5609 lines
147 KiB
C
5609 lines
147 KiB
C
/*
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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 "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 "collide.h"
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#include "error.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 "byteswap.h"
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#include "sounds.h"
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#include "args.h"
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#include "cfile.h"
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#include "effects.h"
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#include "iff.h"
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#ifdef USE_IPX
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#include "net_ipx.h"
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#endif
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#ifdef USE_UDP
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#include "net_udp.h"
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#endif
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void multi_reset_player_object(object *objp);
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void multi_reset_object_texture(object *objp);
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void multi_add_lifetime_killed();
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void multi_add_lifetime_kills();
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void multi_send_play_by_play(int num,int spnum,int dpnum);
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void multi_send_heartbeat();
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void multi_powcap_cap_objects();
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void multi_powcap_adjust_remote_cap(int pnum);
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void multi_set_robot_ai(void);
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void multi_send_powcap_update();
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void bash_to_shield(int i,char *s);
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void init_hoard_data();
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void multi_apply_goal_textures();
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int find_goal_texture(ubyte t);
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void multi_do_capture_bonus(char *buf);
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void multi_do_orb_bonus(char *buf);
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void multi_send_drop_flag(int objnum,int seed);
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void multi_send_ranking();
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void multi_do_play_by_play(char *buf);
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void multi_new_bounty_target( int pnum );
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void multi_do_bounty( char *buf );
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//
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// Local macros and prototypes
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//
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// LOCALIZE ME!!
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#define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
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void drop_player_eggs(object *player); // from collide.c
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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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extern vms_vector MarkerPoint[];
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extern char MarkerMessage[16][40];
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extern char MarkerOwner[16][40];
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extern int MarkerObject[];
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int who_killed_controlcen = -1; // -1 = noone
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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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char Multi_is_guided=0;
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char PKilledFlags[MAX_NUM_NET_PLAYERS];
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int Bounty_target = 0; // Target for bounty mode netgame
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int multi_sending_message = 0;
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int multi_defining_message = 0;
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int multi_message_index = 0;
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char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
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short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
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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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int 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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int Network_laser_fired = 0; // How many times we shot
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int Network_laser_gun; // Which gun number we shot
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int Network_laser_flags; // Special flags for the shot
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int Network_laser_level; // What level
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short Network_laser_track; // Who is it tracking?
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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_NUM_NET_PLAYERS];
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short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
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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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int PacketUrgent = 0;
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char *GMNames[9]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Bounty","Unknown"};
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char *GMNamesShrt[9]={"ANRCHY","TEAM","ROBO","COOP","FLAG","HOARD","TMHOARD","BOUNTY","UNKNOWN"};
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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_new_game = 0; // Is this the first level of a new 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_NUM_NET_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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int message_length[MULTI_MAX_TYPE+1] = {
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25, // POSITION
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3, // REAPPEAR
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8, // FIRE
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5, // KILL
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4, // REMOVE_OBJECT
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97+9, // PLAYER_EXPLODE
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37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
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2, // QUIT
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4, // PLAY_SOUND
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41, // BEGIN_SYNC
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4, // CONTROLCEN
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5, // CLAIM ROBOT
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4, // END_SYNC
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2, // CLOAK
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3, // ENDLEVEL_START
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5, // DOOR_OPEN
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2, // CREATE_EXPLOSION
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16, // CONTROLCEN_FIRE
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97+9, // PLAYER_DROP
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19, // CREATE_POWERUP
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9, // MISSILE_TRACK
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2, // DE-CLOAK
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2, // MENU_CHOICE
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28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
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9, // ROBOT_EXPLODE
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5, // ROBOT_RELEASE
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18, // ROBOT_FIRE
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6, // SCORE
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6, // CREATE_ROBOT
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3, // TRIGGER
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10, // BOSS_ACTIONS
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27, // ROBOT_POWERUPS
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7, // HOSTAGE_DOOR
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2+24, // SAVE_GAME (ubyte slot, uint id, char name[20]) // obsolete
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2+4, // RESTORE_GAME (ubyte slot, uint id) // obsolete
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-1, // MULTI_REQ_PLAYER - NEVER USED
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-1, // MULTI_SEND_PLAYER - NEVER USED
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55, // MULTI_MARKER
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12, // MULTI_DROP_WEAPON
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3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
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11, // MULTI_STOLEN_ITEMS
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6, // MULTI_WALL_STATUS
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5, // MULTI_HEARTBEAT
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9, // MULTI_KILLGOALS
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9, // MULTI_SEISMIC
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18, // MULTI_LIGHT
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2, // MULTI_START_TRIGGER
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6, // MULTI_FLAGS
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2, // MULTI_DROP_BLOB
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MAX_POWERUP_TYPES+1, // MULTI_POWCAP_UPDATE
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sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
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4, // MULTI_SOUND_FUNCTION
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2, // MULTI_CAPTURE_BONUS
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2, // MULTI_GOT_FLAG
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12, // MULTI_DROP_FLAG
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1, // MULTI_ROBOT_CONTROLS - UNUSED
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2, // MULTI_FINISH_GAME
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3, // MULTI_RANK
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1, // MULTI_MODEM_PING
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1, // MULTI_MODEM_PING_RETURN
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3, // MULTI_ORB_BONUS
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2, // MULTI_GOT_ORB
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12, // MULTI_DROP_ORB
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4, // MULTI_PLAY_BY_PLAY
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2, // MULTI_DO_BOUNTY
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};
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char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
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extern fix ThisLevelTime;
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char *RankStrings[]={"(unpatched) ","Cadet ","Ensign ","Lieutenant ","Lt.Commander ",
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"Commander ","Captain ","Vice Admiral ","Admiral ","Demigod "};
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char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX] =
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{ "Laser upgrade", "Super lasers", "Quad Lasers", "Vulcan cannon", "Gauss cannon", "Spreadfire cannon",
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"Helix cannon", "Plasma cannon", "Phoenix cannon", "Fusion cannon", "Omega cannon",
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"Flash Missiles", "Homing Missiles", "Guided Missiles", "Proximity Bombs", "Smart Mines",
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"Smart Missiles", "Mercury Missiles", "Mega Missiles", "EarthShaker Missiles",
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"Cloaking", "Invulnerability", "Afterburners", "Ammo rack", "Energy Converter", "Headlight" };
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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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int 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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int result;
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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(-1);
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result = remote_to_local[owner][remote_objnum];
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if (result < 0)
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{
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return(-1);
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}
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return(result);
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}
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int objnum_local_to_remote(int local_objnum, sbyte *owner)
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{
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// Map a local object number to a remote + owner
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int result;
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if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
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*owner = -1;
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return(-1);
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}
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*owner = object_owner[local_objnum];
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if (*owner == -1)
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return(local_objnum);
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if ((*owner >= N_players) || (*owner < -1)) {
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Int3(); // Illegal!
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*owner = -1;
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return local_objnum;
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}
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result = local_to_remote[local_objnum];
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if (result < 0)
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{
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Int3(); // See Rob, object has no remote number!
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}
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return(result);
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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
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map_objnum_local_to_local(int 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_NUM_NET_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(int objnum)
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{
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switch (multi_protocol)
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{
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#ifdef USE_IPX
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case MULTI_PROTO_IPX:
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return net_ipx_objnum_is_past(objnum);
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break;
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#endif
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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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void
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multi_endlevel_score(void)
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{
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int i, old_connect=0;
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// Show a score list to end of net players
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// Save connect state and change to new connect state
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#ifdef NETWORK
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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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#endif
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// Do the actual screen we wish to show
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if (multi_protocol == MULTI_PROTO_IPX)
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kmatrix_ipx_view(Game_mode & GM_NETWORK);
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else
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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 < MaxNumNetPlayers; 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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for (i = 0; i < MaxNumNetPlayers; i++)
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Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
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for (i=0;i<MAX_PLAYERS;i++)
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Players[i].KillGoalCount=0;
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for (i=0;i<MAX_POWERUP_TYPES;i++)
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{
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MaxPowerupsAllowed[i]=0;
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PowerupsInMine[i]=0;
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}
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}
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int
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get_team(int 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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extern void game_disable_cheats();
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void
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multi_new_game(void)
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{
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int i;
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// Reset variables for a new net game
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memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
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for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
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{
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sorted_kills[i] = i;
|
|
Players[i].connected = CONNECT_DISCONNECTED;
|
|
Players[i].net_killed_total = 0;
|
|
Players[i].net_kills_total = 0;
|
|
Players[i].flags = 0;
|
|
Players[i].KillGoalCount=0;
|
|
}
|
|
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
robot_controlled[i] = -1;
|
|
robot_agitation[i] = 0;
|
|
robot_fired[i] = 0;
|
|
}
|
|
|
|
team_kills[0] = team_kills[1] = 0;
|
|
Endlevel_sequence = 0;
|
|
Player_is_dead = 0;
|
|
multi_quit_game = 0;
|
|
Show_kill_list = 1;
|
|
game_disable_cheats();
|
|
Player_exploded = 0;
|
|
Dead_player_camera = 0;
|
|
}
|
|
|
|
void
|
|
multi_make_player_ghost(int playernum)
|
|
{
|
|
object *obj;
|
|
|
|
if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
|
|
{
|
|
Int3(); // Non-terminal, see Rob
|
|
return;
|
|
}
|
|
|
|
obj = &Objects[Players[playernum].objnum];
|
|
|
|
obj->type = OBJ_GHOST;
|
|
obj->render_type = RT_NONE;
|
|
obj->movement_type = MT_NONE;
|
|
multi_reset_player_object(obj);
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(playernum);
|
|
}
|
|
|
|
void
|
|
multi_make_ghost_player(int playernum)
|
|
{
|
|
object *obj;
|
|
|
|
if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
|
|
{
|
|
Int3(); // Non-terminal, see rob
|
|
return;
|
|
}
|
|
|
|
obj = &Objects[Players[playernum].objnum];
|
|
|
|
obj->type = OBJ_PLAYER;
|
|
obj->movement_type = MT_PHYSICS;
|
|
multi_reset_player_object(obj);
|
|
}
|
|
|
|
int multi_get_kill_list(int *plist)
|
|
{
|
|
// Returns the number of active net players and their
|
|
// sorted order of kills
|
|
int i;
|
|
int n = 0;
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
//if (Players[sorted_kills[i]].connected)
|
|
plist[n++] = sorted_kills[i];
|
|
|
|
if (n == 0)
|
|
Int3(); // SEE ROB OR MATT
|
|
|
|
//memcpy(plist, sorted_kills, N_players*sizeof(int));
|
|
|
|
return(n);
|
|
}
|
|
|
|
void
|
|
multi_sort_kill_list(void)
|
|
{
|
|
// Sort the kills list each time a new kill is added
|
|
|
|
int kills[MAX_NUM_NET_PLAYERS];
|
|
int i;
|
|
int changed = 1;
|
|
|
|
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
kills[i] = Players[i].score;
|
|
else
|
|
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);
|
|
}
|
|
else
|
|
kills[i] = Players[i].net_kills_total;
|
|
}
|
|
|
|
while (changed)
|
|
{
|
|
changed = 0;
|
|
for (i = 0; i < N_players-1; i++)
|
|
{
|
|
if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
|
|
{
|
|
changed = sorted_kills[i];
|
|
sorted_kills[i] = sorted_kills[i+1];
|
|
sorted_kills[i+1] = changed;
|
|
changed = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern object *obj_find_first_of_type (int);
|
|
char Multi_killed_yourself=0;
|
|
|
|
void multi_compute_kill(int killer, int killed)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
int killed_pnum, killed_type;
|
|
int killer_pnum, killer_type,killer_id;
|
|
int TheGoal;
|
|
char killed_name[(CALLSIGN_LEN*2)+4];
|
|
char killer_name[(CALLSIGN_LEN*2)+4];
|
|
|
|
Multi_killed_yourself=0;
|
|
|
|
// 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;
|
|
killer_id = Objects[killer].id;
|
|
|
|
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
|
|
{
|
|
Int3(); // compute_kill passed non-player object!
|
|
return;
|
|
}
|
|
|
|
killed_pnum = Objects[killed].id;
|
|
|
|
PKilledFlags[killed_pnum]=1;
|
|
|
|
Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
|
|
else
|
|
sprintf(killed_name, "%s", Players[killed_pnum].callsign);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_death(killed_pnum);
|
|
|
|
digi_play_sample( SOUND_HUD_KILL, F3_0 );
|
|
|
|
if (Control_center_destroyed)
|
|
Players[killed_pnum].connected=CONNECT_DIED_IN_MINE;
|
|
|
|
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 (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
HUD_init_message(HM_MULTI, "You were killed by a mine!");
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s was killed by a mine!",killed_name);
|
|
}
|
|
else
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
|
|
}
|
|
Players[killed_pnum].net_killed_total++;
|
|
return;
|
|
}
|
|
|
|
killer_pnum = Objects[killer].id;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
|
|
else
|
|
sprintf(killer_name, "%s", Players[killer_pnum].callsign);
|
|
|
|
// Beyond this point, it was definitely a player-player kill situation
|
|
|
|
if ((killer_pnum < 0) || (killer_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
if ((killed_pnum < 0) || (killed_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
|
|
if (killer_pnum == killed_pnum)
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
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_killed_yourself=1;
|
|
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 new_bounty_target = d_rand() % MAX_NUM_NET_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[new_bounty_target].connected )
|
|
new_bounty_target = d_rand() % MAX_NUM_NET_PLAYERS;
|
|
|
|
/* Select new target */
|
|
multi_new_bounty_target( new_bounty_target );
|
|
|
|
/* Send this new data */
|
|
multi_send_bounty();
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(killed_pnum) == get_team(killer_pnum))
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
else
|
|
team_kills[get_team(killer_pnum)] += 1;
|
|
}
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
|
|
Multi_killed_yourself=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();
|
|
if (Game_mode & GM_HOARD)
|
|
{
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
|
|
multi_send_play_by_play (1,killer_pnum,Player_num);
|
|
else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
|
|
multi_send_play_by_play (0,killer_pnum,Player_num);
|
|
}
|
|
}
|
|
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(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!",Players[killer_pnum].callsign);
|
|
|
|
HUD_init_message(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();
|
|
Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
|
|
}
|
|
|
|
void multi_do_protocol_frame(int force, int listen)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_do_frame(force, listen);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_do_frame(force, listen);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_do_protocol_frame\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void multi_do_frame(void)
|
|
{
|
|
static int lasttime=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;
|
|
}
|
|
}
|
|
|
|
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(char *buf, int len, int priority)
|
|
{
|
|
Assert(len == message_length[(int)buf[0]]);
|
|
Assert(buf[0] <= MULTI_MAX_TYPE);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_data((unsigned char *)buf, len, priority);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_data((unsigned char *)buf, len, priority);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_data_real\n");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_leave_game(void)
|
|
{
|
|
|
|
if (!(Game_mode & GM_MULTI))
|
|
return;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Net_create_loc = 0;
|
|
multi_send_position(Players[Player_num].objnum);
|
|
multi_powcap_cap_objects();
|
|
if (!Player_eggs_dropped)
|
|
{
|
|
drop_player_eggs(ConsoleObject);
|
|
Player_eggs_dropped = 1;
|
|
}
|
|
multi_send_player_explode(MULTI_PLAYER_DROP);
|
|
}
|
|
|
|
multi_send_quit(MULTI_QUIT);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_leave_game();
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_leave_game();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_leave_game\n");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_show_player_list()
|
|
{
|
|
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
if (Show_kill_list)
|
|
return;
|
|
|
|
Show_kill_list_timer = F1_0*5; // 5 second timer
|
|
Show_kill_list = 1;
|
|
}
|
|
|
|
int
|
|
multi_endlevel(int *secret)
|
|
{
|
|
int result = 0;
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
result = net_ipx_endlevel(secret);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
result = net_udp_endlevel(secret);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_endlevel\n");
|
|
break;
|
|
}
|
|
|
|
return(result);
|
|
}
|
|
|
|
int multi_endlevel_poll1( newmenu *menu, d_event *event, void *userdata )
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
return net_ipx_kmatrix_poll1( menu, event, userdata );
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
return net_udp_kmatrix_poll1( menu, event, userdata );
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_endlevel_poll1\n");
|
|
break;
|
|
}
|
|
|
|
return 0; // kill warning
|
|
}
|
|
|
|
int multi_endlevel_poll2( newmenu *menu, d_event *event, void *userdata )
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
case MULTI_PROTO_IPX:
|
|
#ifdef USE_IPX
|
|
net_ipx_kmatrix_poll2( menu, event, userdata );
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
return net_udp_kmatrix_poll2( menu, event, userdata );
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_endlevel_poll2\n");
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void multi_send_endlevel_packet()
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_endlevel_packet();
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_endlevel_packet();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_endlevel_packet\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 2 : functions that act on network messages and change the
|
|
// the state of the game in some way.
|
|
//
|
|
|
|
void
|
|
multi_define_macro(int key)
|
|
{
|
|
if (!(Game_mode & GM_MULTI))
|
|
return;
|
|
|
|
key &= (~KEY_SHIFTED);
|
|
|
|
switch(key)
|
|
{
|
|
case KEY_F9:
|
|
multi_defining_message = 1; break;
|
|
case KEY_F10:
|
|
multi_defining_message = 2; break;
|
|
case KEY_F11:
|
|
multi_defining_message = 3; break;
|
|
case KEY_F12:
|
|
multi_defining_message = 4; break;
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
if (multi_defining_message) {
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
char feedback_result[200];
|
|
|
|
void
|
|
multi_message_feedback(void)
|
|
{
|
|
char *colon;
|
|
int found = 0;
|
|
int i;
|
|
|
|
if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
|
|
{
|
|
sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
|
|
if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
|
|
{
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
|
|
found = 1;
|
|
}
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
|
|
}
|
|
}
|
|
if (!found)
|
|
strcat(feedback_result, TXT_NOBODY);
|
|
else
|
|
strcat(feedback_result, ".");
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
|
|
Assert(strlen(feedback_result) < 200);
|
|
|
|
HUD_init_message(HM_MULTI, feedback_result);
|
|
//sprintf (temp,"%s",colon);
|
|
//sprintf (Network_message,"%s",temp);
|
|
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_macro(int key)
|
|
{
|
|
if (! (Game_mode & GM_MULTI) )
|
|
return;
|
|
|
|
switch(key)
|
|
{
|
|
case KEY_F9:
|
|
key = 0; break;
|
|
case KEY_F10:
|
|
key = 1; break;
|
|
case KEY_F11:
|
|
key = 2; break;
|
|
case KEY_F12:
|
|
key = 3; break;
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
if (!PlayerCfg.NetworkMessageMacro[key][0])
|
|
{
|
|
HUD_init_message(HM_MULTI, TXT_NO_MACRO);
|
|
return;
|
|
}
|
|
|
|
strcpy(Network_message, PlayerCfg.NetworkMessageMacro[key]);
|
|
Network_message_reciever = 100;
|
|
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
multi_message_feedback();
|
|
}
|
|
|
|
|
|
void
|
|
multi_send_message_start()
|
|
{
|
|
if (Game_mode&GM_MULTI) {
|
|
multi_sending_message = 1;
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
}
|
|
}
|
|
|
|
extern fix StartingShields;
|
|
|
|
extern int multi_who_is_master();
|
|
extern char NameReturning;
|
|
extern int force_cockpit_redraw;
|
|
|
|
void multi_send_message_end()
|
|
{
|
|
char *mytempbuf;
|
|
int i,t;
|
|
|
|
Network_message_reciever = 100;
|
|
|
|
#ifdef USE_IPX
|
|
if (!strnicmp (Network_message,"!Names",6) && multi_protocol == MULTI_PROTO_IPX)
|
|
{
|
|
NameReturning=1-NameReturning;
|
|
HUD_init_message(HM_MULTI, "Name returning is now %s.",NameReturning?"active":"disabled");
|
|
}
|
|
else
|
|
#endif
|
|
if (!strnicmp (Network_message,"Handicap:",9))
|
|
{
|
|
mytempbuf=&Network_message[9];
|
|
StartingShields=atol (mytempbuf);
|
|
if (StartingShields<10)
|
|
StartingShields=10;
|
|
if (StartingShields>100)
|
|
{
|
|
sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
|
|
StartingShields=100;
|
|
}
|
|
else
|
|
sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
|
|
|
|
HUD_init_message(HM_MULTI, "Telling others of your handicap of %d!",StartingShields);
|
|
StartingShields=i2f(StartingShields);
|
|
}
|
|
else if (!strnicmp (Network_message,"move:",5))
|
|
{
|
|
if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
|
|
{
|
|
int name_index=5;
|
|
if (strlen(Network_message) > 5)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can move players!",Players[multi_who_is_master()].callsign);
|
|
return;
|
|
}
|
|
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You must specify a name to move");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
|
|
{
|
|
if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message(HM_MULTI, "Can't move player because s/he has a flag!");
|
|
return;
|
|
}
|
|
|
|
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]);
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_netgame_update();
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_netgame_update();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_message_end\n");
|
|
break;
|
|
}
|
|
|
|
sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
|
|
if (i==Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have changed teams!");
|
|
reset_cockpit();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "Moving %s to other team.",Players[i].callsign);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
|
|
{
|
|
int name_index=5;
|
|
if (strlen(Network_message) > 5)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can kick others out!",Players[multi_who_is_master()].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You must specify a name to kick");
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
|
|
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
|
|
int players[MAX_NUM_NET_PLAYERS];
|
|
int listpos = Network_message[name_index+1] - '0';
|
|
|
|
if (Show_kill_list==1 || Show_kill_list==2) {
|
|
if (listpos == 0 || listpos >= N_players) {
|
|
HUD_init_message(HM_MULTI, "Invalid player number for kick.");
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
multi_get_kill_list(players);
|
|
i = players[listpos];
|
|
if ((i != Player_num) && (Players[i].connected))
|
|
goto kick_player;
|
|
}
|
|
else HUD_init_message(HM_MULTI, "You cannot use # kicking with in team display.");
|
|
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
|
|
kick_player:;
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_dump_player(Netgame.players[i].protocol.ipx.server,Netgame.players[i].protocol.ipx.node, DUMP_KICKED);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_KICKED);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_message_end\n");
|
|
break;
|
|
}
|
|
|
|
HUD_init_message(HM_MULTI, "Dumping %s...",Players[i].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
else if (!strnicmp (Network_message,"KillReactor",11) && (Game_mode & GM_NETWORK) && !Control_center_destroyed)
|
|
{
|
|
if (!multi_i_am_master())
|
|
HUD_init_message(HM_MULTI, "Only %s can kill the reactor this way!",Players[multi_who_is_master()].callsign);
|
|
else
|
|
{
|
|
net_destroy_controlcen(NULL);
|
|
multi_send_destroy_controlcen(-1,Player_num);
|
|
}
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
|
|
multi_send_message();
|
|
multi_message_feedback();
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
game_flush_inputs();
|
|
}
|
|
|
|
void multi_define_macro_end()
|
|
{
|
|
Assert( multi_defining_message > 0 );
|
|
|
|
strcpy( PlayerCfg.NetworkMessageMacro[multi_defining_message-1], Network_message );
|
|
write_player_file();
|
|
|
|
multi_message_index = 0;
|
|
multi_defining_message = 0;
|
|
game_flush_inputs();
|
|
}
|
|
|
|
int multi_message_input_sub(int key)
|
|
{
|
|
switch( key )
|
|
{
|
|
case KEY_F8:
|
|
case KEY_ESC:
|
|
multi_sending_message = 0;
|
|
multi_defining_message = 0;
|
|
game_flush_inputs();
|
|
return 1;
|
|
case KEY_LEFT:
|
|
case KEY_BACKSP:
|
|
case KEY_PAD4:
|
|
if (multi_message_index > 0)
|
|
multi_message_index--;
|
|
Network_message[multi_message_index] = 0;
|
|
return 1;
|
|
case KEY_ENTER:
|
|
if ( multi_sending_message )
|
|
multi_send_message_end();
|
|
else if ( multi_defining_message )
|
|
multi_define_macro_end();
|
|
game_flush_inputs();
|
|
return 1;
|
|
default:
|
|
{
|
|
int ascii = key_ascii();
|
|
if ((ascii < 255 ) && (ascii != 37)) {
|
|
if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
|
|
Network_message[multi_message_index++] = ascii;
|
|
Network_message[multi_message_index] = 0;
|
|
} else if ( multi_sending_message ) {
|
|
int i;
|
|
char * ptext, * pcolon;
|
|
ptext = NULL;
|
|
Network_message[multi_message_index++] = ascii;
|
|
Network_message[multi_message_index] = 0;
|
|
for (i=multi_message_index-1; i>=0; i-- ) {
|
|
if ( Network_message[i]==32 ) {
|
|
ptext = &Network_message[i+1];
|
|
Network_message[i] = 0;
|
|
break;
|
|
}
|
|
}
|
|
multi_send_message_end();
|
|
if ( ptext ) {
|
|
multi_sending_message = 1;
|
|
pcolon = strchr( Network_message, ':' );
|
|
if ( pcolon )
|
|
strcpy( pcolon+1, ptext );
|
|
else
|
|
strcpy( Network_message, ptext );
|
|
multi_message_index = strlen( Network_message );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
multi_send_message_dialog(void)
|
|
{
|
|
newmenu_item m[1];
|
|
int choice;
|
|
|
|
if (!(Game_mode&GM_MULTI))
|
|
return;
|
|
|
|
Network_message[0] = 0; // Get rid of old contents
|
|
|
|
m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
|
|
choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL, NULL );
|
|
|
|
if ((choice > -1) && (strlen(Network_message) > 0)) {
|
|
Network_message_reciever = 100;
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
multi_message_feedback();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
multi_do_death(int objnum)
|
|
{
|
|
// Do any miscellaneous stuff for a new network player after death
|
|
|
|
objnum = objnum;
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_fire(char *buf)
|
|
{
|
|
ubyte weapon;
|
|
char pnum;
|
|
sbyte flags;
|
|
//static dum=0;
|
|
|
|
// Act out the actual shooting
|
|
pnum = buf[1];
|
|
|
|
weapon = (int)buf[2];
|
|
|
|
flags = buf[4];
|
|
Network_laser_track = GET_INTEL_SHORT(buf + 6);
|
|
|
|
Assert (pnum < N_players);
|
|
|
|
if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
|
|
multi_make_ghost_player(pnum);
|
|
|
|
if (weapon == FLARE_ADJUST)
|
|
Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
|
|
else if (weapon >= MISSILE_ADJUST) {
|
|
int weapon_id,weapon_gun;
|
|
|
|
weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
|
|
weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
|
|
|
|
if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
|
|
{
|
|
Multi_is_guided=1;
|
|
}
|
|
|
|
Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
|
|
}
|
|
else {
|
|
fix save_charge = Fusion_charge;
|
|
|
|
if (weapon == FUSION_INDEX) {
|
|
Fusion_charge = flags << 12;
|
|
}
|
|
if (weapon == LASER_ID) {
|
|
if (flags & LASER_QUAD)
|
|
Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
|
|
else
|
|
Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
|
|
}
|
|
|
|
do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
|
|
|
|
if (weapon == FUSION_INDEX)
|
|
Fusion_charge = save_charge;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_message(char *buf)
|
|
{
|
|
char *colon;
|
|
char *tilde,mesbuf[100];
|
|
int tloc,t;
|
|
|
|
int loc = 2;
|
|
|
|
if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
|
|
{ // why'd I put this in? Probably for the
|
|
tloc=tilde-(buf+loc); // same reason you can name your guidebot
|
|
if (tloc>0)
|
|
strncpy (mesbuf,buf+loc,tloc);
|
|
strcpy (mesbuf+tloc,Players[Player_num].callsign);
|
|
strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
|
|
strcpy (buf+loc,mesbuf);
|
|
}
|
|
|
|
if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
|
|
{
|
|
mesbuf[0] = CC_COLOR;
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", mesbuf, buf+2);
|
|
}
|
|
else
|
|
{
|
|
if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
|
|
((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
|
|
{
|
|
mesbuf[0] = CC_COLOR;
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", mesbuf, colon+1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_position(char *buf)
|
|
{
|
|
ubyte pnum = 0;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
// this is unused in IPX - position is forced within net_ipx_do_frame()
|
|
if (multi_protocol == MULTI_PROTO_IPX)
|
|
return;
|
|
|
|
pnum = buf[1];
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf + 2),0);
|
|
#else
|
|
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 2), 9);
|
|
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 11), 14);
|
|
extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
|
|
#endif
|
|
|
|
if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
|
|
set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
|
|
}
|
|
|
|
void
|
|
multi_do_reappear(char *buf)
|
|
{
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
|
|
Assert(objnum >= 0);
|
|
// Assert(Players[Objects[objnum].id]].objnum == objnum);
|
|
|
|
multi_make_ghost_player(Objects[objnum].id);
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
PKilledFlags[Objects[objnum].id]=0;
|
|
}
|
|
|
|
void
|
|
multi_do_player_explode(char *buf)
|
|
{
|
|
// Only call this for players, not robots. pnum is player number, not
|
|
// Object number.
|
|
|
|
object *objp;
|
|
int count;
|
|
int pnum;
|
|
int i;
|
|
char remote_created;
|
|
|
|
pnum = buf[1];
|
|
|
|
#ifdef NDEBUG
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
return;
|
|
#else
|
|
Assert(pnum >= 0);
|
|
Assert(pnum < N_players);
|
|
#endif
|
|
|
|
#ifdef NETWORK
|
|
// If we are in the process of sending objects to a new player, reset that process
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
#endif
|
|
|
|
// Stuff the Players structure to prepare for the explosion
|
|
|
|
count = 2;
|
|
Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].laser_level = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
|
|
Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
|
|
|
|
Players[pnum].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++;
|
|
|
|
Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
multi_powcap_adjust_remote_cap (pnum);
|
|
|
|
objp = Objects+Players[pnum].objnum;
|
|
|
|
// objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
|
|
// objp->pos = *(vms_vector *)(buf+28); // 12 bytes
|
|
|
|
remote_created = buf[count++]; // How many did the other guy create?
|
|
|
|
Net_create_loc = 0;
|
|
|
|
drop_player_eggs(objp);
|
|
|
|
// Create mapping from remote to local numbering system
|
|
|
|
// We now handle this situation gracefully, Int3 not required
|
|
// if (Net_create_loc != remote_created)
|
|
// Int3(); // Probably out of object array space, see Rob
|
|
|
|
for (i = 0; i < remote_created; i++)
|
|
{
|
|
short s;
|
|
|
|
s = GET_INTEL_SHORT(buf + count);
|
|
|
|
if ((i < Net_create_loc) && (s > 0))
|
|
map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
|
|
count += 2;
|
|
}
|
|
for (i = remote_created; i < Net_create_loc; i++) {
|
|
Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if (buf[0] == MULTI_PLAYER_EXPLODE)
|
|
{
|
|
explode_badass_player(objp);
|
|
|
|
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
|
|
multi_make_player_ghost(pnum);
|
|
}
|
|
else
|
|
{
|
|
create_player_appearance_effect(objp);
|
|
}
|
|
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
|
|
Players[pnum].cloak_time = 0;
|
|
}
|
|
|
|
void
|
|
multi_do_kill(char *buf)
|
|
{
|
|
int killer, killed;
|
|
int count = 1;
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[count]);
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Invalid player number killed
|
|
return;
|
|
}
|
|
killed = Players[pnum].objnum;
|
|
count += 1;
|
|
|
|
killer = GET_INTEL_SHORT(buf + count);
|
|
if (killer > 0)
|
|
killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
|
|
|
|
multi_compute_kill(killer, killed);
|
|
}
|
|
|
|
|
|
// Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
|
|
// which means not a controlcen object, but contained in another object
|
|
void multi_do_controlcen_destroy(char *buf)
|
|
{
|
|
sbyte who;
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
who = buf[3];
|
|
|
|
if (Control_center_destroyed != 1)
|
|
{
|
|
if ((who < N_players) && (who != Player_num)) {
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
|
|
}
|
|
else if (who == Player_num)
|
|
HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
if (objnum != -1)
|
|
net_destroy_controlcen(Objects+objnum);
|
|
else
|
|
net_destroy_controlcen(NULL);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_escape(char *buf)
|
|
{
|
|
int objnum;
|
|
|
|
objnum = Players[(int)buf[1]].objnum;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
digi_kill_sound_linked_to_object (objnum);
|
|
|
|
if (buf[2] == 0)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
}
|
|
else if (buf[2] == 1)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
}
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
multi_make_player_ghost(buf[1]);
|
|
}
|
|
|
|
void
|
|
multi_do_remobj(char *buf)
|
|
{
|
|
short objnum; // which object to remove
|
|
short local_objnum;
|
|
sbyte obj_owner; // which remote list is it entered in
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
obj_owner = buf[3];
|
|
|
|
Assert(objnum >= 0);
|
|
|
|
if (objnum < 1)
|
|
return;
|
|
|
|
local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
|
|
|
|
if (local_objnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(local_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
if (Objects[local_objnum].type==OBJ_POWERUP)
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
if (PowerupsInMine[Objects[local_objnum].id]>0)
|
|
PowerupsInMine[Objects[local_objnum].id]--;
|
|
|
|
if (multi_powerup_is_4pack (Objects[local_objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[local_objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[local_objnum].id-1]-=4;
|
|
}
|
|
#else
|
|
if (multi_powerup_is_4pack (Objects[local_objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[local_objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[local_objnum].id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id]>0)
|
|
PowerupsInMine[Objects[local_objnum].id]--;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_quit(char *buf)
|
|
{
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
int i, n = 0;
|
|
|
|
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
|
|
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_disconnect_player(buf[1]);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_disconnect_player(buf[1]);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_do_quit\n");
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if (Players[i].connected) n++;
|
|
if (n == 1)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You are the only person remaining in this netgame");
|
|
}
|
|
|
|
// Bounty target left - select a new one
|
|
if( Game_mode & GM_BOUNTY && buf[1] == Bounty_target && multi_i_am_master() )
|
|
{
|
|
/* Select a random number */
|
|
int new_bounty_target = d_rand() % MAX_NUM_NET_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[new_bounty_target].connected )
|
|
new_bounty_target = d_rand() % MAX_NUM_NET_PLAYERS;
|
|
|
|
/* Select new target */
|
|
multi_new_bounty_target( new_bounty_target );
|
|
|
|
/* Send this new data */
|
|
multi_send_bounty();
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void
|
|
multi_do_cloak(char *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[1]);
|
|
|
|
Assert(pnum < N_players);
|
|
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime64;
|
|
ai_do_cloak_stuff();
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(pnum);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_cloak(pnum);
|
|
}
|
|
|
|
void
|
|
multi_do_decloak(char *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[1]);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_decloak(pnum);
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_door_open(char *buf)
|
|
{
|
|
int segnum;
|
|
sbyte side;
|
|
segment *seg;
|
|
wall *w;
|
|
ubyte flag;
|
|
|
|
segnum = GET_INTEL_SHORT(buf + 1);
|
|
side = buf[3];
|
|
flag= buf[4];
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if (w->type == WALL_BLASTABLE)
|
|
{
|
|
if (!(w->flags & WALL_BLASTED))
|
|
{
|
|
wall_destroy(seg, side);
|
|
}
|
|
return;
|
|
}
|
|
else if (w->state != WALL_DOOR_OPENING)
|
|
{
|
|
wall_open_door(seg, side);
|
|
w->flags=flag;
|
|
}
|
|
else
|
|
w->flags=flag;
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_create_explosion(char *buf)
|
|
{
|
|
int pnum;
|
|
int count = 1;
|
|
|
|
pnum = buf[count++];
|
|
|
|
create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_controlcen_fire(char *buf)
|
|
{
|
|
vms_vector to_target;
|
|
char gun_num;
|
|
short objnum;
|
|
int count = 1;
|
|
|
|
memcpy(&to_target, buf+count, 12); count += 12;
|
|
#ifdef WORDS_BIGENDIAN // swap the vector to_target
|
|
to_target.x = (fix)INTEL_INT((int)to_target.x);
|
|
to_target.y = (fix)INTEL_INT((int)to_target.y);
|
|
to_target.z = (fix)INTEL_INT((int)to_target.z);
|
|
#endif
|
|
gun_num = buf[count]; count += 1;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_create_powerup(char *buf)
|
|
{
|
|
short segnum;
|
|
short objnum;
|
|
int my_objnum;
|
|
char pnum;
|
|
int count = 1;
|
|
vms_vector new_pos;
|
|
char powerup_type;
|
|
|
|
if (Endlevel_sequence || Control_center_destroyed)
|
|
return;
|
|
|
|
pnum = buf[count++];
|
|
powerup_type = buf[count++];
|
|
segnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index)) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
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;
|
|
my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
|
|
|
|
if (my_objnum < 0) {
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(my_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
Objects[my_objnum].pos = new_pos;
|
|
|
|
vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
|
|
|
|
obj_relink(my_objnum, segnum);
|
|
|
|
map_objnum_local_to_remote(my_objnum, objnum, pnum);
|
|
|
|
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
|
|
|
|
#ifdef OLDPOWCAP
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[(int)powerup_type]++;
|
|
#else
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack((int)powerup_type))
|
|
PowerupsInMine[(int)(powerup_type-1)]+=4;
|
|
else
|
|
PowerupsInMine[(int)powerup_type]++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_do_play_sound(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
int sound_num = (int)(buf[2]);
|
|
fix volume = (int)(buf[3]) << 12;
|
|
|
|
if (!Players[pnum].connected)
|
|
return;
|
|
|
|
Assert(Players[pnum].objnum >= 0);
|
|
Assert(Players[pnum].objnum <= Highest_object_index);
|
|
|
|
digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
|
|
}
|
|
|
|
void
|
|
multi_do_score(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Non-terminal, see rob
|
|
return;
|
|
}
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING) {
|
|
int score;
|
|
score = GET_INTEL_INT(buf + 2);
|
|
newdemo_record_multi_score(pnum, score);
|
|
}
|
|
|
|
Players[pnum].score = GET_INTEL_INT(buf + 2);
|
|
|
|
multi_sort_kill_list();
|
|
}
|
|
|
|
void
|
|
multi_do_trigger(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
int trigger = (int)(buf[2]);
|
|
|
|
if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
|
|
{
|
|
Int3(); // Got trigger from illegal playernum
|
|
return;
|
|
}
|
|
if ((trigger < 0) || (trigger >= Num_triggers))
|
|
{
|
|
Int3(); // Illegal trigger number in multiplayer
|
|
return;
|
|
}
|
|
check_trigger_sub(trigger, pnum,0);
|
|
}
|
|
|
|
void multi_do_drop_marker (char *buf)
|
|
{
|
|
int i;
|
|
int pnum=(int)(buf[1]);
|
|
int mesnum=(int)(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];
|
|
|
|
MarkerPoint[(pnum*2)+mesnum]=position;
|
|
|
|
if (MarkerObject[(pnum*2)+mesnum] !=-1 && 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[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
|
|
strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
|
|
}
|
|
|
|
|
|
void multi_do_hostage_door_status(char *buf)
|
|
{
|
|
// Update hit point status of a door
|
|
|
|
int count = 1;
|
|
int wallnum;
|
|
fix hps;
|
|
|
|
wallnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
hps = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
|
|
{
|
|
Int3(); // Non-terminal, see Rob
|
|
return;
|
|
}
|
|
|
|
if (hps < Walls[wallnum].hps)
|
|
wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
|
|
}
|
|
|
|
void
|
|
multi_reset_stuff(void)
|
|
{
|
|
// A generic, emergency function to solve problems that crop up
|
|
// when a player exits quick-out from the game because of a
|
|
// connection loss. Fixes several weird bugs!
|
|
|
|
dead_player_end();
|
|
|
|
Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
|
|
|
|
Dead_player_camera = 0;
|
|
Endlevel_sequence = 0;
|
|
reset_rear_view();
|
|
}
|
|
|
|
void
|
|
multi_reset_player_object(object *objp)
|
|
{
|
|
int i;
|
|
|
|
//Init physics for a non-console player
|
|
|
|
Assert(objp >= Objects);
|
|
Assert(objp <= Objects+Highest_object_index);
|
|
Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
|
|
|
|
vm_vec_zero(&objp->mtype.phys_info.velocity);
|
|
vm_vec_zero(&objp->mtype.phys_info.thrust);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotvel);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotthrust);
|
|
objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
|
|
objp->mtype.phys_info.mass = Player_ship->mass;
|
|
objp->mtype.phys_info.drag = Player_ship->drag;
|
|
// objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
|
|
objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
|
|
|
|
//Init render info
|
|
|
|
objp->render_type = RT_POLYOBJ;
|
|
objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
|
|
objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
|
|
for (i=0;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(objp->id);
|
|
else
|
|
id = objp->id;
|
|
|
|
if (id == 0)
|
|
objp->rtype.pobj_info.alt_textures=0;
|
|
else {
|
|
Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
|
|
|
|
for (i=0;i<N_PLAYER_SHIP_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(char *buf, int len)
|
|
{
|
|
// Takes a bunch of messages, check them for validity,
|
|
// and pass them to multi_process_data.
|
|
|
|
int type, sub_len, bytes_processed = 0;
|
|
|
|
while( bytes_processed < len ) {
|
|
type = buf[bytes_processed];
|
|
|
|
if ( (type<0) || (type>MULTI_MAX_TYPE)) {
|
|
return;
|
|
}
|
|
sub_len = message_length[type];
|
|
|
|
Assert(sub_len > 0);
|
|
|
|
if ( (bytes_processed+sub_len) > len ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
multi_process_data(&buf[bytes_processed], sub_len);
|
|
bytes_processed += sub_len;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 2 : Functions that send communication messages to inform the other
|
|
// players of something we did.
|
|
//
|
|
|
|
void
|
|
multi_send_fire(void)
|
|
{
|
|
if (!Network_laser_fired)
|
|
return;
|
|
|
|
multibuf[0] = (char)MULTI_FIRE;
|
|
multibuf[1] = (char)Player_num;
|
|
multibuf[2] = (char)Network_laser_gun;
|
|
multibuf[3] = (char)Network_laser_level;
|
|
multibuf[4] = (char)Network_laser_flags;
|
|
multibuf[5] = (char)Network_laser_fired;
|
|
|
|
PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
|
|
|
|
multi_send_data(multibuf, 8, 0);
|
|
|
|
Network_laser_fired = 0;
|
|
}
|
|
|
|
void
|
|
multi_send_destroy_controlcen(int objnum, int player)
|
|
{
|
|
if (player == Player_num)
|
|
HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else if ((player > 0) && (player < N_players))
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
multibuf[0] = (char)MULTI_CONTROLCEN;
|
|
PUT_INTEL_SHORT(multibuf+1, objnum);
|
|
multibuf[3] = player;
|
|
multi_send_data(multibuf, 4, 1);
|
|
}
|
|
|
|
void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
|
|
{
|
|
int i;
|
|
|
|
if (player<N_players)
|
|
{
|
|
multibuf[0]=(char)MULTI_MARKER;
|
|
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 (i=0;i<40;i++)
|
|
multibuf[15+i]=text[i];
|
|
}
|
|
multi_send_data(multibuf, 55, 1);
|
|
}
|
|
|
|
void
|
|
multi_send_endlevel_start(int secret)
|
|
{
|
|
multibuf[0] = (char)MULTI_ENDLEVEL_START;
|
|
multibuf[1] = Player_num;
|
|
multibuf[2] = (char)secret;
|
|
|
|
if ((secret) && !multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
else if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
|
|
multi_send_data(multibuf, 3, 1);
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Players[Player_num].connected = CONNECT_ESCAPE_TUNNEL;
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_endlevel_packet();
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_endlevel_packet();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_endlevel_start\n");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_player_explode(char type)
|
|
{
|
|
int count = 0;
|
|
int i;
|
|
|
|
Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
|
|
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
multibuf[count++] = type;
|
|
multibuf[count++] = Player_num;
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
|
|
count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
|
|
count += 2;
|
|
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];
|
|
|
|
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];
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
|
|
count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
|
|
count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
|
|
count += 4;
|
|
|
|
multibuf[count++] = Net_create_loc;
|
|
|
|
Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
|
|
|
|
memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
|
|
|
|
for (i = 0; i < Net_create_loc; i++)
|
|
{
|
|
if (Net_create_objnums[i] <= 0) {
|
|
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((short)Net_create_objnums[i]);
|
|
}
|
|
|
|
Net_create_loc = 0;
|
|
|
|
if (count > message_length[MULTI_PLAYER_EXPLODE])
|
|
{
|
|
Int3(); // See Rob
|
|
}
|
|
|
|
multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 1);
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
multi_send_decloak();
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
extern ubyte Secondary_weapon_to_powerup[], Primary_weapon_to_powerup[];
|
|
extern int Proximity_dropped, Smartmines_dropped;
|
|
|
|
/*
|
|
* 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. Keep this for now in case we need it for better Multiplayer consistency to old versions of the game over IPX (which we just ignore for now)
|
|
*/
|
|
|
|
// Count the initial amount of Powerups in the level
|
|
void multi_powcap_count_powerups_in_mine(void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
PowerupsInMine[i]=0;
|
|
|
|
for (i=0;i<=Highest_object_index;i++)
|
|
{
|
|
if (Objects[i].type==OBJ_POWERUP)
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
PowerupsInMine[Objects[i].id]++;
|
|
if (multi_powerup_is_4pack(Objects[i].id))
|
|
PowerupsInMine[Objects[i].id-1]+=4;
|
|
#else
|
|
if (multi_powerup_is_4pack(Objects[i].id))
|
|
PowerupsInMine[Objects[i].id-1]+=4;
|
|
else
|
|
PowerupsInMine[Objects[i].id]++;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
// We want to drop something. Kill every Powerup which exceeds the level limit
|
|
void multi_powcap_cap_objects()
|
|
{
|
|
char type,flagtype;
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
|
|
Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
|
|
Proximity_dropped=0;
|
|
Smartmines_dropped=0;
|
|
|
|
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 & (1 << index))
|
|
{
|
|
con_printf(CON_VERBOSE,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
con_printf(CON_VERBOSE,"Killing a primary cuz there's too many! (%d)\n",type);
|
|
Players[Player_num].primary_weapon_flags&=(~(1 << index));
|
|
}
|
|
}
|
|
|
|
|
|
// Don't do the adjustment stuff for Hoard mode
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[2]/=4;
|
|
|
|
Players[Player_num].secondary_ammo[7]/=4;
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
if ((Game_mode & GM_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\n",type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
}
|
|
}
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[2]*=4;
|
|
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;
|
|
|
|
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 (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 & GM_CAPTURE)
|
|
{
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Adds players inventory to multi cap
|
|
void multi_powcap_adjust_cap_for_player(int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << 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].laser_level > MAX_LASER_LEVEL)
|
|
MaxPowerupsAllowed[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
MaxPowerupsAllowed[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
MaxPowerupsAllowed[POW_CLOAK]++;
|
|
|
|
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]++;
|
|
}
|
|
|
|
void multi_powcap_adjust_remote_cap(int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << index))
|
|
PowerupsInMine[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if ((Game_mode & GM_HOARD) && index==2)
|
|
continue;
|
|
|
|
if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
|
|
PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
|
|
else
|
|
PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
|
|
}
|
|
|
|
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
|
|
PowerupsInMine[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
PowerupsInMine[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
PowerupsInMine[POW_CLOAK]++;
|
|
|
|
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]++;
|
|
|
|
}
|
|
|
|
void
|
|
multi_send_message(void)
|
|
{
|
|
int loc = 0;
|
|
if (Network_message_reciever != -1)
|
|
{
|
|
multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
|
|
multibuf[loc] = (char)Player_num; loc += 1;
|
|
strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
|
|
multibuf[loc-1] = '\0';
|
|
multi_send_data(multibuf, loc, 0);
|
|
Network_message_reciever = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_reappear()
|
|
{
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
multibuf[0] = (char)MULTI_REAPPEAR;
|
|
PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
|
|
|
|
multi_send_data(multibuf, 3, 1);
|
|
PKilledFlags[Player_num]=0;
|
|
}
|
|
|
|
void
|
|
multi_send_position(int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
// this is unused in IPX - position is forced within net_ipx_do_frame()
|
|
if (multi_protocol == MULTI_PROTO_IPX)
|
|
return;
|
|
|
|
multibuf[count++] = (char)MULTI_POSITION;
|
|
multibuf[count++] = (char)Player_num;
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
|
|
count += sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, Objects+objnum, 1);
|
|
memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
|
|
count += 9;
|
|
memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
|
|
count += 14;
|
|
#endif
|
|
// send twice while first has priority so the next one will be attached to the next bigdata packet
|
|
multi_send_data(multibuf, count, 1);
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_kill(int objnum)
|
|
{
|
|
// I died, tell the world.
|
|
|
|
int killer_objnum;
|
|
int count = 0;
|
|
|
|
Assert(Objects[objnum].id == Player_num);
|
|
killer_objnum = Players[Player_num].killer_objnum;
|
|
|
|
multi_compute_kill(killer_objnum, objnum);
|
|
|
|
multibuf[0] = (char)MULTI_KILL; count += 1;
|
|
multibuf[1] = Player_num; count += 1;
|
|
if (killer_objnum > -1) {
|
|
short s; // do it with variable since INTEL_SHORT won't work on return val from function.
|
|
|
|
s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
|
|
PUT_INTEL_SHORT(multibuf+count, s);
|
|
}
|
|
else
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, -1);
|
|
multibuf[count+2] = (char)-1;
|
|
}
|
|
count += 3;
|
|
multi_send_data(multibuf, count, 1);
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
void
|
|
multi_send_remobj(int objnum)
|
|
{
|
|
// Tell the other guy to remove an object from his list
|
|
|
|
sbyte obj_owner;
|
|
short remote_objnum;
|
|
|
|
if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
if (PowerupsInMine[Objects[objnum].id]>0)
|
|
PowerupsInMine[Objects[objnum].id]--;
|
|
|
|
if (multi_powerup_is_4pack (Objects[objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[objnum].id-1]-=4;
|
|
}
|
|
#else
|
|
if (multi_powerup_is_4pack (Objects[objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[objnum].id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id]>0)
|
|
PowerupsInMine[Objects[objnum].id]--;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
multibuf[0] = (char)MULTI_REMOVE_OBJECT;
|
|
|
|
remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
|
|
|
|
multibuf[3] = obj_owner;
|
|
|
|
multi_send_data(multibuf, 4, 1);
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_quit(int why)
|
|
{
|
|
// I am quitting the game, tell the other guy the bad news.
|
|
|
|
Assert (why == MULTI_QUIT);
|
|
|
|
multibuf[0] = (char)why;
|
|
multibuf[1] = Player_num;
|
|
multi_send_data(multibuf, 2, 1);
|
|
|
|
}
|
|
|
|
void
|
|
multi_send_cloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_CLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 1);
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
void
|
|
multi_send_decloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_DECLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 1);
|
|
}
|
|
|
|
void
|
|
multi_send_door_open(int segnum, int side,ubyte flag)
|
|
{
|
|
// When we open a door make sure everyone else opens that door
|
|
|
|
multibuf[0] = MULTI_DOOR_OPEN;
|
|
PUT_INTEL_SHORT(multibuf+1, segnum );
|
|
multibuf[3] = (sbyte)side;
|
|
multibuf[4] = flag;
|
|
|
|
multi_send_data(multibuf, 5, 1);
|
|
}
|
|
|
|
extern void net_ipx_send_naked_packet (char *,short,int);
|
|
|
|
void multi_send_door_open_specific(int pnum,int 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);
|
|
|
|
multibuf[0] = MULTI_DOOR_OPEN;
|
|
PUT_INTEL_SHORT(multibuf+1, segnum);
|
|
multibuf[3] = (sbyte)side;
|
|
multibuf[4] = flag;
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_naked_packet(multibuf, 5, pnum);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct((ubyte *)multibuf, 5, pnum, 1);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_door_open_specific\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 3 : Functions that change or prepare the game for multiplayer use.
|
|
// Not including functions needed to syncronize or start the
|
|
// particular type of multiplayer game. Includes preparing the
|
|
// mines, player structures, etc.
|
|
|
|
void
|
|
multi_send_create_explosion(int pnum)
|
|
{
|
|
// Send all data needed to create a remote explosion
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
|
|
multibuf[count] = (sbyte)pnum; count += 1;
|
|
// -----------
|
|
// Total size = 2
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, to_goal, 12); count += 12;
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
multibuf[count] = (char)best_gun_num; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
// ------------
|
|
// Total = 16
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
|
|
{
|
|
// Create a powerup on a remote machine, used for remote
|
|
// placement of used powerups like missiles and cloaking
|
|
// powerups.
|
|
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
PowerupsInMine[powerup_type]++;
|
|
#else
|
|
if (multi_powerup_is_4pack(powerup_type))
|
|
PowerupsInMine[powerup_type-1]+=4;
|
|
else
|
|
PowerupsInMine[powerup_type]++;
|
|
#endif
|
|
}
|
|
|
|
multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = powerup_type; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
// -----------
|
|
// Total = 19
|
|
multi_send_data(multibuf, count, 1);
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
}
|
|
|
|
void
|
|
multi_send_play_sound(int sound_num, fix volume)
|
|
{
|
|
int count = 0;
|
|
multibuf[count] = MULTI_PLAY_SOUND; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (char)sound_num; count += 1;
|
|
multibuf[count] = (char)(volume >> 12); count += 1;
|
|
// -----------
|
|
// Total = 4
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_audio_taunt(int taunt_num)
|
|
{
|
|
return; // Taken out, awaiting sounds..
|
|
|
|
#if 0
|
|
int audio_taunts[4] = {
|
|
SOUND_CONTROL_CENTER_WARNING_SIREN,
|
|
SOUND_HOSTAGE_RESCUED,
|
|
SOUND_REFUEL_STATION_GIVING_FUEL,
|
|
SOUND_BAD_SELECTION
|
|
};
|
|
|
|
|
|
Assert(taunt_num >= 0);
|
|
Assert(taunt_num < 4);
|
|
|
|
digi_play_sample( audio_taunts[taunt_num], F1_0 );
|
|
multi_send_play_sound(audio_taunts[taunt_num], F1_0);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_score(void)
|
|
{
|
|
// Send my current score to all other players so it will remain
|
|
// synced.
|
|
int count = 0;
|
|
|
|
if (Game_mode & GM_MULTI_COOP) {
|
|
multi_sort_kill_list();
|
|
multibuf[count] = MULTI_SCORE; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_trigger(int triggernum)
|
|
{
|
|
// Send an even to trigger something in the mine
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_TRIGGER; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (ubyte)triggernum; count += 1;
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void
|
|
multi_send_hostage_door_status(int wallnum)
|
|
{
|
|
// Tell the other player what the hit point status of a hostage door
|
|
// should be
|
|
|
|
int count = 0;
|
|
|
|
Assert(Walls[wallnum].type == WALL_BLASTABLE);
|
|
|
|
multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
extern int Drop_afterburner_blob_flag;
|
|
int PhallicLimit=0;
|
|
int PhallicMan=-1;
|
|
|
|
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);
|
|
|
|
PhallicLimit=0;
|
|
PhallicMan=-1;
|
|
Drop_afterburner_blob_flag=0;
|
|
Bounty_target = 0;
|
|
multi_consistency_error(1);
|
|
|
|
for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
|
|
PKilledFlags[i]=0;
|
|
|
|
for (i = 0; i < NumNetPlayerPositions; i++)
|
|
{
|
|
if (i != Player_num)
|
|
Objects[Players[i].objnum].control_type = CT_REMOTE;
|
|
Objects[Players[i].objnum].movement_type = MT_PHYSICS;
|
|
multi_reset_player_object(&Objects[Players[i].objnum]);
|
|
Netgame.players[i].LastPacketTime = 0;
|
|
}
|
|
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
robot_controlled[i] = -1;
|
|
robot_agitation[i] = 0;
|
|
robot_fired[i] = 0;
|
|
}
|
|
|
|
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
multi_delete_extra_objects(); // Removes monsters from level
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
{
|
|
multi_set_robot_ai(); // Set all Robot AI to types we can cope with
|
|
}
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
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++)
|
|
{
|
|
int objnum;
|
|
|
|
if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
|
|
obj_delete(i);
|
|
if (objnum != -1)
|
|
{
|
|
Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
|
|
Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
|
|
Objects[objnum].rtype.vclip_info.framenum = 0;
|
|
Objects[objnum].mtype.phys_info.drag = 512; //1024;
|
|
Objects[objnum].mtype.phys_info.mass = F1_0;
|
|
vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Objects[i].type == OBJ_POWERUP)
|
|
{
|
|
if (Objects[i].id == POW_EXTRA_LIFE)
|
|
{
|
|
if (!(Netgame.AllowedItems & NETFLAG_DOINVUL))
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
else
|
|
{
|
|
Objects[i].id = POW_INVULNERABILITY;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
}
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
if (Objects[i].id == POW_INVULNERABILITY) {
|
|
if (inv_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOINVUL))) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
inv_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_CLOAK) {
|
|
if (cloak_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOCLOAK))) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
cloak_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_AFTERBURNER && !(Netgame.AllowedItems & NETFLAG_DOAFTERBURNER))
|
|
bash_to_shield (i,"afterburner");
|
|
if (Objects[i].id == POW_FUSION_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOFUSION))
|
|
bash_to_shield (i,"fusion");
|
|
if (Objects[i].id == POW_PHOENIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPHOENIX))
|
|
bash_to_shield (i,"phoenix");
|
|
|
|
if (Objects[i].id == POW_HELIX_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOHELIX))
|
|
bash_to_shield (i,"helix");
|
|
|
|
if (Objects[i].id == POW_MEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOMEGA))
|
|
bash_to_shield (i,"mega");
|
|
|
|
if (Objects[i].id == POW_SMARTBOMB_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSMART))
|
|
bash_to_shield (i,"smartmissile");
|
|
|
|
if (Objects[i].id == POW_GAUSS_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOGAUSS))
|
|
bash_to_shield (i,"gauss");
|
|
|
|
if (Objects[i].id == POW_VULCAN_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOVULCAN))
|
|
bash_to_shield (i,"vulcan");
|
|
|
|
if (Objects[i].id == POW_PLASMA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPLASMA))
|
|
bash_to_shield (i,"plasma");
|
|
|
|
if (Objects[i].id == POW_OMEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOOMEGA))
|
|
bash_to_shield (i,"omega");
|
|
|
|
if (Objects[i].id == POW_SUPER_LASER && !(Netgame.AllowedItems & NETFLAG_DOSUPERLASER))
|
|
bash_to_shield (i,"superlaser");
|
|
|
|
if (Objects[i].id == POW_PROXIMITY_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPROXIM))
|
|
bash_to_shield (i,"proximity");
|
|
|
|
// 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 (Objects[i].id == POW_PROXIMITY_WEAPON && (Game_mode & GM_HOARD))
|
|
bash_to_shield (i,"proximity");
|
|
|
|
if (Objects[i].id==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN) && !(Netgame.AllowedItems & NETFLAG_DOGAUSS)))
|
|
bash_to_shield(i,"vulcan ammo");
|
|
|
|
if (Objects[i].id == POW_SPREADFIRE_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSPREAD))
|
|
bash_to_shield (i,"spread");
|
|
if (Objects[i].id == POW_SMART_MINE && !(Netgame.AllowedItems & NETFLAG_DOSMARTMINE))
|
|
bash_to_shield (i,"smartmine");
|
|
if (Objects[i].id == POW_SMISSILE1_1 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
bash_to_shield (i,"flash");
|
|
if (Objects[i].id == POW_SMISSILE1_4 && !(Netgame.AllowedItems & NETFLAG_DOFLASH))
|
|
bash_to_shield (i,"flash");
|
|
if (Objects[i].id == POW_GUIDED_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
bash_to_shield (i,"guided");
|
|
if (Objects[i].id == POW_GUIDED_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOGUIDED))
|
|
bash_to_shield (i,"guided");
|
|
if (Objects[i].id == POW_EARTHSHAKER_MISSILE && !(Netgame.AllowedItems & NETFLAG_DOSHAKER))
|
|
bash_to_shield (i,"earth");
|
|
if (Objects[i].id == POW_MERCURY_MISSILE_1 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
bash_to_shield (i,"Mercury");
|
|
if (Objects[i].id == POW_MERCURY_MISSILE_4 && !(Netgame.AllowedItems & NETFLAG_DOMERCURY))
|
|
bash_to_shield (i,"Mercury");
|
|
if (Objects[i].id == POW_CONVERTER && !(Netgame.AllowedItems & NETFLAG_DOCONVERTER))
|
|
bash_to_shield (i,"Converter");
|
|
if (Objects[i].id == POW_AMMO_RACK && !(Netgame.AllowedItems & NETFLAG_DOAMMORACK))
|
|
bash_to_shield (i,"Ammo rack");
|
|
if (Objects[i].id == POW_HEADLIGHT && !(Netgame.AllowedItems & NETFLAG_DOHEADLIGHT))
|
|
bash_to_shield (i,"Headlight");
|
|
if (Objects[i].id == POW_LASER && !(Netgame.AllowedItems & NETFLAG_DOLASER))
|
|
bash_to_shield (i,"Laser powerup");
|
|
if (Objects[i].id == POW_HOMING_AMMO_1 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_HOMING_AMMO_4 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_QUAD_FIRE && !(Netgame.AllowedItems & NETFLAG_DOQUAD))
|
|
bash_to_shield (i,"Quad Lasers");
|
|
if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
|
|
bash_to_shield (i,"Blue flag");
|
|
if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
|
|
bash_to_shield (i,"Red flag");
|
|
}
|
|
}
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
init_hoard_data();
|
|
|
|
if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
|
|
multi_apply_goal_textures();
|
|
|
|
multi_sort_kill_list();
|
|
|
|
multi_show_player_list();
|
|
|
|
ConsoleObject->control_type = CT_FLYING;
|
|
|
|
reset_player_object();
|
|
|
|
}
|
|
|
|
int multi_level_sync(void)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
return net_ipx_level_sync();
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
return net_udp_level_sync();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_level_sync\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
int Goal_blue_segnum,Goal_red_segnum;
|
|
|
|
void multi_apply_goal_textures()
|
|
{
|
|
int i,j,tex;
|
|
segment *seg;
|
|
segment2 *seg2;
|
|
|
|
for (i=0; i <= Highest_segment_index; i++)
|
|
{
|
|
seg = &Segments[i];
|
|
seg2 = &Segment2s[i];
|
|
|
|
if (seg2->special==SEGMENT_IS_GOAL_BLUE)
|
|
{
|
|
|
|
Goal_blue_segnum = i;
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
tex=find_goal_texture (TMI_GOAL_HOARD);
|
|
else
|
|
tex=find_goal_texture (TMI_GOAL_BLUE);
|
|
|
|
if (tex>-1)
|
|
for (j = 0; j < 6; j++) {
|
|
int v;
|
|
seg->sides[j].tmap_num=tex;
|
|
for (v=0;v<4;v++)
|
|
seg->sides[j].uvls[v].l = i2f(100); //max out
|
|
}
|
|
|
|
seg2->static_light = i2f(100); //make static light bright
|
|
|
|
}
|
|
|
|
if (seg2->special==SEGMENT_IS_GOAL_RED)
|
|
{
|
|
Goal_red_segnum = i;
|
|
|
|
// Make both textures the same if Hoard mode
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
tex=find_goal_texture (TMI_GOAL_HOARD);
|
|
else
|
|
tex=find_goal_texture (TMI_GOAL_RED);
|
|
|
|
if (tex>-1)
|
|
for (j = 0; j < 6; j++) {
|
|
int v;
|
|
seg->sides[j].tmap_num=tex;
|
|
for (v=0;v<4;v++)
|
|
seg->sides[j].uvls[v].l = i2f(1000); //max out
|
|
}
|
|
|
|
seg2->static_light = i2f(100); //make static light bright
|
|
}
|
|
}
|
|
}
|
|
int find_goal_texture (ubyte t)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<NumTextures;i++)
|
|
if (TmapInfo[i].flags & t)
|
|
return i;
|
|
|
|
Int3(); // Hey, there is no goal texture for this PIG!!!!
|
|
// Edit bitmaps.tbl and designate two textures to be RED and BLUE
|
|
// goal textures
|
|
return (-1);
|
|
}
|
|
|
|
|
|
void multi_set_robot_ai(void)
|
|
{
|
|
// Go through the objects array looking for robots and setting
|
|
// them to certain supported types of NET AI behavior.
|
|
|
|
// int i;
|
|
//
|
|
// for (i = 0; i <= Highest_object_index; i++)
|
|
// {
|
|
// if (Objects[i].type == OBJ_ROBOT) {
|
|
// Objects[i].ai_info.REMOTE_OWNER = -1;
|
|
// if (Objects[i].ai_info.behavior == AIB_STATION)
|
|
// Objects[i].ai_info.behavior = AIB_NORMAL;
|
|
// }
|
|
// }
|
|
}
|
|
|
|
int multi_delete_extra_objects()
|
|
{
|
|
int i;
|
|
int nnp=0;
|
|
object *objp;
|
|
|
|
// Go through the object list and remove any objects not used in
|
|
// 'Anarchy!' games.
|
|
|
|
// This function also prints the total number of available multiplayer
|
|
// positions in this level, even though this should always be 8 or more!
|
|
|
|
objp = Objects;
|
|
for (i=0;i<=Highest_object_index;i++) {
|
|
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
|
|
nnp++;
|
|
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
|
|
;
|
|
else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
|
|
// 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);
|
|
obj_delete(i);
|
|
}
|
|
objp++;
|
|
}
|
|
|
|
return nnp;
|
|
}
|
|
|
|
// Returns 1 if player is Master/Host of this game
|
|
int multi_i_am_master(void)
|
|
{
|
|
// IPX has variable Hosts, but we might not want to continue this for newer protocols
|
|
if (multi_protocol == MULTI_PROTO_IPX)
|
|
{
|
|
int i;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return (Player_num == 0);
|
|
|
|
for (i = 0; i < Player_num; i++)
|
|
if (Players[i].connected)
|
|
return 0;
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
return (Player_num == 0);
|
|
}
|
|
}
|
|
|
|
// Returns the Player_num of Master/Host of this game
|
|
int multi_who_is_master(void)
|
|
{
|
|
// IPX has variable Hosts, but we might not want to continue this for newer protocols
|
|
if (multi_protocol == MULTI_PROTO_IPX)
|
|
{
|
|
int i;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return (Player_num == 0);
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if (Players[i].connected)
|
|
return i;
|
|
return Player_num;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void change_playernum_to( int new_Player_num )
|
|
{
|
|
// if (Player_num > -1)
|
|
// memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
if (Player_num > -1)
|
|
{
|
|
char *buf;
|
|
MALLOC(buf,char,CALLSIGN_LEN+1);
|
|
memcpy( buf, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
strcpy(Players[new_Player_num].callsign,buf);
|
|
d_free(buf);
|
|
}
|
|
|
|
Player_num = new_Player_num;
|
|
}
|
|
|
|
int multi_all_players_alive()
|
|
{
|
|
int i;
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (PKilledFlags[i] && Players[i].connected)
|
|
return (0);
|
|
}
|
|
return (1);
|
|
}
|
|
|
|
void multi_send_drop_weapon (int 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 (objp->id == 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
|
|
|
|
multibuf[count++]=(char)MULTI_DROP_WEAPON;
|
|
multibuf[count++]=(char)objp->id;
|
|
|
|
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)
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
PowerupsInMine[objp->id]++;
|
|
#else
|
|
if (multi_powerup_is_4pack(objp->id))
|
|
PowerupsInMine[objp->id-1]+=4;
|
|
else
|
|
PowerupsInMine[objp->id]++;
|
|
#endif
|
|
}
|
|
|
|
multi_send_data(multibuf, 12, 1);
|
|
}
|
|
|
|
void multi_do_drop_weapon (char *buf)
|
|
{
|
|
int pnum,ammo,objnum,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=(int)(buf[1]);
|
|
pnum = GET_INTEL_SHORT(buf + 2);
|
|
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 = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=-1)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
#ifdef OLDPOWCAP
|
|
PowerupsInMine[powerup_id]++;
|
|
#else
|
|
if (multi_powerup_is_4pack(powerup_id))
|
|
PowerupsInMine[powerup_id-1]+=4;
|
|
else
|
|
PowerupsInMine[powerup_id]++;
|
|
#endif
|
|
}
|
|
|
|
}
|
|
|
|
void multi_send_guided_info (object *miss,char done)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
multibuf[count++]=(char)MULTI_GUIDED;
|
|
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(multibuf, count, 0);
|
|
}
|
|
|
|
void multi_do_guided (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
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;
|
|
multibuf[0]=MULTI_STOLEN_ITEMS;
|
|
|
|
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(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_do_stolen_items (char *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_STOLEN_ITEMS;i++)
|
|
{
|
|
Stolen_items[i]=buf[i+1];
|
|
}
|
|
}
|
|
|
|
void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
|
|
{
|
|
int count=0;
|
|
multibuf[count]=MULTI_WALL_STATUS; count++;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
|
|
multibuf[count]=type; count++;
|
|
multibuf[count]=flags; count++;
|
|
multibuf[count]=state; count++;
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_send_wall_status_specific (int 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);
|
|
|
|
multibuf[count]=MULTI_WALL_STATUS; count++;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
|
|
multibuf[count]=type; count++;
|
|
multibuf[count]=flags; count++;
|
|
multibuf[count]=state; count++;
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
|
|
net_ipx_send_naked_packet(multibuf, count,pnum);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct((ubyte *)multibuf, count, pnum, 1);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_wall_status_specific\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void multi_do_wall_status (char *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);
|
|
}
|
|
}
|
|
|
|
void multi_send_jason_cheat (int num)
|
|
{
|
|
num=num;
|
|
return;
|
|
}
|
|
|
|
void multi_send_kill_goal_counts()
|
|
{
|
|
int i,count=1;
|
|
multibuf[0]=MULTI_KILLGOALS;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
*(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
|
|
count++;
|
|
}
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_do_kill_goal_counts(char *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;
|
|
|
|
multibuf[0]=MULTI_HEARTBEAT;
|
|
PUT_INTEL_INT(multibuf+1, ThisLevelTime);
|
|
multi_send_data(multibuf, 5, 0);
|
|
}
|
|
|
|
void multi_do_heartbeat (char *buf)
|
|
{
|
|
fix num;
|
|
|
|
num = GET_INTEL_INT(buf + 1);
|
|
|
|
ThisLevelTime=num;
|
|
}
|
|
|
|
void multi_check_for_killgoal_winner ()
|
|
{
|
|
int i,best=0,bestnum=0;
|
|
object *objp;
|
|
|
|
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!",Players[bestnum].callsign,best);
|
|
|
|
HUD_init_message(HM_MULTI, "The control center has been destroyed!");
|
|
|
|
objp=obj_find_first_of_type (OBJ_CNTRLCEN);
|
|
net_destroy_controlcen (objp);
|
|
}
|
|
|
|
extern fix64 Seismic_disturbance_start_time;
|
|
extern fix64 Seismic_disturbance_end_time;
|
|
|
|
// Sync our seismic time with other players
|
|
// IPX expects BULLSHIT here: Seismic_disturbance_start/end_time is based on GameTime64 which is never synced between players. If everyone starts at the same time this might be fine, but will not work for latecomers! So for all other protocols just send the duration (this packet is sent when Seismic_disturbance_start_time == GameTime64) and let them calculate on their own!
|
|
void multi_send_seismic (fix64 t1,fix64 t2)
|
|
{
|
|
int count=1;
|
|
|
|
multibuf[0]=MULTI_SEISMIC;
|
|
if (MULTI_PROTO_IPX)
|
|
{
|
|
PUT_INTEL_INT(multibuf+count, t1); count+=(sizeof(fix));
|
|
PUT_INTEL_INT(multibuf+count, t2); count+=(sizeof(fix));
|
|
}
|
|
else
|
|
{
|
|
PUT_INTEL_INT(multibuf+count, 0); count+=(sizeof(fix));
|
|
PUT_INTEL_INT(multibuf+count, ((fix)t2-t1)); count+=(sizeof(fix));
|
|
}
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_do_seismic (char *buf)
|
|
{
|
|
if (MULTI_PROTO_IPX)
|
|
{
|
|
Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
|
|
Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
|
|
}
|
|
else
|
|
{
|
|
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 (int segnum,ubyte val)
|
|
{
|
|
int count=1,i;
|
|
multibuf[0]=MULTI_LIGHT;
|
|
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(multibuf, count, 1);
|
|
}
|
|
void multi_send_light_specific (int pnum,int segnum,ubyte val)
|
|
{
|
|
int count=1,i;
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
// Assert (pnum>-1 && pnum<N_players);
|
|
|
|
multibuf[0]=MULTI_LIGHT;
|
|
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;
|
|
}
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_naked_packet(multibuf, count, pnum);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct((ubyte *)multibuf, count, pnum, 1);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_light_specific\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void multi_do_light (char *buf)
|
|
{
|
|
int i, seg;
|
|
ubyte sides=*(char *)(buf+5);
|
|
|
|
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)));
|
|
}
|
|
}
|
|
}
|
|
|
|
void multi_do_flags (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
uint flags;
|
|
|
|
flags = GET_INTEL_INT(buf + 2);
|
|
if (pnum!=Player_num)
|
|
Players[(int)pnum].flags=flags;
|
|
}
|
|
|
|
void multi_send_flags (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_FLAGS;
|
|
multibuf[1]=pnum;
|
|
PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
|
|
|
|
multi_send_data(multibuf, 6, 1);
|
|
}
|
|
|
|
void multi_send_drop_blobs (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_DROP_BLOB;
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data(multibuf, 2, 0);
|
|
}
|
|
|
|
void multi_do_drop_blob (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
|
|
}
|
|
|
|
void multi_send_powcap_update ()
|
|
{
|
|
int i;
|
|
|
|
|
|
multibuf[0]=MULTI_POWCAP_UPDATE;
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
multibuf[i+1]=MaxPowerupsAllowed[i];
|
|
|
|
multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
|
|
}
|
|
void multi_do_powcap_update (char *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
if (buf[i+1]>MaxPowerupsAllowed[i])
|
|
MaxPowerupsAllowed[i]=buf[i+1];
|
|
}
|
|
|
|
extern active_door ActiveDoors[];
|
|
extern int Num_open_doors; // Number of open doors
|
|
|
|
|
|
#if 0 // never used...
|
|
void multi_send_active_door (int i)
|
|
{
|
|
int count;
|
|
|
|
multibuf[0]=MULTI_ACTIVE_DOOR;
|
|
multibuf[1]=i;
|
|
multibuf[2]=Num_open_doors;
|
|
count = 3;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
|
|
count += sizeof(active_door);
|
|
#else
|
|
PUT_INTEL_INT(multibuf + count, ActiveDoors[i].n_parts); count += 4;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].front_wallnum[0]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].front_wallnum[1]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].back_wallnum[0]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].back_wallnum[1]); count += 2;
|
|
PUT_INTEL_INT(multibuf + count, ActiveDoors[i].time); count += 4;
|
|
#endif
|
|
multi_send_data (multibuf,count,1);
|
|
}
|
|
#endif // 0 (never used)
|
|
|
|
void multi_do_active_door (char *buf)
|
|
{
|
|
char i = multibuf[1];
|
|
Num_open_doors = buf[2];
|
|
|
|
memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
|
|
#ifdef WORDS_BIGENDIAN
|
|
{
|
|
active_door *ad = &ActiveDoors[(int)i];
|
|
ad->n_parts = INTEL_INT(ad->n_parts);
|
|
ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
|
|
ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
|
|
ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
|
|
ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
|
|
ad->time = INTEL_INT(ad->time);
|
|
}
|
|
#endif //WORDS_BIGENDIAN
|
|
}
|
|
|
|
void multi_send_sound_function (char whichfunc, char sound)
|
|
{
|
|
int count=0;
|
|
|
|
multibuf[0]=MULTI_SOUND_FUNCTION; 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 (multibuf,4,0);
|
|
}
|
|
|
|
#define AFTERBURNER_LOOP_START 20098
|
|
#define AFTERBURNER_LOOP_END 25776
|
|
|
|
void multi_do_sound_function (char *buf)
|
|
{
|
|
// for afterburner
|
|
|
|
char pnum,whichfunc;
|
|
int sound;
|
|
|
|
if (Players[Player_num].connected!=CONNECT_PLAYING)
|
|
return;
|
|
|
|
pnum=buf[1];
|
|
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 (char pnum)
|
|
{
|
|
Assert (Game_mode & GM_CAPTURE);
|
|
|
|
multibuf[0]=MULTI_CAPTURE_BONUS;
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_do_capture_bonus (multibuf);
|
|
}
|
|
void multi_send_orb_bonus (char pnum)
|
|
{
|
|
Assert (Game_mode & GM_HOARD);
|
|
|
|
multibuf[0]=MULTI_ORB_BONUS;
|
|
multibuf[1]=pnum;
|
|
multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
|
|
|
|
multi_send_data (multibuf,3,1);
|
|
multi_do_orb_bonus (multibuf);
|
|
}
|
|
void multi_do_capture_bonus(char *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
char pnum=buf[1];
|
|
int TheGoal;
|
|
|
|
if (pnum==Player_num)
|
|
HUD_init_message(HM_MULTI, "You have Scored!");
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has Scored!",Players[(int)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(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!",Players[(int)pnum].callsign);
|
|
|
|
HUD_init_message(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();
|
|
}
|
|
|
|
int GetOrbBonus (char num)
|
|
{
|
|
int bonus;
|
|
|
|
bonus=num*(num+1)/2;
|
|
return (bonus);
|
|
}
|
|
|
|
void multi_do_orb_bonus(char *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
char pnum=buf[1];
|
|
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!",Players[(int)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!",Players[(int)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(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!",Players[(int)pnum].callsign);
|
|
|
|
HUD_init_message(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 (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_GOT_FLAG;
|
|
multibuf[1]=pnum;
|
|
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
int SoundHacked=0;
|
|
digi_sound ReversedSound;
|
|
|
|
void multi_send_got_orb (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_GOT_ORB;
|
|
multibuf[1]=pnum;
|
|
|
|
digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
void multi_do_got_flag (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
|
|
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!",Players[(int)pnum].callsign);
|
|
}
|
|
void multi_do_got_orb (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
|
|
Assert (Game_mode & GM_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!",Players[(int)pnum].callsign);
|
|
}
|
|
|
|
|
|
void DropOrb ()
|
|
{
|
|
int objnum,seed;
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Int3(); // How did we get here? Get Leighton!
|
|
|
|
if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
|
|
{
|
|
HUD_init_message(HM_MULTI, "No orbs to drop!");
|
|
return;
|
|
}
|
|
|
|
seed = d_rand();
|
|
|
|
objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
|
|
|
|
if (objnum<0)
|
|
return;
|
|
|
|
HUD_init_message(HM_MULTI, "Orb dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
if ((Game_mode & GM_HOARD) && objnum>-1)
|
|
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 objnum,seed;
|
|
|
|
if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
|
|
return;
|
|
if (Game_mode & GM_HOARD)
|
|
{
|
|
DropOrb();
|
|
return;
|
|
}
|
|
|
|
if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message(HM_MULTI, "No flag to drop!");
|
|
return;
|
|
}
|
|
|
|
|
|
HUD_init_message(HM_MULTI, "Flag dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
seed = d_rand();
|
|
|
|
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 & GM_CAPTURE) && objnum>-1)
|
|
multi_send_drop_flag(objnum,seed);
|
|
|
|
Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
|
|
|
|
void multi_send_drop_flag (int objnum,int seed)
|
|
{
|
|
object *objp;
|
|
int count=0;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
multibuf[count++]=(char)MULTI_DROP_FLAG;
|
|
multibuf[count++]=(char)objp->id;
|
|
|
|
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 & GM_HOARD))
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[objp->id]++;
|
|
|
|
multi_send_data(multibuf, 12, 1);
|
|
}
|
|
|
|
void multi_do_drop_flag (char *buf)
|
|
{
|
|
int pnum,ammo,objnum,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=buf[1];
|
|
pnum = GET_INTEL_SHORT(buf + 2);
|
|
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 = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=-1)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[powerup_id]++;
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
}
|
|
|
|
#define POWERUPADJUSTS 5
|
|
int PowerupAdjustMapping[]={11,19,39,41,44};
|
|
|
|
int multi_powerup_is_4pack (int id)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<POWERUPADJUSTS;i++)
|
|
if (id==PowerupAdjustMapping[i])
|
|
return (1);
|
|
return (0);
|
|
}
|
|
|
|
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 & GM_CAPTURE))
|
|
return (0);
|
|
if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
|
|
return (0);
|
|
|
|
return (1);
|
|
}
|
|
|
|
void multi_send_finish_game ()
|
|
{
|
|
multibuf[0]=MULTI_FINISH_GAME;
|
|
multibuf[1]=Player_num;
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
}
|
|
|
|
|
|
extern void do_final_boss_hacks();
|
|
void multi_do_finish_game (char *buf)
|
|
{
|
|
if (buf[0]!=MULTI_FINISH_GAME)
|
|
return;
|
|
|
|
if (Current_level_num!=Last_level)
|
|
return;
|
|
|
|
do_final_boss_hacks();
|
|
}
|
|
|
|
void multi_send_trigger_specific (char pnum,char trig)
|
|
{
|
|
multibuf[0] = MULTI_START_TRIGGER;
|
|
multibuf[1] = trig;
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_IPX
|
|
case MULTI_PROTO_IPX:
|
|
net_ipx_send_naked_packet(multibuf, 2, pnum);
|
|
break;
|
|
#endif
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct((ubyte *)multibuf, 2, pnum, 1);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_trigger_specific\n");
|
|
break;
|
|
}
|
|
}
|
|
void multi_do_start_trigger (char *buf)
|
|
{
|
|
Triggers[(int)buf[1]].flags |=TF_DISABLED;
|
|
}
|
|
|
|
extern char *RankStrings[];
|
|
|
|
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()]);
|
|
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
|
|
Netgame.players[Player_num].rank=GetMyNetRanking();
|
|
}
|
|
}
|
|
write_player_file();
|
|
}
|
|
|
|
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()]);
|
|
|
|
}
|
|
write_player_file();
|
|
|
|
}
|
|
|
|
void multi_send_ranking ()
|
|
{
|
|
multibuf[0]=(char)MULTI_RANK;
|
|
multibuf[1]=(char)Player_num;
|
|
multibuf[2]=(char)GetMyNetRanking();
|
|
|
|
multi_send_data (multibuf,3,1);
|
|
}
|
|
|
|
void multi_do_ranking (char *buf)
|
|
{
|
|
char rankstr[20];
|
|
char pnum=buf[1];
|
|
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!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
|
|
}
|
|
|
|
void multi_quick_sound_hack (int num)
|
|
{
|
|
int length,i;
|
|
num = digi_xlat_sound(num);
|
|
length=GameSounds[num].length;
|
|
ReversedSound.data=(ubyte *)d_malloc (length);
|
|
ReversedSound.length=length;
|
|
|
|
for (i=0;i<length;i++)
|
|
ReversedSound.data[i]=GameSounds[num].data[length-i-1];
|
|
|
|
SoundHacked=1;
|
|
}
|
|
|
|
void multi_send_play_by_play (int num,int spnum,int dpnum)
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
return;
|
|
|
|
return;
|
|
multibuf[0]=MULTI_PLAY_BY_PLAY;
|
|
multibuf[1]=(char)num;
|
|
multibuf[2]=(char)spnum;
|
|
multibuf[3]=(char)dpnum;
|
|
multi_send_data (multibuf,4,1);
|
|
multi_do_play_by_play (multibuf);
|
|
}
|
|
|
|
void multi_do_play_by_play (char *buf)
|
|
{
|
|
int whichplay=buf[1];
|
|
int spnum=buf[2];
|
|
int dpnum=buf[3];
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
Int3(); // Get Leighton, something bad has happened.
|
|
return;
|
|
}
|
|
|
|
switch (whichplay)
|
|
{
|
|
case 0: // Smacked!
|
|
HUD_init_message(HM_MULTI, "Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
|
|
break;
|
|
case 1: // Spanked!
|
|
HUD_init_message(HM_MULTI, "Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
// 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(object *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->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(killer->id)) // 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;
|
|
|
|
/* Add opcode and target ID */
|
|
multibuf[0] = MULTI_DO_BOUNTY;
|
|
multibuf[1] = (char)Bounty_target;
|
|
|
|
/* Send data */
|
|
multi_send_data( multibuf, 2, 1 );
|
|
}
|
|
|
|
void multi_do_bounty( char *buf )
|
|
{
|
|
/* New target! */
|
|
multi_new_bounty_target( buf[1] );
|
|
}
|
|
|
|
void multi_new_bounty_target( int 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 ),
|
|
Players[Bounty_target].callsign );
|
|
|
|
digi_play_sample( SOUND_BUDDY_MET_GOAL, F1_0 * 2 );
|
|
}
|
|
|
|
///
|
|
/// CODE TO LOAD HOARD DATA
|
|
///
|
|
|
|
int HoardEquipped()
|
|
{
|
|
static int checked=-1;
|
|
|
|
if (checked==-1)
|
|
{
|
|
if (cfexist("hoard.ham"))
|
|
checked=1;
|
|
else
|
|
checked=0;
|
|
}
|
|
return (checked);
|
|
}
|
|
|
|
void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
|
|
{
|
|
bm->bm_x = bm->bm_y = 0;
|
|
bm->bm_w = bm->bm_rowsize = w;
|
|
bm->bm_h = h;
|
|
bm->bm_type = BM_LINEAR;
|
|
bm->bm_flags = flags;
|
|
bm->bm_data = data;
|
|
bm->bm_handle = 0;
|
|
bm->avg_color = 0;
|
|
}
|
|
|
|
grs_bitmap Orb_icons[2];
|
|
|
|
int Hoard_goal_eclip;
|
|
|
|
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;
|
|
ubyte palette[256*3];
|
|
CFILE *ifile;
|
|
int i,save_pos;
|
|
extern int Num_bitmap_files,Num_effects,Num_sound_files;
|
|
|
|
ifile = PHYSFSX_openReadBuffered("hoard.ham");
|
|
if (ifile == NULL)
|
|
Error("can't open <hoard.ham>");
|
|
|
|
n_orb_frames = cfile_read_short(ifile);
|
|
orb_w = cfile_read_short(ifile);
|
|
orb_h = cfile_read_short(ifile);
|
|
save_pos = cftell(ifile);
|
|
cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
|
|
n_goal_frames = cfile_read_short(ifile);
|
|
cfseek(ifile,save_pos,SEEK_SET);
|
|
|
|
if (first_time) {
|
|
ubyte *bitmap_data;
|
|
int bitmap_num=Num_bitmap_files;
|
|
|
|
//Allocate memory for bitmaps
|
|
MALLOC( bitmap_data, 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;
|
|
init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
|
|
bitmap_data += 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] = TmapInfo[find_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;
|
|
init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
|
|
bitmap_data += 64*64;
|
|
bitmap_num++;
|
|
Assert(bitmap_num < MAX_BITMAP_FILES);
|
|
}
|
|
|
|
}
|
|
|
|
//Load and remap bitmap data for orb
|
|
cfread(palette,3,256,ifile);
|
|
for (i=0;i<n_orb_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
|
|
cfread(bm->bm_data,1,orb_w*orb_h,ifile);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for goal texture
|
|
cfile_read_short(ifile); //skip frame count
|
|
cfread(palette,3,256,ifile);
|
|
for (i=0;i<n_goal_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
|
|
cfread(bm->bm_data,1,64*64,ifile);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for HUD icons
|
|
for (i=0;i<2;i++) {
|
|
icon_w = cfile_read_short(ifile);
|
|
icon_h = cfile_read_short(ifile);
|
|
if (first_time) {
|
|
ubyte *bitmap_data;
|
|
MALLOC( bitmap_data, ubyte, icon_w*icon_h );
|
|
init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
|
|
}
|
|
cfread(palette,3,256,ifile);
|
|
cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
|
|
gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
|
|
}
|
|
|
|
if (first_time) {
|
|
|
|
//Load sounds for orb game
|
|
|
|
for (i=0;i<4;i++) {
|
|
int len;
|
|
|
|
len = cfile_read_int(ifile); //get 11k len
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_22K) {
|
|
cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
|
|
len = cfile_read_int(ifile); //get 22k len
|
|
}
|
|
|
|
GameSounds[Num_sound_files+i].length = len;
|
|
GameSounds[Num_sound_files+i].data = d_malloc(len);
|
|
cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
|
|
len = cfile_read_int(ifile); //get 22k len
|
|
cfseek(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];
|
|
}
|
|
}
|
|
|
|
cfclose(ifile);
|
|
|
|
first_time = 0;
|
|
}
|
|
|
|
#ifdef EDITOR
|
|
void save_hoard_data(void)
|
|
{
|
|
#define MAX_BITMAPS_PER_BRUSH 30
|
|
grs_bitmap * bm[MAX_BITMAPS_PER_BRUSH];
|
|
grs_bitmap icon;
|
|
int nframes;
|
|
ubyte palette[256*3];
|
|
PHYSFS_file *ofile;
|
|
int iff_error,i;
|
|
char *sounds[] = {"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");
|
|
|
|
iff_error = iff_read_animbrush("orb.abm",bm,MAX_BITMAPS_PER_BRUSH,&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, 3, 256);
|
|
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,MAX_BITMAPS_PER_BRUSH,&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, 3, 256);
|
|
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, 3, 256);
|
|
PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
|
|
}
|
|
|
|
for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
|
|
PHYSFS_file *ifile;
|
|
int size;
|
|
ubyte *buf;
|
|
|
|
ifile = PHYSFS_openRead(sounds[i]);
|
|
Assert(ifile != NULL);
|
|
size = PHYSFS_fileLength(ifile);
|
|
buf = d_malloc(size);
|
|
PHYSFS_read(ifile, buf, size, 1);
|
|
PHYSFS_writeULE32(ofile, size);
|
|
PHYSFS_write(ofile, buf, size, 1);
|
|
d_free(buf);
|
|
PHYSFS_close(ifile);
|
|
}
|
|
|
|
PHYSFS_close(ofile);
|
|
}
|
|
#endif
|
|
|
|
void
|
|
multi_process_data(char *buf, int len)
|
|
{
|
|
// Take an entire message (that has already been checked for validity,
|
|
// if necessary) and act on it.
|
|
|
|
int type;
|
|
len = len;
|
|
|
|
type = buf[0];
|
|
|
|
if (type > MULTI_MAX_TYPE)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
switch(type)
|
|
{
|
|
case MULTI_POSITION:
|
|
if (!Endlevel_sequence) multi_do_position(buf); break;
|
|
case MULTI_REAPPEAR:
|
|
if (!Endlevel_sequence) multi_do_reappear(buf); break;
|
|
case MULTI_FIRE:
|
|
if (!Endlevel_sequence) multi_do_fire(buf); break;
|
|
case MULTI_KILL:
|
|
multi_do_kill(buf); break;
|
|
case MULTI_REMOVE_OBJECT:
|
|
if (!Endlevel_sequence) multi_do_remobj(buf); break;
|
|
case MULTI_PLAYER_DROP:
|
|
case MULTI_PLAYER_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_player_explode(buf); break;
|
|
case MULTI_MESSAGE:
|
|
if (!Endlevel_sequence) multi_do_message(buf); break;
|
|
case MULTI_QUIT:
|
|
if (!Endlevel_sequence) multi_do_quit(buf); break;
|
|
case MULTI_BEGIN_SYNC:
|
|
break;
|
|
case MULTI_CONTROLCEN:
|
|
if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
|
|
case MULTI_POWCAP_UPDATE:
|
|
if (!Endlevel_sequence) multi_do_powcap_update(buf); break;
|
|
case MULTI_SOUND_FUNCTION:
|
|
multi_do_sound_function(buf); break;
|
|
case MULTI_MARKER:
|
|
if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
|
|
case MULTI_DROP_WEAPON:
|
|
if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
|
|
case MULTI_DROP_FLAG:
|
|
if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
|
|
case MULTI_GUIDED:
|
|
if (!Endlevel_sequence) multi_do_guided (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_HEARTBEAT:
|
|
if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
|
|
case MULTI_SEISMIC:
|
|
if (!Endlevel_sequence) multi_do_seismic (buf); break;
|
|
case MULTI_LIGHT:
|
|
if (!Endlevel_sequence) multi_do_light (buf); break;
|
|
case MULTI_KILLGOALS:
|
|
|
|
if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
|
|
case MULTI_ENDLEVEL_START:
|
|
if (!Endlevel_sequence) multi_do_escape(buf); break;
|
|
case MULTI_END_SYNC:
|
|
break;
|
|
case MULTI_CLOAK:
|
|
if (!Endlevel_sequence) multi_do_cloak(buf); break;
|
|
case MULTI_DECLOAK:
|
|
if (!Endlevel_sequence) multi_do_decloak(buf); break;
|
|
case MULTI_DOOR_OPEN:
|
|
if (!Endlevel_sequence) multi_do_door_open(buf); break;
|
|
case MULTI_CREATE_EXPLOSION:
|
|
if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
|
|
case MULTI_CONTROLCEN_FIRE:
|
|
if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
|
|
case MULTI_CREATE_POWERUP:
|
|
if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
|
|
case MULTI_PLAY_SOUND:
|
|
if (!Endlevel_sequence) multi_do_play_sound(buf); break;
|
|
case MULTI_CAPTURE_BONUS:
|
|
if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
|
|
case MULTI_ORB_BONUS:
|
|
if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
|
|
case MULTI_GOT_FLAG:
|
|
if (!Endlevel_sequence) multi_do_got_flag(buf); break;
|
|
case MULTI_GOT_ORB:
|
|
if (!Endlevel_sequence) multi_do_got_orb(buf); break;
|
|
case MULTI_PLAY_BY_PLAY:
|
|
if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
|
|
case MULTI_RANK:
|
|
if (!Endlevel_sequence) multi_do_ranking (buf); break;
|
|
case MULTI_FINISH_GAME:
|
|
multi_do_finish_game(buf); break; // do this one regardless of endsequence
|
|
case MULTI_ROBOT_CONTROLS:
|
|
break;
|
|
case MULTI_ROBOT_CLAIM:
|
|
if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
|
|
case MULTI_ROBOT_POSITION:
|
|
if (!Endlevel_sequence) multi_do_robot_position(buf); break;
|
|
case MULTI_ROBOT_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
|
|
case MULTI_ROBOT_RELEASE:
|
|
if (!Endlevel_sequence) multi_do_release_robot(buf); break;
|
|
case MULTI_ROBOT_FIRE:
|
|
if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
|
|
case MULTI_SCORE:
|
|
if (!Endlevel_sequence) multi_do_score(buf); break;
|
|
case MULTI_CREATE_ROBOT:
|
|
if (!Endlevel_sequence) multi_do_create_robot(buf); break;
|
|
case MULTI_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_trigger(buf); break;
|
|
case MULTI_START_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
|
|
case MULTI_FLAGS:
|
|
if (!Endlevel_sequence) multi_do_flags(buf); break;
|
|
case MULTI_DROP_BLOB:
|
|
if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
|
|
case MULTI_ACTIVE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_active_door(buf); break;
|
|
case MULTI_BOSS_ACTIONS:
|
|
if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
|
|
case MULTI_CREATE_ROBOT_POWERUPS:
|
|
if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
|
|
case MULTI_HOSTAGE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
|
|
case MULTI_DO_BOUNTY:
|
|
if( !Endlevel_sequence ) multi_do_bounty( buf ); break;
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
// Following functions convert object to object_rw and back. Mainly this is used for IPX backwards compability. However also for UDP this makes sense as object differs from object_rw mainly between fix/fix64-based timers. Those base on GameTime64 which is never synced between players so we set the times to something sane the clients can safely handle. IF object some day contains something useful clients should know about this should be changed.
|
|
// turn object to object_rw for sending
|
|
void multi_object_to_object_rw(object *obj, object_rw *obj_rw)
|
|
{
|
|
obj_rw->signature = obj->signature;
|
|
obj_rw->type = obj->type;
|
|
obj_rw->id = obj->id;
|
|
obj_rw->next = obj->next;
|
|
obj_rw->prev = obj->prev;
|
|
obj_rw->control_type = obj->control_type;
|
|
obj_rw->movement_type = obj->movement_type;
|
|
obj_rw->render_type = obj->render_type;
|
|
obj_rw->flags = obj->flags;
|
|
obj_rw->segnum = obj->segnum;
|
|
obj_rw->attached_obj = obj->attached_obj;
|
|
obj_rw->pos.x = obj->pos.x;
|
|
obj_rw->pos.y = obj->pos.y;
|
|
obj_rw->pos.z = obj->pos.z;
|
|
obj_rw->orient.rvec.x = obj->orient.rvec.x;
|
|
obj_rw->orient.rvec.y = obj->orient.rvec.y;
|
|
obj_rw->orient.rvec.z = obj->orient.rvec.z;
|
|
obj_rw->orient.fvec.x = obj->orient.fvec.x;
|
|
obj_rw->orient.fvec.y = obj->orient.fvec.y;
|
|
obj_rw->orient.fvec.z = obj->orient.fvec.z;
|
|
obj_rw->orient.uvec.x = obj->orient.uvec.x;
|
|
obj_rw->orient.uvec.y = obj->orient.uvec.y;
|
|
obj_rw->orient.uvec.z = obj->orient.uvec.z;
|
|
obj_rw->size = obj->size;
|
|
obj_rw->shields = obj->shields;
|
|
obj_rw->last_pos.x = obj->last_pos.x;
|
|
obj_rw->last_pos.y = obj->last_pos.y;
|
|
obj_rw->last_pos.z = obj->last_pos.z;
|
|
obj_rw->contains_type = obj->contains_type;
|
|
obj_rw->contains_id = obj->contains_id;
|
|
obj_rw->contains_count= obj->contains_count;
|
|
obj_rw->matcen_creator= obj->matcen_creator;
|
|
obj_rw->lifeleft = obj->lifeleft;
|
|
|
|
switch (obj_rw->movement_type)
|
|
{
|
|
case MT_PHYSICS:
|
|
obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
|
|
obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
|
|
obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
|
|
obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
|
|
obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
|
|
obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
|
|
obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
|
|
obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
|
|
obj_rw->mtype.phys_info.brakes = obj->mtype.phys_info.brakes;
|
|
obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
|
|
obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
|
|
obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
|
|
obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
|
|
obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
|
|
obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
|
|
obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
|
|
obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
|
|
obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
|
|
obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
|
|
break;
|
|
}
|
|
|
|
switch (obj_rw->control_type)
|
|
{
|
|
case CT_WEAPON:
|
|
obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
|
|
obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
|
|
obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature;
|
|
if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
|
|
obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
|
|
else
|
|
obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
|
|
obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
|
|
obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
|
|
obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
|
|
obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
|
|
obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
|
|
obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
|
|
obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
|
|
obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
|
|
break;
|
|
|
|
case CT_AI:
|
|
{
|
|
int i;
|
|
obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior;
|
|
for (i = 0; i < MAX_AI_FLAGS; i++)
|
|
obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
|
|
obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
|
|
obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
|
|
obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
|
|
obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
|
|
obj_rw->ctype.ai_info.dying_sound_playing = obj->ctype.ai_info.dying_sound_playing;
|
|
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 (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;
|
|
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 (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;
|
|
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.brakes = obj_rw->mtype.phys_info.brakes;
|
|
obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
|
|
obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
|
|
obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
|
|
obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
|
|
obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
|
|
obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
|
|
obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
|
|
obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
|
|
obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
|
|
obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
|
|
break;
|
|
}
|
|
|
|
switch (obj->control_type)
|
|
{
|
|
case CT_WEAPON:
|
|
obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
|
|
obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
|
|
obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature;
|
|
obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
|
|
obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
|
|
obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
|
|
obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
|
|
obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
|
|
obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
|
|
obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
|
|
obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
|
|
obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
|
|
break;
|
|
|
|
case CT_AI:
|
|
{
|
|
int i;
|
|
obj->ctype.ai_info.behavior = obj_rw->ctype.ai_info.behavior;
|
|
for (i = 0; i < MAX_AI_FLAGS; i++)
|
|
obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i];
|
|
obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment;
|
|
obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
|
|
obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
|
|
obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
|
|
obj->ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing;
|
|
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;
|
|
obj->ctype.ai_info.dying_start_time = obj_rw->ctype.ai_info.dying_start_time;
|
|
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;
|
|
obj->ctype.powerup_info.creation_time = obj_rw->ctype.powerup_info.creation_time;
|
|
obj->ctype.powerup_info.flags = obj_rw->ctype.powerup_info.flags;
|
|
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;
|
|
|
|
}
|
|
}
|
|
|