4937 lines
126 KiB
C
4937 lines
126 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Multiplayer code for network play.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <ctype.h>
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#include "u_mem.h"
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#include "strutil.h"
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#include "game.h"
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#include "network.h"
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#include "multi.h"
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#include "object.h"
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#include "laser.h"
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#include "fuelcen.h"
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#include "scores.h"
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#include "gauges.h"
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#include "collide.h"
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#include "error.h"
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#include "fireball.h"
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#include "newmenu.h"
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#include "console.h"
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#include "wall.h"
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#include "cntrlcen.h"
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#include "powerup.h"
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#include "polyobj.h"
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#include "bm.h"
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#include "endlevel.h"
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#include "key.h"
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#include "playsave.h"
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#include "timer.h"
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#include "digi.h"
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#include "sounds.h"
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#include "kconfig.h"
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#include "newdemo.h"
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#include "text.h"
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#include "kmatrix.h"
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#include "multibot.h"
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#include "gameseq.h"
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#include "physics.h"
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#include "config.h"
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#include "ai.h"
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#include "switch.h"
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#include "textures.h"
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#include "byteswap.h"
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#include "sounds.h"
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#include "args.h"
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#include "cfile.h"
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#include "effects.h"
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#include "iff.h"
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void multi_reset_player_object(object *objp);
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void multi_reset_object_texture(object *objp);
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void multi_add_lifetime_killed();
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void multi_add_lifetime_kills();
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void multi_send_play_by_play(int num,int spnum,int dpnum);
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void multi_send_heartbeat();
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void multi_cap_objects();
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void multi_adjust_remote_cap(int pnum);
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void multi_set_robot_ai(void);
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void multi_send_powerup_update();
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void bash_to_shield(int i,char *s);
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void init_hoard_data();
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void multi_apply_goal_textures();
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int find_goal_texture(ubyte t);
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void multi_do_capture_bonus(char *buf);
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void multi_do_orb_bonus(char *buf);
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void multi_send_drop_flag(int objnum,int seed);
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void multi_send_ranking();
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void multi_do_play_by_play(char *buf);
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//
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// Local macros and prototypes
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//
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// LOCALIZE ME!!
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#define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
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void drop_player_eggs(object *player); // from collide.c
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void GameLoop(int, int); // From game.c
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//
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// Global variables
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//
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extern vms_vector MarkerPoint[];
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extern char MarkerMessage[16][40];
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extern char MarkerOwner[16][40];
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extern int MarkerObject[];
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int who_killed_controlcen = -1; // -1 = noone
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//do we draw the kill list on the HUD?
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int Show_kill_list = 1;
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int Show_reticle_name = 1;
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fix Show_kill_list_timer = 0;
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char Multi_is_guided=0;
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char PKilledFlags[MAX_NUM_NET_PLAYERS];
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int multi_sending_message = 0;
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int multi_defining_message = 0;
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int multi_message_index = 0;
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char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
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short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
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short local_to_remote[MAX_OBJECTS];
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sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
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int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
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int Net_create_loc = 0; // pointer into previous array
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int Network_laser_fired = 0; // How many times we shot
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int Network_laser_gun; // Which gun number we shot
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int Network_laser_flags; // Special flags for the shot
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int Network_laser_level; // What level
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short Network_laser_track; // Who is it tracking?
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char Network_message[MAX_MESSAGE_LEN];
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int Network_message_reciever=-1;
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int sorted_kills[MAX_NUM_NET_PLAYERS];
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short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
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int multi_goto_secret = 0;
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short team_kills[2];
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int multi_in_menu = 0;
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int multi_leave_menu = 0;
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int multi_quit_game = 0;
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netgame_info Netgame;
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AllNetPlayers_info NetPlayers;
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bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
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typedef struct netplayer_stats {
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ubyte message_type;
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ubyte Player_num; // Who am i?
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uint flags; // Powerup flags, see below...
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fix energy; // Amount of energy remaining.
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fix shields; // shields remaining (protection)
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ubyte lives; // Lives remaining, 0 = game over.
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ubyte laser_level; // Current level of the laser.
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ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
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ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
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ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
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ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
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int last_score; // Score at beginning of current level.
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int score; // Current score.
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fix cloak_time; // Time cloaked
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fix invulnerable_time; // Time invulnerable
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fix homing_object_dist; // Distance of nearest homing object.
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short KillGoalCount;
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short net_killed_total; // Number of times killed total
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short net_kills_total; // Number of net kills total
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short num_kills_level; // Number of kills this level
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short num_kills_total; // Number of kills total
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short num_robots_level; // Number of initial robots this level
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short num_robots_total; // Number of robots total
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ushort hostages_rescued_total; // Total number of hostages rescued.
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ushort hostages_total; // Total number of hostages.
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ubyte hostages_on_board; // Number of hostages on ship.
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ubyte unused[16];
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} netplayer_stats;
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int message_length[MULTI_MAX_TYPE+1] = {
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24, // POSITION
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3, // REAPPEAR
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8, // FIRE
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5, // KILL
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4, // REMOVE_OBJECT
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97+9, // PLAYER_EXPLODE
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37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
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2, // QUIT
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4, // PLAY_SOUND
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41, // BEGIN_SYNC
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4, // CONTROLCEN
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5, // CLAIM ROBOT
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4, // END_SYNC
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2, // CLOAK
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3, // ENDLEVEL_START
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5, // DOOR_OPEN
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2, // CREATE_EXPLOSION
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16, // CONTROLCEN_FIRE
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97+9, // PLAYER_DROP
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19, // CREATE_POWERUP
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9, // MISSILE_TRACK
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2, // DE-CLOAK
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2, // MENU_CHOICE
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28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
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9, // ROBOT_EXPLODE
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5, // ROBOT_RELEASE
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18, // ROBOT_FIRE
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6, // SCORE
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6, // CREATE_ROBOT
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3, // TRIGGER
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10, // BOSS_ACTIONS
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27, // ROBOT_POWERUPS
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7, // HOSTAGE_DOOR
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2+24, // SAVE_GAME (ubyte slot, uint id, char name[20]) // obsolete
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2+4, // RESTORE_GAME (ubyte slot, uint id) // obsolete
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1+1, // MULTI_REQ_PLAYER
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sizeof(netplayer_stats), // MULTI_SEND_PLAYER
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55, // MULTI_MARKER
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12, // MULTI_DROP_WEAPON
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3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
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11, // MULTI_STOLEN_ITEMS
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6, // MULTI_WALL_STATUS
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5, // MULTI_HEARTBEAT
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9, // MULTI_KILLGOALS
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9, // MULTI_SEISMIC
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18, // MULTI_LIGHT
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2, // MULTI_START_TRIGGER
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6, // MULTI_FLAGS
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2, // MULTI_DROP_BLOB
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MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
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sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
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4, // MULTI_SOUND_FUNCTION
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2, // MULTI_CAPTURE_BONUS
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2, // MULTI_GOT_FLAG
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12, // MULTI_DROP_FLAG
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142, // MULTI_ROBOT_CONTROLS
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2, // MULTI_FINISH_GAME
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3, // MULTI_RANK
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1, // MULTI_MODEM_PING
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1, // MULTI_MODEM_PING_RETURN
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3, // MULTI_ORB_BONUS
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2, // MULTI_GOT_ORB
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12, // MULTI_DROP_ORB
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4, // MULTI_PLAY_BY_PLAY
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};
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void extract_netplayer_stats( netplayer_stats *ps, player * pd );
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void use_netplayer_stats( player * ps, netplayer_stats *pd );
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char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
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extern fix ThisLevelTime;
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//
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// Functions that replace what used to be macros
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//
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int objnum_remote_to_local(int remote_objnum, int owner)
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{
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// Map a remote object number from owner to a local object number
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int result;
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if ((owner >= N_players) || (owner < -1)) {
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Int3(); // Illegal!
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return(remote_objnum);
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}
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if (owner == -1)
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return(remote_objnum);
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if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
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return(-1);
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result = remote_to_local[owner][remote_objnum];
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if (result < 0)
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{
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return(-1);
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}
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return(result);
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}
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int objnum_local_to_remote(int local_objnum, sbyte *owner)
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{
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// Map a local object number to a remote + owner
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int result;
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if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
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*owner = -1;
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return(-1);
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}
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*owner = object_owner[local_objnum];
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if (*owner == -1)
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return(local_objnum);
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if ((*owner >= N_players) || (*owner < -1)) {
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Int3(); // Illegal!
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*owner = -1;
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return local_objnum;
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}
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result = local_to_remote[local_objnum];
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if (result < 0)
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{
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Int3(); // See Rob, object has no remote number!
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}
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return(result);
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}
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void
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map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
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{
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// Add a mapping from a network remote object number to a local one
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Assert(local_objnum > -1);
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Assert(local_objnum < MAX_OBJECTS);
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Assert(remote_objnum > -1);
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Assert(remote_objnum < MAX_OBJECTS);
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Assert(owner > -1);
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Assert(owner != Player_num);
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object_owner[local_objnum] = owner;
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remote_to_local[owner][remote_objnum] = local_objnum;
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local_to_remote[local_objnum] = remote_objnum;
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return;
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}
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void
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map_objnum_local_to_local(int local_objnum)
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{
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// Add a mapping for our locally created objects
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Assert(local_objnum > -1);
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Assert(local_objnum < MAX_OBJECTS);
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object_owner[local_objnum] = Player_num;
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remote_to_local[Player_num][local_objnum] = local_objnum;
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local_to_remote[local_objnum] = local_objnum;
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return;
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}
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void reset_network_objects()
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{
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memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
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memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
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memset(object_owner, -1, MAX_OBJECTS);
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}
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//
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// Part 1 : functions whose main purpose in life is to divert the flow
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// of execution to either network specific code based
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// on the curretn Game_mode value.
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//
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void
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multi_endlevel_score(void)
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{
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int i;
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// Show a score list to end of net players
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// Change to new connect state
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#ifdef NETWORK
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if (Game_mode & GM_NETWORK)
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{
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if (Players[Player_num].connected!=3)
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Players[Player_num].connected = CONNECT_END_MENU;
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Network_status = NETSTAT_ENDLEVEL;
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}
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#endif
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// Do the actual screen we wish to show
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Function_mode = FMODE_MENU;
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kmatrix_view(Game_mode & GM_NETWORK);
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Function_mode = FMODE_GAME;
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#ifndef SHAREWARE
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if (Game_mode & GM_MULTI_COOP)
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{
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int i;
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for (i = 0; i < MaxNumNetPlayers; i++)
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// Reset keys
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Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
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}
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for (i = 0; i < MaxNumNetPlayers; i++)
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Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
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#endif
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for (i=0;i<MAX_PLAYERS;i++)
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Players[i].KillGoalCount=0;
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for (i=0;i<MAX_POWERUP_TYPES;i++)
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{
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MaxPowerupsAllowed[i]=0;
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PowerupsInMine[i]=0;
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}
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}
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int
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get_team(int pnum)
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{
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if (Netgame.team_vector & (1 << pnum))
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return 1;
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else
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return 0;
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}
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extern void game_disable_cheats();
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void
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multi_new_game(void)
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{
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int i;
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// Reset variables for a new net game
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memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
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for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
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{
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sorted_kills[i] = i;
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Players[i].net_killed_total = 0;
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Players[i].net_kills_total = 0;
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Players[i].flags = 0;
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Players[i].KillGoalCount=0;
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}
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#ifndef SHAREWARE
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for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
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{
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robot_controlled[i] = -1;
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robot_agitation[i] = 0;
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robot_fired[i] = 0;
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}
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#endif
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team_kills[0] = team_kills[1] = 0;
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Endlevel_sequence = 0;
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Player_is_dead = 0;
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multi_leave_menu = 0;
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multi_quit_game = 0;
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Show_kill_list = 1;
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game_disable_cheats();
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Player_exploded = 0;
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Dead_player_camera = 0;
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}
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void
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multi_make_player_ghost(int playernum)
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{
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object *obj;
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if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
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{
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Int3(); // Non-terminal, see Rob
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return;
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}
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obj = &Objects[Players[playernum].objnum];
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obj->type = OBJ_GHOST;
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obj->render_type = RT_NONE;
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obj->movement_type = MT_NONE;
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multi_reset_player_object(obj);
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if (Game_mode & GM_MULTI_ROBOTS)
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multi_strip_robots(playernum);
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}
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void
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multi_make_ghost_player(int playernum)
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{
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object *obj;
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if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
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{
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Int3(); // Non-terminal, see rob
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return;
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}
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obj = &Objects[Players[playernum].objnum];
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obj->type = OBJ_PLAYER;
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obj->movement_type = MT_PHYSICS;
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multi_reset_player_object(obj);
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}
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int multi_get_kill_list(int *plist)
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{
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// Returns the number of active net players and their
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// sorted order of kills
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int i;
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int n = 0;
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|
|
|
for (i = 0; i < N_players; i++)
|
|
//if (Players[sorted_kills[i]].connected)
|
|
plist[n++] = sorted_kills[i];
|
|
|
|
if (n == 0)
|
|
Int3(); // SEE ROB OR MATT
|
|
|
|
//memcpy(plist, sorted_kills, N_players*sizeof(int));
|
|
|
|
return(n);
|
|
}
|
|
|
|
void
|
|
multi_sort_kill_list(void)
|
|
{
|
|
// Sort the kills list each time a new kill is added
|
|
|
|
int kills[MAX_NUM_NET_PLAYERS];
|
|
int i;
|
|
int changed = 1;
|
|
|
|
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
|
|
{
|
|
#ifndef SHAREWARE
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
kills[i] = Players[i].score;
|
|
else
|
|
#endif
|
|
if (Show_kill_list==2)
|
|
{
|
|
if (Players[i].net_killed_total+Players[i].net_kills_total==0)
|
|
kills[i]=-1; // always draw the ones without any ratio last
|
|
else
|
|
kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
|
|
}
|
|
else
|
|
kills[i] = Players[i].net_kills_total;
|
|
}
|
|
|
|
while (changed)
|
|
{
|
|
changed = 0;
|
|
for (i = 0; i < N_players-1; i++)
|
|
{
|
|
if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
|
|
{
|
|
changed = sorted_kills[i];
|
|
sorted_kills[i] = sorted_kills[i+1];
|
|
sorted_kills[i+1] = changed;
|
|
changed = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern object *obj_find_first_of_type (int);
|
|
char Multi_killed_yourself=0;
|
|
|
|
void multi_compute_kill(int killer, int killed)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
int killed_pnum, killed_type;
|
|
int killer_pnum, killer_type,killer_id;
|
|
int TheGoal;
|
|
char killed_name[(CALLSIGN_LEN*2)+4];
|
|
char killer_name[(CALLSIGN_LEN*2)+4];
|
|
|
|
kmatrix_kills_changed = 1;
|
|
Multi_killed_yourself=0;
|
|
|
|
// Both object numbers are localized already!
|
|
|
|
if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob, illegal value passed to compute_kill;
|
|
return;
|
|
}
|
|
|
|
killed_type = Objects[killed].type;
|
|
killer_type = Objects[killer].type;
|
|
killer_id = Objects[killer].id;
|
|
|
|
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
|
|
{
|
|
Int3(); // compute_kill passed non-player object!
|
|
return;
|
|
}
|
|
|
|
killed_pnum = Objects[killed].id;
|
|
|
|
PKilledFlags[killed_pnum]=1;
|
|
|
|
Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
|
|
else
|
|
sprintf(killed_name, "%s", Players[killed_pnum].callsign);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_death(killed_pnum);
|
|
|
|
digi_play_sample( SOUND_HUD_KILL, F3_0 );
|
|
|
|
if (Control_center_destroyed)
|
|
Players[killed_pnum].connected=3;
|
|
|
|
if (killer_type == OBJ_CNTRLCEN)
|
|
{
|
|
Players[killed_pnum].net_killed_total++;
|
|
Players[killed_pnum].net_kills_total--;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_kill(killed_pnum, -1);
|
|
|
|
if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
|
|
multi_add_lifetime_killed ();
|
|
}
|
|
else
|
|
HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
|
|
return;
|
|
}
|
|
|
|
#ifndef SHAREWARE
|
|
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
|
|
{
|
|
if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
HUD_init_message("You were killed by a mine!");
|
|
else
|
|
HUD_init_message("%s was killed by a mine!",killed_name);
|
|
}
|
|
else
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
|
|
}
|
|
Players[killed_pnum].net_killed_total++;
|
|
return;
|
|
}
|
|
#else
|
|
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
|
|
{
|
|
Int3(); // Illegal killer type?
|
|
return;
|
|
}
|
|
if (killer_id==PMINE_ID)
|
|
{
|
|
if (killed_pnum==Player_num)
|
|
HUD_init_message("You were killed by a mine!");
|
|
else
|
|
HUD_init_message("%s was killed by a mine!",killed_name);
|
|
|
|
Players[killed_pnum].net_killed_total++;
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
killer_pnum = Objects[killer].id;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
|
|
else
|
|
sprintf(killer_name, "%s", Players[killer_pnum].callsign);
|
|
|
|
// Beyond this point, it was definitely a player-player kill situation
|
|
|
|
if ((killer_pnum < 0) || (killer_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
if ((killed_pnum < 0) || (killed_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
|
|
if (killer_pnum == killed_pnum)
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
|
|
Players[killed_pnum].net_killed_total += 1;
|
|
Players[killed_pnum].net_kills_total -= 1;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_kill(killed_pnum, -1);
|
|
}
|
|
kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
|
|
|
|
if (killer_pnum == Player_num)
|
|
{
|
|
HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
|
|
Multi_killed_yourself=1;
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
|
|
}
|
|
|
|
else
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(killed_pnum) == get_team(killer_pnum))
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
else
|
|
team_kills[get_team(killer_pnum)] += 1;
|
|
}
|
|
|
|
Players[killer_pnum].net_kills_total += 1;
|
|
Players[killer_pnum].KillGoalCount+=1;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_kill(killer_pnum, 1);
|
|
}
|
|
else
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
|
|
Multi_killed_yourself=1;
|
|
}
|
|
}
|
|
|
|
kill_matrix[killer_pnum][killed_pnum] += 1;
|
|
Players[killed_pnum].net_killed_total += 1;
|
|
if (killer_pnum == Player_num) {
|
|
HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
|
|
multi_add_lifetime_kills();
|
|
if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
|
|
add_points_to_score(-1000);
|
|
}
|
|
else if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
|
|
multi_add_lifetime_killed();
|
|
if (Game_mode & GM_HOARD)
|
|
{
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
|
|
multi_send_play_by_play (1,killer_pnum,Player_num);
|
|
else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
|
|
multi_send_play_by_play (0,killer_pnum,Player_num);
|
|
}
|
|
}
|
|
else
|
|
HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
|
|
}
|
|
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
if (Players[killer_pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (killer_pnum==Player_num)
|
|
{
|
|
HUD_init_message("You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
|
|
|
|
HUD_init_message ("The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
|
|
}
|
|
|
|
void
|
|
multi_do_frame(void)
|
|
{
|
|
static int lasttime=0;
|
|
int i;
|
|
|
|
if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
|
|
{
|
|
for (i=0;i<N_players;i++)
|
|
if (Players[i].connected)
|
|
{
|
|
if (i==Player_num)
|
|
{
|
|
multi_send_heartbeat();
|
|
lasttime=f2i(ThisLevelTime);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
multi_send_message(); // Send any waiting messages
|
|
|
|
if (!multi_in_menu)
|
|
multi_leave_menu = 0;
|
|
|
|
#ifndef SHAREWARE
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
{
|
|
multi_check_robot_timeout();
|
|
}
|
|
#endif
|
|
|
|
network_do_frame(0, 1);
|
|
|
|
if (multi_quit_game && !multi_in_menu)
|
|
{
|
|
multi_quit_game = 0;
|
|
longjmp(LeaveGame, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_data(char *buf, int len, int repeat)
|
|
{
|
|
Assert(len == message_length[(int)buf[0]]);
|
|
Assert(buf[0] <= MULTI_MAX_TYPE);
|
|
// Assert(buf[0] >= 0);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
Assert(buf[0] > 0);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
network_send_data((unsigned char *)buf, len, repeat);
|
|
}
|
|
|
|
void
|
|
multi_leave_game(void)
|
|
{
|
|
|
|
// if (Function_mode != FMODE_GAME)
|
|
// return;
|
|
|
|
if (!(Game_mode & GM_MULTI))
|
|
return;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Net_create_loc = 0;
|
|
AdjustMineSpawn();
|
|
multi_cap_objects();
|
|
drop_player_eggs(ConsoleObject);
|
|
multi_send_position(Players[Player_num].objnum);
|
|
multi_send_player_explode(MULTI_PLAYER_DROP);
|
|
}
|
|
|
|
multi_send_quit(MULTI_QUIT);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
network_leave_game();
|
|
|
|
Game_mode |= GM_GAME_OVER;
|
|
|
|
if (Function_mode!=FMODE_EXIT)
|
|
Function_mode = FMODE_MENU;
|
|
|
|
// N_players = 0;
|
|
|
|
// change_playernum_to(0);
|
|
// Viewer = ConsoleObject = &Objects[0];
|
|
|
|
}
|
|
|
|
void
|
|
multi_show_player_list()
|
|
{
|
|
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
|
|
return;
|
|
|
|
if (Show_kill_list)
|
|
return;
|
|
|
|
Show_kill_list_timer = F1_0*5; // 5 second timer
|
|
Show_kill_list = 1;
|
|
}
|
|
|
|
int
|
|
multi_endlevel(int *secret)
|
|
{
|
|
int result = 0;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
result = network_endlevel(secret);
|
|
|
|
return(result);
|
|
}
|
|
|
|
//
|
|
// Part 2 : functions that act on network messages and change the
|
|
// the state of the game in some way.
|
|
//
|
|
|
|
int
|
|
multi_menu_poll(void)
|
|
{
|
|
fix old_shields;
|
|
int was_fuelcen_alive;
|
|
int player_was_dead;
|
|
|
|
was_fuelcen_alive = Control_center_destroyed;
|
|
|
|
// Special polling function for in-game menus for multiplayer
|
|
|
|
if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
|
|
return(0);
|
|
|
|
if (multi_leave_menu)
|
|
return(-1);
|
|
|
|
old_shields = Players[Player_num].shields;
|
|
player_was_dead = Player_is_dead;
|
|
|
|
multi_in_menu++; // Track level of menu nesting
|
|
|
|
GameLoop( 0, 0 );
|
|
|
|
multi_in_menu--;
|
|
|
|
if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
|
|
{
|
|
multi_leave_menu = 1;
|
|
return(-1);
|
|
}
|
|
if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
|
|
{
|
|
multi_leave_menu = 1;
|
|
return(-1);
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
void
|
|
multi_define_macro(int key)
|
|
{
|
|
if (!(Game_mode & GM_MULTI))
|
|
return;
|
|
|
|
key &= (~KEY_SHIFTED);
|
|
|
|
switch(key)
|
|
{
|
|
case KEY_F9:
|
|
multi_defining_message = 1; break;
|
|
case KEY_F10:
|
|
multi_defining_message = 2; break;
|
|
case KEY_F11:
|
|
multi_defining_message = 3; break;
|
|
case KEY_F12:
|
|
multi_defining_message = 4; break;
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
if (multi_defining_message) {
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
char feedback_result[200];
|
|
|
|
void
|
|
multi_message_feedback(void)
|
|
{
|
|
char *colon;
|
|
int found = 0;
|
|
int i;
|
|
|
|
if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
|
|
{
|
|
sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
|
|
if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
|
|
{
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
|
|
found = 1;
|
|
}
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
|
|
}
|
|
}
|
|
if (!found)
|
|
strcat(feedback_result, TXT_NOBODY);
|
|
else
|
|
strcat(feedback_result, ".");
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
|
|
Assert(strlen(feedback_result) < 200);
|
|
|
|
HUD_init_message(feedback_result);
|
|
//sprintf (temp,"%s",colon);
|
|
//sprintf (Network_message,"%s",temp);
|
|
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_macro(int key)
|
|
{
|
|
if (! (Game_mode & GM_MULTI) )
|
|
return;
|
|
|
|
switch(key)
|
|
{
|
|
case KEY_F9:
|
|
key = 0; break;
|
|
case KEY_F10:
|
|
key = 1; break;
|
|
case KEY_F11:
|
|
key = 2; break;
|
|
case KEY_F12:
|
|
key = 3; break;
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
if (!PlayerCfg.NetworkMessageMacro[key][0])
|
|
{
|
|
HUD_init_message(TXT_NO_MACRO);
|
|
return;
|
|
}
|
|
|
|
strcpy(Network_message, PlayerCfg.NetworkMessageMacro[key]);
|
|
Network_message_reciever = 100;
|
|
|
|
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
|
|
multi_message_feedback();
|
|
}
|
|
|
|
|
|
void
|
|
multi_send_message_start()
|
|
{
|
|
if (Game_mode&GM_MULTI) {
|
|
multi_sending_message = 1;
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
}
|
|
}
|
|
|
|
extern fix StartingShields;
|
|
|
|
extern int network_who_is_master();
|
|
extern char NameReturning;
|
|
extern int force_cockpit_redraw;
|
|
|
|
void multi_send_message_end()
|
|
{
|
|
char *mytempbuf;
|
|
int i,t;
|
|
|
|
Network_message_reciever = 100;
|
|
|
|
if (!strnicmp (Network_message,"!Names",6))
|
|
{
|
|
NameReturning=1-NameReturning;
|
|
HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
|
|
}
|
|
else if (!strnicmp (Network_message,"Handicap:",9))
|
|
{
|
|
mytempbuf=&Network_message[9];
|
|
StartingShields=atol (mytempbuf);
|
|
if (StartingShields<10)
|
|
StartingShields=10;
|
|
if (StartingShields>100)
|
|
{
|
|
sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
|
|
StartingShields=100;
|
|
}
|
|
else
|
|
sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
|
|
|
|
HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
|
|
StartingShields=i2f(StartingShields);
|
|
}
|
|
else if (!strnicmp (Network_message,"NoBombs",7))
|
|
Netgame.DoSmartMine=0;
|
|
else if (!strnicmp (Network_message,"move:",5))
|
|
{
|
|
if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
|
|
{
|
|
int name_index=5;
|
|
if (strlen(Network_message) > 5)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!network_i_am_master())
|
|
{
|
|
HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
|
|
return;
|
|
}
|
|
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message ("You must specify a name to move");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
|
|
{
|
|
if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message ("Can't move player because s/he has a flag!");
|
|
return;
|
|
}
|
|
|
|
if (Netgame.team_vector & (1<<i))
|
|
Netgame.team_vector&=(~(1<<i));
|
|
else
|
|
Netgame.team_vector|=(1<<i);
|
|
|
|
for (t=0;t<N_players;t++)
|
|
if (Players[t].connected)
|
|
multi_reset_object_texture (&Objects[Players[t].objnum]);
|
|
|
|
network_send_netgame_update ();
|
|
sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
|
|
if (i==Player_num)
|
|
{
|
|
HUD_init_message ("You have changed teams!");
|
|
reset_cockpit();
|
|
}
|
|
else
|
|
HUD_init_message ("Moving %s to other team.",Players[i].callsign);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
|
|
{
|
|
int name_index=5;
|
|
if (strlen(Network_message) > 5)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!network_i_am_master())
|
|
{
|
|
HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message ("You must specify a name to kick");
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
|
|
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
|
|
int players[MAX_NUM_NET_PLAYERS];
|
|
int listpos = Network_message[name_index+1] - '0';
|
|
|
|
if (Show_kill_list==1 || Show_kill_list==2) {
|
|
if (listpos == 0 || listpos >= N_players) {
|
|
HUD_init_message ("Invalid player number for kick.");
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
multi_get_kill_list(players);
|
|
i = players[listpos];
|
|
if ((i != Player_num) && (Players[i].connected))
|
|
goto kick_player;
|
|
}
|
|
else HUD_init_message ("You cannot use # kicking with in team display.");
|
|
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
|
|
kick_player:;
|
|
network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
|
|
|
|
HUD_init_message("Dumping %s...",Players[i].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
else
|
|
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
|
|
|
|
multi_send_message();
|
|
multi_message_feedback();
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message = 0;
|
|
game_flush_inputs();
|
|
}
|
|
|
|
void multi_define_macro_end()
|
|
{
|
|
Assert( multi_defining_message > 0 );
|
|
|
|
strcpy( PlayerCfg.NetworkMessageMacro[multi_defining_message-1], Network_message );
|
|
write_player_file();
|
|
|
|
multi_message_index = 0;
|
|
multi_defining_message = 0;
|
|
game_flush_inputs();
|
|
}
|
|
|
|
void multi_message_input_sub(int key)
|
|
{
|
|
switch( key )
|
|
{
|
|
case KEY_F8:
|
|
case KEY_ESC:
|
|
multi_sending_message = 0;
|
|
multi_defining_message = 0;
|
|
game_flush_inputs();
|
|
break;
|
|
case KEY_LEFT:
|
|
case KEY_BACKSP:
|
|
case KEY_PAD4:
|
|
if (multi_message_index > 0)
|
|
multi_message_index--;
|
|
Network_message[multi_message_index] = 0;
|
|
break;
|
|
case KEY_ENTER:
|
|
if ( multi_sending_message )
|
|
multi_send_message_end();
|
|
else if ( multi_defining_message )
|
|
multi_define_macro_end();
|
|
game_flush_inputs();
|
|
break;
|
|
default:
|
|
{
|
|
int ascii = key_ascii();
|
|
if ((ascii < 255 ) && (ascii != 37)) {
|
|
if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
|
|
Network_message[multi_message_index++] = ascii;
|
|
Network_message[multi_message_index] = 0;
|
|
} else if ( multi_sending_message ) {
|
|
int i;
|
|
char * ptext, * pcolon;
|
|
ptext = NULL;
|
|
Network_message[multi_message_index++] = ascii;
|
|
Network_message[multi_message_index] = 0;
|
|
for (i=multi_message_index-1; i>=0; i-- ) {
|
|
if ( Network_message[i]==32 ) {
|
|
ptext = &Network_message[i+1];
|
|
Network_message[i] = 0;
|
|
break;
|
|
}
|
|
}
|
|
multi_send_message_end();
|
|
if ( ptext ) {
|
|
multi_sending_message = 1;
|
|
pcolon = strchr( Network_message, ':' );
|
|
if ( pcolon )
|
|
strcpy( pcolon+1, ptext );
|
|
else
|
|
strcpy( Network_message, ptext );
|
|
multi_message_index = strlen( Network_message );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_message_dialog(void)
|
|
{
|
|
newmenu_item m[1];
|
|
int choice;
|
|
|
|
if (!(Game_mode&GM_MULTI))
|
|
return;
|
|
|
|
Network_message[0] = 0; // Get rid of old contents
|
|
|
|
m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
|
|
choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
|
|
|
|
if ((choice > -1) && (strlen(Network_message) > 0)) {
|
|
Network_message_reciever = 100;
|
|
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
|
|
multi_message_feedback();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
multi_do_death(int objnum)
|
|
{
|
|
// Do any miscellaneous stuff for a new network player after death
|
|
|
|
objnum = objnum;
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_fire(char *buf)
|
|
{
|
|
ubyte weapon;
|
|
char pnum;
|
|
sbyte flags;
|
|
//static dum=0;
|
|
|
|
// Act out the actual shooting
|
|
pnum = buf[1];
|
|
|
|
weapon = (int)buf[2];
|
|
|
|
flags = buf[4];
|
|
Network_laser_track = GET_INTEL_SHORT(buf + 6);
|
|
|
|
Assert (pnum < N_players);
|
|
|
|
if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
|
|
multi_make_ghost_player(pnum);
|
|
|
|
if (weapon == FLARE_ADJUST)
|
|
Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
|
|
else if (weapon >= MISSILE_ADJUST) {
|
|
int weapon_id,weapon_gun;
|
|
|
|
weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
|
|
weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
|
|
|
|
if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
|
|
{
|
|
Multi_is_guided=1;
|
|
}
|
|
|
|
Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
|
|
}
|
|
else {
|
|
fix save_charge = Fusion_charge;
|
|
|
|
if (weapon == FUSION_INDEX) {
|
|
Fusion_charge = flags << 12;
|
|
}
|
|
if (weapon == LASER_ID) {
|
|
if (flags & LASER_QUAD)
|
|
Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
|
|
else
|
|
Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
|
|
}
|
|
|
|
do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
|
|
|
|
if (weapon == FUSION_INDEX)
|
|
Fusion_charge = save_charge;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_message(char *buf)
|
|
{
|
|
char *colon;
|
|
char *tilde,mesbuf[100];
|
|
int tloc,t;
|
|
|
|
int loc = 2;
|
|
|
|
if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
|
|
{ // why'd I put this in? Probably for the
|
|
tloc=tilde-(buf+loc); // same reason you can name your guidebot
|
|
if (tloc>0)
|
|
strncpy (mesbuf,buf+loc,tloc);
|
|
strcpy (mesbuf+tloc,Players[Player_num].callsign);
|
|
strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
|
|
strcpy (buf+loc,mesbuf);
|
|
}
|
|
|
|
if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
|
|
{
|
|
mesbuf[0] = CC_COLOR;
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message("%s %s", mesbuf, buf+2);
|
|
}
|
|
else
|
|
{
|
|
if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
|
|
((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
|
|
{
|
|
mesbuf[0] = CC_COLOR;
|
|
int color = 0;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message("%s %s", mesbuf, colon+1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_position(char *buf)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
// This routine does only player positions, mode game only
|
|
|
|
int pnum = (Player_num+1)%2;
|
|
|
|
Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Int3(); // Get Jason, what the hell are we doing here?
|
|
return;
|
|
}
|
|
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
|
|
#else
|
|
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
|
|
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
|
|
extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
|
|
#endif
|
|
|
|
if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
|
|
set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
|
|
}
|
|
|
|
void
|
|
multi_do_reappear(char *buf)
|
|
{
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
|
|
Assert(objnum >= 0);
|
|
// Assert(Players[Objects[objnum].id]].objnum == objnum);
|
|
|
|
multi_make_ghost_player(Objects[objnum].id);
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
PKilledFlags[Objects[objnum].id]=0;
|
|
}
|
|
|
|
void
|
|
multi_do_player_explode(char *buf)
|
|
{
|
|
// Only call this for players, not robots. pnum is player number, not
|
|
// Object number.
|
|
|
|
object *objp;
|
|
int count;
|
|
int pnum;
|
|
int i;
|
|
char remote_created;
|
|
|
|
pnum = buf[1];
|
|
|
|
#ifdef NDEBUG
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
return;
|
|
#else
|
|
Assert(pnum >= 0);
|
|
Assert(pnum < N_players);
|
|
#endif
|
|
|
|
#ifdef NETWORK
|
|
// If we are in the process of sending objects to a new player, reset that process
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
#endif
|
|
|
|
// Stuff the Players structure to prepare for the explosion
|
|
|
|
count = 2;
|
|
Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].laser_level = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
|
|
Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
|
|
|
|
Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
|
|
|
|
Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
multi_adjust_remote_cap (pnum);
|
|
|
|
objp = Objects+Players[pnum].objnum;
|
|
|
|
// objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
|
|
// objp->pos = *(vms_vector *)(buf+28); // 12 bytes
|
|
|
|
remote_created = buf[count++]; // How many did the other guy create?
|
|
|
|
Net_create_loc = 0;
|
|
|
|
drop_player_eggs(objp);
|
|
|
|
// Create mapping from remote to local numbering system
|
|
|
|
// We now handle this situation gracefully, Int3 not required
|
|
// if (Net_create_loc != remote_created)
|
|
// Int3(); // Probably out of object array space, see Rob
|
|
|
|
for (i = 0; i < remote_created; i++)
|
|
{
|
|
short s;
|
|
|
|
s = GET_INTEL_SHORT(buf + count);
|
|
|
|
if ((i < Net_create_loc) && (s > 0))
|
|
map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
|
|
count += 2;
|
|
}
|
|
for (i = remote_created; i < Net_create_loc; i++) {
|
|
Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if (buf[0] == MULTI_PLAYER_EXPLODE)
|
|
{
|
|
explode_badass_player(objp);
|
|
|
|
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
|
|
multi_make_player_ghost(pnum);
|
|
}
|
|
else
|
|
{
|
|
create_player_appearance_effect(objp);
|
|
}
|
|
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
|
|
Players[pnum].cloak_time = 0;
|
|
}
|
|
|
|
void
|
|
multi_do_kill(char *buf)
|
|
{
|
|
int killer, killed;
|
|
int count = 1;
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[count]);
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Invalid player number killed
|
|
return;
|
|
}
|
|
killed = Players[pnum].objnum;
|
|
count += 1;
|
|
|
|
killer = GET_INTEL_SHORT(buf + count);
|
|
if (killer > 0)
|
|
killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
|
|
|
|
#ifdef SHAREWARE
|
|
if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
multi_compute_kill(killer, killed);
|
|
|
|
}
|
|
|
|
|
|
// Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
|
|
// which means not a controlcen object, but contained in another object
|
|
void multi_do_controlcen_destroy(char *buf)
|
|
{
|
|
sbyte who;
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
who = buf[3];
|
|
|
|
if (Control_center_destroyed != 1)
|
|
{
|
|
if ((who < N_players) && (who != Player_num)) {
|
|
HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
|
|
}
|
|
else if (who == Player_num)
|
|
HUD_init_message(TXT_YOU_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(TXT_CONTROL_DESTROYED);
|
|
|
|
if (objnum != -1)
|
|
net_destroy_controlcen(Objects+objnum);
|
|
else
|
|
net_destroy_controlcen(NULL);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_escape(char *buf)
|
|
{
|
|
int objnum;
|
|
|
|
objnum = Players[(int)buf[1]].objnum;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
digi_kill_sound_linked_to_object (objnum);
|
|
|
|
if (buf[2] == 0)
|
|
{
|
|
HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
}
|
|
else if (buf[2] == 1)
|
|
{
|
|
HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
}
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
multi_make_player_ghost(buf[1]);
|
|
}
|
|
|
|
void
|
|
multi_do_remobj(char *buf)
|
|
{
|
|
short objnum; // which object to remove
|
|
short local_objnum;
|
|
sbyte obj_owner; // which remote list is it entered in
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
obj_owner = buf[3];
|
|
|
|
Assert(objnum >= 0);
|
|
|
|
if (objnum < 1)
|
|
return;
|
|
|
|
local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
|
|
|
|
if (local_objnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && network_objnum_is_past(local_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
if (Objects[local_objnum].type==OBJ_POWERUP)
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id]>0)
|
|
PowerupsInMine[Objects[local_objnum].id]--;
|
|
|
|
if (multi_powerup_is_4pack (Objects[local_objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[local_objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[local_objnum].id-1]-=4;
|
|
}
|
|
}
|
|
|
|
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_quit(char *buf)
|
|
{
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
int i, n = 0;
|
|
|
|
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
|
|
|
|
HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
|
|
|
|
network_disconnect_player(buf[1]);
|
|
|
|
if (multi_in_menu)
|
|
return;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void
|
|
multi_do_cloak(char *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[1]);
|
|
|
|
Assert(pnum < N_players);
|
|
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime;
|
|
ai_do_cloak_stuff();
|
|
|
|
#ifndef SHAREWARE
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(pnum);
|
|
#endif
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_cloak(pnum);
|
|
}
|
|
|
|
void
|
|
multi_do_decloak(char *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = (int)(buf[1]);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_decloak(pnum);
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_door_open(char *buf)
|
|
{
|
|
int segnum;
|
|
sbyte side;
|
|
segment *seg;
|
|
wall *w;
|
|
ubyte flag;
|
|
|
|
segnum = GET_INTEL_SHORT(buf + 1);
|
|
side = buf[3];
|
|
flag= buf[4];
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if (w->type == WALL_BLASTABLE)
|
|
{
|
|
if (!(w->flags & WALL_BLASTED))
|
|
{
|
|
wall_destroy(seg, side);
|
|
}
|
|
return;
|
|
}
|
|
else if (w->state != WALL_DOOR_OPENING)
|
|
{
|
|
wall_open_door(seg, side);
|
|
w->flags=flag;
|
|
}
|
|
else
|
|
w->flags=flag;
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_create_explosion(char *buf)
|
|
{
|
|
int pnum;
|
|
int count = 1;
|
|
|
|
pnum = buf[count++];
|
|
|
|
create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_controlcen_fire(char *buf)
|
|
{
|
|
vms_vector to_target;
|
|
char gun_num;
|
|
short objnum;
|
|
int count = 1;
|
|
|
|
memcpy(&to_target, buf+count, 12); count += 12;
|
|
#ifdef WORDS_BIGENDIAN // swap the vector to_target
|
|
to_target.x = (fix)INTEL_INT((int)to_target.x);
|
|
to_target.y = (fix)INTEL_INT((int)to_target.y);
|
|
to_target.z = (fix)INTEL_INT((int)to_target.z);
|
|
#endif
|
|
gun_num = buf[count]; count += 1;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_create_powerup(char *buf)
|
|
{
|
|
short segnum;
|
|
short objnum;
|
|
int my_objnum;
|
|
char pnum;
|
|
int count = 1;
|
|
vms_vector new_pos;
|
|
char powerup_type;
|
|
|
|
if (Endlevel_sequence || Control_center_destroyed)
|
|
return;
|
|
|
|
pnum = buf[count++];
|
|
powerup_type = buf[count++];
|
|
segnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index)) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
|
|
#ifdef WORDS_BIGENDIAN
|
|
new_pos.x = (fix)SWAPINT((int)new_pos.x);
|
|
new_pos.y = (fix)SWAPINT((int)new_pos.y);
|
|
new_pos.z = (fix)SWAPINT((int)new_pos.z);
|
|
#endif
|
|
|
|
Net_create_loc = 0;
|
|
my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
|
|
|
|
if (my_objnum < 0) {
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && network_objnum_is_past(my_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
Objects[my_objnum].pos = new_pos;
|
|
|
|
vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
|
|
|
|
obj_relink(my_objnum, segnum);
|
|
|
|
map_objnum_local_to_remote(my_objnum, objnum, pnum);
|
|
|
|
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[(int)powerup_type]++;
|
|
}
|
|
|
|
void
|
|
multi_do_play_sound(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
int sound_num = (int)(buf[2]);
|
|
fix volume = (int)(buf[3]) << 12;
|
|
|
|
if (!Players[pnum].connected)
|
|
return;
|
|
|
|
Assert(Players[pnum].objnum >= 0);
|
|
Assert(Players[pnum].objnum <= Highest_object_index);
|
|
|
|
digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
|
|
}
|
|
|
|
void
|
|
multi_do_score(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Non-terminal, see rob
|
|
return;
|
|
}
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING) {
|
|
int score;
|
|
score = GET_INTEL_INT(buf + 2);
|
|
newdemo_record_multi_score(pnum, score);
|
|
}
|
|
|
|
Players[pnum].score = GET_INTEL_INT(buf + 2);
|
|
|
|
multi_sort_kill_list();
|
|
}
|
|
|
|
void
|
|
multi_do_trigger(char *buf)
|
|
{
|
|
int pnum = (int)(buf[1]);
|
|
int trigger = (int)(buf[2]);
|
|
|
|
if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
|
|
{
|
|
Int3(); // Got trigger from illegal playernum
|
|
return;
|
|
}
|
|
if ((trigger < 0) || (trigger >= Num_triggers))
|
|
{
|
|
Int3(); // Illegal trigger number in multiplayer
|
|
return;
|
|
}
|
|
check_trigger_sub(trigger, pnum,0);
|
|
}
|
|
|
|
void multi_do_drop_marker (char *buf)
|
|
{
|
|
int i;
|
|
int pnum=(int)(buf[1]);
|
|
int mesnum=(int)(buf[2]);
|
|
vms_vector position;
|
|
|
|
if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
|
|
return;
|
|
|
|
position.x = GET_INTEL_INT(buf + 3);
|
|
position.y = GET_INTEL_INT(buf + 7);
|
|
position.z = GET_INTEL_INT(buf + 11);
|
|
|
|
for (i=0;i<40;i++)
|
|
MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
|
|
|
|
MarkerPoint[(pnum*2)+mesnum]=position;
|
|
|
|
if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
|
|
obj_delete(MarkerObject[(pnum*2)+mesnum]);
|
|
|
|
MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
|
|
strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
|
|
}
|
|
|
|
|
|
void multi_do_hostage_door_status(char *buf)
|
|
{
|
|
// Update hit point status of a door
|
|
|
|
int count = 1;
|
|
int wallnum;
|
|
fix hps;
|
|
|
|
wallnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
hps = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
|
|
{
|
|
Int3(); // Non-terminal, see Rob
|
|
return;
|
|
}
|
|
|
|
if (hps < Walls[wallnum].hps)
|
|
wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
|
|
}
|
|
|
|
void multi_do_req_player(char *buf)
|
|
{
|
|
netplayer_stats ps;
|
|
ubyte player_n;
|
|
// Send my netplayer_stats to everyone!
|
|
player_n = *(ubyte *)(buf+1);
|
|
if ( (player_n == Player_num) || (player_n == 255) ) {
|
|
extract_netplayer_stats( &ps, &Players[Player_num] );
|
|
ps.Player_num = Player_num;
|
|
ps.message_type = MULTI_SEND_PLAYER; // SET
|
|
multi_send_data((char*)&ps, sizeof(netplayer_stats), 0);
|
|
}
|
|
}
|
|
|
|
void multi_do_send_player(char *buf)
|
|
{
|
|
// Got a player packet from someone!!!
|
|
netplayer_stats * p;
|
|
p = (netplayer_stats *)buf;
|
|
|
|
Assert( p->Player_num <= N_players );
|
|
|
|
use_netplayer_stats( &Players[p->Player_num], p );
|
|
}
|
|
|
|
void
|
|
multi_reset_stuff(void)
|
|
{
|
|
// A generic, emergency function to solve problems that crop up
|
|
// when a player exits quick-out from the game because of a
|
|
// connection loss. Fixes several weird bugs!
|
|
|
|
dead_player_end();
|
|
|
|
Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
|
|
|
|
Dead_player_camera = 0;
|
|
Endlevel_sequence = 0;
|
|
reset_rear_view();
|
|
}
|
|
|
|
void
|
|
multi_reset_player_object(object *objp)
|
|
{
|
|
int i;
|
|
|
|
//Init physics for a non-console player
|
|
|
|
Assert(objp >= Objects);
|
|
Assert(objp <= Objects+Highest_object_index);
|
|
Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
|
|
|
|
vm_vec_zero(&objp->mtype.phys_info.velocity);
|
|
vm_vec_zero(&objp->mtype.phys_info.thrust);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotvel);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotthrust);
|
|
objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
|
|
objp->mtype.phys_info.mass = Player_ship->mass;
|
|
objp->mtype.phys_info.drag = Player_ship->drag;
|
|
// objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
|
|
objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
|
|
|
|
//Init render info
|
|
|
|
objp->render_type = RT_POLYOBJ;
|
|
objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
|
|
objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
|
|
|
|
//reset textures for this, if not player 0
|
|
|
|
multi_reset_object_texture (objp);
|
|
|
|
// Clear misc
|
|
|
|
objp->flags = 0;
|
|
|
|
if (objp->type == OBJ_GHOST)
|
|
objp->render_type = RT_NONE;
|
|
|
|
}
|
|
|
|
void multi_reset_object_texture (object *objp)
|
|
{
|
|
int id,i;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
id = get_team(objp->id);
|
|
else
|
|
id = objp->id;
|
|
|
|
if (id == 0)
|
|
objp->rtype.pobj_info.alt_textures=0;
|
|
else {
|
|
Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
|
|
|
|
for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
|
|
multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
|
|
|
|
multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
|
|
multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
|
|
|
|
objp->rtype.pobj_info.alt_textures = id;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef NETPROFILING
|
|
extern int TTRecv[];
|
|
extern FILE *RecieveLogFile;
|
|
#endif
|
|
|
|
void
|
|
multi_process_bigdata(char *buf, int len)
|
|
{
|
|
// Takes a bunch of messages, check them for validity,
|
|
// and pass them to multi_process_data.
|
|
|
|
int type, sub_len, bytes_processed = 0;
|
|
|
|
while( bytes_processed < len ) {
|
|
type = buf[bytes_processed];
|
|
|
|
if ( (type<0) || (type>MULTI_MAX_TYPE)) {
|
|
return;
|
|
}
|
|
sub_len = message_length[type];
|
|
|
|
Assert(sub_len > 0);
|
|
|
|
if ( (bytes_processed+sub_len) > len ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
multi_process_data(&buf[bytes_processed], sub_len);
|
|
bytes_processed += sub_len;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 2 : Functions that send communication messages to inform the other
|
|
// players of something we did.
|
|
//
|
|
|
|
void
|
|
multi_send_fire(void)
|
|
{
|
|
if (!Network_laser_fired)
|
|
return;
|
|
|
|
multibuf[0] = (char)MULTI_FIRE;
|
|
multibuf[1] = (char)Player_num;
|
|
multibuf[2] = (char)Network_laser_gun;
|
|
multibuf[3] = (char)Network_laser_level;
|
|
multibuf[4] = (char)Network_laser_flags;
|
|
multibuf[5] = (char)Network_laser_fired;
|
|
|
|
PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
|
|
|
|
multi_send_data(multibuf, 8, 0);
|
|
|
|
Network_laser_fired = 0;
|
|
}
|
|
|
|
void
|
|
multi_send_destroy_controlcen(int objnum, int player)
|
|
{
|
|
if (player == Player_num)
|
|
HUD_init_message(TXT_YOU_DEST_CONTROL);
|
|
else if ((player > 0) && (player < N_players))
|
|
HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(TXT_CONTROL_DESTROYED);
|
|
|
|
multibuf[0] = (char)MULTI_CONTROLCEN;
|
|
PUT_INTEL_SHORT(multibuf+1, objnum);
|
|
multibuf[3] = player;
|
|
multi_send_data(multibuf, 4, 2);
|
|
}
|
|
|
|
void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
|
|
{
|
|
int i;
|
|
|
|
if (player<N_players)
|
|
{
|
|
multibuf[0]=(char)MULTI_MARKER;
|
|
multibuf[1]=(char)player;
|
|
multibuf[2]=messagenum;
|
|
PUT_INTEL_INT(multibuf+3, position.x);
|
|
PUT_INTEL_INT(multibuf+7, position.y);
|
|
PUT_INTEL_INT(multibuf+11, position.z);
|
|
for (i=0;i<40;i++)
|
|
multibuf[15+i]=text[i];
|
|
}
|
|
multi_send_data(multibuf, 55, 1);
|
|
}
|
|
|
|
void
|
|
multi_send_endlevel_start(int secret)
|
|
{
|
|
multibuf[0] = (char)MULTI_ENDLEVEL_START;
|
|
multibuf[1] = Player_num;
|
|
multibuf[2] = (char)secret;
|
|
|
|
if ((secret) && !multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
else if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
|
|
multi_send_data(multibuf, 3, 1);
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Players[Player_num].connected = 5;
|
|
network_send_endlevel_packet();
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_player_explode(char type)
|
|
{
|
|
int count = 0;
|
|
int i;
|
|
|
|
Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
multibuf[count++] = type;
|
|
multibuf[count++] = Player_num;
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
|
|
count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
|
|
count += 2;
|
|
multibuf[count++] = (char)Players[Player_num].laser_level;
|
|
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
|
|
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
|
|
count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
|
|
count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
|
|
count += 4;
|
|
|
|
multibuf[count++] = Net_create_loc;
|
|
|
|
Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
|
|
|
|
memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
|
|
|
|
for (i = 0; i < Net_create_loc; i++)
|
|
{
|
|
if (Net_create_objnums[i] <= 0) {
|
|
Int3(); // Illegal value in created egg object numbers
|
|
count +=2;
|
|
continue;
|
|
}
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
|
|
|
|
// We created these objs so our local number = the network number
|
|
map_objnum_local_to_local((short)Net_create_objnums[i]);
|
|
}
|
|
|
|
Net_create_loc = 0;
|
|
|
|
if (count > message_length[MULTI_PLAYER_EXPLODE])
|
|
{
|
|
Int3(); // See Rob
|
|
}
|
|
|
|
multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
multi_send_decloak();
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
extern ubyte Secondary_weapon_to_powerup[];
|
|
extern ubyte Primary_weapon_to_powerup[];
|
|
|
|
// put a lid on how many objects will be spewed by an exploding player
|
|
// to prevent rampant powerups in netgames
|
|
|
|
void multi_cap_objects ()
|
|
{
|
|
char type,flagtype;
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
|
|
if(Players[Player_num].primary_weapon_flags & (1 << index))
|
|
{
|
|
Players[Player_num].primary_weapon_flags&=(~(1 << index));
|
|
}
|
|
}
|
|
|
|
|
|
// Don't do the adjustment stuff for Hoard mode
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[2]/=4;
|
|
|
|
Players[Player_num].secondary_ammo[7]/=4;
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
|
|
continue;
|
|
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
|
|
{
|
|
if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
|
|
Players[Player_num].secondary_ammo[index]=0;
|
|
else
|
|
Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
|
|
}
|
|
}
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[2]*=4;
|
|
Players[Player_num].secondary_ammo[7]*=4;
|
|
|
|
if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
|
|
if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
|
|
Players[Player_num].laser_level=0;
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
|
|
if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
|
|
if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
|
|
|
|
if (Game_mode & GM_CAPTURE)
|
|
{
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
|
|
{
|
|
if (get_team(Player_num)==TEAM_RED)
|
|
flagtype=POW_FLAG_BLUE;
|
|
else
|
|
flagtype=POW_FLAG_RED;
|
|
|
|
if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// adds players inventory to multi cap
|
|
|
|
void multi_adjust_cap_for_player (int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << index))
|
|
MaxPowerupsAllowed[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
}
|
|
|
|
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
|
|
MaxPowerupsAllowed[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
MaxPowerupsAllowed[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
MaxPowerupsAllowed[POW_CLOAK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
|
|
MaxPowerupsAllowed[POW_FULL_MAP]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
MaxPowerupsAllowed[POW_AFTERBURNER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
MaxPowerupsAllowed[POW_AMMO_RACK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
|
|
MaxPowerupsAllowed[POW_CONVERTER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
MaxPowerupsAllowed[POW_HEADLIGHT]++;
|
|
}
|
|
|
|
void multi_adjust_remote_cap (int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << index))
|
|
PowerupsInMine[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if ((Game_mode & GM_HOARD) && index==2)
|
|
continue;
|
|
|
|
if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
|
|
PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
|
|
else
|
|
PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
|
|
}
|
|
|
|
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
|
|
PowerupsInMine[POW_SUPER_LASER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
PowerupsInMine[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
PowerupsInMine[POW_CLOAK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
|
|
PowerupsInMine[POW_FULL_MAP]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
|
|
PowerupsInMine[POW_AFTERBURNER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
|
|
PowerupsInMine[POW_AMMO_RACK]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
|
|
PowerupsInMine[POW_CONVERTER]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
|
|
PowerupsInMine[POW_HEADLIGHT]++;
|
|
|
|
}
|
|
|
|
void
|
|
multi_send_message(void)
|
|
{
|
|
int loc = 0;
|
|
if (Network_message_reciever != -1)
|
|
{
|
|
multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
|
|
multibuf[loc] = (char)Player_num; loc += 1;
|
|
strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
|
|
multibuf[loc-1] = '\0';
|
|
multi_send_data(multibuf, loc, 0);
|
|
Network_message_reciever = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_reappear()
|
|
{
|
|
multibuf[0] = (char)MULTI_REAPPEAR;
|
|
PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
|
|
|
|
multi_send_data(multibuf, 3, 2);
|
|
PKilledFlags[Player_num]=0;
|
|
}
|
|
|
|
void
|
|
multi_send_position(int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
if (Game_mode & GM_NETWORK) {
|
|
return;
|
|
}
|
|
|
|
multibuf[count++] = (char)MULTI_POSITION;
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
|
|
count += sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, Objects+objnum, 1);
|
|
memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
|
|
count += 9;
|
|
memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
|
|
count += 14;
|
|
#endif
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_kill(int objnum)
|
|
{
|
|
// I died, tell the world.
|
|
|
|
int killer_objnum;
|
|
int count = 0;
|
|
|
|
Assert(Objects[objnum].id == Player_num);
|
|
killer_objnum = Players[Player_num].killer_objnum;
|
|
|
|
multi_compute_kill(killer_objnum, objnum);
|
|
|
|
multibuf[0] = (char)MULTI_KILL; count += 1;
|
|
multibuf[1] = Player_num; count += 1;
|
|
if (killer_objnum > -1) {
|
|
short s; // do it with variable since INTEL_SHORT won't work on return val from function.
|
|
|
|
s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
|
|
PUT_INTEL_SHORT(multibuf+count, s);
|
|
}
|
|
else
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, -1);
|
|
multibuf[count+2] = (char)-1;
|
|
}
|
|
count += 3;
|
|
multi_send_data(multibuf, count, 1);
|
|
|
|
#ifndef SHAREWARE
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_remobj(int objnum)
|
|
{
|
|
// Tell the other guy to remove an object from his list
|
|
|
|
sbyte obj_owner;
|
|
short remote_objnum;
|
|
|
|
if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id] > 0)
|
|
{
|
|
PowerupsInMine[Objects[objnum].id]--;
|
|
if (multi_powerup_is_4pack (Objects[objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[objnum].id-1]-=4;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
multibuf[0] = (char)MULTI_REMOVE_OBJECT;
|
|
|
|
remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
|
|
|
|
multibuf[3] = obj_owner;
|
|
|
|
multi_send_data(multibuf, 4, 0);
|
|
|
|
if (Network_send_objects && network_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_quit(int why)
|
|
{
|
|
// I am quitting the game, tell the other guy the bad news.
|
|
|
|
Assert (why == MULTI_QUIT);
|
|
|
|
multibuf[0] = (char)why;
|
|
multibuf[1] = Player_num;
|
|
multi_send_data(multibuf, 2, 1);
|
|
|
|
}
|
|
|
|
void
|
|
multi_send_cloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_CLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 1);
|
|
|
|
#ifndef SHAREWARE
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_decloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_DECLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 1);
|
|
}
|
|
|
|
void
|
|
multi_send_door_open(int segnum, int side,ubyte flag)
|
|
{
|
|
// When we open a door make sure everyone else opens that door
|
|
|
|
multibuf[0] = MULTI_DOOR_OPEN;
|
|
PUT_INTEL_SHORT(multibuf+1, segnum );
|
|
multibuf[3] = (sbyte)side;
|
|
multibuf[4] = flag;
|
|
|
|
multi_send_data(multibuf, 5, 2);
|
|
}
|
|
|
|
extern void network_send_naked_packet (char *,short,int);
|
|
|
|
void
|
|
multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
|
|
{
|
|
// For sending doors only to a specific person (usually when they're joining)
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
// Assert (pnum>-1 && pnum<N_players);
|
|
|
|
multibuf[0] = MULTI_DOOR_OPEN;
|
|
PUT_INTEL_SHORT(multibuf+1, segnum);
|
|
multibuf[3] = (sbyte)side;
|
|
multibuf[4] = flag;
|
|
|
|
network_send_naked_packet(multibuf, 5, pnum);
|
|
}
|
|
|
|
//
|
|
// Part 3 : Functions that change or prepare the game for multiplayer use.
|
|
// Not including functions needed to syncronize or start the
|
|
// particular type of multiplayer game. Includes preparing the
|
|
// mines, player structures, etc.
|
|
|
|
void
|
|
multi_send_create_explosion(int pnum)
|
|
{
|
|
// Send all data needed to create a remote explosion
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
|
|
multibuf[count] = (sbyte)pnum; count += 1;
|
|
// -----------
|
|
// Total size = 2
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, to_goal, 12); count += 12;
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
multibuf[count] = (char)best_gun_num; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
// ------------
|
|
// Total = 16
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
|
|
{
|
|
// Create a powerup on a remote machine, used for remote
|
|
// placement of used powerups like missiles and cloaking
|
|
// powerups.
|
|
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[powerup_type]++;
|
|
|
|
multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = powerup_type; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
// -----------
|
|
// Total = 19
|
|
multi_send_data(multibuf, count, 2);
|
|
|
|
if (Network_send_objects && network_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
}
|
|
|
|
void
|
|
multi_send_play_sound(int sound_num, fix volume)
|
|
{
|
|
int count = 0;
|
|
multibuf[count] = MULTI_PLAY_SOUND; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (char)sound_num; count += 1;
|
|
multibuf[count] = (char)(volume >> 12); count += 1;
|
|
// -----------
|
|
// Total = 4
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_audio_taunt(int taunt_num)
|
|
{
|
|
return; // Taken out, awaiting sounds..
|
|
|
|
#if 0
|
|
int audio_taunts[4] = {
|
|
SOUND_CONTROL_CENTER_WARNING_SIREN,
|
|
SOUND_HOSTAGE_RESCUED,
|
|
SOUND_REFUEL_STATION_GIVING_FUEL,
|
|
SOUND_BAD_SELECTION
|
|
};
|
|
|
|
|
|
Assert(taunt_num >= 0);
|
|
Assert(taunt_num < 4);
|
|
|
|
digi_play_sample( audio_taunts[taunt_num], F1_0 );
|
|
multi_send_play_sound(audio_taunts[taunt_num], F1_0);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_score(void)
|
|
{
|
|
// Send my current score to all other players so it will remain
|
|
// synced.
|
|
int count = 0;
|
|
|
|
if (Game_mode & GM_MULTI_COOP) {
|
|
multi_sort_kill_list();
|
|
multibuf[count] = MULTI_SCORE; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_netplayer_stats_request(ubyte player_num)
|
|
{
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_REQ_PLAYER; count += 1;
|
|
multibuf[count] = player_num; count += 1;
|
|
|
|
multi_send_data(multibuf, count, 0 );
|
|
}
|
|
|
|
void
|
|
multi_send_trigger(int triggernum)
|
|
{
|
|
// Send an even to trigger something in the mine
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_TRIGGER; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (ubyte)triggernum; count += 1;
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
//multi_send_data(multibuf, count, 1); // twice?
|
|
}
|
|
|
|
void
|
|
multi_send_hostage_door_status(int wallnum)
|
|
{
|
|
// Tell the other player what the hit point status of a hostage door
|
|
// should be
|
|
|
|
int count = 0;
|
|
|
|
Assert(Walls[wallnum].type == WALL_BLASTABLE);
|
|
|
|
multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
extern int ConsistencyCount;
|
|
extern int Drop_afterburner_blob_flag;
|
|
int PhallicLimit=0;
|
|
int PhallicMan=-1;
|
|
|
|
void multi_prep_level(void)
|
|
{
|
|
// Do any special stuff to the level required for games
|
|
// before we begin playing in it.
|
|
|
|
// Player_num MUST be set before calling this procedure.
|
|
|
|
// This function must be called before checksuming the Object array,
|
|
// since the resulting checksum with depend on the value of Player_num
|
|
// at the time this is called.
|
|
|
|
int i,ng=0;
|
|
int cloak_count, inv_count;
|
|
|
|
Assert(Game_mode & GM_MULTI);
|
|
|
|
Assert(NumNetPlayerPositions > 0);
|
|
|
|
PhallicLimit=0;
|
|
PhallicMan=-1;
|
|
Drop_afterburner_blob_flag=0;
|
|
ConsistencyCount=0;
|
|
|
|
for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
|
|
PKilledFlags[i]=0;
|
|
|
|
for (i = 0; i < NumNetPlayerPositions; i++)
|
|
{
|
|
if (i != Player_num)
|
|
Objects[Players[i].objnum].control_type = CT_REMOTE;
|
|
Objects[Players[i].objnum].movement_type = MT_PHYSICS;
|
|
multi_reset_player_object(&Objects[Players[i].objnum]);
|
|
LastPacketTime[i] = 0;
|
|
}
|
|
|
|
#ifndef SHAREWARE
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
robot_controlled[i] = -1;
|
|
robot_agitation[i] = 0;
|
|
robot_fired[i] = 0;
|
|
}
|
|
#endif
|
|
|
|
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
multi_delete_extra_objects(); // Removes monsters from level
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
{
|
|
multi_set_robot_ai(); // Set all Robot AI to types we can cope with
|
|
}
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
multi_adjust_cap_for_player(Player_num);
|
|
multi_send_powerup_update();
|
|
ng=1; // ng means network game
|
|
}
|
|
ng=1;
|
|
|
|
inv_count = 0;
|
|
cloak_count = 0;
|
|
for (i=0; i<=Highest_object_index; i++)
|
|
{
|
|
int objnum;
|
|
|
|
if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
|
|
obj_delete(i);
|
|
if (objnum != -1)
|
|
{
|
|
Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
|
|
Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
|
|
Objects[objnum].rtype.vclip_info.framenum = 0;
|
|
Objects[objnum].mtype.phys_info.drag = 512; //1024;
|
|
Objects[objnum].mtype.phys_info.mass = F1_0;
|
|
vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Objects[i].type == OBJ_POWERUP)
|
|
{
|
|
if (Objects[i].id == POW_EXTRA_LIFE)
|
|
{
|
|
if (ng && !Netgame.DoInvulnerability)
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
else
|
|
{
|
|
Objects[i].id = POW_INVULNERABILITY;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
}
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
if (Objects[i].id == POW_INVULNERABILITY) {
|
|
if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
inv_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_CLOAK) {
|
|
if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
cloak_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
|
|
bash_to_shield (i,"afterburner");
|
|
if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
|
|
bash_to_shield (i,"fusion");
|
|
if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
|
|
bash_to_shield (i,"phoenix");
|
|
|
|
if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
|
|
bash_to_shield (i,"helix");
|
|
|
|
if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
|
|
bash_to_shield (i,"mega");
|
|
|
|
if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
|
|
bash_to_shield (i,"smartmissile");
|
|
|
|
if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
|
|
bash_to_shield (i,"gauss");
|
|
|
|
if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
|
|
bash_to_shield (i,"vulcan");
|
|
|
|
if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
|
|
bash_to_shield (i,"plasma");
|
|
|
|
if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
|
|
bash_to_shield (i,"omega");
|
|
|
|
if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
|
|
bash_to_shield (i,"superlaser");
|
|
|
|
if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
|
|
bash_to_shield (i,"proximity");
|
|
|
|
// Special: Make all proximity bombs into shields if in
|
|
// hoard mode because we use the proximity slot in the
|
|
// player struct to signify how many orbs the player has.
|
|
|
|
if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
|
|
bash_to_shield (i,"proximity");
|
|
|
|
if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
|
|
bash_to_shield(i,"vulcan ammo");
|
|
|
|
if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
|
|
bash_to_shield (i,"spread");
|
|
if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
|
|
bash_to_shield (i,"smartmine");
|
|
if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
|
|
bash_to_shield (i,"flash");
|
|
if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
|
|
bash_to_shield (i,"flash");
|
|
if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
|
|
bash_to_shield (i,"guided");
|
|
if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
|
|
bash_to_shield (i,"guided");
|
|
if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
|
|
bash_to_shield (i,"earth");
|
|
if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
|
|
bash_to_shield (i,"Mercury");
|
|
if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
|
|
bash_to_shield (i,"Mercury");
|
|
if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
|
|
bash_to_shield (i,"Converter");
|
|
if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
|
|
bash_to_shield (i,"Ammo rack");
|
|
if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
|
|
bash_to_shield (i,"Headlight");
|
|
if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
|
|
bash_to_shield (i,"Laser powerup");
|
|
if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
|
|
bash_to_shield (i,"Quad Lasers");
|
|
if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
|
|
bash_to_shield (i,"Blue flag");
|
|
if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
|
|
bash_to_shield (i,"Red flag");
|
|
}
|
|
}
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
init_hoard_data();
|
|
|
|
if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
|
|
multi_apply_goal_textures();
|
|
|
|
multi_sort_kill_list();
|
|
|
|
multi_show_player_list();
|
|
|
|
ConsoleObject->control_type = CT_FLYING;
|
|
|
|
reset_player_object();
|
|
|
|
}
|
|
|
|
int Goal_blue_segnum,Goal_red_segnum;
|
|
|
|
void multi_apply_goal_textures()
|
|
{
|
|
int i,j,tex;
|
|
segment *seg;
|
|
segment2 *seg2;
|
|
|
|
for (i=0; i <= Highest_segment_index; i++)
|
|
{
|
|
seg = &Segments[i];
|
|
seg2 = &Segment2s[i];
|
|
|
|
if (seg2->special==SEGMENT_IS_GOAL_BLUE)
|
|
{
|
|
|
|
Goal_blue_segnum = i;
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
tex=find_goal_texture (TMI_GOAL_HOARD);
|
|
else
|
|
tex=find_goal_texture (TMI_GOAL_BLUE);
|
|
|
|
if (tex>-1)
|
|
for (j = 0; j < 6; j++) {
|
|
int v;
|
|
seg->sides[j].tmap_num=tex;
|
|
for (v=0;v<4;v++)
|
|
seg->sides[j].uvls[v].l = i2f(100); //max out
|
|
}
|
|
|
|
seg2->static_light = i2f(100); //make static light bright
|
|
|
|
}
|
|
|
|
if (seg2->special==SEGMENT_IS_GOAL_RED)
|
|
{
|
|
Goal_red_segnum = i;
|
|
|
|
// Make both textures the same if Hoard mode
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
tex=find_goal_texture (TMI_GOAL_HOARD);
|
|
else
|
|
tex=find_goal_texture (TMI_GOAL_RED);
|
|
|
|
if (tex>-1)
|
|
for (j = 0; j < 6; j++) {
|
|
int v;
|
|
seg->sides[j].tmap_num=tex;
|
|
for (v=0;v<4;v++)
|
|
seg->sides[j].uvls[v].l = i2f(1000); //max out
|
|
}
|
|
|
|
seg2->static_light = i2f(100); //make static light bright
|
|
}
|
|
}
|
|
}
|
|
int find_goal_texture (ubyte t)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<NumTextures;i++)
|
|
if (TmapInfo[i].flags & t)
|
|
return i;
|
|
|
|
Int3(); // Hey, there is no goal texture for this PIG!!!!
|
|
// Edit bitmaps.tbl and designate two textures to be RED and BLUE
|
|
// goal textures
|
|
return (-1);
|
|
}
|
|
|
|
|
|
void multi_set_robot_ai(void)
|
|
{
|
|
// Go through the objects array looking for robots and setting
|
|
// them to certain supported types of NET AI behavior.
|
|
|
|
// int i;
|
|
//
|
|
// for (i = 0; i <= Highest_object_index; i++)
|
|
// {
|
|
// if (Objects[i].type == OBJ_ROBOT) {
|
|
// Objects[i].ai_info.REMOTE_OWNER = -1;
|
|
// if (Objects[i].ai_info.behavior == AIB_STATION)
|
|
// Objects[i].ai_info.behavior = AIB_NORMAL;
|
|
// }
|
|
// }
|
|
}
|
|
|
|
int multi_delete_extra_objects()
|
|
{
|
|
int i;
|
|
int nnp=0;
|
|
object *objp;
|
|
|
|
// Go through the object list and remove any objects not used in
|
|
// 'Anarchy!' games.
|
|
|
|
// This function also prints the total number of available multiplayer
|
|
// positions in this level, even though this should always be 8 or more!
|
|
|
|
objp = Objects;
|
|
for (i=0;i<=Highest_object_index;i++) {
|
|
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
|
|
nnp++;
|
|
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
|
|
;
|
|
else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
|
|
// Before deleting object, if it's a robot, drop it's special powerup, if any
|
|
if (objp->type == OBJ_ROBOT)
|
|
if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
|
|
object_create_egg(objp);
|
|
obj_delete(i);
|
|
}
|
|
objp++;
|
|
}
|
|
|
|
return nnp;
|
|
}
|
|
|
|
void change_playernum_to( int new_Player_num )
|
|
{
|
|
// if (Player_num > -1)
|
|
// memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
if (Player_num > -1)
|
|
{
|
|
char *buf;
|
|
MALLOC(buf,char,CALLSIGN_LEN+1);
|
|
memcpy( buf, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
strcpy(Players[new_Player_num].callsign,buf);
|
|
d_free(buf);
|
|
}
|
|
|
|
Player_num = new_Player_num;
|
|
}
|
|
|
|
int multi_all_players_alive()
|
|
{
|
|
int i;
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (PKilledFlags[i] && Players[i].connected)
|
|
return (0);
|
|
}
|
|
return (1);
|
|
}
|
|
|
|
void extract_netplayer_stats( netplayer_stats *ps, player * pd )
|
|
{
|
|
int i;
|
|
|
|
ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
|
|
ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
|
|
ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
|
|
ps->lives = pd->lives; // Lives remaining, 0 = game over.
|
|
ps->laser_level = pd->laser_level; // Current level of the laser.
|
|
ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
|
|
ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
|
|
|
|
//memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
|
|
//memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
|
|
|
|
ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
|
|
ps->score=INTEL_INT(pd->score); // Current score.
|
|
ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
|
|
ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
|
|
ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
|
|
ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
|
|
ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
|
|
ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
|
|
ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
|
|
ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
|
|
ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
|
|
ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
|
|
ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
|
|
ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
|
|
ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
|
|
}
|
|
|
|
void use_netplayer_stats( player * ps, netplayer_stats *pd )
|
|
{
|
|
int i;
|
|
|
|
ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
|
|
ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
|
|
ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
|
|
ps->lives = pd->lives; // Lives remaining, 0 = game over.
|
|
ps->laser_level = pd->laser_level; // Current level of the laser.
|
|
ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
|
|
ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
|
|
for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
|
|
ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
|
|
for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
|
|
ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
|
|
//memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
|
|
//memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
|
|
ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
|
|
ps->score = INTEL_INT(pd->score); // Current score.
|
|
ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
|
|
ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
|
|
ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
|
|
ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
|
|
ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
|
|
ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
|
|
ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
|
|
ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
|
|
ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
|
|
ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
|
|
ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
|
|
ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
|
|
ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
|
|
}
|
|
|
|
void multi_send_drop_weapon (int objnum,int seed)
|
|
{
|
|
object *objp;
|
|
int count=0;
|
|
int ammo_count;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
ammo_count = objp->ctype.powerup_info.count;
|
|
|
|
if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
|
|
ammo_count = F1_0 - 1; //make fit in short
|
|
|
|
Assert(ammo_count < F1_0); //make sure fits in short
|
|
|
|
multibuf[count++]=(char)MULTI_DROP_WEAPON;
|
|
multibuf[count++]=(char)objp->id;
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, seed);
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[objp->id]++;
|
|
|
|
multi_send_data(multibuf, 12, 2);
|
|
}
|
|
|
|
void multi_do_drop_weapon (char *buf)
|
|
{
|
|
int pnum,ammo,objnum,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=(int)(buf[1]);
|
|
pnum = GET_INTEL_SHORT(buf + 2);
|
|
remote_objnum = GET_INTEL_SHORT(buf + 4);
|
|
ammo = GET_INTEL_SHORT(buf + 6);
|
|
seed = GET_INTEL_INT(buf + 8);
|
|
|
|
objp = &Objects[Players[pnum].objnum];
|
|
|
|
objnum = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=-1)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[powerup_id]++;
|
|
|
|
}
|
|
|
|
void multi_send_guided_info (object *miss,char done)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
multibuf[count++]=(char)MULTI_GUIDED;
|
|
multibuf[count++]=(char)Player_num;
|
|
multibuf[count++]=done;
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+count), miss,0);
|
|
count+=sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, miss, 1);
|
|
memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
|
|
count += 9;
|
|
memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
|
|
count += 14;
|
|
#endif
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void multi_do_guided (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
int count=3;
|
|
static int fun=200;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
if (Guided_missile[(int)pnum]==NULL)
|
|
{
|
|
if (++fun>=50)
|
|
{
|
|
fun=0;
|
|
}
|
|
return;
|
|
}
|
|
else if (++fun>=50)
|
|
{
|
|
fun=0;
|
|
}
|
|
|
|
if (buf[2])
|
|
{
|
|
release_guided_missile(pnum);
|
|
return;
|
|
}
|
|
|
|
|
|
if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
|
|
{
|
|
Int3(); // Get Jason immediately!
|
|
return;
|
|
}
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
|
|
#else
|
|
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
|
|
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
|
|
extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
|
|
#endif
|
|
|
|
count+=sizeof (shortpos);
|
|
|
|
update_object_seg(Guided_missile[(int)pnum]);
|
|
}
|
|
|
|
void multi_send_stolen_items ()
|
|
{
|
|
int i,count=1;
|
|
multibuf[0]=MULTI_STOLEN_ITEMS;
|
|
|
|
for (i=0;i<MAX_STOLEN_ITEMS;i++)
|
|
{
|
|
multibuf[i+1]=Stolen_items[i];
|
|
count++; // So I like to break my stuff into smaller chunks, so what?
|
|
}
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_do_stolen_items (char *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_STOLEN_ITEMS;i++)
|
|
{
|
|
Stolen_items[i]=buf[i+1];
|
|
}
|
|
}
|
|
|
|
extern void network_send_important_packet (char *,int);
|
|
|
|
void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
|
|
{
|
|
int count=0;
|
|
multibuf[count]=MULTI_WALL_STATUS; count++;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
|
|
multibuf[count]=type; count++;
|
|
multibuf[count]=flags; count++;
|
|
multibuf[count]=state; count++;
|
|
|
|
#if 0
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
network_send_important_packet (multibuf,count);
|
|
network_send_important_packet (multibuf,count);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
multi_send_data(multibuf, count, 1); // twice, just to be sure
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
}
|
|
void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
|
|
{
|
|
// Send wall states a specific rejoining player
|
|
|
|
int count=0;
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
//Assert (pnum>-1 && pnum<N_players);
|
|
|
|
multibuf[count]=MULTI_WALL_STATUS; count++;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
|
|
multibuf[count]=type; count++;
|
|
multibuf[count]=flags; count++;
|
|
multibuf[count]=state; count++;
|
|
|
|
network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
|
|
network_send_naked_packet(multibuf, count,pnum);
|
|
}
|
|
|
|
void multi_do_wall_status (char *buf)
|
|
{
|
|
short wallnum;
|
|
ubyte flag,type,state;
|
|
|
|
wallnum = GET_INTEL_SHORT(buf + 1);
|
|
type=buf[3];
|
|
flag=buf[4];
|
|
state=buf[5];
|
|
|
|
Assert (wallnum>=0);
|
|
Walls[wallnum].type=type;
|
|
Walls[wallnum].flags=flag;
|
|
//Assert(state <= 4);
|
|
Walls[wallnum].state=state;
|
|
|
|
if (Walls[wallnum].type==WALL_OPEN)
|
|
{
|
|
digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
|
|
//digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
|
|
}
|
|
}
|
|
|
|
void multi_send_jason_cheat (int num)
|
|
{
|
|
num=num;
|
|
return;
|
|
}
|
|
|
|
void multi_send_kill_goal_counts()
|
|
{
|
|
int i,count=1;
|
|
multibuf[0]=MULTI_KILLGOALS;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
*(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
|
|
count++;
|
|
}
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
void multi_do_kill_goal_counts(char *buf)
|
|
{
|
|
int i,count=1;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
Players[i].KillGoalCount=*(char *)(buf+count);
|
|
count++;
|
|
}
|
|
|
|
}
|
|
|
|
void multi_send_heartbeat ()
|
|
{
|
|
if (!Netgame.PlayTimeAllowed)
|
|
return;
|
|
|
|
multibuf[0]=MULTI_HEARTBEAT;
|
|
PUT_INTEL_INT(multibuf+1, ThisLevelTime);
|
|
multi_send_data(multibuf, 5, 0);
|
|
}
|
|
|
|
void multi_do_heartbeat (char *buf)
|
|
{
|
|
fix num;
|
|
|
|
num = GET_INTEL_INT(buf + 1);
|
|
|
|
ThisLevelTime=num;
|
|
}
|
|
|
|
void multi_check_for_killgoal_winner ()
|
|
{
|
|
int i,best=0,bestnum=0;
|
|
object *objp;
|
|
|
|
if (Control_center_destroyed)
|
|
return;
|
|
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (Players[i].KillGoalCount>best)
|
|
{
|
|
best=Players[i].KillGoalCount;
|
|
bestnum=i;
|
|
}
|
|
}
|
|
|
|
if (bestnum==Player_num)
|
|
{
|
|
HUD_init_message("You have the best score at %d kills!",best);
|
|
//Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
|
|
HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
|
|
|
|
HUD_init_message ("The control center has been destroyed!");
|
|
|
|
objp=obj_find_first_of_type (OBJ_CNTRLCEN);
|
|
net_destroy_controlcen (objp);
|
|
}
|
|
|
|
void multi_send_seismic (fix start,fix end)
|
|
{
|
|
int count=1;
|
|
|
|
multibuf[0]=MULTI_SEISMIC;
|
|
PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
|
|
PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
|
|
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
|
|
extern fix Seismic_disturbance_start_time;
|
|
extern fix Seismic_disturbance_end_time;
|
|
|
|
void multi_do_seismic (char *buf)
|
|
{
|
|
Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
|
|
Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
|
|
digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
|
|
}
|
|
|
|
void multi_send_light (int segnum,ubyte val)
|
|
{
|
|
int count=1,i;
|
|
multibuf[0]=MULTI_LIGHT;
|
|
PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
|
|
*(char *)(multibuf+count)=val; count++;
|
|
for (i=0;i<6;i++)
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
|
|
}
|
|
multi_send_data(multibuf, count, 1);
|
|
}
|
|
void multi_send_light_specific (int pnum,int segnum,ubyte val)
|
|
{
|
|
int count=1,i;
|
|
|
|
Assert (Game_mode & GM_NETWORK);
|
|
// Assert (pnum>-1 && pnum<N_players);
|
|
|
|
multibuf[0]=MULTI_LIGHT;
|
|
PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
|
|
*(char *)(multibuf+count)=val; count++;
|
|
|
|
for (i=0;i<6;i++)
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
|
|
}
|
|
network_send_naked_packet(multibuf, count, pnum);
|
|
}
|
|
|
|
void multi_do_light (char *buf)
|
|
{
|
|
int i, seg;
|
|
ubyte sides=*(char *)(buf+5);
|
|
|
|
seg = GET_INTEL_INT(buf + 1);
|
|
for (i=0;i<6;i++)
|
|
{
|
|
if ((sides & (1<<i)))
|
|
{
|
|
subtract_light (seg,i);
|
|
Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
|
|
}
|
|
}
|
|
}
|
|
|
|
void multi_do_flags (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
uint flags;
|
|
|
|
flags = GET_INTEL_INT(buf + 2);
|
|
if (pnum!=Player_num)
|
|
Players[(int)pnum].flags=flags;
|
|
}
|
|
|
|
void multi_send_flags (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_FLAGS;
|
|
multibuf[1]=pnum;
|
|
PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
|
|
|
|
multi_send_data(multibuf, 6, 1);
|
|
}
|
|
|
|
void multi_send_drop_blobs (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_DROP_BLOB;
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data(multibuf, 2, 0);
|
|
}
|
|
|
|
void multi_do_drop_blob (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
|
|
}
|
|
|
|
void multi_send_powerup_update ()
|
|
{
|
|
int i;
|
|
|
|
|
|
multibuf[0]=MULTI_POWERUP_UPDATE;
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
multibuf[i+1]=MaxPowerupsAllowed[i];
|
|
|
|
multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
|
|
}
|
|
void multi_do_powerup_update (char *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
if (buf[i+1]>MaxPowerupsAllowed[i])
|
|
MaxPowerupsAllowed[i]=buf[i+1];
|
|
}
|
|
|
|
extern active_door ActiveDoors[];
|
|
extern int Num_open_doors; // Number of open doors
|
|
|
|
|
|
#if 0 // never used...
|
|
void multi_send_active_door (int i)
|
|
{
|
|
int count;
|
|
|
|
multibuf[0]=MULTI_ACTIVE_DOOR;
|
|
multibuf[1]=i;
|
|
multibuf[2]=Num_open_doors;
|
|
count = 3;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
|
|
count += sizeof(active_door);
|
|
#else
|
|
PUT_INTEL_INT(multibuf + count, ActiveDoors[i].n_parts); count += 4;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].front_wallnum[0]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].front_wallnum[1]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].back_wallnum[0]); count += 2;
|
|
PUT_INTEL_SHORT(multibuf + count, ActiveDoors[i].back_wallnum[1]); count += 2;
|
|
PUT_INTEL_INT(multibuf + count, ActiveDoors[i].time); count += 4;
|
|
#endif
|
|
//multi_send_data (multibuf,sizeof(struct active_door)+3,1);
|
|
multi_send_data (multibuf,count,1);
|
|
}
|
|
#endif // 0 (never used)
|
|
|
|
void multi_do_active_door (char *buf)
|
|
{
|
|
char i = multibuf[1];
|
|
Num_open_doors = buf[2];
|
|
|
|
memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
|
|
#ifdef WORDS_BIGENDIAN
|
|
{
|
|
active_door *ad = &ActiveDoors[(int)i];
|
|
ad->n_parts = INTEL_INT(ad->n_parts);
|
|
ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
|
|
ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
|
|
ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
|
|
ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
|
|
ad->time = INTEL_INT(ad->time);
|
|
}
|
|
#endif //WORDS_BIGENDIAN
|
|
}
|
|
|
|
void multi_send_sound_function (char whichfunc, char sound)
|
|
{
|
|
int count=0;
|
|
|
|
multibuf[0]=MULTI_SOUND_FUNCTION; count++;
|
|
multibuf[1]=Player_num; count++;
|
|
multibuf[2]=whichfunc; count++;
|
|
#ifndef WORDS_BIGENDIAN
|
|
*(uint *)(multibuf+count)=sound; count++;
|
|
#else
|
|
multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
|
|
#endif
|
|
multi_send_data (multibuf,4,0);
|
|
}
|
|
|
|
#define AFTERBURNER_LOOP_START 20098
|
|
#define AFTERBURNER_LOOP_END 25776
|
|
|
|
void multi_do_sound_function (char *buf)
|
|
{
|
|
// for afterburner
|
|
|
|
char pnum,whichfunc;
|
|
int sound;
|
|
|
|
if (Players[Player_num].connected!=1)
|
|
return;
|
|
|
|
pnum=buf[1];
|
|
whichfunc=buf[2];
|
|
sound=buf[3];
|
|
|
|
if (whichfunc==0)
|
|
digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
|
|
else if (whichfunc==3)
|
|
digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
|
|
}
|
|
|
|
void multi_send_capture_bonus (char pnum)
|
|
{
|
|
Assert (Game_mode & GM_CAPTURE);
|
|
|
|
multibuf[0]=MULTI_CAPTURE_BONUS;
|
|
multibuf[1]=pnum;
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_do_capture_bonus (multibuf);
|
|
}
|
|
void multi_send_orb_bonus (char pnum)
|
|
{
|
|
Assert (Game_mode & GM_HOARD);
|
|
|
|
multibuf[0]=MULTI_ORB_BONUS;
|
|
multibuf[1]=pnum;
|
|
multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
|
|
|
|
multi_send_data (multibuf,3,1);
|
|
multi_do_orb_bonus (multibuf);
|
|
}
|
|
void multi_do_capture_bonus(char *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
char pnum=buf[1];
|
|
int TheGoal;
|
|
|
|
kmatrix_kills_changed = 1;
|
|
|
|
if (pnum==Player_num)
|
|
HUD_init_message("You have Scored!");
|
|
else
|
|
HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
|
|
|
|
if (pnum==Player_num)
|
|
digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
|
|
else if (get_team(pnum)==TEAM_RED)
|
|
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
|
|
|
|
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
|
|
|
|
team_kills[get_team(pnum)] += 5;
|
|
Players[(int)pnum].net_kills_total += 5;
|
|
Players[(int)pnum].KillGoalCount+=5;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Players[(int)pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (pnum==Player_num)
|
|
{
|
|
HUD_init_message("You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
|
|
|
|
HUD_init_message ("The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
}
|
|
|
|
int GetOrbBonus (char num)
|
|
{
|
|
int bonus;
|
|
|
|
bonus=num*(num+1)/2;
|
|
return (bonus);
|
|
}
|
|
|
|
void multi_do_orb_bonus(char *buf)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
char pnum=buf[1];
|
|
int TheGoal;
|
|
int bonus=GetOrbBonus (buf[2]);
|
|
|
|
kmatrix_kills_changed = 1;
|
|
|
|
if (pnum==Player_num)
|
|
HUD_init_message("You have scored %d points!",bonus);
|
|
else
|
|
HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
|
|
|
|
if (pnum==Player_num)
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
|
|
else if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(pnum)==TEAM_RED)
|
|
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
|
|
}
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
|
|
|
|
if (bonus>PhallicLimit)
|
|
{
|
|
if (pnum==Player_num)
|
|
HUD_init_message ("You have the record with %d points!",bonus);
|
|
else
|
|
HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
|
|
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
|
|
PhallicMan=pnum;
|
|
PhallicLimit=bonus;
|
|
}
|
|
|
|
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
|
|
|
|
team_kills[get_team(pnum)] += bonus;
|
|
Players[(int)pnum].net_kills_total += bonus;
|
|
Players[(int)pnum].KillGoalCount+=bonus;
|
|
|
|
team_kills[get_team(pnum)]%=1000;
|
|
Players[(int)pnum].net_kills_total%=1000;
|
|
Players[(int)pnum].KillGoalCount%=1000;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Players[(int)pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (pnum==Player_num)
|
|
{
|
|
HUD_init_message("You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
|
|
|
|
HUD_init_message ("The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
}
|
|
|
|
void multi_send_got_flag (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_GOT_FLAG;
|
|
multibuf[1]=pnum;
|
|
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
int SoundHacked=0;
|
|
digi_sound ReversedSound;
|
|
|
|
void multi_send_got_orb (char pnum)
|
|
{
|
|
multibuf[0]=MULTI_GOT_ORB;
|
|
multibuf[1]=pnum;
|
|
|
|
digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
void multi_do_got_flag (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
|
|
if (pnum==Player_num)
|
|
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
|
|
else if (get_team(pnum)==TEAM_RED)
|
|
digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
|
|
else
|
|
digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
|
|
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
|
|
HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
|
|
}
|
|
void multi_do_got_orb (char *buf)
|
|
{
|
|
char pnum=buf[1];
|
|
|
|
Assert (Game_mode & GM_HOARD);
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(pnum)==get_team(Player_num))
|
|
digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
|
|
}
|
|
else
|
|
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
|
|
|
|
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
|
|
HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
|
|
}
|
|
|
|
|
|
void DropOrb ()
|
|
{
|
|
int objnum,seed;
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Int3(); // How did we get here? Get Leighton!
|
|
|
|
if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
|
|
{
|
|
HUD_init_message("No orbs to drop!");
|
|
return;
|
|
}
|
|
|
|
seed = d_rand();
|
|
|
|
objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
|
|
|
|
if (objnum<0)
|
|
return;
|
|
|
|
HUD_init_message("Orb dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
if ((Game_mode & GM_HOARD) && objnum>-1)
|
|
multi_send_drop_flag(objnum,seed);
|
|
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
|
|
|
|
// If empty, tell everyone to stop drawing the box around me
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
|
|
multi_send_flags (Player_num);
|
|
}
|
|
|
|
void DropFlag ()
|
|
{
|
|
int objnum,seed;
|
|
|
|
if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
|
|
return;
|
|
if (Game_mode & GM_HOARD)
|
|
{
|
|
DropOrb();
|
|
return;
|
|
}
|
|
|
|
if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
|
|
{
|
|
HUD_init_message("No flag to drop!");
|
|
return;
|
|
}
|
|
|
|
|
|
HUD_init_message("Flag dropped!");
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
|
|
seed = d_rand();
|
|
|
|
if (get_team (Player_num)==TEAM_RED)
|
|
objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
|
|
else
|
|
objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
|
|
|
|
if (objnum<0)
|
|
return;
|
|
|
|
if ((Game_mode & GM_CAPTURE) && objnum>-1)
|
|
multi_send_drop_flag(objnum,seed);
|
|
|
|
Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
|
|
|
|
void multi_send_drop_flag (int objnum,int seed)
|
|
{
|
|
object *objp;
|
|
int count=0;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
multibuf[count++]=(char)MULTI_DROP_FLAG;
|
|
multibuf[count++]=(char)objp->id;
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, seed);
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[objp->id]++;
|
|
|
|
multi_send_data(multibuf, 12, 2);
|
|
}
|
|
|
|
void multi_do_drop_flag (char *buf)
|
|
{
|
|
int pnum,ammo,objnum,remote_objnum,seed;
|
|
object *objp;
|
|
int powerup_id;
|
|
|
|
powerup_id=buf[1];
|
|
pnum = GET_INTEL_SHORT(buf + 2);
|
|
remote_objnum = GET_INTEL_SHORT(buf + 4);
|
|
ammo = GET_INTEL_SHORT(buf + 6);
|
|
seed = GET_INTEL_INT(buf + 8);
|
|
|
|
objp = &Objects[Players[pnum].objnum];
|
|
|
|
objnum = spit_powerup(objp, powerup_id, seed);
|
|
|
|
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
|
|
|
|
if (objnum!=-1)
|
|
Objects[objnum].ctype.powerup_info.count = ammo;
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
if (Game_mode & GM_NETWORK)
|
|
PowerupsInMine[powerup_id]++;
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
|
|
}
|
|
}
|
|
|
|
extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
|
|
extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
|
|
extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
|
|
extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
|
|
extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
|
|
extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
|
|
extern int robot_fired[MAX_ROBOTS_CONTROLLED];
|
|
extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
|
|
|
|
|
|
void multi_send_robot_controls (char pnum)
|
|
{
|
|
int count=2;
|
|
|
|
multibuf[0]=MULTI_ROBOT_CONTROLS;
|
|
multibuf[1]=pnum;
|
|
memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
|
|
network_send_naked_packet (multibuf,142,pnum);
|
|
}
|
|
void multi_do_robot_controls(char *buf)
|
|
{
|
|
int count=2;
|
|
|
|
if (buf[1]!=Player_num)
|
|
{
|
|
Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
|
|
return;
|
|
}
|
|
|
|
memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
|
|
count+=(MAX_ROBOTS_CONTROLLED*4);
|
|
}
|
|
|
|
#define POWERUPADJUSTS 5
|
|
int PowerupAdjustMapping[]={11,19,39,41,44};
|
|
|
|
int multi_powerup_is_4pack (int id)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<POWERUPADJUSTS;i++)
|
|
if (id==PowerupAdjustMapping[i])
|
|
return (1);
|
|
return (0);
|
|
}
|
|
|
|
int multi_powerup_is_allowed(int id)
|
|
{
|
|
if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
|
|
return (0);
|
|
if (id == POW_CLOAK && !Netgame.DoCloak)
|
|
return (0);
|
|
if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
|
|
return (0);
|
|
if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
|
|
return (0);
|
|
if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
|
|
return (0);
|
|
if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
|
|
return (0);
|
|
if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
|
|
return (0);
|
|
if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
|
|
return (0);
|
|
if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
|
|
return (0);
|
|
if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
|
|
return (0);
|
|
if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
|
|
return (0);
|
|
if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
|
|
return (0);
|
|
if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
|
|
return (0);
|
|
if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
|
|
return (0);
|
|
if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
|
|
return (0);
|
|
if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
|
|
return (0);
|
|
if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
|
|
return (0);
|
|
if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
|
|
return (0);
|
|
if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
|
|
return (0);
|
|
if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
|
|
return (0);
|
|
if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
|
|
return (0);
|
|
if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
|
|
return (0);
|
|
if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
|
|
return (0);
|
|
if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
|
|
return (0);
|
|
if (id == POW_CONVERTER && !Netgame.DoConverter)
|
|
return (0);
|
|
if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
|
|
return (0);
|
|
if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
|
|
return (0);
|
|
if (id == POW_LASER && !Netgame.DoLaserUpgrade)
|
|
return (0);
|
|
if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
|
|
return (0);
|
|
if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
|
|
return (0);
|
|
if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
|
|
return (0);
|
|
if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
|
|
return (0);
|
|
if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
|
|
return (0);
|
|
|
|
return (1);
|
|
}
|
|
|
|
void multi_send_finish_game ()
|
|
{
|
|
multibuf[0]=MULTI_FINISH_GAME;
|
|
multibuf[1]=Player_num;
|
|
|
|
multi_send_data (multibuf,2,1);
|
|
}
|
|
|
|
|
|
extern void do_final_boss_hacks();
|
|
void multi_do_finish_game (char *buf)
|
|
{
|
|
if (buf[0]!=MULTI_FINISH_GAME)
|
|
return;
|
|
|
|
if (Current_level_num!=Last_level)
|
|
return;
|
|
|
|
do_final_boss_hacks();
|
|
}
|
|
|
|
void multi_send_trigger_specific (char pnum,char trig)
|
|
{
|
|
multibuf[0] = MULTI_START_TRIGGER;
|
|
multibuf[1] = trig;
|
|
|
|
network_send_naked_packet(multibuf, 2, pnum);
|
|
}
|
|
void multi_do_start_trigger (char *buf)
|
|
{
|
|
Triggers[(int)buf[1]].flags |=TF_DISABLED;
|
|
}
|
|
|
|
extern char *RankStrings[];
|
|
|
|
void multi_add_lifetime_kills ()
|
|
{
|
|
// This function adds a kill to lifetime stats of this player, and possibly
|
|
// gives a promotion. If so, it will tell everyone else
|
|
|
|
int oldrank;
|
|
|
|
if (!Game_mode & GM_NETWORK)
|
|
return;
|
|
|
|
oldrank=GetMyNetRanking();
|
|
|
|
PlayerCfg.NetlifeKills++;
|
|
|
|
if (oldrank!=GetMyNetRanking())
|
|
{
|
|
multi_send_ranking();
|
|
if (!GameArg.MplNoRankings)
|
|
{
|
|
HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
|
|
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
|
|
NetPlayers.players[Player_num].rank=GetMyNetRanking();
|
|
}
|
|
}
|
|
write_player_file();
|
|
}
|
|
|
|
void multi_add_lifetime_killed ()
|
|
{
|
|
// This function adds a "killed" to lifetime stats of this player, and possibly
|
|
// gives a demotion. If so, it will tell everyone else
|
|
|
|
int oldrank;
|
|
|
|
if (!Game_mode & GM_NETWORK)
|
|
return;
|
|
|
|
oldrank=GetMyNetRanking();
|
|
|
|
PlayerCfg.NetlifeKilled++;
|
|
|
|
if (oldrank!=GetMyNetRanking())
|
|
{
|
|
multi_send_ranking();
|
|
NetPlayers.players[Player_num].rank=GetMyNetRanking();
|
|
|
|
if (!GameArg.MplNoRankings)
|
|
HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
|
|
|
|
}
|
|
write_player_file();
|
|
|
|
}
|
|
|
|
void multi_send_ranking ()
|
|
{
|
|
multibuf[0]=(char)MULTI_RANK;
|
|
multibuf[1]=(char)Player_num;
|
|
multibuf[2]=(char)GetMyNetRanking();
|
|
|
|
multi_send_data (multibuf,3,1);
|
|
}
|
|
|
|
void multi_do_ranking (char *buf)
|
|
{
|
|
char rankstr[20];
|
|
char pnum=buf[1];
|
|
char rank=buf[2];
|
|
|
|
if (NetPlayers.players[(int)pnum].rank<rank)
|
|
strcpy (rankstr,"promoted");
|
|
else if (NetPlayers.players[(int)pnum].rank>rank)
|
|
strcpy (rankstr,"demoted");
|
|
else
|
|
return;
|
|
|
|
NetPlayers.players[(int)pnum].rank=rank;
|
|
|
|
if (!GameArg.MplNoRankings)
|
|
HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
|
|
}
|
|
|
|
void multi_quick_sound_hack (int num)
|
|
{
|
|
int length,i;
|
|
num = digi_xlat_sound(num);
|
|
length=GameSounds[num].length;
|
|
ReversedSound.data=(ubyte *)d_malloc (length);
|
|
ReversedSound.length=length;
|
|
|
|
for (i=0;i<length;i++)
|
|
ReversedSound.data[i]=GameSounds[num].data[length-i-1];
|
|
|
|
SoundHacked=1;
|
|
}
|
|
|
|
void multi_send_play_by_play (int num,int spnum,int dpnum)
|
|
{
|
|
if (!(Game_mode & GM_HOARD))
|
|
return;
|
|
|
|
return;
|
|
multibuf[0]=MULTI_PLAY_BY_PLAY;
|
|
multibuf[1]=(char)num;
|
|
multibuf[2]=(char)spnum;
|
|
multibuf[3]=(char)dpnum;
|
|
multi_send_data (multibuf,4,1);
|
|
multi_do_play_by_play (multibuf);
|
|
}
|
|
|
|
void multi_do_play_by_play (char *buf)
|
|
{
|
|
int whichplay=buf[1];
|
|
int spnum=buf[2];
|
|
int dpnum=buf[3];
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
{
|
|
Int3(); // Get Leighton, something bad has happened.
|
|
return;
|
|
}
|
|
|
|
switch (whichplay)
|
|
{
|
|
case 0: // Smacked!
|
|
HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
|
|
break;
|
|
case 1: // Spanked!
|
|
HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
///
|
|
/// CODE TO LOAD HOARD DATA
|
|
///
|
|
|
|
|
|
void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
|
|
{
|
|
bm->bm_x = bm->bm_y = 0;
|
|
bm->bm_w = bm->bm_rowsize = w;
|
|
bm->bm_h = h;
|
|
bm->bm_type = BM_LINEAR;
|
|
bm->bm_flags = flags;
|
|
bm->bm_data = data;
|
|
bm->bm_handle = 0;
|
|
bm->avg_color = 0;
|
|
}
|
|
|
|
grs_bitmap Orb_icons[2];
|
|
|
|
int Hoard_goal_eclip;
|
|
|
|
void init_hoard_data()
|
|
{
|
|
static int first_time=1;
|
|
static int orb_vclip;
|
|
int n_orb_frames,n_goal_frames;
|
|
int orb_w,orb_h;
|
|
int icon_w,icon_h;
|
|
ubyte palette[256*3];
|
|
CFILE *ifile;
|
|
int i,save_pos;
|
|
extern int Num_bitmap_files,Num_effects,Num_sound_files;
|
|
|
|
ifile = PHYSFSX_openDataFile("hoard.ham");
|
|
if (ifile == NULL)
|
|
Error("can't open <hoard.ham>");
|
|
|
|
n_orb_frames = cfile_read_short(ifile);
|
|
orb_w = cfile_read_short(ifile);
|
|
orb_h = cfile_read_short(ifile);
|
|
save_pos = cftell(ifile);
|
|
cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
|
|
n_goal_frames = cfile_read_short(ifile);
|
|
cfseek(ifile,save_pos,SEEK_SET);
|
|
|
|
if (first_time) {
|
|
ubyte *bitmap_data;
|
|
int bitmap_num=Num_bitmap_files;
|
|
|
|
//Allocate memory for bitmaps
|
|
MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
|
|
|
|
//Create orb vclip
|
|
orb_vclip = Num_vclips++;
|
|
Assert(Num_vclips <= VCLIP_MAXNUM);
|
|
Vclip[orb_vclip].play_time = F1_0/2;
|
|
Vclip[orb_vclip].num_frames = n_orb_frames;
|
|
Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
|
|
Vclip[orb_vclip].flags = 0;
|
|
Vclip[orb_vclip].sound_num = -1;
|
|
Vclip[orb_vclip].light_value = F1_0;
|
|
for (i=0;i<n_orb_frames;i++) {
|
|
Vclip[orb_vclip].frames[i].index = bitmap_num;
|
|
init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
|
|
bitmap_data += orb_w*orb_h;
|
|
bitmap_num++;
|
|
Assert(bitmap_num < MAX_BITMAP_FILES);
|
|
}
|
|
|
|
//Create obj powerup
|
|
Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
|
|
Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
|
|
Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
|
|
Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
|
|
|
|
//Create orb goal wall effect
|
|
Hoard_goal_eclip = Num_effects++;
|
|
Assert(Num_effects < MAX_EFFECTS);
|
|
Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
|
|
Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
|
|
Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
|
|
|
|
TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
|
|
TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
|
|
TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
|
|
NumTextures++;
|
|
Assert(NumTextures < MAX_TEXTURES);
|
|
for (i=0;i<n_goal_frames;i++) {
|
|
Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
|
|
init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
|
|
bitmap_data += 64*64;
|
|
bitmap_num++;
|
|
Assert(bitmap_num < MAX_BITMAP_FILES);
|
|
}
|
|
|
|
}
|
|
|
|
//Load and remap bitmap data for orb
|
|
cfread(palette,3,256,ifile);
|
|
for (i=0;i<n_orb_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
|
|
cfread(bm->bm_data,1,orb_w*orb_h,ifile);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for goal texture
|
|
cfile_read_short(ifile); //skip frame count
|
|
cfread(palette,3,256,ifile);
|
|
for (i=0;i<n_goal_frames;i++) {
|
|
grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
|
|
cfread(bm->bm_data,1,64*64,ifile);
|
|
gr_remap_bitmap_good( bm, palette, 255, -1 );
|
|
}
|
|
|
|
//Load and remap bitmap data for HUD icons
|
|
for (i=0;i<2;i++) {
|
|
icon_w = cfile_read_short(ifile);
|
|
icon_h = cfile_read_short(ifile);
|
|
if (first_time) {
|
|
ubyte *bitmap_data;
|
|
MALLOC( bitmap_data, ubyte, icon_w*icon_h );
|
|
init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
|
|
}
|
|
cfread(palette,3,256,ifile);
|
|
cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
|
|
gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
|
|
}
|
|
|
|
if (first_time) {
|
|
|
|
//Load sounds for orb game
|
|
|
|
for (i=0;i<4;i++) {
|
|
int len;
|
|
|
|
len = cfile_read_int(ifile); //get 11k len
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_22K) {
|
|
cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
|
|
len = cfile_read_int(ifile); //get 22k len
|
|
}
|
|
|
|
GameSounds[Num_sound_files+i].length = len;
|
|
GameSounds[Num_sound_files+i].data = d_malloc(len);
|
|
cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
|
|
|
|
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
|
|
len = cfile_read_int(ifile); //get 22k len
|
|
cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
|
|
}
|
|
|
|
Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
|
|
AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
|
|
}
|
|
}
|
|
|
|
cfclose(ifile);
|
|
|
|
first_time = 0;
|
|
}
|
|
|
|
#ifdef EDITOR
|
|
void save_hoard_data(void)
|
|
{
|
|
#define MAX_BITMAPS_PER_BRUSH 30
|
|
grs_bitmap * bm[MAX_BITMAPS_PER_BRUSH];
|
|
grs_bitmap icon;
|
|
int nframes;
|
|
ubyte palette[256*3];
|
|
PHYSFS_file *ofile;
|
|
int iff_error,i;
|
|
char *sounds[] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
|
|
"teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
|
|
"enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
|
|
"OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
|
|
|
|
ofile = PHYSFSX_openWriteBuffered("hoard.ham");
|
|
|
|
iff_error = iff_read_animbrush("orb.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
PHYSFS_writeULE16(ofile, nframes);
|
|
PHYSFS_writeULE16(ofile, bm[0]->bm_w);
|
|
PHYSFS_writeULE16(ofile, bm[0]->bm_h);
|
|
PHYSFS_write(ofile, palette, 3, 256);
|
|
for (i=0;i<nframes;i++)
|
|
PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
|
|
|
|
iff_error = iff_read_animbrush("orbgoal.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
|
|
PHYSFS_writeULE16(ofile, nframes);
|
|
PHYSFS_write(ofile, palette, 3, 256);
|
|
for (i=0;i<nframes;i++)
|
|
PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
|
|
|
|
for (i=0;i<2;i++)
|
|
{
|
|
iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",&icon,BM_LINEAR,palette);
|
|
Assert(iff_error == IFF_NO_ERROR);
|
|
PHYSFS_writeULE16(ofile, icon.bm_w);
|
|
PHYSFS_writeULE16(ofile, icon.bm_h);
|
|
PHYSFS_write(ofile, palette, 3, 256);
|
|
PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
|
|
}
|
|
|
|
for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
|
|
PHYSFS_file *ifile;
|
|
int size;
|
|
ubyte *buf;
|
|
|
|
ifile = PHYSFS_openRead(sounds[i]);
|
|
Assert(ifile != NULL);
|
|
size = PHYSFS_fileLength(ifile);
|
|
buf = d_malloc(size);
|
|
PHYSFS_read(ifile, buf, size, 1);
|
|
PHYSFS_writeULE32(ofile, size);
|
|
PHYSFS_write(ofile, buf, size, 1);
|
|
d_free(buf);
|
|
PHYSFS_close(ifile);
|
|
}
|
|
|
|
PHYSFS_close(ofile);
|
|
}
|
|
#endif
|
|
|
|
void
|
|
multi_process_data(char *buf, int len)
|
|
{
|
|
// Take an entire message (that has already been checked for validity,
|
|
// if necessary) and act on it.
|
|
|
|
int type;
|
|
len = len;
|
|
|
|
type = buf[0];
|
|
|
|
if (type > MULTI_MAX_TYPE)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
|
|
#ifdef NETPROFILING
|
|
TTRecv[type]++;
|
|
fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
|
|
fflush (RecieveLogFile);
|
|
#endif
|
|
|
|
switch(type)
|
|
{
|
|
case MULTI_POSITION:
|
|
if (!Endlevel_sequence) multi_do_position(buf); break;
|
|
case MULTI_REAPPEAR:
|
|
if (!Endlevel_sequence) multi_do_reappear(buf); break;
|
|
case MULTI_FIRE:
|
|
if (!Endlevel_sequence) multi_do_fire(buf); break;
|
|
case MULTI_KILL:
|
|
multi_do_kill(buf); break;
|
|
case MULTI_REMOVE_OBJECT:
|
|
if (!Endlevel_sequence) multi_do_remobj(buf); break;
|
|
case MULTI_PLAYER_DROP:
|
|
case MULTI_PLAYER_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_player_explode(buf); break;
|
|
case MULTI_MESSAGE:
|
|
if (!Endlevel_sequence) multi_do_message(buf); break;
|
|
case MULTI_QUIT:
|
|
if (!Endlevel_sequence) multi_do_quit(buf); break;
|
|
case MULTI_BEGIN_SYNC:
|
|
break;
|
|
case MULTI_CONTROLCEN:
|
|
if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
|
|
case MULTI_POWERUP_UPDATE:
|
|
if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
|
|
case MULTI_SOUND_FUNCTION:
|
|
multi_do_sound_function(buf); break;
|
|
case MULTI_MARKER:
|
|
if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
|
|
case MULTI_DROP_WEAPON:
|
|
if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
|
|
case MULTI_DROP_FLAG:
|
|
if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
|
|
case MULTI_GUIDED:
|
|
if (!Endlevel_sequence) multi_do_guided (buf); break;
|
|
case MULTI_STOLEN_ITEMS:
|
|
if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
|
|
case MULTI_WALL_STATUS:
|
|
if (!Endlevel_sequence) multi_do_wall_status(buf); break;
|
|
case MULTI_HEARTBEAT:
|
|
if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
|
|
case MULTI_SEISMIC:
|
|
if (!Endlevel_sequence) multi_do_seismic (buf); break;
|
|
case MULTI_LIGHT:
|
|
if (!Endlevel_sequence) multi_do_light (buf); break;
|
|
case MULTI_KILLGOALS:
|
|
|
|
if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
|
|
case MULTI_ENDLEVEL_START:
|
|
if (!Endlevel_sequence) multi_do_escape(buf); break;
|
|
case MULTI_END_SYNC:
|
|
break;
|
|
case MULTI_CLOAK:
|
|
if (!Endlevel_sequence) multi_do_cloak(buf); break;
|
|
case MULTI_DECLOAK:
|
|
if (!Endlevel_sequence) multi_do_decloak(buf); break;
|
|
case MULTI_DOOR_OPEN:
|
|
if (!Endlevel_sequence) multi_do_door_open(buf); break;
|
|
case MULTI_CREATE_EXPLOSION:
|
|
if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
|
|
case MULTI_CONTROLCEN_FIRE:
|
|
if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
|
|
case MULTI_CREATE_POWERUP:
|
|
if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
|
|
case MULTI_PLAY_SOUND:
|
|
if (!Endlevel_sequence) multi_do_play_sound(buf); break;
|
|
case MULTI_CAPTURE_BONUS:
|
|
if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
|
|
case MULTI_ORB_BONUS:
|
|
if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
|
|
case MULTI_GOT_FLAG:
|
|
if (!Endlevel_sequence) multi_do_got_flag(buf); break;
|
|
case MULTI_GOT_ORB:
|
|
if (!Endlevel_sequence) multi_do_got_orb(buf); break;
|
|
case MULTI_PLAY_BY_PLAY:
|
|
if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
|
|
case MULTI_RANK:
|
|
if (!Endlevel_sequence) multi_do_ranking (buf); break;
|
|
#ifndef SHAREWARE
|
|
case MULTI_FINISH_GAME:
|
|
multi_do_finish_game(buf); break; // do this one regardless of endsequence
|
|
case MULTI_ROBOT_CONTROLS:
|
|
if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
|
|
case MULTI_ROBOT_CLAIM:
|
|
if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
|
|
case MULTI_ROBOT_POSITION:
|
|
if (!Endlevel_sequence) multi_do_robot_position(buf); break;
|
|
case MULTI_ROBOT_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
|
|
case MULTI_ROBOT_RELEASE:
|
|
if (!Endlevel_sequence) multi_do_release_robot(buf); break;
|
|
case MULTI_ROBOT_FIRE:
|
|
if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
|
|
#endif
|
|
case MULTI_SCORE:
|
|
if (!Endlevel_sequence) multi_do_score(buf); break;
|
|
case MULTI_CREATE_ROBOT:
|
|
if (!Endlevel_sequence) multi_do_create_robot(buf); break;
|
|
case MULTI_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_trigger(buf); break;
|
|
case MULTI_START_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
|
|
case MULTI_FLAGS:
|
|
if (!Endlevel_sequence) multi_do_flags(buf); break;
|
|
case MULTI_DROP_BLOB:
|
|
if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
|
|
case MULTI_ACTIVE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_active_door(buf); break;
|
|
case MULTI_BOSS_ACTIONS:
|
|
if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
|
|
case MULTI_CREATE_ROBOT_POWERUPS:
|
|
if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
|
|
case MULTI_HOSTAGE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
|
|
case MULTI_REQ_PLAYER:
|
|
if (!Endlevel_sequence) multi_do_req_player(buf); break;
|
|
case MULTI_SEND_PLAYER:
|
|
if (!Endlevel_sequence) multi_do_send_player(buf); break;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|