuf, count, 0); } } void multi_send_trigger(int triggernum) { // Send an event to trigger something in the mine int count = 0; multibuf[count] = MULTI_TRIGGER; count += 1; multibuf[count] = Player_num; count += 1; multibuf[count] = (ubyte)triggernum; count += 1; multi_send_data(multibuf, count, 1); } void multi_send_hostage_door_status(int wallnum) { // Tell the other player what the hit point status of a hostage door // should be int count = 0; Assert(Walls[wallnum].type == WALL_BLASTABLE); multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1; PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2; PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4; multi_send_data(multibuf, count, 0); } void multi_consistency_error(int reset) { static int count = 0; if (reset) count = 0; if (++count < 10) return; if (Game_wind) window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR); if (Game_wind) window_set_visible(Game_wind, 1); count = 0; multi_quit_game = 1; game_leave_menus(); multi_reset_stuff(); } void multi_prep_level(void) { // Do any special stuff to the level required for games // before we begin playing in it. // Player_num MUST be set before calling this procedure. // This function must be called before checksuming the Object array, // since the resulting checksum with depend on the value of Player_num // at the time this is called. int i; int cloak_count, inv_count; Assert(Game_mode & GM_MULTI); Assert(NumNetPlayerPositions > 0); multi_consistency_error(1); for (i = 0; i < NumNetPlayerPositions; i++) { if (i != Player_num) Objects[Players[i].objnum].control_type = CT_REMOTE; Objects[Players[i].objnum].movement_type = MT_PHYSICS; multi_reset_player_object(&Objects[Players[i].objnum]); Netgame.players[i].LastPacketTime = 0; } for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++) { robot_controlled[i] = -1; robot_agitation[i] = 0; robot_fired[i] = 0; } Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; if (!(Game_mode & GM_MULTI_COOP)) { multi_delete_extra_objects(); // Removes monsters from level } if (Game_mode & GM_MULTI_ROBOTS) { multi_set_robot_ai(); // Set all Robot AI to types we can cope with } inv_count = 0; cloak_count = 0; for (i=0; i<=Highest_object_index; i++) { int objnum; if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP)) { objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP); obj_delete(i); if (objnum != -1) { Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num; Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time; Objects[objnum].rtype.vclip_info.framenum = 0; Objects[objnum].mtype.phys_info.drag = 512; //1024; Objects[objnum].mtype.phys_info.mass = F1_0; vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity); } continue; } if (Objects[i].type == OBJ_POWERUP) { if (Objects[i].id == POW_EXTRA_LIFE) { Objects[i].id = POW_INVULNERABILITY; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } if ((multi_allow_powerup & multi_allow_powerup_mask[Objects[i].id]) != multi_allow_powerup_mask[Objects[i].id]) { Objects[i].id = POW_SHIELD_BOOST; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } if (Game_mode & GM_MULTI_COOP) continue; if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD)) { Objects[i].id = POW_SHIELD_BOOST; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } if (Objects[i].id == POW_INVULNERABILITY) { if (inv_count >= 3) { Objects[i].id = POW_SHIELD_BOOST; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } else inv_count++; } if (Objects[i].id == POW_CLOAK) { if (cloak_count >= 3) { Objects[i].id = POW_SHIELD_BOOST; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } else cloak_count++; } } } multi_sort_kill_list(); multi_show_player_list(); ConsoleObject->control_type = CT_FLYING; reset_player_object(); multi_got_pow_count = 0; #ifdef USE_IPX // send player powerups (assumes sync already send) if ((Game_mode & GM_NETWORK) && Netgame.protocol.ipx.protocol_version == MULTI_PROTO_D1X_VER && !Network_rejoined) multi_send_player_powerup_count(); #endif } int multi_level_sync(void) { switch (multi_protocol) { #ifdef USE_IPX case MULTI_PROTO_IPX: return net_ipx_level_sync(); break; #endif #ifdef USE_UDP case MULTI_PROTO_UDP: return net_udp_level_sync(); break; #endif default: Error("Protocol handling missing in multi_level_sync\n"); break; } } void multi_set_robot_ai(void) { // Go through the objects array looking for robots and setting // them to certain supported types of NET AI behavior. // int i; // // for (i = 0; i <= Highest_object_index; i++) // { // if (Objects[i].type == OBJ_ROBOT) { // Objects[i].ai_info.REMOTE_OWNER = -1; // if (Objects[i].ai_info.behavior == AIB_STATION) // Objects[i].ai_info.behavior = AIB_NORMAL; // } // } } int multi_delete_extra_objects() { int i; int nnp=0; object *objp; // Go through the object list and remove any objects not used in // 'Anarchy!' games. // This function also prints the total number of available multiplayer // positions in this level, even though this should always be 8 or more! objp = Objects; for (i=0;i<=Highest_object_index;i++) { if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST)) nnp++; else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS)) ; else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) ) obj_delete(i); objp++; } return nnp; } // Returns 1 if player is Master/Host of this game int multi_i_am_master(void) { // IPX has variable Hosts, but we might not want to continue this for newer protocols if (multi_protocol == MULTI_PROTO_IPX) { int i; if (!(Game_mode & GM_NETWORK)) return (Player_num == 0); for (i = 0; i < Player_num; i++) if (Players[i].connected) return 0; return 1; } else { return (Player_num == 0); } } // Returns the Player_num of Master/Host of this game int multi_who_is_master(void) { // IPX has variable Hosts, but we might not want to continue this for newer protocols if (multi_protocol == MULTI_PROTO_IPX) { int i; if (!(Game_mode & GM_NETWORK)) return (Player_num == 0); for (i = 0; i < N_players; i++) if (Players[i].connected) return i; return Player_num; } else { return 0; } } void change_playernum_to( int new_Player_num ) { // if (Player_num > -1) // memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 ); if (Player_num > -1) { char *buf; MALLOC(buf,char,CALLSIGN_LEN+1); memcpy( buf, Players[Player_num].callsign, CALLSIGN_LEN+1 ); strcpy(Players[new_Player_num].callsign,buf); d_free(buf); } Player_num = new_Player_num; } void multi_add_lifetime_kills () { // This function adds a kill to lifetime stats of this player // Trivial, but syncing with D2X PlayerCfg.NetlifeKills++; } void multi_add_lifetime_killed () { // This function adds a "killed" to lifetime stats of this player // Trivial, but syncing with D2X PlayerCfg.NetlifeKilled++; } // Following functions convert object to object_rw and back. Mainly this is used for IPX backwards compability. However also for UDP this makes sense as object differs from object_rw mainly between fix/fix64-based timers. Those base on GameTime64 which is never synced between players so we set the times to something sane the clients can safely handle. IF object some day contains something useful clients should know about this should be changed. // turn object to object_rw for sending void multi_object_to_object_rw(object *obj, object_rw *obj_rw) { obj_rw->signature = obj->signature; obj_rw->type = obj->type; obj_rw->id = obj->id; obj_rw->next = obj->next; obj_rw->prev = obj->prev; obj_rw->control_type = obj->control_type; obj_rw->movement_type = obj->movement_type; obj_rw->render_type = obj->render_type; obj_rw->flags = obj->flags; obj_rw->segnum = obj->segnum; obj_rw->attached_obj = obj->attached_obj; obj_rw->pos.x = obj->pos.x; obj_rw->pos.y = obj->pos.y; obj_rw->pos.z = obj->pos.z; obj_rw->orient.rvec.x = obj->orient.rvec.x; obj_rw->orient.rvec.y = obj->orient.rvec.y; obj_rw->orient.rvec.z = obj->orient.rvec.z; obj_rw->orient.fvec.x = obj->orient.fvec.x; obj_rw->orient.fvec.y = obj->orient.fvec.y; obj_rw->orient.fvec.z = obj->orient.fvec.z; obj_rw->orient.uvec.x = obj->orient.uvec.x; obj_rw->orient.uvec.y = obj->orient.uvec.y; obj_rw->orient.uvec.z = obj->orient.uvec.z; obj_rw->size = obj->size; obj_rw->shields = obj->shields; obj_rw->last_pos.x = obj->last_pos.x; obj_rw->last_pos.y = obj->last_pos.y; obj_rw->last_pos.z = obj->last_pos.z; obj_rw->contains_type = obj->contains_type; obj_rw->contains_id = obj->contains_id; obj_rw->contains_count= obj->contains_count; obj_rw->matcen_creator= obj->matcen_creator; obj_rw->lifeleft = obj->lifeleft; switch (obj_rw->movement_type) { case MT_PHYSICS: obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x; obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y; obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z; obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x; obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y; obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z; obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass; obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag; obj_rw->mtype.phys_info.brakes = obj->mtype.phys_info.brakes; obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x; obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y; obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z; obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x; obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y; obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z; obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll; obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags; break; case MT_SPINNING: obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x; obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y; obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z; break; } switch (obj_rw->control_type) { case CT_WEAPON: obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type; obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num; obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature; if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000)) obj_rw->ctype.laser_info.creation_time = F1_0*(-18000); else obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64; obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj; obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal; obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier; break; case CT_EXPLOSION: obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time; obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time; obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum; obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent; obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach; obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach; break; case CT_AI: { int i; obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior; for (i = 0; i < MAX_AI_FLAGS; i++) obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i]; obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment; obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index; obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length; obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index; obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg; obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg; obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature; obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num; break; } case CT_LIGHT: obj_rw->ctype.light_info.intensity = obj->ctype.light_info.intensity; break; case CT_POWERUP: obj_rw->ctype.powerup_info.count = obj->ctype.powerup_info.count; break; } switch (obj_rw->render_type) { case RT_MORPH: case RT_POLYOBJ: case RT_NONE: // HACK below { int i; if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. break; obj_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num; for (i=0;irtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p; obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b; obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h; } obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags; obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override; obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures; break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num; obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime; obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum; break; case RT_LASER: break; } } // turn object_rw to object after receiving void multi_object_rw_to_object(object_rw *obj_rw, object *obj) { obj->signature = obj_rw->signature; obj->type = obj_rw->type; obj->id = obj_rw->id; obj->next = obj_rw->next; obj->prev = obj_rw->prev; obj->control_type = obj_rw->control_type; obj->movement_type = obj_rw->movement_type; obj->render_type = obj_rw->render_type; obj->flags = obj_rw->flags; obj->segnum = obj_rw->segnum; obj->attached_obj = obj_rw->attached_obj; obj->pos.x = obj_rw->pos.x; obj->pos.y = obj_rw->pos.y; obj->pos.z = obj_rw->pos.z; obj->orient.rvec.x = obj_rw->orient.rvec.x; obj->orient.rvec.y = obj_rw->orient.rvec.y; obj->orient.rvec.z = obj_rw->orient.rvec.z; obj->orient.fvec.x = obj_rw->orient.fvec.x; obj->orient.fvec.y = obj_rw->orient.fvec.y; obj->orient.fvec.z = obj_rw->orient.fvec.z; obj->orient.uvec.x = obj_rw->orient.uvec.x; obj->orient.uvec.y = obj_rw->orient.uvec.y; obj->orient.uvec.z = obj_rw->orient.uvec.z; obj->size = obj_rw->size; obj->shields = obj_rw->shields; obj->last_pos.x = obj_rw->last_pos.x; obj->last_pos.y = obj_rw->last_pos.y; obj->last_pos.z = obj_rw->last_pos.z; obj->contains_type = obj_rw->contains_type; obj->contains_id = obj_rw->contains_id; obj->contains_count= obj_rw->contains_count; obj->matcen_creator= obj_rw->matcen_creator; obj->lifeleft = obj_rw->lifeleft; switch (obj->movement_type) { case MT_PHYSICS: obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x; obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y; obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z; obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x; obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y; obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z; obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass; obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag; obj->mtype.phys_info.brakes = obj_rw->mtype.phys_info.brakes; obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x; obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y; obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z; obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x; obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y; obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z; obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll; obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags; break; case MT_SPINNING: obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x; obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y; obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z; break; } switch (obj->control_type) { case CT_WEAPON: obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type; obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num; obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature; obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time; obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj; obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal; obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier; break; case CT_EXPLOSION: obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time; obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time; obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum; obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent; obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach; obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach; break; case CT_AI: { int i; obj->ctype.ai_info.behavior = obj_rw->ctype.ai_info.behavior; for (i = 0; i < MAX_AI_FLAGS; i++) obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i]; obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment; obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index; obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length; obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index; obj->ctype.ai_info.follow_path_start_seg = obj_rw->ctype.ai_info.follow_path_start_seg; obj->ctype.ai_info.follow_path_end_seg = obj_rw->ctype.ai_info.follow_path_end_seg; obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature; obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num; break; } case CT_LIGHT: obj->ctype.light_info.intensity = obj_rw->ctype.light_info.intensity; break; case CT_POWERUP: obj->ctype.powerup_info.count = obj_rw->ctype.powerup_info.count; break; } switch (obj->render_type) { case RT_MORPH: case RT_POLYOBJ: case RT_NONE: // HACK below { int i; if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. break; obj->rtype.pobj_info.model_num = obj_rw->rtype.pobj_info.model_num; for (i=0;irtype.pobj_info.anim_angles[i].p = obj_rw->rtype.pobj_info.anim_angles[i].p; obj->rtype.pobj_info.anim_angles[i].b = obj_rw->rtype.pobj_info.anim_angles[i].b; obj->rtype.pobj_info.anim_angles[i].h = obj_rw->rtype.pobj_info.anim_angles[i].h; } obj->rtype.pobj_info.subobj_flags = obj_rw->rtype.pobj_info.subobj_flags; obj->rtype.pobj_info.tmap_override = obj_rw->rtype.pobj_info.tmap_override; obj->rtype.pobj_info.alt_textures = obj_rw->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 = obj_rw->rtype.vclip_info.vclip_num; obj->rtype.vclip_info.frametime = obj_rw->rtype.vclip_info.frametime; obj->rtype.vclip_info.framenum = obj_rw->rtype.vclip_info.framenum; break; case RT_LASER: break; } }