/* 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]; fix RefuseTimeLimit=0; typedef struct netplayer_stats { ubyte message_type; ubyte Player_num; // Who am i? uint flags; // Powerup flags, see below... fix energy; // Amount of energy remaining. fix shields; // shields remaining (protection) ubyte lives; // Lives remaining, 0 = game over. ubyte laser_level; // Current level of the laser. ubyte primary_weapon_flags; // bit set indicates the player has this weapon. ubyte secondary_weapon_flags; // bit set indicates the player has this weapon. ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type. ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type. int last_score; // Score at beginning of current level. int score; // Current score. fix cloak_time; // Time cloaked fix invulnerable_time; // Time invulnerable fix homing_object_dist; // Distance of nearest homing object. short net_killed_total; // Number of times killed total short net_kills_total; // Number of net kills total short num_kills_level; // Number of kills this level short num_kills_total; // Number of kills total short num_robots_level; // Number of initial robots this level short num_robots_total; // Number of robots total ushort hostages_rescued_total; // Total number of hostages rescued. ushort hostages_total; // Total number of hostages. ubyte hostages_on_board; // Number of hostages on ship. ubyte unused[16]; } netplayer_stats; 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+1, // MULTI_REQ_PLAYER sizeof(netplayer_stats), // MULTI_SEND_PLAYER 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(); void extract_netplayer_stats( netplayer_stats *ps, player * pd ); 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, old_vis = 1; // 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 (Game_wind) { old_vis = window_is_visible(Game_wind); window_set_visible(Game_wind, 0); } 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); if (Game_wind) window_set_visible(Game_wind, old_vis); // 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].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("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY); multi_add_lifetime_killed (); } else HUD_init_message("%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_message(MSGC_MULTI_KILL, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT); multi_add_lifetime_killed(); } else hud_message(MSGC_MULTI_KILL, "%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("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF ); multi_add_lifetime_killed(); } else HUD_init_message("%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("%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("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU); multi_add_lifetime_killed(); } else HUD_init_message("%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; } } Game_mode |= GM_GAME_OVER; 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_message(MSGC_GAME_FEEDBACK, 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_message(MSGC_GAME_FEEDBACK, TXT_NO_MACRO); return; } strcpy(Network_message, PlayerCfg.NetworkMessageMacro[key]); Network_message_reciever = 100; HUD_init_message("%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 ("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 ("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 ("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 ("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("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 ("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_message(MSGC_GAME_FEEDBACK, "%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; //hud_message(MSGC_GAME_FEEDBACK, "%s '%s'", TXT_SENDING, Network_message); 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("%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("%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_message(MSGC_MULTI_INFO, "%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL); } else if (who == Player_num) hud_message(MSGC_MULTI_INFO, TXT_YOU_DEST_CONTROL); else hud_message(MSGC_MULTI_INFO, 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_message(MSGC_MULTI_INFO, "%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_message(MSGC_MULTI_INFO, "%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( "%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_message(MSGC_GAME_FEEDBACK, "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 = GameTime; 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_do_req_player(char *buf) { netplayer_stats ps; ubyte player_n; // Send my netplayer_stats to everyone! player_n = *(ubyte *)(buf+1); if ( (player_n == Player_num) || (player_n == 255) ) { extract_netplayer_stats( &ps, &Players[Player_num] ); ps.Player_num = Player_num; ps.message_type = MULTI_SEND_PLAYER; // SET multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 1); } } void multi_do_send_player(char *buf) { // Got a player packet from someone!!! netplayer_stats * p; p = (netplayer_stats *)buf; Assert( p->Player_num <= N_players ); } 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_REQ_PLAYER: if (!Endlevel_sequence) multi_do_req_player(buf); break; case MULTI_SEND_PLAYER: if (!Endlevel_sequence) multi_do_send_player(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_message(MSGC_MULTI_INFO, TXT_YOU_DEST_CONTROL); else if ((player > 0) && (player < N_players)) hud_message(MSGC_MULTI_INFO, "%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL); else hud_message(MSGC_MULTI_INFO, 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_netplayer_stats_request(ubyte player_num) { int count = 0; multibuf[count] = MULTI_REQ_PLAYER; count += 1; multibuf[count] = player_num; count += 1; 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; window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR); 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 extract_netplayer_stats( netplayer_stats *ps, player * pd ) { int i; ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below... ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining. ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection) ps->lives = pd->lives; // Lives remaining, 0 = game over. ps->laser_level = pd->laser_level; // Current level of the laser. ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon. ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon. for (i = 0; i < MAX_PRIMARY_WEAPONS; i++) ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]); for (i = 0; i < MAX_SECONDARY_WEAPONS; i++) ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]); //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type. //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type. ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level. ps->score=INTEL_INT(pd->score); // Current score. ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object. ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued. ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages. ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship. } void use_netplayer_stats( player * ps, netplayer_stats *pd ) { int i; ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below... ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining. ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection) ps->lives = pd->lives; // Lives remaining, 0 = game over. ps->laser_level = pd->laser_level; // Current level of the laser. ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon. ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon. for (i = 0; i < MAX_PRIMARY_WEAPONS; i++) ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]); for (i = 0; i < MAX_SECONDARY_WEAPONS; i++) ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]); //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type. //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type. ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level. ps->score = INTEL_INT(pd->score); // Current score. ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object. ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued. ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages. ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship. } 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++; }