dxx-rebirth/similar/main/multi.cpp

6451 lines
205 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Multiplayer code for network play.
*
*/
#include <bitset>
#include <new>
#include <stdexcept>
#include <random>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <ctype.h>
#include <inttypes.h>
#include "u_mem.h"
#include "strutil.h"
#include "game.h"
#include "multi.h"
#include "multiinternal.h"
#include "object.h"
#include "player.h"
#include "laser.h"
#include "gauges.h"
#include "gameseg.h"
#include "weapon.h"
#include "collide.h"
#include "dxxerror.h"
#include "fireball.h"
#include "newmenu.h"
#include "console.h"
#include "wall.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "polyobj.h"
#include "bm.h"
#include "key.h"
#include "playsave.h"
#include "timer.h"
#include "digi.h"
#include "sounds.h"
#include "kconfig.h"
#include "hudmsg.h"
#include "newdemo.h"
#include "text.h"
#include "kmatrix.h"
#include "multibot.h"
#include "gameseq.h"
#include "physics.h"
#include "switch.h"
#include "textures.h"
#include "sounds.h"
#include "args.h"
#include "effects.h"
#include "iff.h"
#include "state.h"
#include "automap.h"
#include "event.h"
#include "d_array.h"
#include "d_enumerate.h"
#include "d_levelstate.h"
#include "d_range.h"
#include "d_underlying_value.h"
#include "d_zip.h"
#include "partial_range.h"
#include <utility>
#define array_snprintf(array,fmt,arg1,...) std::snprintf(array.data(), array.size(), fmt, arg1, ## __VA_ARGS__)
constexpr std::integral_constant<int8_t, -1> owner_none{};
namespace dsx {
namespace {
static void MultiLevelInv_Repopulate(fix frequency);
void multi_new_bounty_target_with_sound(playernum_t, const char *callsign);
static void multi_reset_object_texture(object_base &objp);
static void multi_process_data(const d_level_shared_robot_info_state &LevelSharedRobotInfoState, playernum_t pnum, std::span<const uint8_t> data, uint_fast32_t type);
static void multi_update_objects_for_non_cooperative();
static void multi_restore_game(unsigned slot, unsigned id);
static void multi_save_game(unsigned slot, unsigned id, const d_game_unique_state::savegame_description &desc);
static void multi_add_lifetime_killed();
#if !(!defined(RELEASE) && defined(DXX_BUILD_DESCENT_II))
static void multi_add_lifetime_kills(int count);
#endif
}
}
namespace {
static void multi_send_heartbeat();
static void multi_send_ranking(netplayer_info::player_rank);
static void multi_send_gmode_update();
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
namespace {
static void multi_do_capture_bonus(const playernum_t pnum);
static void multi_do_orb_bonus(const playernum_t pnum, const multiplayer_rspan<MULTI_ORB_BONUS> buf);
static void multi_send_drop_flag(vmobjptridx_t objnum,int seed);
}
}
#endif
namespace dcx {
namespace {
static int imulti_new_game; // to prep stuff for level only when starting new game
static int multi_message_index;
static std::array<std::array<objnum_t, MAX_OBJECTS>, MAX_PLAYERS> remote_to_local; // Remote object number for each local object
static std::array<uint16_t, MAX_OBJECTS> local_to_remote;
static std::array<unsigned, MAX_PLAYERS> sorted_kills;
static void multi_send_quit();
void multi_new_bounty_target(playernum_t, const char *callsign);
}
DEFINE_SERIAL_UDT_TO_MESSAGE(shortpos, s, (s.bytemat, s.xo, s.yo, s.zo, s.segment, s.velx, s.vely, s.velz));
std::optional<network_state> build_network_state_from_untrusted(const uint8_t untrusted)
{
switch (untrusted)
{
case static_cast<uint8_t>(network_state::menu):
case static_cast<uint8_t>(network_state::playing):
case static_cast<uint8_t>(network_state::browsing):
case static_cast<uint8_t>(network_state::waiting):
case static_cast<uint8_t>(network_state::starting):
case static_cast<uint8_t>(network_state::endlevel):
return network_state{untrusted};
default:
return std::nullopt;
}
}
vms_vector multi_get_vector(const uint8_t *const buf)
{
return vms_vector{
static_cast<int32_t>(GET_INTEL_INT(&buf[0])),
static_cast<int32_t>(GET_INTEL_INT(&buf[4])),
static_cast<int32_t>(GET_INTEL_INT(&buf[8])),
};
}
void multi_put_vector(uint8_t *const buf, const vms_vector &v)
{
/* Copy the vms_vector into a local so that the compiler can prove that
* `buf` does not alias the bytes of the vector. Optimizing builds will
* eliminate this needless copy.
*
* With no aliasing, the compiler can use word-sized load/store
* instructions.
*
* With possible aliasing, the compiler uses `fix` sized load/store, since
* a store to `buf` may change the result of a subsequent load from an
* aliased vms_vector.
*/
const auto lv = v;
PUT_INTEL_INT(&buf[0], lv.x);
PUT_INTEL_INT(&buf[4], lv.y);
PUT_INTEL_INT(&buf[8], lv.z);
}
}
namespace {
static playernum_t multi_who_is_master();
static void multi_show_player_list();
static void multi_send_message();
}
//
// Global variables
//
namespace dcx {
int multi_protocol=0; // set and determinate used protocol
//do we draw the kill list on the HUD?
show_kill_list_mode Show_kill_list = show_kill_list_mode::_1;
int Show_reticle_name = 1;
fix Show_kill_list_timer = 0;
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
hoard_highest_record hoard_highest_record_stats;
char Multi_is_guided=0;
}
#endif
namespace dcx {
network_state Network_status;
playernum_t Bounty_target;
std::array<msgsend_state, MAX_PLAYERS> multi_sending_message;
int multi_defining_message = 0;
std::array<sbyte, MAX_OBJECTS> object_owner; // Who created each object in my universe, -1 = loaded at start
unsigned Net_create_loc; // pointer into previous array
std::array<objnum_t, MAX_NET_CREATE_OBJECTS> Net_create_objnums; // For tracking object creation that will be sent to remote
ntstring<MAX_MESSAGE_LEN - 1> Network_message;
int Network_message_reciever=-1;
std::array<std::array<uint16_t, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
std::array<int16_t, 2> team_kills;
int multi_quit_game = 0;
}
namespace dsx {
const GMNames_array GMNames = {{
"Anarchy",
"Team Anarchy",
"Robo Anarchy",
"Cooperative",
#if defined(DXX_BUILD_DESCENT_I)
"Unknown",
"Unknown",
"Unknown",
#elif defined(DXX_BUILD_DESCENT_II)
"Capture the Flag",
"Hoard",
"Team Hoard",
#endif
"Bounty"
}};
const std::array<char[8], MULTI_GAME_TYPE_COUNT> GMNamesShrt = {{
"ANRCHY",
"TEAM",
"ROBO",
"COOP",
#if defined(DXX_BUILD_DESCENT_I)
"UNKNOWN",
"UNKNOWN",
"UNKNOWN",
#elif defined(DXX_BUILD_DESCENT_II)
"FLAG",
"HOARD",
"TMHOARD",
#endif
"BOUNTY"
}};
}
namespace dcx {
// For rejoin object syncing (used here and all protocols - globally)
int Network_send_objects = 0; // Are we in the process of sending objects to a player?
int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic?
int Network_send_objnum = -1; // What object are we sending next?
int Network_rejoined = 0; // Did WE rejoin this game?
int Network_sending_extras=0;
int VerifyPlayerJoined=-1; // Player (num) to enter game before any ingame/extra stuff is being sent
int Player_joining_extras=-1; // This is so we know who to send 'latecomer' packets to.
int Network_player_added = 0; // Is this a new player or a returning player?
ushort my_segments_checksum = 0;
std::array<std::array<bitmap_index, N_PLAYER_SHIP_TEXTURES>, MAX_PLAYERS> multi_player_textures;
// Globals for protocol-bound Refuse-functions
char RefuseThisPlayer=0,WaitForRefuseAnswer=0,RefuseTeam,RefusePlayerName[12];
fix64 RefuseTimeLimit=0;
namespace {
constexpr int message_length[] = {
#define define_message_length(NAME,SIZE) (SIZE),
for_each_multiplayer_command(define_message_length)
};
}
}
namespace dsx {
netgame_info Netgame;
multi_level_inv MultiLevelInv;
}
namespace dcx {
const enumerated_array<char[16], 10, netplayer_info::player_rank> RankStrings{{{
"(unpatched)",
"Cadet",
"Ensign",
"Lieutenant",
"Lt.Commander",
"Commander",
"Captain",
"Vice Admiral",
"Admiral",
"Demigod"
}}};
netplayer_info::player_rank build_rank_from_untrusted(const uint8_t untrusted)
{
switch (untrusted)
{
case static_cast<uint8_t>(netplayer_info::player_rank::None):
case static_cast<uint8_t>(netplayer_info::player_rank::Cadet):
case static_cast<uint8_t>(netplayer_info::player_rank::Ensign):
case static_cast<uint8_t>(netplayer_info::player_rank::Lieutenant):
case static_cast<uint8_t>(netplayer_info::player_rank::LtCommander):
case static_cast<uint8_t>(netplayer_info::player_rank::Commander):
case static_cast<uint8_t>(netplayer_info::player_rank::Captain):
case static_cast<uint8_t>(netplayer_info::player_rank::ViceAdmiral):
case static_cast<uint8_t>(netplayer_info::player_rank::Admiral):
case static_cast<uint8_t>(netplayer_info::player_rank::Demigod):
return netplayer_info::player_rank{untrusted};
default:
return netplayer_info::player_rank::None;
}
}
}
namespace dsx {
const multi_allow_powerup_text_array multi_allow_powerup_text = {{
#define define_netflag_string(NAME,STR) STR,
for_each_netflag_value(define_netflag_string)
}};
}
netplayer_info::player_rank GetMyNetRanking()
{
int rank, eff;
if (PlayerCfg.NetlifeKills + PlayerCfg.NetlifeKilled <= 0)
return netplayer_info::player_rank::Cadet;
rank=static_cast<int>((static_cast<float>(PlayerCfg.NetlifeKills)/3000.0)*8.0);
eff = static_cast<int>(
(
static_cast<float>(PlayerCfg.NetlifeKills) / (
static_cast<float>(PlayerCfg.NetlifeKilled) + static_cast<float>(PlayerCfg.NetlifeKills)
)
) * 100.0
);
if (rank>8)
rank=8;
if (eff<0)
eff=0;
if (eff<60)
rank-=((59-eff)/10);
if (rank<0)
rank=0;
if (rank>8)
rank=8;
return static_cast<netplayer_info::player_rank>(rank + 1);
}
//
// Functions that replace what used to be macros
//
objnum_t objnum_remote_to_local(const uint16_t remote_objnum, const int8_t owner)
{
if (owner == owner_none)
return(remote_objnum);
// Map a remote object number from owner to a local object number
if ((owner >= N_players) || (owner < -1)) {
Int3(); // Illegal!
return(remote_objnum);
}
if (remote_objnum >= MAX_OBJECTS)
return(object_none);
auto result = remote_to_local[owner][remote_objnum];
return(result);
}
owned_remote_objnum objnum_local_to_remote(objnum_t local_objnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
// Map a local object number to a remote + owner
if (local_objnum > Highest_object_index)
{
return {owner_none, 0xffff};
}
auto owner = object_owner[local_objnum];
if (owner == owner_none)
return {owner, local_objnum};
auto result = local_to_remote[local_objnum];
const char *emsg;
if (
((owner >= N_players || owner < -1) && (emsg = "illegal object owner", true)) ||
(result >= MAX_OBJECTS && (emsg = "illegal object remote number", true)) // See Rob, object has no remote number!
)
throw std::runtime_error(emsg);
return {owner, result};
}
void map_objnum_local_to_remote(const objnum_t local_objnum, const int remote_objnum, const int owner)
{
// Add a mapping from a network remote object number to a local one
Assert(local_objnum < MAX_OBJECTS);
Assert(remote_objnum > -1);
Assert(remote_objnum < MAX_OBJECTS);
Assert(owner > -1);
Assert(owner != Player_num);
object_owner[local_objnum] = owner;
remote_to_local[owner][remote_objnum] = local_objnum;
local_to_remote[local_objnum] = remote_objnum;
return;
}
void map_objnum_local_to_local(objnum_t local_objnum)
{
// Add a mapping for our locally created objects
Assert(local_objnum < MAX_OBJECTS);
object_owner[local_objnum] = Player_num;
remote_to_local[Player_num][local_objnum] = local_objnum;
local_to_remote[local_objnum] = local_objnum;
return;
}
void reset_network_objects()
{
local_to_remote.fill(-1);
range_for (auto &i, remote_to_local)
i.fill(object_none);
object_owner.fill(-1);
}
namespace dsx {
namespace {
void update_bounty_target()
{
std::array<std::pair<playernum_t, const char *>, std::size(Players)> candidates{};
const auto b = candidates.begin();
auto iter = b;
for (auto &&[idx, plr] : enumerate(Players))
if (plr.connected != player_connection_status::disconnected)
*iter++ = {idx, plr.callsign};
const auto n = std::distance(b, iter);
if (!n)
return;
auto &choice = candidates[d_rand() % n];
multi_new_bounty_target_with_sound(choice.first, choice.second);
}
}
//
// Part 1 : functions whose main purpose in life is to divert the flow
// of execution to either network specific code based
// on the curretn Game_mode value.
//
// Show a score list to end of net players
kmatrix_result multi_endlevel_score()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
player_connection_status old_connect{};
// Save connect state and change to new connect state
if (Game_mode & GM_NETWORK)
{
auto &plr = get_local_player();
old_connect = plr.connected;
if (plr.connected != player_connection_status::died_in_mine)
plr.connected = player_connection_status::end_menu;
Network_status = network_state::endlevel;
}
// Do the actual screen we wish to show
const auto rval = kmatrix_view(static_cast<kmatrix_network>(Game_mode & GM_NETWORK), Controls);
// Restore connect state
if (Game_mode & GM_NETWORK)
{
get_local_player().connected = old_connect;
}
/* Door key flags should only be cleared in cooperative games, not
* in other games.
*
* The capture-the-flag marker can be cleared unconditionally, but
* would never have been set in a cooperative game.
*
* The kill goal count can be cleared unconditionally.
*
* For Descent 1, the only flags to clear are the door key flags.
* Use a no-op mask in non-cooperative games, since there are no
* flags to clear there.
*
* For Descent 2, clear door key flags or the capture-the-flag
* flag, depending on game type. This version has the advantage of
* making only one pass when in cooperative mode, where the previous
* version would make one pass if in a cooperative game, then make
* an unconditional pass to try to clear PLAYER_FLAGS_FLAG.
*/
const auto clear_flags = (Game_mode & GM_MULTI_COOP)
// Reset keys
? ~player_flags(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY | PLAYER_FLAGS_RED_KEY)
:
#if defined(DXX_BUILD_DESCENT_I)
/* Nothing to clear. Set a mask that has no effect when
* applied, so that the loop does not need to retest the
* conditional on each pass.
*/
player_flags(~0u)
#elif defined(DXX_BUILD_DESCENT_II)
// Clear capture flag
~player_flags(PLAYER_FLAGS_FLAG)
#endif
;
range_for (auto &i, partial_const_range(Players, Netgame.max_numplayers))
{
auto &obj = *vmobjptr(i.objnum);
auto &player_info = obj.ctype.player_info;
player_info.powerup_flags &= clear_flags;
player_info.KillGoalCount = 0;
}
return rval;
}
}
int get_team(const playernum_t pnum)
{
if (Netgame.team_vector & (1 << pnum))
return 1;
else
return 0;
}
void multi_new_game()
{
// Reset variables for a new net game
reset_globals_for_new_game();
LevelUniqueObjectState.accumulated_robots = 0;
LevelUniqueObjectState.total_hostages = 0;
GameUniqueState.accumulated_robots = 0;
GameUniqueState.total_hostages = 0;
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
init_player_stats_game(i);
kill_matrix = {}; // Clear kill matrix
for (playernum_t i = 0; i < MAX_PLAYERS; ++i)
{
sorted_kills[i] = i;
vmplayerptr(i)->connected = player_connection_status::disconnected;
}
multi_sending_message.fill(msgsend_state::none);
robot_controlled.fill(-1);
robot_agitation = {};
robot_fired = {};
team_kills = {};
imulti_new_game=1;
multi_quit_game = 0;
Show_kill_list = show_kill_list_mode::_1;
game_disable_cheats();
}
namespace dsx {
void multi_make_player_ghost(const playernum_t playernum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if (playernum == Player_num || playernum >= MAX_PLAYERS)
{
Int3(); // Non-terminal, see Rob
return;
}
const auto &&obj = vmobjptridx(vcplayerptr(playernum)->objnum);
obj->type = OBJ_GHOST;
obj->render_type = RT_NONE;
obj->movement_source = object::movement_type::None;
multi_reset_player_object(obj);
multi_strip_robots(playernum);
}
void multi_make_ghost_player(const playernum_t playernum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if ((playernum == Player_num) || (playernum >= MAX_PLAYERS))
{
Int3(); // Non-terminal, see rob
return;
}
const auto &&obj = vmobjptridx(vcplayerptr(playernum)->objnum);
obj->type = OBJ_PLAYER;
obj->movement_source = object::movement_type::physics;
multi_reset_player_object(obj);
if (playernum != Player_num)
init_player_stats_new_ship(playernum);
}
}
int multi_get_kill_list(playernum_array_t &plist)
{
// Returns the number of active net players and their
// sorted order of kills
int n = 0;
range_for (const auto i, partial_const_range(sorted_kills, N_players))
//if (Players[sorted_kills[i]].connected)
plist[n++] = i;
if (n == 0)
Int3(); // SEE ROB OR MATT
//memcpy(plist, sorted_kills, N_players*sizeof(int));
return(n);
}
namespace dsx {
void multi_sort_kill_list()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
// Sort the kills list each time a new kill is added
std::array<int, MAX_PLAYERS> kills;
for (playernum_t i = 0; i < MAX_PLAYERS; ++i)
{
auto &player_info = vcobjptr(vcplayerptr(i)->objnum)->ctype.player_info;
if (Game_mode & GM_MULTI_COOP)
{
kills[i] = player_info.mission.score;
}
#if defined(DXX_BUILD_DESCENT_II)
else
if (Show_kill_list == show_kill_list_mode::efficiency)
{
const auto kk = player_info.net_killed_total + player_info.net_kills_total;
// always draw the ones without any ratio last
kills[i] = kk <= 0
? kk - 1
: static_cast<int>(
static_cast<float>(player_info.net_kills_total) / (
static_cast<float>(player_info.net_killed_total) + static_cast<float>(player_info.net_kills_total)
) * 100.0
);
}
#endif
else
kills[i] = player_info.net_kills_total;
}
const auto predicate = [&](unsigned a, unsigned b) {
return kills[a] > kills[b];
};
const auto &range = partial_range(sorted_kills, N_players);
std::sort(range.begin(), range.end(), predicate);
}
namespace {
static void print_kill_goal_tables(fvcobjptr &vcobjptr)
{
const auto &local_player = get_local_player();
const auto pnum = Player_num;
con_printf(CON_NORMAL, "Kill goal statistics: player #%u \"%s\"", pnum, static_cast<const char *>(local_player.callsign));
for (auto &&[idx, i] : enumerate(Players))
{
if (i.connected == player_connection_status::disconnected)
continue;
auto &plrobj = *vcobjptr(i.objnum);
auto &player_info = plrobj.ctype.player_info;
con_printf(CON_NORMAL, "\t#%" PRIuFAST32 " \"%s\"\tdeaths=%i\tkills=%i\tmatrix=%hu/%hu", idx, static_cast<const char *>(i.callsign), player_info.net_killed_total, player_info.net_kills_total, kill_matrix[pnum][idx], kill_matrix[idx][pnum]);
}
}
static void net_destroy_controlcen(object_array &Objects, const d_robot_info_array &Robot_info)
{
print_kill_goal_tables(Objects.vcptr);
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
net_destroy_controlcen_object(Robot_info, obj_find_first_of_type(Objects.vmptridx, OBJ_CNTRLCEN));
}
}
}
namespace {
static const char *prepare_kill_name(const playernum_t pnum, char (&buf)[(CALLSIGN_LEN*2)+4])
{
if (Game_mode & GM_TEAM)
{
snprintf(buf, sizeof(buf), "%s (%s)", static_cast<const char *>(vcplayerptr(pnum)->callsign), static_cast<const char *>(Netgame.team_name[get_team(pnum)]));
return buf;
}
else
return static_cast<const char *>(vcplayerptr(pnum)->callsign);
}
}
namespace dsx {
namespace {
static void multi_compute_kill(const d_robot_info_array &Robot_info, const imobjptridx_t killer, object &killed)
{
#if defined(DXX_BUILD_DESCENT_II)
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
#endif
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
playernum_t killed_pnum, killer_pnum;
// Both object numbers are localized already!
const auto killed_type = killed.type;
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
{
Int3(); // compute_kill passed non-player object!
return;
}
killed_pnum = get_player_id(killed);
Assert (killed_pnum < N_players);
char killed_buf[(CALLSIGN_LEN*2)+4];
const char *killed_name = prepare_kill_name(killed_pnum, killed_buf);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_death(killed_pnum);
digi_play_sample( SOUND_HUD_KILL, F3_0 );
#if defined(DXX_BUILD_DESCENT_II)
if (LevelUniqueControlCenterState.Control_center_destroyed)
vmplayerptr(killed_pnum)->connected = player_connection_status::died_in_mine;
#endif
if (killer == object_none)
return;
const auto killer_type = killer->type;
if (killer_type == OBJ_CNTRLCEN)
{
if (Game_mode & GM_TEAM)
-- team_kills[get_team(killed_pnum)];
++ killed.ctype.player_info.net_killed_total;
-- killed.ctype.player_info.net_kills_total;
-- killed.ctype.player_info.KillGoalCount;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killed_pnum, -1);
if (killed_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
multi_add_lifetime_killed ();
}
else
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
return;
}
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
{
#if defined(DXX_BUILD_DESCENT_II)
if (killer_type == OBJ_WEAPON && get_weapon_id(killer) == weapon_id_type::PMINE_ID)
{
if (killed_pnum == Player_num)
HUD_init_message_literal(HM_MULTI, "You were killed by a mine!");
else
HUD_init_message(HM_MULTI, "%s was killed by a mine!",killed_name);
}
else
#endif
{
if (killed_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
multi_add_lifetime_killed();
}
else
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
}
++ killed.ctype.player_info.net_killed_total;
return;
}
killer_pnum = get_player_id(killer);
char killer_buf[(CALLSIGN_LEN*2)+4];
const char *killer_name = prepare_kill_name(killer_pnum, killer_buf);
// Beyond this point, it was definitely a player-player kill situation
if (killer_pnum >= N_players)
Int3(); // See rob, tracking down bug with kill HUD messages
if (killed_pnum >= N_players)
Int3(); // See rob, tracking down bug with kill HUD messages
kill_matrix[killer_pnum][killed_pnum] += 1;
if (killer_pnum == killed_pnum)
{
if (!game_mode_hoard())
{
if (Game_mode & GM_TEAM)
{
team_kills[get_team(killed_pnum)] -= 1;
}
++ killed.ctype.player_info.net_killed_total;
-- killed.ctype.player_info.net_kills_total;
-- killed.ctype.player_info.KillGoalCount;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killed_pnum, -1);
}
if (killer_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
multi_add_lifetime_killed();
}
else
HUD_init_message(HM_MULTI, "%s %s", killed_name, TXT_SUICIDE);
/* Bounty mode needs some lovin' */
if( Game_mode & GM_BOUNTY && killed_pnum == Bounty_target && multi_i_am_master() )
{
update_bounty_target();
}
}
else
{
short adjust = 1;
/* Dead stores to prevent bogus -Wmaybe-uninitialized warnings
* when the optimization level prevents the compiler from
* recognizing that these are written in a team game and only
* read in a team game.
*/
unsigned killed_team = 0, killer_team = 0;
DXX_MAKE_VAR_UNDEFINED(killed_team);
DXX_MAKE_VAR_UNDEFINED(killer_team);
const auto is_team_game = Game_mode & GM_TEAM;
if (is_team_game)
{
killed_team = get_team(killed_pnum);
killer_team = get_team(killer_pnum);
if (killed_team == killer_team)
adjust = -1;
}
if (!game_mode_hoard())
{
if (is_team_game)
{
team_kills[killer_team] += adjust;
killer->ctype.player_info.net_kills_total += adjust;
killer->ctype.player_info.KillGoalCount += adjust;
}
else if( Game_mode & GM_BOUNTY )
{
/* Did the target die? Did the target get a kill? */
if( killed_pnum == Bounty_target || killer_pnum == Bounty_target )
{
/* Increment kill counts */
++ killer->ctype.player_info.net_kills_total;
++ killer->ctype.player_info.KillGoalCount;
/* If the target died, the new one is set! */
if( killed_pnum == Bounty_target )
multi_new_bounty_target_with_sound(killer_pnum, vcplayerptr(get_player_id(killer))->callsign);
}
}
else
{
++ killer->ctype.player_info.net_kills_total;
++ killer->ctype.player_info.KillGoalCount;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killer_pnum, 1);
}
++ killed.ctype.player_info.net_killed_total;
const char *name0, *name1;
if (killer_pnum == Player_num) {
if (Game_mode & GM_MULTI_COOP)
{
auto &player_info = get_local_plrobj().ctype.player_info;
const auto local_player_score = player_info.mission.score;
add_points_to_score(player_info, local_player_score >= 1000 ? -1000 : -local_player_score, Game_mode);
}
else
multi_add_lifetime_kills(adjust);
name0 = TXT_YOU;
name1 = killed_name;
}
else if (name0 = killer_name, killed_pnum == Player_num)
{
multi_add_lifetime_killed();
name1 = TXT_YOU;
}
else
name1 = killed_name;
HUD_init_message(HM_MULTI, "%s %s %s!", name0, TXT_KILLED, name1);
}
if (Netgame.KillGoal>0)
{
const auto TheGoal = Netgame.KillGoal * 5;
if (((Game_mode & GM_TEAM)
? team_kills[get_team(killer_pnum)]
: killer->ctype.player_info.KillGoalCount
) >= TheGoal)
{
if (killer_pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_plrobj().shields = i2f(200);
}
else
{
char buf[(CALLSIGN_LEN*2)+4];
HUD_init_message(HM_MULTI, "%s has reached the kill goal!", prepare_kill_name(killer_pnum, buf));
}
net_destroy_controlcen(Objects, Robot_info);
}
}
multi_sort_kill_list();
multi_show_player_list();
#if defined(DXX_BUILD_DESCENT_II)
// clear the killed guys flags/headlights
killed.ctype.player_info.powerup_flags &= ~(PLAYER_FLAGS_HEADLIGHT_ON);
#endif
}
}
}
window_event_result multi_do_frame()
{
static d_time_fix lasttime;
static fix64 last_gmode_time = 0, last_inventory_time = 0, last_repo_time = 0;
if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK)
{
Int3();
return window_event_result::ignored;
}
if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed.count() && lasttime != ThisLevelTime)
{
for (unsigned i = 0; i < N_players; ++i)
if (vcplayerptr(i)->connected != player_connection_status::disconnected)
{
if (i==Player_num)
{
multi_send_heartbeat();
lasttime = ThisLevelTime;
}
break;
}
}
// Send update about our game mode-specific variables every 2 secs (to keep in sync since delayed kills can invalidate these infos on Clients)
if (multi_i_am_master() && timer_query() >= last_gmode_time + (F1_0*2))
{
multi_send_gmode_update();
last_gmode_time = timer_query();
}
if (Network_status == network_state::playing)
{
// Send out inventory three times per second
if (timer_query() >= last_inventory_time + (F1_0/3))
{
multi_send_player_inventory(multiplayer_data_priority::_0);
last_inventory_time = timer_query();
}
// Repopulate the level if necessary
if (timer_query() >= last_repo_time + (F1_0/2))
{
MultiLevelInv_Repopulate((F1_0/2));
last_repo_time = timer_query();
}
}
multi_send_message(); // Send any waiting messages
if (Game_mode & GM_MULTI_ROBOTS)
{
multi_check_robot_timeout();
}
multi::dispatch->do_protocol_frame(0, 1);
return multi_quit_game ? window_event_result::close : window_event_result::handled;
}
namespace {
template <multiplayer_command_t C>
static inline void multi_send_data_direct(multi_command<C> &buf, const playernum_t pnum, const int priority)
{
multi::dispatch->send_data_direct(buf.data(), buf.size(), pnum, priority);
}
}
namespace dsx {
void multi_leave_game()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if (!(Game_mode & GM_MULTI))
return;
if (!multi_i_am_master())
{
/* The host does not need to send item drops, because the game will end
* when the host quits. The multi_send_quit after this block will
* cause all guests to be ejected from the game, so no players would
* have time to pick up any items dropped by this block.
*/
Net_create_loc = 0;
const auto cobjp = vmobjptridx(get_local_player().objnum);
multi_send_position(cobjp);
auto &player_info = cobjp->ctype.player_info;
if (!player_info.Player_eggs_dropped)
{
player_info.Player_eggs_dropped = true;
drop_player_eggs(cobjp);
}
multi_send_player_deres(deres_drop);
}
multi_send_quit();
multi::dispatch->leave_game();
#if defined(DXX_BUILD_DESCENT_I)
plyr_save_stats();
#endif
multi_quit_game = 0; // quit complete
}
}
namespace {
void multi_show_player_list()
{
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
return;
if (Show_kill_list != show_kill_list_mode::None)
return;
Show_kill_list_timer = F1_0*5; // 5 second timer
Show_kill_list = show_kill_list_mode::_1;
}
}
//
// Part 2 : functions that act on network messages and change the
// the state of the game in some way.
//
void multi_define_macro(const int key)
{
if (!(Game_mode & GM_MULTI))
return;
switch (key & ~KEY_SHIFTED)
{
case KEY_F9:
multi_defining_message = 1; break;
case KEY_F10:
multi_defining_message = 2; break;
case KEY_F11:
multi_defining_message = 3; break;
case KEY_F12:
multi_defining_message = 4; break;
default:
Int3();
}
if (multi_defining_message) {
key_toggle_repeat(1);
multi_message_index = 0;
Network_message = {};
}
}
namespace {
static void multi_message_feedback(void)
{
char *colon;
int found = 0;
char feedback_result[200];
if (!(!(colon = strstr(Network_message.data(), ": ")) || colon == Network_message.data() || colon - Network_message.data() > CALLSIGN_LEN))
{
std::size_t feedlen = snprintf(feedback_result, sizeof(feedback_result), "%s ", TXT_MESSAGE_SENT_TO);
if ((Game_mode & GM_TEAM) && (Network_message[0] == '1' || Network_message[0] == '2'))
{
snprintf(feedback_result + feedlen, sizeof(feedback_result) - feedlen, "%s '%s'", TXT_TEAM, static_cast<const char *>(Netgame.team_name[Network_message[0] - '1']));
found = 1;
}
if (Game_mode & GM_TEAM)
{
range_for (auto &i, Netgame.team_name)
{
if (!d_strnicmp(i, Network_message.data(), colon - Network_message.data()))
{
const char *comma = found ? ", " : "";
found++;
const char *newline = (!(found % 4)) ? "\n" : "";
size_t l = strlen(feedback_result);
snprintf(feedback_result + l, sizeof(feedback_result) - l, "%s%s%s '%s'", comma, newline, TXT_TEAM, static_cast<const char *>(i));
}
}
}
const player *const local_player = &get_local_player();
range_for (auto &i, partial_const_range(Players, N_players))
{
if (&i != local_player && i.connected != player_connection_status::disconnected && !d_strnicmp(static_cast<const char *>(i.callsign), Network_message.data(), colon - Network_message.data()))
{
const char *comma = found ? ", " : "";
found++;
const char *newline = (!(found % 4)) ? "\n" : "";
size_t l = strlen(feedback_result);
snprintf(feedback_result + l, sizeof(feedback_result) - l, "%s%s%s", comma, newline, static_cast<const char *>(i.callsign));
}
}
if (!found)
strcat(feedback_result, TXT_NOBODY);
else
strcat(feedback_result, ".");
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
Assert(strlen(feedback_result) < 200);
HUD_init_message_literal(HM_MULTI, feedback_result);
}
}
}
void multi_send_macro(const int fkey)
{
if (! (Game_mode & GM_MULTI) )
return;
unsigned key;
switch (fkey)
{
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();
return;
}
if (!PlayerCfg.NetworkMessageMacro[key][0])
{
HUD_init_message_literal(HM_MULTI, TXT_NO_MACRO);
return;
}
Network_message = PlayerCfg.NetworkMessageMacro[key];
Network_message_reciever = 100;
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message.data());
multi_message_feedback();
}
void multi_send_message_start()
{
if (Game_mode&GM_MULTI) {
multi_sending_message[Player_num] = msgsend_state::typing;
multi_send_msgsend_state(msgsend_state::typing);
multi_message_index = 0;
Network_message = {};
key_toggle_repeat(1);
}
}
namespace dsx {
namespace {
static void kick_player(const player &plr, netplayer_info &nplr)
{
multi::dispatch->kick_player(nplr.protocol.udp.addr, DUMP_KICKED);
HUD_init_message(HM_MULTI, "Dumping %s...", static_cast<const char *>(plr.callsign));
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
}
static void multi_send_message_end(const d_robot_info_array &Robot_info, fvmobjptr &vmobjptr, control_info &Controls)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
#if defined(DXX_BUILD_DESCENT_I)
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
multi_send_msgsend_state(msgsend_state::none);
key_toggle_repeat(0);
#elif defined(DXX_BUILD_DESCENT_II)
Network_message_reciever = 100;
#endif
if (!d_strnicmp(Network_message.data(), "/Handicap: "))
{
constexpr auto minimum_allowed_shields = 10ul;
constexpr auto maximum_allowed_shields = 100ul;
auto &plr = get_local_player();
const char *const callsign = plr.callsign;
const auto requested_handicap = strtoul(&Network_message[11], 0, 10);
const auto clamped_handicap_max = std::max(minimum_allowed_shields, requested_handicap);
const auto clamped_handicap_min = std::min(maximum_allowed_shields, clamped_handicap_max);
StartingShields = i2f(clamped_handicap_min);
if (clamped_handicap_min != clamped_handicap_max)
snprintf(Network_message.data(), Network_message.size(), "%s has tried to cheat!", callsign);
else
snprintf(Network_message.data(), Network_message.size(), "%s handicap is now %lu", callsign, clamped_handicap_min);
HUD_init_message(HM_MULTI, "Telling others of your handicap of %lu!",clamped_handicap_min);
}
else if (!d_strnicmp(Network_message.data(), "/move: "))
{
if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
{
unsigned name_index=7;
if (strlen(Network_message.data()) > 7)
while (Network_message[name_index] == ' ')
name_index++;
if (!multi_i_am_master())
{
HUD_init_message(HM_MULTI, "Only %s can move players!",static_cast<const char *>(Players[multi_who_is_master()].callsign));
return;
}
if (strlen(Network_message.data()) <= name_index)
{
HUD_init_message_literal(HM_MULTI, "You must specify a name to move");
return;
}
for (unsigned i = 0; i < N_players; ++i)
if (vcplayerptr(i)->connected != player_connection_status::disconnected && !d_strnicmp(static_cast<const char *>(vcplayerptr(i)->callsign), &Network_message[name_index], strlen(Network_message.data()) - name_index))
{
#if defined(DXX_BUILD_DESCENT_II)
if (game_mode_capture_flag() && (vmobjptr(vcplayerptr(i)->objnum)->ctype.player_info.powerup_flags & PLAYER_FLAGS_FLAG))
{
HUD_init_message_literal(HM_MULTI, "Can't move player because s/he has a flag!");
return;
}
#endif
if (Netgame.team_vector & (1<<i))
Netgame.team_vector&=(~(1<<i));
else
Netgame.team_vector|=(1<<i);
range_for (auto &t, partial_const_range(Players, N_players))
if (t.connected != player_connection_status::disconnected)
multi_reset_object_texture(vmobjptr(t.objnum));
reset_cockpit();
multi_send_gmode_update();
snprintf(Network_message.data(), Network_message.size(), "%s has changed teams!", static_cast<const char *>(vcplayerptr(i)->callsign));
if (i==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You have changed teams!");
reset_cockpit();
}
else
HUD_init_message(HM_MULTI, "Moving %s to other team.", static_cast<const char *>(vcplayerptr(i)->callsign));
break;
}
}
}
else if (!d_strnicmp(Network_message.data(), "/kick: ") && (Game_mode & GM_NETWORK))
{
unsigned name_index=7;
if (strlen(Network_message.data()) > 7)
while (Network_message[name_index] == ' ')
name_index++;
if (!multi_i_am_master())
{
HUD_init_message(HM_MULTI, "Only %s can kick others out!", static_cast<const char *>(Players[multi_who_is_master()].callsign));
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
return;
}
if (strlen(Network_message.data()) <= name_index)
{
HUD_init_message_literal(HM_MULTI, "You must specify a name to kick");
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
return;
}
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
playernum_array_t players;
int listpos = Network_message[name_index+1] - '0';
if (Show_kill_list == show_kill_list_mode::_1 || Show_kill_list == show_kill_list_mode::efficiency)
{
if (listpos == 0 || listpos >= N_players) {
HUD_init_message_literal(HM_MULTI, "Invalid player number for kick.");
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
return;
}
multi_get_kill_list(players);
const auto i = players[listpos];
if (i != Player_num && vcplayerptr(i)->connected != player_connection_status::disconnected)
{
kick_player(*vcplayerptr(i), Netgame.players[i]);
return;
}
}
else HUD_init_message_literal(HM_MULTI, "You cannot use # kicking with in team display.");
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
return;
}
for (unsigned i = 0; i < N_players; i++)
if (i != Player_num && vcplayerptr(i)->connected != player_connection_status::disconnected && !d_strnicmp(static_cast<const char *>(vcplayerptr(i)->callsign), &Network_message[name_index], strlen(Network_message.data()) - name_index))
{
kick_player(*vcplayerptr(i), Netgame.players[i]);
return;
}
}
else if (!d_stricmp (Network_message.data(), "/killreactor") && (Game_mode & GM_NETWORK) && !LevelUniqueControlCenterState.Control_center_destroyed)
{
if (!multi_i_am_master())
HUD_init_message(HM_MULTI, "Only %s can kill the reactor this way!", static_cast<const char *>(Players[multi_who_is_master()].callsign));
else
{
net_destroy_controlcen_object(Robot_info, object_none);
multi_send_destroy_controlcen(object_none,Player_num);
}
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_state::none);
#endif
return;
}
#if defined(DXX_BUILD_DESCENT_II)
else
#endif
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message.data());
multi_send_message();
multi_message_feedback();
#if defined(DXX_BUILD_DESCENT_I)
Network_message_reciever = 100;
#elif defined(DXX_BUILD_DESCENT_II)
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_state::none;
multi_send_msgsend_state(msgsend_state::none);
key_toggle_repeat(0);
#endif
game_flush_inputs(Controls);
}
static void multi_define_macro_end(control_info &Controls)
{
Assert( multi_defining_message > 0 );
PlayerCfg.NetworkMessageMacro[multi_defining_message-1] = Network_message;
write_player_file();
multi_message_index = 0;
multi_defining_message = 0;
key_toggle_repeat(0);
game_flush_inputs(Controls);
}
}
window_event_result multi_message_input_sub(const d_robot_info_array &Robot_info, const int key, control_info &Controls)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
switch( key )
{
case KEY_F8:
case KEY_ESC:
multi_sending_message[Player_num] = msgsend_state::none;
multi_send_msgsend_state(msgsend_state::none);
multi_defining_message = 0;
key_toggle_repeat(0);
game_flush_inputs(Controls);
return window_event_result::handled;
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
if (multi_message_index > 0)
multi_message_index--;
Network_message[multi_message_index] = 0;
return window_event_result::handled;
case KEY_ENTER:
if (multi_sending_message[Player_num] != msgsend_state::none)
multi_send_message_end(Robot_info, vmobjptr, Controls);
else if ( multi_defining_message )
multi_define_macro_end(Controls);
game_flush_inputs(Controls);
return window_event_result::handled;
default:
{
int ascii = key_ascii();
if ( ascii < 255 ) {
if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
Network_message[multi_message_index++] = ascii;
Network_message[multi_message_index] = 0;
}
else if (multi_sending_message[Player_num] != msgsend_state::none)
{
int i;
char * ptext;
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(Robot_info, vmobjptr, Controls);
if ( ptext ) {
multi_sending_message[Player_num] = msgsend_state::typing;
multi_send_msgsend_state(msgsend_state::typing);
auto pcolon = strstr(Network_message.data(), ": " );
if ( pcolon )
strcpy( pcolon+1, ptext );
else
strcpy(Network_message.data(), ptext);
multi_message_index = strlen( Network_message );
}
}
}
}
}
return window_event_result::ignored;
}
namespace {
static void multi_do_fire(fvmobjptridx &vmobjptridx, const playernum_t pnum, const uint8_t *const buf)
{
sbyte flags;
// Act out the actual shooting
const uint8_t untrusted_raw_weapon = buf[2];
flags = buf[4];
const auto shot_orientation = multi_get_vector(&buf[5]);
const icobjidx_t Network_laser_track = (buf[0] == MULTI_FIRE_TRACK)
? objnum_remote_to_local(GET_INTEL_SHORT(&buf[17]), buf[19])
: object_none;
Assert (pnum < N_players);
const auto &&obj = vmobjptridx(vcplayerptr(pnum)->objnum);
if (obj->type == OBJ_GHOST)
multi_make_ghost_player(pnum);
if (untrusted_raw_weapon == FLARE_ADJUST)
Laser_player_fire(LevelSharedRobotInfoState.Robot_info, obj, weapon_id_type::FLARE_ID, gun_num_t::center, weapon_sound_flag::audible, shot_orientation, object_none);
else if (const uint8_t untrusted_missile_adjusted_weapon = untrusted_raw_weapon - MISSILE_ADJUST; untrusted_missile_adjusted_weapon < MAX_SECONDARY_WEAPONS)
{
const auto weapon = secondary_weapon_index_t{untrusted_missile_adjusted_weapon};
const auto weapon_id = Secondary_weapon_to_weapon_info[weapon];
const auto base_weapon_gun = Secondary_weapon_to_gun_num[weapon];
const auto weapon_gun = (base_weapon_gun == gun_num_t::_4)
? static_cast<gun_num_t>(static_cast<uint8_t>(base_weapon_gun) + (flags & 1))
: base_weapon_gun;
#if defined(DXX_BUILD_DESCENT_II)
if (weapon == secondary_weapon_index_t::GUIDED_INDEX)
{
Multi_is_guided=1;
}
#endif
const auto &&objnum = Laser_player_fire(LevelSharedRobotInfoState.Robot_info, obj, weapon_id, weapon_gun, weapon_sound_flag::audible, shot_orientation, Network_laser_track);
if (buf[0] == MULTI_FIRE_BOMB)
{
const auto remote_objnum = GET_INTEL_SHORT(&buf[17]);
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
}
}
else if (const uint8_t untrusted_weapon = untrusted_raw_weapon; untrusted_weapon < MAX_PRIMARY_WEAPONS)
{
const auto weapon = primary_weapon_index_t{untrusted_weapon};
if (weapon == primary_weapon_index_t::FUSION_INDEX) {
obj->ctype.player_info.Fusion_charge = flags << 12;
}
if (weapon == primary_weapon_index_t::LASER_INDEX)
{
auto &powerup_flags = obj->ctype.player_info.powerup_flags;
if (flags & LASER_QUAD)
powerup_flags |= PLAYER_FLAGS_QUAD_LASERS;
else
powerup_flags &= ~PLAYER_FLAGS_QUAD_LASERS;
}
do_laser_firing(obj, weapon, laser_level{buf[3]}, flags, shot_orientation, Network_laser_track);
}
}
}
}
namespace {
static void multi_do_message(const uint8_t *const cbuf)
{
const auto buf = reinterpret_cast<const char *>(cbuf);
const char *colon;
const char *msgstart;
int loc = 2;
if (((colon = strstr(buf+loc, ": ")) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
{
msgstart = buf + 2;
}
else
{
if ( (!d_strnicmp(static_cast<const char *>(get_local_player().callsign), buf+loc, colon-(buf+loc))) ||
((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !d_strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
{
msgstart = colon + 2;
}
else
return;
}
const playernum_t pnum = buf[1];
const auto color = get_player_or_team_color(pnum);
char xrgb = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message(HM_MULTI, "%c%c%s:%c%c %s", CC_COLOR, xrgb, static_cast<const char *>(vcplayerptr(pnum)->callsign), CC_COLOR, BM_XRGB(0, 31, 0), msgstart);
multi_sending_message[pnum] = msgsend_state::none;
}
}
namespace dsx {
namespace {
static void multi_do_position(fvmobjptridx &vmobjptridx, const playernum_t pnum, const multiplayer_rspan<MULTI_POSITION> buf)
{
const auto &&obj = vmobjptridx(vcplayerptr(pnum)->objnum);
int count = 1;
quaternionpos qpp{};
qpp.orient.w = GET_INTEL_SHORT(&buf[count]); count += 2;
qpp.orient.x = GET_INTEL_SHORT(&buf[count]); count += 2;
qpp.orient.y = GET_INTEL_SHORT(&buf[count]); count += 2;
qpp.orient.z = GET_INTEL_SHORT(&buf[count]); count += 2;
qpp.pos = multi_get_vector(&buf[count]);
count += 12;
if (const auto s = segnum_t{GET_INTEL_SHORT(&buf[count])}; vmsegidx_t::check_nothrow_index(s))
{
qpp.segment = s;
count += 2;
}
else
return;
qpp.vel = multi_get_vector(&buf[count]);
count += 12;
qpp.rotvel = multi_get_vector(&buf[count]);
count += 12;
extract_quaternionpos(obj, qpp);
if (obj->movement_source == object::movement_type::physics)
set_thrust_from_velocity(obj);
}
static void multi_do_reappear(const playernum_t pnum, const multiplayer_rspan<MULTI_REAPPEAR> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
const objnum_t objnum = GET_INTEL_SHORT(&buf[2]);
const auto &&uobj = vcobjptr.check_untrusted(objnum);
if (!uobj)
return;
auto &obj = **uobj;
if (obj.type != OBJ_PLAYER && obj.type != OBJ_GHOST)
{
con_printf(CON_URGENT, "%s:%u: BUG: object %hu has type %u, expected %u or %u", __FILE__, __LINE__, objnum, obj.type, OBJ_PLAYER, OBJ_GHOST);
return;
}
/* Override macro, call only the getter.
*
* This message is overloaded to be used on both players and ghosts,
* so the standard check cannot be used. Instead, the correct check
* is open-coded above.
*/
if (pnum != (get_player_id)(obj))
return;
multi_make_ghost_player(pnum);
create_player_appearance_effect(Vclip, obj);
}
static void multi_do_player_deres(const d_robot_info_array &Robot_info, object_array &Objects, const playernum_t pnum, const multiplayer_rspan<MULTI_PLAYER_DERES> buf)
{
auto &vmobjptridx = Objects.vmptridx;
auto &vmobjptr = Objects.vmptr;
// Only call this for players, not robots. pnum is player number, not
// Object number.
int count;
char remote_created;
#ifdef NDEBUG
if (pnum >= N_players)
return;
#else
Assert(pnum < N_players);
#endif
// If we are in the process of sending objects to a new player, reset that process
if (Network_send_objects)
{
Network_send_objnum = -1;
}
// Stuff the Players structure to prepare for the explosion
count = 3;
#if defined(DXX_BUILD_DESCENT_I)
#define GET_WEAPON_FLAGS(buf,count) buf[count++]
#elif defined(DXX_BUILD_DESCENT_II)
#define GET_WEAPON_FLAGS(buf,count) (count += sizeof(uint16_t), GET_INTEL_SHORT(&buf[(count - sizeof(uint16_t))]))
#endif
const auto &&objp = vmobjptridx(vcplayerptr(pnum)->objnum);
auto &player_info = objp->ctype.player_info;
player_info.primary_weapon_flags = GET_WEAPON_FLAGS(buf, count);
player_info.laser_level = laser_level{buf[count]};
count++;
if (game_mode_hoard())
player_info.hoard.orbs = buf[count];
count++;
auto &secondary_ammo = player_info.secondary_ammo;
secondary_ammo[HOMING_INDEX] = buf[count]; count++;
secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
secondary_ammo[SMART_INDEX] = buf[count]; count++;
secondary_ammo[MEGA_INDEX] = buf[count]; count++;
secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
#if defined(DXX_BUILD_DESCENT_II)
secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
#endif
player_info.vulcan_ammo = GET_INTEL_SHORT(&buf[count]); count += 2;
player_info.powerup_flags = player_flags(GET_INTEL_INT(&buf[count])); count += 4;
// objp->phys_info.velocity = *reinterpret_cast<vms_vector *>(buf+16); // 12 bytes
// objp->pos = *reinterpret_cast<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
range_for (const auto i, partial_const_range(Net_create_objnums, std::min(Net_create_loc, static_cast<unsigned>(remote_created))))
{
short s;
s = GET_INTEL_SHORT(&buf[count]);
if ((s > 0) && (i > 0))
map_objnum_local_to_remote(static_cast<short>(i), s, pnum);
count += 2;
}
range_for (const auto i, partial_const_range(Net_create_objnums, remote_created, Net_create_loc))
{
vmobjptr(i)->flags |= OF_SHOULD_BE_DEAD;
}
if (buf[2] == deres_explode)
{
explode_badass_player(Robot_info, objp);
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
multi_make_player_ghost(pnum);
}
else
{
create_player_appearance_effect(Vclip, objp);
}
player_info.powerup_flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
#if defined(DXX_BUILD_DESCENT_II)
player_info.powerup_flags &= ~PLAYER_FLAGS_FLAG;
#endif
DXX_MAKE_VAR_UNDEFINED(player_info.cloak_time);
}
}
}
namespace {
/*
* Process can compute a kill. If I am a Client this might be my own one (see multi_send_kill()) but with more specific data so I can compute my kill correctly.
*/
static void multi_do_kill(object_array &Objects, const uint8_t *const buf)
{
int count = 1;
int type = static_cast<int>(buf[0]);
if (multi_i_am_master() && type != MULTI_KILL_CLIENT)
return;
if (!multi_i_am_master() && type != MULTI_KILL_HOST)
return;
const playernum_t pnum = buf[1];
if (pnum >= N_players)
{
Int3(); // Invalid player number killed
return;
}
// I am host, I know what's going on so take this packet, add game_mode related info which might be necessary for kill computation and send it to everyone so they can compute their kills correctly
if (multi_i_am_master())
{
multi_command<MULTI_KILL_HOST> multibuf;
std::memcpy(std::next(multibuf.data()), std::next(buf), 4);
multibuf[5] = Netgame.team_vector;
multibuf[6] = Bounty_target;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
const auto killed = vcplayerptr(pnum)->objnum;
count += 1;
objnum_t killer;
killer = GET_INTEL_SHORT(buf + count);
if (killer > 0)
killer = objnum_remote_to_local(killer, buf[count+2]);
if (!multi_i_am_master())
{
Netgame.team_vector = buf[5];
Bounty_target = buf[6];
}
multi_compute_kill(LevelSharedRobotInfoState.Robot_info, Objects.imptridx(killer), Objects.vmptridx(killed));
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
multi_send_bounty();
}
}
namespace dsx {
namespace {
// Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
// which means not a controlcen object, but contained in another object
static void multi_do_controlcen_destroy(const d_robot_info_array &Robot_info, fimobjptridx &imobjptridx, const multiplayer_rspan<MULTI_CONTROLCEN> buf)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
objnum_t objnum = GET_INTEL_SHORT(&buf[1]);
const playernum_t who = buf[3];
if (LevelUniqueControlCenterState.Control_center_destroyed != 1)
{
if ((who < N_players) && (who != Player_num)) {
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(vcplayerptr(who)->callsign), TXT_HAS_DEST_CONTROL);
}
else
HUD_init_message_literal(HM_MULTI, who == Player_num ? TXT_YOU_DEST_CONTROL : TXT_CONTROL_DESTROYED);
net_destroy_controlcen_object(Robot_info, objnum == object_none ? object_none : imobjptridx(objnum));
}
}
static void multi_do_escape(fvmobjptridx &vmobjptridx, const multiplayer_rspan<MULTI_ENDLEVEL_START> buf)
{
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
const playernum_t pnum = buf[1];
auto &plr = *vmplayerptr(pnum);
const auto &&objnum = vmobjptridx(plr.objnum);
#if defined(DXX_BUILD_DESCENT_II)
digi_kill_sound_linked_to_object (objnum);
#endif
const char *txt;
player_connection_status connected;
#if defined(DXX_BUILD_DESCENT_I)
if (buf[2] == static_cast<uint8_t>(multi_endlevel_type::secret))
{
txt = TXT_HAS_FOUND_SECRET;
connected = player_connection_status::found_secret;
}
else
#endif
{
txt = TXT_HAS_ESCAPED;
connected = player_connection_status::escape_tunnel;
}
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(plr.callsign), txt);
if (Game_mode & GM_NETWORK)
plr.connected = connected;
create_player_appearance_effect(Vclip, objnum);
multi_make_player_ghost(buf[1]);
}
static void multi_do_remobj(fvmobjptr &vmobjptr, const multiplayer_rspan<MULTI_REMOVE_OBJECT> buf)
{
// which object to remove
const objnum_t objnum = GET_INTEL_SHORT(&buf[1]);
// which remote list is it entered in
auto obj_owner = buf[3];
Assert(objnum >= 0);
if (objnum < 1)
return;
const auto local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
if (local_objnum == object_none)
{
return;
}
auto &obj = *vmobjptr(local_objnum);
if (obj.type != OBJ_POWERUP && obj.type != OBJ_HOSTAGE)
{
return;
}
if (Network_send_objects && multi::dispatch->objnum_is_past(local_objnum))
{
Network_send_objnum = -1;
}
obj.flags |= OF_SHOULD_BE_DEAD; // quick and painless
}
}
}
void multi_disconnect_player(const playernum_t pnum)
{
if (!(Game_mode & GM_NETWORK))
return;
if (vcplayerptr(pnum)->connected == player_connection_status::disconnected)
return;
if (vcplayerptr(pnum)->connected == player_connection_status::playing)
{
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(vcplayerptr(pnum)->callsign), TXT_HAS_LEFT_THE_GAME);
multi_sending_message[pnum] = msgsend_state::none;
if (Network_status == network_state::playing)
{
multi_make_player_ghost(pnum);
multi_strip_robots(pnum);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_disconnect(pnum);
// Bounty target left - select a new one
if( Game_mode & GM_BOUNTY && pnum == Bounty_target && multi_i_am_master() )
{
update_bounty_target();
/* Send this new data */
multi_send_bounty();
}
}
vmplayerptr(pnum)->connected = player_connection_status::disconnected;
Netgame.players[pnum].connected = player_connection_status::disconnected;
multi::dispatch->disconnect_player(pnum);
if (pnum == multi_who_is_master()) // Host has left - Quit game!
{
const auto g = Game_wind;
if (g)
g->set_visible(0);
struct host_left_game : passive_messagebox
{
host_left_game() :
passive_messagebox(menu_title{nullptr}, menu_subtitle{"Host left the game!"}, TXT_OK, grd_curscreen->sc_canvas)
{
}
};
run_blocking_newmenu<host_left_game>();
if (g)
g->set_visible(1);
multi_quit_game = 1;
game_leave_menus();
return;
}
int n = 0;
range_for (auto &i, partial_const_range(Players, N_players))
if (i.connected != player_connection_status::disconnected)
if (++n > 1)
break;
if (n == 1)
{
HUD_init_message_literal(HM_MULTI, "You are the only person remaining in this netgame");
}
}
namespace {
static void multi_do_quit(const multiplayer_rspan<MULTI_QUIT> buf)
{
multi_disconnect_player(static_cast<int>(buf[1]));
}
}
namespace dsx {
namespace {
static void multi_do_cloak(fvmobjptr &vmobjptr, const playernum_t pnum)
{
Assert(pnum < N_players);
const auto &&objp = vmobjptr(vcplayerptr(pnum)->objnum);
auto &player_info = objp->ctype.player_info;
player_info.powerup_flags |= PLAYER_FLAGS_CLOAKED;
player_info.cloak_time = GameTime64;
ai_do_cloak_stuff();
multi_strip_robots(pnum);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_cloak(pnum);
}
}
}
namespace dcx {
namespace {
static const char *deny_multi_save_game_duplicate_callsign(const partial_range_t<const player *> range)
{
const auto e = range.end();
for (auto i = range.begin(); i != e; ++i)
for (auto j = std::next(i); j != e; ++j)
{
if (i->callsign == j->callsign)
return "Multiple players with same callsign!";
}
return nullptr;
}
static void multi_do_decloak(const playernum_t pnum)
{
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_decloak(pnum);
}
}
}
namespace dsx {
namespace {
static void multi_do_door_open(fvmwallptr &vmwallptr, const multiplayer_rspan<MULTI_DOOR_OPEN> buf)
{
const auto uside = build_sidenum_from_untrusted(buf[3]);
if (!uside)
return;
const auto side = *uside;
#if defined(DXX_BUILD_DESCENT_II)
ubyte flag= buf[4];
#endif
const auto &&useg = vmsegptridx.check_untrusted(segnum_t{GET_INTEL_SHORT(&buf[1])});
if (!useg)
return;
const auto &&seg = *useg;
const auto wall_num = seg->shared_segment::sides[side].wall_num;
if (wall_num == wall_none) { //Opening door on illegal wall
Int3();
return;
}
auto &w = *vmwallptr(wall_num);
if (w.type == WALL_BLASTABLE)
{
if (!(w.flags & wall_flag::blasted))
{
wall_destroy(seg, side);
}
return;
}
else if (w.state != wall_state::opening)
{
wall_open_door(seg, side);
}
#if defined(DXX_BUILD_DESCENT_II)
w.flags = wall_flags{flag};
#endif
}
static void multi_do_create_explosion(fvmobjptridx &vmobjptridx, const playernum_t pnum)
{
create_small_fireball_on_object(vmobjptridx(vcplayerptr(pnum)->objnum), F1_0, 1);
}
static void multi_do_controlcen_fire(const multiplayer_rspan<MULTI_CONTROLCEN_FIRE> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
int gun_num;
objnum_t objnum;
int count = 1;
const auto to_target = multi_get_vector(&buf[count]);
count += 12;
gun_num = buf[count]; count += 1;
objnum = GET_INTEL_SHORT(&buf[count]); count += 2;
const auto &&uobj = vmobjptridx.check_untrusted(objnum);
if (!uobj)
return;
const auto &&objp = *uobj;
Laser_create_new_easy(LevelSharedRobotInfoState.Robot_info, to_target, objp->ctype.reactor_info.gun_pos[gun_num], objp, weapon_id_type::CONTROLCEN_WEAPON_NUM, weapon_sound_flag::audible);
}
static void multi_do_create_powerup(fvmsegptridx &vmsegptridx, const playernum_t pnum, const multiplayer_rspan<MULTI_CREATE_POWERUP> buf)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
int count = 1;
char powerup_type;
if (Network_status == network_state::endlevel || LevelUniqueControlCenterState.Control_center_destroyed)
return;
count++;
powerup_type = buf[count++];
/* Casting the untrusted network input to segnum_t is safe here, since it
* is immediately passed to `check_untrusted`, which validates that the
* index is reasonable.
*/
const auto &&useg = vmsegptridx.check_untrusted(segnum_t{GET_INTEL_SHORT(&buf[count])});
if (!useg)
return;
const auto &&segnum = *useg;
count += 2;
objnum_t objnum = GET_INTEL_SHORT(&buf[count]); count += 2;
const auto new_pos = multi_get_vector(&buf[count]);
count+=sizeof(vms_vector);
const auto &&my_objnum = drop_powerup(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, powerup_type, vmd_zero_vector, new_pos, segnum, true);
if (my_objnum == object_none)
return;
if (Network_send_objects && multi::dispatch->objnum_is_past(my_objnum))
{
Network_send_objnum = -1;
}
map_objnum_local_to_remote(my_objnum, objnum, pnum);
object_create_explosion(segnum, new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
}
static void multi_do_play_sound(object_array &Objects, const playernum_t pnum, const multiplayer_rspan<MULTI_PLAY_SOUND> buf)
{
auto &vcobjptridx = Objects.vcptridx;
const auto &plr = *vcplayerptr(pnum);
if (plr.connected == player_connection_status::disconnected)
return;
const unsigned sound_num = buf[2];
const uint8_t once = buf[3];
const fix volume = GET_INTEL_INT(&buf[4]);
const auto objnum = plr.objnum;
digi_link_sound_to_object(sound_num, vcobjptridx(objnum), 0, volume, static_cast<sound_stack>(once));
}
}
}
namespace {
static void multi_do_score(fvmobjptr &vmobjptr, const playernum_t pnum, const multiplayer_rspan<MULTI_SCORE> buf)
{
if (pnum >= N_players)
{
Int3(); // Non-terminal, see rob
return;
}
const int score = GET_INTEL_INT(&buf[2]);
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_multi_score(pnum, score);
}
auto &player_info = vmobjptr(vcplayerptr(pnum)->objnum)->ctype.player_info;
player_info.mission.score = score;
multi_sort_kill_list();
}
static void multi_do_trigger(const playernum_t pnum, const multiplayer_rspan<MULTI_TRIGGER> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
const std::underlying_type<trgnum_t>::type trigger = buf[2];
if (pnum >= N_players || pnum == Player_num)
{
Int3(); // Got trigger from illegal playernum
return;
}
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
if (trigger >= Triggers.get_count())
{
Int3(); // Illegal trigger number in multiplayer
return;
}
check_trigger_sub(get_local_plrobj(), static_cast<trgnum_t>(trigger), pnum, 0);
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
namespace {
static void multi_do_effect_blowup(const playernum_t pnum, const multiplayer_rspan<MULTI_EFFECT_BLOWUP> buf)
{
if (pnum >= N_players || pnum == Player_num)
return;
multi::dispatch->do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
const auto &&useg = vmsegptridx.check_untrusted(segnum_t{GET_INTEL_SHORT(&buf[2])});
if (!useg)
return;
const auto uside = build_sidenum_from_untrusted(buf[4]);
if (!uside)
return;
const auto side = *uside;
const auto hitpnt = multi_get_vector(&buf[5]);
//create a dummy object which will be the weapon that hits
//the monitor. the blowup code wants to know who the parent of the
//laser is, so create a laser whose parent is the player
laser_parent laser;
laser.parent_type = OBJ_PLAYER;
laser.parent_num = pnum;
auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
check_effect_blowup(LevelSharedDestructibleLightState, Vclip, *useg, side, hitpnt, laser, 0, 1);
}
static void multi_do_drop_marker(object_array &Objects, fvmsegptridx &vmsegptridx, const playernum_t pnum, const multiplayer_rspan<MULTI_MARKER> buf)
{
if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
return;
const auto mesnum = buf[2];
const auto game_mode = Game_mode;
const auto max_numplayers = Netgame.max_numplayers;
if (mesnum >= MarkerState.get_markers_per_player(game_mode, max_numplayers))
return;
const auto position = multi_get_vector(&buf[3]);
const auto gmi = convert_player_marker_index_to_game_marker_index(game_mode, max_numplayers, pnum, player_marker_index{mesnum});
auto &marker_message = MarkerState.message[gmi];
marker_message = {};
for (const auto i : xrange(marker_message.size()))
{
const auto c = marker_message[i] = buf[15 + i];
if (!c)
break;
}
auto &mo = MarkerState.imobjidx[gmi];
if (mo != object_none)
obj_delete(LevelUniqueObjectState, Segments, Objects.vmptridx(mo));
const auto &&plr_objp = Objects.vcptr(vcplayerptr(pnum)->objnum);
mo = drop_marker_object(position, vmsegptridx(plr_objp->segnum), plr_objp->orient, gmi);
}
}
}
#endif
namespace {
static void multi_do_hostage_door_status(fvmsegptridx &vmsegptridx, wall_array &Walls, const uint8_t *const buf)
{
// Update hit point status of a door
int count = 1;
fix hps;
const wallnum_t wallnum{GET_INTEL_SHORT(buf + count)};
count += 2;
hps = GET_INTEL_INT(buf + count); count += 4;
auto &vmwallptr = Walls.vmptr;
auto &w = *vmwallptr(wallnum);
if (hps < 0 || w.type != WALL_BLASTABLE)
{
Int3(); // Non-terminal, see Rob
return;
}
if (hps < w.hps)
wall_damage(vmsegptridx(w.segnum), w.sidenum, w.hps - hps);
}
}
void multi_reset_stuff()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// 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();
get_local_plrobj().ctype.player_info.homing_object_dist = -1; // Turn off homing sound.
reset_rear_view();
}
namespace dsx {
void multi_reset_player_object(object &objp)
{
//Init physics for a non-console player
Assert((objp.type == OBJ_PLAYER) || (objp.type == OBJ_GHOST));
vm_vec_zero(objp.mtype.phys_info.velocity);
vm_vec_zero(objp.mtype.phys_info.thrust);
vm_vec_zero(objp.mtype.phys_info.rotvel);
vm_vec_zero(objp.mtype.phys_info.rotthrust);
objp.mtype.phys_info.turnroll = 0;
objp.mtype.phys_info.mass = Player_ship->mass;
objp.mtype.phys_info.drag = Player_ship->drag;
if (objp.type == OBJ_PLAYER)
objp.mtype.phys_info.flags = PF_TURNROLL | PF_WIGGLE | PF_USES_THRUST;
else
objp.mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
//Init render info
objp.render_type = RT_POLYOBJ;
objp.rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
objp.rtype.pobj_info.subobj_flags = 0; //zero the flags
objp.rtype.pobj_info.anim_angles = {};
// Clear misc
objp.flags = 0;
if (objp.type == OBJ_GHOST)
objp.render_type = RT_NONE;
//reset textures for this, if not player 0
multi_reset_object_texture (objp);
}
namespace {
static void multi_reset_object_texture(object_base &objp)
{
if (objp.type == OBJ_GHOST)
return;
const auto player_id = get_player_id(objp);
const auto id = (Game_mode & GM_TEAM)
? get_team(player_id)
: player_id;
auto &pobj_info = objp.rtype.pobj_info;
pobj_info.alt_textures = id;
if (id)
{
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
auto &model = Polygon_models[pobj_info.model_num];
const unsigned n_textures = model.n_textures;
if (N_PLAYER_SHIP_TEXTURES < n_textures)
Error("Too many player ship textures!\n");
const unsigned first_texture = model.first_texture;
for (unsigned i = 0; i < n_textures; ++i)
multi_player_textures[id - 1][i] = ObjBitmaps[ObjBitmapPtrs[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]];
}
}
}
void multi_process_bigdata(const d_level_shared_robot_info_state &LevelSharedRobotInfoState, const playernum_t pnum, const uint8_t *const buf, const uint_fast32_t len)
{
// Takes a bunch of messages, check them for validity,
// and pass them to multi_process_data.
uint_fast32_t bytes_processed = 0;
while( bytes_processed < len ) {
const uint_fast32_t type = buf[bytes_processed];
if (type >= std::size(message_length))
{
con_printf(CON_DEBUG, "multi_process_bigdata: Invalid packet type %" PRIuFAST32 "!", type);
return;
}
const uint_fast32_t sub_len = message_length[type];
Assert(sub_len > 0);
if ( (bytes_processed+sub_len) > len ) {
con_printf(CON_DEBUG, "multi_process_bigdata: packet type %" PRIuFAST32 " too short (%" PRIuFAST32 " > %" PRIuFAST32 ")!", type, bytes_processed + sub_len, len);
Int3();
return;
}
multi_process_data(LevelSharedRobotInfoState, pnum, std::span(&buf[bytes_processed], sub_len), type);
bytes_processed += sub_len;
}
}
//
// Part 2 : Functions that send communication messages to inform the other
// players of something we did.
//
void multi_send_fire(const vms_matrix &orient, int laser_gun, const laser_level level, int laser_flags, objnum_t laser_track, const imobjptridx_t is_bomb_objnum)
{
static fix64 last_fireup_time = 0;
// provoke positional update if possible (20 times per second max. matches vulcan, the fastest firing weapon)
if (timer_query() >= (last_fireup_time+(F1_0/20)))
{
multi::dispatch->do_protocol_frame(1, 0);
last_fireup_time = timer_query();
}
union mb {
multi_command<MULTI_FIRE_BOMB> multibomb;
multi_command<MULTI_FIRE_TRACK> multitrack;
multi_command<MULTI_FIRE> multifire;
mb() {}
} multibuf;
if (is_bomb_objnum != object_none)
new(&multibuf.multibomb) multi_command<MULTI_FIRE_BOMB>();
else if (laser_track != object_none)
new(&multibuf.multitrack) multi_command<MULTI_FIRE_TRACK>();
else
new(&multibuf.multifire) multi_command<MULTI_FIRE>();
multibuf.multifire[1] = static_cast<char>(Player_num);
multibuf.multifire[2] = static_cast<char>(laser_gun);
multibuf.multifire[3] = static_cast<uint8_t>(level);
multibuf.multifire[4] = static_cast<char>(laser_flags);
multi_put_vector(&multibuf.multifire[5], orient.fvec);
/*
* If we fire a bomb, it's persistent. Let others know of it's objnum so host can track it's behaviour over clients (host-authority functions, D2 chaff ability).
* If we fire a tracking projectile, we should others let know about what we track but we have to pay attention that it is mapped correctly.
* If we fire something else, we make the packet as small as possible.
*/
if (multibuf.multifire[0] == MULTI_FIRE_BOMB)
{
map_objnum_local_to_local(is_bomb_objnum);
PUT_INTEL_SHORT(&multibuf.multibomb[17], is_bomb_objnum.operator objnum_t());
multi_send_data(multibuf.multibomb, multiplayer_data_priority::_1);
}
else if (multibuf.multifire[0] == MULTI_FIRE_TRACK)
{
const auto &&[remote_owner, remote_laser_track] = objnum_local_to_remote(laser_track);
PUT_INTEL_SHORT(&multibuf.multitrack[17], remote_laser_track);
multibuf.multitrack[19] = remote_owner;
multi_send_data(multibuf.multitrack, multiplayer_data_priority::_1);
}
else
multi_send_data(multibuf.multifire, multiplayer_data_priority::_1);
}
void multi_send_destroy_controlcen(const objnum_t objnum, const playernum_t player)
{
if (player == Player_num)
HUD_init_message_literal(HM_MULTI, TXT_YOU_DEST_CONTROL);
else if ((player > 0) && (player < N_players))
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(vcplayerptr(player)->callsign), TXT_HAS_DEST_CONTROL);
else
HUD_init_message_literal(HM_MULTI, TXT_CONTROL_DESTROYED);
multi_command<MULTI_CONTROLCEN> multibuf;
PUT_INTEL_SHORT(&multibuf[1], objnum);
multibuf[3] = player;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_drop_marker(const unsigned player, const vms_vector &position, const player_marker_index messagenum, const marker_message_text_t &text)
{
multi_command<MULTI_MARKER> multibuf;
multibuf[1]=static_cast<char>(player);
multibuf[2] = static_cast<uint8_t>(messagenum);
multi_put_vector(&multibuf[3], position);
std::copy(text.begin(), text.end(), std::next(multibuf.begin(), 15));
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
void multi_send_markers()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
// send marker positions/text to new player
const auto game_mode = Game_mode;
const auto max_numplayers = Netgame.max_numplayers;
auto &&player_marker_range = get_player_marker_range(MarkerState.get_markers_per_player(game_mode, max_numplayers));
for (const playernum_t pnum : xrange(max_numplayers))
{
for (const auto pmi : player_marker_range)
{
const auto gmi = convert_player_marker_index_to_game_marker_index(game_mode, max_numplayers, pnum, pmi);
const auto mo = MarkerState.imobjidx[gmi];
if (mo != object_none)
multi_send_drop_marker(pnum, vcobjptr(mo)->pos, pmi, MarkerState.message[gmi]);
}
}
}
#endif
#if defined(DXX_BUILD_DESCENT_I)
void multi_send_endlevel_start(const multi_endlevel_type secret)
#elif defined(DXX_BUILD_DESCENT_II)
void multi_send_endlevel_start()
#endif
{
multi_command<MULTI_ENDLEVEL_START> buf;
buf[1] = Player_num;
#if defined(DXX_BUILD_DESCENT_I)
buf[2] = static_cast<uint8_t>(secret);
#endif
multi_send_data(buf, multiplayer_data_priority::_2);
if (Game_mode & GM_NETWORK)
{
get_local_player().connected = player_connection_status::escape_tunnel;
multi::dispatch->send_endlevel_packet();
}
}
void multi_send_player_deres(deres_type_t type)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
int count = 0;
if (Network_send_objects)
{
Network_send_objnum = -1;
}
multi_send_position(vmobjptridx(get_local_player().objnum));
multi_command<MULTI_PLAYER_DERES> multibuf;
count++;
multibuf[count++] = Player_num;
multibuf[count++] = type;
#if defined(DXX_BUILD_DESCENT_I)
#define PUT_WEAPON_FLAGS(buf,count,value) (buf[count] = value, ++count)
#elif defined(DXX_BUILD_DESCENT_II)
#define PUT_WEAPON_FLAGS(buf,count,value) ((PUT_INTEL_SHORT(&buf[count], value)), count+=sizeof(uint16_t))
#endif
auto &player_info = get_local_plrobj().ctype.player_info;
PUT_WEAPON_FLAGS(multibuf, count, player_info.primary_weapon_flags);
multibuf[count++] = static_cast<char>(player_info.laser_level);
multibuf[count++] = game_mode_hoard() ? static_cast<char>(player_info.hoard.orbs) : 0;
auto &secondary_ammo = player_info.secondary_ammo;
multibuf[count++] = secondary_ammo[HOMING_INDEX];
multibuf[count++] = secondary_ammo[CONCUSSION_INDEX];
multibuf[count++] = secondary_ammo[SMART_INDEX];
multibuf[count++] = secondary_ammo[MEGA_INDEX];
multibuf[count++] = secondary_ammo[PROXIMITY_INDEX];
#if defined(DXX_BUILD_DESCENT_II)
multibuf[count++] = secondary_ammo[SMISSILE1_INDEX];
multibuf[count++] = secondary_ammo[GUIDED_INDEX];
multibuf[count++] = secondary_ammo[SMART_MINE_INDEX];
multibuf[count++] = secondary_ammo[SMISSILE4_INDEX];
multibuf[count++] = secondary_ammo[SMISSILE5_INDEX];
#endif
PUT_INTEL_SHORT(&multibuf[count], player_info.vulcan_ammo);
count += 2;
PUT_INTEL_INT(&multibuf[count], player_info.powerup_flags.get_player_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));
range_for (const auto i, partial_const_range(Net_create_objnums, Net_create_loc))
{
if (i <= 0) {
Int3(); // Illegal value in created egg object numbers
count +=2;
continue;
}
PUT_INTEL_SHORT(&multibuf[count], i); count += 2;
// We created these objs so our local number = the network number
map_objnum_local_to_local(i);
}
Net_create_loc = 0;
if (count > message_length[MULTI_PLAYER_DERES])
{
Int3(); // See Rob
}
multi_send_data(multibuf, multiplayer_data_priority::_2);
if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)
multi_send_decloak();
multi_strip_robots(Player_num);
}
}
namespace {
void multi_send_message()
{
if (Network_message_reciever != -1)
{
multi_command<MULTI_MESSAGE> multibuf;
multibuf[1] = Player_num;
std::copy(Network_message.begin(), Network_message.end(), std::next(multibuf.begin(), 2));
multi_send_data(multibuf, multiplayer_data_priority::_0);
Network_message_reciever = -1;
}
}
}
void multi_send_reappear()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &plr = get_local_player();
multi_send_position(vmobjptridx(plr.objnum));
multi_command<MULTI_REAPPEAR> multibuf;
multibuf[1] = static_cast<char>(Player_num);
PUT_INTEL_SHORT(&multibuf[2], plr.objnum);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace dsx {
void multi_send_position(object &obj)
{
int count=1;
quaternionpos qpp{};
create_quaternionpos(qpp, obj);
multi_command<MULTI_POSITION> multibuf;
PUT_INTEL_SHORT(&multibuf[count], qpp.orient.w); count += 2;
PUT_INTEL_SHORT(&multibuf[count], qpp.orient.x); count += 2;
PUT_INTEL_SHORT(&multibuf[count], qpp.orient.y); count += 2;
PUT_INTEL_SHORT(&multibuf[count], qpp.orient.z); count += 2;
multi_put_vector(&multibuf[count], qpp.pos);
count += 12;
PUT_INTEL_SEGNUM(&multibuf[count], qpp.segment); count += 2;
multi_put_vector(&multibuf[count], qpp.vel);
count += 12;
multi_put_vector(&multibuf[count], qpp.rotvel);
count += 12;
// 46
// send twice while first has priority so the next one will be attached to the next bigdata packet
multi_send_data(multibuf, multiplayer_data_priority::_1);
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
/*
* I was killed. If I am host, send this info to everyone and compute kill. If I am just a Client I'll only send the kill but not compute it for me. I (Client) will wait for Host to send me my kill back together with updated game_mode related variables which are important for me to compute consistent kill.
*/
void multi_send_kill(const vmobjptridx_t objnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &imobjptridx = Objects.imptridx;
auto &vmobjptr = Objects.vmptr;
// I died, tell the world.
Assert(get_player_id(objnum) == Player_num);
const auto killer_objnum = get_local_plrobj().ctype.player_info.killer_objnum;
// do it with variable since INTEL_SHORT won't work on return val from function.
const auto &&[remote_owner, remote_objnum] = killer_objnum != object_none
? objnum_local_to_remote(killer_objnum)
: owned_remote_objnum{static_cast<int8_t>(-1), static_cast<uint16_t>(0xffff)};
const auto local_is_host = multi_i_am_master();
union mb {
multi_command<MULTI_KILL_CLIENT> c;
multi_command<MULTI_KILL_HOST> h;
mb() {}
};
mb multibuf;
if (local_is_host)
{
new(&multibuf.h) multi_command<MULTI_KILL_HOST>();
multibuf.h[5] = Netgame.team_vector;
multibuf.h[6] = Bounty_target;
}
else
{
new(&multibuf.c) multi_command<MULTI_KILL_CLIENT>();
}
multibuf.h[1] = Player_num;
multibuf.h[4] = remote_owner;
PUT_INTEL_SHORT(&multibuf.h[2], remote_objnum);
// I am host - I know what's going on so attach game_mode related info which might be vital for correct kill computation
if (local_is_host)
{
multi_compute_kill(LevelSharedRobotInfoState.Robot_info, imobjptridx(killer_objnum), objnum);
multi_send_data(multibuf.h, multiplayer_data_priority::_2);
}
else
multi_send_data_direct(multibuf.c, multi_who_is_master(), 2); // I am just a client so I'll only send my kill but not compute it, yet. I'll get response from host so I can compute it correctly
multi_strip_robots(Player_num);
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
multi_send_bounty();
}
void multi_send_remobj(const vmobjidx_t objnum)
{
// Tell the other guy to remove an object from his list
const auto &&[obj_owner, remote_objnum] = objnum_local_to_remote(objnum);
multi_command<MULTI_REMOVE_OBJECT> multibuf;
PUT_INTEL_SHORT(&multibuf[1], remote_objnum); // Map to network objnums
multibuf[3] = obj_owner;
multi_send_data(multibuf, multiplayer_data_priority::_2);
if (Network_send_objects && multi::dispatch->objnum_is_past(objnum))
{
Network_send_objnum = -1;
}
}
}
namespace dcx {
namespace {
void multi_send_quit()
{
// I am quitting the game, tell the other guy the bad news.
multi_command<MULTI_QUIT> multibuf;
multibuf[1] = Player_num;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
}
void multi_send_cloak()
{
// Broadcast a change in our pflags (made to support cloaking)
multi_command<MULTI_CLOAK> multibuf;
const auto pnum = Player_num;
multibuf[1] = pnum;
multi_send_data(multibuf, multiplayer_data_priority::_2);
multi_strip_robots(pnum);
}
void multi_send_decloak()
{
// Broadcast a change in our pflags (made to support cloaking)
multi_command<MULTI_DECLOAK> multibuf;
multibuf[1] = Player_num;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
}
namespace dsx {
void multi_send_door_open(const vcsegidx_t segnum, const sidenum_t side, const wall_flags flag)
{
multi_command<MULTI_DOOR_OPEN> multibuf;
// When we open a door make sure everyone else opens that door
PUT_INTEL_SEGNUM(&multibuf[1], segnum);
multibuf[3] = underlying_value(side);
#if defined(DXX_BUILD_DESCENT_I)
(void)flag;
#elif defined(DXX_BUILD_DESCENT_II)
multibuf[4] = underlying_value(flag);
#endif
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_door_open_specific(const playernum_t pnum, const vcsegidx_t segnum, const sidenum_t side, const wall_flags 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);
multi_command<MULTI_DOOR_OPEN> multibuf;
PUT_INTEL_SEGNUM(&multibuf[1], segnum);
multibuf[3] = static_cast<int8_t>(side);
multibuf[4] = underlying_value(flag);
multi_send_data_direct(multibuf, pnum, 2);
}
#endif
}
//
// Part 3 : Functions that change or prepare the game for multiplayer use.
// Not including functions needed to syncronize or start the
// particular type of multiplayer game. Includes preparing the
// mines, player structures, etc.
void multi_send_create_explosion(const playernum_t pnum)
{
// Send all data needed to create a remote explosion
int count = 0;
count += 1;
multi_command<MULTI_CREATE_EXPLOSION> multibuf;
multibuf[count] = static_cast<int8_t>(pnum); count += 1;
// -----------
// Total size = 2
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
void multi_send_controlcen_fire(const vms_vector &to_goal, int best_gun_num, objnum_t objnum)
{
int count = 0;
count += 1;
multi_command<MULTI_CONTROLCEN_FIRE> multibuf;
multi_put_vector(&multibuf[count], to_goal);
count += 12;
multibuf[count] = static_cast<char>(best_gun_num); count += 1;
PUT_INTEL_SHORT(&multibuf[count], objnum ); count += 2;
// ------------
// Total = 16
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
namespace dsx {
void multi_send_create_powerup(const powerup_type_t powerup_type, const vcsegidx_t segnum, const vcobjidx_t objnum, const vms_vector &pos)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
// Create a powerup on a remote machine, used for remote
// placement of used powerups like missiles and cloaking
// powerups.
int count = 0;
multi_send_position(vmobjptridx(get_local_player().objnum));
count += 1;
multi_command<MULTI_CREATE_POWERUP> multibuf;
multibuf[count] = Player_num; count += 1;
multibuf[count] = powerup_type; count += 1;
PUT_INTEL_SEGNUM(&multibuf[count], segnum); count += 2;
PUT_INTEL_SHORT(&multibuf[count], objnum ); count += 2;
multi_put_vector(&multibuf[count], pos);
count += 12;
// -----------
// Total = 19
multi_send_data(multibuf, multiplayer_data_priority::_2);
if (Network_send_objects && multi::dispatch->objnum_is_past(objnum))
{
Network_send_objnum = -1;
}
map_objnum_local_to_local(objnum);
}
}
namespace {
static void multi_digi_play_sample(const int soundnum, const fix max_volume, const sound_stack once)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptridx = Objects.vcptridx;
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume, once);
digi_link_sound_to_object(soundnum, vcobjptridx(Viewer), 0, max_volume, once);
}
}
void multi_digi_play_sample_once(int soundnum, fix max_volume)
{
multi_digi_play_sample(soundnum, max_volume, sound_stack::cancel_previous);
}
void multi_digi_play_sample(int soundnum, fix max_volume)
{
multi_digi_play_sample(soundnum, max_volume, sound_stack::allow_stacking);
}
namespace dsx {
void multi_digi_link_sound_to_pos(const int soundnum, const vcsegptridx_t segnum, const sidenum_t sidenum, const vms_vector &pos, const int forever, const fix max_volume)
{
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume, sound_stack::allow_stacking);
digi_link_sound_to_pos(soundnum, segnum, sidenum, pos, forever, max_volume);
}
}
void multi_send_play_sound(const int sound_num, const fix volume, const sound_stack once)
{
int count = 0;
count += 1;
multi_command<MULTI_PLAY_SOUND> multibuf;
multibuf[count] = Player_num; count += 1;
multibuf[count] = static_cast<char>(sound_num); count += 1;
multibuf[count] = static_cast<uint8_t>(once); count += 1;
PUT_INTEL_INT(&multibuf[count], volume); count += 4;
// -----------
// Total = 4
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
void multi_send_score()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Send my current score to all other players so it will remain
// synced.
int count = 0;
if (Game_mode & GM_MULTI_COOP) {
multi_sort_kill_list();
count += 1;
multi_command<MULTI_SCORE> multibuf;
multibuf[count] = Player_num; count += 1;
auto &player_info = get_local_plrobj().ctype.player_info;
PUT_INTEL_INT(&multibuf[count], player_info.mission.score); count += 4;
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
}
void multi_send_trigger(const trgnum_t triggernum)
{
// Send an event to trigger something in the mine
int count = 0;
count += 1;
multi_command<MULTI_TRIGGER> multibuf;
multibuf[count] = Player_num; count += 1;
static_assert(sizeof(trgnum_t) == sizeof(uint8_t), "trigger number could be truncated");
multibuf[count] = static_cast<uint8_t>(triggernum); count += 1;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_effect_blowup(const vcsegidx_t segnum, const sidenum_t side, const vms_vector &pnt)
{
// We blew up something connected to a trigger. Send this blowup result to other players shortly before MULTI_TRIGGER.
// NOTE: The reason this is now a separate packet is to make sure trigger-connected switches/monitors are in sync with MULTI_TRIGGER.
// If a fire packet is late it might blow up a switch for some clients without the shooter actually registering this hit,
// not sending MULTI_TRIGGER and making puzzles or progress impossible.
int count = 0;
multi::dispatch->do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
count += 1;
multi_command<MULTI_EFFECT_BLOWUP> multibuf;
multibuf[count] = Player_num; count += 1;
PUT_INTEL_SEGNUM(&multibuf[count], segnum); count += 2;
multibuf[count] = static_cast<int8_t>(side); count += 1;
multi_put_vector(&multibuf[count], pnt);
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
#endif
void multi_send_hostage_door_status(const vcwallptridx_t w)
{
// Tell the other player what the hit point status of a hostage door
// should be
int count = 0;
assert(w->type == WALL_BLASTABLE);
count += 1;
multi_command<MULTI_HOSTAGE_DOOR> multibuf;
PUT_INTEL_SHORT(&multibuf[count], underlying_value(wallnum_t{w}));
count += 2;
PUT_INTEL_INT(&multibuf[count], w->hps); count += 4;
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
}
void multi_consistency_error(int reset)
{
static int count = 0;
if (reset)
count = 0;
if (++count < 10)
return;
const auto g = Game_wind;
if (g)
g->set_visible(0);
nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{TXT_CONSISTENCY_ERROR});
if (g)
g->set_visible(1);
count = 0;
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
}
namespace {
template <netgrant_bit grant, netflag_bit flag, int s = static_cast<int>(grant) - static_cast<int>(flag)>
static constexpr unsigned grant_shift_helper(const packed_spawn_granted_items p)
{
return s > 0 ? p.mask >> s : p.mask << -s;
}
}
namespace dsx {
player_flags map_granted_flags_to_player_flags(const packed_spawn_granted_items p)
{
auto &grant = p.mask;
const auto None = PLAYER_FLAG::None;
return player_flags(
((grant & NETGRANT_QUAD) ? PLAYER_FLAGS_QUAD_LASERS : None)
#if defined(DXX_BUILD_DESCENT_II)
| ((grant & NETGRANT_AFTERBURNER) ? PLAYER_FLAGS_AFTERBURNER : None)
| ((grant & NETGRANT_AMMORACK) ? PLAYER_FLAGS_AMMO_RACK : None)
| ((grant & NETGRANT_CONVERTER) ? PLAYER_FLAGS_CONVERTER : None)
| ((grant & NETGRANT_HEADLIGHT) ? PLAYER_FLAGS_HEADLIGHT : None)
#endif
);
}
uint_fast32_t map_granted_flags_to_primary_weapon_flags(const packed_spawn_granted_items p)
{
auto &grant = p.mask;
return ((grant & NETGRANT_VULCAN) ? HAS_VULCAN_FLAG : 0)
| ((grant & NETGRANT_SPREAD) ? HAS_SPREADFIRE_FLAG : 0)
| ((grant & NETGRANT_PLASMA) ? HAS_PLASMA_FLAG : 0)
| ((grant & NETGRANT_FUSION) ? HAS_FUSION_FLAG : 0)
#if defined(DXX_BUILD_DESCENT_II)
| ((grant & NETGRANT_GAUSS) ? HAS_GAUSS_FLAG : 0)
| ((grant & NETGRANT_HELIX) ? HAS_HELIX_FLAG : 0)
| ((grant & NETGRANT_PHOENIX) ? HAS_PHOENIX_FLAG : 0)
| ((grant & NETGRANT_OMEGA) ? HAS_OMEGA_FLAG : 0)
#endif
;
}
uint16_t map_granted_flags_to_vulcan_ammo(const packed_spawn_granted_items p)
{
auto &grant = p.mask;
const auto amount = VULCAN_WEAPON_AMMO_AMOUNT;
return
#if defined(DXX_BUILD_DESCENT_II)
(grant & NETGRANT_GAUSS ? amount : 0) +
#endif
(grant & NETGRANT_VULCAN ? amount : 0);
}
namespace {
static constexpr unsigned map_granted_flags_to_netflag(const packed_spawn_granted_items grant)
{
return (grant_shift_helper<BIT_NETGRANT_QUAD, BIT_NETFLAG_DOQUAD>(grant) & (NETFLAG_DOQUAD | NETFLAG_DOVULCAN | NETFLAG_DOSPREAD | NETFLAG_DOPLASMA | NETFLAG_DOFUSION))
#if defined(DXX_BUILD_DESCENT_II)
| (grant_shift_helper<BIT_NETGRANT_GAUSS, BIT_NETFLAG_DOGAUSS>(grant) & (NETFLAG_DOGAUSS | NETFLAG_DOHELIX | NETFLAG_DOPHOENIX | NETFLAG_DOOMEGA))
| (grant_shift_helper<BIT_NETGRANT_AFTERBURNER, BIT_NETFLAG_DOAFTERBURNER>(grant) & (NETFLAG_DOAFTERBURNER | NETFLAG_DOAMMORACK | NETFLAG_DOCONVERTER | NETFLAG_DOHEADLIGHT))
#endif
;
}
assert_equal(0, 0, "zero");
assert_equal(map_granted_flags_to_netflag(NETGRANT_QUAD), NETFLAG_DOQUAD, "QUAD");
assert_equal(map_granted_flags_to_netflag(NETGRANT_QUAD | NETGRANT_PLASMA), NETFLAG_DOQUAD | NETFLAG_DOPLASMA, "QUAD | PLASMA");
#if defined(DXX_BUILD_DESCENT_II)
assert_equal(map_granted_flags_to_netflag(NETGRANT_GAUSS), NETFLAG_DOGAUSS, "GAUSS");
assert_equal(map_granted_flags_to_netflag(NETGRANT_GAUSS | NETGRANT_PLASMA), NETFLAG_DOGAUSS | NETFLAG_DOPLASMA, "GAUSS | PLASMA");
assert_equal(map_granted_flags_to_netflag(NETGRANT_GAUSS | NETGRANT_AFTERBURNER), NETFLAG_DOGAUSS | NETFLAG_DOAFTERBURNER, "GAUSS | AFTERBURNER");
assert_equal(map_granted_flags_to_netflag(NETGRANT_GAUSS | NETGRANT_PLASMA | NETGRANT_AFTERBURNER), NETFLAG_DOGAUSS | NETFLAG_DOPLASMA | NETFLAG_DOAFTERBURNER, "GAUSS | PLASMA | AFTERBURNER");
assert_equal(map_granted_flags_to_netflag(NETGRANT_PLASMA | NETGRANT_AFTERBURNER), NETFLAG_DOPLASMA | NETFLAG_DOAFTERBURNER, "PLASMA | AFTERBURNER");
assert_equal(map_granted_flags_to_netflag(NETGRANT_AFTERBURNER), NETFLAG_DOAFTERBURNER, "AFTERBURNER");
assert_equal(map_granted_flags_to_netflag(NETGRANT_HEADLIGHT), NETFLAG_DOHEADLIGHT, "HEADLIGHT");
#endif
class update_item_state
{
std::bitset<MAX_OBJECTS> m_modified;
public:
bool must_skip(const vcobjidx_t i) const
{
return m_modified.test(i);
}
void process_powerup(const d_vclip_array &Vclip, fvmsegptridx &, const object &, powerup_type_t);
};
class powerup_shuffle_state
{
unsigned count = 0;
unsigned seed;
union {
std::array<vmobjptridx_t, MAX_OBJECTS> ptrs;
};
public:
powerup_shuffle_state(const unsigned s) :
seed(s)
{
}
void record_powerup(vmobjptridx_t);
void shuffle() const;
};
void update_item_state::process_powerup(const d_vclip_array &Vclip, fvmsegptridx &vmsegptridx, const object &o, const powerup_type_t id)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
uint_fast32_t count;
switch (id)
{
case POW_LASER:
case POW_QUAD_FIRE:
case POW_VULCAN_WEAPON:
case POW_VULCAN_AMMO:
case POW_SPREADFIRE_WEAPON:
case POW_PLASMA_WEAPON:
case POW_FUSION_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case POW_SUPER_LASER:
case POW_GAUSS_WEAPON:
case POW_HELIX_WEAPON:
case POW_PHOENIX_WEAPON:
case POW_OMEGA_WEAPON:
#endif
count = Netgame.DuplicatePowerups.get_primary_count();
break;
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_HOMING_AMMO_1:
case POW_HOMING_AMMO_4:
case POW_PROXIMITY_WEAPON:
case POW_SMARTBOMB_WEAPON:
case POW_MEGA_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case POW_SMISSILE1_1:
case POW_SMISSILE1_4:
case POW_GUIDED_MISSILE_1:
case POW_GUIDED_MISSILE_4:
case POW_SMART_MINE:
case POW_MERCURY_MISSILE_1:
case POW_MERCURY_MISSILE_4:
case POW_EARTHSHAKER_MISSILE:
#endif
count = Netgame.DuplicatePowerups.get_secondary_count();
break;
#if defined(DXX_BUILD_DESCENT_II)
case POW_FULL_MAP:
case POW_CONVERTER:
case POW_AMMO_RACK:
case POW_AFTERBURNER:
case POW_HEADLIGHT:
count = Netgame.DuplicatePowerups.get_accessory_count();
break;
#endif
default:
return;
}
if (!count)
return;
const auto &vc = Vclip[o.rtype.vclip_info.vclip_num];
const auto vc_num_frames = vc.num_frames;
const auto &&segp = vmsegptridx(o.segnum);
const auto &seg_verts = segp->verts;
auto &vcvertptr = Vertices.vcptr;
for (uint_fast32_t i = count++; i; --i)
{
assert(o.movement_source == object::movement_type::None);
assert(o.render_type == RT_POWERUP);
const auto &&no = obj_create(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, OBJ_POWERUP, id, segp, vm_vec_avg(o.pos, vcvertptr(seg_verts[static_cast<segment_relative_vertnum>(i % seg_verts.size())])), &vmd_identity_matrix, o.size, object::control_type::powerup, object::movement_type::None, RT_POWERUP);
if (no == object_none)
return;
m_modified.set(no);
no->rtype.vclip_info = o.rtype.vclip_info;
/* Vary the frame number so that the powerups are not animated
* in sync.
*/
no->rtype.vclip_info.framenum = (o.rtype.vclip_info.framenum + (i * vc_num_frames) / count) % vc_num_frames;
no->ctype.powerup_info = o.ctype.powerup_info;
}
}
class accumulate_object_count
{
protected:
using array_reference = std::array<uint32_t, MAX_POWERUP_TYPES> &;
array_reference current;
accumulate_object_count(array_reference a) : current(a)
{
}
};
template <typename F, typename M>
class accumulate_flags_count : accumulate_object_count
{
const F &flags;
public:
accumulate_flags_count(array_reference a, const F &f) :
accumulate_object_count(a), flags(f)
{
}
void process(const M mask, const unsigned id) const
{
if (flags & mask)
++current[id];
}
};
}
/*
* The place to do objects operations such as:
* Robot deletion for non-robot games, Powerup duplication, AllowedItems, Initial powerup counting.
* MUST be done before multi_level_sync() in case we join a running game and get updated objects there. We want the initial powerup setup for a level here!
*/
void multi_prep_level_objects(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if (!(Game_mode & GM_MULTI_COOP))
{
multi_update_objects_for_non_cooperative(); // Removes monsters from level
}
constexpr unsigned MAX_ALLOWED_INVULNERABILITY = 3;
constexpr unsigned MAX_ALLOWED_CLOAK = 3;
const auto AllowedItems = Netgame.AllowedItems;
const auto SpawnGrantedItems = map_granted_flags_to_netflag(Netgame.SpawnGrantedItems);
unsigned inv_remaining = (AllowedItems & NETFLAG_DOINVUL) ? MAX_ALLOWED_INVULNERABILITY : 0;
unsigned cloak_remaining = (AllowedItems & NETFLAG_DOCLOAK) ? MAX_ALLOWED_CLOAK : 0;
update_item_state duplicates;
range_for (const auto &&o, vmobjptridx)
{
if ((o->type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
{
const auto &&objnum = obj_create(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, OBJ_POWERUP, POW_SHIELD_BOOST, vmsegptridx(o->segnum), o->pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, object::control_type::powerup, object::movement_type::physics, RT_POWERUP);
obj_delete(LevelUniqueObjectState, Segments, o);
if (objnum != object_none)
{
objnum->rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
objnum->rtype.vclip_info.frametime = Vclip[objnum->rtype.vclip_info.vclip_num].frame_time;
objnum->rtype.vclip_info.framenum = 0;
objnum->mtype.phys_info.drag = 512; //1024;
objnum->mtype.phys_info.mass = F1_0;
vm_vec_zero(objnum->mtype.phys_info.velocity);
}
continue;
}
if (o->type == OBJ_POWERUP && !duplicates.must_skip(o))
{
switch (const auto id = get_powerup_id(o))
{
case POW_EXTRA_LIFE:
set_powerup_id(Powerup_info, Vclip, o, POW_INVULNERABILITY);
[[fallthrough]];
case POW_INVULNERABILITY:
if (inv_remaining)
-- inv_remaining;
else
set_powerup_id(Powerup_info, Vclip, o, POW_SHIELD_BOOST);
continue;
case POW_CLOAK:
if (cloak_remaining)
-- cloak_remaining;
else
set_powerup_id(Powerup_info, Vclip, o, POW_SHIELD_BOOST);
continue;
default:
if (!multi_powerup_is_allowed(id, AllowedItems, SpawnGrantedItems))
bash_to_shield(Powerup_info, Vclip, o);
else
duplicates.process_powerup(Vclip, vmsegptridx, o, id);
continue;
}
}
}
// After everything is done, count initial level inventory.
MultiLevelInv_InitializeCount();
}
void multi_prep_level_player(void)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// 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.
Assert(Game_mode & GM_MULTI);
Assert(NumNetPlayerPositions > 0);
#if defined(DXX_BUILD_DESCENT_II)
hoard_highest_record_stats = {};
Drop_afterburner_blob_flag=0;
#endif
Bounty_target = 0;
multi_consistency_error(1);
multi_sending_message.fill(msgsend_state::none);
if (imulti_new_game)
for (uint_fast32_t i = 0; i != Players.size(); i++)
init_player_stats_new_ship(i);
for (unsigned i = 0; i < NumNetPlayerPositions; i++)
{
const auto &&objp = vmobjptr(vcplayerptr(i)->objnum);
if (i != Player_num)
objp->control_source = object::control_type::remote;
objp->movement_source = object::movement_type::physics;
multi_reset_player_object(objp);
Netgame.players[i].LastPacketTime = 0;
}
robot_controlled.fill(-1);
robot_agitation = {};
robot_fired = {};
Viewer = ConsoleObject = &get_local_plrobj();
#if defined(DXX_BUILD_DESCENT_II)
if (game_mode_hoard())
init_hoard_data(Vclip);
if (game_mode_capture_flag() || game_mode_hoard())
multi_apply_goal_textures();
#endif
multi_sort_kill_list();
multi_show_player_list();
ConsoleObject->control_source = object::control_type::flying;
reset_player_object(*ConsoleObject);
imulti_new_game=0;
}
#if defined(DXX_BUILD_DESCENT_II)
namespace {
void apply_segment_goal_texture(const d_level_unique_tmap_info_state &LevelUniqueTmapInfoState, unique_segment &seg, const texture1_value tex)
{
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
const auto bright_light = i2f(100); //make static light bright
seg.static_light = bright_light;
if (static_cast<unsigned>(tex) < TmapInfo.size())
range_for (auto &s, seg.sides)
{
s.tmap_num = tex;
range_for (auto &uvl, s.uvls)
uvl.l = bright_light; //max out
}
}
texture_index find_goal_texture(const d_level_unique_tmap_info_state &LevelUniqueTmapInfoState, const tmapinfo_flag tmi_flag)
{
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
const auto &&r = partial_const_range(TmapInfo, NumTextures);
const auto &&predicate = [tmi_flag](const tmap_info &i) {
return (i.flags & tmi_flag);
};
const auto begin = r.begin();
const auto idx = std::distance(begin, std::find_if(begin, r.end(), predicate));
return idx;
}
const tmap_info &find_required_goal_texture(const d_level_unique_tmap_info_state &LevelUniqueTmapInfoState, const tmapinfo_flag tmi_flag)
{
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
const auto found_index = find_goal_texture(LevelUniqueTmapInfoState, tmi_flag);
std::size_t r = found_index;
if (r < TmapInfo.size())
return TmapInfo[r];
Int3(); // Hey, there is no goal texture for this PIG!!!!
// Edit bitmaps.tbl and designate two textures to be RED and BLUE
// goal textures
throw std::runtime_error("PIG missing goal texture");
}
}
void multi_apply_goal_textures()
{
texture1_value tex_blue, tex_red;
if (game_mode_hoard())
tex_blue = tex_red = build_texture1_value(find_goal_texture(LevelUniqueTmapInfoState, tmapinfo_flag::goal_hoard));
else
{
tex_blue = build_texture1_value(find_goal_texture(LevelUniqueTmapInfoState, tmapinfo_flag::goal_blue));
tex_red = build_texture1_value(find_goal_texture(LevelUniqueTmapInfoState, tmapinfo_flag::goal_red));
}
range_for (const auto &&seg, vmsegptr)
{
texture1_value tex;
if (seg->special == segment_special::goal_blue)
{
tex = tex_blue;
}
else if (seg->special == segment_special::goal_red)
{
// Make both textures the same if Hoard mode
tex = tex_red;
}
else
continue;
apply_segment_goal_texture(LevelUniqueTmapInfoState, seg, tex);
}
}
#endif
namespace {
static int object_allowed_in_anarchy(const object_base &objp)
{
if (objp.type == OBJ_NONE ||
objp.type == OBJ_PLAYER ||
objp.type == OBJ_POWERUP ||
objp.type == OBJ_CNTRLCEN ||
objp.type == OBJ_HOSTAGE)
return 1;
#if defined(DXX_BUILD_DESCENT_II)
if (objp.type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::PMINE_ID)
return 1;
#endif
return 0;
}
void powerup_shuffle_state::record_powerup(const vmobjptridx_t o)
{
if (!seed)
return;
const auto id = get_powerup_id(o);
switch (id)
{
/* record_powerup runs before object conversion or duplication,
* so object types that anarchy converts still have their
* original type when this switch runs. Therefore,
* POW_EXTRA_LIFE and the key powerups must be handled here,
* even though they are converted to other objects before play
* begins. If they were not handled, no object could exchange
* places with a converted object.
*/
case POW_EXTRA_LIFE:
case POW_ENERGY:
case POW_SHIELD_BOOST:
case POW_LASER:
case POW_KEY_BLUE:
case POW_KEY_RED:
case POW_KEY_GOLD:
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_QUAD_FIRE:
case POW_VULCAN_WEAPON:
case POW_SPREADFIRE_WEAPON:
case POW_PLASMA_WEAPON:
case POW_FUSION_WEAPON:
case POW_PROXIMITY_WEAPON:
case POW_HOMING_AMMO_1:
case POW_HOMING_AMMO_4:
case POW_SMARTBOMB_WEAPON:
case POW_MEGA_WEAPON:
case POW_VULCAN_AMMO:
case POW_CLOAK:
case POW_INVULNERABILITY:
#if defined(DXX_BUILD_DESCENT_II)
case POW_GAUSS_WEAPON:
case POW_HELIX_WEAPON:
case POW_PHOENIX_WEAPON:
case POW_OMEGA_WEAPON:
case POW_SUPER_LASER:
case POW_FULL_MAP:
case POW_CONVERTER:
case POW_AMMO_RACK:
case POW_AFTERBURNER:
case POW_HEADLIGHT:
case POW_SMISSILE1_1:
case POW_SMISSILE1_4:
case POW_GUIDED_MISSILE_1:
case POW_GUIDED_MISSILE_4:
case POW_SMART_MINE:
case POW_MERCURY_MISSILE_1:
case POW_MERCURY_MISSILE_4:
case POW_EARTHSHAKER_MISSILE:
#endif
break;
default:
return;
}
if (count >= ptrs.size())
return;
ptrs[count++] = o;
}
void powerup_shuffle_state::shuffle() const
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
if (!count)
return;
std::minstd_rand mr(seed);
for (unsigned j = count; --j;)
{
const auto oi = std::uniform_int_distribution<unsigned>(0u, j)(mr);
if (oi == j)
/* Swapping an object with itself is a no-op. Skip the
* work. Do not re-roll, both to avoid the potential for an
* infinite loop on unlucky rolls and to ensure a uniform
* distribution of swaps.
*/
continue;
const auto o0 = ptrs[j];
const auto o1 = ptrs[oi];
const auto os0 = o0->segnum;
const auto os1 = o1->segnum;
/* Disconnect both objects from their original segments. Swap
* their positions. Link each object to the segment that the
* other object previously used. This is necessary instead of
* using std::swap on object::segnum, since the segment's linked
* list of objects needs to be updated.
*/
obj_unlink(vmobjptr, vmsegptr, *o0);
obj_unlink(vmobjptr, vmsegptr, *o1);
std::swap(o0->pos, o1->pos);
obj_link_unchecked(vmobjptr, o0, vmsegptridx(os1));
obj_link_unchecked(vmobjptr, o1, vmsegptridx(os0));
}
}
void multi_update_objects_for_non_cooperative()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
// Go through the object list and remove any objects not used in
// 'Anarchy!' games.
const auto game_mode = Game_mode;
/* Shuffle objects before object duplication runs. Otherwise,
* duplication-eligible items would be duplicated, then scattered,
* causing the original site to be a treasure trove of swapped
* items. This way, duplicated items appear with their original.
*/
powerup_shuffle_state powerup_shuffle(Netgame.ShufflePowerupSeed);
range_for (const auto &&objp, vmobjptridx)
{
const auto obj_type = objp->type;
if (obj_type == OBJ_PLAYER || obj_type == OBJ_GHOST)
continue;
else if (obj_type == OBJ_ROBOT && (game_mode & GM_MULTI_ROBOTS))
continue;
else if (obj_type == OBJ_POWERUP)
{
powerup_shuffle.record_powerup(objp);
continue;
}
else if (!object_allowed_in_anarchy(objp) ) {
#if defined(DXX_BUILD_DESCENT_II)
// Before deleting object, if it's a robot, drop it's special powerup, if any
if (obj_type == OBJ_ROBOT)
if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
object_create_robot_egg(LevelSharedRobotInfoState.Robot_info, objp);
#endif
obj_delete(LevelUniqueObjectState, Segments, objp);
}
}
powerup_shuffle.shuffle();
}
}
}
namespace {
// Returns the Player_num of Master/Host of this game
playernum_t multi_who_is_master()
{
return 0;
}
}
void change_playernum_to(const playernum_t new_Player_num)
{
if (Player_num < Players.size())
{
vmplayerptr(new_Player_num)->callsign = get_local_player().callsign;
}
Player_num = new_Player_num;
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
static
#endif
int multi_all_players_alive(const fvcobjptr &vcobjptr, const partial_range_t<const player *> player_range)
{
range_for (auto &plr, player_range)
{
const auto connected = plr.connected;
if (connected == player_connection_status::playing)
{
if (vcobjptr(plr.objnum)->type == OBJ_GHOST) // player alive?
return 0;
}
else if (connected != player_connection_status::disconnected) // ... and actually playing?
return 0;
}
return (1);
}
const char *multi_common_deny_save_game(const fvcobjptr &vcobjptr, const partial_range_t<const player *> player_range)
{
if (Network_status == network_state::endlevel)
return "Level is ending";
if (!multi_all_players_alive(vcobjptr, player_range))
return "All players must be alive and playing!";
return deny_multi_save_game_duplicate_callsign(player_range);
}
const char *multi_interactive_deny_save_game(const fvcobjptr &vcobjptr, const partial_range_t<const player *> player_range, const d_level_unique_control_center_state &LevelUniqueControlCenterState)
{
if (LevelUniqueControlCenterState.Control_center_destroyed)
return "Countdown in progress";
return multi_common_deny_save_game(vcobjptr, player_range);
}
void multi_send_drop_weapon(const vmobjptridx_t objp, int seed)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
int count=0;
int ammo_count;
multi_send_position(vmobjptridx(get_local_player().objnum));
ammo_count = objp->ctype.powerup_info.count;
#if defined(DXX_BUILD_DESCENT_II)
if (get_powerup_id(objp) == POW_OMEGA_WEAPON && ammo_count == F1_0)
ammo_count = F1_0 - 1; //make fit in short
#endif
Assert(ammo_count < F1_0); //make sure fits in short
count++;
multi_command<MULTI_DROP_WEAPON> multibuf;
multibuf[count++]=static_cast<char>(get_powerup_id(objp));
PUT_INTEL_SHORT(&multibuf[count], objp); count += 2;
PUT_INTEL_SHORT(&multibuf[count], static_cast<uint16_t>(ammo_count)); count += 2;
PUT_INTEL_INT(&multibuf[count], seed);
count += 4;
map_objnum_local_to_local(objp);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
static void multi_do_drop_weapon(fvmobjptr &vmobjptr, const playernum_t pnum, const multiplayer_rspan<MULTI_DROP_WEAPON> buf)
{
const auto powerup_id = static_cast<powerup_type_t>(buf[1]);
const objnum_t remote_objnum = GET_INTEL_SHORT(&buf[2]);
const uint16_t ammo = GET_INTEL_SHORT(&buf[4]);
const auto seed = GET_INTEL_INT(&buf[6]);
const auto &&objnum = spit_powerup(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, vmobjptr(vcplayerptr(pnum)->objnum), powerup_id, seed);
if (objnum == object_none)
return;
objnum->ctype.powerup_info.count = ammo;
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
}
}
// We collected some ammo from a vulcan/gauss cannon powerup. Now we need to let everyone else know about its new ammo count.
void multi_send_vulcan_weapon_ammo_adjust(const vmobjptridx_t objnum)
{
const auto &&[obj_owner, remote_objnum] = objnum_local_to_remote(objnum);
multi_command<MULTI_VULWPN_AMMO_ADJ> multibuf;
PUT_INTEL_SHORT(&multibuf[1], remote_objnum); // Map to network objnums
multibuf[3] = obj_owner;
const uint16_t ammo_count = objnum->ctype.powerup_info.count;
PUT_INTEL_SHORT(&multibuf[4], ammo_count);
multi_send_data(multibuf, multiplayer_data_priority::_2);
if (Network_send_objects && multi::dispatch->objnum_is_past(objnum))
{
Network_send_objnum = -1;
}
}
namespace {
static void multi_do_vulcan_weapon_ammo_adjust(fvmobjptr &vmobjptr, const multiplayer_rspan<MULTI_VULWPN_AMMO_ADJ> buf)
{
// which object to update
const objnum_t objnum = GET_INTEL_SHORT(&buf[1]);
// which remote list is it entered in
auto obj_owner = buf[3];
assert(objnum != object_none);
if (objnum < 1)
return;
auto local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
if (local_objnum == object_none)
{
return;
}
const auto &&obj = vmobjptr(local_objnum);
if (obj->type != OBJ_POWERUP)
{
return;
}
if (Network_send_objects && multi::dispatch->objnum_is_past(local_objnum))
{
Network_send_objnum = -1;
}
const auto ammo = GET_INTEL_SHORT(&buf[4]);
obj->ctype.powerup_info.count = ammo;
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace {
struct multi_guided_info
{
uint8_t pnum;
uint8_t release;
shortpos sp;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_GUIDED, multi_guided_info, g, (g.pnum, g.release, g.sp));
}
void multi_send_guided_info(const object_base &miss, const char done)
{
multi_guided_info gi;
gi.pnum = static_cast<uint8_t>(Player_num);
gi.release = done;
create_shortpos_little(LevelSharedSegmentState, gi.sp, miss);
multi_serialize_write(multiplayer_data_priority::_0, gi);
}
namespace {
static void multi_do_guided(d_level_unique_object_state &LevelUniqueObjectState, const playernum_t pnum, const multiplayer_rspan<MULTI_GUIDED> buf)
{
multi_guided_info b;
multi_serialize_read(buf, b);
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
if (b.release)
{
release_remote_guided_missile(LevelUniqueObjectState, pnum);
return;
}
const auto &&gimobj = LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(LevelUniqueObjectState.get_objects().vmptridx, pnum);
if (gimobj == nullptr)
return;
const vmobjptridx_t guided_missile = gimobj;
extract_shortpos_little(guided_missile, &b.sp);
update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, guided_missile);
}
}
void multi_send_stolen_items ()
{
multi_command<MULTI_STOLEN_ITEMS> multibuf;
auto &Stolen_items = LevelUniqueObjectState.ThiefState.Stolen_items;
std::copy(Stolen_items.begin(), Stolen_items.end(), std::next(multibuf.begin()));
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
static void multi_do_stolen_items(const multiplayer_rspan<MULTI_STOLEN_ITEMS> buf)
{
auto &Stolen_items = LevelUniqueObjectState.ThiefState.Stolen_items;
std::copy_n(&buf[1], Stolen_items.size(), Stolen_items.begin());
}
}
void multi_send_wall_status_specific(const playernum_t pnum, wallnum_t wallnum, uint8_t type, const wall_flags flags, const wall_state state)
{
// Send wall states a specific rejoining player
int count=0;
Assert (Game_mode & GM_NETWORK);
//Assert (pnum>-1 && pnum<N_players);
count++;
multi_command<MULTI_WALL_STATUS> multibuf;
PUT_INTEL_SHORT(&multibuf[count], static_cast<uint16_t>(wallnum));
count+=2;
multibuf[count]=type; count++;
multibuf[count] = underlying_value(flags); count++;
multibuf[count] = underlying_value(state); count++;
multi_send_data_direct(multibuf, pnum, 2);
}
namespace {
static void multi_do_wall_status(fvmwallptr &vmwallptr, const multiplayer_rspan<MULTI_WALL_STATUS> buf)
{
ubyte flag,type,state;
const wallnum_t wallnum{GET_INTEL_SHORT(&buf[1])};
type=buf[3];
flag=buf[4];
state=buf[5];
auto &w = *vmwallptr(wallnum);
w.type = type;
w.flags = wall_flags{flag};
w.state = wall_state{state};
if (w.type == WALL_OPEN)
digi_kill_sound_linked_to_segment(w.segnum, w.sidenum, SOUND_FORCEFIELD_HUM);
}
}
#endif
}
void multi_send_kill_goal_counts()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
int count=1;
multi_command<MULTI_KILLGOALS> multibuf;
range_for (auto &i, Players)
{
auto &obj = *vcobjptr(i.objnum);
auto &player_info = obj.ctype.player_info;
multibuf[count] = player_info.KillGoalCount;
count++;
}
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
static void multi_do_kill_goal_counts(fvmobjptr &vmobjptr, const uint8_t *const buf)
{
int count=1;
range_for (auto &i, Players)
{
auto &obj = *vmobjptr(i.objnum);
auto &player_info = obj.ctype.player_info;
player_info.KillGoalCount = buf[count];
count++;
}
}
void multi_send_heartbeat ()
{
if (!Netgame.PlayTimeAllowed.count())
return;
multi_command<MULTI_HEARTBEAT> multibuf;
PUT_INTEL_INT(&multibuf[1], ThisLevelTime.count());
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
static void multi_do_heartbeat (const ubyte *buf)
{
fix num;
num = GET_INTEL_INT(buf + 1);
ThisLevelTime = d_time_fix(num);
}
}
namespace dsx {
void multi_check_for_killgoal_winner(const d_robot_info_array &Robot_info)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
if (LevelUniqueControlCenterState.Control_center_destroyed)
return;
/* For historical compatibility, this routine has some quirks with
* scoring:
* - When two or more players have the same number of kills, this
* routine always chooses the lowest index player. No opportunity
* is provided for the players to score a tie-breaking kill, nor
* is any other property (such as remaining shields) considered.
* Historical versions had additional quirks relating to
* zero/negative kills, but those quirks have been removed.
*/
const auto &local_player = get_local_player();
const player *bestplr = nullptr;
int highest_kill_goal_count = 0;
range_for (auto &i, partial_const_range(Players, N_players))
{
auto &obj = *vcobjptr(i.objnum);
auto &player_info = obj.ctype.player_info;
const auto KillGoalCount = player_info.KillGoalCount;
if (highest_kill_goal_count < KillGoalCount)
{
highest_kill_goal_count = KillGoalCount;
bestplr = &i;
}
}
if (!bestplr)
{
/* No player has at least one kill */
HUD_init_message_literal(HM_MULTI, "No one has scored any kills!");
}
else if (bestplr == &local_player)
{
HUD_init_message(HM_MULTI, "You have the best score at %d kills!", highest_kill_goal_count);
}
else
HUD_init_message(HM_MULTI, "%s has the best score with %d kills!", static_cast<const char *>(bestplr->callsign), highest_kill_goal_count);
net_destroy_controlcen(Objects, Robot_info);
}
#if defined(DXX_BUILD_DESCENT_II)
// Sync our seismic time with other players
void multi_send_seismic(fix duration)
{
int count=1;
multi_command<MULTI_SEISMIC> multibuf;
PUT_INTEL_INT(&multibuf[count], duration); count += sizeof(duration);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
static void multi_do_seismic(multiplayer_rspan<MULTI_SEISMIC> buf)
{
const fix duration = GET_INTEL_INT(&buf[1]);
LevelUniqueSeismicState.Seismic_disturbance_end_time = GameTime64 + duration;
digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
}
}
void multi_send_light_specific (const playernum_t pnum, const vcsegptridx_t segnum, const sidemask_t val)
{
int count=1;
Assert (Game_mode & GM_NETWORK);
// Assert (pnum>-1 && pnum<N_players);
multi_command<MULTI_LIGHT> multibuf;
PUT_INTEL_SEGNUM(&multibuf[count], segnum);
count += sizeof(uint16_t);
multibuf[count] = underlying_value(val); count++;
range_for (auto &i, segnum->unique_segment::sides)
{
PUT_INTEL_SHORT(&multibuf[count], static_cast<uint16_t>(i.tmap_num2));
count+=2;
}
multi_send_data_direct(multibuf, pnum, 2);
}
namespace {
static void multi_do_light(const multiplayer_rspan<MULTI_LIGHT> buf)
{
const auto sides = buf[3];
const auto &&usegp = vmsegptridx.check_untrusted(segnum_t{GET_INTEL_SHORT(&buf[1])});
if (!usegp)
return;
const auto &&segp = *usegp;
auto &side_array = segp->unique_segment::sides;
for (const auto i : MAX_SIDES_PER_SEGMENT)
{
if (sides & underlying_value(build_sidemask(i)))
{
auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
subtract_light(LevelSharedDestructibleLightState, segp, i);
const auto tmap_num2 = texture2_value{GET_INTEL_SHORT(&buf[4 + (2 * underlying_value(i))])};
if (get_texture_index(tmap_num2) >= Textures.size())
continue;
side_array[i].tmap_num2 = tmap_num2;
}
}
}
static void multi_do_flags(fvmobjptr &vmobjptr, const playernum_t pnum, const multiplayer_rspan<MULTI_FLAGS> buf)
{
if (pnum!=Player_num)
{
const uint32_t flags = GET_INTEL_INT(&buf[2]);
vmobjptr(vcplayerptr(pnum)->objnum)->ctype.player_info.powerup_flags = player_flags(flags);
}
}
}
void multi_send_flags (const playernum_t pnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
multi_command<MULTI_FLAGS> multibuf;
multibuf[1]=pnum;
PUT_INTEL_INT(&multibuf[2], vmobjptr(vcplayerptr(pnum)->objnum)->ctype.player_info.powerup_flags.get_player_flags());
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
void multi_send_drop_blobs (const playernum_t pnum)
{
multi_command<MULTI_DROP_BLOB> multibuf;
multibuf[1]=pnum;
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
namespace {
static void multi_do_drop_blob(fvmobjptr &vmobjptr, const playernum_t pnum)
{
drop_afterburner_blobs (vmobjptr(vcplayerptr(pnum)->objnum), 2, i2f(5) / 2, -1);
}
}
void multi_send_sound_function (char whichfunc, char sound)
{
int count=0;
count++;
multi_command<MULTI_SOUND_FUNCTION> multibuf;
multibuf[1]=Player_num; count++;
multibuf[2]=whichfunc; count++;
multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
#define AFTERBURNER_LOOP_START 20098
#define AFTERBURNER_LOOP_END 25776
namespace {
static void multi_do_sound_function(const playernum_t pnum, const multiplayer_rspan<MULTI_SOUND_FUNCTION> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptridx = Objects.vcptridx;
// for afterburner
if (get_local_player().connected != player_connection_status::playing)
return;
const auto plobj = vcobjptridx(vcplayerptr(pnum)->objnum);
const auto whichfunc = buf[2];
if (whichfunc==0)
digi_kill_sound_linked_to_object(plobj);
else if (whichfunc==3)
{
const int sound = buf[3];
digi_link_sound_to_object3(sound, plobj, 1, F1_0, sound_stack::allow_stacking, vm_distance{i2f(256)}, AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
}
}
}
void multi_send_capture_bonus (const playernum_t pnum)
{
multi_command<MULTI_CAPTURE_BONUS> multibuf;
Assert (game_mode_capture_flag());
multibuf[1]=pnum;
multi_send_data(multibuf, multiplayer_data_priority::_2);
multi_do_capture_bonus (pnum);
}
void multi_send_orb_bonus (const playernum_t pnum, const uint8_t hoard_orbs)
{
multi_command<MULTI_ORB_BONUS> multibuf;
Assert (game_mode_hoard());
multibuf[1]=pnum;
multibuf[2] = hoard_orbs;
multi_send_data(multibuf, multiplayer_data_priority::_2);
multi_do_orb_bonus(pnum, multibuf);
}
namespace {
void multi_do_capture_bonus(const playernum_t pnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
int TheGoal;
if (pnum==Player_num)
HUD_init_message_literal(HM_MULTI, "You have Scored!");
else
HUD_init_message(HM_MULTI, "%s has Scored!", static_cast<const char *>(vcplayerptr(pnum)->callsign));
digi_play_sample(pnum == Player_num
? SOUND_HUD_YOU_GOT_GOAL
: (get_team(pnum) == TEAM_RED
? SOUND_HUD_RED_GOT_GOAL
: SOUND_HUD_BLUE_GOT_GOAL
), F1_0*2);
team_kills[get_team(pnum)] += 5;
auto &plr = *vcplayerptr(pnum);
auto &player_info = vmobjptr(plr.objnum)->ctype.player_info;
player_info.powerup_flags &= ~PLAYER_FLAGS_FLAG; // Clear capture flag
player_info.net_kills_total += 5;
player_info.KillGoalCount += 5;
if (Netgame.KillGoal>0)
{
TheGoal=Netgame.KillGoal*5;
if (player_info.KillGoalCount >= TheGoal)
{
if (pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_plrobj().shields = i2f(200);
}
else
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(vcplayerptr(pnum)->callsign));
net_destroy_controlcen(Objects, LevelSharedRobotInfoState.Robot_info);
}
}
multi_sort_kill_list();
multi_show_player_list();
}
static int GetOrbBonus (char num)
{
int bonus;
bonus=num*(num+1)/2;
return (bonus);
}
void multi_do_orb_bonus(const playernum_t pnum, const multiplayer_rspan<MULTI_ORB_BONUS> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
int TheGoal;
int bonus=GetOrbBonus (buf[2]);
if (pnum==Player_num)
HUD_init_message(HM_MULTI, "You have scored %d points!",bonus);
else
HUD_init_message(HM_MULTI, "%s has scored with %d orbs!",static_cast<const char *>(vcplayerptr(pnum)->callsign), buf[2]);
if (pnum==Player_num)
digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
else
digi_play_sample((Game_mode & GM_TEAM)
? (get_team(pnum) == TEAM_RED
? SOUND_HUD_RED_GOT_GOAL
: SOUND_HUD_BLUE_GOT_GOAL
) : SOUND_OPPONENT_HAS_SCORED, F1_0*2);
if (bonus > hoard_highest_record_stats.points)
{
hoard_highest_record_stats.player = pnum;
hoard_highest_record_stats.points = bonus;
if (pnum==Player_num)
HUD_init_message(HM_MULTI, "You have the record with %d points!",bonus);
else
HUD_init_message(HM_MULTI, "%s has the record with %d points!",static_cast<const char *>(vcplayerptr(pnum)->callsign),bonus);
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
}
team_kills[get_team(pnum)] += bonus;
auto &plr = *vcplayerptr(pnum);
auto &player_info = vmobjptr(plr.objnum)->ctype.player_info;
player_info.powerup_flags &= ~PLAYER_FLAGS_FLAG; // Clear orb flag
player_info.net_kills_total += bonus;
player_info.KillGoalCount += bonus;
team_kills[get_team(pnum)]%=1000;
player_info.net_kills_total%=1000;
player_info.KillGoalCount %= 1000;
if (Netgame.KillGoal>0)
{
TheGoal=Netgame.KillGoal*5;
if (player_info.KillGoalCount >= TheGoal)
{
if (pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_plrobj().shields = i2f(200);
}
else
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(vcplayerptr(pnum)->callsign));
net_destroy_controlcen(Objects, LevelSharedRobotInfoState.Robot_info);
}
}
multi_sort_kill_list();
multi_show_player_list();
}
}
void multi_send_got_flag (const playernum_t pnum)
{
multi_command<MULTI_GOT_FLAG> multibuf;
multibuf[1]=pnum;
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
multi_send_data(multibuf, multiplayer_data_priority::_2);
multi_send_flags (Player_num);
}
void multi_send_got_orb (const playernum_t pnum)
{
multi_command<MULTI_GOT_ORB> multibuf;
multibuf[1]=pnum;
digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
multi_send_data(multibuf, multiplayer_data_priority::_2);
multi_send_flags (Player_num);
}
namespace {
static void multi_do_got_flag (const playernum_t pnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
digi_start_sound_queued(pnum == Player_num
? SOUND_HUD_YOU_GOT_FLAG
: (get_team(pnum) == TEAM_RED
? SOUND_HUD_RED_GOT_FLAG
: SOUND_HUD_BLUE_GOT_FLAG
), F1_0*2);
vmobjptr(vcplayerptr(pnum)->objnum)->ctype.player_info.powerup_flags |= PLAYER_FLAGS_FLAG;
HUD_init_message(HM_MULTI, "%s picked up a flag!",static_cast<const char *>(vcplayerptr(pnum)->callsign));
}
static void multi_do_got_orb (const playernum_t pnum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
Assert (game_mode_hoard());
digi_play_sample((Game_mode & GM_TEAM) && get_team(pnum) == get_team(Player_num)
? SOUND_FRIEND_GOT_ORB
: SOUND_OPPONENT_GOT_ORB, F1_0*2);
const auto &&objp = vmobjptr(vcplayerptr(pnum)->objnum);
objp->ctype.player_info.powerup_flags |= PLAYER_FLAGS_FLAG;
HUD_init_message(HM_MULTI, "%s picked up an orb!",static_cast<const char *>(vcplayerptr(pnum)->callsign));
}
static void DropOrb ()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
int seed;
if (!game_mode_hoard())
Int3(); // How did we get here? Get Leighton!
auto &player_info = get_local_plrobj().ctype.player_info;
auto &proximity = player_info.hoard.orbs;
if (!proximity)
{
HUD_init_message_literal(HM_MULTI, "No orbs to drop!");
return;
}
seed = d_rand();
const auto &&objnum = spit_powerup(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, *ConsoleObject, POW_HOARD_ORB, seed);
if (objnum == object_none)
return;
HUD_init_message_literal(HM_MULTI, "Orb dropped!");
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
multi_send_drop_flag(objnum, seed);
-- proximity;
// If empty, tell everyone to stop drawing the box around me
if (!proximity)
{
player_info.powerup_flags &=~(PLAYER_FLAGS_FLAG);
multi_send_flags (Player_num);
}
}
}
void DropFlag ()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
int seed;
if (!game_mode_capture_flag() && !game_mode_hoard())
return;
if (game_mode_hoard())
{
DropOrb();
return;
}
auto &player_info = get_local_plrobj().ctype.player_info;
if (!(player_info.powerup_flags & PLAYER_FLAGS_FLAG))
{
HUD_init_message_literal(HM_MULTI, "No flag to drop!");
return;
}
seed = d_rand();
const auto &&objnum = spit_powerup(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, *ConsoleObject, get_team(Player_num) == TEAM_RED ? POW_FLAG_BLUE : POW_FLAG_RED, seed);
if (objnum == object_none)
{
HUD_init_message_literal(HM_MULTI, "Failed to drop flag!");
return;
}
HUD_init_message_literal(HM_MULTI, "Flag dropped!");
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
if (game_mode_capture_flag())
multi_send_drop_flag(objnum,seed);
player_info.powerup_flags &=~(PLAYER_FLAGS_FLAG);
}
namespace {
void multi_send_drop_flag(const vmobjptridx_t objp, int seed)
{
multi_command<MULTI_DROP_FLAG> multibuf;
int count=0;
count++;
multibuf[count++]=static_cast<char>(get_powerup_id(objp));
PUT_INTEL_SHORT(&multibuf[count], objp.get_unchecked_index());
count += 2;
PUT_INTEL_INT(&multibuf[count], seed);
map_objnum_local_to_local(objp);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
static void multi_do_drop_flag(const playernum_t pnum, const multiplayer_rspan<MULTI_DROP_FLAG> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
const auto powerup_id = static_cast<powerup_type_t>(buf[1]);
const objnum_t remote_objnum = GET_INTEL_SHORT(&buf[2]);
const int seed = GET_INTEL_INT(&buf[6]);
const auto &&objp = vmobjptr(vcplayerptr(pnum)->objnum);
const imobjidx_t objnum = spit_powerup(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, objp, powerup_id, seed);
if (objnum == object_none)
return;
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
if (!game_mode_hoard())
objp->ctype.player_info.powerup_flags &= ~(PLAYER_FLAGS_FLAG);
}
}
#endif
uint_fast32_t multi_powerup_is_allowed(const unsigned id, const unsigned AllowedItems)
{
return multi_powerup_is_allowed(id, AllowedItems, map_granted_flags_to_netflag(Netgame.SpawnGrantedItems));
}
uint_fast32_t multi_powerup_is_allowed(const unsigned id, const unsigned BaseAllowedItems, const unsigned SpawnGrantedItems)
{
const auto AllowedItems = BaseAllowedItems & ~SpawnGrantedItems;
switch (id)
{
case POW_KEY_BLUE:
case POW_KEY_GOLD:
case POW_KEY_RED:
return Game_mode & GM_MULTI_COOP;
case POW_INVULNERABILITY:
return AllowedItems & NETFLAG_DOINVUL;
case POW_CLOAK:
return AllowedItems & NETFLAG_DOCLOAK;
case POW_LASER:
if (map_granted_flags_to_laser_level(Netgame.SpawnGrantedItems) >= MAX_LASER_LEVEL)
return 0;
return AllowedItems & NETFLAG_DOLASER;
case POW_QUAD_FIRE:
return AllowedItems & NETFLAG_DOQUAD;
case POW_VULCAN_WEAPON:
return AllowedItems & NETFLAG_DOVULCAN;
case POW_SPREADFIRE_WEAPON:
return AllowedItems & NETFLAG_DOSPREAD;
case POW_PLASMA_WEAPON:
return AllowedItems & NETFLAG_DOPLASMA;
case POW_FUSION_WEAPON:
return AllowedItems & NETFLAG_DOFUSION;
case POW_HOMING_AMMO_1:
case POW_HOMING_AMMO_4:
return AllowedItems & NETFLAG_DOHOMING;
case POW_PROXIMITY_WEAPON:
return AllowedItems & NETFLAG_DOPROXIM;
case POW_SMARTBOMB_WEAPON:
return AllowedItems & NETFLAG_DOSMART;
case POW_MEGA_WEAPON:
return AllowedItems & NETFLAG_DOMEGA;
case POW_VULCAN_AMMO:
#if defined(DXX_BUILD_DESCENT_I)
return BaseAllowedItems & NETFLAG_DOVULCAN;
#elif defined(DXX_BUILD_DESCENT_II)
return BaseAllowedItems & (NETFLAG_DOVULCAN | NETFLAG_DOGAUSS);
#endif
#if defined(DXX_BUILD_DESCENT_II)
case POW_SUPER_LASER:
if (map_granted_flags_to_laser_level(Netgame.SpawnGrantedItems) >= MAX_SUPER_LASER_LEVEL)
return 0;
return AllowedItems & NETFLAG_DOSUPERLASER;
case POW_GAUSS_WEAPON:
return AllowedItems & NETFLAG_DOGAUSS;
case POW_HELIX_WEAPON:
return AllowedItems & NETFLAG_DOHELIX;
case POW_PHOENIX_WEAPON:
return AllowedItems & NETFLAG_DOPHOENIX;
case POW_OMEGA_WEAPON:
return AllowedItems & NETFLAG_DOOMEGA;
case POW_SMISSILE1_1:
case POW_SMISSILE1_4:
return AllowedItems & NETFLAG_DOFLASH;
case POW_GUIDED_MISSILE_1:
case POW_GUIDED_MISSILE_4:
return AllowedItems & NETFLAG_DOGUIDED;
case POW_SMART_MINE:
return AllowedItems & NETFLAG_DOSMARTMINE;
case POW_MERCURY_MISSILE_1:
case POW_MERCURY_MISSILE_4:
return AllowedItems & NETFLAG_DOMERCURY;
case POW_EARTHSHAKER_MISSILE:
return AllowedItems & NETFLAG_DOSHAKER;
case POW_AFTERBURNER:
return AllowedItems & NETFLAG_DOAFTERBURNER;
case POW_CONVERTER:
return AllowedItems & NETFLAG_DOCONVERTER;
case POW_AMMO_RACK:
return AllowedItems & NETFLAG_DOAMMORACK;
case POW_HEADLIGHT:
return AllowedItems & NETFLAG_DOHEADLIGHT;
case POW_FLAG_BLUE:
case POW_FLAG_RED:
return game_mode_capture_flag();
#endif
default:
return 1;
}
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_finish_game ()
{
multi_command<MULTI_FINISH_GAME> multibuf;
multibuf[1]=Player_num;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
static void multi_do_finish_game(const multiplayer_rspan<MULTI_FINISH_GAME> buf)
{
if (buf[0]!=MULTI_FINISH_GAME)
return;
if (Current_level_num != Current_mission->last_level)
return;
do_final_boss_hacks();
}
}
void multi_send_trigger_specific(const playernum_t pnum, const trgnum_t trig)
{
multi_command<MULTI_START_TRIGGER> multibuf;
static_assert(sizeof(trgnum_t) == sizeof(uint8_t), "trigger number could be truncated");
multibuf[1] = static_cast<uint8_t>(trig);
multi_send_data_direct(multibuf, pnum, 2);
}
namespace {
static void multi_do_start_trigger(const multiplayer_rspan<MULTI_START_TRIGGER> buf)
{
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &vmtrgptr = Triggers.vmptr;
vmtrgptr(static_cast<trgnum_t>(buf[1]))->flags |= trigger_behavior_flags::disabled;
}
}
#endif
namespace {
static void multi_adjust_lifetime_ranking(int &k, const int count)
{
if (!(Game_mode & GM_NETWORK))
return;
const auto oldrank = GetMyNetRanking();
k += count;
const auto newrank = GetMyNetRanking();
if (oldrank != newrank)
{
Netgame.players[Player_num].rank = newrank;
multi_send_ranking(newrank);
if (!PlayerCfg.NoRankings)
{
HUD_init_message(HM_MULTI, "You have been %smoted to %s!", newrank > oldrank ? "pro" : "de", RankStrings[newrank]);
#if defined(DXX_BUILD_DESCENT_I)
digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2);
#elif defined(DXX_BUILD_DESCENT_II)
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
#endif
}
}
}
}
#if !(!defined(RELEASE) && defined(DXX_BUILD_DESCENT_II))
namespace {
#endif
void multi_add_lifetime_kills(const int count)
{
// This function adds a kill to lifetime stats of this player, and possibly
// gives a promotion. If so, it will tell everyone else
multi_adjust_lifetime_ranking(PlayerCfg.NetlifeKills, count);
}
#if !(!defined(RELEASE) && defined(DXX_BUILD_DESCENT_II))
}
#endif
namespace {
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
if (Game_mode & GM_MULTI_COOP)
return;
multi_adjust_lifetime_ranking(PlayerCfg.NetlifeKilled, 1);
}
}
}
namespace {
void multi_send_ranking (const netplayer_info::player_rank newrank)
{
multi_command<MULTI_RANK> multibuf;
multibuf[1]=static_cast<char>(Player_num);
multibuf[2] = underlying_value(newrank);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
static void multi_do_ranking(const playernum_t pnum, const multiplayer_rspan<MULTI_RANK> buf)
{
const auto rank = build_rank_from_untrusted(buf[2]);
if (rank == netplayer_info::player_rank::None)
return;
if (!RankStrings.valid_index(rank))
return;
auto &netrank = Netgame.players[pnum].rank;
if (netrank == rank)
return;
const auto rankstr = (netrank < rank) ? "pro" : "de";
netrank = rank;
if (!PlayerCfg.NoRankings)
HUD_init_message(HM_MULTI, "%s has been %smoted to %s!",static_cast<const char *>(vcplayerptr(pnum)->callsign), rankstr, RankStrings[rank]);
}
}
namespace dcx {
// Decide if fire from "killer" is friendly. If yes return 1 (no harm to me) otherwise 0 (damage me)
int multi_maybe_disable_friendly_fire(const object_base *const killer)
{
if (!(Game_mode & GM_NETWORK)) // no Multiplayer game -> always harm me!
return 0;
if (!Netgame.NoFriendlyFire) // friendly fire is activated -> harm me!
return 0;
if (!killer) // no actual killer -> harm me!
return 0;
if (killer->type != OBJ_PLAYER) // not a player -> harm me!
return 0;
if (auto is_coop = Game_mode & GM_MULTI_COOP) // coop mode -> don't harm me!
return is_coop;
else if (Game_mode & GM_TEAM) // team mode - find out if killer is in my team
{
if (get_team(Player_num) == get_team(get_player_id(*killer))) // in my team -> don't harm me!
return 1;
else // opposite team -> harm me!
return 0;
}
return 0; // all other cases -> harm me!
}
namespace {
void multi_new_bounty_target(playernum_t pnum, const char *const callsign)
{
/* If it's already the same, don't do it */
if (Bounty_target == pnum)
return;
/* Set the target */
Bounty_target = pnum;
/* Send a message */
HUD_init_message(HM_MULTI, "%c%c%s is the new target!", CC_COLOR, BM_XRGB(player_rgb[pnum].r, player_rgb[pnum].g, player_rgb[pnum].b), callsign);
}
}
}
/* Bounty packer sender and handler */
void multi_send_bounty( void )
{
/* Test game mode */
if( !( Game_mode & GM_BOUNTY ) )
return;
if ( !multi_i_am_master() )
return;
multi_command<MULTI_DO_BOUNTY> multibuf;
/* Add opcode, target ID and how often we re-assigned */
multibuf[1] = static_cast<char>(Bounty_target);
/* Send data */
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace dsx {
namespace {
static void multi_do_bounty( const ubyte *buf )
{
if ( multi_i_am_master() )
return;
const unsigned pnum = buf[1];
multi_new_bounty_target_with_sound(pnum, vcplayerptr(pnum)->callsign);
}
void multi_new_bounty_target_with_sound(const playernum_t pnum, const char *const callsign)
{
#if defined(DXX_BUILD_DESCENT_I)
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F1_0 * 3 );
#elif defined(DXX_BUILD_DESCENT_II)
digi_play_sample( SOUND_BUDDY_MET_GOAL, F1_0 * 2 );
#endif
multi_new_bounty_target(pnum, callsign);
}
static void multi_do_save_game(const uint8_t *const buf)
{
int count = 1;
ubyte slot;
uint id;
d_game_unique_state::savegame_description desc;
slot = buf[count]; count += 1;
id = GET_INTEL_INT(buf+count); count += 4;
memcpy(desc.data(), &buf[count], desc.size());
desc.back() = 0;
multi_save_game(static_cast<unsigned>(slot), id, desc);
}
}
}
namespace {
static void multi_do_restore_game(const ubyte *buf)
{
int count = 1;
ubyte slot;
uint id;
slot = buf[count]; count += 1;
id = GET_INTEL_INT(buf+count); count += 4;
multi_restore_game( slot, id );
}
}
namespace dcx {
namespace {
static void multi_send_save_game(const d_game_unique_state::save_slot slot, const unsigned id, const d_game_unique_state::savegame_description &desc)
{
int count = 0;
count += 1;
multi_command<MULTI_SAVE_GAME> multibuf;
multibuf[count] = static_cast<uint8_t>(slot); count += 1; // Save slot=0
PUT_INTEL_INT(&multibuf[count], id ); count += 4; // Save id
memcpy(&multibuf[count], desc.data(), desc.size());
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
static void multi_send_restore_game(ubyte slot, uint id)
{
int count = 0;
count += 1;
multi_command<MULTI_RESTORE_GAME> multibuf;
multibuf[count] = slot; count += 1; // Save slot=0
PUT_INTEL_INT(&multibuf[count], id ); count += 4; // Save id
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
}
}
namespace dsx {
void multi_initiate_save_game()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
auto &vcobjptr = Objects.vcptr;
if (const auto reason = multi_i_am_master() ? multi_interactive_deny_save_game(vcobjptr, partial_range(Players, N_players), LevelUniqueControlCenterState) : "Only the host is allowed to save a game!")
{
HUD_init_message(HM_MULTI, "Cannot save: %s", reason);
return;
}
d_game_unique_state::savegame_file_path filename{};
d_game_unique_state::savegame_description desc{};
const auto slot = state_get_save_file(*grd_curcanv, filename, &desc, blind_save::no);
if (!GameUniqueState.valid_save_slot(slot))
return;
const auto &&player_range = partial_const_range(Players, N_players);
// Execute "alive" and "duplicate callsign" checks again in case things changed while host decided upon the savegame.
if (const auto reason = multi_interactive_deny_save_game(vcobjptr, player_range, LevelUniqueControlCenterState))
{
HUD_init_message(HM_MULTI, "Cannot save: %s", reason);
return;
}
multi_execute_save_game(slot, desc, player_range);
}
void multi_execute_save_game(const d_game_unique_state::save_slot slot, const d_game_unique_state::savegame_description &desc, const partial_range_t<const player *> player_range)
{
// Make a unique game id
fix game_id;
game_id = static_cast<fix>(timer_query());
game_id ^= N_players<<4;
range_for (auto &i, player_range)
{
fix call2i;
memcpy(&call2i, static_cast<const char *>(i.callsign), sizeof(fix));
game_id ^= call2i;
}
if ( game_id == 0 )
game_id = 1; // 0 is invalid
multi_send_save_game( slot, game_id, desc );
multi_do_frame();
multi_save_game(static_cast<unsigned>(slot), game_id, desc);
}
void multi_initiate_restore_game()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
if (Network_status == network_state::endlevel || LevelUniqueControlCenterState.Control_center_destroyed)
return;
if (const auto reason = multi_i_am_master() ? multi_interactive_deny_save_game(vcobjptr, partial_const_range(Players, N_players), LevelUniqueControlCenterState) : "Only host is allowed to load a game!")
{
HUD_init_message(HM_MULTI, "Cannot load: %s", reason);
return;
}
d_game_unique_state::savegame_file_path filename;
const auto eslot = state_get_restore_file(*grd_curcanv, filename, blind_save::no);
if (!GameUniqueState.valid_load_slot(eslot))
return;
/* Recheck the interactive conditions, but not the host status. If
* this system was the host before, it must still be the host now.
*/
if (const auto reason = multi_interactive_deny_save_game(vcobjptr, partial_const_range(Players, N_players), LevelUniqueControlCenterState))
{
HUD_init_message(HM_MULTI, "Cannot load: %s", reason);
return;
}
state_game_id = state_get_game_id(filename);
if (!state_game_id)
return;
const unsigned slot = static_cast<unsigned>(eslot);
multi_send_restore_game(slot,state_game_id);
multi_do_frame();
multi_restore_game(slot,state_game_id);
}
namespace {
void multi_save_game(const unsigned slot, const unsigned id, const d_game_unique_state::savegame_description &desc)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
char filename[PATH_MAX];
if (Network_status == network_state::endlevel || LevelUniqueControlCenterState.Control_center_destroyed)
return;
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.mg%x"), static_cast<const char *>(get_local_player().callsign), slot);
HUD_init_message(HM_MULTI, "Saving game #%d, '%s'", slot, desc.data());
state_game_id = id;
pause_game_world_time p;
state_save_all_sub(filename, desc.data());
}
void multi_restore_game(const unsigned slot, const unsigned id)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
d_game_unique_state::savegame_file_path filename;
if (Network_status == network_state::endlevel || LevelUniqueControlCenterState.Control_center_destroyed)
return;
auto &plr = get_local_player();
snprintf(filename.data(), filename.size(), PLAYER_DIRECTORY_STRING("%s.mg%x"), static_cast<const char *>(plr.callsign), slot);
for (unsigned i = 0, n = N_players; i < n; ++i)
multi_strip_robots(i);
if (multi_i_am_master()) // put all players to wait-state again so we can sync up properly
range_for (auto &i, Players)
if (i.connected == player_connection_status::playing && &i != &plr)
i.connected = player_connection_status::waiting;
const auto thisid = state_get_game_id(filename);
if (thisid!=id)
{
nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{"A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue."});
return;
}
#if defined(DXX_BUILD_DESCENT_II)
auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
#endif
state_restore_all_sub(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedDestructibleLightState, secret_restore::none,
#endif
filename.data());
multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways...
}
}
}
namespace {
static void multi_do_msgsend_state(const uint8_t *buf)
{
multi_sending_message[static_cast<int>(buf[1])] = msgsend_state{buf[2]};
}
}
void multi_send_msgsend_state(const msgsend_state state)
{
multi_command<MULTI_TYPING_STATE> multibuf;
multibuf[1] = Player_num;
multibuf[2] = static_cast<char>(state);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
namespace {
// Specific variables related to our game mode we want the clients to know about
void multi_send_gmode_update()
{
if (!multi_i_am_master())
return;
if (!(Game_mode & GM_TEAM || Game_mode & GM_BOUNTY)) // expand if necessary
return;
multi_command<MULTI_GMODE_UPDATE> multibuf;
multibuf[1] = Netgame.team_vector;
multibuf[2] = Bounty_target;
multi_send_data(multibuf, multiplayer_data_priority::_0);
}
static void multi_do_gmode_update(const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
if (multi_i_am_master())
return;
if (Game_mode & GM_TEAM)
{
if (buf[1] != Netgame.team_vector)
{
Netgame.team_vector = buf[1];
range_for (auto &t, partial_const_range(Players, N_players))
if (t.connected != player_connection_status::disconnected)
multi_reset_object_texture (vmobjptr(t.objnum));
reset_cockpit();
}
}
if (Game_mode & GM_BOUNTY)
{
Bounty_target = buf[2]; // accept silently - message about change we SHOULD have gotten due to kill computation
}
}
}
/*
* Send player inventory to all other players. Intended to be used for the host to repopulate the level with new powerups.
* Could also be used to let host decide which powerups a client is allowed to collect and/or drop, anti-cheat functions (needs shield/energy update then and more frequent updates/triggers).
*/
namespace dsx {
void multi_send_player_inventory(const multiplayer_data_priority priority)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
multi_command<MULTI_PLAYER_INV> multibuf;
int count = 0;
count++;
multibuf[count++] = Player_num;
auto &player_info = get_local_plrobj().ctype.player_info;
PUT_WEAPON_FLAGS(multibuf, count, player_info.primary_weapon_flags);
multibuf[count++] = static_cast<char>(player_info.laser_level);
auto &secondary_ammo = player_info.secondary_ammo;
multibuf[count++] = secondary_ammo[HOMING_INDEX];
multibuf[count++] = secondary_ammo[CONCUSSION_INDEX];
multibuf[count++] = secondary_ammo[SMART_INDEX];
multibuf[count++] = secondary_ammo[MEGA_INDEX];
multibuf[count++] = secondary_ammo[PROXIMITY_INDEX];
#if defined(DXX_BUILD_DESCENT_II)
multibuf[count++] = secondary_ammo[SMISSILE1_INDEX];
multibuf[count++] = secondary_ammo[GUIDED_INDEX];
multibuf[count++] = secondary_ammo[SMART_MINE_INDEX];
multibuf[count++] = secondary_ammo[SMISSILE4_INDEX];
multibuf[count++] = secondary_ammo[SMISSILE5_INDEX];
#endif
PUT_INTEL_SHORT(&multibuf[count], player_info.vulcan_ammo);
count += 2;
PUT_INTEL_INT(&multibuf[count], player_info.powerup_flags.get_player_flags());
count += 4;
multi_send_data(multibuf, priority);
}
}
namespace dsx {
namespace {
static void multi_do_player_inventory(const playernum_t pnum, const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
int count;
#ifdef NDEBUG
if (pnum >= N_players || pnum == Player_num)
return;
#else
Assert(pnum < N_players);
Assert(pnum != Player_num);
#endif
count = 2;
#if defined(DXX_BUILD_DESCENT_I)
#define GET_WEAPON_FLAGS(buf,count) buf[count++]
#elif defined(DXX_BUILD_DESCENT_II)
#define GET_WEAPON_FLAGS(buf,count) (count += sizeof(uint16_t), GET_INTEL_SHORT(&buf[(count - sizeof(uint16_t))]))
#endif
const auto &&objp = vmobjptridx(vcplayerptr(pnum)->objnum);
auto &player_info = objp->ctype.player_info;
player_info.primary_weapon_flags = GET_WEAPON_FLAGS(buf, count);
player_info.laser_level = laser_level{buf[count]};
count++;
auto &secondary_ammo = player_info.secondary_ammo;
secondary_ammo[HOMING_INDEX] = buf[count]; count++;
secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
secondary_ammo[SMART_INDEX] = buf[count]; count++;
secondary_ammo[MEGA_INDEX] = buf[count]; count++;
secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
#if defined(DXX_BUILD_DESCENT_II)
secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
#endif
player_info.vulcan_ammo = GET_INTEL_SHORT(buf + count); count += 2;
player_info.powerup_flags = player_flags(GET_INTEL_INT(buf + count)); count += 4;
}
/*
* Count the inventory of the level. Initial (start) or current (now).
* In 'current', also consider player inventories (and the thief bot).
* NOTE: We add actual ammo amount - we do not want to count in 'amount of powerups'. Makes it easier to keep track of overhead (proximities, vulcan ammo)
*/
static void MultiLevelInv_CountLevelPowerups()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
return;
MultiLevelInv.Current = {};
range_for (const auto &&objp, vmobjptridx)
{
if (objp->type == OBJ_WEAPON) // keep live bombs in inventory so they will respawn after they're gone
{
auto wid = get_weapon_id(objp);
if (wid == weapon_id_type::PROXIMITY_ID)
MultiLevelInv.Current[POW_PROXIMITY_WEAPON]++;
#if defined(DXX_BUILD_DESCENT_II)
if (wid == weapon_id_type::SUPERPROX_ID)
MultiLevelInv.Current[POW_SMART_MINE]++;
#endif
}
if (objp->type != OBJ_POWERUP)
continue;
auto pid = get_powerup_id(objp);
switch (pid)
{
case POW_VULCAN_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case POW_GAUSS_WEAPON:
#endif
MultiLevelInv.Current[POW_VULCAN_AMMO] += objp->ctype.powerup_info.count; // add contained ammo so we do not lose this from level when used up
/* fall through to increment Current[pid] */
[[fallthrough]];
case POW_LASER:
case POW_QUAD_FIRE:
case POW_SPREADFIRE_WEAPON:
case POW_PLASMA_WEAPON:
case POW_FUSION_WEAPON:
case POW_MISSILE_1:
case POW_HOMING_AMMO_1:
case POW_SMARTBOMB_WEAPON:
case POW_MEGA_WEAPON:
case POW_CLOAK:
case POW_INVULNERABILITY:
#if defined(DXX_BUILD_DESCENT_II)
case POW_SUPER_LASER:
case POW_HELIX_WEAPON:
case POW_PHOENIX_WEAPON:
case POW_OMEGA_WEAPON:
case POW_SMISSILE1_1:
case POW_GUIDED_MISSILE_1:
case POW_MERCURY_MISSILE_1:
case POW_EARTHSHAKER_MISSILE:
case POW_FULL_MAP:
case POW_CONVERTER:
case POW_AMMO_RACK:
case POW_AFTERBURNER:
case POW_HEADLIGHT:
case POW_FLAG_BLUE:
case POW_FLAG_RED:
#endif
MultiLevelInv.Current[pid]++;
break;
case POW_MISSILE_4:
case POW_HOMING_AMMO_4:
#if defined(DXX_BUILD_DESCENT_II)
case POW_SMISSILE1_4:
case POW_GUIDED_MISSILE_4:
case POW_MERCURY_MISSILE_4:
#endif
MultiLevelInv.Current[pid-1] += 4;
break;
case POW_PROXIMITY_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case POW_SMART_MINE:
#endif
MultiLevelInv.Current[pid] += 4; // count the actual bombs
break;
case POW_VULCAN_AMMO:
MultiLevelInv.Current[pid] += VULCAN_AMMO_AMOUNT; // count the actual ammo
break;
default:
break; // All other items either do not exist or we NEVER want to have them respawn.
}
}
}
static void MultiLevelInv_CountPlayerInventory()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &Current = MultiLevelInv.Current;
for (playernum_t i = 0; i < MAX_PLAYERS; i++)
{
if (vcplayerptr(i)->connected != player_connection_status::playing)
continue;
auto &obj = *vcobjptr(vcplayerptr(i)->objnum);
if (obj.type == OBJ_GHOST) // Player is dead. Their items are dropped now.
continue;
auto &player_info = obj.ctype.player_info;
// NOTE: We do not need to consider Granted Spawn Items here. These are replaced with shields and even if not, the repopulation function will take care of it.
#if defined(DXX_BUILD_DESCENT_II)
if (player_info.laser_level > MAX_LASER_LEVEL)
{
/*
* We do not know exactly how many normal lasers the player collected before going super so assume they have all.
* This loss possible is insignificant since we have super lasers and normal ones may respawn some time after this player dies.
*/
Current[POW_LASER] += 4;
Current[POW_SUPER_LASER] += static_cast<unsigned>(player_info.laser_level) - static_cast<unsigned>(MAX_LASER_LEVEL) + 1; // Laser levels start at 0!
}
else
#endif
{
Current[POW_LASER] += static_cast<unsigned>(player_info.laser_level) + 1; // Laser levels start at 0!
}
accumulate_flags_count<player_flags, PLAYER_FLAG> powerup_flags(Current, player_info.powerup_flags);
accumulate_flags_count<player_info::primary_weapon_flag_type, unsigned> primary_weapon_flags(Current, player_info.primary_weapon_flags);
powerup_flags.process(PLAYER_FLAGS_QUAD_LASERS, POW_QUAD_FIRE);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(VULCAN_INDEX), POW_VULCAN_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(SPREADFIRE_INDEX), POW_SPREADFIRE_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(PLASMA_INDEX), POW_PLASMA_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(FUSION_INDEX), POW_FUSION_WEAPON);
powerup_flags.process(PLAYER_FLAGS_CLOAKED, POW_CLOAK);
powerup_flags.process(PLAYER_FLAGS_INVULNERABLE, POW_INVULNERABILITY);
// NOTE: The following can probably be simplified.
#if defined(DXX_BUILD_DESCENT_II)
primary_weapon_flags.process(HAS_PRIMARY_FLAG(GAUSS_INDEX), POW_GAUSS_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(HELIX_INDEX), POW_HELIX_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(PHOENIX_INDEX), POW_PHOENIX_WEAPON);
primary_weapon_flags.process(HAS_PRIMARY_FLAG(OMEGA_INDEX), POW_OMEGA_WEAPON);
powerup_flags.process(PLAYER_FLAGS_MAP_ALL, POW_FULL_MAP);
powerup_flags.process(PLAYER_FLAGS_CONVERTER, POW_CONVERTER);
powerup_flags.process(PLAYER_FLAGS_AMMO_RACK, POW_AMMO_RACK);
powerup_flags.process(PLAYER_FLAGS_AFTERBURNER, POW_AFTERBURNER);
powerup_flags.process(PLAYER_FLAGS_HEADLIGHT, POW_HEADLIGHT);
if ((Game_mode & GM_CAPTURE) && (player_info.powerup_flags & PLAYER_FLAGS_FLAG))
{
++Current[(get_team(i) == TEAM_RED) ? POW_FLAG_BLUE : POW_FLAG_RED];
}
#endif
Current[POW_VULCAN_AMMO] += player_info.vulcan_ammo;
Current[POW_MISSILE_1] += player_info.secondary_ammo[CONCUSSION_INDEX];
Current[POW_HOMING_AMMO_1] += player_info.secondary_ammo[HOMING_INDEX];
Current[POW_PROXIMITY_WEAPON] += player_info.secondary_ammo[PROXIMITY_INDEX];
Current[POW_SMARTBOMB_WEAPON] += player_info.secondary_ammo[SMART_INDEX];
Current[POW_MEGA_WEAPON] += player_info.secondary_ammo[MEGA_INDEX];
#if defined(DXX_BUILD_DESCENT_II)
Current[POW_SMISSILE1_1] += player_info.secondary_ammo[SMISSILE1_INDEX];
Current[POW_GUIDED_MISSILE_1] += player_info.secondary_ammo[GUIDED_INDEX];
Current[POW_SMART_MINE] += player_info.secondary_ammo[SMART_MINE_INDEX];
Current[POW_MERCURY_MISSILE_1] += player_info.secondary_ammo[SMISSILE4_INDEX];
Current[POW_EARTHSHAKER_MISSILE] += player_info.secondary_ammo[SMISSILE5_INDEX];
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_MULTI_ROBOTS) // Add (possible) thief inventory
{
range_for (auto &i, LevelUniqueObjectState.ThiefState.Stolen_items)
{
if (i >= Current.size() || i == POW_ENERGY || i == POW_SHIELD_BOOST)
continue;
auto &c = Current[i];
// NOTE: We don't need to consider vulcan ammo or 4pack items as the thief should not steal those items.
if (i == POW_PROXIMITY_WEAPON || i == POW_SMART_MINE)
c += 4;
else
++c;
}
}
#endif
}
}
}
void MultiLevelInv_InitializeCount()
{
MultiLevelInv_CountLevelPowerups();
MultiLevelInv.Initial = MultiLevelInv.Current;
MultiLevelInv.RespawnTimer = {};
}
void MultiLevelInv_Recount()
{
MultiLevelInv_CountLevelPowerups();
MultiLevelInv_CountPlayerInventory();
}
// Takes a powerup type and checks if we are allowed to spawn it.
namespace dsx {
bool MultiLevelInv_AllowSpawn(powerup_type_t powerup_type)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
if ((Game_mode & GM_MULTI_COOP) || LevelUniqueControlCenterState.Control_center_destroyed || Network_status != network_state::playing)
return 0;
int req_amount = 1; // required amount of item to drop a powerup.
if (powerup_type == POW_VULCAN_AMMO)
req_amount = VULCAN_AMMO_AMOUNT;
else if (powerup_type == POW_PROXIMITY_WEAPON
#if defined(DXX_BUILD_DESCENT_II)
|| powerup_type == POW_SMART_MINE
#endif
)
req_amount = 4;
if (MultiLevelInv.Initial[powerup_type] == 0 || MultiLevelInv.Current[powerup_type] > MultiLevelInv.Initial[powerup_type]) // Item does not exist in level or we have too many.
return 0;
else if (MultiLevelInv.Initial[powerup_type] - MultiLevelInv.Current[powerup_type] >= req_amount)
return 1;
return 0;
}
namespace {
// Repopulate the level with missing items.
void MultiLevelInv_Repopulate(fix frequency)
{
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
if (!multi_i_am_master() || (Game_mode & GM_MULTI_COOP) || LevelUniqueControlCenterState.Control_center_destroyed)
return;
MultiLevelInv_Recount(); // recount current items
for (unsigned i = 0; i < MAX_POWERUP_TYPES; i++)
{
if (MultiLevelInv_AllowSpawn(static_cast<powerup_type_t>(i)))
MultiLevelInv.RespawnTimer[i] += frequency;
else
MultiLevelInv.RespawnTimer[i] = 0;
if (MultiLevelInv.RespawnTimer[i] >= F1_0*2)
{
con_printf(CON_VERBOSE, "MultiLevelInv_Repopulate type: %i - Init: %i Cur: %i", i, MultiLevelInv.Initial[i], MultiLevelInv.Current[i]);
MultiLevelInv.RespawnTimer[i] = 0;
maybe_drop_net_powerup(static_cast<powerup_type_t>(i), 0, 1);
}
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace {
///
/// CODE TO LOAD HOARD DATA
///
class hoard_resources_type
{
static constexpr auto invalid_bm_idx = std::integral_constant<int, -1>{};
static constexpr auto invalid_snd_idx = std::integral_constant<unsigned, ~0u>{};
public:
int bm_idx = invalid_bm_idx;
unsigned snd_idx = invalid_snd_idx;
void reset();
~hoard_resources_type()
{
reset();
}
};
static hoard_resources_type hoard_resources;
}
int HoardEquipped()
{
static int checked=-1;
if (unlikely(checked == -1))
{
checked = PHYSFSX_exists("hoard.ham",1);
}
return (checked);
}
std::array<grs_main_bitmap, 2> Orb_icons;
void hoard_resources_type::reset()
{
if (bm_idx != invalid_bm_idx)
d_free(GameBitmaps[std::exchange(bm_idx, invalid_bm_idx)].bm_mdata);
if (snd_idx != invalid_snd_idx)
{
const auto idx = std::exchange(snd_idx, invalid_snd_idx);
range_for (auto &i, partial_range(GameSounds, idx, idx + 4))
d_free(i.data);
}
range_for (auto &i, Orb_icons)
i.reset();
}
void init_hoard_data(d_vclip_array &Vclip)
{
auto &Effects = LevelUniqueEffectsClipState.Effects;
hoard_resources.reset();
static int orb_vclip;
unsigned n_orb_frames,n_goal_frames;
int orb_w,orb_h;
palette_array_t palette;
uint8_t *bitmap_data1;
int save_pos;
int bitmap_num = hoard_resources.bm_idx = Num_bitmap_files;
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
auto &&[ifile, physfserr] = PHYSFSX_openReadBuffered("hoard.ham");
if (!ifile)
Error("Failed to open <hoard.ham>: %s", PHYSFS_getErrorByCode(physfserr));
n_orb_frames = PHYSFSX_readShort(ifile);
orb_w = PHYSFSX_readShort(ifile);
orb_h = PHYSFSX_readShort(ifile);
save_pos = PHYSFS_tell(ifile);
PHYSFSX_fseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
n_goal_frames = PHYSFSX_readShort(ifile);
PHYSFSX_fseek(ifile,save_pos,SEEK_SET);
//Allocate memory for bitmaps
MALLOC( bitmap_data1, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
//Create orb vclip
orb_vclip = Num_vclips++;
assert(Num_vclips <= Vclip.size());
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;
range_for (auto &i, partial_range(Vclip[orb_vclip].frames, n_orb_frames))
{
i.index = bitmap_num;
gr_init_bitmap(GameBitmaps[bitmap_num],bm_mode::linear,0,0,orb_w,orb_h,orb_w,bitmap_data1);
gr_set_transparent(GameBitmaps[bitmap_num], 1);
bitmap_data1 += orb_w*orb_h;
bitmap_num++;
Assert(bitmap_num < MAX_BITMAP_FILES);
}
//Create obj powerup
Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
//Create orb goal wall effect
const auto goal_eclip = Num_effects++;
assert(goal_eclip < Effects.size());
Effects[goal_eclip] = Effects[94]; //copy from blue goal
Effects[goal_eclip].changing_wall_texture = NumTextures;
Effects[goal_eclip].vc.num_frames=n_goal_frames;
TmapInfo[NumTextures] = find_required_goal_texture(LevelUniqueTmapInfoState, tmapinfo_flag::goal_blue);
TmapInfo[NumTextures].eclip_num = goal_eclip;
TmapInfo[NumTextures].flags = static_cast<tmapinfo_flags>(tmapinfo_flag::goal_hoard);
NumTextures++;
Assert(NumTextures < MAX_TEXTURES);
range_for (auto &i, partial_range(Effects[goal_eclip].vc.frames, n_goal_frames))
{
i.index = bitmap_num;
gr_init_bitmap(GameBitmaps[bitmap_num],bm_mode::linear,0,0,64,64,64,bitmap_data1);
bitmap_data1 += 64*64;
bitmap_num++;
Assert(bitmap_num < MAX_BITMAP_FILES);
}
//Load and remap bitmap data for orb
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
range_for (auto &i, partial_const_range(Vclip[orb_vclip].frames, n_orb_frames))
{
grs_bitmap *bm = &GameBitmaps[i.index];
PHYSFS_read(ifile,bm->get_bitmap_data(),1,orb_w*orb_h);
gr_remap_bitmap_good(*bm, palette, 255, -1);
}
//Load and remap bitmap data for goal texture
PHYSFSX_readShort(ifile); //skip frame count
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
range_for (auto &i, partial_const_range(Effects[goal_eclip].vc.frames, n_goal_frames))
{
grs_bitmap *bm = &GameBitmaps[i.index];
PHYSFS_read(ifile,bm->get_bitmap_data(),1,64*64);
gr_remap_bitmap_good(*bm, palette, 255, -1);
}
//Load and remap bitmap data for HUD icons
range_for (auto &i, Orb_icons)
{
const unsigned icon_w = PHYSFSX_readShort(ifile);
if (icon_w > 32)
return;
const unsigned icon_h = PHYSFSX_readShort(ifile);
if (icon_h > 32)
return;
const unsigned extent = icon_w * icon_h;
RAIIdmem<uint8_t[]> bitmap_data2;
MALLOC(bitmap_data2, uint8_t[], extent);
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
PHYSFS_read(ifile, bitmap_data2.get(), 1, extent);
gr_init_main_bitmap(i, bm_mode::linear, 0, 0, icon_w, icon_h, icon_w, std::move(bitmap_data2));
gr_set_transparent(i, 1);
gr_remap_bitmap_good(i, palette, 255, -1);
}
//Load sounds for orb game
hoard_resources.snd_idx = Num_sound_files;
range_for (const unsigned i, xrange(4u))
{
int len;
len = PHYSFSX_readInt(ifile); //get 11k len
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_22K) {
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 11k sample
len = PHYSFSX_readInt(ifile); //get 22k len
}
GameSounds[Num_sound_files+i].length = len;
MALLOC(GameSounds[Num_sound_files+i].data, ubyte, len);
PHYSFS_read(ifile,GameSounds[Num_sound_files+i].data,1,len);
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
len = PHYSFSX_readInt(ifile); //get 22k len
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 22k sample
}
Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
}
}
#if DXX_USE_EDITOR
void save_hoard_data(void)
{
grs_bitmap icon;
unsigned nframes;
palette_array_t palette;
int iff_error;
static const char sounds[][13] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
"teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
"enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
"OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
auto ofile = PHYSFSX_openWriteBuffered("hoard.ham").first;
if (!ofile)
return;
std::array<std::unique_ptr<grs_main_bitmap>, MAX_BITMAPS_PER_BRUSH> bm;
iff_error = iff_read_animbrush("orb.abm",bm,&nframes,palette);
Assert(iff_error == IFF_NO_ERROR);
PHYSFS_writeULE16(ofile, nframes);
PHYSFS_writeULE16(ofile, bm[0]->bm_w);
PHYSFS_writeULE16(ofile, bm[0]->bm_h);
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
range_for (auto &i, partial_const_range(bm, nframes))
PHYSFS_write(ofile, i->bm_data, i->bm_w * i->bm_h, 1);
iff_error = iff_read_animbrush("orbgoal.abm",bm,&nframes,palette);
Assert(iff_error == IFF_NO_ERROR);
Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
PHYSFS_writeULE16(ofile, nframes);
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
range_for (auto &i, partial_const_range(bm, nframes))
PHYSFS_write(ofile, i->bm_data, i->bm_w * i->bm_h, 1);
range_for (const unsigned i, xrange(2u))
{
iff_error = iff_read_bitmap(i ? "orbb.bbm" : "orb.bbm", icon, &palette);
Assert(iff_error == IFF_NO_ERROR);
PHYSFS_writeULE16(ofile, icon.bm_w);
PHYSFS_writeULE16(ofile, icon.bm_h);
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
}
(void)iff_error;
range_for (auto &i, sounds)
if (RAIIPHYSFS_File ifile{PHYSFS_openRead(i)})
{
int size;
size = PHYSFS_fileLength(ifile);
const auto buf = std::make_unique<uint8_t[]>(size);
PHYSFS_read(ifile, buf, size, 1);
PHYSFS_writeULE32(ofile, size);
PHYSFS_write(ofile, buf, size, 1);
}
}
#endif
#endif
namespace {
static void multi_process_data(const d_level_shared_robot_info_state &LevelSharedRobotInfoState, const playernum_t pnum, const std::span<const uint8_t> data, const uint_fast32_t type)
{
const auto buf = data.data();
auto &Objects = LevelUniqueObjectState.Objects;
auto &imobjptridx = Objects.imptridx;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
// Take an entire message (that has already been checked for validity,
// if necessary) and act on it.
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
switch (static_cast<multiplayer_command_t>(type))
{
case MULTI_POSITION:
multi_do_position(vmobjptridx, pnum, multi_subspan_first<MULTI_POSITION>(data));
break;
case MULTI_REAPPEAR:
multi_do_reappear(pnum, multi_subspan_first<MULTI_REAPPEAR>(data));
break;
case MULTI_FIRE:
case MULTI_FIRE_TRACK:
case MULTI_FIRE_BOMB:
multi_do_fire(vmobjptridx, pnum, buf);
break;
case MULTI_REMOVE_OBJECT:
multi_do_remobj(vmobjptr, multi_subspan_first<MULTI_REMOVE_OBJECT>(data));
break;
case MULTI_PLAYER_DERES:
multi_do_player_deres(LevelSharedRobotInfoState.Robot_info, Objects, pnum, multi_subspan_first<MULTI_PLAYER_DERES>(data));
break;
case MULTI_MESSAGE:
multi_do_message(buf); break;
case MULTI_QUIT:
multi_do_quit(multi_subspan_first<MULTI_QUIT>(data));
break;
case MULTI_CONTROLCEN:
multi_do_controlcen_destroy(LevelSharedRobotInfoState.Robot_info, imobjptridx, multi_subspan_first<MULTI_CONTROLCEN>(data));
break;
case MULTI_DROP_WEAPON:
multi_do_drop_weapon(vmobjptr, pnum, multi_subspan_first<MULTI_DROP_WEAPON>(data));
break;
case MULTI_VULWPN_AMMO_ADJ:
multi_do_vulcan_weapon_ammo_adjust(vmobjptr, multi_subspan_first<MULTI_VULWPN_AMMO_ADJ>(data));
break;
#if defined(DXX_BUILD_DESCENT_II)
case MULTI_SOUND_FUNCTION:
multi_do_sound_function(pnum, multi_subspan_first<MULTI_SOUND_FUNCTION>(data));
break;
case MULTI_MARKER:
multi_do_drop_marker(Objects, vmsegptridx, pnum, multi_subspan_first<MULTI_MARKER>(data));
break;
case MULTI_DROP_FLAG:
multi_do_drop_flag(pnum, multi_subspan_first<MULTI_DROP_FLAG>(data));
break;
case MULTI_GUIDED:
multi_do_guided(LevelUniqueObjectState, pnum, multi_subspan_first<MULTI_GUIDED>(data));
break;
case MULTI_STOLEN_ITEMS:
multi_do_stolen_items(multi_subspan_first<MULTI_STOLEN_ITEMS>(data));
break;
case MULTI_WALL_STATUS:
multi_do_wall_status(vmwallptr, multi_subspan_first<MULTI_WALL_STATUS>(data));
break;
case MULTI_SEISMIC:
multi_do_seismic(multi_subspan_first<MULTI_SEISMIC>(data));
break;
case MULTI_LIGHT:
multi_do_light(multi_subspan_first<MULTI_LIGHT>(data));
break;
#endif
case MULTI_ENDLEVEL_START:
multi_do_escape(vmobjptridx, multi_subspan_first<MULTI_ENDLEVEL_START>(data));
break;
case MULTI_CLOAK:
multi_do_cloak(vmobjptr, pnum);
break;
case MULTI_DECLOAK:
multi_do_decloak(pnum); break;
case MULTI_DOOR_OPEN:
multi_do_door_open(vmwallptr, multi_subspan_first<MULTI_DOOR_OPEN>(data));
break;
case MULTI_CREATE_EXPLOSION:
multi_do_create_explosion(vmobjptridx, pnum);
break;
case MULTI_CONTROLCEN_FIRE:
multi_do_controlcen_fire(multi_subspan_first<MULTI_CONTROLCEN_FIRE>(data));
break;
case MULTI_CREATE_POWERUP:
multi_do_create_powerup(vmsegptridx, pnum, multi_subspan_first<MULTI_CREATE_POWERUP>(data));
break;
case MULTI_PLAY_SOUND:
multi_do_play_sound(Objects, pnum, multi_subspan_first<MULTI_PLAY_SOUND>(data));
break;
#if defined(DXX_BUILD_DESCENT_II)
case MULTI_CAPTURE_BONUS:
multi_do_capture_bonus(pnum); break;
case MULTI_ORB_BONUS:
multi_do_orb_bonus(pnum, multi_subspan_first<MULTI_ORB_BONUS>(data));
break;
case MULTI_GOT_FLAG:
multi_do_got_flag(pnum); break;
case MULTI_GOT_ORB:
multi_do_got_orb(pnum); break;
case MULTI_FINISH_GAME:
multi_do_finish_game(multi_subspan_first<MULTI_FINISH_GAME>(data));
break; // do this one regardless of endsequence
#endif
case MULTI_RANK:
multi_do_ranking (pnum, multi_subspan_first<MULTI_RANK>(data));
break;
case MULTI_ROBOT_CLAIM:
multi_do_claim_robot(pnum, multi_subspan_first<MULTI_ROBOT_CLAIM>(data));
break;
case MULTI_ROBOT_POSITION:
multi_do_robot_position(pnum, multi_subspan_first<MULTI_ROBOT_POSITION>(data));
break;
case MULTI_ROBOT_EXPLODE:
multi_do_robot_explode(LevelSharedRobotInfoState.Robot_info, multi_subspan_first<MULTI_ROBOT_EXPLODE>(data));
break;
case MULTI_ROBOT_RELEASE:
multi_do_release_robot(pnum, multi_subspan_first<MULTI_ROBOT_RELEASE>(data));
break;
case MULTI_ROBOT_FIRE:
multi_do_robot_fire(multi_subspan_first<MULTI_ROBOT_FIRE>(data));
break;
case MULTI_SCORE:
multi_do_score(vmobjptr, pnum, multi_subspan_first<MULTI_SCORE>(data));
break;
case MULTI_CREATE_ROBOT:
multi_do_create_robot(LevelSharedRobotInfoState.Robot_info, Vclip, pnum, multi_subspan_first<MULTI_CREATE_ROBOT>(data));
break;
case MULTI_TRIGGER:
multi_do_trigger(pnum, multi_subspan_first<MULTI_TRIGGER>(data));
break;
#if defined(DXX_BUILD_DESCENT_II)
case MULTI_START_TRIGGER:
multi_do_start_trigger(multi_subspan_first<MULTI_START_TRIGGER>(data));
break;
case MULTI_EFFECT_BLOWUP:
multi_do_effect_blowup(pnum, multi_subspan_first<MULTI_EFFECT_BLOWUP>(data));
break;
case MULTI_FLAGS:
multi_do_flags(vmobjptr, pnum, multi_subspan_first<MULTI_FLAGS>(data));
break;
case MULTI_DROP_BLOB:
multi_do_drop_blob(vmobjptr, pnum);
break;
case MULTI_UPDATE_BUDDY_STATE:
multi_recv_escort_goal(LevelUniqueObjectState.BuddyState, multi_subspan_first<MULTI_UPDATE_BUDDY_STATE>(data));
break;
#endif
case MULTI_BOSS_TELEPORT:
multi_do_boss_teleport(LevelSharedRobotInfoState.Robot_info, Vclip, pnum, multi_subspan_first<MULTI_BOSS_TELEPORT>(data));
break;
case MULTI_BOSS_CLOAK:
multi_do_boss_cloak(multi_subspan_first<MULTI_BOSS_CLOAK>(data));
break;
case MULTI_BOSS_START_GATE:
multi_do_boss_start_gate(multi_subspan_first<MULTI_BOSS_START_GATE>(data));
break;
case MULTI_BOSS_STOP_GATE:
multi_do_boss_stop_gate(buf); break;
case MULTI_BOSS_CREATE_ROBOT:
multi_do_boss_create_robot(pnum, buf); break;
case MULTI_CREATE_ROBOT_POWERUPS:
multi_do_create_robot_powerups(pnum, buf); break;
case MULTI_HOSTAGE_DOOR:
multi_do_hostage_door_status(vmsegptridx, Walls, buf);
break;
case MULTI_SAVE_GAME:
multi_do_save_game(buf); break;
case MULTI_RESTORE_GAME:
multi_do_restore_game(buf); break;
case MULTI_HEARTBEAT:
multi_do_heartbeat (buf); break;
case MULTI_KILLGOALS:
multi_do_kill_goal_counts(vmobjptr, buf);
break;
case MULTI_DO_BOUNTY:
multi_do_bounty( buf ); break;
case MULTI_TYPING_STATE:
multi_do_msgsend_state( buf ); break;
case MULTI_GMODE_UPDATE:
multi_do_gmode_update( buf ); break;
case MULTI_KILL_HOST:
multi_do_kill(Objects, buf);
break;
case MULTI_KILL_CLIENT:
multi_do_kill(Objects, buf);
break;
case MULTI_PLAYER_INV:
multi_do_player_inventory( pnum, buf ); break;
}
}
}
// Following functions convert object to object_rw and back.
// turn object to object_rw for sending
void multi_object_to_object_rw(const object &obj, object_rw *obj_rw)
{
/* Avoid leaking any uninitialized bytes onto the network. Some of
* the unions are incompletely initialized for some branches.
*
* For poison enabled builds, poison any uninitialized fields.
* Everything that the peer should read will be initialized by the
* end of this function.
*/
*obj_rw = {};
DXX_POISON_DEFINED_VAR(*obj_rw, 0xfd);
obj_rw->signature = static_cast<uint16_t>(obj.signature);
obj_rw->type = obj.type;
obj_rw->id = obj.id;
obj_rw->control_source = static_cast<uint8_t>(obj.control_source);
obj_rw->movement_source = static_cast<uint8_t>(obj.movement_source);
obj_rw->render_type = obj.render_type;
obj_rw->flags = obj.flags;
obj_rw->segnum = obj.segnum;
obj_rw->pos = obj.pos;
obj_rw->orient = obj.orient;
obj_rw->size = obj.size;
obj_rw->shields = obj.shields;
obj_rw->last_pos = obj.pos;
obj_rw->contains_type = obj.contains_type;
obj_rw->contains_id = obj.contains_id;
obj_rw->contains_count= obj.contains_count;
obj_rw->matcen_creator= obj.matcen_creator;
obj_rw->lifeleft = obj.lifeleft;
switch (typename object::movement_type{obj_rw->movement_source})
{
case object::movement_type::None:
obj_rw->mtype = {};
break;
case object::movement_type::physics:
obj_rw->mtype.phys_info.velocity.x = obj.mtype.phys_info.velocity.x;
obj_rw->mtype.phys_info.velocity.y = obj.mtype.phys_info.velocity.y;
obj_rw->mtype.phys_info.velocity.z = obj.mtype.phys_info.velocity.z;
obj_rw->mtype.phys_info.thrust.x = obj.mtype.phys_info.thrust.x;
obj_rw->mtype.phys_info.thrust.y = obj.mtype.phys_info.thrust.y;
obj_rw->mtype.phys_info.thrust.z = obj.mtype.phys_info.thrust.z;
obj_rw->mtype.phys_info.mass = obj.mtype.phys_info.mass;
obj_rw->mtype.phys_info.drag = obj.mtype.phys_info.drag;
obj_rw->mtype.phys_info.rotvel.x = obj.mtype.phys_info.rotvel.x;
obj_rw->mtype.phys_info.rotvel.y = obj.mtype.phys_info.rotvel.y;
obj_rw->mtype.phys_info.rotvel.z = obj.mtype.phys_info.rotvel.z;
obj_rw->mtype.phys_info.rotthrust.x = obj.mtype.phys_info.rotthrust.x;
obj_rw->mtype.phys_info.rotthrust.y = obj.mtype.phys_info.rotthrust.y;
obj_rw->mtype.phys_info.rotthrust.z = obj.mtype.phys_info.rotthrust.z;
obj_rw->mtype.phys_info.turnroll = obj.mtype.phys_info.turnroll;
obj_rw->mtype.phys_info.flags = obj.mtype.phys_info.flags;
break;
case object::movement_type::spinning:
obj_rw->mtype.spin_rate.x = obj.mtype.spin_rate.x;
obj_rw->mtype.spin_rate.y = obj.mtype.spin_rate.y;
obj_rw->mtype.spin_rate.z = obj.mtype.spin_rate.z;
break;
}
switch (typename object::control_type{obj_rw->control_source})
{
case object::control_type::weapon:
obj_rw->ctype.laser_info.parent_type = obj.ctype.laser_info.parent_type;
obj_rw->ctype.laser_info.parent_num = obj.ctype.laser_info.parent_num;
obj_rw->ctype.laser_info.parent_signature = static_cast<uint16_t>(obj.ctype.laser_info.parent_signature);
if (obj.ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.laser_info.creation_time = obj.ctype.laser_info.creation_time - GameTime64;
obj_rw->ctype.laser_info.last_hitobj = obj.ctype.laser_info.get_last_hitobj();
obj_rw->ctype.laser_info.track_goal = obj.ctype.laser_info.track_goal;
obj_rw->ctype.laser_info.multiplier = obj.ctype.laser_info.multiplier;
break;
case object::control_type::explosion:
obj_rw->ctype.expl_info.spawn_time = obj.ctype.expl_info.spawn_time;
obj_rw->ctype.expl_info.delete_time = obj.ctype.expl_info.delete_time;
obj_rw->ctype.expl_info.delete_objnum = obj.ctype.expl_info.delete_objnum;
obj_rw->ctype.expl_info.attach_parent = obj.ctype.expl_info.attach_parent;
obj_rw->ctype.expl_info.prev_attach = obj.ctype.expl_info.prev_attach;
obj_rw->ctype.expl_info.next_attach = obj.ctype.expl_info.next_attach;
break;
case object::control_type::ai:
{
obj_rw->ctype.ai_info.behavior = static_cast<uint8_t>(obj.ctype.ai_info.behavior);
obj_rw->ctype.ai_info.flags[0] = obj.ctype.ai_info.CURRENT_GUN;
obj_rw->ctype.ai_info.flags[1] = obj.ctype.ai_info.CURRENT_STATE;
obj_rw->ctype.ai_info.flags[2] = obj.ctype.ai_info.GOAL_STATE;
obj_rw->ctype.ai_info.flags[3] = obj.ctype.ai_info.PATH_DIR;
#if defined(DXX_BUILD_DESCENT_I)
obj_rw->ctype.ai_info.flags[4] = obj.ctype.ai_info.SUBMODE;
#elif defined(DXX_BUILD_DESCENT_II)
obj_rw->ctype.ai_info.flags[4] = obj.ctype.ai_info.SUB_FLAGS;
#endif
obj_rw->ctype.ai_info.flags[5] = underlying_value(obj.ctype.ai_info.GOALSIDE);
obj_rw->ctype.ai_info.flags[6] = obj.ctype.ai_info.CLOAKED;
obj_rw->ctype.ai_info.flags[7] = obj.ctype.ai_info.SKIP_AI_COUNT;
obj_rw->ctype.ai_info.flags[8] = obj.ctype.ai_info.REMOTE_OWNER;
obj_rw->ctype.ai_info.flags[9] = obj.ctype.ai_info.REMOTE_SLOT_NUM;
obj_rw->ctype.ai_info.hide_segment = obj.ctype.ai_info.hide_segment;
obj_rw->ctype.ai_info.hide_index = obj.ctype.ai_info.hide_index;
obj_rw->ctype.ai_info.path_length = obj.ctype.ai_info.path_length;
obj_rw->ctype.ai_info.cur_path_index = obj.ctype.ai_info.cur_path_index;
obj_rw->ctype.ai_info.danger_laser_num = obj.ctype.ai_info.danger_laser_num;
if (obj.ctype.ai_info.danger_laser_num != object_none)
obj_rw->ctype.ai_info.danger_laser_signature = static_cast<uint16_t>(obj.ctype.ai_info.danger_laser_signature);
else
obj_rw->ctype.ai_info.danger_laser_signature = 0;
#if defined(DXX_BUILD_DESCENT_I)
obj_rw->ctype.ai_info.follow_path_start_seg = segment_none;
obj_rw->ctype.ai_info.follow_path_end_seg = segment_none;
#elif defined(DXX_BUILD_DESCENT_II)
obj_rw->ctype.ai_info.dying_sound_playing = obj.ctype.ai_info.dying_sound_playing;
if (obj.ctype.ai_info.dying_start_time == 0) // if bot not dead, anything but 0 will kill it
obj_rw->ctype.ai_info.dying_start_time = 0;
else
obj_rw->ctype.ai_info.dying_start_time = obj.ctype.ai_info.dying_start_time - GameTime64;
#endif
break;
}
case object::control_type::light:
obj_rw->ctype.light_info.intensity = obj.ctype.light_info.intensity;
break;
case object::control_type::powerup:
obj_rw->ctype.powerup_info.count = obj.ctype.powerup_info.count;
#if defined(DXX_BUILD_DESCENT_II)
if (obj.ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.powerup_info.creation_time = obj.ctype.powerup_info.creation_time - GameTime64;
obj_rw->ctype.powerup_info.flags = obj.ctype.powerup_info.flags;
#endif
break;
case object::control_type::None:
case object::control_type::flying:
case object::control_type::slew:
case object::control_type::flythrough:
case object::control_type::repaircen:
case object::control_type::morph:
case object::control_type::debris:
case object::control_type::remote:
default:
break;
}
switch (obj_rw->render_type)
{
case RT_MORPH:
case RT_POLYOBJ:
case RT_NONE: // HACK below
{
int i;
if (obj.render_type == RT_NONE && obj.type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time.
break;
obj_rw->rtype.pobj_info.model_num = obj.rtype.pobj_info.model_num;
for (i=0;i<MAX_SUBMODELS;i++)
{
obj_rw->rtype.pobj_info.anim_angles[i].p = obj.rtype.pobj_info.anim_angles[i].p;
obj_rw->rtype.pobj_info.anim_angles[i].b = obj.rtype.pobj_info.anim_angles[i].b;
obj_rw->rtype.pobj_info.anim_angles[i].h = obj.rtype.pobj_info.anim_angles[i].h;
}
obj_rw->rtype.pobj_info.subobj_flags = obj.rtype.pobj_info.subobj_flags;
obj_rw->rtype.pobj_info.tmap_override = obj.rtype.pobj_info.tmap_override;
obj_rw->rtype.pobj_info.alt_textures = obj.rtype.pobj_info.alt_textures;
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj_rw->rtype.vclip_info.vclip_num = obj.rtype.vclip_info.vclip_num;
obj_rw->rtype.vclip_info.frametime = obj.rtype.vclip_info.frametime;
obj_rw->rtype.vclip_info.framenum = obj.rtype.vclip_info.framenum;
break;
case RT_LASER:
break;
}
}
// turn object_rw to object after receiving
void multi_object_rw_to_object(const object_rw *const obj_rw, object &obj)
{
obj = {};
DXX_POISON_VAR(obj, 0xfd);
set_object_type(obj, obj_rw->type);
if (obj.type == OBJ_NONE)
return;
obj.signature = object_signature_t{static_cast<uint16_t>(obj_rw->signature)};
obj.id = obj_rw->id;
/* obj->next,obj->prev handled by caller based on segment */
obj.control_source = typename object::control_type{obj_rw->control_source};
obj.movement_source = typename object::movement_type{obj_rw->movement_source};
const auto render_type = obj_rw->render_type;
if (valid_render_type(render_type))
obj.render_type = render_type_t{render_type};
else
{
con_printf(CON_URGENT, "peer sent bogus render type %#x for object %p; using none instead", render_type, &obj);
obj.render_type = RT_NONE;
}
obj.flags = obj_rw->flags;
{
const auto s = segnum_t{obj_rw->segnum};
obj.segnum = vmsegidx_t::check_nothrow_index(s) ? s : segment_none;
}
/* obj->attached_obj cleared by caller */
obj.pos = obj_rw->pos;
obj.orient = obj_rw->orient;
obj.size = obj_rw->size;
obj.shields = obj_rw->shields;
obj.contains_type = obj_rw->contains_type;
obj.contains_id = obj_rw->contains_id;
obj.contains_count= obj_rw->contains_count;
obj.matcen_creator= obj_rw->matcen_creator;
obj.lifeleft = obj_rw->lifeleft;
switch (obj.movement_source)
{
case object::movement_type::None:
break;
case object::movement_type::physics:
obj.mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
obj.mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
obj.mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
obj.mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
obj.mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
obj.mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
obj.mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
obj.mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
obj.mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
obj.mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
obj.mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
obj.mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
obj.mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
obj.mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
obj.mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
obj.mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
break;
case object::movement_type::spinning:
obj.mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
obj.mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
obj.mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
break;
}
switch (obj.control_source)
{
case object::control_type::weapon:
obj.ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
obj.ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
obj.ctype.laser_info.parent_signature = object_signature_t{static_cast<uint16_t>(obj_rw->ctype.laser_info.parent_signature)};
obj.ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
{
const auto last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
obj.ctype.laser_info.reset_hitobj(last_hitobj);
}
obj.ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
obj.ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
#if defined(DXX_BUILD_DESCENT_II)
obj.ctype.laser_info.last_afterburner_time = 0;
#endif
break;
case object::control_type::explosion:
obj.ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
obj.ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
obj.ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
obj.ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
obj.ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
obj.ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
break;
case object::control_type::ai:
{
obj.ctype.ai_info.behavior = static_cast<ai_behavior>(obj_rw->ctype.ai_info.behavior);
obj.ctype.ai_info.CURRENT_GUN = obj_rw->ctype.ai_info.flags[0];
obj.ctype.ai_info.CURRENT_STATE = build_ai_state_from_untrusted(obj_rw->ctype.ai_info.flags[1]).value();
obj.ctype.ai_info.GOAL_STATE = build_ai_state_from_untrusted(obj_rw->ctype.ai_info.flags[2]).value();
obj.ctype.ai_info.PATH_DIR = obj_rw->ctype.ai_info.flags[3];
#if defined(DXX_BUILD_DESCENT_I)
obj.ctype.ai_info.SUBMODE = obj_rw->ctype.ai_info.flags[4];
#elif defined(DXX_BUILD_DESCENT_II)
obj.ctype.ai_info.SUB_FLAGS = obj_rw->ctype.ai_info.flags[4];
#endif
obj.ctype.ai_info.GOALSIDE = build_sidenum_from_untrusted(obj_rw->ctype.ai_info.flags[5]).value();
obj.ctype.ai_info.CLOAKED = obj_rw->ctype.ai_info.flags[6];
obj.ctype.ai_info.SKIP_AI_COUNT = obj_rw->ctype.ai_info.flags[7];
obj.ctype.ai_info.REMOTE_OWNER = obj_rw->ctype.ai_info.flags[8];
obj.ctype.ai_info.REMOTE_SLOT_NUM = obj_rw->ctype.ai_info.flags[9];
{
const auto s = segnum_t{obj_rw->ctype.ai_info.hide_segment};
obj.ctype.ai_info.hide_segment = vmsegidx_t::check_nothrow_index(s) ? s : segment_none;
}
obj.ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
obj.ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
obj.ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
obj.ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
if (obj.ctype.ai_info.danger_laser_num != object_none)
obj.ctype.ai_info.danger_laser_signature = object_signature_t{static_cast<uint16_t>(obj_rw->ctype.ai_info.danger_laser_signature)};
#if defined(DXX_BUILD_DESCENT_I)
#elif defined(DXX_BUILD_DESCENT_II)
obj.ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing;
obj.ctype.ai_info.dying_start_time = obj_rw->ctype.ai_info.dying_start_time;
#endif
break;
}
case object::control_type::light:
obj.ctype.light_info.intensity = obj_rw->ctype.light_info.intensity;
break;
case object::control_type::powerup:
obj.ctype.powerup_info.count = obj_rw->ctype.powerup_info.count;
#if defined(DXX_BUILD_DESCENT_I)
obj.ctype.powerup_info.creation_time = 0;
obj.ctype.powerup_info.flags = 0;
#elif defined(DXX_BUILD_DESCENT_II)
obj.ctype.powerup_info.creation_time = obj_rw->ctype.powerup_info.creation_time;
obj.ctype.powerup_info.flags = obj_rw->ctype.powerup_info.flags;
#endif
break;
case object::control_type::cntrlcen:
{
// gun points of reactor now part of the object but of course not saved in object_rw. Let's just recompute them.
calc_controlcen_gun_point(obj);
break;
}
case object::control_type::None:
case object::control_type::flying:
case object::control_type::slew:
case object::control_type::flythrough:
case object::control_type::repaircen:
case object::control_type::morph:
case object::control_type::debris:
case object::control_type::remote:
default:
break;
}
switch (obj.render_type)
{
case RT_MORPH:
case RT_POLYOBJ:
case RT_NONE: // HACK below
{
int i;
if (obj.render_type == RT_NONE && obj.type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time.
break;
obj.rtype.pobj_info.model_num = obj_rw->rtype.pobj_info.model_num;
for (i=0;i<MAX_SUBMODELS;i++)
{
obj.rtype.pobj_info.anim_angles[i].p = obj_rw->rtype.pobj_info.anim_angles[i].p;
obj.rtype.pobj_info.anim_angles[i].b = obj_rw->rtype.pobj_info.anim_angles[i].b;
obj.rtype.pobj_info.anim_angles[i].h = obj_rw->rtype.pobj_info.anim_angles[i].h;
}
obj.rtype.pobj_info.subobj_flags = obj_rw->rtype.pobj_info.subobj_flags;
obj.rtype.pobj_info.tmap_override = obj_rw->rtype.pobj_info.tmap_override;
obj.rtype.pobj_info.alt_textures = obj_rw->rtype.pobj_info.alt_textures;
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj.rtype.vclip_info.vclip_num = obj_rw->rtype.vclip_info.vclip_num;
obj.rtype.vclip_info.frametime = obj_rw->rtype.vclip_info.frametime;
obj.rtype.vclip_info.framenum = obj_rw->rtype.vclip_info.framenum;
break;
case RT_LASER:
break;
}
}
void show_netgame_info(const netgame_info &netgame)
{
struct netgame_info_menu_items
{
enum netgame_menu_info_index
{
game_name,
mission_name,
level_number,
game_mode,
player_counts,
blank_1,
game_options_header,
difficulty,
reactor_life,
max_time,
kill_goal,
blank_2,
duplicate_powerups_header,
duplicate_primaries,
duplicate_secondaries,
#if defined(DXX_BUILD_DESCENT_II)
duplicate_accessories,
#endif
blank_3,
spawn_site_header,
spawn_count,
spawn_invulnerable_time,
blank_4,
objects_allowed_header,
allow_laser_upgrade,
allow_quad_laser,
allow_vulcan_cannon,
allow_spreadfire_cannon,
allow_plasma_cannon,
allow_fusion_cannon,
/* concussion missiles are always allowed, so there is no line
* item for them */
allow_homing_missiles,
allow_proximity_bombs,
allow_smart_missiles,
allow_mega_missiles,
#if defined(DXX_BUILD_DESCENT_II)
allow_super_laser_upgrade,
allow_gauss_cannon,
allow_helix_cannon,
allow_phoenix_cannon,
allow_omega_cannon,
allow_flash_missiles,
allow_guided_missiles,
allow_smart_mines,
allow_mercury_missiles,
allow_earthshaker_missiles,
#endif
allow_cloaking,
allow_invulnerability,
#if defined(DXX_BUILD_DESCENT_II)
allow_afterburner,
allow_ammo_rack,
allow_energy_converter,
allow_headlight,
#endif
blank_5,
objects_granted_header,
grant_laser_level,
grant_quad_laser,
grant_vulcan_cannon,
grant_spreadfire_cannon,
grant_plasma_cannon,
grant_fusion_cannon,
#if defined(DXX_BUILD_DESCENT_II)
grant_gauss_cannon,
grant_helix_cannon,
grant_phoenix_cannon,
grant_omega_cannon,
grant_afterburner,
grant_ammo_rack,
grant_energy_converter,
grant_headlight,
#endif
blank_6,
misc_options_header,
show_all_players_on_automap,
#if defined(DXX_BUILD_DESCENT_II)
allow_marker_camera,
indestructible_lights,
thief_permitted,
thief_steals_energy,
guidebot_enabled,
#endif
bright_player_ships,
enemy_names_on_hud,
friendly_fire,
blank_7,
network_options_header,
packets_per_second,
};
enum
{
count_array_elements = static_cast<unsigned>(packets_per_second) + 1
};
enumerated_array<std::array<char, 50>, count_array_elements, netgame_menu_info_index> lines;
enumerated_array<newmenu_item, count_array_elements, netgame_menu_info_index> menu_items;
netgame_info_menu_items(const netgame_info &netgame)
{
for (auto &&[m, l] : zip(menu_items, lines))
nm_set_item_text(m, l.data());
menu_items[blank_1].text =
menu_items[blank_2].text =
menu_items[blank_3].text =
menu_items[blank_4].text =
menu_items[blank_5].text =
menu_items[blank_6].text =
menu_items[blank_7].text =
const_cast<char *>(" ");
menu_items[game_options_header].text = const_cast<char *>("Game Options:");
menu_items[duplicate_powerups_header].text = const_cast<char *>("Duplicate Powerups:");
menu_items[spawn_site_header].text = const_cast<char *>("Spawn Options:");
menu_items[objects_allowed_header].text = const_cast<char *>("Objects Allowed:");
menu_items[objects_granted_header].text = const_cast<char *>("Objects Granted At Spawn:");
menu_items[misc_options_header].text = const_cast<char *>("Misc. Options:");
menu_items[network_options_header].text = const_cast<char *>("Network Options:");
array_snprintf(lines[game_name], "Game Name\t %s", netgame.game_name.data());
array_snprintf(lines[mission_name], "Mission Name\t %s", netgame.mission_title.data());
array_snprintf(lines[level_number], "Level\t %s%i", (netgame.levelnum < 0) ? "S" : " ", abs(netgame.levelnum));
const auto gamemode = underlying_value(netgame.gamemode);
array_snprintf(lines[game_mode], "Game Mode\t %s", gamemode < GMNames.size() ? GMNames[gamemode] : "INVALID");
array_snprintf(lines[player_counts], "Players\t %i/%i", netgame.numplayers, netgame.max_numplayers);
array_snprintf(lines[difficulty], "Difficulty\t %s", MENU_DIFFICULTY_TEXT(netgame.difficulty));
array_snprintf(lines[reactor_life], "Reactor Life\t %i %s", netgame.control_invul_time / F1_0 / 60, TXT_MINUTES_ABBREV);
array_snprintf(lines[max_time], "Max Time\t %i %s", netgame.PlayTimeAllowed.count() / (F1_0 * 60), TXT_MINUTES_ABBREV);
array_snprintf(lines[kill_goal], "Kill Goal\t %i", netgame.KillGoal * 5);
array_snprintf(lines[duplicate_primaries], "Primaries\t %i", static_cast<int>(netgame.DuplicatePowerups.get_primary_count()));
array_snprintf(lines[duplicate_secondaries], "Secondaries\t %i", static_cast<int>(netgame.DuplicatePowerups.get_secondary_count()));
#if defined(DXX_BUILD_DESCENT_II)
array_snprintf(lines[duplicate_accessories], "Accessories\t %i", static_cast<int>(netgame.DuplicatePowerups.get_accessory_count()));
#endif
array_snprintf(lines[spawn_count], "Use * Furthest Spawn Sites\t %i", netgame.SecludedSpawns+1);
array_snprintf(lines[spawn_invulnerable_time], "Invulnerable Time\t %1.1f sec", static_cast<float>(netgame.InvulAppear) / 2);
array_snprintf(lines[allow_laser_upgrade], "Laser Upgrade\t %s", (netgame.AllowedItems & NETFLAG_DOLASER)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_quad_laser], "Quad Lasers\t %s", (netgame.AllowedItems & NETFLAG_DOQUAD)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_vulcan_cannon], "Vulcan Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOVULCAN)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_spreadfire_cannon], "Spreadfire Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOSPREAD)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_plasma_cannon], "Plasma Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOPLASMA)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_fusion_cannon], "Fusion Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOFUSION)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_homing_missiles], "Homing Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOHOMING)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_proximity_bombs], "Proximity Bombs\t %s", (netgame.AllowedItems & NETFLAG_DOPROXIM)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_smart_missiles], "Smart Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOSMART)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_mega_missiles], "Mega Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOMEGA)?TXT_YES:TXT_NO);
#if defined(DXX_BUILD_DESCENT_II)
array_snprintf(lines[allow_super_laser_upgrade], "Super Lasers\t %s", (netgame.AllowedItems & NETFLAG_DOSUPERLASER)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_gauss_cannon], "Gauss Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOGAUSS)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_helix_cannon], "Helix Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOHELIX)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_phoenix_cannon], "Phoenix Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOPHOENIX)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_omega_cannon], "Omega Cannon\t %s", (netgame.AllowedItems & NETFLAG_DOOMEGA)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_flash_missiles], "Flash Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOFLASH)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_guided_missiles], "Guided Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOGUIDED)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_smart_mines], "Smart Mines\t %s", (netgame.AllowedItems & NETFLAG_DOSMARTMINE)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_mercury_missiles], "Mercury Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOMERCURY)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_earthshaker_missiles], "Earthshaker Missiles\t %s", (netgame.AllowedItems & NETFLAG_DOSHAKER)?TXT_YES:TXT_NO);
#endif
array_snprintf(lines[allow_cloaking], "Cloaking\t %s", (netgame.AllowedItems & NETFLAG_DOCLOAK)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_invulnerability], "Invulnerability\t %s", (netgame.AllowedItems & NETFLAG_DOINVUL)?TXT_YES:TXT_NO);
#if defined(DXX_BUILD_DESCENT_II)
array_snprintf(lines[allow_afterburner], "Afterburners\t %s", (netgame.AllowedItems & NETFLAG_DOAFTERBURNER)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_ammo_rack], "Ammo Rack\t %s", (netgame.AllowedItems & NETFLAG_DOAMMORACK)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_energy_converter], "Energy Converter\t %s", (netgame.AllowedItems & NETFLAG_DOCONVERTER)?TXT_YES:TXT_NO);
array_snprintf(lines[allow_headlight], "Headlight\t %s", (netgame.AllowedItems & NETFLAG_DOHEADLIGHT)?TXT_YES:TXT_NO);
#endif
array_snprintf(lines[grant_laser_level], "Laser Level\t %u", static_cast<unsigned>(map_granted_flags_to_laser_level(netgame.SpawnGrantedItems)) + 1);
array_snprintf(lines[grant_quad_laser], "Quad Lasers\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_QUAD)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_vulcan_cannon], "Vulcan Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_VULCAN)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_spreadfire_cannon], "Spreadfire Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_SPREAD)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_plasma_cannon], "Plasma Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_PLASMA)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_fusion_cannon], "Fusion Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_FUSION)?TXT_YES:TXT_NO);
#if defined(DXX_BUILD_DESCENT_II)
array_snprintf(lines[grant_gauss_cannon], "Gauss Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_GAUSS)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_helix_cannon], "Helix Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_HELIX)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_phoenix_cannon], "Phoenix Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_PHOENIX)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_omega_cannon], "Omega Cannon\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_OMEGA)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_afterburner], "Afterburner\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_AFTERBURNER)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_ammo_rack], "Ammo Rack\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_AMMORACK)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_energy_converter], "Energy Converter\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_CONVERTER)?TXT_YES:TXT_NO);
array_snprintf(lines[grant_headlight], "Headlight\t %s", menu_bit_wrapper(netgame.SpawnGrantedItems.mask, NETGRANT_HEADLIGHT)?TXT_YES:TXT_NO);
#endif
array_snprintf(lines[show_all_players_on_automap], "Show All Players On Automap\t %s", netgame.game_flag.show_on_map?TXT_YES:TXT_NO);
#if defined(DXX_BUILD_DESCENT_II)
array_snprintf(lines[allow_marker_camera], "Allow Marker Camera Views\t %s", netgame.Allow_marker_view?TXT_YES:TXT_NO);
array_snprintf(lines[indestructible_lights], "Indestructible Lights\t %s", netgame.AlwaysLighting?TXT_YES:TXT_NO);
array_snprintf(lines[thief_permitted], "Thief permitted\t %s", (netgame.ThiefModifierFlags & ThiefModifier::Absent) ? TXT_NO : TXT_YES);
array_snprintf(lines[thief_steals_energy], "Thief steals energy weapons\t %s", (netgame.ThiefModifierFlags & ThiefModifier::NoEnergyWeapons) ? TXT_NO : TXT_YES);
array_snprintf(lines[guidebot_enabled], "Guidebot enabled (experimental)\t %s", Netgame.AllowGuidebot ? TXT_YES : TXT_NO);
#endif
array_snprintf(lines[bright_player_ships], "Bright Player Ships\t %s", netgame.BrightPlayers?TXT_YES:TXT_NO);
array_snprintf(lines[enemy_names_on_hud], "Enemy Names On Hud\t %s", netgame.ShowEnemyNames?TXT_YES:TXT_NO);
array_snprintf(lines[friendly_fire], "Friendly Fire (Team, Coop)\t %s", netgame.NoFriendlyFire?TXT_NO:TXT_YES);
array_snprintf(lines[packets_per_second], "Packets Per Second\t %i", netgame.PacketsPerSec);
}
};
struct netgame_info_menu : netgame_info_menu_items, passive_newmenu
{
netgame_info_menu(const netgame_info &netgame, grs_canvas &src) :
netgame_info_menu_items(netgame),
passive_newmenu(menu_title{nullptr}, menu_subtitle{"Netgame Info & Rules"}, menu_filename{nullptr}, tiny_mode_flag::tiny, tab_processing_flag::ignore, adjusted_citem::create(menu_items, 0), src)
{
}
};
auto menu = window_create<netgame_info_menu>(netgame, grd_curscreen->sc_canvas);
(void)menu;
}
}