dxx-rebirth/main/network.c

5439 lines
146 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines for managing network play.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#define PATCH12
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "pstypes.h"
#include "strutil.h"
#include "args.h"
#include "timer.h"
#include "newmenu.h"
#include "key.h"
#include "gauges.h"
#include "object.h"
#include "error.h"
#include "laser.h"
#include "gamesave.h"
#include "gamemine.h"
#include "player.h"
#include "gameseq.h"
#include "fireball.h"
#include "network.h"
#include "game.h"
#include "multi.h"
#include "endlevel.h"
#include "palette.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "menu.h"
#include "sounds.h"
#include "text.h"
#include "kmatrix.h"
#include "newdemo.h"
#include "multibot.h"
#include "wall.h"
#include "bm.h"
#include "effects.h"
#include "physics.h"
#include "switch.h"
#include "automap.h"
#include "byteswap.h"
#include "netpkt.h"
#include "kconfig.h"
#include "playsave.h"
#include "cfile.h"
#include "gamefont.h"
#include "songs.h"
#include "netdrv.h"
// MWA -- these structures are aligned -- please save me sanity and
// headaches by keeping alignment if these are changed!!!! Contact
// me for info.
typedef struct endlevel_info {
ubyte type;
ubyte player_num;
sbyte connected;
ubyte seconds_left;
short kill_matrix[MAX_PLAYERS][MAX_PLAYERS];
short kills;
short killed;
} endlevel_info;
typedef struct endlevel_info_short {
ubyte type;
ubyte player_num;
sbyte connected;
ubyte seconds_left;
} endlevel_info_short;
// WARNING!!! This is the top part of netgame_info...if that struct changes,
// this struct much change as well. ie...they are aligned and the join system will
// not work without it.
// MWA if this structure changes -- please make appropriate changes to receive_netgame_info
// code for macintosh in netmisc.c
typedef struct lite_info {
ubyte type;
int Security;
char game_name[NETGAME_NAME_LEN+1];
char mission_title[MISSION_NAME_LEN+1];
char mission_name[9];
int levelnum;
ubyte gamemode;
ubyte RefusePlayers;
ubyte difficulty;
ubyte game_status;
ubyte numplayers;
ubyte max_numplayers;
ubyte numconnected;
ubyte game_flags;
ubyte protocol_version;
ubyte version_major;
ubyte version_minor;
ubyte team_vector;
} __pack__ lite_info;
#define NETGAME_INFO_SIZE sizeof(netgame_info)
#define ALLNETPLAYERSINFO_SIZE sizeof(AllNetPlayers_info)
#define LITE_INFO_SIZE sizeof(lite_info)
#define SEQUENCE_PACKET_SIZE sizeof(sequence_packet)
#define FRAME_INFO_SIZE sizeof(frame_info)
#define IPX_SHORT_INFO_SIZE sizeof(short_frame_info)
netgame_info Active_games[MAX_ACTIVE_NETGAMES];
AllNetPlayers_info ActiveNetPlayers[MAX_ACTIVE_NETGAMES];
AllNetPlayers_info *TempPlayersInfo,TempPlayersBase;
int NamesInfoSecurity=-1;
// MWAnetgame_info *TempNetInfo;
netgame_info TempNetInfo;
extern void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
extern void multi_send_kill_goal_counts();
extern int newmenu_dotiny( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
void network_process_naked_pdata (char *,int);
extern void multi_send_robot_controls(char);
void network_flush();
void network_listen();
void network_update_netgame();
void network_check_for_old_version(char pnum);
void network_send_objects();
void network_send_rejoin_sync(int player_num);
void network_send_game_info(sequence_packet *their);
void network_send_endlevel_short_sub(int from_player_num, int to_player);
void network_read_sync_packet(netgame_info * sp, int rsinit);
int network_wait_for_playerinfo();
void network_process_pdata(char *data);
void network_read_object_packet(ubyte *data );
void network_read_endlevel_packet(ubyte *data );
void network_read_endlevel_short_packet(ubyte *data );
void network_ping(ubyte flat, int pnum);
void network_handle_ping_return(ubyte pnum);
void network_process_names_return(ubyte *data);
void network_send_player_names(sequence_packet *their);
void network_more_game_options();
void network_count_powerups_in_mine();
int network_wait_for_all_info(int choice);
void network_AdjustMaxDataSize();
void network_do_big_wait(int choice);
void network_send_extras();
void network_read_pdata_packet(ubyte *data);
void network_read_pdata_short_packet(short_frame_info *pd);
void ClipRank(ubyte *rank);
void DoRefuseStuff(sequence_packet *their);
int GetNewPlayerNumber(sequence_packet *their);
void SetAllAllowablesTo(int on);
int show_game_stats(int choice);
int num_active_games = 0;
int PacketsPerSec=10;
int MaxXDataSize=NET_XDATA_SIZE;
int Network_debug=0;
int Network_active=0;
int Network_status = 0;
int Network_games_changed = 0;
int Network_allow_socket_changes = 1;
int NetSecurityFlag=NETSECURITY_OFF;
int NetSecurityNum=0;
int Network_sending_extras=0;
int VerifyPlayerJoined=-1;
int Player_joining_extras=-1; // This is so we know who to send 'latecomer' packets to.
// We could just send updates to everyone but that kills the sender!
// For rejoin object syncing
int Network_rejoined = 0; // Did WE rejoin this game?
int Network_new_game = 0; // Is this the first level of a new game?
int Network_send_objects = 0; // Are we in the process of sending objects to a player?
int Network_send_objnum = -1; // What object are we sending next?
int Network_player_added = 0; // Is this a new player or a returning player?
int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic?
sequence_packet Network_player_rejoining; // Who is rejoining now?
fix LastPacketTime[MAX_PLAYERS]; // For timeouts of idle/crashed players
int PacketUrgent = 0;
int NetGameType=0;
int TotalMissedPackets=0,TotalPacketsGot=0;
frame_info MySyncPack,UrgentSyncPack;
ubyte MySyncPackInitialized = 0; // Set to 1 if the MySyncPack is zeroed.
ushort my_segments_checksum = 0;
sequence_packet My_Seq;
char WantPlayersInfo=0;
char WaitingForPlayerInfo=0;
char *RankStrings[]={"(unpatched) ","Cadet ","Ensign ","Lieutenant ","Lt.Commander ",
"Commander ","Captain ","Vice Admiral ","Admiral ","Demigod "};
int IPX_Socket=0;
extern obj_position Player_init[MAX_PLAYERS];
extern int force_cockpit_redraw;
// reasons for a packet with type PID_DUMP
#define DUMP_CLOSED 0 // no new players allowed after game started
#define DUMP_FULL 1 // player cound maxed out
#define DUMP_ENDLEVEL 2
#define DUMP_DORK 3
#define DUMP_ABORTED 4
#define DUMP_CONNECTED 5 // never used
#define DUMP_LEVEL 6
#define DUMP_KICKED 7 // never used
extern ubyte Version_major,Version_minor;
extern ubyte SurfingNet;
extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
extern char PowerupsInMine[MAX_POWERUP_TYPES];
extern void multi_send_stolen_items();
int network_wait_for_snyc();
extern void multi_send_wall_status (int,ubyte,ubyte,ubyte);
extern void multi_send_wall_status_specific (int,int,ubyte,ubyte,ubyte);
extern void game_disable_cheats();
char IWasKicked=0;
#ifdef NETPROFILING
FILE *SendLogFile,*RecieveLogFile;
int TTSent[100],TTRecv[100];
#endif
extern int Final_boss_is_dead;
#define NETWORK_OEM 0x10
// ugly global fellows for the big wait in directIP connection
ubyte *Ext_server=NULL;
ubyte *Ext_node=NULL;
void
network_init(void)
{
// So you want to play a netgame, eh? Let's a get a few things straight
int t;
int save_pnum = Player_num;
game_disable_cheats();
IWasKicked=0;
Final_boss_is_dead=0;
NamesInfoSecurity=-1;
#ifdef NETPROFILING
OpenSendLog();
OpenRecieveLog();
#endif
for (t=0;t<MAX_POWERUP_TYPES;t++)
{
MaxPowerupsAllowed[t]=0;
PowerupsInMine[t]=0;
}
TotalMissedPackets=0; TotalPacketsGot=0;
memset(&Netgame, 0, sizeof(netgame_info));
memset(&NetPlayers,0,sizeof(AllNetPlayers_info));
memset(&My_Seq, 0, sizeof(sequence_packet));
My_Seq.type = PID_REQUEST;
memcpy(My_Seq.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
My_Seq.player.version_major=Version_major;
My_Seq.player.version_minor=Version_minor;
My_Seq.player.rank=GetMyNetRanking();
memcpy(My_Seq.player.network.ipx.node, NetDrvGetMyLocalAddress(), 6);
memcpy(My_Seq.player.network.ipx.server, NetDrvGetMyServerAddress(), 4 );
My_Seq.player.computer_type = DOS;
for (Player_num = 0; Player_num < MAX_NUM_NET_PLAYERS; Player_num++)
init_player_stats_game();
Player_num = save_pnum;
multi_new_game();
Network_new_game = 1;
Control_center_destroyed = 0;
network_flush();
Netgame.PacketsPerSec=10;
Netgame.ShortPackets=0;
}
int
network_i_am_master(void)
{
// I am the lowest numbered player in this game?
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;
}
int network_who_is_master(void)
{
// Who is the master of this game?
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;
}
int network_how_many_connected()
{
int num=0,i;
for (i = 0; i < N_players; i++)
if (Players[i].connected)
num++;
return (num);
}
#define ENDLEVEL_SEND_INTERVAL (F1_0*2)
#define ENDLEVEL_IDLE_TIME (F1_0*20)
void
network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem )
{
// Polling loop for End-of-level menu
static fix t1 = 0;
int i = 0;
int num_ready = 0;
int goto_secret = 0;
menus = menus;
citem = citem;
nitems = nitems;
key = key;
// Send our endlevel packet at regular intervals
if (timer_get_approx_seconds() > (t1+ENDLEVEL_SEND_INTERVAL))
{
network_send_endlevel_packet();
t1 = timer_get_approx_seconds();
}
network_listen();
for (i = 0; i < N_players; i++)
{
if ((Players[i].connected != 1) && (Players[i].connected != 5) && (Players[i].connected != 6))
num_ready++;
if (Players[i].connected == 4)
goto_secret = 1;
}
if (num_ready == N_players) // All players have checked in or are disconnected
{
if (goto_secret)
*key = -3;
else
*key = -2;
}
}
extern fix StartAbortMenuTime;
void
network_endlevel_poll3( int nitems, newmenu_item * menus, int * key, int citem )
{
// Polling loop for End-of-level menu
int num_ready=0,i;
menus = menus;
citem = citem;
nitems = nitems;
key = key;
if (timer_get_approx_seconds() > (StartAbortMenuTime+(F1_0 * 8)))
*key=-2;
network_listen();
for (i = 0; i < N_players; i++)
if ((Players[i].connected != 1) && (Players[i].connected != 5) && (Players[i].connected != 6))
num_ready++;
if (num_ready == N_players) // All players have checked in or are disconnected
*key = -2;
}
int
network_endlevel(int *secret)
{
// Do whatever needs to be done between levels
int i;
*secret=0;
//network_flush();
Network_status = NETSTAT_ENDLEVEL; // We are between levels
network_listen();
network_send_endlevel_packet();
for (i=0; i<N_players; i++)
{
LastPacketTime[i] = timer_get_approx_seconds();
}
network_send_endlevel_packet();
network_send_endlevel_packet();
MySyncPackInitialized = 0;
network_update_netgame();
return(0);
}
int
can_join_netgame(netgame_info *game,AllNetPlayers_info *people)
{
// Can this player rejoin a netgame in progress?
int i, num_players;
if (game->game_status == NETSTAT_STARTING)
return 1;
if (game->game_status != NETSTAT_PLAYING)
{
return 0;
}
if (game->version_major==0 && Version_major>0)
{
return (0);
}
if (game->version_major>0 && Version_major==0)
{
return (0);
}
// Game is in progress, figure out if this guy can re-join it
num_players = game->numplayers;
if (!(game->game_flags & NETGAME_FLAG_CLOSED)) {
// Look for player that is not connected
if (game->numconnected==game->max_numplayers)
return (2);
if (game->RefusePlayers)
return (3);
if (game->numplayers < game->max_numplayers)
return 1;
if (game->numconnected<num_players)
return 1;
}
if (people==NULL)
{
return 0;
}
// Search to see if we were already in this closed netgame in progress
for (i = 0; i < num_players; i++) {
if ( (!stricmp(Players[Player_num].callsign, people->players[i].callsign)) &&
(!memcmp(My_Seq.player.network.ipx.node, people->players[i].network.ipx.node, 6)) &&
(!memcmp(My_Seq.player.network.ipx.server, people->players[i].network.ipx.server, 4)) )
break;
}
if (i != num_players)
return 1;
return 0;
}
void
network_disconnect_player(int playernum)
{
// A player has disconnected from the net game, take whatever steps are
// necessary
if (playernum == Player_num)
{
Int3(); // Weird, see Rob
return;
}
Players[playernum].connected = 0;
NetPlayers.players[playernum].connected = 0;
if (VerifyPlayerJoined==playernum)
VerifyPlayerJoined=-1;
// create_player_appearance_effect(&Objects[Players[playernum].objnum]);
multi_make_player_ghost(playernum);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_disconnect(playernum);
multi_strip_robots(playernum);
if (playernum==0 && NetDrvType() == NETPROTO_UDP) // Host has left - Quit game!
{
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!");
Function_mode = FMODE_GAME;
multi_quit_game = 1;
multi_leave_menu = 1;
multi_reset_stuff();
Function_mode = FMODE_MENU;
}
}
void
network_new_player(sequence_packet *their)
{
int objnum;
int pnum;
pnum = their->player.connected;
Assert(pnum >= 0);
Assert(pnum < MaxNumNetPlayers);
objnum = Players[pnum].objnum;
if (Newdemo_state == ND_STATE_RECORDING) {
int new_player;
if (pnum == N_players)
new_player = 1;
else
new_player = 0;
newdemo_record_multi_connect(pnum, new_player, their->player.callsign);
}
memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1);
memcpy(NetPlayers.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1);
ClipRank (&their->player.rank);
NetPlayers.players[pnum].rank=their->player.rank;
NetPlayers.players[pnum].version_major=their->player.version_major;
NetPlayers.players[pnum].version_minor=their->player.version_minor;
network_check_for_old_version(pnum);
if ( (*(uint *)their->player.network.ipx.server) != 0 )
NetDrvGetLocalTarget( their->player.network.ipx.server, their->player.network.ipx.node, Players[pnum].net_address );
else
memcpy(Players[pnum].net_address, their->player.network.ipx.node, 6);
memcpy(NetPlayers.players[pnum].network.ipx.node, their->player.network.ipx.node, 6);
memcpy(NetPlayers.players[pnum].network.ipx.server, their->player.network.ipx.server, 4);
Players[pnum].n_packets_got = 0;
Players[pnum].connected = 1;
Players[pnum].net_kills_total = 0;
Players[pnum].net_killed_total = 0;
memset(kill_matrix[pnum], 0, MAX_PLAYERS*sizeof(short));
Players[pnum].score = 0;
Players[pnum].flags = 0;
Players[pnum].KillGoalCount=0;
if (pnum == N_players)
{
N_players++;
Netgame.numplayers = N_players;
}
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
ClipRank (&their->player.rank);
if (GameArg.MplNoRankings)
HUD_init_message("'%s' %s\n",their->player.callsign, TXT_JOINING);
else
HUD_init_message("%s'%s' %s\n",RankStrings[their->player.rank],their->player.callsign, TXT_JOINING);
multi_make_ghost_player(pnum);
multi_send_score();
multi_sort_kill_list();
}
char RefuseThisPlayer=0,WaitForRefuseAnswer=0,RefuseTeam;
char RefusePlayerName[12];
fix RefuseTimeLimit=0;
void network_welcome_player(sequence_packet *their)
{
// Add a player to a game already in progress
ubyte local_address[6];
int player_num;
int i;
WaitForRefuseAnswer=0;
if (HoardEquipped())
{
// If hoard game, and this guy isn't D2 Christmas (v1.2), dump him
if ((Game_mode & GM_HOARD) && ((their->player.version_minor & 0x0F)<2))
{
network_dump_player(their->player.network.ipx.server, their->player.network.ipx.node, DUMP_DORK);
return;
}
}
// Don't accept new players if we're ending this level. Its safe to
// ignore since they'll request again later
if ((Endlevel_sequence) || (Control_center_destroyed))
{
network_dump_player(their->player.network.ipx.server,their->player.network.ipx.node, DUMP_ENDLEVEL);
return;
}
if (Network_send_objects || Network_sending_extras)
{
// Ignore silently, we're already responding to someone and we can't
// do more than one person at a time. If we don't dump them they will
// re-request in a few seconds.
return;
}
if (their->player.connected != Current_level_num)
{
network_dump_player(their->player.network.ipx.server, their->player.network.ipx.node, DUMP_LEVEL);
return;
}
player_num = -1;
memset(&Network_player_rejoining, 0, sizeof(sequence_packet));
Network_player_added = 0;
if ( (*(uint *)their->player.network.ipx.server) != 0 )
NetDrvGetLocalTarget( their->player.network.ipx.server, their->player.network.ipx.node, local_address );
else
memcpy(local_address, their->player.network.ipx.node, 6);
for (i = 0; i < N_players; i++)
{
if ( (!stricmp(Players[i].callsign, their->player.callsign )) && (!memcmp(Players[i].net_address,local_address, 6)) )
{
player_num = i;
break;
}
}
if (player_num == -1)
{
// Player is new to this game
if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers))
{
// Add player in an open slot, game not full yet
player_num = N_players;
Network_player_added = 1;
}
else if (Netgame.game_flags & NETGAME_FLAG_CLOSED)
{
// Slots are open but game is closed
network_dump_player(their->player.network.ipx.server, their->player.network.ipx.node, DUMP_CLOSED);
return;
}
else
{
// Slots are full but game is open, see if anyone is
// disconnected and replace the oldest player with this new one
int oldest_player = -1;
fix oldest_time = timer_get_approx_seconds();
Assert(N_players == MaxNumNetPlayers);
for (i = 0; i < N_players; i++)
{
if ( (!Players[i].connected) && (LastPacketTime[i] < oldest_time))
{
oldest_time = LastPacketTime[i];
oldest_player = i;
}
}
if (oldest_player == -1)
{
// Everyone is still connected
network_dump_player(their->player.network.ipx.server, their->player.network.ipx.node, DUMP_FULL);
return;
}
else
{
// Found a slot!
player_num = oldest_player;
Network_player_added = 1;
}
}
}
else
{
// Player is reconnecting
if (Players[player_num].connected)
{
return;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_reconnect(player_num);
Network_player_added = 0;
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
if (GameArg.MplNoRankings)
HUD_init_message("'%s' %s", Players[player_num].callsign, TXT_REJOIN);
else
HUD_init_message("%s'%s' %s", RankStrings[NetPlayers.players[player_num].rank],Players[player_num].callsign, TXT_REJOIN);
}
Players[player_num].KillGoalCount=0;
// Send updated Objects data to the new/returning player
Network_player_rejoining = *their;
Network_player_rejoining.player.connected = player_num;
Network_send_objects = 1;
Network_send_objnum = -1;
network_send_objects();
}
int network_objnum_is_past(int objnum)
{
// determine whether or not a given object number has already been sent
// to a re-joining player.
int player_num = Network_player_rejoining.player.connected;
int obj_mode = !((object_owner[objnum] == -1) || (object_owner[objnum] == player_num));
if (!Network_send_objects)
return 0; // We're not sending objects to a new player
if (obj_mode > Network_send_object_mode)
return 0;
else if (obj_mode < Network_send_object_mode)
return 1;
else if (objnum < Network_send_objnum)
return 1;
else
return 0;
}
#define OBJ_PACKETS_PER_FRAME 1
extern void multi_send_active_door(char);
extern void multi_send_door_open_specific(int,int,int,ubyte);
void network_send_door_updates(int pnum)
{
// Send door status when new player joins
int i;
pnum=pnum;
// Assert (pnum>-1 && pnum<N_players);
for (i = 0; i < Num_walls; i++)
{
if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING) || (Walls[i].state == WALL_DOOR_OPEN)))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS))
multi_send_hostage_door_status(i);
else
multi_send_wall_status_specific(pnum,i,Walls[i].type,Walls[i].flags,Walls[i].state);
}
}
extern vms_vector MarkerPoint[];
void network_send_markers()
{
// send marker positions/text to new player
int i;
for (i = 0; i < N_players; i++)
{
if (MarkerObject[(i*2)]!=-1)
multi_send_drop_marker (i,MarkerPoint[(i*2)],0,MarkerMessage[i*2]);
if (MarkerObject[(i*2)+1]!=-1)
multi_send_drop_marker (i,MarkerPoint[(i*2)+1],1,MarkerMessage[(i*2)+1]);
}
}
void network_process_monitor_vector(int vector)
{
int i, j;
int count = 0;
segment *seg;
for (i=0; i <= Highest_segment_index; i++)
{
int tm, ec, bm;
seg = &Segments[i];
for (j = 0; j < 6; j++)
{
if ( ((tm = seg->sides[j].tmap_num2) != 0) &&
((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) &&
((bm = Effects[ec].dest_bm_num) != -1) )
{
if (vector & (1 << count))
{
seg->sides[j].tmap_num2 = bm | (tm&0xc000);
}
count++;
Assert(count < 32);
}
}
}
}
int network_create_monitor_vector(void)
{
int i, j, k;
int num_blown_bitmaps = 0;
int monitor_num = 0;
#define NUM_BLOWN_BITMAPS 20
int blown_bitmaps[NUM_BLOWN_BITMAPS];
int vector = 0;
segment *seg;
for (i=0; i < Num_effects; i++)
{
if (Effects[i].dest_bm_num > 0) {
for (j = 0; j < num_blown_bitmaps; j++)
if (blown_bitmaps[j] == Effects[i].dest_bm_num)
break;
if (j == num_blown_bitmaps) {
blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num;
Assert(num_blown_bitmaps < NUM_BLOWN_BITMAPS);
}
}
}
for (i=0; i <= Highest_segment_index; i++)
{
int tm, ec;
seg = &Segments[i];
for (j = 0; j < 6; j++)
{
if ((tm = seg->sides[j].tmap_num2) != 0)
{
if ( ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) &&
(Effects[ec].dest_bm_num != -1) )
{
monitor_num++;
Assert(monitor_num < 32);
}
else
{
for (k = 0; k < num_blown_bitmaps; k++)
{
if ((tm&0x3fff) == blown_bitmaps[k])
{
vector |= (1 << monitor_num);
monitor_num++;
Assert(monitor_num < 32);
break;
}
}
}
}
}
}
return(vector);
}
void network_stop_resync(sequence_packet *their)
{
if ( (!memcmp(Network_player_rejoining.player.network.ipx.node, their->player.network.ipx.node, 6)) &&
(!memcmp(Network_player_rejoining.player.network.ipx.server, their->player.network.ipx.server, 4)) &&
(!stricmp(Network_player_rejoining.player.callsign, their->player.callsign)) )
{
Network_send_objects = 0;
Network_sending_extras=0;
Network_rejoined=0;
Player_joining_extras=-1;
Network_send_objnum = -1;
}
}
ubyte object_buffer[MAX_DATA_SIZE];
void network_send_objects(void)
{
short remote_objnum;
sbyte owner;
int loc, i, h;
static int obj_count = 0;
static int frame_num = 0;
int obj_count_frame = 0;
int player_num = Network_player_rejoining.player.connected;
// Send clear objects array trigger and send player num
Assert(Network_send_objects != 0);
Assert(player_num >= 0);
Assert(player_num < MaxNumNetPlayers);
if (Endlevel_sequence || Control_center_destroyed)
{
// Endlevel started before we finished sending the goods, we'll
// have to stop and try again after the level.
network_dump_player(Network_player_rejoining.player.network.ipx.server,Network_player_rejoining.player.network.ipx.node, DUMP_ENDLEVEL);
Network_send_objects = 0;
return;
}
for (h = 0; h < OBJ_PACKETS_PER_FRAME; h++) // Do more than 1 per frame, try to speed it up without over-stressing the receiver.
{
obj_count_frame = 0;
memset(object_buffer, 0, MAX_DATA_SIZE);
object_buffer[0] = PID_OBJECT_DATA;
loc = 3;
if (Network_send_objnum == -1)
{
obj_count = 0;
Network_send_object_mode = 0;
*(short *)(object_buffer+loc) = INTEL_SHORT(-1); loc += 2;
object_buffer[loc] = player_num; loc += 1;
/* Placeholder for remote_objnum, not used here */ loc += 2;
Network_send_objnum = 0;
obj_count_frame = 1;
frame_num = 0;
}
for (i = Network_send_objnum; i <= Highest_object_index; i++)
{
if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) &&
(Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) &&
(Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE) &&
!(Objects[i].type==OBJ_WEAPON && Objects[i].id==PMINE_ID))
continue;
if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num)))
continue;
if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num)))
continue;
if ( ((MAX_DATA_SIZE-1) - loc) < (sizeof(object)+5) )
break; // Not enough room for another object
obj_count_frame++;
obj_count++;
remote_objnum = objnum_local_to_remote((short)i, &owner);
Assert(owner == object_owner[i]);
*(short *)(object_buffer+loc) = INTEL_SHORT((short)i); loc += 2;
object_buffer[loc] = owner; loc += 1;
*(short *)(object_buffer+loc) = INTEL_SHORT(remote_objnum); loc += 2;
memcpy(&object_buffer[loc], &Objects[i], sizeof(object));
swap_object((object *)&object_buffer[loc]);
loc += sizeof(object);
}
if (obj_count_frame) // Send any objects we've buffered
{
frame_num++;
Network_send_objnum = i;
object_buffer[1] = obj_count_frame; object_buffer[2] = frame_num;
Assert(loc <= MAX_DATA_SIZE);
NetDrvSendInternetworkPacketData( object_buffer, loc, Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node );
}
if (i > Highest_object_index)
{
if (Network_send_object_mode == 0)
{
Network_send_objnum = 0;
Network_send_object_mode = 1; // go to next mode
}
else
{
Assert(Network_send_object_mode == 1);
frame_num++;
// Send count so other side can make sure he got them all
object_buffer[0] = PID_OBJECT_DATA;
object_buffer[1] = 1;
object_buffer[2] = frame_num;
*(short *)(object_buffer+3) = INTEL_SHORT(-2);
*(short *)(object_buffer+6) = INTEL_SHORT(obj_count);
NetDrvSendInternetworkPacketData(object_buffer, 8, Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node);
// Send sync packet which tells the player who he is and to start!
network_send_rejoin_sync(player_num);
VerifyPlayerJoined=player_num;
// Turn off send object mode
Network_send_objnum = -1;
Network_send_objects = 0;
obj_count = 0;
//if (!network_i_am_master ())
// Int3(); // Bad!! Get Jason. Someone goofy is trying to get ahold of the game!
Network_sending_extras=40; // start to send extras
Player_joining_extras=player_num;
return;
} // mode == 1;
} // i > Highest_object_index
} // For PACKETS_PER_FRAME
}
extern void multi_send_powerup_update();
void network_send_rejoin_sync(int player_num)
{
int i, j;
Players[player_num].connected = 1; // connect the new guy
LastPacketTime[player_num] = timer_get_approx_seconds();
if (Endlevel_sequence || Control_center_destroyed)
{
// Endlevel started before we finished sending the goods, we'll
// have to stop and try again after the level.
network_dump_player(Network_player_rejoining.player.network.ipx.server,Network_player_rejoining.player.network.ipx.node, DUMP_ENDLEVEL);
Network_send_objects = 0;
Network_sending_extras=0;
return;
}
if (Network_player_added)
{
Network_player_rejoining.type = PID_ADDPLAYER;
Network_player_rejoining.player.connected = player_num;
network_new_player(&Network_player_rejoining);
for (i = 0; i < N_players; i++)
{
if ((i != player_num) && (i != Player_num) && (Players[i].connected))
send_sequence_packet( Network_player_rejoining, NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node, Players[i].net_address);
}
}
// Send sync packet to the new guy
network_update_netgame();
// Fill in the kill list
for (j=0; j<MAX_PLAYERS; j++)
{
for (i=0; i<MAX_PLAYERS;i++)
Netgame.kills[j][i] = kill_matrix[j][i];
Netgame.killed[j] = Players[j].net_killed_total;
Netgame.player_kills[j] = Players[j].net_kills_total;
Netgame.player_score[j] = Players[j].score;
}
Netgame.level_time = Players[Player_num].time_level;
Netgame.monitor_vector = network_create_monitor_vector();
send_internetwork_full_netgame_packet(Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node);
send_netplayers_packet(Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node);
return;
}
void resend_sync_due_to_packet_loss_for_allender ()
{
int i,j;
network_update_netgame();
// Fill in the kill list
for (j=0; j<MAX_PLAYERS; j++)
{
for (i=0; i<MAX_PLAYERS;i++)
Netgame.kills[j][i] = kill_matrix[j][i];
Netgame.killed[j] = Players[j].net_killed_total;
Netgame.player_kills[j] = Players[j].net_kills_total;
Netgame.player_score[j] = Players[j].score;
}
Netgame.level_time = Players[Player_num].time_level;
Netgame.monitor_vector = network_create_monitor_vector();
send_internetwork_full_netgame_packet(Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node);
send_netplayers_packet(Network_player_rejoining.player.network.ipx.server, Network_player_rejoining.player.network.ipx.node);
}
char * network_get_player_name( int objnum )
{
if ( objnum < 0 ) return NULL;
if ( Objects[objnum].type != OBJ_PLAYER ) return NULL;
if ( Objects[objnum].id >= MAX_PLAYERS ) return NULL;
if ( Objects[objnum].id >= N_players ) return NULL;
return Players[Objects[objnum].id].callsign;
}
void network_add_player(sequence_packet *p)
{
int i;
for (i=0; i<N_players; i++ ) {
if ( !memcmp( NetPlayers.players[i].network.ipx.node, p->player.network.ipx.node, 6) && !memcmp(NetPlayers.players[i].network.ipx.server, p->player.network.ipx.server, 4))
return; // already got them
}
memcpy( NetPlayers.players[N_players].network.ipx.node, p->player.network.ipx.node, 6 );
memcpy( NetPlayers.players[N_players].network.ipx.server, p->player.network.ipx.server, 4 );
ClipRank (&p->player.rank);
memcpy( NetPlayers.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 );
NetPlayers.players[N_players].version_major=p->player.version_major;
NetPlayers.players[N_players].version_minor=p->player.version_minor;
NetPlayers.players[N_players].rank=p->player.rank;
NetPlayers.players[N_players].connected = 1;
network_check_for_old_version (N_players);
Players[N_players].KillGoalCount=0;
Players[N_players].connected = 1;
LastPacketTime[N_players] = timer_get_approx_seconds();
N_players++;
Netgame.numplayers = N_players;
// Broadcast updated info
network_send_game_info(NULL);
}
// One of the players decided not to join the game
void network_remove_player(sequence_packet *p)
{
int i,pn;
pn = -1;
for (i=0; i<N_players; i++ ) {
if (!memcmp(NetPlayers.players[i].network.ipx.node, p->player.network.ipx.node, 6) && !memcmp(NetPlayers.players[i].network.ipx.server, p->player.network.ipx.server, 4)) {
pn = i;
break;
}
}
if (pn < 0 ) return;
for (i=pn; i<N_players-1; i++ ) {
memcpy( NetPlayers.players[i].network.ipx.node, NetPlayers.players[i+1].network.ipx.node, 6 );
memcpy( NetPlayers.players[i].network.ipx.server, NetPlayers.players[i+1].network.ipx.server, 4 );
memcpy( NetPlayers.players[i].callsign, NetPlayers.players[i+1].callsign, CALLSIGN_LEN+1 );
NetPlayers.players[i].version_major=NetPlayers.players[i+1].version_major;
NetPlayers.players[i].version_minor=NetPlayers.players[i+1].version_minor;
NetPlayers.players[i].rank=NetPlayers.players[i+1].rank;
ClipRank (&NetPlayers.players[i].rank);
network_check_for_old_version(i);
}
N_players--;
Netgame.numplayers = N_players;
// Broadcast new info
network_send_game_info(NULL);
}
void
network_dump_player(ubyte * server, ubyte *node, int why)
{
// Inform player that he was not chosen for the netgame
sequence_packet temp;
memset(&temp, 0, sizeof(sequence_packet));
temp.type = PID_DUMP;
memcpy(temp.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
temp.player.connected = why;
send_internetwork_sequence_packet(temp, server, node);
}
void
network_send_game_list_request()
{
// Send a broadcast request for game info
sequence_packet me;
memset(&me, 0, sizeof(sequence_packet));
me.type = PID_GAME_LIST;
memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
memcpy( me.player.network.ipx.node, NetDrvGetMyLocalAddress(), 6 );
memcpy( me.player.network.ipx.server, NetDrvGetMyServerAddress(), 4 );
send_broadcast_sequence_packet(me);
}
void network_send_all_info_request(char type,int which_security)
{
// Send a broadcast request for game info
sequence_packet me;
memset(&me, 0, sizeof(sequence_packet));
me.Security=which_security;
me.type = type;
memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
memcpy( me.player.network.ipx.node, NetDrvGetMyLocalAddress(), 6 );
memcpy( me.player.network.ipx.server, NetDrvGetMyServerAddress(), 4 );
if (Ext_server==NULL || Ext_node==NULL){
send_broadcast_sequence_packet(me);
}
else {
send_internetwork_sequence_packet( me, Ext_server,Ext_node);
}
}
void
network_update_netgame(void)
{
// Update the netgame struct with current game variables
int i, j;
Netgame.numconnected=0;
for (i=0;i<N_players;i++)
if (Players[i].connected)
Netgame.numconnected++;
// This is great: D2 1.0 and 1.1 ignore upper part of the game_flags field of
// the lite_info struct when you're sitting on the join netgame screen. We can
// "sneak" Hoard information into this field. This is better than sending
// another packet that could be lost in transit.
if (HoardEquipped())
{
if (Game_mode & GM_HOARD)
{
Netgame.game_flags |=NETGAME_FLAG_HOARD;
if (Game_mode & GM_TEAM)
Netgame.game_flags |=NETGAME_FLAG_TEAM_HOARD;
}
}
if (Network_status == NETSTAT_STARTING)
return;
Netgame.numplayers = N_players;
Netgame.game_status = Network_status;
Netgame.max_numplayers = MaxNumNetPlayers;
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
{
NetPlayers.players[i].connected = Players[i].connected;
for(j = 0; j < MAX_NUM_NET_PLAYERS; j++)
Netgame.kills[i][j] = kill_matrix[i][j];
Netgame.killed[i] = Players[i].net_killed_total;
Netgame.player_kills[i] = Players[i].net_kills_total;
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
}
Netgame.team_kills[0] = team_kills[0];
Netgame.team_kills[1] = team_kills[1];
Netgame.levelnum = Current_level_num;
}
void
network_send_endlevel_sub(int player_num)
{
endlevel_info end;
int i;
#ifdef WORDS_BIGENDIAN
int j;
#endif
// Send an endlevel packet for a player
memset(&end,0,sizeof(endlevel_info));
end.type = PID_ENDLEVEL;
end.player_num = player_num;
end.connected = Players[player_num].connected;
end.kills = INTEL_SHORT(Players[player_num].net_kills_total);
end.killed = INTEL_SHORT(Players[player_num].net_killed_total);
memcpy(end.kill_matrix, kill_matrix[player_num], MAX_PLAYERS*sizeof(short));
#ifdef WORDS_BIGENDIAN
for (i = 0; i < MAX_PLAYERS; i++)
for (j = 0; j < MAX_PLAYERS; j++)
end.kill_matrix[i][j] = INTEL_SHORT(end.kill_matrix[i][j]);
#endif
if (Players[player_num].connected == 1) // Still playing
{
Assert(Control_center_destroyed);
end.seconds_left = Countdown_seconds_left;
}
for (i = 0; i < N_players; i++)
{
if ((i != Player_num) && (i!=player_num) && (Players[i].connected)) {
if (Players[i].connected==1) {
network_send_endlevel_short_sub(player_num,i);
} else {
NetDrvSendPacketData((ubyte *)&end, sizeof(endlevel_info), NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node,Players[i].net_address);
}
}
}
}
/* Send an updated endlevel status to other hosts */
void
network_send_endlevel_packet(void)
{
network_send_endlevel_sub(Player_num);
}
/* Send an endlevel packet for a player */
void
network_send_endlevel_short_sub(int from_player_num,int to_player)
{
endlevel_info_short end;
end.type = PID_ENDLEVEL_SHORT;
end.player_num = from_player_num;
end.connected = Players[from_player_num].connected;
end.seconds_left = Countdown_seconds_left;
if (Players[from_player_num].connected == 1) // Still playing
{
Assert(Control_center_destroyed);
}
if ((to_player != Player_num) && (to_player!=from_player_num) && (Players[to_player].connected))
{
NetDrvSendPacketData((ubyte *)&end, sizeof(endlevel_info_short), NetPlayers.players[to_player].network.ipx.server, NetPlayers.players[to_player].network.ipx.node,Players[to_player].net_address);
}
}
extern fix ThisLevelTime;
void
network_send_game_info(sequence_packet *their)
{
// Send game info to someone who requested it
char old_type, old_status;
fix timevar;
int i;
network_update_netgame(); // Update the values in the netgame struct
old_type = Netgame.type;
old_status = Netgame.game_status;
Netgame.type = PID_GAME_INFO;
NetPlayers.type = PID_PLAYERSINFO;
NetPlayers.Security=Netgame.Security;
Netgame.version_major=Version_major;
Netgame.version_minor=Version_minor;
if (Endlevel_sequence || Control_center_destroyed)
Netgame.game_status = NETSTAT_ENDLEVEL;
if (Netgame.PlayTimeAllowed)
{
timevar=i2f (Netgame.PlayTimeAllowed*5*60);
i=f2i(timevar-ThisLevelTime);
if (i<30)
Netgame.game_status=NETSTAT_ENDLEVEL;
}
if (!their) {
send_broadcast_full_netgame_packet();
send_broadcast_netplayers_packet();
} else {
send_internetwork_full_netgame_packet(their->player.network.ipx.server, their->player.network.ipx.node);
send_netplayers_packet(their->player.network.ipx.server, their->player.network.ipx.node);
}
Netgame.type = old_type;
Netgame.game_status = old_status;
}
void network_send_lite_info(sequence_packet *their,int extended)
{
// Send game info to someone who requested it
char old_type, old_status,oldstatus;
network_update_netgame(); // Update the values in the netgame struct
old_type = Netgame.type;
old_status = Netgame.game_status;
if (extended)
Netgame.type = PID_LITE_INFO_D2X;
else
Netgame.type = PID_LITE_INFO;
if (Endlevel_sequence || Control_center_destroyed)
Netgame.game_status = NETSTAT_ENDLEVEL;
// If hoard mode, make this game look closed even if it isn't
if (HoardEquipped())
{
if (Game_mode & GM_HOARD)
{
oldstatus=Netgame.game_status;
Netgame.game_status=NETSTAT_ENDLEVEL;
Netgame.gamemode=NETGAME_CAPTURE_FLAG;
if (oldstatus==NETSTAT_ENDLEVEL)
Netgame.game_flags|=NETGAME_FLAG_REALLY_ENDLEVEL;
if (oldstatus==NETSTAT_STARTING)
Netgame.game_flags|=NETGAME_FLAG_REALLY_FORMING;
}
}
if (!their) {
send_broadcast_lite_netgame_packet();
} else {
send_internetwork_lite_netgame_packet(their->player.network.ipx.server, their->player.network.ipx.node,extended);
}
// Restore the pre-hoard mode
if (HoardEquipped())
{
if (Game_mode & GM_HOARD)
{
if (!(Game_mode & GM_TEAM))
Netgame.gamemode=NETGAME_HOARD;
else
Netgame.gamemode=NETGAME_TEAM_HOARD;
Netgame.game_flags&=~NETGAME_FLAG_REALLY_ENDLEVEL;
Netgame.game_flags&=~NETGAME_FLAG_REALLY_FORMING;
Netgame.game_flags&=~NETGAME_FLAG_TEAM_HOARD;
}
}
Netgame.type = old_type;
Netgame.game_status = old_status;
}
/* Send game info to all players in this game */
void network_send_netgame_update()
{
char old_type, old_status;
int i;
network_update_netgame(); // Update the values in the netgame struct
old_type = Netgame.type;
old_status = Netgame.game_status;
Netgame.type = PID_GAME_UPDATE;
if (Endlevel_sequence || Control_center_destroyed)
Netgame.game_status = NETSTAT_ENDLEVEL;
for (i=0; i<N_players; i++ ) {
if ( (Players[i].connected) && (i!=Player_num ) ) {
send_lite_netgame_packet(NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node, Players[i].net_address);
}
}
Netgame.type = old_type;
Netgame.game_status = old_status;
}
int network_send_request(void)
{
// Send a request to join a game 'Netgame'. Returns 0 if we can join this
// game, non-zero if there is some problem.
int i;
if (Netgame.numplayers < 1)
return 1;
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
if (NetPlayers.players[i].connected)
break;
Assert(i < MAX_NUM_NET_PLAYERS);
My_Seq.type = PID_REQUEST;
My_Seq.player.connected = Current_level_num;
send_internetwork_sequence_packet(My_Seq, NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node);
return i;
}
int SecurityCheck=0;
void network_process_gameinfo(ubyte *data)
{
int i, j;
netgame_info *new = (netgame_info *)data;
#ifdef WORDS_BIGENDIAN
netgame_info tmp_info;
receive_netgame_packet(data, &tmp_info, 0); // get correctly aligned structure
new = &tmp_info;
#endif
WaitingForPlayerInfo=0;
if (new->Security !=TempPlayersInfo->Security)
{
Int3(); // Get Jason
return; // If this first half doesn't go with the second half
}
Network_games_changed = 1;
Assert (TempPlayersInfo!=NULL);
for (i = 0; i < num_active_games; i++)
{
if (!stricmp(Active_games[i].game_name, new->game_name) && Active_games[i].Security==new->Security)
break;
}
if (i == MAX_ACTIVE_NETGAMES)
{
return;
}
memcpy(&Active_games[i], (ubyte *)new, sizeof(netgame_info));
memcpy (&ActiveNetPlayers[i],TempPlayersInfo,sizeof(AllNetPlayers_info));
if (SecurityCheck)
if (Active_games[i].Security==SecurityCheck)
SecurityCheck=-1;
if (i == num_active_games)
num_active_games++;
if (Active_games[i].numplayers == 0)
{
// Delete this game
for (j = i; j < num_active_games-1; j++)
{
memcpy(&Active_games[j], &Active_games[j+1], sizeof(netgame_info));
memcpy (&ActiveNetPlayers[j],&ActiveNetPlayers[j+1],sizeof(AllNetPlayers_info));
}
num_active_games--;
SecurityCheck=0;
}
}
void network_process_lite_info(ubyte *data, int extended)
{
int i, j;
lite_info *new = (lite_info *)data;
#ifdef WORDS_BIGENDIAN
lite_info tmp_info;
receive_netgame_packet(data, (netgame_info *)&tmp_info, 1);
new = &tmp_info;
#endif
Network_games_changed = 1;
for (i = 0; i < num_active_games; i++)
{
if ((!stricmp(Active_games[i].game_name, new->game_name)) && Active_games[i].Security==new->Security)
break;
}
if (i == MAX_ACTIVE_NETGAMES)
{
return;
}
memcpy(&Active_games[i], (ubyte *)new, (extended?sizeof(netgame_info):sizeof(lite_info)));
// See if this is really a Hoard game
// If so, adjust all the data accordingly
if (HoardEquipped())
{
if (Active_games[i].game_flags & NETGAME_FLAG_HOARD)
{
Active_games[i].gamemode=NETGAME_HOARD;
Active_games[i].game_status=NETSTAT_PLAYING;
if (Active_games[i].game_flags & NETGAME_FLAG_TEAM_HOARD)
Active_games[i].gamemode=NETGAME_TEAM_HOARD;
if (Active_games[i].game_flags & NETGAME_FLAG_REALLY_ENDLEVEL)
Active_games[i].game_status=NETSTAT_ENDLEVEL;
if (Active_games[i].game_flags & NETGAME_FLAG_REALLY_FORMING)
Active_games[i].game_status=NETSTAT_STARTING;
}
}
if (i == num_active_games)
num_active_games++;
if (Active_games[i].numplayers == 0)
{
// Delete this game
for (j = i; j < num_active_games-1; j++)
{
memcpy(&Active_games[j], &Active_games[j+1], sizeof(netgame_info));
}
num_active_games--;
}
}
void network_process_dump(sequence_packet *their)
{
// Our request for join was denied. Tell the user why.
char temp[40];
int i;
if (their->player.connected!=7)
{
nm_messagebox(NULL, 1, TXT_OK, NET_DUMP_STRINGS(their->player.connected));
Network_status = NETSTAT_MENU;
}
else
{
for (i=0;i<N_players;i++)
{
if (!stricmp (their->player.callsign,Players[i].callsign))
{
if (i!=network_who_is_master())
{
HUD_init_message ("%s attempted to kick you out.",their->player.callsign);
}
else
{
sprintf (temp,"%s has kicked you out!",their->player.callsign);
nm_messagebox(NULL, 1, TXT_OK, &temp);
if (Network_status==NETSTAT_PLAYING)
{
IWasKicked=1;
multi_leave_game();
}
else
{
Network_status = NETSTAT_MENU;
}
}
}
}
}
}
void network_process_request(sequence_packet *their)
{
// Player is ready to receieve a sync packet
int i;
for (i = 0; i < N_players; i++) {
if (!memcmp(their->player.network.ipx.server, NetPlayers.players[i].network.ipx.server, 4) && !memcmp(their->player.network.ipx.node, NetPlayers.players[i].network.ipx.node, 6) && (!stricmp(their->player.callsign, NetPlayers.players[i].callsign))) {
Players[i].connected = 1;
break;
}
}
}
#define REFUSE_INTERVAL F1_0 * 8
extern void multi_reset_object_texture (object *);
void network_process_packet(ubyte *data, int length )
{
sequence_packet *their = (sequence_packet *)data;
#ifdef WORDS_BIGENDIAN
sequence_packet tmp_packet;
memset(&tmp_packet, 0, sizeof(sequence_packet));
receive_sequence_packet(data, &tmp_packet);
their = &tmp_packet; // reassign their to point to correctly alinged structure
#endif
length = length;
switch( data[0] )
{
case PID_GAME_INFO: // Jason L. says we can safely ignore this type.
break;
case PID_PLAYERSINFO:
if (Network_status==NETSTAT_WAITING)
{
receive_netplayers_packet(data, &TempPlayersBase);
if (TempPlayersBase.Security!=Netgame.Security)
{
break;
}
if (length!=ALLNETPLAYERSINFO_SIZE)
{
return;
}
TempPlayersInfo=&TempPlayersBase;
WaitingForPlayerInfo=0;
NetSecurityNum=TempPlayersInfo->Security;
NetSecurityFlag=NETSECURITY_WAIT_FOR_SYNC;
}
break;
case PID_LITE_INFO:
if (length != LITE_INFO_SIZE) // probably we get extended info
{
return;
}
if (Network_status == NETSTAT_BROWSING)
network_process_lite_info (data,0);
break;
case PID_LITE_INFO_D2X:
if (length != sizeof(netgame_info)) // probably we get extended info
{
return;
}
if (Network_status == NETSTAT_BROWSING)
network_process_lite_info (data,1);
break;
case PID_GAME_LIST:
// Someone wants a list of games
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL))
if (network_i_am_master())
network_send_lite_info(their,0);
break;
case PID_GAME_LIST_D2X:
// Someone wants a list of games
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL))
if (network_i_am_master())
network_send_lite_info(their,1);
break;
case PID_SEND_ALL_GAMEINFO:
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL))
if (network_i_am_master() && their->Security==Netgame.Security)
network_send_game_info(their);
break;
case PID_ADDPLAYER:
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
network_new_player(their);
break;
case PID_REQUEST:
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if (Network_status == NETSTAT_STARTING)
{
// Someone wants to join our game!
network_add_player(their);
}
else if (Network_status == NETSTAT_WAITING)
{
// Someone is ready to recieve a sync packet
network_process_request(their);
}
else if (Network_status == NETSTAT_PLAYING)
{
// Someone wants to join a game in progress!
if (Netgame.RefusePlayers)
DoRefuseStuff (their);
else
network_welcome_player(their);
}
break;
case PID_DUMP:
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if (Network_status == NETSTAT_WAITING || Network_status==NETSTAT_PLAYING )
network_process_dump(their);
break;
case PID_QUIT_JOINING:
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if (Network_status == NETSTAT_STARTING)
network_remove_player( their );
else if ((Network_status == NETSTAT_PLAYING) && (Network_send_objects))
network_stop_resync( their );
break;
case PID_SYNC:
if (Network_status == NETSTAT_WAITING)
{
receive_full_netgame_packet(data, &TempNetInfo);
if (TempNetInfo.Security!=Netgame.Security)
{
break;
}
if (NetSecurityFlag==NETSECURITY_WAIT_FOR_SYNC)
{
if (TempNetInfo.Security==TempPlayersInfo->Security)
{
network_read_sync_packet (&TempNetInfo,0);
NetSecurityFlag=0;
NetSecurityNum=0;
}
}
else
{
NetSecurityFlag=NETSECURITY_WAIT_FOR_PLAYERS;
NetSecurityNum=TempNetInfo.Security;
if ( network_wait_for_playerinfo())
network_read_sync_packet((netgame_info *)data,0);
NetSecurityFlag=0;
NetSecurityNum=0;
}
}
break;
case PID_PDATA:
if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) {
network_process_pdata((char *)data);
}
break;
case PID_NAKED_PDATA:
if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING))
network_process_naked_pdata((char *)data,length);
break;
case PID_OBJECT_DATA:
if (Network_status == NETSTAT_WAITING)
network_read_object_packet(data);
break;
case PID_ENDLEVEL:
if ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING))
network_read_endlevel_packet(data);
break;
case PID_ENDLEVEL_SHORT:
if ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING))
network_read_endlevel_short_packet(data);
break;
case PID_GAME_UPDATE:
if (Network_status==NETSTAT_PLAYING)
{
receive_lite_netgame_packet(data, &TempNetInfo);
if (TempNetInfo.Security==Netgame.Security)
memcpy (&Netgame,(ubyte *)&TempNetInfo,sizeof(lite_info));
}
if (Game_mode & GM_TEAM)
{
int i;
for (i=0;i<N_players;i++)
if (Players[i].connected)
multi_reset_object_texture (&Objects[Players[i].objnum]);
reset_cockpit();
}
break;
case PID_PING_SEND:
network_ping (PID_PING_RETURN,data[1]);
break;
case PID_PING_RETURN:
network_handle_ping_return(data[1]); // data[1] is player who told us of their ping time
break;
case PID_NAMES_RETURN:
if (Network_status==NETSTAT_BROWSING && NamesInfoSecurity!=-1)
network_process_names_return ((ubyte *) data);
break;
case PID_GAME_PLAYERS:
// Someone wants a list of players in this game
if (length != SEQUENCE_PACKET_SIZE)
{
return;
}
if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL))
if (network_i_am_master() && their->Security==Netgame.Security)
network_send_player_names(their);
break;
default:
Int3(); // Invalid network packet type, see ROB
break;
}
}
#ifndef NDEBUG
void dump_segments()
{
PHYSFS_file *fp;
fp = PHYSFS_openWrite("test.dmp");
PHYSFS_write(fp, Segments, sizeof(segment), Highest_segment_index + 1);
PHYSFS_close(fp);
}
#endif
void
network_read_endlevel_packet( ubyte *data )
{
// Special packet for end of level syncing
int playernum;
endlevel_info *end = (endlevel_info *)data;
#ifdef WORDS_BIGENDIAN
int i, j;
for (i = 0; i < MAX_PLAYERS; i++)
for (j = 0; j < MAX_PLAYERS; j++)
end->kill_matrix[i][j] = INTEL_SHORT(end->kill_matrix[i][j]);
end->kills = INTEL_SHORT(end->kills);
end->killed = INTEL_SHORT(end->killed);
#endif
playernum = end->player_num;
Assert(playernum != Player_num);
if (playernum>=N_players)
{
Int3(); // weird, but it an happen in a coop restore game
return; // if it happens in a coop restore, don't worry about it
}
if ((Network_status == NETSTAT_PLAYING) && (end->connected != 0))
return; // Only accept disconnect packets if we're not out of the level yet
Players[playernum].connected = end->connected;
memcpy(&kill_matrix[playernum][0], end->kill_matrix, MAX_PLAYERS*sizeof(short));
Players[playernum].net_kills_total = end->kills;
Players[playernum].net_killed_total = end->killed;
if ((Players[playernum].connected == 1) && (end->seconds_left < Countdown_seconds_left))
Countdown_seconds_left = end->seconds_left;
LastPacketTime[playernum] = timer_get_approx_seconds();
}
void
network_read_endlevel_short_packet( ubyte *data )
{
// Special packet for end of level syncing
int playernum;
endlevel_info_short *end;
end = (endlevel_info_short *)data;
playernum = end->player_num;
Assert(playernum != Player_num);
if (playernum>=N_players)
{
Int3(); // weird, but it can happen in a coop restore game
return; // if it happens in a coop restore, don't worry about it
}
if ((Network_status == NETSTAT_PLAYING) && (end->connected != 0))
{
return; // Only accept disconnect packets if we're not out of the level yet
}
Players[playernum].connected = end->connected;
if ((Players[playernum].connected == 1) && (end->seconds_left < Countdown_seconds_left))
Countdown_seconds_left = end->seconds_left;
LastPacketTime[playernum] = timer_get_approx_seconds();
}
void
network_pack_objects(void)
{
// Switching modes, pack the object array
special_reset_objects();
}
int
network_verify_objects(int remote, int local)
{
int i;
int nplayers, got_controlcen=0;
if ((remote-local) > 10)
return(-1);
if (Game_mode & GM_MULTI_ROBOTS)
got_controlcen = 1;
nplayers = 0;
for (i = 0; i <= Highest_object_index; i++)
{
if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST))
nplayers++;
if (Objects[i].type == OBJ_CNTRLCEN)
got_controlcen=1;
}
if (got_controlcen && (MaxNumNetPlayers<=nplayers))
return(0);
return(1);
}
void
network_read_object_packet( ubyte *data )
{
// Object from another net player we need to sync with
short objnum, remote_objnum;
sbyte obj_owner;
int segnum, i;
object *obj;
static int my_pnum = 0;
static int mode = 0;
static int object_count = 0;
static int frame_num = 0;
int nobj = data[1];
int loc = 3;
int remote_frame_num = data[2];
frame_num++;
for (i = 0; i < nobj; i++)
{
objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2;
obj_owner = data[loc]; loc += 1;
remote_objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2;
if (objnum == -1)
{
// Clear object array
init_objects();
Network_rejoined = 1;
my_pnum = obj_owner;
change_playernum_to(my_pnum);
mode = 1;
object_count = 0;
frame_num = 1;
}
else if (objnum == -2)
{
// Special debug checksum marker for entire send
if (mode == 1)
{
network_pack_objects();
mode = 0;
}
if (remote_objnum != object_count) {
Int3();
}
if (network_verify_objects(remote_objnum, object_count))
{
// Failed to sync up
nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED);
Network_status = NETSTAT_MENU;
return;
}
frame_num = 0;
}
else
{
if (frame_num != remote_frame_num)
Int3();
object_count++;
if ((obj_owner == my_pnum) || (obj_owner == -1))
{
if (mode != 1)
Int3(); // SEE ROB
objnum = remote_objnum;
//if (objnum > Highest_object_index)
//{
// Highest_object_index = objnum;
// num_objects = Highest_object_index+1;
//}
}
else {
if (mode == 1)
{
network_pack_objects();
mode = 0;
}
objnum = obj_allocate();
}
if (objnum != -1) {
obj = &Objects[objnum];
if (obj->segnum != -1)
obj_unlink(objnum);
Assert(obj->segnum == -1);
Assert(objnum < MAX_OBJECTS);
memcpy(obj, &data[loc], sizeof(object));
swap_object(obj);
loc += sizeof(object);
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
obj->attached_obj = -1;
if (segnum > -1)
obj_link(obj-Objects,segnum);
if (obj_owner == my_pnum)
map_objnum_local_to_local(objnum);
else if (obj_owner != -1)
map_objnum_local_to_remote(objnum, remote_objnum, obj_owner);
else
object_owner[objnum] = -1;
}
} // For a standard onbject
} // For each object in packet
}
/* Polling loop waiting for sync packet to start game
* after having sent request
*/
void network_sync_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
static fix t1 = 0;
menus = menus;
citem = citem;
nitems = nitems;
network_listen();
if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu
*key = -2;
if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_get_approx_seconds() > t1+F1_0*2))
{
int i;
// Poll time expired, re-send request
t1 = timer_get_approx_seconds();
i = network_send_request();
if (i < 0)
*key = -2;
}
}
void network_start_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
int i,n,nm;
key=key;
citem=citem;
Assert(Network_status == NETSTAT_STARTING);
if (!menus[0].value) {
menus[0].value = 1;
}
for (i=1; i<nitems; i++ ) {
if ( (i>= N_players) && (menus[i].value) ) {
menus[i].value = 0;
}
}
nm = 0;
for (i=0; i<nitems; i++ ) {
if ( menus[i].value ) {
nm++;
if ( nm > N_players ) {
menus[i].value = 0;
}
}
}
if ( nm > MaxNumNetPlayers ) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN );
// Turn off the last player highlighted
for (i = N_players; i > 0; i--)
if (menus[i].value == 1)
{
menus[i].value = 0;
break;
}
}
// if (nitems > MAX_PLAYERS ) return;
n = Netgame.numplayers;
network_listen();
if (n < Netgame.numplayers )
{
digi_play_sample (SOUND_HUD_MESSAGE,F1_0);
if (GameArg.MplNoRankings)
sprintf( menus[N_players-1].text, "%d. %-20s", N_players,NetPlayers.players[N_players-1].callsign );
else
sprintf( menus[N_players-1].text, "%d. %s%-20s", N_players, RankStrings[NetPlayers.players[N_players-1].rank],NetPlayers.players[N_players-1].callsign );
if (N_players <= MaxNumNetPlayers)
{
menus[N_players-1].value = 1;
}
}
else if ( n > Netgame.numplayers )
{
// One got removed...
digi_play_sample (SOUND_HUD_KILL,F1_0);
for (i=0; i<N_players; i++ )
{
if (GameArg.MplNoRankings)
sprintf( menus[i].text, "%d. %-20s", i+1, NetPlayers.players[i].callsign );
else
sprintf( menus[i].text, "%d. %s%-20s", i+1, RankStrings[NetPlayers.players[i].rank],NetPlayers.players[i].callsign );
if (i < MaxNumNetPlayers)
menus[i].value = 1;
else
menus[i].value = 0;
}
for (i=N_players; i<n; i++ )
{
sprintf( menus[i].text, "%d. ", i+1 ); // Clear out the deleted entries...
menus[i].value = 0;
}
}
}
int opt_cinvul, opt_team_anarchy, opt_coop, opt_show_on_map, opt_closed,opt_maxnet;
int last_cinvul=0,last_maxnet,opt_team_hoard;
int opt_refuse,opt_capture;
void network_game_param_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
static int oldmaxnet=0;
if (((HoardEquipped() && menus[opt_team_hoard].value) || (menus[opt_team_anarchy].value || menus[opt_capture].value)) && !menus[opt_closed].value && !menus[opt_refuse].value)
{
menus[opt_refuse].value = 1;
menus[opt_refuse-1].value = 0;
menus[opt_refuse-2].value = 0;
}
if (menus[opt_coop].value)
{
oldmaxnet=1;
if (menus[opt_maxnet].value>2)
{
menus[opt_maxnet].value=2;
}
if (menus[opt_maxnet].max_value>2)
{
menus[opt_maxnet].max_value=2;
}
if (!Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)
Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP;
if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
{
Netgame.PlayTimeAllowed=0;
Netgame.KillGoal=0;
}
}
else // if !Coop game
{
if (oldmaxnet)
{
oldmaxnet=0;
menus[opt_maxnet].value=6;
menus[opt_maxnet].max_value=6;
}
}
if ( last_maxnet != menus[opt_maxnet].value )
{
sprintf( menus[opt_maxnet].text, "Maximum players: %d", menus[opt_maxnet].value+2 );
last_maxnet = menus[opt_maxnet].value;
}
}
int network_get_game_params()
{
int i;
int opt, opt_name, opt_level, opt_mode,opt_moreopts;
newmenu_item m[20];
char slevel[5];
char level_text[32];
char srmaxnet[50];
SetAllAllowablesTo (1);
NamesInfoSecurity=-1;
for (i=0;i<MAX_PLAYERS;i++)
if (i!=Player_num)
Players[i].callsign[0]=0;
MaxNumNetPlayers = MAX_NUM_NET_PLAYERS;
Netgame.KillGoal=0;
Netgame.PlayTimeAllowed=0;
Netgame.Allow_marker_view=1;
Netgame.difficulty=PlayerCfg.DefaultDifficulty;
Netgame.max_numplayers=MaxNumNetPlayers;
sprintf( Netgame.game_name, "%s%s", Players[Player_num].callsign, TXT_S_GAME );
if (GameArg.MplGameProfile)
{
if (!nm_messagebox(NULL, 2, TXT_YES,TXT_NO, "do you want to load\na multiplayer profile?"))
{
char mprofile_file[13];
if (newmenu_get_filename("Select profile\n<ESC> to abort", ".mpx", mprofile_file, 1))
{
PHYSFS_file *outfile;
outfile = PHYSFSX_openReadBuffered(mprofile_file);
PHYSFS_read(outfile,&Netgame,sizeof(netgame_info),1);
PHYSFS_close(outfile);
}
}
}
ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
if (!select_mission(1, TXT_MULTI_MISSION))
return -1;
strcpy(Netgame.mission_name, Current_mission_filename);
strcpy(Netgame.mission_title, Current_mission_longname);
sprintf( slevel, "1" );
opt = 0;
m[opt].type = NM_TYPE_TEXT; m[opt].text = TXT_DESCRIPTION; opt++;
opt_name = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = Netgame.game_name; m[opt].text_len = NETGAME_NAME_LEN; opt++;
sprintf(level_text, "%s (1-%d)", TXT_LEVEL_, Last_level);
Assert(strlen(level_text) < 32);
m[opt].type = NM_TYPE_TEXT; m[opt].text = level_text; opt++;
opt_level = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = slevel; m[opt].text_len=4; opt++;
m[opt].type = NM_TYPE_TEXT; m[opt].text = TXT_OPTIONS; opt++;
opt_mode = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_ANARCHY; m[opt].value=(Netgame.gamemode == NETGAME_ANARCHY); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_TEAM_ANARCHY; m[opt].value=(Netgame.gamemode == NETGAME_TEAM_ANARCHY); m[opt].group=0; opt_team_anarchy=opt; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_ANARCHY_W_ROBOTS; m[opt].value=(Netgame.gamemode == NETGAME_ROBOT_ANARCHY); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_COOPERATIVE; m[opt].value=(Netgame.gamemode == NETGAME_COOPERATIVE); m[opt].group=0; opt_coop=opt; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Capture the flag"; m[opt].value=(Netgame.gamemode == NETGAME_CAPTURE_FLAG); m[opt].group=0; opt_capture=opt; opt++;
if (HoardEquipped())
{
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Hoard"; m[opt].value=(Netgame.gamemode & NETGAME_HOARD); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Team Hoard"; m[opt].value=(Netgame.gamemode & NETGAME_TEAM_HOARD); m[opt].group=0; opt_team_hoard=opt; opt++;
}
m[opt].type = NM_TYPE_TEXT; m[opt].text = ""; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Open game"; m[opt].group=1; m[opt].value=(!Netgame.RefusePlayers && !Netgame.game_flags & NETGAME_FLAG_CLOSED); opt++;
opt_closed = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_CLOSED_GAME; m[opt].group=1; m[opt].value=Netgame.game_flags & NETGAME_FLAG_CLOSED; opt++;
opt_refuse = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Restricted Game "; m[opt].group=1; m[opt].value=Netgame.RefusePlayers; opt++;
opt_maxnet = opt;
sprintf( srmaxnet, "Maximum players: %d", MaxNumNetPlayers);
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.max_numplayers-2; m[opt].text= srmaxnet; m[opt].min_value=0;
m[opt].max_value=MaxNumNetPlayers-2; opt++;
last_maxnet=MaxNumNetPlayers-2;
opt_moreopts=opt;
m[opt].type = NM_TYPE_MENU; m[opt].text = "Advanced Options"; opt++;
Assert(opt <= 20);
menu:
ExtGameStatus=GAMESTAT_NETGAME_OPTIONS;
i = newmenu_do1( NULL, NULL, opt, m, network_game_param_poll, 1 );
if (i==opt_moreopts)
{
if ( m[opt_mode+3].value )
Game_mode=GM_MULTI_COOP;
network_more_game_options();
Game_mode=0;
goto menu;
}
Netgame.RefusePlayers=m[opt_refuse].value;
if ( i > -1 ) {
int j;
MaxNumNetPlayers = m[opt_maxnet].value+2;
Netgame.max_numplayers=MaxNumNetPlayers;
for (j = 0; j < num_active_games; j++)
if (!stricmp(Active_games[j].game_name, Netgame.game_name))
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_DUPLICATE_NAME);
goto menu;
}
Netgame.levelnum = atoi(slevel);
if ((Netgame.levelnum < 1) || (Netgame.levelnum > Last_level))
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE );
sprintf(slevel, "1");
goto menu;
}
if ( m[opt_mode].value )
Netgame.gamemode = NETGAME_ANARCHY;
#ifdef SHAREWARE
else
{
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_REGISTERED_ONLY );
m[opt_mode+1].value = 0;
m[opt_mode+2].value = 0;
m[opt_mode+3].value = 0;
if (HoardEquipped())
m[opt_mode+4].value = 0;
m[opt_mode].value = 1;
goto menu;
}
#else
else if (m[opt_mode+1].value) {
Netgame.gamemode = NETGAME_TEAM_ANARCHY;
}
else if (m[opt_capture].value)
Netgame.gamemode = NETGAME_CAPTURE_FLAG;
else if (HoardEquipped() && m[opt_capture+1].value)
Netgame.gamemode = NETGAME_HOARD;
else if (HoardEquipped() && m[opt_capture+2].value)
Netgame.gamemode = NETGAME_TEAM_HOARD;
else if (ANARCHY_ONLY_MISSION) {
nm_messagebox(NULL, 1, TXT_OK, TXT_ANARCHY_ONLY_MISSION);
m[opt_mode+2].value = 0;
m[opt_mode+3].value = 0;
m[opt_mode].value = 1;
goto menu;
}
else if ( m[opt_mode+2].value )
Netgame.gamemode = NETGAME_ROBOT_ANARCHY;
else if ( m[opt_mode+3].value )
Netgame.gamemode = NETGAME_COOPERATIVE;
else Int3(); // Invalid mode -- see Rob
#endif
if (m[opt_closed].value)
Netgame.game_flags |= NETGAME_FLAG_CLOSED;
else
Netgame.game_flags &= ~NETGAME_FLAG_CLOSED;
}
return i;
}
void
network_set_game_mode(int gamemode)
{
Show_kill_list = 1;
if ( gamemode == NETGAME_ANARCHY )
Game_mode = GM_NETWORK;
else if ( gamemode == NETGAME_ROBOT_ANARCHY )
Game_mode = GM_NETWORK | GM_MULTI_ROBOTS;
else if ( gamemode == NETGAME_COOPERATIVE )
Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS;
else if (gamemode == NETGAME_CAPTURE_FLAG)
{
Game_mode = GM_NETWORK | GM_TEAM | GM_CAPTURE;
Show_kill_list=3;
}
else if (HoardEquipped() && gamemode == NETGAME_HOARD)
Game_mode = GM_NETWORK | GM_HOARD;
else if (HoardEquipped() && gamemode == NETGAME_TEAM_HOARD)
{
Game_mode = GM_NETWORK | GM_HOARD | GM_TEAM;
Show_kill_list=3;
}
else if ( gamemode == NETGAME_TEAM_ANARCHY )
{
Game_mode = GM_NETWORK | GM_TEAM;
Show_kill_list = 3;
}
else
Int3();
}
int
network_find_game(void)
{
// Find out whether or not there is space left on this socket
fix t1;
Network_status = NETSTAT_BROWSING;
num_active_games = 0;
show_boxed_message(TXT_WAIT, 0);
network_send_game_list_request();
t1 = timer_get_approx_seconds() + F1_0*3;
while (timer_get_approx_seconds() < t1) // Wait 3 seconds for replies
network_listen();
if (num_active_games < MAX_ACTIVE_NETGAMES)
return 0;
return 1;
}
void network_read_sync_packet( netgame_info * sp, int rsinit)
{
int i, j;
char temp_callsign[CALLSIGN_LEN+1];
#ifdef WORDS_BIGENDIAN
netgame_info tmp_info;
if (sp != &Netgame)
{
receive_full_netgame_packet((ubyte *)sp, &tmp_info);
sp = &tmp_info;
}
#endif
if (rsinit)
TempPlayersInfo=&NetPlayers;
// This function is now called by all people entering the netgame.
if (sp != &Netgame)
{
memcpy( &Netgame, sp, sizeof(netgame_info) );
memcpy (&NetPlayers,TempPlayersInfo,sizeof (AllNetPlayers_info));
}
N_players = sp->numplayers;
Difficulty_level = sp->difficulty;
Network_status = sp->game_status;
if (Netgame.segments_checksum != my_segments_checksum)
{
Network_status = NETSTAT_MENU;
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH);
#ifdef RELEASE
return;
#endif
}
// Discover my player number
memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
Player_num = -1;
for (i=0; i<MAX_NUM_NET_PLAYERS; i++ ) {
Players[i].net_kills_total = 0;
}
for (i=0; i<N_players; i++ ) {
if ( (!memcmp( TempPlayersInfo->players[i].network.ipx.node, My_Seq.player.network.ipx.node, 6 )) && (!stricmp( TempPlayersInfo->players[i].callsign, temp_callsign)) ) {
if (Player_num!=-1) {
Int3(); // Hey, we've found ourselves twice
Network_status = NETSTAT_MENU;
return;
}
change_playernum_to(i);
}
memcpy( Players[i].callsign, TempPlayersInfo->players[i].callsign, CALLSIGN_LEN+1 );
#ifdef WORDS_NEED_ALIGNMENT
uint server;
memcpy(&server, TempPlayersInfo->players[i].network.ipx.server, 4);
if (server != 0)
NetDrvGetLocalTarget((ubyte *)&server, TempPlayersInfo->players[i].network.ipx.node, Players[i].net_address);
#else // WORDS_NEED_ALIGNMENT
if ((*(uint *)TempPlayersInfo->players[i].network.ipx.server) != 0)
NetDrvGetLocalTarget(TempPlayersInfo->players[i].network.ipx.server, TempPlayersInfo->players[i].network.ipx.node, Players[i].net_address);
#endif // WORDS_NEED_ALIGNMENT
else
memcpy( Players[i].net_address, TempPlayersInfo->players[i].network.ipx.node, 6 );
Players[i].n_packets_got=0; // How many packets we got from them
Players[i].n_packets_sent=0; // How many packets we sent to them
Players[i].connected = TempPlayersInfo->players[i].connected;
Players[i].net_kills_total = sp->player_kills[i];
Players[i].net_killed_total = sp->killed[i];
if ((Network_rejoined) || (i != Player_num))
Players[i].score = sp->player_score[i];
for (j = 0; j < MAX_NUM_NET_PLAYERS; j++)
{
kill_matrix[i][j] = sp->kills[i][j];
}
}
if ( Player_num < 0 ) {
Network_status = NETSTAT_MENU;
return;
}
if (Network_rejoined)
for (i=0; i<N_players;i++)
Players[i].net_killed_total = sp->killed[i];
if (Network_rejoined) {
network_process_monitor_vector(sp->monitor_vector);
Players[Player_num].time_level = sp->level_time;
}
team_kills[0] = sp->team_kills[0];
team_kills[1] = sp->team_kills[1];
Players[Player_num].connected = 1;
NetPlayers.players[Player_num].connected = 1;
NetPlayers.players[Player_num].rank=GetMyNetRanking();
if (!Network_rejoined)
for (i=0; i<NumNetPlayerPositions; i++) {
Objects[Players[i].objnum].pos = Player_init[Netgame.locations[i]].pos;
Objects[Players[i].objnum].orient = Player_init[Netgame.locations[i]].orient;
obj_relink(Players[i].objnum,Player_init[Netgame.locations[i]].segnum);
}
Objects[Players[Player_num].objnum].type = OBJ_PLAYER;
Network_status = NETSTAT_PLAYING;
Function_mode = FMODE_GAME;
multi_sort_kill_list();
}
void
network_send_sync(void)
{
int i, j, np;
// Randomize their starting locations...
d_srand( timer_get_fixed_seconds() );
for (i=0; i<NumNetPlayerPositions; i++ )
{
if (Players[i].connected)
Players[i].connected = 1; // Get rid of endlevel connect statuses
if (Game_mode & GM_MULTI_COOP)
Netgame.locations[i] = i;
else {
do
{
np = d_rand() % NumNetPlayerPositions;
for (j=0; j<i; j++ )
{
if (Netgame.locations[j]==np)
{
np =-1;
break;
}
}
} while (np<0);
// np is a location that is not used anywhere else..
Netgame.locations[i]=np;
}
}
// Push current data into the sync packet
network_update_netgame();
Netgame.game_status = NETSTAT_PLAYING;
Netgame.type = PID_SYNC;
Netgame.segments_checksum = my_segments_checksum;
for (i=0; i<N_players; i++ ) {
if ((!Players[i].connected) || (i == Player_num))
continue;
// Send several times, extras will be ignored
send_internetwork_full_netgame_packet(NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node);
send_netplayers_packet(NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node);
}
network_read_sync_packet(&Netgame,1); // Read it myself, as if I had sent it
}
int
network_select_teams(void)
{
#ifndef SHAREWARE
newmenu_item m[MAX_PLAYERS+4];
int choice, opt, opt_team_b;
ubyte team_vector = 0;
char team_names[2][CALLSIGN_LEN+1];
int i;
int pnums[MAX_PLAYERS+2];
// One-time initialization
for (i = N_players/2; i < N_players; i++) // Put first half of players on team A
{
team_vector |= (1 << i);
}
sprintf(team_names[0], "%s", TXT_BLUE);
sprintf(team_names[1], "%s", TXT_RED);
// Here comes da menu
menu:
m[0].type = NM_TYPE_INPUT; m[0].text = team_names[0]; m[0].text_len = CALLSIGN_LEN;
opt = 1;
for (i = 0; i < N_players; i++)
{
if (!(team_vector & (1 << i)))
{
m[opt].type = NM_TYPE_MENU; m[opt].text = NetPlayers.players[i].callsign; pnums[opt] = i; opt++;
}
}
opt_team_b = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = team_names[1]; m[opt].text_len = CALLSIGN_LEN; opt++;
for (i = 0; i < N_players; i++)
{
if (team_vector & (1 << i))
{
m[opt].type = NM_TYPE_MENU; m[opt].text = NetPlayers.players[i].callsign; pnums[opt] = i; opt++;
}
}
m[opt].type = NM_TYPE_TEXT; m[opt].text = ""; opt++;
m[opt].type = NM_TYPE_MENU; m[opt].text = TXT_ACCEPT; opt++;
Assert(opt <= MAX_PLAYERS+4);
choice = newmenu_do(NULL, TXT_TEAM_SELECTION, opt, m, NULL);
if (choice == opt-1)
{
if ((opt-2-opt_team_b < 2) || (opt_team_b == 1))
{
nm_messagebox(NULL, 1, TXT_OK, TXT_TEAM_MUST_ONE);
#ifdef RELEASE
goto menu;
#endif
}
Netgame.team_vector = team_vector;
strcpy(Netgame.team_name[0], team_names[0]);
strcpy(Netgame.team_name[1], team_names[1]);
return 1;
}
else if ((choice > 0) && (choice < opt_team_b)) {
team_vector |= (1 << pnums[choice]);
}
else if ((choice > opt_team_b) && (choice < opt-2)) {
team_vector &= ~(1 << pnums[choice]);
}
else if (choice == -1)
return 0;
goto menu;
#else
return 0;
#endif
}
int
network_select_players(void)
{
int i, j;
newmenu_item m[MAX_PLAYERS+4];
char text[MAX_PLAYERS+4][45];
char title[50];
int save_nplayers; //how may people would like to join
network_add_player( &My_Seq );
for (i=0; i< MAX_PLAYERS+4; i++ ) {
sprintf( text[i], "%d. %-20s", i+1, "" );
m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0;
}
m[0].value = 1; // Assume server will play...
if (GameArg.MplNoRankings)
sprintf( text[0], "%d. %-20s", 1, Players[Player_num].callsign );
else
sprintf( text[0], "%d. %s%-20s", 1, RankStrings[NetPlayers.players[Player_num].rank],Players[Player_num].callsign );
sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER );
GetPlayersAgain:
ExtGameStatus=GAMESTAT_NETGAME_PLAYER_SELECT;
j=newmenu_do1( NULL, title, MAX_PLAYERS+4, m, network_start_poll, 1 );
save_nplayers = N_players;
if (j<0)
{
// Aborted!
// Dump all players and go back to menu mode
abort:
for (i=1; i<save_nplayers; i++) {
network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, DUMP_ABORTED);
}
Netgame.numplayers = 0;
network_send_game_info(0); // Tell everyone we're bailing
Network_status = NETSTAT_MENU;
return(0);
}
// Count number of players chosen
N_players = 0;
for (i=0; i<save_nplayers; i++ )
{
if (m[i].value)
N_players++;
}
if ( N_players > Netgame.max_numplayers) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN );
N_players = save_nplayers;
goto GetPlayersAgain;
}
#ifdef RELEASE
if ( N_players < 2 ) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO );
N_players = save_nplayers;
goto GetPlayersAgain;
}
#endif
#ifdef RELEASE
if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) && (N_players < 2) )
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "You must select at least two\nplayers to start a team game" );
N_players = save_nplayers;
goto GetPlayersAgain;
}
#endif
// Remove players that aren't marked.
N_players = 0;
for (i=0; i<save_nplayers; i++ )
{
if (m[i].value)
{
if (i > N_players)
{
memcpy(NetPlayers.players[N_players].network.ipx.node, NetPlayers.players[i].network.ipx.node, 6);
memcpy(NetPlayers.players[N_players].network.ipx.server, NetPlayers.players[i].network.ipx.server, 4);
memcpy(NetPlayers.players[N_players].callsign, NetPlayers.players[i].callsign, CALLSIGN_LEN+1);
NetPlayers.players[N_players].version_major=NetPlayers.players[i].version_major;
NetPlayers.players[N_players].version_minor=NetPlayers.players[i].version_minor;
NetPlayers.players[N_players].rank=NetPlayers.players[i].rank;
ClipRank (&NetPlayers.players[N_players].rank);
network_check_for_old_version(i);
}
Players[N_players].connected = 1;
N_players++;
}
else
{
network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, DUMP_DORK);
}
}
for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) {
memset(NetPlayers.players[i].network.ipx.node, 0, 6);
memset(NetPlayers.players[i].network.ipx.server, 0, 4);
memset(NetPlayers.players[i].callsign, 0, CALLSIGN_LEN+1);
NetPlayers.players[i].version_major=0;
NetPlayers.players[i].version_minor=0;
NetPlayers.players[i].rank=0;
}
if (Netgame.gamemode == NETGAME_TEAM_ANARCHY ||
Netgame.gamemode == NETGAME_CAPTURE_FLAG ||
Netgame.gamemode == NETGAME_TEAM_HOARD)
if (!network_select_teams())
goto abort;
return(1);
}
void
network_start_game()
{
int i;
Assert( FRAME_INFO_SIZE < MAX_DATA_SIZE );
if ( !Network_active )
{
nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND );
return;
}
network_init();
change_playernum_to(0);
if (network_find_game())
{
nm_messagebox(NULL, 1, TXT_OK, TXT_NET_FULL);
return;
}
i = network_get_game_params();
if (i<0) return;
if (IPX_Socket) {
NetDrvChangeDefaultSocket( IPX_DEFAULT_SOCKET + IPX_Socket );
}
if (is_D2_OEM)
My_Seq.player.version_minor|=NETWORK_OEM;
N_players = 0;
Netgame.game_status = NETSTAT_STARTING;
Netgame.numplayers = 0;
Netgame.protocol_version = MULTI_PROTO_VERSION;
if (GameArg.MplGameProfile)
{
char mprofile_file[13]="";
newmenu_item m[1];
m[0].type=NM_TYPE_INPUT; m[0].text_len = 8; m[0].text = mprofile_file;
if (!newmenu_do( NULL, "save profile as", 1, &(m[0]), NULL))
{
strcat(mprofile_file,".mpx");
PHYSFS_file *infile;
infile = PHYSFSX_openWriteBuffered(mprofile_file);
PHYSFS_write(infile,&Netgame,sizeof(netgame_info),1);
PHYSFS_close(infile);
}
}
Network_status = NETSTAT_STARTING;
network_set_game_mode(Netgame.gamemode);
d_srand( timer_get_fixed_seconds() );
Netgame.Security=d_rand(); // For syncing Netgames with player packets
if(network_select_players())
{
StartNewLevel(Netgame.levelnum, 0);
}
else
Game_mode = GM_GAME_OVER;
}
void restart_net_searching(newmenu_item * m)
{
int i;
N_players = 0;
num_active_games = 0;
memset(Active_games, 0, sizeof(netgame_info)*MAX_ACTIVE_NETGAMES);
for (i = 0; i < MAX_ACTIVE_NETGAMES; i++)
{
sprintf(m[i+2].text, "%d. ",i+1);
}
NamesInfoSecurity=-1;
Network_games_changed = 1;
}
char *ModeLetters[]={"ANRCHY","TEAM","ROBO","COOP","FLAG","HOARD","TMHOARD"};
int NumActiveNetgames=0;
void network_join_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
// Polling loop for Join Game menu
static fix t1 = 0;
int i, osocket,join_status,temp;
menus = menus;
citem = citem;
nitems = nitems;
key = key;
if ( Network_allow_socket_changes ) {
osocket = IPX_Socket;
if ( *key==KEY_PAGEDOWN ) { IPX_Socket--; *key = 0; }
if ( *key==KEY_PAGEUP ) { IPX_Socket++; *key = 0; }
if (IPX_Socket>99)
IPX_Socket=99;
if (IPX_Socket<-99)
IPX_Socket=-99;
if ( IPX_Socket+IPX_DEFAULT_SOCKET > 0x8000 )
IPX_Socket = 0x8000 - IPX_DEFAULT_SOCKET;
if ( IPX_Socket+IPX_DEFAULT_SOCKET < 0 )
IPX_Socket = IPX_DEFAULT_SOCKET;
if (IPX_Socket != osocket ) {
sprintf( menus[0].text, "\t%s %+d (PgUp/PgDn to change)", TXT_CURRENT_IPX_SOCKET, IPX_Socket );
network_listen();
NetDrvChangeDefaultSocket( IPX_DEFAULT_SOCKET + IPX_Socket );
restart_net_searching(menus);
network_send_game_list_request();
return;
}
}
// send a request for game info every 3 seconds
if (timer_get_approx_seconds() > t1+F1_0*3) {
t1 = timer_get_approx_seconds();
network_send_game_list_request();
}
temp=num_active_games;
network_listen();
NumActiveNetgames=num_active_games;
if (!Network_games_changed)
return;
if (temp!=num_active_games)
digi_play_sample (SOUND_HUD_MESSAGE,F1_0);
Network_games_changed = 0;
// Copy the active games data into the menu options
for (i = 0; i < num_active_games; i++)
{
int game_status = Active_games[i].game_status;
int j,x, k,tx,ty,ta,nplayers = 0;
char levelname[8],MissName[25],GameName[25],thold[2];
thold[1]=0;
// These next two loops protect against menu skewing
// if missiontitle or gamename contain a tab
for (x=0,tx=0,k=0,j=0;j<15;j++)
{
if (Active_games[i].mission_title[j]=='\t')
continue;
thold[0]=Active_games[i].mission_title[j];
gr_get_string_size (thold,&tx,&ty,&ta);
if ((x+=tx)>=FSPACX(55))
{
MissName[k]=MissName[k+1]=MissName[k+2]='.';
k+=3;
break;
}
MissName[k++]=Active_games[i].mission_title[j];
}
MissName[k]=0;
for (x=0,tx=0,k=0,j=0;j<15;j++)
{
if (Active_games[i].game_name[j]=='\t')
continue;
thold[0]=Active_games[i].game_name[j];
gr_get_string_size (thold,&tx,&ty,&ta);
if ((x+=tx)>=FSPACX(55))
{
GameName[k]=GameName[k+1]=GameName[k+2]='.';
k+=3;
break;
}
GameName[k++]=Active_games[i].game_name[j];
}
GameName[k]=0;
nplayers=Active_games[i].numconnected;
if (Active_games[i].levelnum < 0)
sprintf(levelname, "S%d", -Active_games[i].levelnum);
else
sprintf(levelname, "%d", Active_games[i].levelnum);
if (game_status == NETSTAT_STARTING)
{
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Forming");
}
else if (game_status == NETSTAT_PLAYING)
{
join_status=can_join_netgame(&Active_games[i],NULL);
if (join_status==1)
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Open");
else if (join_status==2)
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Full");
else if (join_status==3)
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Restrict");
else
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Closed");
}
else
sprintf (menus[i+2].text,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",
i+1,GameName,ModeLetters[Active_games[i].gamemode],nplayers,
Active_games[i].max_numplayers,MissName,levelname,"Between");
Assert(strlen(menus[i+2].text) < 100);
}
for (i = num_active_games; i < MAX_ACTIVE_NETGAMES; i++)
{
sprintf(menus[i+2].text, "%d. ",i+1);
}
}
int
network_wait_for_sync(void)
{
char text[60];
newmenu_item m[2];
int i, choice=0;
Network_status = NETSTAT_WAITING;
m[0].type=NM_TYPE_TEXT; m[0].text = text;
m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE;
i = network_send_request();
if (i < 0)
return(-1);
sprintf( m[0].text, "%s\n'%s' %s", TXT_NET_WAITING, NetPlayers.players[i].callsign, TXT_NET_TO_ENTER );
while (choice > -1)
choice=newmenu_do( NULL, TXT_WAIT, 2, m, network_sync_poll );
if (Network_status != NETSTAT_PLAYING)
{
sequence_packet me;
memset(&me, 0, sizeof(sequence_packet));
me.type = PID_QUIT_JOINING;
memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
memcpy( me.player.network.ipx.node, NetDrvGetMyLocalAddress(), 6 );
memcpy( me.player.network.ipx.server, NetDrvGetMyServerAddress(), 4 );
send_internetwork_sequence_packet(me, NetPlayers.players[0].network.ipx.server, NetPlayers.players[0].network.ipx.node);
N_players = 0;
Function_mode = FMODE_MENU;
Game_mode = GM_GAME_OVER;
return(-1); // they cancelled
}
return(0);
}
void
network_request_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
// Polling loop for waiting-for-requests menu
int i = 0;
int num_ready = 0;
menus = menus;
citem = citem;
nitems = nitems;
key = key;
// Send our endlevel packet at regular intervals
// if (timer_get_approx_seconds() > t1+ENDLEVEL_SEND_INTERVAL)
// {
// network_send_endlevel_packet();
// t1 = timer_get_approx_seconds();
// }
network_listen();
for (i = 0; i < N_players; i++)
{
if ((Players[i].connected == 1) || (Players[i].connected == 0))
num_ready++;
}
if (num_ready == N_players) // All players have checked in or are disconnected
{
*key = -2;
}
}
void
network_wait_for_requests(void)
{
// Wait for other players to load the level before we send the sync
int choice, i;
newmenu_item m[1];
Network_status = NETSTAT_WAITING;
m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE;
Network_status = NETSTAT_WAITING;
network_flush();
Players[Player_num].connected = 1;
menu:
choice = newmenu_do(NULL, TXT_WAIT, 1, m, network_request_poll);
if (choice == -1)
{
// User aborted
choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW);
if (choice == 2) {
N_players = 1;
return;
}
if (choice != 0)
goto menu;
// User confirmed abort
for (i=0; i < N_players; i++) {
if ((Players[i].connected != 0) && (i != Player_num)) {
network_dump_player(NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node, DUMP_ABORTED);
}
}
longjmp(LeaveGame, 0);
}
else if (choice != -2)
goto menu;
}
/* Do required syncing after each level, before starting new one */
int
network_level_sync(void)
{
int result;
MySyncPackInitialized = 0;
network_flush(); // Flush any old packets
if (N_players == 0)
result = network_wait_for_sync();
else if (network_i_am_master())
{
network_wait_for_requests();
network_send_sync();
result = 0;
}
else
result = network_wait_for_sync();
network_count_powerups_in_mine();
if (result)
{
Players[Player_num].connected = 0;
network_send_endlevel_packet();
longjmp(LeaveGame, 0);
}
return(0);
}
void network_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)
{
PowerupsInMine[Objects[i].id]++;
if (multi_powerup_is_4pack(Objects[i].id))
PowerupsInMine[Objects[i].id-1]+=4;
}
}
}
int network_do_join_game(int choice)
{
if (Active_games[choice].protocol_version != MULTI_PROTO_VERSION)
{
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_VERSION_MISMATCH);
return 0;
}
if (Active_games[choice].game_status == NETSTAT_ENDLEVEL)
{
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_NET_GAME_BETWEEN2);
return 0;
}
// Check for valid mission name
if (!load_mission_by_name(Active_games[choice].mission_name))
{
nm_messagebox(NULL, 1, TXT_OK, TXT_MISSION_NOT_FOUND);
return 0;
}
if (is_D2_OEM)
{
My_Seq.player.version_minor|=NETWORK_OEM;
if (Active_games[choice].levelnum>8)
{
nm_messagebox(NULL, 1, TXT_OK, "This OEM version only supports\nthe first 8 levels!");
return 0;
}
}
if (is_MAC_SHARE)
{
if (Active_games[choice].levelnum > 4)
{
nm_messagebox(NULL, 1, TXT_OK, "This SHAREWARE version only supports\nthe first 4 levels!");
return 0;
}
}
if (!network_wait_for_all_info (0))
{
nm_messagebox (TXT_SORRY,1,TXT_OK,"There was a join error!");
Network_status = NETSTAT_BROWSING; // We are looking at a game menu
Ext_server=NULL;
Ext_node=NULL;
return 0;
}
Network_status = NETSTAT_BROWSING; // We are looking at a game menu
Ext_server=NULL;
Ext_node=NULL;
if (!can_join_netgame(&Active_games[choice], &ActiveNetPlayers[choice]))
{
if (Active_games[0].numplayers == Active_games[0].max_numplayers)
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL);
else
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS);
return 0;
}
// Choice is valid, prepare to join in
memcpy (&Netgame, &Active_games[choice], sizeof(netgame_info));
memcpy (&NetPlayers,TempPlayersInfo,sizeof(AllNetPlayers_info));
Difficulty_level = Netgame.difficulty;
MaxNumNetPlayers = Netgame.max_numplayers;
change_playernum_to(1);
network_set_game_mode(Netgame.gamemode);
StartNewLevel(Netgame.levelnum, 0);
return 1; // look ma, we're in a game!!!
}
void nm_draw_background1(char * filename);
int show_game_stats(int choice);
int network_do_join_game(int choice);
void network_join_game()
{
int choice, i;
char menu_text[MAX_ACTIVE_NETGAMES+2][200];
newmenu_item m[MAX_ACTIVE_NETGAMES+2];
if ( !Network_active )
{
nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND);
return;
}
network_init();
N_players = 0;
setjmp(LeaveGame);
Network_send_objects = 0;
Network_sending_extras=0;
Network_rejoined=0;
Network_status = NETSTAT_BROWSING; // We are looking at a game menu
network_flush();
network_listen(); // Throw out old info
network_send_game_list_request(); // broadcast a request for lists
num_active_games = 0;
memset(m, 0, sizeof(newmenu_item)*MAX_ACTIVE_NETGAMES);
memset(Active_games, 0, sizeof(netgame_info)*MAX_ACTIVE_NETGAMES);
memset(ActiveNetPlayers,0,sizeof(AllNetPlayers_info)*MAX_ACTIVE_NETGAMES);
gr_set_fontcolor(BM_XRGB(15,15,23),-1);
m[0].text = menu_text[0];
m[0].type = NM_TYPE_TEXT;
if (Network_allow_socket_changes)
sprintf( m[0].text, "\tCurrent IPX Socket is default %+d (PgUp/PgDn to change)", IPX_Socket );
else
strcpy( m[0].text, "" ); //sprintf( m[0].text, "" );
m[1].text=menu_text[1];
m[1].type=NM_TYPE_TEXT;
sprintf (m[1].text,"\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS");
for (i = 0; i < MAX_ACTIVE_NETGAMES; i++) {
m[i+2].text = menu_text[i+2];
m[i+2].type = NM_TYPE_MENU;
sprintf(m[i+2].text, "%d. ", i+1);
}
Network_games_changed = 1;
remenu:
SurfingNet=1;
nm_draw_background1(Menu_pcx_name); //load this here so if we abort after loading level, we restore the palette
gr_palette_load(gr_palette);
ExtGameStatus=GAMESTAT_JOIN_NETGAME;
choice=newmenu_dotiny("NETGAMES", NULL,MAX_ACTIVE_NETGAMES+2, m, network_join_poll);
SurfingNet=0;
if (choice==-1) {
Network_status = NETSTAT_MENU;
return; // they cancelled
}
choice-=2;
if (choice >=num_active_games)
{
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_INVALID_CHOICE);
goto remenu;
}
if (show_game_stats(choice)==0)
goto remenu;
// Choice has been made and looks legit
if (network_do_join_game(choice)==0)
goto remenu;
return; // look ma, we're in a game!!!
}
void network_AdjustMaxDataSize ()
{
if (Netgame.ShortPackets)
MaxXDataSize=NET_XDATA_SIZE;
else
MaxXDataSize=NET_XDATA_SIZE;
}
fix StartWaitAllTime=0;
int WaitAllChoice=0;
#define ALL_INFO_REQUEST_INTERVAL F1_0*3
void network_wait_all_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
static fix t1=0;
menus=menus;
nitems=nitems;
citem=citem;
if (timer_get_approx_seconds() > t1+ALL_INFO_REQUEST_INTERVAL)
{
network_send_all_info_request(PID_SEND_ALL_GAMEINFO,SecurityCheck);
t1 = timer_get_approx_seconds();
}
network_do_big_wait(WaitAllChoice);
if(SecurityCheck==-1)
*key=-2;
}
int network_wait_for_all_info (int choice)
{
int pick;
newmenu_item m[2];
m[0].type=NM_TYPE_TEXT; m[0].text = "Press Escape to cancel";
WaitAllChoice=choice;
StartWaitAllTime=timer_get_approx_seconds();
SecurityCheck=Active_games[choice].Security;
NetSecurityFlag=0;
GetMenu:
pick=newmenu_do( NULL, "Connecting...", 1, m, network_wait_all_poll );
if (pick>-1 && SecurityCheck!=-1)
goto GetMenu;
if (SecurityCheck==-1)
{
SecurityCheck=0;
return (1);
}
SecurityCheck=0;
return (0);
}
void network_do_big_wait(int choice)
{
int size;
ubyte packet[MAX_DATA_SIZE],*data;
AllNetPlayers_info *temp_info;
#ifdef WORDS_BIGENDIAN
AllNetPlayers_info info_struct;
#endif
size=NetDrvGetPacketData( packet );
if (size>0)
{
data = packet;
switch (data[0])
{
case PID_GAME_INFO:
receive_full_netgame_packet(data, &TempNetInfo);
if (TempNetInfo.Security !=SecurityCheck)
{
break;
}
if (NetSecurityFlag==NETSECURITY_WAIT_FOR_GAMEINFO)
{
if (TempPlayersInfo->Security==TempNetInfo.Security)
{
if (TempPlayersInfo->Security==SecurityCheck)
{
memcpy (&Active_games[choice],(ubyte *)&TempNetInfo,sizeof(netgame_info));
memcpy (&ActiveNetPlayers[choice],TempPlayersInfo,sizeof(AllNetPlayers_info));
SecurityCheck=-1;
}
}
}
else
{
NetSecurityFlag=NETSECURITY_WAIT_FOR_PLAYERS;
NetSecurityNum=TempNetInfo.Security;
if (network_wait_for_playerinfo())
{
memcpy (&Active_games[choice],(ubyte *)&TempNetInfo,sizeof(netgame_info));
memcpy (&ActiveNetPlayers[choice],TempPlayersInfo,sizeof(AllNetPlayers_info));
SecurityCheck=-1;
}
NetSecurityFlag=0;
NetSecurityNum=0;
}
break;
case PID_PLAYERSINFO:
#ifndef WORDS_BIGENDIAN
temp_info=(AllNetPlayers_info *)data;
#else
receive_netplayers_packet(data, &info_struct);
temp_info = &info_struct;
#endif
if (temp_info->Security!=SecurityCheck)
break; // If this isn't the guy we're looking for, move on
memcpy (&TempPlayersBase,(ubyte *)&temp_info,sizeof(AllNetPlayers_info));
TempPlayersInfo=&TempPlayersBase;
WaitingForPlayerInfo=0;
NetSecurityNum=TempPlayersInfo->Security;
NetSecurityFlag=NETSECURITY_WAIT_FOR_GAMEINFO;
break;
}
}
}
void network_leave_game()
{
int nsave;
network_do_frame(1, 1);
#ifdef NETPROFILING
fclose (SendLogFile);
fclose (RecieveLogFile);
#endif
if ((network_i_am_master()))
{
while (Network_sending_extras>1 && Player_joining_extras!=-1)
network_send_extras();
Netgame.numplayers = 0;
nsave=N_players;
N_players=0;
network_send_game_info(NULL);
N_players=nsave;
}
Players[Player_num].connected = 0;
network_send_endlevel_packet();
change_playernum_to(0);
Game_mode = GM_GAME_OVER;
write_player_file();
network_flush();
}
void network_flush()
{
ubyte packet[MAX_DATA_SIZE];
if (!Network_active) return;
while (NetDrvGetPacketData(packet) > 0) ;
}
void network_listen()
{
int size;
ubyte packet[MAX_DATA_SIZE];
int i,loopmax=999;
if (Network_status==NETSTAT_PLAYING && Netgame.ShortPackets && !Network_send_objects)
{
loopmax=N_players*Netgame.PacketsPerSec;
}
if (!Network_active) return;
WaitingForPlayerInfo=1;
NetSecurityFlag=NETSECURITY_OFF;
i=1;
size = NetDrvGetPacketData( packet );
while ( size > 0) {
network_process_packet( packet, size );
if (++i>loopmax)
break;
size = NetDrvGetPacketData( packet );
}
}
int network_wait_for_playerinfo()
{
int size,retries=0;
ubyte packet[MAX_DATA_SIZE];
struct AllNetPlayers_info *TempInfo;
fix basetime;
ubyte id;
#ifdef WORDS_BIGENDIAN
AllNetPlayers_info info_struct;
#endif
if (!Network_active) return(0);
if (Network_status==NETSTAT_PLAYING)
{
Int3(); //MY GOD! Get Jason...this is the source of many problems
return (0);
}
basetime=timer_get_approx_seconds();
while (WaitingForPlayerInfo && retries<50 && (timer_get_approx_seconds()<(basetime+(F1_0*5))))
{
size = NetDrvGetPacketData( packet );
id = packet[0];
if (size>0 && id==PID_PLAYERSINFO)
{
#ifdef WORDS_BIGENDIAN
receive_netplayers_packet(packet, &info_struct);
TempInfo = &info_struct;
#else
TempInfo=(AllNetPlayers_info *)packet;
#endif
retries++;
if (NetSecurityFlag==NETSECURITY_WAIT_FOR_PLAYERS)
{
if (NetSecurityNum==TempInfo->Security)
{
memcpy (&TempPlayersBase,(ubyte *)TempInfo,sizeof(AllNetPlayers_info));
TempPlayersInfo=&TempPlayersBase;
NetSecurityFlag=NETSECURITY_OFF;
NetSecurityNum=0;
WaitingForPlayerInfo=0;
return (1);
}
else
continue;
}
else
{
NetSecurityNum=TempInfo->Security;
NetSecurityFlag=NETSECURITY_WAIT_FOR_GAMEINFO;
memcpy (&TempPlayersBase,(ubyte *)TempInfo,sizeof(AllNetPlayers_info));
TempPlayersInfo=&TempPlayersBase;
WaitingForPlayerInfo=0;
return (1);
}
}
}
return (0);
}
void network_send_data( ubyte * ptr, int len, int urgent )
{
char check;
#ifdef NETPROFILING
TTSent[ptr[0]]++;
fprintf (SendLogFile,"Packet type: %d Len:%d Urgent:%d TT=%d\n",ptr[0],len,urgent,TTSent[ptr[0]]);
fflush (SendLogFile);
#endif
if (Endlevel_sequence)
return;
if (!MySyncPackInitialized) {
MySyncPackInitialized = 1;
memset( &MySyncPack, 0, sizeof(frame_info) );
}
if (urgent)
PacketUrgent = 1;
if ((MySyncPack.data_size+len) > MaxXDataSize ) {
check = ptr[0];
network_do_frame(1, 0);
if (MySyncPack.data_size != 0) {
Int3();
}
Assert(check == ptr[0]);
}
Assert(MySyncPack.data_size+len <= MaxXDataSize);
memcpy( &MySyncPack.data[MySyncPack.data_size], ptr, len );
MySyncPack.data_size += len;
}
void network_timeout_player(int playernum)
{
// Remove a player from the game if we haven't heard from them in
// a long time.
int i, n = 0;
Assert(playernum < N_players);
Assert(playernum > -1);
network_disconnect_player(playernum);
create_player_appearance_effect(&Objects[Players[playernum].objnum]);
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message("%s %s", Players[playernum].callsign, TXT_DISCONNECTING);
for (i = 0; i < N_players; i++)
if (Players[i].connected)
n++;
if (n == 1)
{
HUD_init_message("You are the only person remaining in this netgame");
//nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
}
}
fix last_send_time = 0;
fix last_timeout_check = 0;
#ifdef WORDS_BIGENDIAN
void squish_short_frame_info(short_frame_info old_info, ubyte *data)
{
int loc = 0;
int tmpi;
short tmps;
data[0] = old_info.type; loc++;
/* skip three for pad byte */ loc += 3;
tmpi = INTEL_INT(old_info.numpackets);
memcpy(&(data[loc]), &tmpi, 4); loc += 4;
memcpy(&(data[loc]), old_info.thepos.bytemat, 9); loc += 9;
tmps = INTEL_SHORT(old_info.thepos.xo);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.yo);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.zo);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.segment);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.velx);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.vely);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.thepos.velz);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
tmps = INTEL_SHORT(old_info.data_size);
memcpy(&(data[loc]), &tmps, 2); loc += 2;
data[loc] = old_info.playernum; loc++;
data[loc] = old_info.obj_render_type; loc++;
data[loc] = old_info.level_num; loc++;
memcpy(&(data[loc]), old_info.data, old_info.data_size);
}
#endif
char NakedBuf[NET_XDATA_SIZE+4];
int NakedPacketLen=0;
int NakedPacketDestPlayer=-1;
void network_do_frame(int force, int listen)
{
int i;
short_frame_info ShortSyncPack;
static fix LastEndlevel=0;
if (!(Game_mode&GM_NETWORK)) return;
if ((Network_status != NETSTAT_PLAYING) || (Endlevel_sequence)) // Don't send postion during escape sequence...
goto listen;
if (NakedPacketLen)
{
Assert (NakedPacketDestPlayer>-1);
NetDrvSendPacketData( (ubyte *)NakedBuf, NakedPacketLen, NetPlayers.players[NakedPacketDestPlayer].network.ipx.server, NetPlayers.players[NakedPacketDestPlayer].network.ipx.node,Players[NakedPacketDestPlayer].net_address );
NakedPacketLen=0;
NakedPacketDestPlayer=-1;
}
if (WaitForRefuseAnswer && timer_get_approx_seconds()>(RefuseTimeLimit+(F1_0*12)))
WaitForRefuseAnswer=0;
last_send_time += FrameTime;
last_timeout_check += FrameTime;
// Send out packet PacksPerSec times per second maximum... unless they fire, then send more often...
if ( (last_send_time>F1_0/Netgame.PacketsPerSec) || (Network_laser_fired) || force || PacketUrgent )
{
if ( Players[Player_num].connected ) {
int objnum = Players[Player_num].objnum;
PacketUrgent = 0;
if (listen) {
multi_send_robot_frame(0);
multi_send_fire(); // Do firing if needed..
}
last_send_time = 0;
if (Netgame.ShortPackets)
{
#ifdef WORDS_BIGENDIAN
ubyte send_data[MAX_DATA_SIZE];
//int squished_size;
#endif
int i;
memset(&ShortSyncPack,0,sizeof(short_frame_info));
create_shortpos(&ShortSyncPack.thepos, Objects+objnum, 0);
ShortSyncPack.type = PID_PDATA;
ShortSyncPack.playernum = Player_num;
ShortSyncPack.obj_render_type = Objects[objnum].render_type;
ShortSyncPack.level_num = Current_level_num;
ShortSyncPack.data_size = MySyncPack.data_size;
memcpy (&ShortSyncPack.data[0],&MySyncPack.data[0],MySyncPack.data_size);
MySyncPack.numpackets = INTEL_INT(Players[0].n_packets_sent++);
ShortSyncPack.numpackets = MySyncPack.numpackets;
#ifndef WORDS_BIGENDIAN
// NetDrvSendGamePacket((ubyte*)&ShortSyncPack, sizeof(short_frame_info) - MaxXDataSize + MySyncPack.data_size);
for(i=0; i<N_players; i++) {
if(Players[i].connected && (i != Player_num))
NetDrvSendPacketData((ubyte*)&ShortSyncPack, sizeof(short_frame_info) - MaxXDataSize + MySyncPack.data_size, NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node,Players[i].net_address);
}
#else
squish_short_frame_info(ShortSyncPack, send_data);
// NetDrvSendGamePacket((ubyte*)send_data, IPX_SHORT_INFO_SIZE-MaxXDataSize+MySyncPack.data_size);
for(i=0; i<N_players; i++) {
if(Players[i].connected && (i != Player_num))
NetDrvSendPacketData((ubyte*)send_data, IPX_SHORT_INFO_SIZE-MaxXDataSize+MySyncPack.data_size, NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node,Players[i].net_address);
}
#endif
}
else // If long packets
{
int send_data_size, i;
MySyncPack.numpackets = Players[0].n_packets_sent++;
MySyncPack.type = PID_PDATA;
MySyncPack.playernum = Player_num;
MySyncPack.obj_render_type = Objects[objnum].render_type;
MySyncPack.level_num = Current_level_num;
MySyncPack.obj_segnum = Objects[objnum].segnum;
MySyncPack.obj_pos = Objects[objnum].pos;
MySyncPack.obj_orient = Objects[objnum].orient;
MySyncPack.phys_velocity = Objects[objnum].mtype.phys_info.velocity;
MySyncPack.phys_rotvel = Objects[objnum].mtype.phys_info.rotvel;
send_data_size = MySyncPack.data_size; // do this so correct size data is sent
// NetDrvSendGamePacket((ubyte*)&MySyncPack, sizeof(frame_info) - MaxXDataSize + send_data_size);
for(i=0; i<N_players; i++)
{
if(Players[i].connected && (i != Player_num))
{
send_frameinfo_packet(&MySyncPack, NetPlayers.players[i].network.ipx.server, NetPlayers.players[i].network.ipx.node,Players[i].net_address);
}
}
}
MySyncPack.data_size = 0; // Start data over at 0 length.
if (Control_center_destroyed)
{
if (Player_is_dead)
Players[Player_num].connected=3;
if (timer_get_approx_seconds() > (LastEndlevel+(F1_0/2)))
{
network_send_endlevel_packet();
LastEndlevel=timer_get_approx_seconds();
}
}
}
}
if (!listen)
return;
if ((last_timeout_check > F1_0) && !(Control_center_destroyed))
{
fix approx_time = timer_get_approx_seconds();
// Check for player timeouts
for (i = 0; i < N_players; i++)
{
if ((i != Player_num) && (Players[i].connected == 1))
{
if ((LastPacketTime[i] == 0) || (LastPacketTime[i] > approx_time))
{
LastPacketTime[i] = approx_time;
continue;
}
if ((approx_time - LastPacketTime[i]) > NETWORK_TIMEOUT)
network_timeout_player(i);
}
if(Players[i].connected != 1 && Objects[Players[i].objnum].type != OBJ_GHOST)
{
HUD_init_message( "'%s' has left.", Players[i].callsign );
multi_make_player_ghost(i);
}
}
last_timeout_check = 0;
}
listen:
if (!listen)
{
MySyncPack.data_size = 0;
return;
}
network_listen();
if (VerifyPlayerJoined!=-1 && !(FrameCount & 63))
resend_sync_due_to_packet_loss_for_allender(); // This will resend to network_player_rejoining
if (Network_send_objects)
network_send_objects();
if (Network_sending_extras && VerifyPlayerJoined==-1)
{
network_send_extras();
return;
}
}
int missed_packets = 0;
int ConsistencyCount = 0;
void network_consistency_error(void)
{
if (++ConsistencyCount < 10)
return;
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR);
Function_mode = FMODE_GAME;
ConsistencyCount = 0;
multi_quit_game = 1;
multi_leave_menu = 1;
multi_reset_stuff();
Function_mode = FMODE_MENU;
}
void network_process_pdata (char *data)
{
Assert (Game_mode & GM_NETWORK);
if (Netgame.ShortPackets)
network_read_pdata_short_packet ((short_frame_info *)data);
else
network_read_pdata_packet ((ubyte *) data);
}
void network_read_pdata_packet(ubyte *data )
{
int TheirPlayernum;
int TheirObjnum;
object * TheirObj = NULL;
frame_info *pd;
frame_info frame_data;
pd = &frame_data;
receive_frameinfo_packet(data, &frame_data);
TheirPlayernum = pd->playernum;
TheirObjnum = Players[pd->playernum].objnum;
if (TheirPlayernum < 0) {
Int3(); // This packet is bogus!!
return;
}
if (VerifyPlayerJoined!=-1 && TheirPlayernum==VerifyPlayerJoined)
{
// Hurray! Someone really really got in the game (I think).
VerifyPlayerJoined=-1;
}
if (!multi_quit_game && (TheirPlayernum >= N_players))
{
if (Network_status!=NETSTAT_WAITING)
{
Int3(); // We missed an important packet!
network_consistency_error();
return;
}
else
return;
}
if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL) ) {
int old_Endlevel_sequence = Endlevel_sequence;
Endlevel_sequence = 1;
if ( pd->data_size>0 )
{
// pass pd->data to some parser function....
multi_process_bigdata( pd->data, pd->data_size );
}
Endlevel_sequence = old_Endlevel_sequence;
return;
}
if ((sbyte)pd->level_num != Current_level_num)
{
return;
}
TheirObj = &Objects[TheirObjnum];
//------------- Keep track of missed packets -----------------
Players[TheirPlayernum].n_packets_got++;
TotalPacketsGot++;
LastPacketTime[TheirPlayernum] = timer_get_approx_seconds();
if ( pd->numpackets != Players[TheirPlayernum].n_packets_got ) {
int missed_packets;
missed_packets = pd->numpackets-Players[TheirPlayernum].n_packets_got;
if ((pd->numpackets-Players[TheirPlayernum].n_packets_got)>0)
TotalMissedPackets += pd->numpackets-Players[TheirPlayernum].n_packets_got;
Players[TheirPlayernum].n_packets_got = pd->numpackets;
}
//------------ Read the player's ship's object info ----------------------
TheirObj->pos = pd->obj_pos;
TheirObj->orient = pd->obj_orient;
TheirObj->mtype.phys_info.velocity = pd->phys_velocity;
TheirObj->mtype.phys_info.rotvel = pd->phys_rotvel;
if ((TheirObj->render_type != pd->obj_render_type) && (pd->obj_render_type == RT_POLYOBJ))
multi_make_ghost_player(TheirPlayernum);
obj_relink(TheirObjnum,pd->obj_segnum);
if (TheirObj->movement_type == MT_PHYSICS)
set_thrust_from_velocity(TheirObj);
//------------ Welcome them back if reconnecting --------------
if (!Players[TheirPlayernum].connected) {
Players[TheirPlayernum].connected = 1;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_reconnect(TheirPlayernum);
multi_make_ghost_player(TheirPlayernum);
create_player_appearance_effect(&Objects[TheirObjnum]);
digi_play_sample( SOUND_HUD_MESSAGE, F1_0);
ClipRank (&NetPlayers.players[TheirPlayernum].rank);
if (GameArg.MplNoRankings)
HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN );
else
HUD_init_message( "%s'%s' %s", RankStrings[NetPlayers.players[TheirPlayernum].rank],Players[TheirPlayernum].callsign, TXT_REJOIN );
multi_send_score();
}
//------------ Parse the extra data at the end ---------------
if ( pd->data_size>0 ) {
// pass pd->data to some parser function....
multi_process_bigdata( pd->data, pd->data_size );
}
}
#ifdef WORDS_BIGENDIAN
void get_short_frame_info(ubyte *old_info, short_frame_info *new_info)
{
int loc = 0;
new_info->type = old_info[loc]; loc++;
/* skip three for pad byte */ loc += 3;
memcpy(&(new_info->numpackets), &(old_info[loc]), 4); loc += 4;
new_info->numpackets = INTEL_INT(new_info->numpackets);
memcpy(new_info->thepos.bytemat, &(old_info[loc]), 9); loc += 9;
memcpy(&(new_info->thepos.xo), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.yo), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.zo), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.segment), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.velx), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.vely), &(old_info[loc]), 2); loc += 2;
memcpy(&(new_info->thepos.velz), &(old_info[loc]), 2); loc += 2;
new_info->thepos.xo = INTEL_SHORT(new_info->thepos.xo);
new_info->thepos.yo = INTEL_SHORT(new_info->thepos.yo);
new_info->thepos.zo = INTEL_SHORT(new_info->thepos.zo);
new_info->thepos.segment = INTEL_SHORT(new_info->thepos.segment);
new_info->thepos.velx = INTEL_SHORT(new_info->thepos.velx);
new_info->thepos.vely = INTEL_SHORT(new_info->thepos.vely);
new_info->thepos.velz = INTEL_SHORT(new_info->thepos.velz);
memcpy(&(new_info->data_size), &(old_info[loc]), 2); loc += 2;
new_info->data_size = INTEL_SHORT(new_info->data_size);
new_info->playernum = old_info[loc]; loc++;
new_info->obj_render_type = old_info[loc]; loc++;
new_info->level_num = old_info[loc]; loc++;
memcpy(new_info->data, &(old_info[loc]), new_info->data_size);
}
#else
#define get_short_frame_info(old_info, new_info) \
memcpy(new_info, old_info, sizeof(short_frame_info))
#endif
void network_read_pdata_short_packet(short_frame_info *pd )
{
int TheirPlayernum;
int TheirObjnum;
object * TheirObj = NULL;
short_frame_info new_pd;
// short frame info is not aligned because of shortpos. The mac
// will call totally hacked and gross function to fix this up.
get_short_frame_info((ubyte *)pd, &new_pd);
TheirPlayernum = new_pd.playernum;
TheirObjnum = Players[new_pd.playernum].objnum;
if (TheirPlayernum < 0) {
Int3(); // This packet is bogus!!
return;
}
if (!multi_quit_game && (TheirPlayernum >= N_players)) {
if (Network_status!=NETSTAT_WAITING)
{
Int3(); // We missed an important packet!
network_consistency_error();
return;
}
else
return;
}
if (VerifyPlayerJoined!=-1 && TheirPlayernum==VerifyPlayerJoined)
{
// Hurray! Someone really really got in the game (I think).
VerifyPlayerJoined=-1;
}
if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL) ) {
int old_Endlevel_sequence = Endlevel_sequence;
Endlevel_sequence = 1;
if ( new_pd.data_size>0 ) {
// pass pd->data to some parser function....
multi_process_bigdata( new_pd.data, new_pd.data_size );
}
Endlevel_sequence = old_Endlevel_sequence;
return;
}
if ((sbyte)new_pd.level_num != Current_level_num)
{
return;
}
TheirObj = &Objects[TheirObjnum];
//------------- Keep track of missed packets -----------------
Players[TheirPlayernum].n_packets_got++;
TotalPacketsGot++;
LastPacketTime[TheirPlayernum] = timer_get_approx_seconds();
if ( new_pd.numpackets != Players[TheirPlayernum].n_packets_got ) {
int missed_packets;
missed_packets = new_pd.numpackets-Players[TheirPlayernum].n_packets_got;
if ((new_pd.numpackets-Players[TheirPlayernum].n_packets_got)>0)
TotalMissedPackets += new_pd.numpackets-Players[TheirPlayernum].n_packets_got;
Players[TheirPlayernum].n_packets_got = new_pd.numpackets;
}
//------------ Read the player's ship's object info ----------------------
extract_shortpos(TheirObj, &new_pd.thepos, 0);
if ((TheirObj->render_type != new_pd.obj_render_type) && (new_pd.obj_render_type == RT_POLYOBJ))
multi_make_ghost_player(TheirPlayernum);
if (TheirObj->movement_type == MT_PHYSICS)
set_thrust_from_velocity(TheirObj);
//------------ Welcome them back if reconnecting --------------
if (!Players[TheirPlayernum].connected) {
Players[TheirPlayernum].connected = 1;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_reconnect(TheirPlayernum);
multi_make_ghost_player(TheirPlayernum);
create_player_appearance_effect(&Objects[TheirObjnum]);
digi_play_sample( SOUND_HUD_MESSAGE, F1_0);
ClipRank (&NetPlayers.players[TheirPlayernum].rank);
if (GameArg.MplNoRankings)
HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN );
else
HUD_init_message( "%s'%s' %s", RankStrings[NetPlayers.players[TheirPlayernum].rank],Players[TheirPlayernum].callsign, TXT_REJOIN );
multi_send_score();
}
//------------ Parse the extra data at the end ---------------
if ( new_pd.data_size>0 ) {
// pass pd->data to some parser function....
multi_process_bigdata( new_pd.data, new_pd.data_size );
}
}
void network_set_power (void)
{
int opt=0,choice,opt_primary,opt_second,opt_power;
newmenu_item m[40];
opt_primary=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Laser upgrade"; m[opt].value=Netgame.DoLaserUpgrade; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Super lasers"; m[opt].value=Netgame.DoSuperLaser; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Quad Lasers"; m[opt].value=Netgame.DoQuadLasers; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Vulcan cannon"; m[opt].value=Netgame.DoVulcan; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Spreadfire cannon"; m[opt].value=Netgame.DoSpread; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Plasma cannon"; m[opt].value=Netgame.DoPlasma; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Fusion cannon"; m[opt].value=Netgame.DoFusions; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Gauss cannon"; m[opt].value=Netgame.DoGauss; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Helix cannon"; m[opt].value=Netgame.DoHelix; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Phoenix cannon"; m[opt].value=Netgame.DoPhoenix; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Omega cannon"; m[opt].value=Netgame.DoOmega; opt++;
opt_second=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Homing Missiles"; m[opt].value=Netgame.DoHoming; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Proximity Bombs"; m[opt].value=Netgame.DoProximity; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Smart Missiles"; m[opt].value=Netgame.DoSmarts; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Mega Missiles"; m[opt].value=Netgame.DoMegas; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Flash Missiles"; m[opt].value=Netgame.DoFlash; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Guided Missiles"; m[opt].value=Netgame.DoGuided; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Smart Mines"; m[opt].value=Netgame.DoSmartMine; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Mercury Missiles"; m[opt].value=Netgame.DoMercury; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "EarthShaker Missiles"; m[opt].value=Netgame.DoEarthShaker; opt++;
opt_power=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Invulnerability"; m[opt].value=Netgame.DoInvulnerability; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Cloaking"; m[opt].value=Netgame.DoCloak; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Afterburners"; m[opt].value=Netgame.DoAfterburner; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Ammo rack"; m[opt].value=Netgame.DoAmmoRack; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Energy Converter"; m[opt].value=Netgame.DoConverter; opt++;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Headlight"; m[opt].value=Netgame.DoHeadlight; opt++;
choice = newmenu_do(NULL, "Objects to allow", opt, m, NULL);
Netgame.DoLaserUpgrade=m[opt_primary].value;
Netgame.DoSuperLaser=m[opt_primary+1].value;
Netgame.DoQuadLasers=m[opt_primary+2].value;
Netgame.DoVulcan=m[opt_primary+3].value;
Netgame.DoSpread=m[opt_primary+4].value;
Netgame.DoPlasma=m[opt_primary+5].value;
Netgame.DoFusions=m[opt_primary+6].value;
Netgame.DoGauss=m[opt_primary+7].value;
Netgame.DoHelix=m[opt_primary+8].value;
Netgame.DoPhoenix=m[opt_primary+9].value;
Netgame.DoOmega=m[opt_primary+10].value;
Netgame.DoHoming=m[opt_second].value;
Netgame.DoProximity=m[opt_second+1].value;
Netgame.DoSmarts=m[opt_second+2].value;
Netgame.DoMegas=m[opt_second+3].value;
Netgame.DoFlash=m[opt_second+4].value;
Netgame.DoGuided=m[opt_second+5].value;
Netgame.DoSmartMine=m[opt_second+6].value;
Netgame.DoMercury=m[opt_second+7].value;
Netgame.DoEarthShaker=m[opt_second+8].value;
Netgame.DoInvulnerability=m[opt_power].value;
Netgame.DoCloak=m[opt_power+1].value;
Netgame.DoAfterburner=m[opt_power+2].value;
Netgame.DoAmmoRack=m[opt_power+3].value;
Netgame.DoConverter=m[opt_power+4].value;
Netgame.DoHeadlight=m[opt_power+5].value;
}
void SetAllAllowablesTo (int on)
{
last_cinvul = 0; //default to zero
Netgame.DoMegas=Netgame.DoSmarts=Netgame.DoFusions=Netgame.DoHelix=\
Netgame.DoPhoenix=Netgame.DoCloak=Netgame.DoInvulnerability=\
Netgame.DoAfterburner=Netgame.DoGauss=Netgame.DoVulcan=Netgame.DoPlasma=on;
Netgame.DoOmega=Netgame.DoSuperLaser=Netgame.DoProximity=\
Netgame.DoSpread=Netgame.DoMercury=Netgame.DoSmartMine=Netgame.DoFlash=\
Netgame.DoGuided=Netgame.DoEarthShaker=on;
Netgame.DoConverter=Netgame.DoAmmoRack=Netgame.DoHeadlight=on;
Netgame.DoHoming=Netgame.DoLaserUpgrade=Netgame.DoQuadLasers=on;
Netgame.BrightPlayers=Netgame.invul=on;
}
fix LastPTA;
int LastKillGoal;
// Jeez -- mac compiler can't handle all of these on the same decl line.
int opt_setpower,opt_playtime,opt_killgoal,opt_socket,opt_marker_view,opt_light,opt_show_on_map;
int opt_difficulty,opt_packets,opt_short_packets, opt_bright,opt_start_invul;
int opt_show_names;
void network_more_options_poll( int nitems, newmenu_item * menus, int * key, int citem );
void network_more_game_options ()
{
int opt=0,i;
char PlayText[80],KillText[80],srinvul[50],packstring[5],socket_string[5];
newmenu_item m[21];
sprintf (socket_string,"%d",IPX_Socket);
sprintf (packstring,"%d",Netgame.PacketsPerSec);
opt_difficulty = opt;
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.difficulty; m[opt].text=TXT_DIFFICULTY; m[opt].min_value=0; m[opt].max_value=(NDL-1); opt++;
opt_cinvul = opt;
sprintf( srinvul, "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV );
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.control_invul_time/5/F1_0/60; m[opt].text= srinvul; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_playtime=opt;
sprintf( PlayText, "Max time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV );
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.PlayTimeAllowed; m[opt].text= PlayText; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_killgoal=opt;
sprintf( KillText, "Kill Goal: %d kills", Netgame.KillGoal*5);
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.KillGoal; m[opt].text= KillText; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_start_invul=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Invulnerable when reappearing"; m[opt].value=Netgame.invul; opt++;
opt_marker_view = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Allow Marker camera views"; m[opt].value=Netgame.Allow_marker_view; opt++;
opt_light = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Indestructible lights"; m[opt].value=Netgame.AlwaysLighting; opt++;
opt_bright = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Bright player ships"; m[opt].value=Netgame.BrightPlayers; opt++;
opt_show_names=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Show player names on HUD"; m[opt].value=Netgame.ShowAllNames; opt++;
opt_show_on_map=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = TXT_SHOW_ON_MAP; m[opt].value=(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP); opt_show_on_map=opt; opt++;
opt_short_packets=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Short packets"; m[opt].value=Netgame.ShortPackets; opt++;
opt_setpower = opt;
m[opt].type = NM_TYPE_MENU; m[opt].text = "Set Objects allowed..."; opt++;
m[opt].type = NM_TYPE_TEXT; m[opt].text = "Packets per second (2 - 20)"; opt++;
opt_packets=opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text=packstring; m[opt].text_len=2; opt++;
if (NetDrvType() != NETPROTO_UDP)
{
m[opt].type = NM_TYPE_TEXT; m[opt].text = "Network socket"; opt++;
opt_socket = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = socket_string; m[opt].text_len=4; opt++;
}
LastKillGoal=Netgame.KillGoal;
LastPTA=Netgame.PlayTimeAllowed;
menu:
ExtGameStatus=GAMESTAT_MORE_NETGAME_OPTIONS;
i = newmenu_do1( NULL, "Advanced netgame options", opt, m, network_more_options_poll, 0 );
Netgame.control_invul_time = m[opt_cinvul].value*5*F1_0*60;
if (i==opt_setpower)
{
network_set_power ();
goto menu;
}
Netgame.PacketsPerSec=atoi(packstring);
if (Netgame.PacketsPerSec>20)
{
Netgame.PacketsPerSec=20;
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 20");
}
if (Netgame.PacketsPerSec<2)
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 2");
Netgame.PacketsPerSec=2;
}
if (NetDrvType() != NETPROTO_UDP)
{
if ((atoi(socket_string))!=IPX_Socket)
{
IPX_Socket=atoi(socket_string);
NetDrvChangeDefaultSocket( IPX_DEFAULT_SOCKET + IPX_Socket );
}
}
Netgame.invul=m[opt_start_invul].value;
Netgame.BrightPlayers=m[opt_bright].value;
Netgame.ShortPackets=m[opt_short_packets].value;
Netgame.ShowAllNames=m[opt_show_names].value;
network_AdjustMaxDataSize();
Netgame.Allow_marker_view=m[opt_marker_view].value;
Netgame.AlwaysLighting=m[opt_light].value;
Netgame.difficulty=Difficulty_level = m[opt_difficulty].value;
if (m[opt_show_on_map].value)
Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP;
else
Netgame.game_flags &= ~NETGAME_FLAG_SHOW_MAP;
}
void network_more_options_poll( int nitems, newmenu_item * menus, int * key, int citem )
{
menus = menus;
citem = citem; // kills compile warnings
nitems = nitems;
key = key;
if ( last_cinvul != menus[opt_cinvul].value ) {
sprintf( menus[opt_cinvul].text, "%s: %d %s", TXT_REACTOR_LIFE, menus[opt_cinvul].value*5, TXT_MINUTES_ABBREV );
last_cinvul = menus[opt_cinvul].value;
}
if (menus[opt_playtime].value!=LastPTA)
{
if (Game_mode & GM_MULTI_COOP)
{
LastPTA=0;
nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!");
menus[opt_playtime].value=0;
return;
}
Netgame.PlayTimeAllowed=menus[opt_playtime].value;
sprintf( menus[opt_playtime].text, "Max Time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV );
LastPTA=Netgame.PlayTimeAllowed;
}
if (menus[opt_killgoal].value!=LastKillGoal)
{
if (Game_mode & GM_MULTI_COOP)
{
nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!");
menus[opt_killgoal].value=0;
LastKillGoal=0;
return;
}
Netgame.KillGoal=menus[opt_killgoal].value;
sprintf( menus[opt_killgoal].text, "Kill Goal: %d kills", Netgame.KillGoal*5);
LastKillGoal=Netgame.KillGoal;
}
}
extern void multi_send_light (int,ubyte);
extern void multi_send_light_specific (int,int,ubyte);
void network_send_smash_lights (int pnum)
{
// send the lights that have been blown out
int i;
pnum=pnum;
for (i=0;i<=Highest_segment_index;i++)
if (Light_subtracted[i])
multi_send_light_specific(pnum,i,Light_subtracted[i]);
}
extern int Num_triggers;
extern void multi_send_trigger_specific (char pnum,char);
void network_send_fly_thru_triggers (int pnum)
{
// send the fly thru triggers that have been disabled
int i;
for (i=0;i<Num_triggers;i++)
if (Triggers[i].flags & TF_DISABLED)
multi_send_trigger_specific(pnum,i);
}
void network_send_player_flags()
{
int i;
for (i=0;i<N_players;i++)
multi_send_flags(i);
}
void network_ping (ubyte flag,int pnum)
{
ubyte mybuf[2];
mybuf[0]=flag;
mybuf[1]=Player_num;
*(u_int32_t*)(multibuf+2)=INTEL_INT(timer_get_fixed_seconds());
NetDrvSendPacketData( (ubyte *)mybuf, 7, NetPlayers.players[pnum].network.ipx.server, NetPlayers.players[pnum].network.ipx.node,Players[pnum].net_address );
}
static fix PingLaunchTime[MAX_PLAYERS],PingReturnTime[MAX_PLAYERS];
fix PingTable[MAX_PLAYERS];
void network_handle_ping_return (ubyte pnum)
{
if (PingLaunchTime[pnum]==0 || pnum>=N_players)
{
return;
}
PingReturnTime[pnum]=timer_get_fixed_seconds();
PingTable[pnum]=f2i(fixmul(PingReturnTime[pnum]-PingLaunchTime[pnum],i2f(1000)));
PingLaunchTime[pnum]=0;
}
void network_send_ping (ubyte pnum)
{
network_ping (PID_PING_SEND,pnum);
}
// ping all connected players (except yourself) in 3sec interval and update ping_table
void network_ping_all()
{
int i;
static fix PingTime=0;
PingTable[Player_num] = -1; // Set mine to fancy -1 because I am super fast! Weeee
if (PingTime+(F1_0*3)<GameTime || PingTime > GameTime)
{
for (i=0; i<MAX_PLAYERS; i++)
{
if (Players[i].connected && i != Player_num)
{
PingLaunchTime[i]=timer_get_fixed_seconds();
network_send_ping(i);
}
}
PingTime=GameTime;
}
}
void DoRefuseStuff (sequence_packet *their)
{
int i,new_player_num;
ClipRank (&their->player.rank);
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
network_welcome_player(their);
return;
}
}
if (!WaitForRefuseAnswer)
{
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
network_welcome_player(their);
return;
}
}
digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2);
if (Game_mode & GM_TEAM)
{
if (!GameArg.MplNoRankings)
{
HUD_init_message ("%s %s wants to join",RankStrings[their->player.rank],their->player.callsign);
}
else
{
HUD_init_message ("%s wants to join",their->player.callsign);
}
HUD_init_message ("Alt-1 assigns to team %s. Alt-2 to team %s",their->player.callsign,Netgame.team_name[0],Netgame.team_name[1]);
}
else
{
HUD_init_message ("%s wants to join (accept: F6)",their->player.callsign);
}
strcpy (RefusePlayerName,their->player.callsign);
RefuseTimeLimit=timer_get_approx_seconds();
RefuseThisPlayer=0;
WaitForRefuseAnswer=1;
}
else
{
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
network_welcome_player(their);
return;
}
}
if (strcmp(their->player.callsign,RefusePlayerName))
return;
if (RefuseThisPlayer)
{
RefuseTimeLimit=0;
RefuseThisPlayer=0;
WaitForRefuseAnswer=0;
if (Game_mode & GM_TEAM)
{
new_player_num=GetNewPlayerNumber (their);
Assert (RefuseTeam==1 || RefuseTeam==2);
if (RefuseTeam==1)
Netgame.team_vector &=(~(1<<new_player_num));
else
Netgame.team_vector |=(1<<new_player_num);
network_welcome_player(their);
network_send_netgame_update ();
}
else
{
network_welcome_player(their);
}
return;
}
if ((timer_get_approx_seconds()) > RefuseTimeLimit+REFUSE_INTERVAL)
{
RefuseTimeLimit=0;
RefuseThisPlayer=0;
WaitForRefuseAnswer=0;
if (!strcmp (their->player.callsign,RefusePlayerName))
{
network_dump_player(their->player.network.ipx.server,their->player.network.ipx.node, DUMP_DORK);
}
return;
}
}
}
int GetNewPlayerNumber (sequence_packet *their)
{
int i;
their=their;
if ( N_players < MaxNumNetPlayers)
return (N_players);
else
{
// Slots are full but game is open, see if anyone is
// disconnected and replace the oldest player with this new one
int oldest_player = -1;
fix oldest_time = timer_get_approx_seconds();
Assert(N_players == MaxNumNetPlayers);
for (i = 0; i < N_players; i++)
{
if ( (!Players[i].connected) && (LastPacketTime[i] < oldest_time))
{
oldest_time = LastPacketTime[i];
oldest_player = i;
}
}
return (oldest_player);
}
}
void network_send_extras ()
{
Assert (Player_joining_extras>-1);
if (!network_i_am_master())
{
// Int3();
// Network_sending_extras=0;
// return;
}
if (Network_sending_extras==40)
network_send_fly_thru_triggers(Player_joining_extras);
if (Network_sending_extras==38)
network_send_door_updates(Player_joining_extras);
if (Network_sending_extras==35)
network_send_markers();
if (Network_sending_extras==30 && (Game_mode & GM_MULTI_ROBOTS))
multi_send_stolen_items();
if (Network_sending_extras==25 && (Netgame.PlayTimeAllowed || Netgame.KillGoal))
multi_send_kill_goal_counts();
if (Network_sending_extras==20)
network_send_smash_lights(Player_joining_extras);
if (Network_sending_extras==15)
network_send_player_flags();
if (Network_sending_extras==10)
multi_send_powerup_update();
// if (Network_sending_extras==5)
// network_send_door_updates(Player_joining_extras); // twice!
Network_sending_extras--;
if (!Network_sending_extras)
Player_joining_extras=-1;
}
void network_send_naked_packet(char *buf, short len, int who)
{
if (!(Game_mode&GM_NETWORK)) return;
if (NakedPacketLen==0)
{
NakedBuf[0]=PID_NAKED_PDATA;
NakedBuf[1]=Player_num;
NakedPacketLen=2;
}
if (len+NakedPacketLen>MaxXDataSize)
{
NetDrvSendPacketData( (ubyte *)NakedBuf, NakedPacketLen, NetPlayers.players[who].network.ipx.server, NetPlayers.players[who].network.ipx.node,Players[who].net_address );
NakedPacketLen=2;
memcpy (&NakedBuf[NakedPacketLen],buf,len);
NakedPacketLen+=len;
NakedPacketDestPlayer=who;
}
else
{
memcpy (&NakedBuf[NakedPacketLen],buf,len);
NakedPacketLen+=len;
NakedPacketDestPlayer=who;
}
}
void network_process_naked_pdata (char *data,int len)
{
int pnum=data[1];
Assert (data[0]=PID_NAKED_PDATA);
if (pnum < 0) {
Int3(); // This packet is bogus!!
return;
}
if (!multi_quit_game && (pnum >= N_players)) {
if (Network_status!=NETSTAT_WAITING)
{
Int3(); // We missed an important packet!
network_consistency_error();
return;
}
else
return;
}
if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL) ) {
int old_Endlevel_sequence = Endlevel_sequence;
Endlevel_sequence = 1;
multi_process_bigdata( data+2, len-2);
Endlevel_sequence = old_Endlevel_sequence;
return;
}
multi_process_bigdata( data+2, len-2 );
}
int GetMyNetRanking ()
{
int rank;
int eff;
if (PlayerCfg.NetlifeKills+PlayerCfg.NetlifeKilled==0)
return (1);
rank=(int) (((float)PlayerCfg.NetlifeKills/3000.0)*8.0);
eff=(int)((float)((float)PlayerCfg.NetlifeKills/((float)PlayerCfg.NetlifeKilled+(float)PlayerCfg.NetlifeKills))*100.0);
if (rank>8)
rank=8;
if (eff<0)
eff=0;
if (eff<60)
rank-=((59-eff)/10);
if (rank<0)
rank=0;
if (rank>8)
rank=8;
return (rank+1);
}
void ClipRank (ubyte *rank)
{
// This function insures no crashes when dealing with D2 1.0
if (*rank > 9)
*rank = 0;
}
void network_check_for_old_version (char pnum)
{
if (NetPlayers.players[(int)pnum].version_major==1 && (NetPlayers.players[(int)pnum].version_minor & 0x0F)==0)
NetPlayers.players[(int)pnum].rank=0;
}
void network_request_player_names (int n)
{
network_send_all_info_request (PID_GAME_PLAYERS,Active_games[n].Security);
NamesInfoSecurity=Active_games[n].Security;
}
extern char already_showing_info;
extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem));
void network_process_names_return (ubyte *data)
{
newmenu_item m[15];
char mtext[15][50],temp[50];
int i,t,l,gnum,num=0,count=5,numplayers;
if (NamesInfoSecurity!=(*(int *)(data+1)))
{
return;
}
numplayers=data[count]; count++;
if (numplayers==255)
{
SurfingNet=0;
NamesInfoSecurity=-1;
nm_messagebox(NULL, 1, "OK", "That game is refusing\nname requests.\n");
SurfingNet=1;
return;
}
Assert (numplayers>0 && numplayers<MAX_NUM_NET_PLAYERS);
for (i=0;i<12;i++)
{
m[i].text=(char *)&mtext[i];
m[i].type=NM_TYPE_TEXT;
}
for (gnum=-1,i=0;i<num_active_games;i++)
{
if (NamesInfoSecurity==Active_games[i].Security)
{
gnum=i;
break;
}
}
if (gnum==-1)
{
SurfingNet=0;
NamesInfoSecurity=-1;
nm_messagebox(NULL, 1, "OK", "The game you have requested\nnames from is gone.\n");
SurfingNet=1;
return;
}
sprintf (mtext[num],"Players of game '%s':",Active_games[gnum].game_name); num++;
for (i=0;i<numplayers;i++)
{
l=data[count++];
for (t=0;t<CALLSIGN_LEN+1;t++)
temp[t]=data[count++];
if (GameArg.MplNoRankings)
sprintf (mtext[num],"%s",temp);
else
sprintf (mtext[num],"%s%s",RankStrings[l],temp);
num++;
}
if (data[count]==99)
{
sprintf (mtext[num++]," ");
sprintf (mtext[num++],"Short packets: %s",data[count+1]?"On":"Off");
sprintf (mtext[num++],"Packets Per Second: %d",data[count+2]);
}
already_showing_info=1;
newmenu_dotiny2( NULL, NULL, num, m, NULL);
already_showing_info=0;
}
char NameReturning=1;
void network_send_player_names (sequence_packet *their)
{
int numconnected=0,count=0,i,t;
char buf[80];
if (!their)
{
return;
}
buf[0]=PID_NAMES_RETURN; count++;
(*(int *)(buf+1))=Netgame.Security; count+=4;
if (!NameReturning)
{
buf[count]=255; count++;
goto sendit;
}
for (i=0;i<N_players;i++)
if (Players[i].connected)
numconnected++;
buf[count]=numconnected; count++;
for (i=0;i<N_players;i++)
if (Players[i].connected)
{
buf[count++]=NetPlayers.players[i].rank;
for (t=0;t<CALLSIGN_LEN+1;t++)
{
buf[count]=NetPlayers.players[i].callsign[t];
count++;
}
}
buf[count++]=99;
buf[count++]=Netgame.ShortPackets;
buf[count++]=Netgame.PacketsPerSec;
sendit:
; // empty statement allows compilation on mac which does not have the
// statement below and kills the compiler when there is no
// statement following the label "sendit"
NetDrvSendInternetworkPacketData((ubyte *)buf, count, their->player.network.ipx.server, their->player.network.ipx.node);
}
int HoardEquipped()
{
static int checked=-1;
if (checked==-1)
{
if (cfexist("hoard.ham"))
checked=1;
else
checked=0;
}
return (checked);
}
// Send request for game information. Resend to keep connection alive.
// Function arguments not used, but needed to call while nm_messagebox1
void network_info_req( int nitems, newmenu_item * menus, int * key, int citem )
{
sequence_packet me;
static fix nextsend, curtime;
ubyte null_addr[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
menus = menus;
citem = citem;
nitems = nitems;
key = key;
curtime=timer_get_fixed_seconds();
if (nextsend<curtime)
{
nextsend=curtime+F1_0*3;
memset(&me, 0, sizeof(sequence_packet));
memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
memcpy( me.player.network.ipx.node, NetDrvGetMyLocalAddress(), 6 );
memcpy( me.player.network.ipx.server, NetDrvGetMyServerAddress(), 4 );
me.type = PID_GAME_LIST_D2X; //get GAME_LIST - more infos follow later while big wait!
send_internetwork_sequence_packet(me, null_addr, NetPlayers.players[0].network.ipx.node);
}
}
void show_game_rules(int choice)
{
int done,k;
grs_canvas canvas;
int w = FSPACX(280), h = FSPACY(170);
gr_set_current_canvas(NULL);
gr_init_sub_canvas(&canvas, &grd_curscreen->sc_canvas, (SWIDTH - FSPACX(320))/2, (SHEIGHT - FSPACY(200))/2, FSPACX(320), FSPACY(200));
game_flush_inputs();
done = 0;
while(!done) {
network_info_req( 0, NULL, 0, 0 );
timer_delay2(50);
gr_set_current_canvas(NULL);
#ifdef OGL
gr_flip();
nm_draw_background1(NULL);
#endif
nm_draw_background(((SWIDTH-w)/2)-BORDERX,((SHEIGHT-h)/2)-BORDERY,((SWIDTH-w)/2)+w+BORDERX,((SHEIGHT-h)/2)+h+BORDERY);
gr_set_current_canvas(&canvas);
grd_curcanv->cv_font = MEDIUM3_FONT;
gr_set_fontcolor(gr_find_closest_color_current(29,29,47),-1);
gr_string( 0x8000, FSPACY(15), "NETGAME INFO");
grd_curcanv->cv_font = GAME_FONT;
gr_printf( FSPACX( 25),FSPACY( 35), "Reactor Life:");
gr_printf( FSPACX( 25),FSPACY( 41), "Max Time:");
gr_printf( FSPACX( 25),FSPACY( 47), "Kill Goal:");
gr_printf( FSPACX( 25),FSPACY( 53), "Short Packets:");
gr_printf( FSPACX( 25),FSPACY( 59), "Pakets per second:");
gr_printf( FSPACX(155),FSPACY( 35), "Invul when reappearing:");
gr_printf( FSPACX(155),FSPACY( 41), "Marker camera views:");
gr_printf( FSPACX(155),FSPACY( 47), "Indestructible lights:");
gr_printf( FSPACX(155),FSPACY( 53), "Bright player ships:");
gr_printf( FSPACX(155),FSPACY( 59), "Show enemy names on hud:");
gr_printf( FSPACX(155),FSPACY( 65), "Show players on automap:");
gr_printf( FSPACX( 25),FSPACY( 80), "Allowed Objects");
gr_printf( FSPACX( 25),FSPACY( 90), "Laser Upgrade:");
gr_printf( FSPACX( 25),FSPACY( 96), "Super Laser:");
gr_printf( FSPACX( 25),FSPACY(102), "Quad Laser:");
gr_printf( FSPACX( 25),FSPACY(108), "Vulcan Cannon:");
gr_printf( FSPACX( 25),FSPACY(114), "Gauss Cannon:");
gr_printf( FSPACX( 25),FSPACY(120), "Spreadfire Cannon:");
gr_printf( FSPACX( 25),FSPACY(126), "Helix Cannon:");
gr_printf( FSPACX( 25),FSPACY(132), "Plasma Cannon:");
gr_printf( FSPACX( 25),FSPACY(138), "Phoenix Cannon:");
gr_printf( FSPACX( 25),FSPACY(144), "Fusion Cannon:");
gr_printf( FSPACX( 25),FSPACY(150), "Omega Cannon:");
gr_printf( FSPACX(170),FSPACY( 90), "Flash Missile:");
gr_printf( FSPACX(170),FSPACY( 96), "Homing Missile:");
gr_printf( FSPACX(170),FSPACY(102), "Guided Missile:");
gr_printf( FSPACX(170),FSPACY(108), "Proximity Bomb:");
gr_printf( FSPACX(170),FSPACY(114), "Smart Mine:");
gr_printf( FSPACX(170),FSPACY(120), "Smart Missile:");
gr_printf( FSPACX(170),FSPACY(126), "Mercury Missile:");
gr_printf( FSPACX(170),FSPACY(132), "Mega Missile:");
gr_printf( FSPACX(170),FSPACY(138), "Earthshaker Missile:");
gr_printf( FSPACX( 25),FSPACY(160), "Afterburner:");
gr_printf( FSPACX( 25),FSPACY(166), "Headlight:");
gr_printf( FSPACX( 25),FSPACY(172), "Energy->Shield Conv:");
gr_printf( FSPACX(170),FSPACY(160), "Invulnerability:");
gr_printf( FSPACX(170),FSPACY(166), "Cloaking Device:");
gr_printf( FSPACX(170),FSPACY(172), "Ammo Rack:");
gr_set_fontcolor(BM_XRGB(255,255,255),-1);
gr_printf( FSPACX(115),FSPACY( 35), "%i Min", Active_games[choice].control_invul_time/F1_0/60);
gr_printf( FSPACX(115),FSPACY( 41), "%i Min", Active_games[choice].PlayTimeAllowed*5);
gr_printf( FSPACX(115),FSPACY( 47), "%i", Active_games[choice].KillGoal);
gr_printf( FSPACX(115),FSPACY( 53), "%s", Active_games[choice].ShortPackets?"ON":"OFF");
gr_printf( FSPACX(115),FSPACY( 59), "%i", Active_games[choice].PacketsPerSec);
gr_printf( FSPACX(275),FSPACY( 35), Active_games[choice].invul?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 41), Active_games[choice].Allow_marker_view?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 47), Active_games[choice].AlwaysLighting?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 53), Active_games[choice].BrightPlayers?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 59), Active_games[choice].ShowAllNames?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 65), Active_games[choice].game_flags & NETGAME_FLAG_SHOW_MAP?"ON":"OFF");
gr_printf( FSPACX(130),FSPACY( 90), Active_games[choice].DoLaserUpgrade==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY( 96), Active_games[choice].DoSuperLaser==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(102), Active_games[choice].DoQuadLasers==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(108), Active_games[choice].DoVulcan==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(114), Active_games[choice].DoGauss==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(120), Active_games[choice].DoSpread==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(126), Active_games[choice].DoHelix==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(132), Active_games[choice].DoPlasma==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(138), Active_games[choice].DoPhoenix==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(144), Active_games[choice].DoFusions==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(150), Active_games[choice].DoOmega==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY( 90), Active_games[choice].DoFlash==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY( 96), Active_games[choice].DoHoming==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(102), Active_games[choice].DoGuided==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(108), Active_games[choice].DoProximity==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(114), Active_games[choice].DoSmartMine==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(120), Active_games[choice].DoSmarts==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(126), Active_games[choice].DoMercury==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(132), Active_games[choice].DoMegas==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(138), Active_games[choice].DoEarthShaker==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(160), Active_games[choice].DoAfterburner==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(166), Active_games[choice].DoHeadlight==0?"NO":"YES");
gr_printf( FSPACX(130),FSPACY(172), Active_games[choice].DoConverter==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(160), Active_games[choice].DoInvulnerability==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(166), Active_games[choice].DoCloak==0?"NO":"YES");
gr_printf( FSPACX(275),FSPACY(172), Active_games[choice].DoAmmoRack==0?"NO":"YES");
//see if redbook song needs to be restarted
songs_check_redbook_repeat();
k = key_inkey();
switch( k ) {
case KEY_PRINT_SCREEN:
save_screen_shot(0); k = 0;
break;
case KEY_ENTER:
case KEY_SPACEBAR:
case KEY_ESC:
done=1;
break;
}
}
gr_set_current_canvas(NULL);
game_flush_inputs();
}
int show_game_stats(int choice)
{
char rinfo[512],*info=rinfo;
char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"};
int c;
memset(info,0,sizeof(char)*256);
info+=sprintf(info,"\nConnected to\n\"%s\"\n",Active_games[choice].game_name);
if(!Active_games[choice].mission_title)
info+=sprintf(info,"Descent2: CounterStrike");
else
info+=sprintf(info,Active_games[choice].mission_title);
info+=sprintf (info," - Lvl %i",Active_games[choice].levelnum);
info+=sprintf (info,"\n\nDifficulty: %s",MENU_DIFFICULTY_TEXT(Active_games[choice].difficulty));
info+=sprintf (info,"\nGame Mode: %s",NetworkModeNames[Active_games[choice].gamemode]);
info+=sprintf (info,"\nPlayers: %i/%i",Active_games[choice].numconnected,Active_games[choice].max_numplayers);
while (1){
c=nm_messagebox1("WELCOME", network_info_req, 2, "JOIN GAME", "GAME INFO", rinfo);
if (c==0)
return 1;
else if (c==1)
show_game_rules(choice);
else
return 0;
}
}
int get_and_show_netgame_info(ubyte *server, ubyte *node, ubyte *net_address)
{
if (setjmp(LeaveGame))
return 0;
num_active_games = 0;
Network_games_changed = 0;
Network_status = NETSTAT_BROWSING;
memset(Active_games, 0, sizeof(netgame_info)*MAX_ACTIVE_NETGAMES);
while (1){
network_info_req( 0, NULL, 0, 0 );
network_listen();
if (Network_games_changed){
if (num_active_games<1){
Network_games_changed=0;
continue;
}
if (show_game_stats(0)) {
Ext_server=server;
Ext_node=node;
return 1; //(network_do_join_game());
}
else
return 0;
}
if (key_inkey()==KEY_ESC)
return 0;
}
return 0;
}