5548 lines
156 KiB
C++
5548 lines
156 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Multiplayer code for network play.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <ctype.h>
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#include "u_mem.h"
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#include "strutil.h"
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#include "game.h"
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#include "multi.h"
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#include "multiinternal.h"
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#include "object.h"
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#include "laser.h"
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#include "fuelcen.h"
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#include "scores.h"
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#include "gauges.h"
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#include "gameseg.h"
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#include "collide.h"
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#include "dxxerror.h"
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#include "fireball.h"
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#include "newmenu.h"
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#include "console.h"
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#include "wall.h"
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#include "cntrlcen.h"
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#include "powerup.h"
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#include "polyobj.h"
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#include "bm.h"
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#include "endlevel.h"
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#include "key.h"
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#include "playsave.h"
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#include "timer.h"
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#include "digi.h"
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#include "sounds.h"
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#include "kconfig.h"
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#include "newdemo.h"
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#include "text.h"
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#include "kmatrix.h"
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#include "multibot.h"
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#include "gameseq.h"
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#include "physics.h"
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#include "config.h"
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#include "ai.h"
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#include "switch.h"
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#include "textures.h"
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#include "byteutil.h"
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#include "sounds.h"
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#include "args.h"
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#include "effects.h"
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#include "iff.h"
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#include "state.h"
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#include "automap.h"
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#ifdef USE_UDP
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#include "net_udp.h"
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#endif
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#include "partial_range.h"
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static void multi_reset_object_texture(object *objp);
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static void multi_add_lifetime_killed();
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static void multi_send_heartbeat();
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static void multi_powcap_adjust_remote_cap(const playernum_t pnum);
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#if defined(DXX_BUILD_DESCENT_II)
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static std::size_t find_goal_texture(ubyte t);
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static tmap_info &find_required_goal_texture(ubyte t);
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static void multi_do_capture_bonus(const playernum_t pnum, const ubyte *buf);
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static void multi_do_orb_bonus(const playernum_t pnum, const ubyte *buf);
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static void multi_send_drop_flag(objnum_t objnum,int seed);
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#endif
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static void multi_send_ranking();
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static void multi_new_bounty_target( playernum_t pnum );
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static void multi_save_game(ubyte slot, uint id, char *desc);
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static void multi_restore_game(ubyte slot, uint id);
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static void multi_send_gmode_update();
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static void multi_send_quit();
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static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type);
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static inline void vm_angvec_zero(vms_angvec *v)
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{
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(v)->p=(v)->b=(v)->h=0;
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}
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//
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// Global variables
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//
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int multi_protocol=0; // set and determinate used protocol
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int imulti_new_game=0; // to prep stuff for level only when starting new game
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//do we draw the kill list on the HUD?
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int Show_kill_list = 1;
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int Show_reticle_name = 1;
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fix Show_kill_list_timer = 0;
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#if defined(DXX_BUILD_DESCENT_II)
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int PhallicLimit=0;
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int PhallicMan=-1;
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int SoundHacked=0;
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digi_sound ReversedSound;
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char Multi_is_guided=0;
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#endif
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int Bounty_target = 0;
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msgsend_state_t multi_sending_message[MAX_PLAYERS];
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int multi_defining_message = 0;
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int multi_message_index = 0;
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ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
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static short remote_to_local[MAX_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
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static short local_to_remote[MAX_OBJECTS];
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sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
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objnum_t Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
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int Net_create_loc = 0; // pointer into previous array
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int Network_status = 0;
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char Network_message[MAX_MESSAGE_LEN];
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int Network_message_reciever=-1;
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int sorted_kills[MAX_PLAYERS];
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array<array<short, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
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int multi_goto_secret = 0;
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short team_kills[2];
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int multi_quit_game = 0;
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const char GMNames[MULTI_GAME_TYPE_COUNT][MULTI_GAME_NAME_LENGTH]={
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"Anarchy",
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"Team Anarchy",
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"Robo Anarchy",
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"Cooperative",
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#if defined(DXX_BUILD_DESCENT_I)
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"Unknown",
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"Unknown",
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"Unknown",
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#elif defined(DXX_BUILD_DESCENT_II)
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"Capture the Flag",
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"Hoard",
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"Team Hoard",
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#endif
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"Bounty"
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};
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const char GMNamesShrt[MULTI_GAME_TYPE_COUNT][8]={
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"ANRCHY",
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"TEAM",
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"ROBO",
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"COOP",
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#if defined(DXX_BUILD_DESCENT_I)
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"UNKNOWN",
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"UNKNOWN",
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"UNKNOWN",
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#elif defined(DXX_BUILD_DESCENT_II)
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"FLAG",
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"HOARD",
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"TMHOARD",
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#endif
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"BOUNTY"
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};
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// For rejoin object syncing (used here and all protocols - globally)
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int Network_send_objects = 0; // Are we in the process of sending objects to a player?
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int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic?
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int Network_send_objnum = -1; // What object are we sending next?
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int Network_rejoined = 0; // Did WE rejoin this game?
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int Network_sending_extras=0;
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int VerifyPlayerJoined=-1; // Player (num) to enter game before any ingame/extra stuff is being sent
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int Player_joining_extras=-1; // This is so we know who to send 'latecomer' packets to.
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int Network_player_added = 0; // Is this a new player or a returning player?
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ushort my_segments_checksum = 0;
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netgame_info Netgame;
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bitmap_index multi_player_textures[MAX_PLAYERS][N_PLAYER_SHIP_TEXTURES];
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// Globals for protocol-bound Refuse-functions
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char RefuseThisPlayer=0,WaitForRefuseAnswer=0,RefuseTeam,RefusePlayerName[12];
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fix64 RefuseTimeLimit=0;
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static const int message_length[] = {
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#define define_message_length(NAME,SIZE) (SIZE),
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for_each_multiplayer_command(define_message_length)
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};
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array<uint8_t, MAX_POWERUP_TYPES> PowerupsInMine, MaxPowerupsAllowed;
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const char RankStrings[10][14]={"(unpatched) ","Cadet ","Ensign ","Lieutenant ","Lt.Commander ",
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"Commander ","Captain ","Vice Admiral ","Admiral ","Demigod "};
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const char multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX][MULTI_ALLOW_POWERUP_TEXT_LENGTH] =
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{
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#define define_netflag_string(NAME,STR) STR,
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for_each_netflag_value(define_netflag_string)
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};
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int GetMyNetRanking()
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{
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int rank, eff;
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if (PlayerCfg.NetlifeKills+PlayerCfg.NetlifeKilled==0)
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return (1);
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rank=(int) (((float)PlayerCfg.NetlifeKills/3000.0)*8.0);
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eff=(int)((float)((float)PlayerCfg.NetlifeKills/((float)PlayerCfg.NetlifeKilled+(float)PlayerCfg.NetlifeKills))*100.0);
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if (rank>8)
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rank=8;
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if (eff<0)
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eff=0;
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if (eff<60)
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rank-=((59-eff)/10);
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if (rank<0)
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rank=0;
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if (rank>8)
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rank=8;
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return (rank+1);
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}
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void ClipRank (ubyte *rank)
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{
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// This function insures no crashes when dealing with D2 1.0
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if (*rank > 9)
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*rank = 0;
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}
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//
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// Functions that replace what used to be macros
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//
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objnum_t objnum_remote_to_local(int remote_objnum, int owner)
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{
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// Map a remote object number from owner to a local object number
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if ((owner >= N_players) || (owner < -1)) {
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Int3(); // Illegal!
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return(remote_objnum);
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}
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if (owner == -1)
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return(remote_objnum);
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if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
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return(object_none);
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objnum_t result = remote_to_local[owner][remote_objnum];
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return(result);
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}
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owned_remote_objnum objnum_local_to_remote(objnum_t local_objnum)
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{
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// Map a local object number to a remote + owner
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if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
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return {-1, -1};
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}
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auto owner = object_owner[local_objnum];
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if (owner == -1)
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return {owner, local_objnum};
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if (owner >= N_players || owner < -1)
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throw std::runtime_error("illegal object owner");
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auto result = local_to_remote[local_objnum];
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if (result < 0)
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throw std::runtime_error("illegal object remote number"); // See Rob, object has no remote number!
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return {owner, result};
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}
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short objnum_local_to_remote(objnum_t local_objnum, sbyte *owner)
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{
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auto r = objnum_local_to_remote(local_objnum);
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*owner = r.owner;
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return r.objnum;
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}
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void
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map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
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{
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// Add a mapping from a network remote object number to a local one
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Assert(local_objnum > -1);
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Assert(local_objnum < MAX_OBJECTS);
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Assert(remote_objnum > -1);
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Assert(remote_objnum < MAX_OBJECTS);
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Assert(owner > -1);
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Assert(owner != Player_num);
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object_owner[local_objnum] = owner;
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remote_to_local[owner][remote_objnum] = local_objnum;
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local_to_remote[local_objnum] = remote_objnum;
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return;
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}
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void map_objnum_local_to_local(objnum_t local_objnum)
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{
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// Add a mapping for our locally created objects
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Assert(local_objnum > -1);
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Assert(local_objnum < MAX_OBJECTS);
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object_owner[local_objnum] = Player_num;
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remote_to_local[Player_num][local_objnum] = local_objnum;
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local_to_remote[local_objnum] = local_objnum;
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return;
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}
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void reset_network_objects()
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{
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memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
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memset(remote_to_local, -1, MAX_PLAYERS*MAX_OBJECTS*sizeof(short));
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memset(object_owner, -1, MAX_OBJECTS);
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}
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int multi_objnum_is_past(objnum_t objnum)
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{
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switch (multi_protocol)
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{
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case MULTI_PROTO_UDP:
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#ifdef USE_UDP
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return net_udp_objnum_is_past(objnum);
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break;
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#endif
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default:
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Error("Protocol handling missing in multi_objnum_is_past\n");
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break;
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}
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}
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//
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// Part 1 : functions whose main purpose in life is to divert the flow
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// of execution to either network specific code based
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// on the curretn Game_mode value.
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//
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// Show a score list to end of net players
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void multi_endlevel_score(void)
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{
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int i, old_connect=0, game_wind_visible = 0;
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// If there still is a Game_wind and it's suspended (usually both shoudl be the case), bring it up again so host can still take actions of the game
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if (Game_wind)
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{
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if (!window_is_visible(Game_wind))
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{
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game_wind_visible = 1;
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window_set_visible(Game_wind, 1);
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}
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}
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// Save connect state and change to new connect state
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if (Game_mode & GM_NETWORK)
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{
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old_connect = Players[Player_num].connected;
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if (Players[Player_num].connected!=CONNECT_DIED_IN_MINE)
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Players[Player_num].connected = CONNECT_END_MENU;
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Network_status = NETSTAT_ENDLEVEL;
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}
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// Do the actual screen we wish to show
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kmatrix_view(Game_mode & GM_NETWORK);
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// Restore connect state
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if (Game_mode & GM_NETWORK)
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{
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Players[Player_num].connected = old_connect;
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}
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if (Game_mode & GM_MULTI_COOP)
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{
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for (i = 0; i < Netgame.max_numplayers; i++)
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// Reset keys
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Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
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}
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#if defined(DXX_BUILD_DESCENT_II)
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for (i = 0; i < Netgame.max_numplayers; i++)
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Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
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#endif
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range_for (auto &i, Players)
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i.KillGoalCount=0;
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MaxPowerupsAllowed = {};
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PowerupsInMine = {};
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// hide Game_wind again if we brought it up
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if (Game_wind && game_wind_visible)
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window_set_visible(Game_wind, 0);
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}
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int get_team(const playernum_t pnum)
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{
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if (Netgame.team_vector & (1 << pnum))
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return 1;
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else
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return 0;
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}
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void
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multi_new_game(void)
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{
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// Reset variables for a new net game
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for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
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init_player_stats_game(i);
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kill_matrix = {}; // Clear kill matrix
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for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
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{
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sorted_kills[i] = i;
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Players[i].connected = CONNECT_DISCONNECTED;
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Players[i].net_killed_total = 0;
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Players[i].net_kills_total = 0;
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Players[i].flags = 0;
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Players[i].KillGoalCount=0;
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multi_sending_message[i] = msgsend_none;
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}
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for (uint_fast32_t i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
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{
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robot_controlled[i] = -1;
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robot_agitation[i] = 0;
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robot_fired[i] = 0;
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}
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MaxPowerupsAllowed = {};
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PowerupsInMine = {};
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team_kills[0] = team_kills[1] = 0;
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imulti_new_game=1;
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multi_quit_game = 0;
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Show_kill_list = 1;
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game_disable_cheats();
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}
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void multi_make_player_ghost(const playernum_t playernum)
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{
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if (playernum == Player_num || playernum >= MAX_PLAYERS)
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{
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Int3(); // Non-terminal, see Rob
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return;
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}
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auto obj = vobjptridx(Players[playernum].objnum);
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obj->type = OBJ_GHOST;
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obj->render_type = RT_NONE;
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obj->movement_type = MT_NONE;
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multi_reset_player_object(obj);
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multi_strip_robots(playernum);
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}
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void multi_make_ghost_player(const playernum_t playernum)
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{
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if ((playernum == Player_num) || (playernum >= MAX_PLAYERS))
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{
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Int3(); // Non-terminal, see rob
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return;
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}
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auto obj = vobjptridx(Players[playernum].objnum);
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obj->type = OBJ_PLAYER;
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obj->movement_type = MT_PHYSICS;
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multi_reset_player_object(obj);
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if (playernum != Player_num)
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init_player_stats_new_ship(playernum);
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}
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int multi_get_kill_list(playernum_array_t &plist)
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{
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// Returns the number of active net players and their
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// sorted order of kills
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int i;
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int n = 0;
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for (i = 0; i < N_players; i++)
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//if (Players[sorted_kills[i]].connected)
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plist[n++] = sorted_kills[i];
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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_PLAYERS];
|
|
int changed = 1;
|
|
|
|
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
kills[i] = Players[i].score;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
else
|
|
if (Show_kill_list==2)
|
|
{
|
|
if (Players[i].net_killed_total+Players[i].net_kills_total==0)
|
|
kills[i]=-1; // always draw the ones without any ratio last
|
|
else
|
|
kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
|
|
}
|
|
#endif
|
|
else
|
|
kills[i] = Players[i].net_kills_total;
|
|
}
|
|
|
|
while (changed)
|
|
{
|
|
changed = 0;
|
|
for (uint_fast32_t 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
char Multi_killed_yourself=0;
|
|
|
|
static const char *prepare_kill_name(const playernum_t pnum, char (&buf)[(CALLSIGN_LEN*2)+4])
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
snprintf(buf, sizeof(buf), "%s (%s)", static_cast<const char *>(Players[pnum].callsign), static_cast<const char *>(Netgame.team_name[get_team(pnum)]));
|
|
return buf;
|
|
}
|
|
else
|
|
return static_cast<const char *>(Players[pnum].callsign);
|
|
}
|
|
|
|
static void multi_compute_kill(objnum_t killer, objnum_t killed)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
playernum_t killed_pnum, killer_pnum;
|
|
int killed_type;
|
|
int killer_type;
|
|
int TheGoal;
|
|
|
|
// 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 defined(DXX_BUILD_DESCENT_II)
|
|
int killer_id = Objects[killer].id;
|
|
#endif
|
|
|
|
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
|
|
{
|
|
Int3(); // compute_kill passed non-player object!
|
|
return;
|
|
}
|
|
|
|
killed_pnum = get_player_id(&Objects[killed]);
|
|
|
|
Assert (killed_pnum < N_players);
|
|
|
|
char killed_buf[(CALLSIGN_LEN*2)+4];
|
|
const char *killed_name = prepare_kill_name(killed_pnum, killed_buf);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_death(killed_pnum);
|
|
|
|
digi_play_sample( SOUND_HUD_KILL, F3_0 );
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Control_center_destroyed)
|
|
Players[killed_pnum].connected=CONNECT_DIED_IN_MINE;
|
|
#endif
|
|
|
|
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);
|
|
|
|
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 defined(DXX_BUILD_DESCENT_II)
|
|
if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
HUD_init_message_literal(HM_MULTI, "You were killed by a mine!");
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s was killed by a mine!",killed_name);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
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 = get_player_id(&Objects[killer]);
|
|
|
|
char killer_buf[(CALLSIGN_LEN*2)+4];
|
|
const char *killer_name = prepare_kill_name(killer_pnum, killer_buf);
|
|
|
|
// Beyond this point, it was definitely a player-player kill situation
|
|
|
|
if (killer_pnum >= N_players)
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
if (killed_pnum >= N_players)
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
|
|
if (killer_pnum == killed_pnum)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (!game_mode_hoard())
|
|
#endif
|
|
{
|
|
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);
|
|
|
|
/* Bounty mode needs some lovin' */
|
|
if( Game_mode & GM_BOUNTY && killed_pnum == Bounty_target && multi_i_am_master() )
|
|
{
|
|
/* Select a random number */
|
|
int n = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[n].connected )
|
|
n = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Select new target - it will be sent later when we're done with this function */
|
|
multi_new_bounty_target( n );
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (!game_mode_hoard())
|
|
#endif
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(killed_pnum) == get_team(killer_pnum))
|
|
{
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
Players[killer_pnum].net_kills_total -= 1;
|
|
}
|
|
else
|
|
{
|
|
team_kills[get_team(killer_pnum)] += 1;
|
|
Players[killer_pnum].net_kills_total += 1;
|
|
Players[killer_pnum].KillGoalCount +=1;
|
|
}
|
|
}
|
|
else if( Game_mode & GM_BOUNTY )
|
|
{
|
|
/* Did the target die? Did the target get a kill? */
|
|
if( killed_pnum == Bounty_target || killer_pnum == Bounty_target )
|
|
{
|
|
/* Increment kill counts */
|
|
Players[killer_pnum].net_kills_total++;
|
|
Players[killer_pnum].KillGoalCount++;
|
|
|
|
/* Record the kill in a demo */
|
|
if( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_multi_kill( killer_pnum, 1 );
|
|
|
|
/* If the target died, the new one is set! */
|
|
if( killed_pnum == Bounty_target )
|
|
multi_new_bounty_target( killer_pnum );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Players[killer_pnum].net_kills_total += 1;
|
|
Players[killer_pnum].KillGoalCount+=1;
|
|
}
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING && !( Game_mode & GM_BOUNTY ) )
|
|
newdemo_record_multi_kill(killer_pnum, 1);
|
|
}
|
|
|
|
kill_matrix[killer_pnum][killed_pnum] += 1;
|
|
Players[killed_pnum].net_killed_total += 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);
|
|
}
|
|
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
if (Players[killer_pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (killer_pnum==Player_num)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has reached the kill goal!", static_cast<const char *>(Players[killer_pnum].callsign));
|
|
|
|
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
|
|
#endif
|
|
}
|
|
|
|
void multi_do_protocol_frame(int force, int listen)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#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)
|
|
{
|
|
static int lasttime=0;
|
|
static fix64 last_update_time = 0;
|
|
int i;
|
|
|
|
if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
|
|
{
|
|
for (i=0;i<N_players;i++)
|
|
if (Players[i].connected)
|
|
{
|
|
if (i==Player_num)
|
|
{
|
|
multi_send_heartbeat();
|
|
lasttime=f2i(ThisLevelTime);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Send update about our game mode-specific variables every 2 secs (to keep in sync since delayed kills can invalidate these infos on Clients)
|
|
if (multi_i_am_master() && timer_query() >= last_update_time + (F1_0*2))
|
|
{
|
|
multi_send_gmode_update();
|
|
last_update_time = timer_query();
|
|
}
|
|
|
|
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(const ubyte *buf, unsigned len, int priority)
|
|
{
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#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\n");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void _multi_send_data_direct(const ubyte *buf, unsigned len, const playernum_t pnum, int priority)
|
|
{
|
|
if (pnum >= MAX_PLAYERS)
|
|
Error("multi_send_data_direct: Illegal player num: %u\n", pnum);
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct(multibuf, len, pnum, priority);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_data_direct\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
template <multiplayer_command_t C>
|
|
static void multi_send_data_direct(ubyte *buf, unsigned len, const playernum_t pnum, int priority)
|
|
{
|
|
buf[0] = C;
|
|
unsigned expected = command_length<C>::value;
|
|
if (len != expected)
|
|
Error("multi_send_data_direct: Packet type %i length: %i, expected: %i\n", C, len, expected);
|
|
_multi_send_data_direct(buf, len, pnum, priority);
|
|
}
|
|
|
|
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);
|
|
multi_powcap_cap_objects();
|
|
if (!Player_eggs_dropped)
|
|
{
|
|
drop_player_eggs(ConsoleObject);
|
|
Player_eggs_dropped = 1;
|
|
}
|
|
multi_send_player_deres(deres_drop);
|
|
}
|
|
|
|
multi_send_quit();
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_leave_game();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_leave_game\n");
|
|
break;
|
|
}
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
plyr_save_stats();
|
|
#endif
|
|
}
|
|
|
|
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_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, unused_newmenu_userdata_t *userdata )
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#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, unused_newmenu_userdata_t *userdata )
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#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_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) {
|
|
key_toggle_repeat(1);
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
static void multi_message_feedback(void)
|
|
{
|
|
char *colon;
|
|
int found = 0;
|
|
int i;
|
|
char feedback_result[200];
|
|
|
|
if (!( ((colon = strstr(Network_message, ": ")) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
|
|
{
|
|
std::size_t feedlen = snprintf(feedback_result, sizeof(feedback_result), "%s ", TXT_MESSAGE_SENT_TO);
|
|
if ((Game_mode & GM_TEAM) && (Network_message[0] == '1' || Network_message[0] == '2'))
|
|
{
|
|
snprintf(feedback_result + feedlen, sizeof(feedback_result) - feedlen, "%s '%s'", TXT_TEAM, static_cast<const char *>(Netgame.team_name[Network_message[0] - '1']));
|
|
found = 1;
|
|
}
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if (!d_strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
|
|
{
|
|
const char *comma = found ? ", " : "";
|
|
found++;
|
|
const char *newline = (!(found % 4)) ? "\n" : "";
|
|
size_t l = strlen(feedback_result);
|
|
snprintf(feedback_result + l, sizeof(feedback_result) - l, "%s%s%s '%s'", comma, newline, TXT_TEAM, static_cast<const char *>(Netgame.team_name[i]));
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if ((!d_strnicmp(static_cast<const char *>(Players[i].callsign), Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
|
|
{
|
|
const char *comma = found ? ", " : "";
|
|
found++;
|
|
const char *newline = (!(found % 4)) ? "\n" : "";
|
|
size_t l = strlen(feedback_result);
|
|
snprintf(feedback_result + l, sizeof(feedback_result) - l, "%s%s%s", comma, newline, static_cast<const char *>(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_literal(HM_MULTI, feedback_result);
|
|
}
|
|
}
|
|
|
|
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_literal(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[Player_num] = msgsend_typing;
|
|
multi_send_msgsend_state(msgsend_typing);
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
key_toggle_repeat(1);
|
|
}
|
|
}
|
|
|
|
static void kick_player(player &plr, netplayer_info &nplr)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_dump_player(nplr.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...", static_cast<const char *>(plr.callsign));
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
}
|
|
|
|
static void multi_send_message_end()
|
|
{
|
|
char *mytempbuf;
|
|
int i,t;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
multi_send_msgsend_state(msgsend_none);
|
|
key_toggle_repeat(0);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
Network_message_reciever = 100;
|
|
#endif
|
|
|
|
if (!d_strnicmp (Network_message,"/Handicap: ",11))
|
|
{
|
|
mytempbuf=&Network_message[11];
|
|
StartingShields=atol (mytempbuf);
|
|
if (StartingShields<10)
|
|
StartingShields=10;
|
|
if (StartingShields>100)
|
|
{
|
|
snprintf (Network_message, sizeof(Network_message), "%s has tried to cheat!",static_cast<const char *>(Players[Player_num].callsign));
|
|
StartingShields=100;
|
|
}
|
|
else
|
|
snprintf (Network_message, sizeof(Network_message), "%s handicap is now %d",static_cast<const char *>(Players[Player_num].callsign), StartingShields);
|
|
|
|
HUD_init_message(HM_MULTI, "Telling others of your handicap of %d!",StartingShields);
|
|
StartingShields=i2f(StartingShields);
|
|
}
|
|
else if (!d_strnicmp (Network_message,"/move: ",7))
|
|
{
|
|
if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
|
|
{
|
|
unsigned name_index=7;
|
|
if (strlen(Network_message) > 7)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can move players!",static_cast<const char *>(Players[multi_who_is_master()].callsign));
|
|
return;
|
|
}
|
|
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You must specify a name to move");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!d_strnicmp(static_cast<const char *>(Players[i].callsign), &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (game_mode_capture_flag() && (Players[i].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Can't move player because s/he has a flag!");
|
|
return;
|
|
}
|
|
#endif
|
|
if (Netgame.team_vector & (1<<i))
|
|
Netgame.team_vector&=(~(1<<i));
|
|
else
|
|
Netgame.team_vector|=(1<<i);
|
|
|
|
for (t=0;t<N_players;t++)
|
|
if (Players[t].connected)
|
|
multi_reset_object_texture (&Objects[Players[t].objnum]);
|
|
reset_cockpit();
|
|
|
|
multi_send_gmode_update();
|
|
|
|
snprintf (Network_message, sizeof(Network_message), "%s has changed teams!", static_cast<const char *>(Players[i].callsign));
|
|
if (i==Player_num)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You have changed teams!");
|
|
reset_cockpit();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "Moving %s to other team.", static_cast<const char *>(Players[i].callsign));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (!d_strnicmp (Network_message,"/kick: ",7) && (Game_mode & GM_NETWORK))
|
|
{
|
|
unsigned name_index=7;
|
|
if (strlen(Network_message) > 7)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can kick others out!", static_cast<const char *>(Players[multi_who_is_master()].callsign));
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
return;
|
|
}
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You must specify a name to kick");
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
|
|
playernum_array_t 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_literal(HM_MULTI, "Invalid player number for kick.");
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
return;
|
|
}
|
|
multi_get_kill_list(players);
|
|
i = players[listpos];
|
|
if ((i != Player_num) && (Players[i].connected))
|
|
{
|
|
kick_player(Players[i], Netgame.players[i]);
|
|
return;
|
|
}
|
|
}
|
|
else HUD_init_message_literal(HM_MULTI, "You cannot use # kicking with in team display.");
|
|
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!d_strnicmp(static_cast<const char *>(Players[i].callsign), &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
|
|
kick_player(Players[i], Netgame.players[i]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
else if (!d_strnicmp (Network_message,"/killreactor",12) && (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!", static_cast<const char *>(Players[multi_who_is_master()].callsign));
|
|
else
|
|
{
|
|
net_destroy_controlcen(object_none);
|
|
multi_send_destroy_controlcen(object_none,Player_num);
|
|
}
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multi_send_msgsend_state(msgsend_none);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
else
|
|
#endif
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
|
|
multi_send_message();
|
|
multi_message_feedback();
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Network_message_reciever = 100;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
multi_send_msgsend_state(msgsend_none);
|
|
key_toggle_repeat(0);
|
|
#endif
|
|
game_flush_inputs();
|
|
}
|
|
|
|
static 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;
|
|
key_toggle_repeat(0);
|
|
game_flush_inputs();
|
|
}
|
|
|
|
window_event_result multi_message_input_sub(int key)
|
|
{
|
|
switch( key )
|
|
{
|
|
case KEY_F8:
|
|
case KEY_ESC:
|
|
multi_sending_message[Player_num] = msgsend_none;
|
|
multi_send_msgsend_state(msgsend_none);
|
|
multi_defining_message = 0;
|
|
key_toggle_repeat(0);
|
|
game_flush_inputs();
|
|
return window_event_result::handled;
|
|
case KEY_LEFT:
|
|
case KEY_BACKSP:
|
|
case KEY_PAD4:
|
|
if (multi_message_index > 0)
|
|
multi_message_index--;
|
|
Network_message[multi_message_index] = 0;
|
|
return window_event_result::handled;
|
|
case KEY_ENTER:
|
|
if ( multi_sending_message[Player_num] )
|
|
multi_send_message_end();
|
|
else if ( multi_defining_message )
|
|
multi_define_macro_end();
|
|
game_flush_inputs();
|
|
return window_event_result::handled;
|
|
default:
|
|
{
|
|
int ascii = key_ascii();
|
|
if ( ascii < 255 ) {
|
|
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[Player_num] ) {
|
|
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[Player_num] = msgsend_typing;
|
|
multi_send_msgsend_state(msgsend_typing);
|
|
pcolon = strstr( Network_message, ": " );
|
|
if ( pcolon )
|
|
strcpy( pcolon+1, ptext );
|
|
else
|
|
strcpy( Network_message, ptext );
|
|
multi_message_index = strlen( Network_message );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return window_event_result::ignored;
|
|
}
|
|
|
|
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
|
|
|
|
nm_set_item_input(&m[0], MAX_MESSAGE_LEN-1, Network_message);
|
|
choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, unused_newmenu_subfunction, unused_newmenu_userdata );
|
|
|
|
if ((choice > -1) && (Network_message[0])) {
|
|
Network_message_reciever = 100;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
#endif
|
|
multi_message_feedback();
|
|
}
|
|
}
|
|
|
|
void multi_do_death(int)
|
|
{
|
|
// Do any miscellaneous stuff for a new network player after death
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
|
|
}
|
|
}
|
|
|
|
static void multi_do_fire(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
ubyte weapon;
|
|
sbyte flags;
|
|
vms_vector shot_orientation;
|
|
|
|
// Act out the actual shooting
|
|
weapon = (int)buf[2];
|
|
|
|
flags = buf[4];
|
|
if (buf[0] == MULTI_FIRE_TRACK)
|
|
{
|
|
Network_laser_track = GET_INTEL_SHORT(buf + 6);
|
|
Network_laser_track = objnum_remote_to_local(Network_laser_track, buf[8]);
|
|
}
|
|
|
|
shot_orientation.x = (fix) GET_INTEL_INT(buf + 6);
|
|
shot_orientation.y = (fix) GET_INTEL_INT(buf + 10);
|
|
shot_orientation.z = (fix) GET_INTEL_INT(buf + 14);
|
|
|
|
Assert (pnum < N_players);
|
|
|
|
if (Objects[Players[pnum].objnum].type == OBJ_GHOST)
|
|
multi_make_ghost_player(pnum);
|
|
|
|
if (weapon == FLARE_ADJUST)
|
|
Laser_player_fire( &Objects[Players[pnum].objnum], FLARE_ID, 6, 1, shot_orientation);
|
|
else
|
|
if (weapon >= MISSILE_ADJUST) {
|
|
int weapon_gun,remote_objnum;
|
|
enum weapon_type_t weapon_id = (enum weapon_type_t) Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
|
|
weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
|
|
{
|
|
Multi_is_guided=1;
|
|
}
|
|
#endif
|
|
|
|
objnum_t objnum = Laser_player_fire( &Objects[Players[pnum].objnum], weapon_id, weapon_gun, 1, shot_orientation );
|
|
if (buf[0] == MULTI_FIRE_BOMB)
|
|
{
|
|
remote_objnum = GET_INTEL_SHORT(buf + 6);
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
}
|
|
}
|
|
else {
|
|
fix save_charge = Fusion_charge;
|
|
if (weapon == FUSION_INDEX) {
|
|
Fusion_charge = flags << 12;
|
|
}
|
|
if (weapon == LASER_ID) {
|
|
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], shot_orientation);
|
|
|
|
if (weapon == FUSION_INDEX)
|
|
Fusion_charge = save_charge;
|
|
}
|
|
}
|
|
|
|
void
|
|
static multi_do_message(const ubyte *cbuf)
|
|
{
|
|
const char *buf = (const char *)cbuf;
|
|
const char *colon;
|
|
int loc = 2;
|
|
|
|
if (((colon = strstr(buf+loc, ": ")) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
|
|
{
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
char xrgb = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%c%c%s:%c%c %s", CC_COLOR, xrgb, static_cast<const char *>(Players[(int)buf[1]].callsign), CC_COLOR, BM_XRGB(0, 31, 0), buf+2);
|
|
multi_sending_message[(int)buf[1]] = msgsend_none;
|
|
}
|
|
else
|
|
{
|
|
if ( (!d_strnicmp(static_cast<const char *>(Players[Player_num].callsign), buf+loc, colon-(buf+loc))) ||
|
|
((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !d_strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
|
|
{
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
char xrgb = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%c%c%s:%c%c %s", CC_COLOR, xrgb, static_cast<const char *>(Players[(int)buf[1]].callsign), CC_COLOR, BM_XRGB(0, 31, 0), colon+2);
|
|
multi_sending_message[(int)buf[1]] = msgsend_none;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void multi_do_position(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
#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]);
|
|
}
|
|
|
|
static void multi_do_reappear(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 2);
|
|
|
|
Assert(objnum >= 0);
|
|
if (pnum != get_player_id(&Objects[objnum]))
|
|
return;
|
|
|
|
multi_make_ghost_player(get_player_id(&Objects[objnum]));
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
}
|
|
|
|
static void multi_do_player_deres(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// Only call this for players, not robots. pnum is player number, not
|
|
// Object number.
|
|
|
|
int count;
|
|
int i;
|
|
char remote_created;
|
|
|
|
#ifdef NDEBUG
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
return;
|
|
#else
|
|
Assert(pnum < N_players);
|
|
#endif
|
|
|
|
// If we are in the process of sending objects to a new player, reset that process
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
// Stuff the Players structure to prepare for the explosion
|
|
|
|
count = 3;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#define GET_WEAPON_FLAGS(buf,count) buf[count++]
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
#define GET_WEAPON_FLAGS(buf,count) (count += sizeof(uint16_t), GET_INTEL_SHORT(buf + (count - sizeof(uint16_t))))
|
|
#endif
|
|
Players[pnum].primary_weapon_flags = GET_WEAPON_FLAGS(buf,count);
|
|
Players[pnum].secondary_weapon_flags = GET_WEAPON_FLAGS(buf,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++;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
|
|
#endif
|
|
|
|
Players[pnum].vulcan_ammo = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
multi_powcap_adjust_remote_cap (pnum);
|
|
|
|
vobjptridx_t objp = vobjptridx(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[2] == deres_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);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[pnum].flags &= ~PLAYER_FLAGS_FLAG;
|
|
#endif
|
|
Players[pnum].cloak_time = 0;
|
|
|
|
multi_make_ghost_player(get_player_id(&Objects[Players[pnum].objnum]));
|
|
create_player_appearance_effect(&Objects[Players[pnum].objnum]);
|
|
}
|
|
|
|
/*
|
|
* Process can compute a kill. If I am a Client this might be my own one (see multi_send_kill()) but with more specific data so I can compute my kill correctly.
|
|
*/
|
|
static void multi_do_kill(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
int type = (int)(buf[0]);
|
|
|
|
if (multi_i_am_master() && type != MULTI_KILL_CLIENT)
|
|
return;
|
|
if (!multi_i_am_master() && type != MULTI_KILL_HOST)
|
|
return;
|
|
|
|
if (pnum >= N_players)
|
|
{
|
|
Int3(); // Invalid player number killed
|
|
return;
|
|
}
|
|
|
|
// I am host, I know what's going on so take this packet, add game_mode related info which might be necessary for kill computation and send it to everyone so they can compute their kills correctly
|
|
if (multi_i_am_master())
|
|
{
|
|
memcpy(multibuf, buf, 5);
|
|
multibuf[5] = Netgame.team_vector;
|
|
multibuf[6] = Bounty_target;
|
|
|
|
multi_send_data<MULTI_KILL_HOST>(multibuf, 7, 2);
|
|
}
|
|
|
|
objnum_t killer, killed;
|
|
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]);
|
|
if (!multi_i_am_master())
|
|
{
|
|
Netgame.team_vector = buf[5];
|
|
Bounty_target = buf[6];
|
|
}
|
|
|
|
multi_compute_kill(killer, killed);
|
|
|
|
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
|
|
multi_send_bounty();
|
|
}
|
|
|
|
|
|
// 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
|
|
static void multi_do_controlcen_destroy(const ubyte *buf)
|
|
{
|
|
sbyte who;
|
|
objnum_t 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", static_cast<const char *>(Players[who].callsign), TXT_HAS_DEST_CONTROL);
|
|
}
|
|
else if (who == Player_num)
|
|
HUD_init_message_literal(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else
|
|
HUD_init_message_literal(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
if (objnum != object_none)
|
|
net_destroy_controlcen(&Objects[objnum]);
|
|
else
|
|
net_destroy_controlcen(object_none);
|
|
}
|
|
}
|
|
|
|
void
|
|
static multi_do_escape(const ubyte *buf)
|
|
{
|
|
int objnum;
|
|
|
|
objnum = Players[(int)buf[1]].objnum;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
digi_kill_sound_linked_to_object (objnum);
|
|
#endif
|
|
|
|
if (buf[2] == 0)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(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)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(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
|
|
static multi_do_remobj(const ubyte *buf)
|
|
{
|
|
short objnum; // which object to remove
|
|
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;
|
|
|
|
objnum_t local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
|
|
|
|
if (local_objnum == object_none)
|
|
{
|
|
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;
|
|
}
|
|
if (Objects[local_objnum].type==OBJ_POWERUP)
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack (get_powerup_id(&Objects[local_objnum])))
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id-1] < 4)
|
|
PowerupsInMine[Objects[local_objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[local_objnum].id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[get_powerup_id(&Objects[local_objnum])]>0)
|
|
PowerupsInMine[get_powerup_id(&Objects[local_objnum])]--;
|
|
}
|
|
}
|
|
|
|
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
|
|
|
|
}
|
|
|
|
void multi_disconnect_player(const playernum_t pnum)
|
|
{
|
|
int i, n = 0;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
if (Players[pnum].connected == CONNECT_DISCONNECTED)
|
|
return;
|
|
|
|
if (Players[pnum].connected == CONNECT_PLAYING)
|
|
{
|
|
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
|
|
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[pnum].callsign), TXT_HAS_LEFT_THE_GAME);
|
|
|
|
multi_sending_message[pnum] = msgsend_none;
|
|
|
|
if (Network_status == NETSTAT_PLAYING)
|
|
{
|
|
multi_make_player_ghost(pnum);
|
|
multi_strip_robots(pnum);
|
|
}
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_disconnect(pnum);
|
|
|
|
// Bounty target left - select a new one
|
|
if( Game_mode & GM_BOUNTY && pnum == Bounty_target && multi_i_am_master() )
|
|
{
|
|
/* Select a random number */
|
|
int n = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[n].connected )
|
|
n = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Select new target */
|
|
multi_new_bounty_target( n );
|
|
|
|
/* Send this new data */
|
|
multi_send_bounty();
|
|
}
|
|
}
|
|
|
|
Players[pnum].connected = CONNECT_DISCONNECTED;
|
|
Netgame.players[pnum].connected = CONNECT_DISCONNECTED;
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_disconnect_player(pnum);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_disconnect_player\n");
|
|
break;
|
|
}
|
|
|
|
if (pnum == multi_who_is_master()) // Host has left - Quit game!
|
|
{
|
|
if (Network_status==NETSTAT_PLAYING)
|
|
multi_leave_game();
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 0);
|
|
nm_messagebox(NULL, 1, TXT_OK, "Host left the game!");
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 1);
|
|
multi_quit_game = 1;
|
|
game_leave_menus();
|
|
multi_reset_stuff();
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if (Players[i].connected) n++;
|
|
if (n == 1)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You are the only person remaining in this netgame");
|
|
}
|
|
}
|
|
|
|
void
|
|
static multi_do_quit(const ubyte *buf)
|
|
{
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
multi_disconnect_player((int)buf[1]);
|
|
}
|
|
|
|
static void multi_do_cloak(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
Assert(pnum < N_players);
|
|
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime64;
|
|
ai_do_cloak_stuff();
|
|
|
|
multi_strip_robots(pnum);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_cloak(pnum);
|
|
}
|
|
|
|
static void multi_do_decloak(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_decloak(pnum);
|
|
|
|
}
|
|
|
|
void
|
|
static multi_do_door_open(const ubyte *buf)
|
|
{
|
|
segnum_t segnum;
|
|
ubyte side;
|
|
segment *seg;
|
|
wall *w;
|
|
|
|
segnum = GET_INTEL_SHORT(buf + 1);
|
|
side = buf[3];
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
ubyte flag= buf[4];
|
|
#endif
|
|
|
|
if (segnum < 0 || segnum > Highest_segment_index || side > 5)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
if (seg->sides[side].wall_num == wall_none) { //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);
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
w->flags=flag;
|
|
#endif
|
|
|
|
}
|
|
|
|
static void multi_do_create_explosion(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
|
|
}
|
|
|
|
void
|
|
static multi_do_controlcen_fire(const ubyte *buf)
|
|
{
|
|
vms_vector to_target;
|
|
int gun_num;
|
|
objnum_t 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;
|
|
|
|
auto objp = vobjptridx(objnum);
|
|
Laser_create_new_easy(&to_target, &objp->ctype.reactor_info.gun_pos[gun_num], objp, CONTROLCEN_WEAPON_NUM, 1);
|
|
}
|
|
|
|
static void multi_do_create_powerup(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
vms_vector new_pos;
|
|
char powerup_type;
|
|
|
|
if (Endlevel_sequence || Control_center_destroyed)
|
|
return;
|
|
|
|
count++;
|
|
powerup_type = buf[count++];
|
|
segnum_t segnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
objnum_t objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index)) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
memcpy(&new_pos, buf+count, sizeof(vms_vector)); 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
|
|
|
|
Net_create_loc = 0;
|
|
objnum_t my_objnum = call_object_create_egg(&Objects[Players[pnum].objnum], 1, OBJ_POWERUP, powerup_type);
|
|
|
|
if (my_objnum == object_none) {
|
|
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);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack((int)powerup_type))
|
|
PowerupsInMine[(int)(powerup_type-1)]+=4;
|
|
else
|
|
PowerupsInMine[(int)powerup_type]++;
|
|
}
|
|
}
|
|
|
|
static void multi_do_play_sound(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
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);
|
|
}
|
|
|
|
static void multi_do_score(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
if (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();
|
|
}
|
|
|
|
static void multi_do_trigger(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int trigger = buf[2];
|
|
if (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,0);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
static void multi_do_effect_blowup(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int side;
|
|
vms_vector hitpnt;
|
|
object dummy;
|
|
|
|
if (pnum >= N_players || pnum == Player_num)
|
|
return;
|
|
|
|
multi_do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
|
|
|
|
segnum_t segnum = GET_INTEL_SHORT(buf + 2);
|
|
side = buf[4];
|
|
hitpnt.x = GET_INTEL_INT(buf + 5);
|
|
hitpnt.y = GET_INTEL_INT(buf + 9);
|
|
hitpnt.z = GET_INTEL_INT(buf + 13);
|
|
|
|
//create a dummy object which will be the weapon that hits
|
|
//the monitor. the blowup code wants to know who the parent of the
|
|
//laser is, so create a laser whose parent is the player
|
|
dummy.ctype.laser_info.parent_type = OBJ_PLAYER;
|
|
dummy.ctype.laser_info.parent_num = pnum;
|
|
|
|
check_effect_blowup(&(Segments[segnum]), side, &hitpnt, &dummy, 0, 1);
|
|
}
|
|
|
|
static void multi_do_drop_marker (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int i;
|
|
int mesnum=buf[2];
|
|
vms_vector position;
|
|
|
|
if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
|
|
return;
|
|
|
|
position.x = GET_INTEL_INT(buf + 3);
|
|
position.y = GET_INTEL_INT(buf + 7);
|
|
position.z = GET_INTEL_INT(buf + 11);
|
|
|
|
for (i=0;i<40;i++)
|
|
MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
|
|
|
|
if (MarkerObject[(pnum*2)+mesnum] !=object_none && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
|
|
obj_delete(MarkerObject[(pnum*2)+mesnum]);
|
|
|
|
MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[pnum].objnum].segnum,&Objects[Players[pnum].objnum].orient,(pnum*2)+mesnum);
|
|
}
|
|
#endif
|
|
|
|
static void multi_do_hostage_door_status(const ubyte *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.
|
|
reset_rear_view();
|
|
}
|
|
|
|
void multi_reset_player_object(vobjptridx_t objp)
|
|
{
|
|
int i;
|
|
|
|
//Init physics for a non-console player
|
|
|
|
Assert((objp ) <= 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.turnroll = 0;
|
|
objp->mtype.phys_info.mass = Player_ship->mass;
|
|
objp->mtype.phys_info.drag = Player_ship->drag;
|
|
if (objp->type == OBJ_PLAYER)
|
|
objp->mtype.phys_info.flags |= PF_TURNROLL | PF_WIGGLE;
|
|
else
|
|
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;i<MAX_SUBMODELS;i++)
|
|
vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
|
|
|
|
//reset textures for this, if not player 0
|
|
|
|
multi_reset_object_texture (objp);
|
|
|
|
// Clear misc
|
|
|
|
objp->flags = 0;
|
|
|
|
if (objp->type == OBJ_GHOST)
|
|
objp->render_type = RT_NONE;
|
|
|
|
}
|
|
|
|
void multi_reset_object_texture (object *objp)
|
|
{
|
|
int id,i;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
id = get_team(get_player_id(objp));
|
|
else
|
|
id = get_player_id(objp);
|
|
|
|
if (id == 0)
|
|
objp->rtype.pobj_info.alt_textures=0;
|
|
else {
|
|
if (N_PLAYER_SHIP_TEXTURES < Polygon_models[objp->rtype.pobj_info.model_num].n_textures)
|
|
Error("Too many player ship textures!\n");
|
|
|
|
for (i=0;i<Polygon_models[objp->rtype.pobj_info.model_num].n_textures;i++)
|
|
multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.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;
|
|
}
|
|
}
|
|
|
|
void multi_process_bigdata(const playernum_t pnum, const ubyte *buf, uint_fast32_t len)
|
|
{
|
|
// Takes a bunch of messages, check them for validity,
|
|
// and pass them to multi_process_data.
|
|
|
|
uint_fast32_t bytes_processed = 0;
|
|
|
|
while( bytes_processed < len ) {
|
|
uint_fast32_t type = buf[bytes_processed];
|
|
|
|
if ( (type>= sizeof(message_length)/sizeof(message_length[0])))
|
|
{
|
|
con_printf( CON_DEBUG,"multi_process_bigdata: Invalid packet type %lu!", static_cast<unsigned long>(type));
|
|
return;
|
|
}
|
|
uint_fast32_t sub_len = message_length[type];
|
|
|
|
Assert(sub_len > 0);
|
|
|
|
if ( (bytes_processed+sub_len) > len ) {
|
|
con_printf(CON_DEBUG, "multi_process_bigdata: packet type %u too short (%lu>%lu)!", static_cast<unsigned>(type), static_cast<unsigned long>(bytes_processed+sub_len), static_cast<unsigned long>(len));
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
multi_process_data(pnum, &buf[bytes_processed], type);
|
|
bytes_processed += sub_len;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 2 : Functions that send communication messages to inform the other
|
|
// players of something we did.
|
|
//
|
|
|
|
void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_fired, objnum_t laser_track, objptridx_t is_bomb_objnum)
|
|
{
|
|
object* ownship = &Objects[Players[Player_num].objnum];
|
|
static fix64 last_fireup_time = 0;
|
|
|
|
// provoke positional update if possible (20 times per second max. matches vulcan, the fastest firing weapon)
|
|
if (timer_query() >= (last_fireup_time+(F1_0/20)))
|
|
{
|
|
multi_do_protocol_frame(1, 0);
|
|
last_fireup_time = timer_query();
|
|
}
|
|
|
|
multibuf[0] = (char)MULTI_FIRE;
|
|
if (is_bomb_objnum != object_none)
|
|
{
|
|
if (is_proximity_bomb_or_smart_mine(get_weapon_id(is_bomb_objnum)))
|
|
multibuf[0] = (char)MULTI_FIRE_BOMB;
|
|
}
|
|
else if (laser_track != object_none)
|
|
{
|
|
multibuf[0] = (char)MULTI_FIRE_TRACK;
|
|
}
|
|
multibuf[1] = (char)Player_num;
|
|
multibuf[2] = (char)laser_gun;
|
|
multibuf[3] = (char)laser_level;
|
|
multibuf[4] = (char)laser_flags;
|
|
multibuf[5] = (char)laser_fired;
|
|
|
|
PUT_INTEL_INT(multibuf+6 , ownship->orient.fvec.x);
|
|
PUT_INTEL_INT(multibuf+10, ownship->orient.fvec.y);
|
|
PUT_INTEL_INT(multibuf+14, ownship->orient.fvec.z);
|
|
|
|
/*
|
|
* If we fire a bomb, it's persistent. Let others know of it's objnum so host can track it's behaviour over clients (host-authority functions, D2 chaff ability).
|
|
* If we fire a tracking projectile, we should others let know abotu what we track but we have to pay attention it's mapped correctly.
|
|
* If we fire something else, we make the packet as small as possible.
|
|
*/
|
|
if (multibuf[0] == MULTI_FIRE_BOMB)
|
|
{
|
|
map_objnum_local_to_local(is_bomb_objnum);
|
|
PUT_INTEL_SHORT(multibuf+18, is_bomb_objnum);
|
|
multi_send_data<MULTI_FIRE_BOMB>(multibuf, 20, 1);
|
|
}
|
|
else if (multibuf[0] == MULTI_FIRE_TRACK)
|
|
{
|
|
sbyte remote_owner;
|
|
short remote_laser_track = -1;
|
|
|
|
remote_laser_track = objnum_local_to_remote(laser_track, &remote_owner);
|
|
PUT_INTEL_SHORT(multibuf+18, remote_laser_track);
|
|
multibuf[20] = remote_owner;
|
|
multi_send_data<MULTI_FIRE_TRACK>(multibuf, 21, 1);
|
|
}
|
|
else
|
|
multi_send_data<MULTI_FIRE>(multibuf, 18, 1);
|
|
}
|
|
|
|
void multi_send_destroy_controlcen(objnum_t objnum, int player)
|
|
{
|
|
if (player == Player_num)
|
|
HUD_init_message_literal(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else if ((player > 0) && (player < N_players))
|
|
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[player].callsign), TXT_HAS_DEST_CONTROL);
|
|
else
|
|
HUD_init_message_literal(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, objnum);
|
|
multibuf[3] = player;
|
|
multi_send_data<MULTI_CONTROLCEN>(multibuf, 4, 2);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void multi_send_drop_marker (int player,const vms_vector &position,char messagenum,const marker_message_text_t &text)
|
|
{
|
|
if (player<N_players)
|
|
{
|
|
multibuf[1]=(char)player;
|
|
multibuf[2]=messagenum;
|
|
PUT_INTEL_INT(multibuf+3, position.x);
|
|
PUT_INTEL_INT(multibuf+7, position.y);
|
|
PUT_INTEL_INT(multibuf+11, position.z);
|
|
for (unsigned i = 0; i < text.size(); i++)
|
|
multibuf[15+i]=text[i];
|
|
multi_send_data<MULTI_MARKER>(multibuf, 15 + text.size(), 2);
|
|
}
|
|
}
|
|
|
|
void multi_send_markers()
|
|
{
|
|
// send marker positions/text to new player
|
|
int i;
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
objnum_t mo;
|
|
mo = MarkerObject[(i*2)];
|
|
if (mo!=object_none)
|
|
multi_send_drop_marker (i,Objects[mo].pos,0,MarkerMessage[i*2]);
|
|
mo = MarkerObject[(i*2)+1];
|
|
if (mo!=object_none)
|
|
multi_send_drop_marker (i,Objects[mo].pos,1,MarkerMessage[(i*2)+1]);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
multi_send_endlevel_start(int secret)
|
|
{
|
|
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<MULTI_ENDLEVEL_START>(multibuf, 3, 2);
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Players[Player_num].connected = CONNECT_ESCAPE_TUNNEL;
|
|
switch (multi_protocol)
|
|
{
|
|
#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_player_deres(deres_type_t type)
|
|
{
|
|
int count = 0;
|
|
int i;
|
|
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
count++;
|
|
multibuf[count++] = Player_num;
|
|
multibuf[count++] = type;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#define PUT_WEAPON_FLAGS(buf,count,value) (buf[count] = value, ++count)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
#define PUT_WEAPON_FLAGS(buf,count,value) ((PUT_INTEL_SHORT(buf+count, value)), count+=sizeof(uint16_t))
|
|
#endif
|
|
PUT_WEAPON_FLAGS(multibuf, count, Players[Player_num].primary_weapon_flags);
|
|
PUT_WEAPON_FLAGS(multibuf, count, 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];
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
|
|
#endif
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].vulcan_ammo );
|
|
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) {
|
|
Int3(); // Illegal value in created egg object numbers
|
|
count +=2;
|
|
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(Net_create_objnums[i]);
|
|
}
|
|
|
|
Net_create_loc = 0;
|
|
|
|
if (count > message_length[MULTI_PLAYER_DERES])
|
|
{
|
|
Int3(); // See Rob
|
|
}
|
|
|
|
multi_send_data<MULTI_PLAYER_DERES>(multibuf, command_length<MULTI_PLAYER_DERES>::value, 2);
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
multi_send_decloak();
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
/*
|
|
* Powerup capping: Keep track of how many powerups are in level and kill these which would exceed initial limit.
|
|
* NOTE: code encapsuled by OLDPOWCAP define is original and buggy Descent2 code.
|
|
*/
|
|
|
|
// Count the initial amount of Powerups in the level
|
|
void multi_powcap_count_powerups_in_mine(void)
|
|
{
|
|
int i;
|
|
|
|
PowerupsInMine = {};
|
|
for (i=0;i<=Highest_object_index;i++)
|
|
{
|
|
if (Objects[i].type==OBJ_POWERUP)
|
|
{
|
|
if (multi_powerup_is_4pack(get_powerup_id(&Objects[i])))
|
|
PowerupsInMine[Objects[i].id-1]+=4;
|
|
else
|
|
PowerupsInMine[get_powerup_id(&Objects[i])]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We want to drop something. Kill every Powerup which exceeds the level limit
|
|
void multi_powcap_cap_objects()
|
|
{
|
|
char type;
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
if (!game_mode_hoard())
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
|
|
Proximity_dropped=0;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
|
|
Smartmines_dropped=0;
|
|
#endif
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
|
|
if(Players[Player_num].primary_weapon_flags & HAS_PRIMARY_FLAG(index))
|
|
{
|
|
con_printf(CON_VERBOSE,"PIM=%d MPA=%d",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
con_printf(CON_VERBOSE,"Killing a primary cuz there's too many! (%d)",type);
|
|
Players[Player_num].primary_weapon_flags&=(~HAS_PRIMARY_FLAG(index));
|
|
}
|
|
}
|
|
|
|
|
|
// Don't do the adjustment stuff for Hoard mode
|
|
if (!game_mode_hoard())
|
|
Players[Player_num].secondary_ammo[2]/=4;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[Player_num].secondary_ammo[7]/=4;
|
|
#endif
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
if (game_mode_hoard() && index==PROXIMITY_INDEX)
|
|
continue;
|
|
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
|
|
{
|
|
if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
|
|
Players[Player_num].secondary_ammo[index]=0;
|
|
else
|
|
Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
|
|
con_printf(CON_VERBOSE,"Hey! I killed secondary type %d because PIM=%d MPA=%d",type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
}
|
|
}
|
|
|
|
if (!game_mode_hoard())
|
|
Players[Player_num].secondary_ammo[2]*=4;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
Players[Player_num].secondary_ammo[7]*=4;
|
|
|
|
if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
|
|
if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
|
|
Players[Player_num].laser_level=0;
|
|
#endif
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
|
|
if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
|
|
if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
|
|
|
|
if (game_mode_capture_flag())
|
|
{
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
|
|
{
|
|
char flagtype;
|
|
if (get_team(Player_num)==TEAM_RED)
|
|
flagtype=POW_FLAG_BLUE;
|
|
else
|
|
flagtype=POW_FLAG_RED;
|
|
|
|
if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
// Adds players inventory to multi cap
|
|
static void multi_powcap_adjust_cap_for_player(const playernum_t pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & HAS_PRIMARY_FLAG(index))
|
|
MaxPowerupsAllowed[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
}
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
MaxPowerupsAllowed[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
MaxPowerupsAllowed[POW_CLOAK]++;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
|
|
MaxPowerupsAllowed[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
|
|
MaxPowerupsAllowed[POW_FULL_MAP]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
MaxPowerupsAllowed[POW_AFTERBURNER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
MaxPowerupsAllowed[POW_AMMO_RACK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
|
|
MaxPowerupsAllowed[POW_CONVERTER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
MaxPowerupsAllowed[POW_HEADLIGHT]++;
|
|
#endif
|
|
}
|
|
|
|
void multi_powcap_adjust_remote_cap(const playernum_t pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & HAS_PRIMARY_FLAG(index))
|
|
PowerupsInMine[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if (game_mode_hoard() && index==2)
|
|
continue;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (index==2) // PROX? Those bastards...
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
|
|
#endif
|
|
PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
|
|
else
|
|
PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
|
|
}
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
PowerupsInMine[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
PowerupsInMine[POW_CLOAK]++;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
|
|
PowerupsInMine[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
|
|
PowerupsInMine[POW_FULL_MAP]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
PowerupsInMine[POW_AFTERBURNER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
PowerupsInMine[POW_AMMO_RACK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
|
|
PowerupsInMine[POW_CONVERTER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
PowerupsInMine[POW_HEADLIGHT]++;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_message(void)
|
|
{
|
|
int loc = 0;
|
|
if (Network_message_reciever != -1)
|
|
{
|
|
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<MULTI_MESSAGE>(multibuf, loc, 0);
|
|
Network_message_reciever = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_reappear()
|
|
{
|
|
multi_send_position(Players[Player_num].objnum);
|
|
multibuf[1] = (char)Player_num;
|
|
PUT_INTEL_SHORT(multibuf+2, Players[Player_num].objnum);
|
|
|
|
multi_send_data<MULTI_REAPPEAR>(multibuf, 4, 2);
|
|
}
|
|
|
|
void
|
|
multi_send_position(int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
count++;
|
|
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<MULTI_POSITION>(multibuf, count, 2);
|
|
multi_send_data<MULTI_POSITION>(multibuf, count, 0);
|
|
}
|
|
|
|
/*
|
|
* I was killed. If I am host, send this info to everyone and compute kill. If I am just a Client I'll only send the kill but not compute it for me. I (Client) will wait for Host to send me my kill back together with updated game_mode related variables which are important for me to compute consistent kill.
|
|
*/
|
|
void multi_send_kill(vobjptridx_t objnum)
|
|
{
|
|
// I died, tell the world.
|
|
|
|
int count = 0;
|
|
|
|
Assert(get_player_id(objnum) == Player_num);
|
|
objnum_t killer_objnum = Players[Player_num].killer_objnum;
|
|
|
|
count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
|
|
if (killer_objnum != object_none)
|
|
{
|
|
short s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]); // do it with variable since INTEL_SHORT won't work on return val from function.
|
|
PUT_INTEL_SHORT(multibuf+count, s);
|
|
}
|
|
else
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, -1);
|
|
multibuf[count+2] = (char)-1;
|
|
}
|
|
count += 3;
|
|
// I am host - I know what's going on so attach game_mode related info which might be vital for correct kill computation
|
|
if (multi_i_am_master())
|
|
{
|
|
multibuf[count] = Netgame.team_vector; count += 1;
|
|
multibuf[count] = Bounty_target; count += 1;
|
|
}
|
|
|
|
if (multi_i_am_master())
|
|
{
|
|
multi_compute_kill(killer_objnum, objnum);
|
|
multi_send_data<MULTI_KILL_HOST>(multibuf, count, 2);
|
|
}
|
|
else
|
|
multi_send_data_direct<MULTI_KILL_CLIENT>(multibuf, count, multi_who_is_master(), 2); // I am just a client so I'll only send my kill but not compute it, yet. I'll get response from host so I can compute it correctly
|
|
|
|
multi_strip_robots(Player_num);
|
|
|
|
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
|
|
multi_send_bounty();
|
|
}
|
|
|
|
void multi_send_remobj(vobjptridx_t objnum)
|
|
{
|
|
// Tell the other guy to remove an object from his list
|
|
|
|
sbyte obj_owner;
|
|
short remote_objnum;
|
|
|
|
if (objnum->type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
|
|
{
|
|
if (multi_powerup_is_4pack (get_powerup_id(objnum)))
|
|
{
|
|
if (PowerupsInMine[objnum->id-1] < 4)
|
|
PowerupsInMine[objnum->id-1]=0;
|
|
else
|
|
PowerupsInMine[objnum->id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[get_powerup_id(objnum)]>0)
|
|
PowerupsInMine[get_powerup_id(objnum)]--;
|
|
}
|
|
}
|
|
|
|
remote_objnum = objnum_local_to_remote(objnum, &obj_owner);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
|
|
|
|
multibuf[3] = obj_owner;
|
|
|
|
multi_send_data<MULTI_REMOVE_OBJECT>(multibuf, 4, 2);
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_quit()
|
|
{
|
|
// I am quitting the game, tell the other guy the bad news.
|
|
|
|
multibuf[1] = Player_num;
|
|
multi_send_data<MULTI_QUIT>(multibuf, 2, 2);
|
|
|
|
}
|
|
|
|
void
|
|
multi_send_cloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data<MULTI_CLOAK>(multibuf, 2, 2);
|
|
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
void
|
|
multi_send_decloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data<MULTI_DECLOAK>(multibuf, 2, 2);
|
|
}
|
|
|
|
void multi_send_door_open(segnum_t segnum, int side,ubyte flag)
|
|
{
|
|
// When we open a door make sure everyone else opens that door
|
|
PUT_INTEL_SHORT(multibuf+1, segnum );
|
|
multibuf[3] = (sbyte)side;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
(void)flag;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
multibuf[4] = flag;
|
|
#endif
|
|
multi_send_data<MULTI_DOOR_OPEN>(multibuf, DXX_MP_SIZE_DOOR_OPEN, 2);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void multi_send_door_open_specific(const playernum_t pnum,segnum_t segnum, int side,ubyte flag)
|
|
{
|
|
// For sending doors only to a specific person (usually when they're joining)
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
// Assert (pnum>-1 && pnum<N_players);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, segnum);
|
|
multibuf[3] = (sbyte)side;
|
|
multibuf[4] = flag;
|
|
|
|
multi_send_data_direct<MULTI_DOOR_OPEN>(multibuf, DXX_MP_SIZE_DOOR_OPEN, pnum, 2);
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// 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(const playernum_t pnum)
|
|
{
|
|
// Send all data needed to create a remote explosion
|
|
|
|
int count = 0;
|
|
|
|
count += 1;
|
|
multibuf[count] = (sbyte)pnum; count += 1;
|
|
// -----------
|
|
// Total size = 2
|
|
|
|
multi_send_data<MULTI_CREATE_EXPLOSION>(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;
|
|
|
|
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<MULTI_CONTROLCEN_FIRE>(multibuf, count, 0);
|
|
}
|
|
|
|
void multi_send_create_powerup(int powerup_type, segnum_t segnum, objnum_t 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);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack(powerup_type))
|
|
PowerupsInMine[powerup_type-1]+=4;
|
|
else
|
|
PowerupsInMine[powerup_type]++;
|
|
}
|
|
|
|
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<MULTI_CREATE_POWERUP>(multibuf, count, 2);
|
|
|
|
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;
|
|
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<MULTI_PLAY_SOUND>(multibuf, count, 0);
|
|
}
|
|
|
|
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();
|
|
count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
|
|
multi_send_data<MULTI_SCORE>(multibuf, count, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_trigger(int triggernum)
|
|
{
|
|
// Send an event to trigger something in the mine
|
|
|
|
int count = 0;
|
|
|
|
count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (ubyte)triggernum; count += 1;
|
|
|
|
multi_send_data<MULTI_TRIGGER>(multibuf, count, 2);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void
|
|
multi_send_effect_blowup(segnum_t segnum, int side, vms_vector *pnt)
|
|
{
|
|
// We blew up something connected to a trigger. Send this blowup result to other players shortly before MULTI_TRIGGER.
|
|
// NOTE: The reason this is now a separate packet is to make sure trigger-connected switches/monitors are in sync with MULTI_TRIGGER.
|
|
// If a fire packet is late it might blow up a switch for some clients without the shooter actually registering this hit,
|
|
// not sending MULTI_TRIGGER and making puzzles or progress impossible.
|
|
int count = 0;
|
|
|
|
multi_do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
|
|
|
|
count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, segnum); count += 2;
|
|
multibuf[count] = (sbyte)side; count += 1;
|
|
PUT_INTEL_INT(multibuf+count, pnt->x); count += 4;
|
|
PUT_INTEL_INT(multibuf+count, pnt->y); count += 4;
|
|
PUT_INTEL_INT(multibuf+count, pnt->z); count += 4;
|
|
|
|
multi_send_data<MULTI_EFFECT_BLOWUP>(multibuf, count, 0);
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
|
|
count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
|
|
|
|
multi_send_data<MULTI_HOSTAGE_DOOR>(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);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
PhallicLimit=0;
|
|
PhallicMan=-1;
|
|
Drop_afterburner_blob_flag=0;
|
|
#endif
|
|
Bounty_target = 0;
|
|
|
|
multi_consistency_error(1);
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
multi_sending_message[i] = msgsend_none;
|
|
if (imulti_new_game)
|
|
init_player_stats_new_ship(i);
|
|
}
|
|
|
|
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_NETWORK) && !(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
multi_powcap_adjust_cap_for_player(Player_num);
|
|
multi_send_powcap_update();
|
|
}
|
|
|
|
inv_count = 0;
|
|
cloak_count = 0;
|
|
for (i=0; i<=Highest_object_index; i++)
|
|
{
|
|
if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
auto 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 != object_none)
|
|
{
|
|
objnum->rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
|
|
objnum->rtype.vclip_info.frametime = Vclip[objnum->rtype.vclip_info.vclip_num].frame_time;
|
|
objnum->rtype.vclip_info.framenum = 0;
|
|
objnum->mtype.phys_info.drag = 512; //1024;
|
|
objnum->mtype.phys_info.mass = F1_0;
|
|
vm_vec_zero(objnum->mtype.phys_info.velocity);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Objects[i].type == OBJ_POWERUP)
|
|
{
|
|
if (get_powerup_id(&Objects[i]) == POW_EXTRA_LIFE)
|
|
{
|
|
if (!(Netgame.AllowedItems & NETFLAG_DOINVUL))
|
|
{
|
|
set_powerup_id(&Objects[i], POW_SHIELD_BOOST);
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
else
|
|
{
|
|
set_powerup_id(&Objects[i], POW_INVULNERABILITY);
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
}
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
if ((get_powerup_id(&Objects[i]) >= POW_KEY_BLUE) && (get_powerup_id(&Objects[i]) <= POW_KEY_GOLD))
|
|
{
|
|
set_powerup_id(&Objects[i], POW_SHIELD_BOOST);
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
if (get_powerup_id(&Objects[i]) == POW_INVULNERABILITY) {
|
|
if (inv_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOINVUL))) {
|
|
set_powerup_id(&Objects[i], POW_SHIELD_BOOST);
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
inv_count++;
|
|
}
|
|
|
|
if (get_powerup_id(&Objects[i]) == POW_CLOAK) {
|
|
if (cloak_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOCLOAK))) {
|
|
set_powerup_id(&Objects[i], POW_SHIELD_BOOST);
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(&Objects[i])].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
cloak_count++;
|
|
}
|
|
|
|
if (get_powerup_id(&Objects[i]) == POW_FUSION_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOFUSION))
|
|
bash_to_shield (i,"fusion");
|
|
if (get_powerup_id(&Objects[i]) == POW_MEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOMEGA))
|
|
bash_to_shield (i,"mega");
|
|
if (get_powerup_id(&Objects[i]) == POW_SMARTBOMB_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSMART))
|
|
bash_to_shield (i,"smartmissile");
|
|
if (get_powerup_id(&Objects[i]) == POW_VULCAN_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOVULCAN))
|
|
bash_to_shield (i,"vulcan");
|
|
if (get_powerup_id(&Objects[i]) == POW_PLASMA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPLASMA))
|
|
bash_to_shield (i,"plasma");
|
|
if (get_powerup_id(&Objects[i]) == POW_PROXIMITY_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPROXIM))
|
|
bash_to_shield (i,"proximity");
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (get_powerup_id(&Objects[i])==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN)))
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (get_powerup_id(&Objects[i])==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN) && !(Netgame.AllowedItems & NETFLAG_DOGAUSS)))
|
|
#endif
|
|
bash_to_shield(i,"vulcan ammo");
|
|
if (get_powerup_id(&Objects[i]) == POW_SPREADFIRE_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSPREAD))
|
|
bash_to_shield (i,"spread");
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (get_powerup_id(&Objects[i]) == POW_AFTERBURNER && !(Netgame.AllowedItems & NETFLAG_DOAFTERBURNER))
|
|
bash_to_shield (i,"afterburner");
|
|
if (get_powerup_id(&Objects[i]) == POW_PHOENIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPHOENIX))
|
|
bash_to_shield (i,"phoenix");
|
|
if (get_powerup_id(&Objects[i]) == POW_HELIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOHELIX))
|
|
bash_to_shield (i,"helix");
|
|
if (get_powerup_id(&Objects[i]) == POW_GAUSS_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOGAUSS))
|
|
bash_to_shield (i,"gauss");
|
|
if (get_powerup_id(&Objects[i]) == POW_OMEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOOMEGA))
|
|
bash_to_shield (i,"omega");
|
|
if (get_powerup_id(&Objects[i]) == POW_SUPER_LASER && !(Netgame.AllowedItems & NETFLAG_DOSUPERLASER))
|
|
bash_to_shield (i,"superlaser");
|
|
// Special: Make all proximity bombs into shields if in
|
|
// hoard mode because we use the proximity slot in the
|
|
// player struct to signify how many orbs the player has.
|
|
if (get_powerup_id(&Objects[i]) == POW_PROXIMITY_WEAPON && game_mode_hoard())
|
|
bash_to_shield (i,"proximity");
|
|
if (get_powerup_id(&Objects[i]) == POW_SMART_MINE && !(Netgame.AllowedItems & NETFLAG_DOSMARTMINE))
|
|
bash_to_shield (i,"smartmine");
|
|
if (get_powerup_id(&Objects[i]) == POW_SMISSILE1_1 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
bash_to_shield (i,"flash");
|
|
if (get_powerup_id(&Objects[i]) == POW_SMISSILE1_4 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
bash_to_shield (i,"flash");
|
|
if (get_powerup_id(&Objects[i]) == POW_GUIDED_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
bash_to_shield (i,"guided");
|
|
if (get_powerup_id(&Objects[i]) == POW_GUIDED_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
bash_to_shield (i,"guided");
|
|
if (get_powerup_id(&Objects[i]) == POW_EARTHSHAKER_MISSILE && !(Netgame.AllowedItems & NETFLAG_DOSHAKER))
|
|
bash_to_shield (i,"earth");
|
|
if (get_powerup_id(&Objects[i]) == POW_MERCURY_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
bash_to_shield (i,"Mercury");
|
|
if (get_powerup_id(&Objects[i]) == POW_MERCURY_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
bash_to_shield (i,"Mercury");
|
|
if (get_powerup_id(&Objects[i]) == POW_CONVERTER && !(Netgame.AllowedItems & NETFLAG_DOCONVERTER))
|
|
bash_to_shield (i,"Converter");
|
|
if (get_powerup_id(&Objects[i]) == POW_AMMO_RACK && !(Netgame.AllowedItems & NETFLAG_DOAMMORACK))
|
|
bash_to_shield (i,"Ammo rack");
|
|
if (get_powerup_id(&Objects[i]) == POW_HEADLIGHT && !(Netgame.AllowedItems & NETFLAG_DOHEADLIGHT))
|
|
bash_to_shield (i,"Headlight");
|
|
if (get_powerup_id(&Objects[i]) == POW_FLAG_BLUE && !game_mode_capture_flag())
|
|
bash_to_shield (i,"Blue flag");
|
|
if (get_powerup_id(&Objects[i]) == POW_FLAG_RED && !game_mode_capture_flag())
|
|
bash_to_shield (i,"Red flag");
|
|
#endif
|
|
if (get_powerup_id(&Objects[i]) == POW_LASER && !(Netgame.AllowedItems & NETFLAG_DOLASER))
|
|
bash_to_shield (i,"Laser powerup");
|
|
if (get_powerup_id(&Objects[i]) == POW_HOMING_AMMO_1 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (get_powerup_id(&Objects[i]) == POW_HOMING_AMMO_4 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (get_powerup_id(&Objects[i]) == POW_QUAD_FIRE && !(Netgame.AllowedItems & NETFLAG_DOQUAD))
|
|
bash_to_shield (i,"Quad Lasers");
|
|
}
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (game_mode_hoard())
|
|
init_hoard_data();
|
|
|
|
if (game_mode_capture_flag() || game_mode_hoard())
|
|
multi_apply_goal_textures();
|
|
#endif
|
|
|
|
multi_sort_kill_list();
|
|
|
|
multi_show_player_list();
|
|
|
|
ConsoleObject->control_type = CT_FLYING;
|
|
|
|
reset_player_object();
|
|
|
|
imulti_new_game=0;
|
|
}
|
|
|
|
int multi_level_sync(void)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#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;
|
|
}
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
static void apply_segment_goal_texture(segment *seg, ubyte team_mask)
|
|
{
|
|
seg->static_light = i2f(100); //make static light bright
|
|
std::size_t tex = find_goal_texture(game_mode_hoard() ? TMI_GOAL_HOARD : team_mask);
|
|
if (tex < TmapInfo.size())
|
|
range_for (auto &s, seg->sides)
|
|
{
|
|
s.tmap_num = tex;
|
|
range_for (auto &uvl, s.uvls)
|
|
uvl.l = i2f(100); //max out
|
|
}
|
|
}
|
|
|
|
void multi_apply_goal_textures()
|
|
{
|
|
int i;
|
|
segment *seg;
|
|
for (i=0; i <= Highest_segment_index; i++)
|
|
{
|
|
seg = &Segments[i];
|
|
if (seg->special==SEGMENT_IS_GOAL_BLUE)
|
|
{
|
|
apply_segment_goal_texture(seg, TMI_GOAL_BLUE);
|
|
}
|
|
else if (seg->special==SEGMENT_IS_GOAL_RED)
|
|
{
|
|
// Make both textures the same if Hoard mode
|
|
apply_segment_goal_texture(seg, TMI_GOAL_RED);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::size_t find_goal_texture (ubyte t)
|
|
{
|
|
auto r = partial_range(TmapInfo, NumTextures);
|
|
return std::distance(r.begin(), std::find_if(r.begin(), r.end(), [t](const tmap_info &i) { return (i.flags & t); }));
|
|
}
|
|
|
|
tmap_info &find_required_goal_texture(ubyte t)
|
|
{
|
|
std::size_t r = find_goal_texture(t);
|
|
if (r < TmapInfo.size())
|
|
return TmapInfo[r];
|
|
Int3(); // Hey, there is no goal texture for this PIG!!!!
|
|
// Edit bitmaps.tbl and designate two textures to be RED and BLUE
|
|
// goal textures
|
|
throw std::runtime_error("PIG missing goal texture");
|
|
}
|
|
#endif
|
|
|
|
static inline int object_allowed_in_anarchy(const object *objp)
|
|
{
|
|
if ((objp->type==OBJ_NONE) ||
|
|
(objp->type==OBJ_PLAYER) ||
|
|
(objp->type==OBJ_POWERUP) ||
|
|
(objp->type==OBJ_CNTRLCEN) ||
|
|
(objp->type==OBJ_HOSTAGE))
|
|
return 1;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (objp->type==OBJ_WEAPON && get_weapon_id(objp)==PMINE_ID)
|
|
return 1;
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
int multi_delete_extra_objects()
|
|
{
|
|
objnum_t i;
|
|
int nnp=0;
|
|
|
|
// 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!
|
|
|
|
for (i=0;i<=Highest_object_index;i++) {
|
|
object *objp = &Objects[i];
|
|
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
|
|
nnp++;
|
|
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
|
|
;
|
|
else if (!object_allowed_in_anarchy(objp) ) {
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Before deleting object, if it's a robot, drop it's special powerup, if any
|
|
if (objp->type == OBJ_ROBOT)
|
|
if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
|
|
object_create_egg(objp);
|
|
#endif
|
|
obj_delete(i);
|
|
}
|
|
}
|
|
|
|
return nnp;
|
|
}
|
|
|
|
// Returns 1 if player is Master/Host of this game
|
|
int multi_i_am_master(void)
|
|
{
|
|
return (Player_num == 0);
|
|
}
|
|
|
|
// Returns the Player_num of Master/Host of this game
|
|
playernum_t multi_who_is_master()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void change_playernum_to( int new_Player_num )
|
|
{
|
|
if (Player_num < Players.size())
|
|
{
|
|
Players[new_Player_num].callsign = Players[Player_num].callsign;
|
|
}
|
|
|
|
Player_num = new_Player_num;
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
static
|
|
#endif
|
|
int multi_all_players_alive()
|
|
{
|
|
int i;
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (Players[i].connected)
|
|
return (0);
|
|
}
|
|
return (1);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void multi_send_drop_weapon(objnum_t objnum, int seed)
|
|
{
|
|
object *objp;
|
|
int count=0;
|
|
int ammo_count;
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
ammo_count = objp->ctype.powerup_info.count;
|
|
|
|
if (get_powerup_id(objp) == POW_OMEGA_WEAPON && ammo_count == F1_0)
|
|
ammo_count = F1_0 - 1; //make fit in short
|
|
|
|
Assert(ammo_count < F1_0); //make sure fits in short
|
|
|
|
count++;
|
|
multibuf[count++]=(char)get_powerup_id(objp);
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, seed);
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack(get_powerup_id(objp)))
|
|
PowerupsInMine[objp->id-1]+=4;
|
|
else
|
|
PowerupsInMine[get_powerup_id(objp)]++;
|
|
}
|
|
|
|
multi_send_data<MULTI_DROP_WEAPON>(multibuf, 12, 2);
|
|
}
|
|
|
|
static void multi_do_drop_weapon (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int ammo,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=(int)(buf[1]);
|
|
remote_objnum = GET_INTEL_SHORT(buf + 4);
|
|
ammo = GET_INTEL_SHORT(buf + 6);
|
|
seed = GET_INTEL_INT(buf + 8);
|
|
|
|
objp = &Objects[Players[pnum].objnum];
|
|
|
|
objnum_t objnum = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=object_none)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack(powerup_id))
|
|
PowerupsInMine[powerup_id-1]+=4;
|
|
else
|
|
PowerupsInMine[powerup_id]++;
|
|
}
|
|
|
|
}
|
|
|
|
void multi_send_guided_info (object *miss,char done)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
count++;
|
|
multibuf[count++]=(char)Player_num;
|
|
multibuf[count++]=done;
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+count), miss,0);
|
|
count+=sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, miss, 1);
|
|
memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
|
|
count += 9;
|
|
memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
|
|
count += 14;
|
|
#endif
|
|
|
|
multi_send_data<MULTI_GUIDED>(multibuf, count, 0);
|
|
}
|
|
|
|
static void multi_do_guided (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int count=3;
|
|
static int fun=200;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
if (Guided_missile[(int)pnum]==NULL)
|
|
{
|
|
if (++fun>=50)
|
|
{
|
|
fun=0;
|
|
}
|
|
return;
|
|
}
|
|
else if (++fun>=50)
|
|
{
|
|
fun=0;
|
|
}
|
|
|
|
if (buf[2])
|
|
{
|
|
release_guided_missile(pnum);
|
|
return;
|
|
}
|
|
|
|
|
|
if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
|
|
{
|
|
Int3(); // Get Jason immediately!
|
|
return;
|
|
}
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
|
|
#else
|
|
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
|
|
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
|
|
extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
|
|
#endif
|
|
|
|
count+=sizeof (shortpos);
|
|
|
|
update_object_seg(Guided_missile[(int)pnum]);
|
|
}
|
|
|
|
void multi_send_stolen_items ()
|
|
{
|
|
int i,count=1;
|
|
|
|
for (i=0;i<MAX_STOLEN_ITEMS;i++)
|
|
{
|
|
multibuf[i+1]=Stolen_items[i];
|
|
count++; // So I like to break my stuff into smaller chunks, so what?
|
|
}
|
|
multi_send_data<MULTI_STOLEN_ITEMS>(multibuf, count, 2);
|
|
}
|
|
|
|
static void multi_do_stolen_items (const ubyte *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_STOLEN_ITEMS;i++)
|
|
{
|
|
Stolen_items[i]=buf[i+1];
|
|
}
|
|
}
|
|
|
|
void multi_send_wall_status_specific (const playernum_t pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
|
|
{
|
|
// Send wall states a specific rejoining player
|
|
|
|
int count=0;
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
//Assert (pnum>-1 && pnum<N_players);
|
|
|
|
count++;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
|
|
multibuf[count]=type; count++;
|
|
multibuf[count]=flags; count++;
|
|
multibuf[count]=state; count++;
|
|
|
|
multi_send_data_direct<MULTI_WALL_STATUS>(multibuf, count, pnum, 2);
|
|
}
|
|
|
|
static void multi_do_wall_status (const ubyte *buf)
|
|
{
|
|
short wallnum;
|
|
ubyte flag,type,state;
|
|
|
|
wallnum = GET_INTEL_SHORT(buf + 1);
|
|
type=buf[3];
|
|
flag=buf[4];
|
|
state=buf[5];
|
|
|
|
Assert (wallnum>=0);
|
|
Walls[wallnum].type=type;
|
|
Walls[wallnum].flags=flag;
|
|
//Assert(state <= 4);
|
|
Walls[wallnum].state=state;
|
|
|
|
if (Walls[wallnum].type==WALL_OPEN)
|
|
{
|
|
digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
|
|
//digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void multi_send_kill_goal_counts()
|
|
{
|
|
int i,count=1;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
*(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
|
|
count++;
|
|
}
|
|
|
|
multi_send_data<MULTI_KILLGOALS>(multibuf, count, 2);
|
|
}
|
|
|
|
static void multi_do_kill_goal_counts(const ubyte *buf)
|
|
{
|
|
int i,count=1;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
Players[i].KillGoalCount=*(char *)(buf+count);
|
|
count++;
|
|
}
|
|
|
|
}
|
|
|
|
void multi_send_heartbeat ()
|
|
{
|
|
if (!Netgame.PlayTimeAllowed)
|
|
return;
|
|
|
|
PUT_INTEL_INT(multibuf+1, ThisLevelTime);
|
|
multi_send_data<MULTI_HEARTBEAT>(multibuf, 5, 0);
|
|
}
|
|
|
|
static void multi_do_heartbeat (const ubyte *buf)
|
|
{
|
|
fix num;
|
|
|
|
num = GET_INTEL_INT(buf + 1);
|
|
|
|
ThisLevelTime=num;
|
|
}
|
|
|
|
void multi_check_for_killgoal_winner ()
|
|
{
|
|
int i,best=0,bestnum=0;
|
|
if (Control_center_destroyed)
|
|
return;
|
|
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (Players[i].KillGoalCount>best)
|
|
{
|
|
best=Players[i].KillGoalCount;
|
|
bestnum=i;
|
|
}
|
|
}
|
|
|
|
if (bestnum==Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have the best score at %d kills!",best);
|
|
//Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
|
|
HUD_init_message(HM_MULTI, "%s has the best score with %d kills!",static_cast<const char *>(Players[bestnum].callsign),best);
|
|
|
|
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Sync our seismic time with other players
|
|
void multi_send_seismic (fix64 t1,fix64 t2)
|
|
{
|
|
int count=1;
|
|
|
|
PUT_INTEL_INT(multibuf+count, t1); count+=(sizeof(fix));
|
|
PUT_INTEL_INT(multibuf+count, t2); count+=(sizeof(fix));
|
|
multi_send_data<MULTI_SEISMIC>(multibuf, count, 2);
|
|
}
|
|
|
|
static void multi_do_seismic (const ubyte *buf)
|
|
{
|
|
fix duration = GET_INTEL_INT(buf + 5);
|
|
Seismic_disturbance_start_time = GameTime64;
|
|
Seismic_disturbance_end_time = GameTime64 + duration;
|
|
digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
|
|
}
|
|
|
|
void multi_send_light_specific (const playernum_t pnum,segnum_t segnum,ubyte val)
|
|
{
|
|
int count=1,i;
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
// Assert (pnum>-1 && pnum<N_players);
|
|
|
|
PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
|
|
*(char *)(multibuf+count)=val; count++;
|
|
|
|
for (i=0;i<6;i++)
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
|
|
}
|
|
|
|
multi_send_data_direct<MULTI_LIGHT>(multibuf, count, pnum, 2);
|
|
}
|
|
|
|
static void multi_do_light (const ubyte *buf)
|
|
{
|
|
int i;
|
|
ubyte sides=*(char *)(buf+5);
|
|
|
|
segnum_t seg;
|
|
seg = GET_INTEL_INT(buf + 1);
|
|
for (i=0;i<6;i++)
|
|
{
|
|
if ((sides & (1<<i)))
|
|
{
|
|
subtract_light (seg,i);
|
|
Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void multi_do_flags (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
uint flags;
|
|
|
|
flags = GET_INTEL_INT(buf + 2);
|
|
if (pnum!=Player_num)
|
|
Players[(int)pnum].flags=flags;
|
|
}
|
|
|
|
void multi_send_flags (const playernum_t pnum)
|
|
{
|
|
multibuf[1]=pnum;
|
|
PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
|
|
|
|
multi_send_data<MULTI_FLAGS>(multibuf, 6, 2);
|
|
}
|
|
|
|
void multi_send_drop_blobs (const playernum_t pnum)
|
|
{
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data<MULTI_DROP_BLOB>(multibuf, 2, 0);
|
|
}
|
|
|
|
static void multi_do_drop_blob (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
|
|
}
|
|
#endif
|
|
|
|
void multi_send_powcap_update ()
|
|
{
|
|
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
for (unsigned i=0;i<MAX_POWERUP_TYPES;i++)
|
|
multibuf[i+1]=MaxPowerupsAllowed[i];
|
|
|
|
multi_send_data<MULTI_POWCAP_UPDATE>(multibuf, MAX_POWERUP_TYPES+1, 2);
|
|
}
|
|
|
|
static void multi_do_powcap_update (const ubyte *buf)
|
|
{
|
|
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
for (unsigned i=0;i<MAX_POWERUP_TYPES;i++)
|
|
if (buf[i+1]>MaxPowerupsAllowed[i])
|
|
MaxPowerupsAllowed[i]=buf[i+1];
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
void multi_send_sound_function (char whichfunc, char sound)
|
|
{
|
|
int count=0;
|
|
|
|
count++;
|
|
multibuf[1]=Player_num; count++;
|
|
multibuf[2]=whichfunc; count++;
|
|
#ifndef WORDS_BIGENDIAN
|
|
*(uint *)(multibuf+count)=sound; count++;
|
|
#else
|
|
multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
|
|
#endif
|
|
multi_send_data<MULTI_SOUND_FUNCTION>(multibuf,4,2);
|
|
}
|
|
|
|
#define AFTERBURNER_LOOP_START 20098
|
|
#define AFTERBURNER_LOOP_END 25776
|
|
|
|
static void multi_do_sound_function (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// for afterburner
|
|
|
|
char whichfunc;
|
|
int sound;
|
|
|
|
if (Players[Player_num].connected!=CONNECT_PLAYING)
|
|
return;
|
|
|
|
whichfunc=buf[2];
|
|
sound=buf[3];
|
|
|
|
if (whichfunc==0)
|
|
digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
|
|
else if (whichfunc==3)
|
|
digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
|
|
}
|
|
|
|
void multi_send_capture_bonus (const playernum_t pnum)
|
|
{
|
|
Assert (game_mode_capture_flag());
|
|
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data<MULTI_CAPTURE_BONUS>(multibuf,2,2);
|
|
multi_do_capture_bonus (pnum, multibuf);
|
|
}
|
|
|
|
void multi_send_orb_bonus (const playernum_t pnum)
|
|
{
|
|
Assert (game_mode_hoard());
|
|
|
|
multibuf[1]=pnum;
|
|
multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
|
|
|
|
multi_send_data<MULTI_ORB_BONUS>(multibuf,3,2);
|
|
multi_do_orb_bonus (pnum, multibuf);
|
|
}
|
|
|
|
void multi_do_capture_bonus(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
int TheGoal;
|
|
|
|
if (pnum==Player_num)
|
|
HUD_init_message_literal(HM_MULTI, "You have Scored!");
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has Scored!", static_cast<const char *>(Players[pnum].callsign));
|
|
|
|
if (pnum==Player_num)
|
|
digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
|
|
else if (get_team(pnum)==TEAM_RED)
|
|
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
|
|
|
|
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
|
|
|
|
team_kills[get_team(pnum)] += 5;
|
|
Players[(int)pnum].net_kills_total += 5;
|
|
Players[(int)pnum].KillGoalCount+=5;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Players[(int)pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (pnum==Player_num)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(Players[pnum].callsign));
|
|
|
|
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
}
|
|
|
|
static int GetOrbBonus (char num)
|
|
{
|
|
int bonus;
|
|
|
|
bonus=num*(num+1)/2;
|
|
return (bonus);
|
|
}
|
|
|
|
void multi_do_orb_bonus(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
int TheGoal;
|
|
int bonus=GetOrbBonus (buf[2]);
|
|
|
|
if (pnum==Player_num)
|
|
HUD_init_message(HM_MULTI, "You have scored %d points!",bonus);
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has scored with %d orbs!",static_cast<const char *>(Players[pnum].callsign), buf[2]);
|
|
|
|
if (pnum==Player_num)
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
|
|
else if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(pnum)==TEAM_RED)
|
|
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
|
|
}
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
|
|
|
|
if (bonus>PhallicLimit)
|
|
{
|
|
if (pnum==Player_num)
|
|
HUD_init_message(HM_MULTI, "You have the record with %d points!",bonus);
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has the record with %d points!",static_cast<const char *>(Players[pnum].callsign),bonus);
|
|
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
|
|
PhallicMan=pnum;
|
|
PhallicLimit=bonus;
|
|
}
|
|
|
|
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
|
|
|
|
team_kills[get_team(pnum)] += bonus;
|
|
Players[(int)pnum].net_kills_total += bonus;
|
|
Players[(int)pnum].KillGoalCount+=bonus;
|
|
|
|
team_kills[get_team(pnum)]%=1000;
|
|
Players[(int)pnum].net_kills_total%=1000;
|
|
Players[(int)pnum].KillGoalCount%=1000;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Players[(int)pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (pnum==Player_num)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(Players[pnum].callsign));
|
|
|
|
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
}
|
|
|
|
void multi_send_got_flag (const playernum_t pnum)
|
|
{
|
|
multibuf[1]=pnum;
|
|
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
|
|
|
|
multi_send_data<MULTI_GOT_FLAG>(multibuf,2,2);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
void multi_send_got_orb (const playernum_t pnum)
|
|
{
|
|
multibuf[1]=pnum;
|
|
|
|
digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
|
|
|
|
multi_send_data<MULTI_GOT_ORB>(multibuf,2,2);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
static void multi_do_got_flag (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
if (pnum==Player_num)
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
|
|
else if (get_team(pnum)==TEAM_RED)
|
|
digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
|
|
else
|
|
digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
|
|
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
|
|
HUD_init_message(HM_MULTI, "%s picked up a flag!",static_cast<const char *>(Players[pnum].callsign));
|
|
}
|
|
static void multi_do_got_orb (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
Assert (game_mode_hoard());
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(pnum)==get_team(Player_num))
|
|
digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
|
|
}
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
|
|
|
|
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
|
|
HUD_init_message(HM_MULTI, "%s picked up an orb!",static_cast<const char *>(Players[pnum].callsign));
|
|
}
|
|
|
|
|
|
static void DropOrb ()
|
|
{
|
|
int seed;
|
|
|
|
if (!game_mode_hoard())
|
|
Int3(); // How did we get here? Get Leighton!
|
|
|
|
if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "No orbs to drop!");
|
|
return;
|
|
}
|
|
|
|
seed = d_rand();
|
|
|
|
objnum_t objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
|
|
|
|
if (objnum<0)
|
|
return;
|
|
|
|
HUD_init_message_literal(HM_MULTI, "Orb dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
if (game_mode_hoard() && objnum!=object_none)
|
|
multi_send_drop_flag(objnum,seed);
|
|
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
|
|
|
|
// If empty, tell everyone to stop drawing the box around me
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
|
|
{
|
|
Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
}
|
|
|
|
void DropFlag ()
|
|
{
|
|
int seed;
|
|
|
|
if (!game_mode_capture_flag() && !game_mode_hoard())
|
|
return;
|
|
if (game_mode_hoard())
|
|
{
|
|
DropOrb();
|
|
return;
|
|
}
|
|
|
|
if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "No flag to drop!");
|
|
return;
|
|
}
|
|
|
|
|
|
HUD_init_message_literal(HM_MULTI, "Flag dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
seed = d_rand();
|
|
|
|
objnum_t objnum;
|
|
if (get_team (Player_num)==TEAM_RED)
|
|
objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
|
|
else
|
|
objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
|
|
|
|
if (objnum<0)
|
|
return;
|
|
|
|
if (game_mode_capture_flag() && objnum!=object_none)
|
|
multi_send_drop_flag(objnum,seed);
|
|
|
|
Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
|
|
|
|
void multi_send_drop_flag(objnum_t objnum,int seed)
|
|
{
|
|
object *objp;
|
|
int count=0;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
count++;
|
|
multibuf[count++]=(char)get_powerup_id(objp);
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, seed);
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
|
|
if (!game_mode_hoard())
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[get_powerup_id(objp)]++;
|
|
|
|
multi_send_data<MULTI_DROP_FLAG>(multibuf, 12, 2);
|
|
}
|
|
|
|
static void multi_do_drop_flag (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
int ammo,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=buf[1];
|
|
remote_objnum = GET_INTEL_SHORT(buf + 4);
|
|
ammo = GET_INTEL_SHORT(buf + 6);
|
|
seed = GET_INTEL_INT(buf + 8);
|
|
|
|
objp = &Objects[Players[pnum].objnum];
|
|
|
|
objnum_t objnum = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=object_none)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (!game_mode_hoard())
|
|
{
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[powerup_id]++;
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static const int PowerupAdjustMapping[]={11,19
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
,39,41,44
|
|
#endif
|
|
};
|
|
|
|
int multi_powerup_is_4pack (int id)
|
|
{
|
|
for (unsigned i=0;i<sizeof(PowerupAdjustMapping)/sizeof(PowerupAdjustMapping[0]);i++)
|
|
if (id==PowerupAdjustMapping[i])
|
|
return (1);
|
|
return (0);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
int multi_powerup_is_allowed(int id)
|
|
{
|
|
if (id == POW_INVULNERABILITY && !(Netgame.AllowedItems & NETFLAG_DOINVUL))
|
|
return (0);
|
|
if (id == POW_CLOAK && !(Netgame.AllowedItems & NETFLAG_DOCLOAK))
|
|
return (0);
|
|
if (id == POW_AFTERBURNER && !(Netgame.AllowedItems & NETFLAG_DOAFTERBURNER))
|
|
return (0);
|
|
if (id == POW_FUSION_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOFUSION))
|
|
return (0);
|
|
if (id == POW_PHOENIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPHOENIX))
|
|
return (0);
|
|
if (id == POW_HELIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOHELIX))
|
|
return (0);
|
|
if (id == POW_MEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOMEGA))
|
|
return (0);
|
|
if (id == POW_SMARTBOMB_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSMART))
|
|
return (0);
|
|
if (id == POW_GAUSS_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOGAUSS))
|
|
return (0);
|
|
if (id == POW_VULCAN_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOVULCAN))
|
|
return (0);
|
|
if (id == POW_PLASMA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPLASMA))
|
|
return (0);
|
|
if (id == POW_OMEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOOMEGA))
|
|
return (0);
|
|
if (id == POW_SUPER_LASER && !(Netgame.AllowedItems & NETFLAG_DOSUPERLASER))
|
|
return (0);
|
|
if (id == POW_PROXIMITY_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPROXIM))
|
|
return (0);
|
|
if (id==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN) && !(Netgame.AllowedItems & NETFLAG_DOGAUSS)))
|
|
return (0);
|
|
if (id == POW_SPREADFIRE_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSPREAD))
|
|
return (0);
|
|
if (id == POW_SMART_MINE && !(Netgame.AllowedItems & NETFLAG_DOSMARTMINE))
|
|
return (0);
|
|
if (id == POW_SMISSILE1_1 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
return (0);
|
|
if (id == POW_SMISSILE1_4 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
return (0);
|
|
if (id == POW_GUIDED_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
return (0);
|
|
if (id == POW_GUIDED_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
return (0);
|
|
if (id == POW_EARTHSHAKER_MISSILE && !(Netgame.AllowedItems & NETFLAG_DOSHAKER))
|
|
return (0);
|
|
if (id == POW_MERCURY_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
return (0);
|
|
if (id == POW_MERCURY_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
return (0);
|
|
if (id == POW_CONVERTER && !(Netgame.AllowedItems & NETFLAG_DOCONVERTER))
|
|
return (0);
|
|
if (id == POW_AMMO_RACK && !(Netgame.AllowedItems & NETFLAG_DOAMMORACK))
|
|
return (0);
|
|
if (id == POW_HEADLIGHT && !(Netgame.AllowedItems & NETFLAG_DOHEADLIGHT))
|
|
return (0);
|
|
if (id == POW_LASER && !(Netgame.AllowedItems & NETFLAG_DOLASER))
|
|
return (0);
|
|
if (id == POW_HOMING_AMMO_1 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
return (0);
|
|
if (id == POW_HOMING_AMMO_4 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
return (0);
|
|
if (id == POW_QUAD_FIRE && !(Netgame.AllowedItems & NETFLAG_DOQUAD))
|
|
return (0);
|
|
if (id == POW_FLAG_BLUE && !game_mode_capture_flag())
|
|
return (0);
|
|
if (id == POW_FLAG_RED && !game_mode_capture_flag())
|
|
return (0);
|
|
|
|
return (1);
|
|
}
|
|
|
|
void multi_send_finish_game ()
|
|
{
|
|
multibuf[1]=Player_num;
|
|
|
|
multi_send_data<MULTI_FINISH_GAME>(multibuf,2,2);
|
|
}
|
|
|
|
static void multi_do_finish_game (const ubyte *buf)
|
|
{
|
|
if (buf[0]!=MULTI_FINISH_GAME)
|
|
return;
|
|
|
|
if (Current_level_num!=Last_level)
|
|
return;
|
|
|
|
do_final_boss_hacks();
|
|
}
|
|
|
|
void multi_send_trigger_specific (const playernum_t pnum,char trig)
|
|
{
|
|
multibuf[1] = trig;
|
|
|
|
multi_send_data_direct<MULTI_START_TRIGGER>(multibuf, 2, pnum, 2);
|
|
}
|
|
static void multi_do_start_trigger (const ubyte *buf)
|
|
{
|
|
Triggers[(int)buf[1]].flags |=TF_DISABLED;
|
|
}
|
|
#endif
|
|
|
|
void multi_add_lifetime_kills ()
|
|
{
|
|
// This function adds a kill to lifetime stats of this player, and possibly
|
|
// gives a promotion. If so, it will tell everyone else
|
|
|
|
int oldrank;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
oldrank=GetMyNetRanking();
|
|
|
|
PlayerCfg.NetlifeKills++;
|
|
|
|
if (oldrank!=GetMyNetRanking())
|
|
{
|
|
multi_send_ranking();
|
|
if (!PlayerCfg.NoRankings)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
|
|
#endif
|
|
Netgame.players[Player_num].rank=GetMyNetRanking();
|
|
}
|
|
}
|
|
}
|
|
|
|
void multi_add_lifetime_killed ()
|
|
{
|
|
// This function adds a "killed" to lifetime stats of this player, and possibly
|
|
// gives a demotion. If so, it will tell everyone else
|
|
|
|
int oldrank;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
oldrank=GetMyNetRanking();
|
|
|
|
PlayerCfg.NetlifeKilled++;
|
|
|
|
if (oldrank!=GetMyNetRanking())
|
|
{
|
|
multi_send_ranking();
|
|
Netgame.players[Player_num].rank=GetMyNetRanking();
|
|
|
|
if (!PlayerCfg.NoRankings)
|
|
HUD_init_message(HM_MULTI, "You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
|
|
|
|
}
|
|
}
|
|
|
|
void multi_send_ranking ()
|
|
{
|
|
multibuf[1]=(char)Player_num;
|
|
multibuf[2]=(char)GetMyNetRanking();
|
|
|
|
multi_send_data<MULTI_RANK>(multibuf,3,2);
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
static void multi_do_ranking (const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
char rankstr[20];
|
|
char rank=buf[2];
|
|
|
|
if (Netgame.players[(int)pnum].rank<rank)
|
|
strcpy (rankstr,"promoted");
|
|
else if (Netgame.players[(int)pnum].rank>rank)
|
|
strcpy (rankstr,"demoted");
|
|
else
|
|
return;
|
|
|
|
Netgame.players[(int)pnum].rank=rank;
|
|
|
|
if (!PlayerCfg.NoRankings)
|
|
HUD_init_message(HM_MULTI, "%s has been %s to %s!",static_cast<const char *>(Players[pnum].callsign),rankstr,RankStrings[(int)rank]);
|
|
}
|
|
#endif
|
|
|
|
// Decide if fire from "killer" is friendly. If yes return 1 (no harm to me) otherwise 0 (damage me)
|
|
int multi_maybe_disable_friendly_fire(objptridx_t killer)
|
|
{
|
|
if (!(Game_mode & GM_NETWORK)) // no Multiplayer game -> always harm me!
|
|
return 0;
|
|
if (!Netgame.NoFriendlyFire) // friendly fire is activated -> harm me!
|
|
return 0;
|
|
if (killer == object_none) // no actual killer -> harm me!
|
|
return 0;
|
|
if (killer->type != OBJ_PLAYER) // not a player -> harm me!
|
|
return 0;
|
|
if (Game_mode & GM_MULTI_COOP) // coop mode -> don't harm me!
|
|
return 1;
|
|
else if (Game_mode & GM_TEAM) // team mode - find out if killer is in my team
|
|
{
|
|
if (get_team(Player_num) == get_team(get_player_id(killer))) // in my team -> don't harm me!
|
|
return 1;
|
|
else // opposite team -> harm me!
|
|
return 0;
|
|
}
|
|
return 0; // all other cases -> harm me!
|
|
}
|
|
|
|
/* Bounty packer sender and handler */
|
|
void multi_send_bounty( void )
|
|
{
|
|
/* Test game mode */
|
|
if( !( Game_mode & GM_BOUNTY ) )
|
|
return;
|
|
if ( !multi_i_am_master() )
|
|
return;
|
|
|
|
/* Add opcode, target ID and how often we re-assigned */
|
|
multibuf[1] = (char)Bounty_target;
|
|
|
|
/* Send data */
|
|
multi_send_data<MULTI_DO_BOUNTY>( multibuf, 2, 2 );
|
|
}
|
|
|
|
static void multi_do_bounty( const ubyte *buf )
|
|
{
|
|
if ( multi_i_am_master() )
|
|
return;
|
|
|
|
multi_new_bounty_target( buf[1] );
|
|
}
|
|
|
|
void multi_new_bounty_target(const playernum_t pnum )
|
|
{
|
|
/* If it's already the same, don't do it */
|
|
if( Bounty_target == pnum )
|
|
return;
|
|
|
|
/* Set the target */
|
|
Bounty_target = pnum;
|
|
|
|
/* Send a message */
|
|
HUD_init_message( HM_MULTI, "%c%c%s is the new target!", CC_COLOR,
|
|
BM_XRGB( player_rgb[Bounty_target].r, player_rgb[Bounty_target].g, player_rgb[Bounty_target].b ),
|
|
static_cast<const char *>(Players[Bounty_target].callsign));
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F1_0 * 3 );
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
digi_play_sample( SOUND_BUDDY_MET_GOAL, F1_0 * 2 );
|
|
#endif
|
|
}
|
|
|
|
static void multi_do_save_game(const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
ubyte slot;
|
|
uint id;
|
|
char desc[25];
|
|
|
|
slot = *(ubyte *)(buf+count); count += 1;
|
|
id = GET_INTEL_INT(buf+count); count += 4;
|
|
memcpy( desc, &buf[count], 20 ); count += 20;
|
|
|
|
multi_save_game( slot, id, desc );
|
|
}
|
|
|
|
static void multi_do_restore_game(const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
ubyte slot;
|
|
uint id;
|
|
|
|
slot = *(ubyte *)(buf+count); count += 1;
|
|
id = GET_INTEL_INT(buf+count); count += 4;
|
|
|
|
multi_restore_game( slot, id );
|
|
}
|
|
|
|
static void multi_send_save_game(ubyte slot, uint id, char * desc)
|
|
{
|
|
int count = 0;
|
|
|
|
count += 1;
|
|
multibuf[count] = slot; count += 1; // Save slot=0
|
|
PUT_INTEL_INT( multibuf+count, id ); count += 4; // Save id
|
|
memcpy( &multibuf[count], desc, 20 ); count += 20;
|
|
|
|
multi_send_data<MULTI_SAVE_GAME>(multibuf, count, 2);
|
|
}
|
|
|
|
static void multi_send_restore_game(ubyte slot, uint id)
|
|
{
|
|
int count = 0;
|
|
|
|
count += 1;
|
|
multibuf[count] = slot; count += 1; // Save slot=0
|
|
PUT_INTEL_INT( multibuf+count, id ); count += 4; // Save id
|
|
|
|
multi_send_data<MULTI_RESTORE_GAME>(multibuf, count, 2);
|
|
}
|
|
|
|
void multi_initiate_save_game()
|
|
{
|
|
fix game_id = 0;
|
|
int i, j, slot;
|
|
char filename[PATH_MAX];
|
|
char desc[24];
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Only host is allowed to save a game!");
|
|
return;
|
|
}
|
|
if (!multi_all_players_alive())
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Can't save! All players must be alive!");
|
|
return;
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
for (j = i + 1; j < N_players; j++)
|
|
{
|
|
if (i != j && Players[i].callsign == Players[j].callsign)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Can't save! Multiple players with same callsign!");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
memset(&filename, '\0', PATH_MAX);
|
|
memset(&desc, '\0', 24);
|
|
slot = state_get_save_file(filename, desc, 0 );
|
|
if (!slot)
|
|
return;
|
|
slot--;
|
|
|
|
// Make a unique game id
|
|
game_id = ((fix)timer_query());
|
|
game_id ^= N_players<<4;
|
|
for (i = 0; i < N_players; i++ )
|
|
{
|
|
fix call2i;
|
|
memcpy(&call2i, static_cast<const char *>(Players[i].callsign), sizeof(fix));
|
|
game_id ^= call2i;
|
|
}
|
|
if ( game_id == 0 )
|
|
game_id = 1; // 0 is invalid
|
|
|
|
multi_send_save_game( slot, game_id, desc );
|
|
multi_do_frame();
|
|
multi_save_game( slot,game_id, desc );
|
|
}
|
|
|
|
void multi_initiate_restore_game()
|
|
{
|
|
int i, j, slot;
|
|
char filename[PATH_MAX];
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Only host is allowed to load a game!");
|
|
return;
|
|
}
|
|
if (!multi_all_players_alive())
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Can't load! All players must be alive!");
|
|
return;
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
for (j = i + 1; j < N_players; j++)
|
|
{
|
|
if (i != j && Players[i].callsign == Players[j].callsign)
|
|
{
|
|
HUD_init_message_literal(HM_MULTI, "Can't load! Multiple players with same callsign!");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
slot = state_get_restore_file(filename, 0);
|
|
if (!slot)
|
|
return;
|
|
state_game_id = state_get_game_id(filename);
|
|
if (!state_game_id)
|
|
return;
|
|
slot--;
|
|
multi_send_restore_game(slot,state_game_id);
|
|
multi_do_frame();
|
|
multi_restore_game(slot,state_game_id);
|
|
}
|
|
|
|
void multi_save_game(ubyte slot, uint id, char *desc)
|
|
{
|
|
char filename[PATH_MAX];
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.mg%d"), static_cast<const char *>(Players[Player_num].callsign), slot);
|
|
HUD_init_message(HM_MULTI, "Saving game #%d, '%s'", slot, desc);
|
|
stop_time();
|
|
state_game_id = id;
|
|
state_save_all_sub(filename, desc );
|
|
}
|
|
|
|
void multi_restore_game(ubyte slot, uint id)
|
|
{
|
|
char filename[PATH_MAX];
|
|
int i;
|
|
int thisid;
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.mg%d"), static_cast<const char *>(Players[Player_num].callsign), slot);
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
multi_strip_robots(i);
|
|
if (multi_i_am_master()) // put all players to wait-state again so we can sync up properly
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
if (Players[i].connected == CONNECT_PLAYING && i != Player_num)
|
|
Players[i].connected = CONNECT_WAITING;
|
|
|
|
thisid=state_get_game_id(filename);
|
|
if (thisid!=id)
|
|
{
|
|
nm_messagebox(NULL, 1, TXT_OK, "A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue.");
|
|
return;
|
|
}
|
|
|
|
state_restore_all_sub( filename, 0 );
|
|
multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways...
|
|
}
|
|
|
|
static void multi_do_msgsend_state(const ubyte *buf)
|
|
{
|
|
multi_sending_message[(int)buf[1]] = (msgsend_state_t)buf[2];
|
|
}
|
|
|
|
void multi_send_msgsend_state(msgsend_state_t state)
|
|
{
|
|
multibuf[1] = Player_num;
|
|
multibuf[2] = (char)state;
|
|
|
|
multi_send_data<MULTI_TYPING_STATE>(multibuf, 3, 2);
|
|
}
|
|
|
|
// Specific variables related to our game mode we want the clients to know about
|
|
void multi_send_gmode_update()
|
|
{
|
|
if (!multi_i_am_master())
|
|
return;
|
|
if (!(Game_mode & GM_TEAM || Game_mode & GM_BOUNTY)) // expand if necessary
|
|
return;
|
|
multibuf[1] = Netgame.team_vector;
|
|
multibuf[2] = Bounty_target;
|
|
|
|
multi_send_data<MULTI_GMODE_UPDATE>(multibuf, 3, 0);
|
|
}
|
|
|
|
static void multi_do_gmode_update(const ubyte *buf)
|
|
{
|
|
if (multi_i_am_master())
|
|
return;
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (buf[1] != Netgame.team_vector)
|
|
{
|
|
int t;
|
|
Netgame.team_vector = buf[1];
|
|
for (t=0;t<N_players;t++)
|
|
if (Players[t].connected)
|
|
multi_reset_object_texture (&Objects[Players[t].objnum]);
|
|
reset_cockpit();
|
|
}
|
|
}
|
|
if (Game_mode & GM_BOUNTY)
|
|
{
|
|
Bounty_target = buf[2]; // accept silently - message about change we SHOULD have gotten due to kill computation
|
|
}
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
///
|
|
/// CODE TO LOAD HOARD DATA
|
|
///
|
|
|
|
int HoardEquipped()
|
|
{
|
|
static int checked=-1;
|
|
|
|
if (checked==-1)
|
|
{
|
|
if (PHYSFSX_exists("hoard.ham",1))
|
|
checked=1;
|
|
else
|
|
checked=0;
|
|
}
|
|
return (checked);
|
|
}
|
|
|
|
grs_bitmap Orb_icons[2];
|
|
int Hoard_goal_eclip, Hoard_bm_idx, Hoard_snd_idx;
|
|
|
|
static void free_hoard_data()
|
|
{
|
|
int i;
|
|
|
|
d_free(GameBitmaps[Hoard_bm_idx].bm_data);
|
|
for (i = Hoard_snd_idx; i < Hoard_snd_idx+4; i++)
|
|
d_free(GameSounds[i].data);
|
|
for (i = 0; i < 2; i++)
|
|
d_free(Orb_icons[i].bm_data);
|
|
}
|
|
|
|
void init_hoard_data()
|
|
{
|
|
static int first_time=1;
|
|
static int orb_vclip;
|
|
int n_orb_frames,n_goal_frames;
|
|
int orb_w,orb_h;
|
|
int icon_w,icon_h;
|
|
palette_array_t palette;
|
|
PHYSFS_file *ifile;
|
|
ubyte *bitmap_data1;
|
|
int i,save_pos;
|
|
int bitmap_num=Hoard_bm_idx=Num_bitmap_files;
|
|
|
|
if (!first_time)
|
|
free_hoard_data();
|
|
|
|
ifile = PHYSFSX_openReadBuffered("hoard.ham");
|
|
if (ifile == NULL)
|
|
Error("can't open <hoard.ham>");
|
|
|
|
n_orb_frames = PHYSFSX_readShort(ifile);
|
|
orb_w = PHYSFSX_readShort(ifile);
|
|
orb_h = PHYSFSX_readShort(ifile);
|
|
save_pos = PHYSFS_tell(ifile);
|
|
PHYSFSX_fseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
|
|
n_goal_frames = PHYSFSX_readShort(ifile);
|
|
PHYSFSX_fseek(ifile,save_pos,SEEK_SET);
|
|
|
|
//Allocate memory for bitmaps
|
|
MALLOC( bitmap_data1, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
|
|
|
|
//Create orb vclip
|
|
orb_vclip = Num_vclips++;
|
|
Assert(Num_vclips <= VCLIP_MAXNUM);
|
|
Vclip[orb_vclip].play_time = F1_0/2;
|
|
Vclip[orb_vclip].num_frames = n_orb_frames;
|
|
Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
|
|
Vclip[orb_vclip].flags = 0;
|
|
Vclip[orb_vclip].sound_num = -1;
|
|
Vclip[orb_vclip].light_value = F1_0;
|
|
for (i=0;i<n_orb_frames;i++) {
|
|
Vclip[orb_vclip].frames[i].index = bitmap_num;
|
|
gr_init_bitmap(&GameBitmaps[bitmap_num],BM_LINEAR,0,0,orb_w,orb_h,orb_w,bitmap_data1);
|
|
gr_set_transparent (&GameBitmaps[bitmap_num], 1);
|
|
bitmap_data1 += orb_w*orb_h;
|
|
bitmap_num++;
|
|
Assert(bitmap_num < MAX_BITMAP_FILES);
|
|
}
|
|
|
|
//Create obj powerup
|
|
Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
|
|
Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
|
|
Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
|
|
Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
|
|
|
|
//Create orb goal wall effect
|
|
Hoard_goal_eclip = Num_effects++;
|
|
Assert(Num_effects < MAX_EFFECTS);
|
|
Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
|
|
Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
|
|
Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
|
|
|
|
TmapInfo[NumTextures] = find_required_goal_texture(TMI_GOAL_BLUE);
|
|
TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
|
|
TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
|
|
NumTextures++;
|
|
Assert(NumTextures < MAX_TEXTURES);
|
|
for (i=0;i<n_goal_frames;i++) {
|
|
Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
|
|
gr_init_bitmap(&GameBitmaps[bitmap_num],BM_LINEAR,0,0,64,64,64,bitmap_data1);
|
|
bitmap_data1 += 64*64;
|
|
bitmap_num++;
|
|
Assert(bitmap_num < MAX_BITMAP_FILES);
|
|
}
|
|
|
|
//Load and remap bitmap data for orb
|
|
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
|
|
for (i=0;i<n_orb_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
|
|
PHYSFS_read(ifile,bm->bm_data,1,orb_w*orb_h);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for goal texture
|
|
PHYSFSX_readShort(ifile); //skip frame count
|
|
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
|
|
for (i=0;i<n_goal_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
|
|
PHYSFS_read(ifile,bm->bm_data,1,64*64);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for HUD icons
|
|
for (i=0;i<2;i++) {
|
|
ubyte *bitmap_data2;
|
|
icon_w = PHYSFSX_readShort(ifile);
|
|
icon_h = PHYSFSX_readShort(ifile);
|
|
MALLOC( bitmap_data2, ubyte, icon_w*icon_h );
|
|
gr_init_bitmap(&Orb_icons[i],BM_LINEAR,0,0,icon_w,icon_h,icon_w,bitmap_data2);
|
|
gr_set_transparent (&Orb_icons[i], 1);
|
|
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
|
|
PHYSFS_read(ifile,Orb_icons[i].bm_data,1,icon_w*icon_h);
|
|
gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
|
|
}
|
|
|
|
//Load sounds for orb game
|
|
Hoard_snd_idx = Num_sound_files;
|
|
for (i=0;i<4;i++) {
|
|
int len;
|
|
|
|
len = PHYSFSX_readInt(ifile); //get 11k len
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_22K) {
|
|
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 11k sample
|
|
len = PHYSFSX_readInt(ifile); //get 22k len
|
|
}
|
|
|
|
GameSounds[Num_sound_files+i].length = len;
|
|
MALLOC(GameSounds[Num_sound_files+i].data, ubyte, len);
|
|
PHYSFS_read(ifile,GameSounds[Num_sound_files+i].data,1,len);
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
|
|
len = PHYSFSX_readInt(ifile); //get 22k len
|
|
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 22k sample
|
|
}
|
|
|
|
Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
|
|
AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
|
|
}
|
|
|
|
PHYSFS_close(ifile);
|
|
if (first_time)
|
|
atexit(free_hoard_data);
|
|
|
|
first_time = 0;
|
|
}
|
|
|
|
#ifdef EDITOR
|
|
void save_hoard_data(void)
|
|
{
|
|
grs_bitmap icon;
|
|
unsigned nframes;
|
|
palette_array_t palette;
|
|
PHYSFS_file *ofile;
|
|
int iff_error;
|
|
unsigned i;
|
|
static const char sounds[][13] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
|
|
"teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
|
|
"enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
|
|
"OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
|
|
|
|
ofile = PHYSFSX_openWriteBuffered("hoard.ham");
|
|
|
|
array<std::unique_ptr<grs_bitmap>, MAX_BITMAPS_PER_BRUSH> bm;
|
|
iff_error = iff_read_animbrush("orb.abm",bm,&nframes,palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
PHYSFS_writeULE16(ofile, nframes);
|
|
PHYSFS_writeULE16(ofile, bm[0]->bm_w);
|
|
PHYSFS_writeULE16(ofile, bm[0]->bm_h);
|
|
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
|
|
for (i=0;i<nframes;i++)
|
|
PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
|
|
|
|
iff_error = iff_read_animbrush("orbgoal.abm",bm,&nframes,palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
|
|
PHYSFS_writeULE16(ofile, nframes);
|
|
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
|
|
for (i=0;i<nframes;i++)
|
|
PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
|
|
|
|
for (i=0;i<2;i++)
|
|
{
|
|
iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",&icon,BM_LINEAR,&palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
PHYSFS_writeULE16(ofile, icon.bm_w);
|
|
PHYSFS_writeULE16(ofile, icon.bm_h);
|
|
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
|
|
PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
|
|
}
|
|
(void)iff_error;
|
|
|
|
for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
|
|
PHYSFS_file *ifile;
|
|
int size;
|
|
|
|
ifile = PHYSFS_openRead(sounds[i]);
|
|
Assert(ifile != NULL);
|
|
size = PHYSFS_fileLength(ifile);
|
|
RAIIdubyte buf;
|
|
MALLOC(buf, ubyte, size);
|
|
PHYSFS_read(ifile, buf, size, 1);
|
|
PHYSFS_writeULE32(ofile, size);
|
|
PHYSFS_write(ofile, buf, size, 1);
|
|
PHYSFS_close(ifile);
|
|
}
|
|
|
|
PHYSFS_close(ofile);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
static void multi_process_data(const playernum_t pnum, const ubyte *buf, const uint_fast32_t type)
|
|
{
|
|
// Take an entire message (that has already been checked for validity,
|
|
// if necessary) and act on it.
|
|
switch(type)
|
|
{
|
|
case MULTI_POSITION:
|
|
if (!Endlevel_sequence) multi_do_position(pnum, buf); break;
|
|
case MULTI_REAPPEAR:
|
|
if (!Endlevel_sequence) multi_do_reappear(pnum, buf); break;
|
|
case MULTI_FIRE:
|
|
case MULTI_FIRE_TRACK:
|
|
case MULTI_FIRE_BOMB:
|
|
if (!Endlevel_sequence) multi_do_fire(pnum, buf); break;
|
|
case MULTI_KILL:
|
|
multi_do_kill(pnum, buf); break;
|
|
case MULTI_REMOVE_OBJECT:
|
|
if (!Endlevel_sequence) multi_do_remobj(buf); break;
|
|
case MULTI_PLAYER_DERES:
|
|
if (!Endlevel_sequence) multi_do_player_deres(pnum, 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_CONTROLCEN:
|
|
if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case MULTI_SOUND_FUNCTION:
|
|
multi_do_sound_function(pnum, buf); break;
|
|
case MULTI_MARKER:
|
|
if (!Endlevel_sequence) multi_do_drop_marker (pnum, buf); break;
|
|
case MULTI_DROP_WEAPON:
|
|
if (!Endlevel_sequence) multi_do_drop_weapon(pnum, buf); break;
|
|
case MULTI_DROP_FLAG:
|
|
if (!Endlevel_sequence) multi_do_drop_flag(pnum, buf); break;
|
|
case MULTI_GUIDED:
|
|
if (!Endlevel_sequence) multi_do_guided (pnum, buf); break;
|
|
case MULTI_STOLEN_ITEMS:
|
|
if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
|
|
case MULTI_WALL_STATUS:
|
|
if (!Endlevel_sequence) multi_do_wall_status(buf); break;
|
|
case MULTI_SEISMIC:
|
|
if (!Endlevel_sequence) multi_do_seismic (buf); break;
|
|
case MULTI_LIGHT:
|
|
if (!Endlevel_sequence) multi_do_light (buf); break;
|
|
#endif
|
|
case MULTI_ENDLEVEL_START:
|
|
if (!Endlevel_sequence) multi_do_escape(buf); break;
|
|
case MULTI_CLOAK:
|
|
if (!Endlevel_sequence) multi_do_cloak(pnum, buf); break;
|
|
case MULTI_DECLOAK:
|
|
if (!Endlevel_sequence) multi_do_decloak(pnum, 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(pnum, 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(pnum, buf); break;
|
|
case MULTI_PLAY_SOUND:
|
|
if (!Endlevel_sequence) multi_do_play_sound(pnum, buf); break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case MULTI_CAPTURE_BONUS:
|
|
if (!Endlevel_sequence) multi_do_capture_bonus(pnum, buf); break;
|
|
case MULTI_ORB_BONUS:
|
|
if (!Endlevel_sequence) multi_do_orb_bonus(pnum, buf); break;
|
|
case MULTI_GOT_FLAG:
|
|
if (!Endlevel_sequence) multi_do_got_flag(pnum, buf); break;
|
|
case MULTI_GOT_ORB:
|
|
if (!Endlevel_sequence) multi_do_got_orb(pnum, buf); break;
|
|
case MULTI_RANK:
|
|
if (!Endlevel_sequence) multi_do_ranking (pnum, buf); break;
|
|
case MULTI_FINISH_GAME:
|
|
multi_do_finish_game(buf); break; // do this one regardless of endsequence
|
|
#endif
|
|
case MULTI_ROBOT_CLAIM:
|
|
if (!Endlevel_sequence) multi_do_claim_robot(pnum, buf); break;
|
|
case MULTI_ROBOT_POSITION:
|
|
if (!Endlevel_sequence) multi_do_robot_position(pnum, 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(pnum, buf); break;
|
|
case MULTI_ROBOT_FIRE:
|
|
if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
|
|
case MULTI_SCORE:
|
|
if (!Endlevel_sequence) multi_do_score(pnum, buf); break;
|
|
case MULTI_CREATE_ROBOT:
|
|
if (!Endlevel_sequence) multi_do_create_robot(pnum, buf); break;
|
|
case MULTI_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_trigger(pnum, buf); break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case MULTI_START_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
|
|
case MULTI_EFFECT_BLOWUP:
|
|
if (!Endlevel_sequence) multi_do_effect_blowup(pnum, buf); break;
|
|
case MULTI_FLAGS:
|
|
if (!Endlevel_sequence) multi_do_flags(pnum, buf); break;
|
|
case MULTI_DROP_BLOB:
|
|
if (!Endlevel_sequence) multi_do_drop_blob(pnum, buf); break;
|
|
#endif
|
|
case MULTI_BOSS_TELEPORT:
|
|
if (!Endlevel_sequence) multi_do_boss_teleport(pnum, buf); break;
|
|
case MULTI_BOSS_CLOAK:
|
|
if (!Endlevel_sequence) multi_do_boss_cloak(pnum, buf); break;
|
|
case MULTI_BOSS_START_GATE:
|
|
if (!Endlevel_sequence) multi_do_boss_start_gate(pnum, buf); break;
|
|
case MULTI_BOSS_STOP_GATE:
|
|
if (!Endlevel_sequence) multi_do_boss_stop_gate(pnum, buf); break;
|
|
case MULTI_BOSS_CREATE_ROBOT:
|
|
if (!Endlevel_sequence) multi_do_boss_create_robot(pnum, buf); break;
|
|
case MULTI_CREATE_ROBOT_POWERUPS:
|
|
if (!Endlevel_sequence) multi_do_create_robot_powerups(pnum, buf); break;
|
|
case MULTI_HOSTAGE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
|
|
case MULTI_SAVE_GAME:
|
|
if (!Endlevel_sequence) multi_do_save_game(buf); break;
|
|
case MULTI_RESTORE_GAME:
|
|
if (!Endlevel_sequence) multi_do_restore_game(buf); break;
|
|
case MULTI_HEARTBEAT:
|
|
if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
|
|
case MULTI_KILLGOALS:
|
|
if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
|
|
case MULTI_POWCAP_UPDATE:
|
|
if (!Endlevel_sequence) multi_do_powcap_update(buf); break;
|
|
case MULTI_DO_BOUNTY:
|
|
if( !Endlevel_sequence ) multi_do_bounty( buf ); break;
|
|
case MULTI_TYPING_STATE:
|
|
multi_do_msgsend_state( buf ); break;
|
|
case MULTI_GMODE_UPDATE:
|
|
multi_do_gmode_update( buf ); break;
|
|
case MULTI_KILL_HOST:
|
|
multi_do_kill(pnum, buf); break;
|
|
case MULTI_KILL_CLIENT:
|
|
multi_do_kill(pnum, buf); break;
|
|
default:
|
|
throw std::runtime_error("invalid message type");
|
|
}
|
|
}
|
|
|
|
// Following functions convert object to object_rw and back.
|
|
// 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.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.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
|
|
obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
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;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj_rw->ctype.ai_info.dying_sound_playing = obj->ctype.ai_info.dying_sound_playing;
|
|
if (obj->ctype.ai_info.dying_start_time == 0) // if bot not dead, anything but 0 will kill it
|
|
obj_rw->ctype.ai_info.dying_start_time = 0;
|
|
else
|
|
obj_rw->ctype.ai_info.dying_start_time = obj->ctype.ai_info.dying_start_time - GameTime64;
|
|
#endif
|
|
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;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (obj->ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000))
|
|
obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000);
|
|
else
|
|
obj_rw->ctype.powerup_info.creation_time = obj->ctype.powerup_info.creation_time - GameTime64;
|
|
obj_rw->ctype.powerup_info.flags = obj->ctype.powerup_info.flags;
|
|
#endif
|
|
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;i<MAX_SUBMODELS;i++)
|
|
{
|
|
obj_rw->rtype.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.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;
|
|
obj->ctype.laser_info.track_turn_time = HOMING_TURN_TIME;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
obj->ctype.laser_info.last_afterburner_time = 0;
|
|
#endif
|
|
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.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
|
|
obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
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;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj->ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing;
|
|
obj->ctype.ai_info.dying_start_time = obj_rw->ctype.ai_info.dying_start_time;
|
|
#endif
|
|
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;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
obj->ctype.powerup_info.creation_time = obj_rw->ctype.powerup_info.creation_time;
|
|
obj->ctype.powerup_info.flags = obj_rw->ctype.powerup_info.flags;
|
|
#endif
|
|
break;
|
|
case CT_CNTRLCEN:
|
|
{
|
|
// gun points of reactor now part of the object but of course not saved in object_rw. Let's just recompute them.
|
|
int i = 0;
|
|
reactor *reactor = get_reactor_definition(get_reactor_id(obj));
|
|
for (i=0; i<reactor->n_guns; i++)
|
|
calc_controlcen_gun_point(reactor, obj, i);
|
|
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;i<MAX_SUBMODELS;i++)
|
|
{
|
|
obj->rtype.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;
|
|
|
|
}
|
|
}
|
|
|