dxx-rebirth/similar/main/multi.cpp

5646 lines
160 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 <stdexcept>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <ctype.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 "fuelcen.h"
#include "scores.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 "endlevel.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 "config.h"
#include "ai.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"
#ifdef USE_UDP
#include "net_udp.h"
#endif
#include "compiler-begin.h"
#include "compiler-exchange.h"
#include "partial_range.h"
#include "highest_valid.h"
constexpr tt::integral_constant<int8_t, -1> owner_none{};
static void multi_reset_object_texture(const vobjptr_t objp);
static void multi_add_lifetime_killed();
static void multi_send_heartbeat();
static void multi_powcap_adjust_remote_cap(const playernum_t pnum);
#if defined(DXX_BUILD_DESCENT_II)
static std::size_t find_goal_texture(ubyte t);
static tmap_info &find_required_goal_texture(ubyte t);
static void multi_do_capture_bonus(const playernum_t pnum);
static void multi_do_orb_bonus(const playernum_t pnum, const ubyte *buf);
static void multi_send_drop_flag(objnum_t objnum,int seed);
#endif
static void multi_send_ranking();
static void multi_new_bounty_target( playernum_t pnum );
static void multi_save_game(ubyte slot, uint id, char *desc);
static void multi_restore_game(ubyte slot, uint id);
static void multi_send_gmode_update();
static void multi_send_quit();
static void multi_process_data(playernum_t pnum, const ubyte *dat, uint_fast32_t type);
//
// Global variables
//
int multi_protocol=0; // set and determinate used protocol
int imulti_new_game=0; // to prep stuff for level only when starting new game
//do we draw the kill list on the HUD?
int Show_kill_list = 1;
int Show_reticle_name = 1;
fix Show_kill_list_timer = 0;
#if defined(DXX_BUILD_DESCENT_II)
int PhallicLimit=0;
int PhallicMan=-1;
char Multi_is_guided=0;
#endif
int Bounty_target = 0;
array<msgsend_state_t, MAX_PLAYERS> multi_sending_message;
int multi_defining_message = 0;
int multi_message_index = 0;
ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
static array<array<objnum_t, MAX_OBJECTS>, MAX_PLAYERS> remote_to_local; // Remote object number for each local object
static array<uint16_t, MAX_OBJECTS> local_to_remote;
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
array<objnum_t, MAX_NET_CREATE_OBJECTS> Net_create_objnums; // For tracking object creation that will be sent to remote
int Network_status = 0;
ntstring<MAX_MESSAGE_LEN - 1> Network_message;
int Network_message_reciever=-1;
static array<unsigned, MAX_PLAYERS> sorted_kills;
int multi_goto_secret = 0;
array<array<uint16_t, MAX_PLAYERS>, MAX_PLAYERS> kill_matrix;
array<int16_t, 2> team_kills;
int multi_quit_game = 0;
const array<char[MULTI_GAME_NAME_LENGTH], MULTI_GAME_TYPE_COUNT> 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 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"
}};
// 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;
netgame_info Netgame;
array<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;
static const int message_length[] = {
#define define_message_length(NAME,SIZE) (SIZE),
for_each_multiplayer_command(define_message_length)
};
powerup_cap_state PowerupCaps;
const array<char[16], 10> RankStrings{{"(unpatched) ","Cadet ","Ensign ","Lieutenant ","Lt.Commander ",
"Commander ","Captain ","Vice Admiral ","Admiral ","Demigod "}};
const array<char[MULTI_ALLOW_POWERUP_TEXT_LENGTH], MULTI_ALLOW_POWERUP_MAX> multi_allow_powerup_text = {{
#define define_netflag_string(NAME,STR) STR,
for_each_netflag_value(define_netflag_string)
}};
void powerup_cap_state::cap_laser_powerup_level(stored_laser_level &player_level, const powerup_type_t type, const uint_fast32_t level_bias) const
{
const uint_fast32_t current_in_mine = get_current(type);
const uint_fast32_t maximum_allowed = get_max(type);
const uint_fast32_t player_would_drop = player_level - level_bias;
if (player_would_drop + current_in_mine <= maximum_allowed)
return;
const auto capped = (current_in_mine < maximum_allowed) ? stored_laser_level(maximum_allowed - current_in_mine + level_bias) : stored_laser_level(LASER_LEVEL_1);
player_level = capped;
con_printf(CON_VERBOSE, "Capping laser due to powerup cap: current=%u max=%u was=%u capped=%u", get_current(type), get_max(type), static_cast<unsigned>(player_would_drop), static_cast<laser_level_t>(capped));
}
void powerup_cap_state::cap_laser_level(stored_laser_level &player_level) const
{
#if defined(DXX_BUILD_DESCENT_II)
if (player_level > MAX_LASER_LEVEL)
{
cap_laser_powerup_level(player_level, POW_SUPER_LASER, MAX_LASER_LEVEL);
return;
}
#endif
cap_laser_powerup_level(player_level, POW_LASER, 0);
}
void powerup_cap_state::cap_secondary_ammo(powerup_type_t type, uint8_t &player_ammo) const
{
const auto idx = map_powerup_type_to_index(type);
const uint_fast32_t current_on_player = player_ammo;
const uint_fast32_t current_in_mine = get_current(idx);
const uint_fast32_t maximum_allowed = get_max(idx);
if (current_on_player + current_in_mine <= maximum_allowed)
return;
const auto capped = static_cast<uint8_t>(current_in_mine < maximum_allowed ? maximum_allowed - current_in_mine : 0);
player_ammo = capped;
con_printf(CON_VERBOSE, "Capping secondary %u due to powerup cap: current=%u max=%u was=%u now=%hu", idx, get_current(idx), get_max(idx), static_cast<unsigned>(current_on_player), capped);
}
void powerup_cap_state::cap_flag(uint32_t &player_flags, const uint32_t powerup_flag, const powerup_type_t idx) const
{
if (player_flags & powerup_flag)
if (!can_add_mapped_powerup(idx))
{
player_flags &= ~powerup_flag;
con_printf(CON_VERBOSE, "Capping accessory %u due to powerup cap: current=%u max=%u", idx, get_current(idx), get_max(idx));
}
}
void powerup_cap_state::reset_powerup_both(powerup_type_t type)
{
const auto idx = map_powerup_type_to_index(type);
m_powerups[idx] = 0;
m_max[idx] = 0;
}
void powerup_cap_state::clear()
{
m_powerups = {};
m_max = {};
}
int GetMyNetRanking()
{
int rank, eff;
if (PlayerCfg.NetlifeKills+PlayerCfg.NetlifeKilled==0)
return (1);
rank=(int) (((float)PlayerCfg.NetlifeKills/3000.0)*8.0);
eff=(int)((float)((float)PlayerCfg.NetlifeKills/((float)PlayerCfg.NetlifeKilled+(float)PlayerCfg.NetlifeKills))*100.0);
if (rank>8)
rank=8;
if (eff<0)
eff=0;
if (eff<60)
rank-=((59-eff)/10);
if (rank<0)
rank=0;
if (rank>8)
rank=8;
return (rank+1);
}
void ClipRank (ubyte *rank)
{
// This function insures no crashes when dealing with D2 1.0
if (*rank > 9)
*rank = 0;
}
//
// Functions that replace what used to be macros
//
objnum_t objnum_remote_to_local(uint16_t remote_objnum, 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)
{
// 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};
if (owner >= N_players || owner < -1)
throw std::runtime_error("illegal object owner");
auto result = local_to_remote[local_objnum];
if (result >= MAX_OBJECTS)
throw std::runtime_error("illegal object remote number"); // See Rob, object has no remote number!
return {owner, result};
}
uint16_t objnum_local_to_remote(objnum_t local_objnum, int8_t *owner)
{
auto r = objnum_local_to_remote(local_objnum);
*owner = r.owner;
return r.objnum;
}
void
map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
{
// Add a mapping from a network remote object number to a local one
Assert(local_objnum > -1);
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);
}
int multi_objnum_is_past(objnum_t objnum)
{
switch (multi_protocol)
{
case MULTI_PROTO_UDP:
#ifdef USE_UDP
return net_udp_objnum_is_past(objnum);
break;
#endif
default:
Error("Protocol handling missing in multi_objnum_is_past\n");
break;
}
}
//
// 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()
{
int old_connect=0, game_wind_visible = 0;
// If there still is a Game_wind and it's suspended (usually both should be the case), bring it up again so host can still take actions of the game
if (Game_wind)
{
if (!window_is_visible(Game_wind))
{
game_wind_visible = 1;
window_set_visible(Game_wind, 1);
}
}
// Save connect state and change to new connect state
if (Game_mode & GM_NETWORK)
{
old_connect = get_local_player().connected;
if (get_local_player().connected!=CONNECT_DIED_IN_MINE)
get_local_player().connected = CONNECT_END_MENU;
Network_status = NETSTAT_ENDLEVEL;
}
// Do the actual screen we wish to show
const auto rval = kmatrix_view(Game_mode & GM_NETWORK);
// Restore connect state
if (Game_mode & GM_NETWORK)
{
get_local_player().connected = old_connect;
}
if (Game_mode & GM_MULTI_COOP)
{
range_for (auto &i, partial_range(Players, Netgame.max_numplayers))
// Reset keys
i.flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
}
#if defined(DXX_BUILD_DESCENT_II)
range_for (auto &i, partial_range(Players, Netgame.max_numplayers))
i.flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
#endif
range_for (auto &i, Players)
i.KillGoalCount=0;
PowerupCaps.clear();
// hide Game_wind again if we brought it up
if (Game_wind && game_wind_visible)
window_set_visible(Game_wind, 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(void)
{
// Reset variables for a new net game
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
init_player_stats_game(i);
kill_matrix = {}; // Clear kill matrix
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
{
sorted_kills[i] = i;
Players[i].connected = CONNECT_DISCONNECTED;
Players[i].net_killed_total = 0;
Players[i].net_kills_total = 0;
Players[i].flags = 0;
Players[i].KillGoalCount=0;
multi_sending_message[i] = msgsend_none;
}
for (uint_fast32_t i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
robot_controlled[i] = -1;
robot_agitation[i] = 0;
robot_fired[i] = 0;
}
PowerupCaps.clear();
team_kills = {};
imulti_new_game=1;
multi_quit_game = 0;
Show_kill_list = 1;
game_disable_cheats();
}
void multi_make_player_ghost(const playernum_t playernum)
{
if (playernum == Player_num || playernum >= MAX_PLAYERS)
{
Int3(); // Non-terminal, see Rob
return;
}
auto obj = vobjptridx(Players[playernum].objnum);
obj->type = OBJ_GHOST;
obj->render_type = RT_NONE;
obj->movement_type = MT_NONE;
multi_reset_player_object(obj);
multi_strip_robots(playernum);
}
void multi_make_ghost_player(const playernum_t playernum)
{
if ((playernum == Player_num) || (playernum >= MAX_PLAYERS))
{
Int3(); // Non-terminal, see rob
return;
}
auto obj = vobjptridx(Players[playernum].objnum);
obj->type = OBJ_PLAYER;
obj->movement_type = MT_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_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);
}
void
multi_sort_kill_list(void)
{
// Sort the kills list each time a new kill is added
int kills[MAX_PLAYERS];
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
{
if (Game_mode & GM_MULTI_COOP)
kills[i] = Players[i].score;
#if defined(DXX_BUILD_DESCENT_II)
else
if (Show_kill_list==2)
{
if (Players[i].net_killed_total+Players[i].net_kills_total==0)
kills[i]=-1; // always draw the ones without any ratio last
else
kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
}
#endif
else
kills[i] = Players[i].net_kills_total;
}
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);
}
static const char *prepare_kill_name(const playernum_t pnum, char (&buf)[(CALLSIGN_LEN*2)+4])
{
if (Game_mode & GM_TEAM)
{
snprintf(buf, sizeof(buf), "%s (%s)", static_cast<const char *>(Players[pnum].callsign), static_cast<const char *>(Netgame.team_name[get_team(pnum)]));
return buf;
}
else
return static_cast<const char *>(Players[pnum].callsign);
}
static void multi_compute_kill(const objptridx_t killer, const vobjptridx_t killed)
{
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
playernum_t killed_pnum, killer_pnum;
// 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 (Control_center_destroyed)
Players[killed_pnum].connected=CONNECT_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)];
Players[killed_pnum].net_killed_total++;
Players[killed_pnum].net_kills_total--;
-- Players[killed_pnum].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)
const auto killer_id = killer->id;
if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
{
if (killed_pnum == Player_num)
HUD_init_message_literal(HM_MULTI, "You were killed by a mine!");
else
HUD_init_message(HM_MULTI, "%s was killed by a mine!",killed_name);
}
else
#endif
{
if (killed_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
multi_add_lifetime_killed();
}
else
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
}
Players[killed_pnum].net_killed_total++;
return;
}
killer_pnum = get_player_id(killer);
char killer_buf[(CALLSIGN_LEN*2)+4];
const char *killer_name = prepare_kill_name(killer_pnum, killer_buf);
// Beyond this point, it was definitely a player-player kill situation
if (killer_pnum >= N_players)
Int3(); // See rob, tracking down bug with kill HUD messages
if (killed_pnum >= N_players)
Int3(); // See rob, tracking down bug with kill HUD messages
if (killer_pnum == killed_pnum)
{
#if defined(DXX_BUILD_DESCENT_II)
if (!game_mode_hoard())
#endif
{
if (Game_mode & GM_TEAM)
{
team_kills[get_team(killed_pnum)] -= 1;
}
Players[killed_pnum].net_killed_total += 1;
Players[killed_pnum].net_kills_total -= 1;
-- Players[killed_pnum].KillGoalCount;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killed_pnum, -1);
}
kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
if (killer_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
multi_add_lifetime_killed();
}
else
HUD_init_message(HM_MULTI, "%s %s", killed_name, TXT_SUICIDE);
/* Bounty mode needs some lovin' */
if( Game_mode & GM_BOUNTY && killed_pnum == Bounty_target && multi_i_am_master() )
{
/* Select a random number */
int n = d_rand() % MAX_PLAYERS;
/* Make sure they're valid: Don't check against kill flags,
* just in case everyone's dead! */
while( !Players[n].connected )
n = d_rand() % MAX_PLAYERS;
/* Select new target - it will be sent later when we're done with this function */
multi_new_bounty_target( n );
}
}
else
{
#if defined(DXX_BUILD_DESCENT_II)
if (!game_mode_hoard())
#endif
{
if (Game_mode & GM_TEAM)
{
const auto killed_team = get_team(killed_pnum);
const auto killer_team = get_team(killer_pnum);
const short adjust = (killed_team == killer_team) ? -1 : 1;
team_kills[killer_team] += adjust;
Players[killer_pnum].net_kills_total += adjust;
Players[killer_pnum].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 */
Players[killer_pnum].net_kills_total++;
Players[killer_pnum].KillGoalCount++;
/* Record the kill in a demo */
if( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_multi_kill( killer_pnum, 1 );
/* If the target died, the new one is set! */
if( killed_pnum == Bounty_target )
multi_new_bounty_target( killer_pnum );
}
}
else
{
Players[killer_pnum].net_kills_total += 1;
Players[killer_pnum].KillGoalCount+=1;
}
if (Newdemo_state == ND_STATE_RECORDING && !( Game_mode & GM_BOUNTY ) )
newdemo_record_multi_kill(killer_pnum, 1);
}
kill_matrix[killer_pnum][killed_pnum] += 1;
Players[killed_pnum].net_killed_total += 1;
if (killer_pnum == Player_num) {
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
multi_add_lifetime_kills();
if ((Game_mode & GM_MULTI_COOP) && (get_local_player().score >= 1000))
add_points_to_score(-1000);
}
else if (killed_pnum == Player_num)
{
HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
multi_add_lifetime_killed();
}
else
HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, killed_name);
}
if (Netgame.KillGoal>0)
{
const auto TheGoal = Netgame.KillGoal * 5;
if (((Game_mode & GM_TEAM)
? team_kills[get_team(killer_pnum)]
: Players[killer_pnum].KillGoalCount
) >= TheGoal)
{
if (killer_pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_player().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));
}
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
}
}
multi_sort_kill_list();
multi_show_player_list();
#if defined(DXX_BUILD_DESCENT_II)
Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
#endif
}
void multi_do_protocol_frame(int force, int listen)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_do_frame(force, listen);
break;
#endif
default:
Error("Protocol handling missing in multi_do_protocol_frame\n");
break;
}
}
void multi_do_frame(void)
{
static int lasttime=0;
static fix64 last_update_time = 0;
int i;
if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK)
{
Int3();
return;
}
if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
{
for (i=0;i<N_players;i++)
if (Players[i].connected)
{
if (i==Player_num)
{
multi_send_heartbeat();
lasttime=f2i(ThisLevelTime);
}
break;
}
}
// Send update about our game mode-specific variables every 2 secs (to keep in sync since delayed kills can invalidate these infos on Clients)
if (multi_i_am_master() && timer_query() >= last_update_time + (F1_0*2))
{
multi_send_gmode_update();
last_update_time = timer_query();
}
multi_send_message(); // Send any waiting messages
if (Game_mode & GM_MULTI_ROBOTS)
{
multi_check_robot_timeout();
}
multi_do_protocol_frame(0, 1);
if (multi_quit_game)
{
multi_quit_game = 0;
if (Game_wind)
window_close(Game_wind);
}
}
void _multi_send_data(const ubyte *buf, unsigned len, int priority)
{
if (Game_mode & GM_NETWORK)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_send_data(buf, len, priority);
break;
#endif
default:
Error("Protocol handling missing in multi_send_data\n");
break;
}
}
}
static void _multi_send_data_direct(const ubyte *buf, unsigned len, const playernum_t pnum, int priority)
{
if (pnum >= MAX_PLAYERS)
Error("multi_send_data_direct: Illegal player num: %u\n", pnum);
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_send_mdata_direct(buf, len, pnum, priority);
break;
#endif
default:
Error("Protocol handling missing in multi_send_data_direct\n");
break;
}
}
template <multiplayer_command_t C>
static void multi_send_data_direct(ubyte *buf, unsigned len, const playernum_t pnum, int priority)
{
buf[0] = C;
unsigned expected = command_length<C>::value;
#ifdef DXX_CONSTANT_TRUE
if (DXX_CONSTANT_TRUE(len != expected))
DXX_ALWAYS_ERROR_FUNCTION(dxx_trap_multi_send_data, "wrong packet size");
#endif
if (len != expected)
{
Error("multi_send_data_direct: Packet type %i length: %i, expected: %i\n", C, len, expected);
}
_multi_send_data_direct(buf, len, pnum, priority);
}
void
multi_leave_game(void)
{
if (!(Game_mode & GM_MULTI))
return;
if (Game_mode & GM_NETWORK)
{
Net_create_loc = 0;
const auto cobjp = vobjptridx(get_local_player().objnum);
multi_send_position(cobjp);
multi_powcap_cap_objects();
if (!Player_eggs_dropped)
{
drop_player_eggs(cobjp);
Player_eggs_dropped = 1;
}
multi_send_player_deres(deres_drop);
}
multi_send_quit();
if (Game_mode & GM_NETWORK)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_leave_game();
break;
#endif
default:
Error("Protocol handling missing in multi_leave_game\n");
break;
}
}
#if defined(DXX_BUILD_DESCENT_I)
plyr_save_stats();
#endif
}
void
multi_show_player_list()
{
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
return;
if (Show_kill_list)
return;
Show_kill_list_timer = F1_0*5; // 5 second timer
Show_kill_list = 1;
}
int
multi_endlevel(int *secret)
{
int result = 0;
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
result = net_udp_endlevel(secret);
break;
#endif
default:
Error("Protocol handling missing in multi_endlevel\n");
break;
}
return(result);
}
int multi_endlevel_poll1( newmenu *menu,const d_event &event, const unused_newmenu_userdata_t *userdata)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
return net_udp_kmatrix_poll1( menu, event, userdata );
break;
#endif
default:
Error("Protocol handling missing in multi_endlevel_poll1\n");
break;
}
return 0; // kill warning
}
int multi_endlevel_poll2( newmenu *menu,const d_event &event, const unused_newmenu_userdata_t *userdata)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
return net_udp_kmatrix_poll2( menu, event, userdata );
break;
#endif
default:
Error("Protocol handling missing in multi_endlevel_poll2\n");
break;
}
return 0;
}
void multi_send_endlevel_packet()
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_send_endlevel_packet();
break;
#endif
default:
Error("Protocol handling missing in multi_send_endlevel_packet\n");
break;
}
}
//
// Part 2 : functions that act on network messages and change the
// the state of the game in some way.
//
void
multi_define_macro(int key)
{
if (!(Game_mode & GM_MULTI))
return;
key &= (~KEY_SHIFTED);
switch(key)
{
case KEY_F9:
multi_defining_message = 1; break;
case KEY_F10:
multi_defining_message = 2; break;
case KEY_F11:
multi_defining_message = 3; break;
case KEY_F12:
multi_defining_message = 4; break;
default:
Int3();
}
if (multi_defining_message) {
key_toggle_repeat(1);
multi_message_index = 0;
Network_message[multi_message_index] = 0;
}
}
static void multi_message_feedback(void)
{
char *colon;
int found = 0;
int i;
char feedback_result[200];
if (!(!(colon = strstr(Network_message.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)
{
for (i = 0; i < N_players; i++)
{
if (!d_strnicmp(Netgame.team_name[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 *>(Netgame.team_name[i]));
}
}
}
range_for (auto &i, partial_range(Players, N_players))
{
if (&i != &get_local_player() && i.connected && !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(int key)
{
if (! (Game_mode & GM_MULTI) )
return;
switch(key)
{
case KEY_F9:
key = 0; break;
case KEY_F10:
key = 1; break;
case KEY_F11:
key = 2; break;
case KEY_F12:
key = 3; break;
default:
Int3();
}
if (!PlayerCfg.NetworkMessageMacro[key][0])
{
HUD_init_message_literal(HM_MULTI, TXT_NO_MACRO);
return;
}
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_typing;
multi_send_msgsend_state(msgsend_typing);
multi_message_index = 0;
Network_message[multi_message_index] = 0;
key_toggle_repeat(1);
}
}
static void kick_player(player &plr, netplayer_info &nplr)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_dump_player(nplr.protocol.udp.addr, DUMP_KICKED);
break;
#endif
default:
Error("Protocol handling missing in multi_send_message_end\n");
break;
}
HUD_init_message(HM_MULTI, "Dumping %s...", static_cast<const char *>(plr.callsign));
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_none);
#endif
}
static void multi_send_message_end()
{
char *mytempbuf;
int i;
#if defined(DXX_BUILD_DESCENT_I)
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_none;
multi_send_msgsend_state(msgsend_none);
key_toggle_repeat(0);
#elif defined(DXX_BUILD_DESCENT_II)
Network_message_reciever = 100;
#endif
if (!d_strnicmp(Network_message.data(), "/Handicap: "))
{
mytempbuf=&Network_message[11];
StartingShields=atol (mytempbuf);
if (StartingShields<10)
StartingShields=10;
if (StartingShields>100)
{
snprintf(Network_message.data(), Network_message.size(), "%s has tried to cheat!",static_cast<const char *>(get_local_player().callsign));
StartingShields=100;
}
else
snprintf(Network_message.data(), Network_message.size(), "%s handicap is now %d",static_cast<const char *>(get_local_player().callsign), StartingShields);
HUD_init_message(HM_MULTI, "Telling others of your handicap of %d!",StartingShields);
StartingShields=i2f(StartingShields);
}
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 (i = 0; i < N_players; i++)
if (Players[i].connected && !d_strnicmp(static_cast<const char *>(Players[i].callsign), &Network_message[name_index], strlen(Network_message.data()) - name_index))
{
#if defined(DXX_BUILD_DESCENT_II)
if (game_mode_capture_flag() && (Players[i].flags & PLAYER_FLAGS_FLAG))
{
HUD_init_message_literal(HM_MULTI, "Can't move player because s/he has a flag!");
return;
}
#endif
if (Netgame.team_vector & (1<<i))
Netgame.team_vector&=(~(1<<i));
else
Netgame.team_vector|=(1<<i);
range_for (auto &t, partial_range(Players, N_players))
if (t.connected)
multi_reset_object_texture(vobjptr(t.objnum));
reset_cockpit();
multi_send_gmode_update();
snprintf(Network_message.data(), Network_message.size(), "%s has changed teams!", static_cast<const char *>(Players[i].callsign));
if (i==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You have changed teams!");
reset_cockpit();
}
else
HUD_init_message(HM_MULTI, "Moving %s to other team.", static_cast<const char *>(Players[i].callsign));
break;
}
}
}
else if (!d_strnicmp(Network_message.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_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_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_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_none);
#endif
return;
}
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
playernum_array_t players;
int listpos = Network_message[name_index+1] - '0';
if (Show_kill_list==1 || Show_kill_list==2) {
if (listpos == 0 || listpos >= N_players) {
HUD_init_message_literal(HM_MULTI, "Invalid player number for kick.");
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_none);
#endif
return;
}
multi_get_kill_list(players);
i = players[listpos];
if ((i != Player_num) && (Players[i].connected))
{
kick_player(Players[i], Netgame.players[i]);
return;
}
}
else HUD_init_message_literal(HM_MULTI, "You cannot use # kicking with in team display.");
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_none);
#endif
return;
}
for (i = 0; i < N_players; i++)
if (i != Player_num && Players[i].connected && !d_strnicmp(static_cast<const char *>(Players[i].callsign), &Network_message[name_index], strlen(Network_message.data()) - name_index))
{
kick_player(Players[i], Netgame.players[i]);
return;
}
}
else if (!d_stricmp (Network_message.data(), "/killreactor") && (Game_mode & GM_NETWORK) && !Control_center_destroyed)
{
if (!multi_i_am_master())
HUD_init_message(HM_MULTI, "Only %s can kill the reactor this way!", static_cast<const char *>(Players[multi_who_is_master()].callsign));
else
{
net_destroy_controlcen(object_none);
multi_send_destroy_controlcen(object_none,Player_num);
}
multi_message_index = 0;
multi_sending_message[Player_num] = msgsend_none;
#if defined(DXX_BUILD_DESCENT_II)
multi_send_msgsend_state(msgsend_none);
#endif
return;
}
#if defined(DXX_BUILD_DESCENT_II)
else
#endif
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message.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_none;
multi_send_msgsend_state(msgsend_none);
key_toggle_repeat(0);
#endif
game_flush_inputs();
}
static void multi_define_macro_end()
{
Assert( multi_defining_message > 0 );
PlayerCfg.NetworkMessageMacro[multi_defining_message-1] = Network_message;
write_player_file();
multi_message_index = 0;
multi_defining_message = 0;
key_toggle_repeat(0);
game_flush_inputs();
}
window_event_result multi_message_input_sub(int key)
{
switch( key )
{
case KEY_F8:
case KEY_ESC:
multi_sending_message[Player_num] = msgsend_none;
multi_send_msgsend_state(msgsend_none);
multi_defining_message = 0;
key_toggle_repeat(0);
game_flush_inputs();
return window_event_result::handled;
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
if (multi_message_index > 0)
multi_message_index--;
Network_message[multi_message_index] = 0;
return window_event_result::handled;
case KEY_ENTER:
if ( multi_sending_message[Player_num] )
multi_send_message_end();
else if ( multi_defining_message )
multi_define_macro_end();
game_flush_inputs();
return window_event_result::handled;
default:
{
int ascii = key_ascii();
if ( ascii < 255 ) {
if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
Network_message[multi_message_index++] = ascii;
Network_message[multi_message_index] = 0;
} else if ( multi_sending_message[Player_num] ) {
int i;
char * ptext;
ptext = NULL;
Network_message[multi_message_index++] = ascii;
Network_message[multi_message_index] = 0;
for (i=multi_message_index-1; i>=0; i-- ) {
if ( Network_message[i]==32 ) {
ptext = &Network_message[i+1];
Network_message[i] = 0;
break;
}
}
multi_send_message_end();
if ( ptext ) {
multi_sending_message[Player_num] = msgsend_typing;
multi_send_msgsend_state(msgsend_typing);
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;
}
void multi_do_death(int)
{
// Do any miscellaneous stuff for a new network player after death
if (!(Game_mode & GM_MULTI_COOP))
{
get_local_player().flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
}
}
static void multi_do_fire(const playernum_t pnum, const ubyte *buf)
{
ubyte weapon;
sbyte flags;
vms_vector shot_orientation;
// Act out the actual shooting
weapon = (int)buf[2];
flags = buf[4];
if (buf[0] == MULTI_FIRE_TRACK)
{
Network_laser_track = GET_INTEL_SHORT(buf + 18);
Network_laser_track = objnum_remote_to_local(Network_laser_track, buf[20]);
}
shot_orientation.x = (fix) GET_INTEL_INT(buf + 6);
shot_orientation.y = (fix) GET_INTEL_INT(buf + 10);
shot_orientation.z = (fix) GET_INTEL_INT(buf + 14);
Assert (pnum < N_players);
const auto obj = vobjptridx(Players[pnum].objnum);
if (obj->type == OBJ_GHOST)
multi_make_ghost_player(pnum);
if (weapon == FLARE_ADJUST)
Laser_player_fire( obj, FLARE_ID, 6, 1, shot_orientation);
else
if (weapon >= MISSILE_ADJUST) {
int weapon_gun,remote_objnum;
enum weapon_type_t weapon_id = (enum weapon_type_t) Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
#if defined(DXX_BUILD_DESCENT_II)
if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
{
Multi_is_guided=1;
}
#endif
auto objnum = Laser_player_fire( obj, weapon_id, weapon_gun, 1, shot_orientation );
if (buf[0] == MULTI_FIRE_BOMB)
{
remote_objnum = GET_INTEL_SHORT(buf + 18);
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
}
}
else {
fix save_charge = Fusion_charge;
if (weapon == primary_weapon_index_t::FUSION_INDEX) {
Fusion_charge = flags << 12;
}
if (weapon == LASER_ID) {
if (flags & LASER_QUAD)
Players[pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
else
Players[pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
}
do_laser_firing(vobjptridx(Players[pnum].objnum), weapon, (int)buf[3], flags, (int)buf[5], shot_orientation);
if (weapon == primary_weapon_index_t::FUSION_INDEX)
Fusion_charge = save_charge;
}
}
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 auto color = get_player_or_team_color(buf[1]);
char xrgb = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message(HM_MULTI, "%c%c%s:%c%c %s", CC_COLOR, xrgb, static_cast<const char *>(Players[(int)buf[1]].callsign), CC_COLOR, BM_XRGB(0, 31, 0), msgstart);
multi_sending_message[(int)buf[1]] = msgsend_none;
}
static void multi_do_position(const playernum_t pnum, const ubyte *buf)
{
const auto obj = vobjptridx(Players[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.x = GET_INTEL_INT(&buf[count]); count += 4;
qpp.pos.y = GET_INTEL_INT(&buf[count]); count += 4;
qpp.pos.z = GET_INTEL_INT(&buf[count]); count += 4;
qpp.segment = GET_INTEL_SHORT(&buf[count]); count += 2;
qpp.vel.x = GET_INTEL_INT(&buf[count]); count += 4;
qpp.vel.y = GET_INTEL_INT(&buf[count]); count += 4;
qpp.vel.z = GET_INTEL_INT(&buf[count]); count += 4;
qpp.rotvel.x = GET_INTEL_INT(&buf[count]); count += 4;
qpp.rotvel.y = GET_INTEL_INT(&buf[count]); count += 4;
qpp.rotvel.z = GET_INTEL_INT(&buf[count]); count += 4;
extract_quaternionpos(obj, &qpp, 0);
if (obj->movement_type == MT_PHYSICS)
set_thrust_from_velocity(obj);
}
static void multi_do_reappear(const playernum_t pnum, const ubyte *buf)
{
const objnum_t objnum = GET_INTEL_SHORT(buf + 2);
const auto obj = vobjptridx(objnum);
if (pnum != get_player_id(obj))
return;
multi_make_ghost_player(get_player_id(obj));
create_player_appearance_effect(obj);
}
static void multi_do_player_deres(const playernum_t pnum, const ubyte *buf)
{
// Only call this for players, not robots. pnum is player number, not
// Object number.
int count;
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
Players[pnum].primary_weapon_flags = GET_WEAPON_FLAGS(buf,count);
Players[pnum].laser_level = stored_laser_level(buf[count]); count++;
auto &secondary_ammo = Players[pnum].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
Players[pnum].vulcan_ammo = GET_INTEL_SHORT(buf + count); count += 2;
Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
multi_powcap_adjust_remote_cap (pnum);
const auto objp = vobjptridx(Players[pnum].objnum);
// objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
// objp->pos = *(vms_vector *)(buf+28); // 12 bytes
remote_created = buf[count++]; // How many did the other guy create?
Net_create_loc = 0;
drop_player_eggs(objp);
// Create mapping from remote to local numbering system
// We now handle this situation gracefully, Int3 not required
// if (Net_create_loc != remote_created)
// Int3(); // Probably out of object array space, see Rob
range_for (const auto i, partial_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((short)i, s, pnum);
count += 2;
}
range_for (const auto i, partial_range(Net_create_objnums, remote_created, Net_create_loc))
{
Objects[i].flags |= OF_SHOULD_BE_DEAD;
}
if (buf[2] == deres_explode)
{
explode_badass_player(objp);
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
multi_make_player_ghost(pnum);
}
else
{
create_player_appearance_effect(objp);
}
Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
#if defined(DXX_BUILD_DESCENT_II)
Players[pnum].flags &= ~PLAYER_FLAGS_FLAG;
#endif
Players[pnum].cloak_time = 0;
}
/*
* 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(playernum_t, const ubyte *buf)
{
int count = 1;
int type = (int)(buf[0]);
if (multi_i_am_master() && type != MULTI_KILL_CLIENT)
return;
if (!multi_i_am_master() && type != MULTI_KILL_HOST)
return;
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())
{
memcpy(multibuf, buf, 5);
multibuf[5] = Netgame.team_vector;
multibuf[6] = Bounty_target;
multi_send_data<MULTI_KILL_HOST>(multibuf, 7, 2);
}
objnum_t killer, killed;
killed = Players[pnum].objnum;
count += 1;
killer = GET_INTEL_SHORT(buf + count);
if (killer > 0)
killer = objnum_remote_to_local(killer, buf[count+2]);
if (!multi_i_am_master())
{
Netgame.team_vector = buf[5];
Bounty_target = buf[6];
}
multi_compute_kill(killer, killed);
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
multi_send_bounty();
}
// Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
// which means not a controlcen object, but contained in another object
static void multi_do_controlcen_destroy(const ubyte *buf)
{
sbyte who;
objnum_t objnum = GET_INTEL_SHORT(buf + 1);
who = buf[3];
if (Control_center_destroyed != 1)
{
if ((who < N_players) && (who != Player_num)) {
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[who].callsign), TXT_HAS_DEST_CONTROL);
}
else if (who == Player_num)
HUD_init_message_literal(HM_MULTI, TXT_YOU_DEST_CONTROL);
else
HUD_init_message_literal(HM_MULTI, TXT_CONTROL_DESTROYED);
if (objnum != object_none)
net_destroy_controlcen(objptridx(objnum));
else
net_destroy_controlcen(object_none);
}
}
void
static multi_do_escape(const ubyte *buf)
{
const auto objnum = vobjptridx(Players[buf[1]].objnum);
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
#if defined(DXX_BUILD_DESCENT_II)
digi_kill_sound_linked_to_object (objnum);
#endif
if (buf[2] == 0)
{
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[(int)buf[1]].callsign), TXT_HAS_ESCAPED);
if (Game_mode & GM_NETWORK)
Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
if (!multi_goto_secret)
multi_goto_secret = 2;
}
else if (buf[2] == 1)
{
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[(int)buf[1]].callsign), TXT_HAS_FOUND_SECRET);
if (Game_mode & GM_NETWORK)
Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
if (!multi_goto_secret)
multi_goto_secret = 1;
}
create_player_appearance_effect(objnum);
multi_make_player_ghost(buf[1]);
}
void
static multi_do_remobj(const ubyte *buf)
{
short objnum; // which object to remove
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;
auto local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
if (local_objnum == object_none)
{
return;
}
const auto &obj = vobjptr(local_objnum);
if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
{
return;
}
if (Network_send_objects && multi_objnum_is_past(local_objnum))
{
Network_send_objnum = -1;
}
if (Objects[local_objnum].type==OBJ_POWERUP)
if (Game_mode & GM_NETWORK)
{
PowerupCaps.dec_powerup_current(get_powerup_id(obj));
}
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
}
void multi_disconnect_player(const playernum_t pnum)
{
int n = 0;
if (!(Game_mode & GM_NETWORK))
return;
if (Players[pnum].connected == CONNECT_DISCONNECTED)
return;
if (Players[pnum].connected == CONNECT_PLAYING)
{
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[pnum].callsign), TXT_HAS_LEFT_THE_GAME);
multi_sending_message[pnum] = msgsend_none;
if (Network_status == NETSTAT_PLAYING)
{
multi_make_player_ghost(pnum);
multi_strip_robots(pnum);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_disconnect(pnum);
// Bounty target left - select a new one
if( Game_mode & GM_BOUNTY && pnum == Bounty_target && multi_i_am_master() )
{
/* Select a random number */
int n = d_rand() % MAX_PLAYERS;
/* Make sure they're valid: Don't check against kill flags,
* just in case everyone's dead! */
while( !Players[n].connected )
n = d_rand() % MAX_PLAYERS;
/* Select new target */
multi_new_bounty_target( n );
/* Send this new data */
multi_send_bounty();
}
}
Players[pnum].connected = CONNECT_DISCONNECTED;
Netgame.players[pnum].connected = CONNECT_DISCONNECTED;
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_disconnect_player(pnum);
break;
#endif
default:
Error("Protocol handling missing in multi_disconnect_player\n");
break;
}
if (pnum == multi_who_is_master()) // Host has left - Quit game!
{
if (Network_status==NETSTAT_PLAYING)
multi_leave_game();
if (Game_wind)
window_set_visible(Game_wind, 0);
nm_messagebox(NULL, 1, TXT_OK, "Host left the game!");
if (Game_wind)
window_set_visible(Game_wind, 1);
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
return;
}
range_for (auto &i, partial_range(Players, N_players))
if (i.connected)
if (++n > 1)
break;
if (n == 1)
{
HUD_init_message_literal(HM_MULTI, "You are the only person remaining in this netgame");
}
}
void
static multi_do_quit(const ubyte *buf)
{
if (!(Game_mode & GM_NETWORK))
return;
multi_disconnect_player((int)buf[1]);
}
static void multi_do_cloak(const playernum_t pnum)
{
Assert(pnum < N_players);
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = GameTime64;
ai_do_cloak_stuff();
multi_strip_robots(pnum);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_cloak(pnum);
}
static void multi_do_decloak(const playernum_t pnum)
{
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_decloak(pnum);
}
void
static multi_do_door_open(const ubyte *buf)
{
segnum_t segnum;
ubyte side;
wall *w;
segnum = GET_INTEL_SHORT(buf + 1);
side = buf[3];
#if defined(DXX_BUILD_DESCENT_II)
ubyte flag= buf[4];
#endif
if (side > 5)
{
Int3();
return;
}
const auto &&seg = vsegptridx(segnum);
if (seg->sides[side].wall_num == wall_none) { //Opening door on illegal wall
Int3();
return;
}
w = &Walls[seg->sides[side].wall_num];
if (w->type == WALL_BLASTABLE)
{
if (!(w->flags & WALL_BLASTED))
{
wall_destroy(seg, side);
}
return;
}
else if (w->state != WALL_DOOR_OPENING)
{
wall_open_door(seg, side);
}
#if defined(DXX_BUILD_DESCENT_II)
w->flags=flag;
#endif
}
static void multi_do_create_explosion(const playernum_t pnum)
{
create_small_fireball_on_object(vobjptridx(Players[pnum].objnum), F1_0, 1);
}
void
static multi_do_controlcen_fire(const ubyte *buf)
{
vms_vector to_target;
int gun_num;
objnum_t objnum;
int count = 1;
memcpy(&to_target, buf+count, 12); count += 12;
if (words_bigendian)// swap the vector to_target
{
to_target.x = (fix)INTEL_INT((int)to_target.x);
to_target.y = (fix)INTEL_INT((int)to_target.y);
to_target.z = (fix)INTEL_INT((int)to_target.z);
}
gun_num = buf[count]; count += 1;
objnum = GET_INTEL_SHORT(buf + count); count += 2;
auto objp = vobjptridx(objnum);
Laser_create_new_easy(to_target, objp->ctype.reactor_info.gun_pos[gun_num], objp, CONTROLCEN_WEAPON_NUM, 1);
}
static void multi_do_create_powerup(const playernum_t pnum, const ubyte *buf)
{
int count = 1;
vms_vector new_pos;
char powerup_type;
if ((Network_status == NETSTAT_ENDLEVEL) || Control_center_destroyed)
return;
count++;
powerup_type = buf[count++];
const auto &&segnum = vsegptridx(GET_INTEL_SHORT(&buf[count]));
count += 2;
objnum_t objnum = GET_INTEL_SHORT(buf + count); count += 2;
memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
if (words_bigendian)
{
new_pos.x = (fix)SWAPINT((int)new_pos.x);
new_pos.y = (fix)SWAPINT((int)new_pos.y);
new_pos.z = (fix)SWAPINT((int)new_pos.z);
}
Net_create_loc = 0;
const auto &&my_objnum = call_object_create_egg(vobjptr(Players[pnum].objnum), 1, OBJ_POWERUP, powerup_type);
if (my_objnum == object_none) {
return;
}
if (Network_send_objects && multi_objnum_is_past(my_objnum))
{
Network_send_objnum = -1;
}
my_objnum->pos = new_pos;
vm_vec_zero(my_objnum->mtype.phys_info.velocity);
obj_relink(my_objnum, segnum);
map_objnum_local_to_remote(my_objnum, objnum, pnum);
object_create_explosion(segnum, new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
if (Game_mode & GM_NETWORK)
{
PowerupCaps.inc_powerup_current(get_powerup_id(my_objnum));
}
}
static void multi_do_play_sound(const playernum_t pnum, const ubyte *buf)
{
int sound_num = buf[2];
fix volume = buf[3] << 12;
if (!Players[pnum].connected)
return;
Assert(Players[pnum].objnum <= Highest_object_index);
digi_link_sound_to_object( sound_num, vcobjptridx(Players[pnum].objnum), 0, volume);
}
static void multi_do_score(const playernum_t pnum, const ubyte *buf)
{
if (pnum >= N_players)
{
Int3(); // Non-terminal, see rob
return;
}
if (Newdemo_state == ND_STATE_RECORDING) {
int score;
score = GET_INTEL_INT(buf + 2);
newdemo_record_multi_score(pnum, score);
}
Players[pnum].score = GET_INTEL_INT(buf + 2);
multi_sort_kill_list();
}
static void multi_do_trigger(const playernum_t pnum, const ubyte *buf)
{
int trigger = buf[2];
if (pnum >= N_players || pnum == Player_num)
{
Int3(); // Got trigger from illegal playernum
return;
}
if ((trigger < 0) || (trigger >= Num_triggers))
{
Int3(); // Illegal trigger number in multiplayer
return;
}
check_trigger_sub(trigger, pnum,0);
}
#if defined(DXX_BUILD_DESCENT_II)
static void multi_do_effect_blowup(const playernum_t pnum, const ubyte *buf)
{
int side;
vms_vector hitpnt;
if (pnum >= N_players || pnum == Player_num)
return;
multi_do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
segnum_t segnum = GET_INTEL_SHORT(buf + 2);
side = buf[4];
hitpnt.x = GET_INTEL_INT(buf + 5);
hitpnt.y = GET_INTEL_INT(buf + 9);
hitpnt.z = GET_INTEL_INT(buf + 13);
//create a dummy object which will be the weapon that hits
//the monitor. the blowup code wants to know who the parent of the
//laser is, so create a laser whose parent is the player
laser_parent laser;
laser.parent_type = OBJ_PLAYER;
laser.parent_num = pnum;
check_effect_blowup(vsegptridx(segnum), side, hitpnt, laser, 0, 1);
}
static void multi_do_drop_marker (const playernum_t pnum, const ubyte *buf)
{
int i;
int mesnum=buf[2];
vms_vector position;
if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
return;
position.x = GET_INTEL_INT(buf + 3);
position.y = GET_INTEL_INT(buf + 7);
position.z = GET_INTEL_INT(buf + 11);
for (i=0;i<40;i++)
MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
if (MarkerObject[(pnum*2)+mesnum] !=object_none && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
obj_delete(MarkerObject[(pnum*2)+mesnum]);
MarkerObject[(pnum*2)+mesnum] = drop_marker_object(position,Objects[Players[pnum].objnum].segnum,Objects[Players[pnum].objnum].orient,(pnum*2)+mesnum);
}
#endif
static void multi_do_hostage_door_status(const ubyte *buf)
{
// Update hit point status of a door
int count = 1;
int wallnum;
fix hps;
wallnum = GET_INTEL_SHORT(buf + count); count += 2;
hps = GET_INTEL_INT(buf + count); count += 4;
if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
{
Int3(); // Non-terminal, see Rob
return;
}
if (hps < Walls[wallnum].hps)
wall_damage(vsegptridx(Walls[wallnum].segnum), Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
}
void
multi_reset_stuff(void)
{
// A generic, emergency function to solve problems that crop up
// when a player exits quick-out from the game because of a
// connection loss. Fixes several weird bugs!
dead_player_end();
get_local_player().homing_object_dist = -F1_0; // Turn off homing sound.
reset_rear_view();
}
void multi_reset_player_object(const vobjptr_t 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;
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);
}
void multi_reset_object_texture (const vobjptr_t objp)
{
int id,i;
if (Game_mode & GM_TEAM)
id = get_team(get_player_id(objp));
else
id = get_player_id(objp);
if (id == 0)
objp->rtype.pobj_info.alt_textures=0;
else {
if (N_PLAYER_SHIP_TEXTURES < Polygon_models[objp->rtype.pobj_info.model_num].n_textures)
Error("Too many player ship textures!\n");
for (i=0;i<Polygon_models[objp->rtype.pobj_info.model_num].n_textures;i++)
multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
objp->rtype.pobj_info.alt_textures = id;
}
}
void multi_process_bigdata(const playernum_t pnum, const ubyte *buf, uint_fast32_t len)
{
// Takes a bunch of messages, check them for validity,
// and pass them to multi_process_data.
uint_fast32_t bytes_processed = 0;
while( bytes_processed < len ) {
uint_fast32_t type = buf[bytes_processed];
if ( (type>= sizeof(message_length)/sizeof(message_length[0])))
{
con_printf( CON_DEBUG,"multi_process_bigdata: Invalid packet type %lu!", static_cast<unsigned long>(type));
return;
}
uint_fast32_t sub_len = message_length[type];
Assert(sub_len > 0);
if ( (bytes_processed+sub_len) > len ) {
con_printf(CON_DEBUG, "multi_process_bigdata: packet type %u too short (%lu>%lu)!", static_cast<unsigned>(type), static_cast<unsigned long>(bytes_processed+sub_len), static_cast<unsigned long>(len));
Int3();
return;
}
multi_process_data(pnum, &buf[bytes_processed], type);
bytes_processed += sub_len;
}
}
//
// Part 2 : Functions that send communication messages to inform the other
// players of something we did.
//
void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_fired, objnum_t laser_track, const objptridx_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_do_protocol_frame(1, 0);
last_fireup_time = timer_query();
}
multibuf[0] = (char)MULTI_FIRE;
if (is_bomb_objnum != object_none)
{
if (is_proximity_bomb_or_smart_mine(get_weapon_id(is_bomb_objnum)))
multibuf[0] = (char)MULTI_FIRE_BOMB;
}
else if (laser_track != object_none)
{
multibuf[0] = (char)MULTI_FIRE_TRACK;
}
multibuf[1] = (char)Player_num;
multibuf[2] = (char)laser_gun;
multibuf[3] = (char)laser_level;
multibuf[4] = (char)laser_flags;
multibuf[5] = (char)laser_fired;
const auto &ownship = get_local_plrobj();
PUT_INTEL_INT(multibuf+6 , ownship.orient.fvec.x);
PUT_INTEL_INT(multibuf+10, ownship.orient.fvec.y);
PUT_INTEL_INT(multibuf+14, ownship.orient.fvec.z);
/*
* If we fire a bomb, it's persistent. Let others know of it's objnum so host can track it's behaviour over clients (host-authority functions, D2 chaff ability).
* If we fire a tracking projectile, we should others let know abotu what we track but we have to pay attention it's mapped correctly.
* If we fire something else, we make the packet as small as possible.
*/
if (multibuf[0] == MULTI_FIRE_BOMB)
{
map_objnum_local_to_local(is_bomb_objnum);
PUT_INTEL_SHORT(&multibuf[18], static_cast<objnum_t>(is_bomb_objnum));
multi_send_data<MULTI_FIRE_BOMB>(multibuf, 20, 1);
}
else if (multibuf[0] == MULTI_FIRE_TRACK)
{
sbyte remote_owner;
short remote_laser_track = -1;
remote_laser_track = objnum_local_to_remote(laser_track, &remote_owner);
PUT_INTEL_SHORT(multibuf+18, remote_laser_track);
multibuf[20] = remote_owner;
multi_send_data<MULTI_FIRE_TRACK>(multibuf, 21, 1);
}
else
multi_send_data<MULTI_FIRE>(multibuf, 18, 1);
}
void multi_send_destroy_controlcen(objnum_t objnum, int player)
{
if (player == Player_num)
HUD_init_message_literal(HM_MULTI, TXT_YOU_DEST_CONTROL);
else if ((player > 0) && (player < N_players))
HUD_init_message(HM_MULTI, "%s %s", static_cast<const char *>(Players[player].callsign), TXT_HAS_DEST_CONTROL);
else
HUD_init_message_literal(HM_MULTI, TXT_CONTROL_DESTROYED);
PUT_INTEL_SHORT(multibuf+1, objnum);
multibuf[3] = player;
multi_send_data<MULTI_CONTROLCEN>(multibuf, 4, 2);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_drop_marker (int player,const vms_vector &position,char messagenum,const marker_message_text_t &text)
{
if (player<N_players)
{
multibuf[1]=(char)player;
multibuf[2]=messagenum;
PUT_INTEL_INT(multibuf+3, position.x);
PUT_INTEL_INT(multibuf+7, position.y);
PUT_INTEL_INT(multibuf+11, position.z);
for (unsigned i = 0; i < text.size(); i++)
multibuf[15+i]=text[i];
multi_send_data<MULTI_MARKER>(multibuf, 15 + text.size(), 2);
}
}
void multi_send_markers()
{
// send marker positions/text to new player
int i;
for (i = 0; i < N_players; i++)
{
objnum_t mo;
mo = MarkerObject[(i*2)];
if (mo!=object_none)
multi_send_drop_marker (i,Objects[mo].pos,0,MarkerMessage[i*2]);
mo = MarkerObject[(i*2)+1];
if (mo!=object_none)
multi_send_drop_marker (i,Objects[mo].pos,1,MarkerMessage[(i*2)+1]);
}
}
#endif
#if defined(DXX_BUILD_DESCENT_I)
void multi_send_endlevel_start(const bool secret)
#elif defined(DXX_BUILD_DESCENT_II)
void multi_send_endlevel_start()
#endif
{
#if defined(DXX_BUILD_DESCENT_II)
const bool secret = false;
#endif
multibuf[1] = Player_num;
multibuf[2] = (char)secret;
if (!multi_goto_secret)
multi_goto_secret = 1 + !secret;
multi_send_data<MULTI_ENDLEVEL_START>(multibuf, 3, 2);
if (Game_mode & GM_NETWORK)
{
get_local_player().connected = CONNECT_ESCAPE_TUNNEL;
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
net_udp_send_endlevel_packet();
break;
#endif
default:
Error("Protocol handling missing in multi_send_endlevel_start\n");
break;
}
}
}
void multi_send_player_deres(deres_type_t type)
{
int count = 0;
if (Network_send_objects)
{
Network_send_objnum = -1;
}
multi_send_position(get_local_player().objnum);
count++;
multibuf[count++] = Player_num;
multibuf[count++] = type;
#if defined(DXX_BUILD_DESCENT_I)
#define PUT_WEAPON_FLAGS(buf,count,value) (buf[count] = value, ++count)
#elif defined(DXX_BUILD_DESCENT_II)
#define PUT_WEAPON_FLAGS(buf,count,value) ((PUT_INTEL_SHORT(buf+count, value)), count+=sizeof(uint16_t))
#endif
PUT_WEAPON_FLAGS(multibuf, count, get_local_player().primary_weapon_flags);
multibuf[count++] = (char)get_local_player().laser_level;
multibuf[count++] = (char)get_local_player().secondary_ammo[HOMING_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[CONCUSSION_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[SMART_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[MEGA_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[PROXIMITY_INDEX];
#if defined(DXX_BUILD_DESCENT_II)
multibuf[count++] = (char)get_local_player().secondary_ammo[SMISSILE1_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[GUIDED_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[SMART_MINE_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[SMISSILE4_INDEX];
multibuf[count++] = (char)get_local_player().secondary_ammo[SMISSILE5_INDEX];
#endif
PUT_INTEL_SHORT(multibuf+count, get_local_player().vulcan_ammo );
count += 2;
PUT_INTEL_INT(multibuf+count, get_local_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_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<MULTI_PLAYER_DERES>(multibuf, command_length<MULTI_PLAYER_DERES>::value, 2);
if (get_local_player().flags & PLAYER_FLAGS_CLOAKED)
multi_send_decloak();
multi_strip_robots(Player_num);
}
/*
* Powerup capping: Keep track of how many powerups are in level and kill these which would exceed initial limit.
* NOTE: code encapsuled by OLDPOWCAP define is original and buggy Descent2 code.
*/
// Count the initial amount of Powerups in the level
void multi_powcap_count_powerups_in_mine(void)
{
PowerupCaps.recount();
}
void powerup_cap_state::recount()
{
m_powerups = {};
range_for (const auto i, highest_valid(Objects))
{
const auto &obj = vobjptr(static_cast<objnum_t>(i));
if (obj->type == OBJ_POWERUP)
{
inc_powerup_current(get_powerup_id(obj));
}
}
}
// We want to drop something. Kill every Powerup which exceeds the level limit
void multi_powcap_cap_objects()
{
int index;
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
return;
auto &plr = get_local_player();
auto &secondary_ammo = plr.secondary_ammo;
if (!game_mode_hoard())
secondary_ammo[PROXIMITY_INDEX] += Proximity_dropped;
Proximity_dropped=0;
#if defined(DXX_BUILD_DESCENT_II)
secondary_ammo[SMART_MINE_INDEX] += Smartmines_dropped;
Smartmines_dropped=0;
#endif
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
{
const auto type = Primary_weapon_to_powerup[index];
if (get_local_player().primary_weapon_flags & HAS_PRIMARY_FLAG(index))
if (!PowerupCaps.can_add_powerup(type))
{
con_printf(CON_VERBOSE, "Removing primary %u due to powerup cap: current=%u max=%u", index, PowerupCaps.get_current(type), PowerupCaps.get_max(type));
get_local_player().primary_weapon_flags&=(~HAS_PRIMARY_FLAG(index));
}
}
// Don't do the adjustment stuff for Hoard mode
if (!game_mode_hoard())
secondary_ammo[PROXIMITY_INDEX] /= 4;
#if defined(DXX_BUILD_DESCENT_II)
secondary_ammo[SMART_MINE_INDEX] /= 4;
#endif
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
{
if (game_mode_hoard() && index==PROXIMITY_INDEX)
continue;
const auto type = Secondary_weapon_to_powerup[index];
PowerupCaps.cap_secondary_ammo(type, secondary_ammo[index]);
}
if (!game_mode_hoard())
get_local_player().secondary_ammo[2]*=4;
#if defined(DXX_BUILD_DESCENT_II)
get_local_player().secondary_ammo[7]*=4;
#endif
PowerupCaps.cap_laser_level(plr.laser_level);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_QUAD_LASERS, POW_QUAD_FIRE);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_CLOAKED, POW_CLOAK);
#if defined(DXX_BUILD_DESCENT_II)
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_MAP_ALL, POW_FULL_MAP);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_AFTERBURNER, POW_AFTERBURNER);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_AMMO_RACK, POW_AMMO_RACK);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_CONVERTER, POW_CONVERTER);
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_HEADLIGHT, POW_HEADLIGHT);
if (game_mode_capture_flag())
{
PowerupCaps.cap_flag(plr.flags, PLAYER_FLAGS_FLAG, get_team(Player_num) == TEAM_RED ? POW_FLAG_BLUE : POW_FLAG_RED);
}
#endif
}
// Adds players inventory to multi cap
static void multi_powcap_adjust_cap_for_player(const playernum_t pnum)
{
int index;
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
return;
auto &plr = Players[pnum];
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
{
const auto type = Primary_weapon_to_powerup[index];
if (Players[pnum].primary_weapon_flags & HAS_PRIMARY_FLAG(index))
PowerupCaps.inc_mapped_powerup_max(type);
}
auto &secondary_ammo = plr.secondary_ammo;
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
{
const auto type = Secondary_weapon_to_powerup[index];
PowerupCaps.add_mapped_powerup_max(type, secondary_ammo[index]);
}
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_QUAD_LASERS, POW_QUAD_FIRE);
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_CLOAKED, POW_CLOAK);
#if defined(DXX_BUILD_DESCENT_II)
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_MAP_ALL, POW_FULL_MAP);
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_AFTERBURNER, POW_AFTERBURNER);
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_AMMO_RACK, POW_AMMO_RACK);
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_CONVERTER, POW_CONVERTER);
PowerupCaps.inc_flag_max(plr.flags, PLAYER_FLAGS_HEADLIGHT, POW_HEADLIGHT);
if (plr.laser_level > MAX_LASER_LEVEL)
PowerupCaps.add_mapped_powerup_max(POW_SUPER_LASER, plr.laser_level - MAX_LASER_LEVEL);
else
#endif
PowerupCaps.add_mapped_powerup_max(POW_LASER, plr.laser_level);
}
void multi_powcap_adjust_remote_cap(const playernum_t pnum)
{
int index;
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
return;
const auto &plr = Players[pnum];
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
{
const auto type = Primary_weapon_to_powerup[index];
if (Players[pnum].primary_weapon_flags & HAS_PRIMARY_FLAG(index))
PowerupCaps.inc_mapped_powerup_current(type);
}
const auto &plr_secondary_ammo = plr.secondary_ammo;
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
{
const auto type = Secondary_weapon_to_powerup[index];
if (game_mode_hoard() && index==2)
continue;
const auto is_always_4pack = (index == secondary_weapon_index_t::PROXIMITY_INDEX // PROX? Those bastards...
#if defined(DXX_BUILD_DESCENT_II)
|| index == secondary_weapon_index_t::SMART_MINE_INDEX // PROX or SMARTMINES? Those bastards...
#endif
);
const auto secondary_ammo = plr_secondary_ammo[index];
PowerupCaps.add_mapped_powerup_current(type, is_always_4pack ? secondary_ammo / 4 : secondary_ammo);
}
const auto player_flags = plr.flags;
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_QUAD_LASERS, POW_QUAD_FIRE);
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_CLOAKED, POW_CLOAK);
#if defined(DXX_BUILD_DESCENT_II)
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_MAP_ALL, POW_FULL_MAP);
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_AFTERBURNER, POW_AFTERBURNER);
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_AMMO_RACK, POW_AMMO_RACK);
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_CONVERTER, POW_CONVERTER);
PowerupCaps.inc_flag_current(player_flags, PLAYER_FLAGS_HEADLIGHT, POW_HEADLIGHT);
if (plr.laser_level > MAX_LASER_LEVEL)
PowerupCaps.add_mapped_powerup_current(POW_SUPER_LASER, plr.laser_level - MAX_LASER_LEVEL);
else
#endif
PowerupCaps.add_mapped_powerup_current(POW_LASER, plr.laser_level);
}
void
multi_send_message(void)
{
int loc = 0;
if (Network_message_reciever != -1)
{
loc += 1;
multibuf[loc] = (char)Player_num; loc += 1;
strncpy((char *)(multibuf+loc), Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
multibuf[loc-1] = '\0';
multi_send_data<MULTI_MESSAGE>(multibuf, loc, 0);
Network_message_reciever = -1;
}
}
void
multi_send_reappear()
{
multi_send_position(get_local_player().objnum);
multibuf[1] = (char)Player_num;
PUT_INTEL_SHORT(multibuf+2, get_local_player().objnum);
multi_send_data<MULTI_REAPPEAR>(multibuf, 4, 2);
}
void multi_send_position(const vobjptridx_t obj)
{
int count=1;
quaternionpos qpp{};
create_quaternionpos(&qpp, obj, 0);
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;
PUT_INTEL_INT(multibuf+count, qpp.pos.x); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.pos.y); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.pos.z); count += 4;
PUT_INTEL_SHORT(multibuf+count, qpp.segment); count += 2;
PUT_INTEL_INT(multibuf+count, qpp.vel.x); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.vel.y); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.vel.z); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.rotvel.x); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.rotvel.y); count += 4;
PUT_INTEL_INT(multibuf+count, qpp.rotvel.z); count += 4; // 46
// send twice while first has priority so the next one will be attached to the next bigdata packet
multi_send_data<MULTI_POSITION>(multibuf, count, 1);
multi_send_data<MULTI_POSITION>(multibuf, count, 0);
}
/*
* I was killed. If I am host, send this info to everyone and compute kill. If I am just a Client I'll only send the kill but not compute it for me. I (Client) will wait for Host to send me my kill back together with updated game_mode related variables which are important for me to compute consistent kill.
*/
void multi_send_kill(const vobjptridx_t objnum)
{
// I died, tell the world.
int count = 0;
Assert(get_player_id(objnum) == Player_num);
auto killer_objnum = get_local_player().killer_objnum;
count += 1;
multibuf[count] = Player_num; count += 1;
if (killer_objnum != object_none)
{
short s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]); // do it with variable since INTEL_SHORT won't work on return val from function.
PUT_INTEL_SHORT(multibuf+count, s);
}
else
{
PUT_INTEL_SHORT(multibuf+count, static_cast<int16_t>(-1));
multibuf[count+2] = (char)-1;
}
count += 3;
// I am host - I know what's going on so attach game_mode related info which might be vital for correct kill computation
if (multi_i_am_master())
{
multibuf[count] = Netgame.team_vector; count += 1;
multibuf[count] = Bounty_target; count += 1;
multi_compute_kill(killer_objnum, objnum);
multi_send_data<MULTI_KILL_HOST>(multibuf, count, 2);
}
else
multi_send_data_direct<MULTI_KILL_CLIENT>(multibuf, count, multi_who_is_master(), 2); // I am just a client so I'll only send my kill but not compute it, yet. I'll get response from host so I can compute it correctly
multi_strip_robots(Player_num);
if (Game_mode & GM_BOUNTY && multi_i_am_master()) // update in case if needed... we could attach this to this packet but... meh...
multi_send_bounty();
}
void multi_send_remobj(const vobjptridx_t objnum)
{
// Tell the other guy to remove an object from his list
sbyte obj_owner;
short remote_objnum;
if (objnum->type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
{
PowerupCaps.dec_powerup_current(get_powerup_id(objnum));
}
remote_objnum = objnum_local_to_remote(objnum, &obj_owner);
PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
multibuf[3] = obj_owner;
multi_send_data<MULTI_REMOVE_OBJECT>(multibuf, 4, 2);
if (Network_send_objects && multi_objnum_is_past(objnum))
{
Network_send_objnum = -1;
}
}
void
multi_send_quit()
{
// I am quitting the game, tell the other guy the bad news.
multibuf[1] = Player_num;
multi_send_data<MULTI_QUIT>(multibuf, 2, 2);
}
void
multi_send_cloak(void)
{
// Broadcast a change in our pflags (made to support cloaking)
multibuf[1] = (char)Player_num;
multi_send_data<MULTI_CLOAK>(multibuf, 2, 2);
multi_strip_robots(Player_num);
}
void
multi_send_decloak(void)
{
// Broadcast a change in our pflags (made to support cloaking)
multibuf[1] = (char)Player_num;
multi_send_data<MULTI_DECLOAK>(multibuf, 2, 2);
}
void multi_send_door_open(segnum_t segnum, int side,ubyte flag)
{
// When we open a door make sure everyone else opens that door
PUT_INTEL_SHORT(multibuf+1, segnum );
multibuf[3] = (sbyte)side;
#if defined(DXX_BUILD_DESCENT_I)
(void)flag;
#elif defined(DXX_BUILD_DESCENT_II)
multibuf[4] = flag;
#endif
multi_send_data<MULTI_DOOR_OPEN>(multibuf, DXX_MP_SIZE_DOOR_OPEN, 2);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_door_open_specific(const playernum_t pnum,segnum_t segnum, int side,ubyte flag)
{
// For sending doors only to a specific person (usually when they're joining)
Assert (Game_mode & GM_NETWORK);
// Assert (pnum>-1 && pnum<N_players);
PUT_INTEL_SHORT(multibuf+1, segnum);
multibuf[3] = (sbyte)side;
multibuf[4] = flag;
multi_send_data_direct<MULTI_DOOR_OPEN>(multibuf, DXX_MP_SIZE_DOOR_OPEN, pnum, 2);
}
#endif
//
// Part 3 : Functions that change or prepare the game for multiplayer use.
// Not including functions needed to syncronize or start the
// particular type of multiplayer game. Includes preparing the
// mines, player structures, etc.
void multi_send_create_explosion(const playernum_t pnum)
{
// Send all data needed to create a remote explosion
int count = 0;
count += 1;
multibuf[count] = (sbyte)pnum; count += 1;
// -----------
// Total size = 2
multi_send_data<MULTI_CREATE_EXPLOSION>(multibuf, count, 0);
}
void multi_send_controlcen_fire(const vms_vector &to_goal, int best_gun_num, objnum_t objnum)
{
int count = 0;
count += 1;
if (words_bigendian)
{
vms_vector swapped_vec;
swapped_vec.x = (fix)INTEL_INT( (int)to_goal.x );
swapped_vec.y = (fix)INTEL_INT( (int)to_goal.y );
swapped_vec.z = (fix)INTEL_INT( (int)to_goal.z );
memcpy(&multibuf[count], &swapped_vec, 12);
}
else
{
memcpy(&multibuf[count], &to_goal, 12);
}
count += 12;
multibuf[count] = (char)best_gun_num; count += 1;
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
// ------------
// Total = 16
multi_send_data<MULTI_CONTROLCEN_FIRE>(multibuf, count, 0);
}
void multi_send_create_powerup(powerup_type_t powerup_type, segnum_t segnum, objnum_t objnum, const vms_vector &pos)
{
// 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(get_local_player().objnum);
if (Game_mode & GM_NETWORK)
{
PowerupCaps.inc_powerup_current(powerup_type);
}
count += 1;
multibuf[count] = Player_num; count += 1;
multibuf[count] = powerup_type; count += 1;
PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
if (words_bigendian)
{
vms_vector swapped_vec;
swapped_vec.x = (fix)INTEL_INT( (int)pos.x );
swapped_vec.y = (fix)INTEL_INT( (int)pos.y );
swapped_vec.z = (fix)INTEL_INT( (int)pos.z );
memcpy(&multibuf[count], &swapped_vec, 12);
count += 12;
}
else
{
memcpy(&multibuf[count], &pos, sizeof(vms_vector));
count += sizeof(vms_vector);
}
// -----------
// Total = 19
multi_send_data<MULTI_CREATE_POWERUP>(multibuf, count, 2);
if (Network_send_objects && multi_objnum_is_past(objnum))
{
Network_send_objnum = -1;
}
map_objnum_local_to_local(objnum);
}
void multi_digi_play_sample_once(int soundnum, fix max_volume)
{
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume);
digi_play_sample_once(soundnum, max_volume);
}
void multi_digi_play_sample(int soundnum, fix max_volume)
{
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume);
digi_play_sample(soundnum, max_volume);
}
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume)
{
if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume);
digi_link_sound_to_pos(soundnum, segnum, sidenum, pos, forever, max_volume);
}
void
multi_send_play_sound(int sound_num, fix volume)
{
int count = 0;
count += 1;
multibuf[count] = Player_num; count += 1;
multibuf[count] = (char)sound_num; count += 1;
multibuf[count] = (char)(volume >> 12); count += 1;
// -----------
// Total = 4
multi_send_data<MULTI_PLAY_SOUND>(multibuf, count, 0);
}
void
multi_send_score(void)
{
// Send my current score to all other players so it will remain
// synced.
int count = 0;
if (Game_mode & GM_MULTI_COOP) {
multi_sort_kill_list();
count += 1;
multibuf[count] = Player_num; count += 1;
PUT_INTEL_INT(multibuf+count, get_local_player().score); count += 4;
multi_send_data<MULTI_SCORE>(multibuf, count, 0);
}
}
void
multi_send_trigger(int triggernum)
{
// Send an event to trigger something in the mine
int count = 0;
count += 1;
multibuf[count] = Player_num; count += 1;
multibuf[count] = (ubyte)triggernum; count += 1;
multi_send_data<MULTI_TRIGGER>(multibuf, count, 2);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_effect_blowup(segnum_t segnum, int side, 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_do_protocol_frame(1, 0); // force packets to be sent, ensuring this packet will be attached to following MULTI_TRIGGER
count += 1;
multibuf[count] = Player_num; count += 1;
PUT_INTEL_SHORT(multibuf+count, segnum); count += 2;
multibuf[count] = (sbyte)side; count += 1;
PUT_INTEL_INT(multibuf+count, pnt.x); count += 4;
PUT_INTEL_INT(multibuf+count, pnt.y); count += 4;
PUT_INTEL_INT(multibuf+count, pnt.z); count += 4;
multi_send_data<MULTI_EFFECT_BLOWUP>(multibuf, count, 0);
}
#endif
void multi_send_hostage_door_status(uint16_t wallnum)
{
// Tell the other player what the hit point status of a hostage door
// should be
int count = 0;
Assert(Walls[wallnum].type == WALL_BLASTABLE);
count += 1;
PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
multi_send_data<MULTI_HOSTAGE_DOOR>(multibuf, count, 0);
}
void multi_consistency_error(int reset)
{
static int count = 0;
if (reset)
count = 0;
if (++count < 10)
return;
if (Game_wind)
window_set_visible(Game_wind, 0);
nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR);
if (Game_wind)
window_set_visible(Game_wind, 1);
count = 0;
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
}
static constexpr unsigned grant_shift_helper(const packed_spawn_granted_items p, int s)
{
return s > 0 ? p.mask >> s : p.mask << -s;
}
uint_fast32_t map_granted_flags_to_player_flags(const packed_spawn_granted_items p)
{
auto &grant = p.mask;
return ((grant & NETGRANT_QUAD) ? PLAYER_FLAGS_QUAD_LASERS : 0)
#if defined(DXX_BUILD_DESCENT_II)
| ((grant & NETGRANT_AFTERBURNER) ? PLAYER_FLAGS_AFTERBURNER : 0)
| ((grant & NETGRANT_AMMORACK) ? PLAYER_FLAGS_AMMO_RACK : 0)
| ((grant & NETGRANT_CONVERTER) ? PLAYER_FLAGS_CONVERTER : 0)
| ((grant & NETGRANT_HEADLIGHT) ? PLAYER_FLAGS_HEADLIGHT : 0)
#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);
}
static constexpr unsigned map_granted_flags_to_netflag(const packed_spawn_granted_items grant)
{
return (grant_shift_helper(grant, BIT_NETGRANT_QUAD - BIT_NETFLAG_DOQUAD) & (NETFLAG_DOQUAD | NETFLAG_DOVULCAN | NETFLAG_DOSPREAD | NETFLAG_DOPLASMA | NETFLAG_DOFUSION))
#if defined(DXX_BUILD_DESCENT_II)
| (grant_shift_helper(grant, BIT_NETGRANT_GAUSS - BIT_NETFLAG_DOGAUSS) & (NETFLAG_DOGAUSS | NETFLAG_DOHELIX | NETFLAG_DOPHOENIX | NETFLAG_DOOMEGA))
| (grant_shift_helper(grant, BIT_NETGRANT_AFTERBURNER - BIT_NETFLAG_DOAFTERBURNER) & (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
namespace {
class update_item_state
{
std::bitset<MAX_OBJECTS> m_modified;
public:
bool must_skip(const vcobjptridx_t i) const
{
return m_modified.test(i);
}
void process_powerup(vcobjptridx_t, powerup_type_t);
};
void update_item_state::process_powerup(const vcobjptridx_t o, const powerup_type_t id)
{
if (Network_rejoined) // if we come late to this game, we'll get duplicated objects from host during multi_level_sync(), triggered before multi_prep_level() in StartNewLevelSub()
return;
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 &seg_verts = vsegptr(o->segnum)->verts;
for (uint_fast32_t i = count++; i; --i)
{
const auto no = obj_create(OBJ_POWERUP, id, o->segnum, vm_vec_avg(o->pos, Vertices[seg_verts[i % seg_verts.size()]]), &vmd_identity_matrix, o->size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
if (no == object_none)
return;
m_modified.set(no);
PowerupCaps.inc_powerup_both(id);
no->mtype.phys_info = o->mtype.phys_info;
no->rtype.vclip_info = o->rtype.vclip_info;
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;
}
}
}
void multi_prep_level(void)
{
// Do any special stuff to the level required for games
// before we begin playing in it.
// Player_num MUST be set before calling this procedure.
// This function must be called before checksuming the Object array,
// since the resulting checksum with depend on the value of Player_num
// at the time this is called.
int i;
Assert(Game_mode & GM_MULTI);
Assert(NumNetPlayerPositions > 0);
#if defined(DXX_BUILD_DESCENT_II)
PhallicLimit=0;
PhallicMan=-1;
Drop_afterburner_blob_flag=0;
#endif
Bounty_target = 0;
multi_consistency_error(1);
for (i=0;i<MAX_PLAYERS;i++)
{
multi_sending_message[i] = msgsend_none;
if (imulti_new_game)
init_player_stats_new_ship(i);
}
for (i = 0; i < NumNetPlayerPositions; i++)
{
const auto objp = vobjptridx(Players[i].objnum);
if (i != Player_num)
objp->control_type = CT_REMOTE;
objp->movement_type = MT_PHYSICS;
multi_reset_player_object(objp);
Netgame.players[i].LastPacketTime = 0;
}
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
robot_controlled[i] = -1;
robot_agitation[i] = 0;
robot_fired[i] = 0;
}
Viewer = ConsoleObject = &get_local_plrobj();
if (!(Game_mode & GM_MULTI_COOP))
{
multi_delete_extra_objects(); // Removes monsters from level
}
if ((Game_mode & GM_NETWORK) && !(Game_mode & GM_MULTI_COOP))
{
multi_powcap_adjust_cap_for_player(Player_num);
multi_send_powcap_update();
}
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 i, highest_valid(Objects))
{
const auto o = vobjptridx(i);
if ((o->type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
{
const auto objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, o->segnum, o->pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
obj_delete(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(o, POW_INVULNERABILITY);
/* fall through */
case POW_INVULNERABILITY:
if (inv_remaining)
-- inv_remaining;
else
set_powerup_id(o, POW_SHIELD_BOOST);
continue;
case POW_CLOAK:
if (cloak_remaining)
-- cloak_remaining;
else
set_powerup_id(o, POW_SHIELD_BOOST);
continue;
default:
if (!multi_powerup_is_allowed(id, AllowedItems, SpawnGrantedItems))
bash_to_shield(o);
else
duplicates.process_powerup(o, id);
continue;
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
if (game_mode_hoard())
init_hoard_data();
if (game_mode_capture_flag() || game_mode_hoard())
multi_apply_goal_textures();
#endif
multi_sort_kill_list();
multi_show_player_list();
ConsoleObject->control_type = CT_FLYING;
reset_player_object();
imulti_new_game=0;
}
int multi_level_sync(void)
{
switch (multi_protocol)
{
#ifdef USE_UDP
case MULTI_PROTO_UDP:
return net_udp_level_sync();
break;
#endif
default:
Error("Protocol handling missing in multi_level_sync\n");
break;
}
}
#if defined(DXX_BUILD_DESCENT_II)
static void apply_segment_goal_texture(const vsegptr_t seg, ubyte team_mask)
{
seg->static_light = i2f(100); //make static light bright
std::size_t tex = find_goal_texture(game_mode_hoard() ? TMI_GOAL_HOARD : team_mask);
if (tex < TmapInfo.size())
range_for (auto &s, seg->sides)
{
s.tmap_num = tex;
range_for (auto &uvl, s.uvls)
uvl.l = i2f(100); //max out
}
}
void multi_apply_goal_textures()
{
range_for (const auto i, highest_valid(Segments))
{
const auto &&seg = vsegptr(static_cast<segnum_t>(i));
if (seg->special==SEGMENT_IS_GOAL_BLUE)
{
apply_segment_goal_texture(seg, TMI_GOAL_BLUE);
}
else if (seg->special==SEGMENT_IS_GOAL_RED)
{
// Make both textures the same if Hoard mode
apply_segment_goal_texture(seg, TMI_GOAL_RED);
}
}
}
std::size_t find_goal_texture (ubyte t)
{
auto r = partial_range(TmapInfo, NumTextures);
return std::distance(r.begin(), std::find_if(r.begin(), r.end(), [t](const tmap_info &i) { return (i.flags & t); }));
}
tmap_info &find_required_goal_texture(ubyte t)
{
std::size_t r = find_goal_texture(t);
if (r < TmapInfo.size())
return TmapInfo[r];
Int3(); // Hey, there is no goal texture for this PIG!!!!
// Edit bitmaps.tbl and designate two textures to be RED and BLUE
// goal textures
throw std::runtime_error("PIG missing goal texture");
}
#endif
static inline int object_allowed_in_anarchy(const vobjptr_t objp)
{
if ((objp->type==OBJ_NONE) ||
(objp->type==OBJ_PLAYER) ||
(objp->type==OBJ_POWERUP) ||
(objp->type==OBJ_CNTRLCEN) ||
(objp->type==OBJ_HOSTAGE))
return 1;
#if defined(DXX_BUILD_DESCENT_II)
if (objp->type==OBJ_WEAPON && get_weapon_id(objp)==PMINE_ID)
return 1;
#endif
return 0;
}
int multi_delete_extra_objects()
{
int nnp=0;
// Go through the object list and remove any objects not used in
// 'Anarchy!' games.
// This function also prints the total number of available multiplayer
// positions in this level, even though this should always be 8 or more!
range_for (const auto i, highest_valid(Objects))
{
const auto objp = vobjptridx(i);
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
nnp++;
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
;
else if (!object_allowed_in_anarchy(objp) ) {
#if defined(DXX_BUILD_DESCENT_II)
// Before deleting object, if it's a robot, drop it's special powerup, if any
if (objp->type == OBJ_ROBOT)
if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
object_create_robot_egg(objp);
#endif
obj_delete(objp);
}
}
return nnp;
}
// Returns the Player_num of Master/Host of this game
playernum_t multi_who_is_master()
{
return 0;
}
void change_playernum_to( int new_Player_num )
{
if (Player_num < Players.size())
{
Players[new_Player_num].callsign = get_local_player().callsign;
}
Player_num = new_Player_num;
}
#if defined(DXX_BUILD_DESCENT_I)
static
#endif
int multi_all_players_alive()
{
range_for (auto &i, partial_range(Players, N_players))
{
if ((i.connected == CONNECT_PLAYING) && (Objects[i.objnum].type == OBJ_GHOST)) // player alive?
return (0);
if ((i.connected != CONNECT_DISCONNECTED) && (i.connected != CONNECT_PLAYING)) // ... and actually playing?
return (0);
}
return (1);
}
void multi_send_drop_weapon(const vobjptridx_t objnum, int seed)
{
int count=0;
int ammo_count;
multi_send_position(get_local_player().objnum);
const auto &objp = 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++;
multibuf[count++]=(char)get_powerup_id(objp);
PUT_INTEL_SHORT(multibuf+count, objnum); 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(objnum);
if (Game_mode & GM_NETWORK)
{
PowerupCaps.inc_powerup_current(get_powerup_id(objp));
}
multi_send_data<MULTI_DROP_WEAPON>(multibuf, count, 2);
}
static void multi_do_drop_weapon (const playernum_t pnum, const ubyte *buf)
{
int ammo,remote_objnum,seed;
const auto powerup_id = static_cast<powerup_type_t>(buf[1]);
remote_objnum = GET_INTEL_SHORT(buf + 2);
ammo = GET_INTEL_SHORT(buf + 4);
seed = GET_INTEL_INT(buf + 6);
auto objnum = spit_powerup(vobjptr(Players[pnum].objnum), powerup_id, seed);
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
if (objnum!=object_none)
objnum->ctype.powerup_info.count = ammo;
if (Game_mode & GM_NETWORK)
{
PowerupCaps.inc_powerup_current(powerup_id);
}
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_guided_info (const vobjptr_t miss,char done)
{
int count=0;
count++;
multibuf[count++]=(char)Player_num;
multibuf[count++]=done;
if (words_bigendian)
{
shortpos sp;
create_shortpos_little(&sp, miss);
memcpy(&multibuf[count], sp.bytemat, 9);
count += 9;
memcpy(&multibuf[count], &sp.xo, 14);
count += 14;
}
else
{
create_shortpos_little(reinterpret_cast<shortpos *>(&multibuf[count]), miss);
count += sizeof(shortpos);
}
multi_send_data<MULTI_GUIDED>(multibuf, count, 0);
}
static void multi_do_guided (const playernum_t pnum, const ubyte *buf)
{
int count=3;
if (Guided_missile[(int)pnum]==NULL)
{
return;
}
if (buf[2])
{
release_guided_missile(pnum);
return;
}
const auto &&guided_missile = vobjptridx(Guided_missile[pnum]);
if (words_bigendian)
{
shortpos sp;
memcpy(sp.bytemat, &buf[count], 9);
memcpy(&sp.xo, &buf[count + 9], 14);
extract_shortpos_little(guided_missile, &sp);
}
else
{
extract_shortpos_little(guided_missile, reinterpret_cast<const shortpos *>(&buf[count]));
}
count+=sizeof (shortpos);
update_object_seg(guided_missile);
}
void multi_send_stolen_items ()
{
int i,count=1;
for (i=0;i<MAX_STOLEN_ITEMS;i++)
{
multibuf[i+1]=Stolen_items[i];
count++; // So I like to break my stuff into smaller chunks, so what?
}
multi_send_data<MULTI_STOLEN_ITEMS>(multibuf, count, 2);
}
static void multi_do_stolen_items (const ubyte *buf)
{
int i;
for (i=0;i<MAX_STOLEN_ITEMS;i++)
{
Stolen_items[i]=buf[i+1];
}
}
void multi_send_wall_status_specific(const playernum_t pnum,uint16_t wallnum,ubyte type,ubyte flags,ubyte state)
{
// Send wall states a specific rejoining player
int count=0;
Assert (Game_mode & GM_NETWORK);
//Assert (pnum>-1 && pnum<N_players);
count++;
PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
multibuf[count]=type; count++;
multibuf[count]=flags; count++;
multibuf[count]=state; count++;
multi_send_data_direct<MULTI_WALL_STATUS>(multibuf, count, pnum, 2);
}
static void multi_do_wall_status (const ubyte *buf)
{
short wallnum;
ubyte flag,type,state;
wallnum = GET_INTEL_SHORT(buf + 1);
type=buf[3];
flag=buf[4];
state=buf[5];
Assert (wallnum>=0);
Walls[wallnum].type=type;
Walls[wallnum].flags=flag;
//Assert(state <= 4);
Walls[wallnum].state=state;
if (Walls[wallnum].type==WALL_OPEN)
{
digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
//digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
}
}
#endif
void multi_send_kill_goal_counts()
{
int i,count=1;
for (i=0;i<MAX_PLAYERS;i++)
{
*(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
count++;
}
multi_send_data<MULTI_KILLGOALS>(multibuf, count, 2);
}
static void multi_do_kill_goal_counts(const ubyte *buf)
{
int i,count=1;
for (i=0;i<MAX_PLAYERS;i++)
{
Players[i].KillGoalCount = buf[count];
count++;
}
}
void multi_send_heartbeat ()
{
if (!Netgame.PlayTimeAllowed)
return;
PUT_INTEL_INT(multibuf+1, ThisLevelTime);
multi_send_data<MULTI_HEARTBEAT>(multibuf, 5, 0);
}
static void multi_do_heartbeat (const ubyte *buf)
{
fix num;
num = GET_INTEL_INT(buf + 1);
ThisLevelTime=num;
}
void multi_check_for_killgoal_winner ()
{
int i,best=0,bestnum=0;
if (Control_center_destroyed)
return;
for (i=0;i<N_players;i++)
{
if (Players[i].KillGoalCount>best)
{
best=Players[i].KillGoalCount;
bestnum=i;
}
}
if (bestnum==Player_num)
{
HUD_init_message(HM_MULTI, "You have the best score at %d kills!",best);
//Players[Player_num].shields=i2f(200);
}
else
HUD_init_message(HM_MULTI, "%s has the best score with %d kills!",static_cast<const char *>(Players[bestnum].callsign),best);
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
}
#if defined(DXX_BUILD_DESCENT_II)
// Sync our seismic time with other players
void multi_send_seismic(fix duration)
{
int count=1;
PUT_INTEL_INT(&multibuf[count], duration); count += sizeof(duration);
multi_send_data<MULTI_SEISMIC>(multibuf, count, 2);
}
static void multi_do_seismic (const ubyte *buf)
{
const fix duration = GET_INTEL_INT(&buf[1]);
Seismic_disturbance_end_time = GameTime64 + duration;
digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
}
void multi_send_light_specific (const playernum_t pnum,segnum_t segnum,ubyte val)
{
int count=1;
Assert (Game_mode & GM_NETWORK);
// Assert (pnum>-1 && pnum<N_players);
PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
*(char *)(multibuf+count)=val; count++;
range_for (auto &i, Segments[segnum].sides)
{
PUT_INTEL_SHORT(multibuf+count, i.tmap_num2); count+=2;
}
multi_send_data_direct<MULTI_LIGHT>(multibuf, count, pnum, 2);
}
static void multi_do_light (const ubyte *buf)
{
int i;
const auto sides = buf[5];
segnum_t seg;
seg = GET_INTEL_INT(buf + 1);
auto &side_array = vsegptr(seg)->sides;
for (i=0;i<6;i++)
{
if ((sides & (1<<i)))
{
subtract_light (seg,i);
side_array[i].tmap_num2 = GET_INTEL_SHORT(&buf[6 + (2 * i)]);
}
}
}
static void multi_do_flags (const playernum_t pnum, const ubyte *buf)
{
uint flags;
flags = GET_INTEL_INT(buf + 2);
if (pnum!=Player_num)
Players[(int)pnum].flags=flags;
}
void multi_send_flags (const playernum_t pnum)
{
multibuf[1]=pnum;
PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
multi_send_data<MULTI_FLAGS>(multibuf, 6, 2);
}
void multi_send_drop_blobs (const playernum_t pnum)
{
multibuf[1]=pnum;
multi_send_data<MULTI_DROP_BLOB>(multibuf, 2, 0);
}
static void multi_do_drop_blob (const playernum_t pnum)
{
drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
}
#endif
void multi_send_powcap_update ()
{
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
return;
for (unsigned i=0;i<MAX_POWERUP_TYPES;i++)
multibuf[i+1] = PowerupCaps.get_max(static_cast<powerup_type_t>(i));
multi_send_data<MULTI_POWCAP_UPDATE>(multibuf, MAX_POWERUP_TYPES+1, 2);
}
static void multi_do_powcap_update (const ubyte *buf)
{
if (!(Game_mode & GM_NETWORK) || (Game_mode & GM_MULTI_COOP))
return;
for (unsigned i=0;i<MAX_POWERUP_TYPES;i++)
{
const auto p = static_cast<powerup_type_t>(i);
if (PowerupCaps.get_max(p) < buf[i+1])
PowerupCaps.set_max(p, buf[i+1]);
}
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_sound_function (char whichfunc, char sound)
{
int count=0;
count++;
multibuf[1]=Player_num; count++;
multibuf[2]=whichfunc; count++;
if (!words_bigendian)
{
*(uint *)(multibuf+count)=sound; count++;
}
else
{
multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
}
multi_send_data<MULTI_SOUND_FUNCTION>(multibuf,4,2);
}
#define AFTERBURNER_LOOP_START 20098
#define AFTERBURNER_LOOP_END 25776
static void multi_do_sound_function (const playernum_t pnum, const ubyte *buf)
{
// for afterburner
char whichfunc;
int sound;
if (get_local_player().connected!=CONNECT_PLAYING)
return;
whichfunc=buf[2];
sound=buf[3];
const auto plobj = vcobjptridx(Players[pnum].objnum);
if (whichfunc==0)
digi_kill_sound_linked_to_object(plobj);
else if (whichfunc==3)
digi_link_sound_to_object3(sound, plobj, 1,F1_0, vm_distance{i2f(256)}, AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
}
void multi_send_capture_bonus (const playernum_t pnum)
{
Assert (game_mode_capture_flag());
multibuf[1]=pnum;
multi_send_data<MULTI_CAPTURE_BONUS>(multibuf,2,2);
multi_do_capture_bonus (pnum);
}
void multi_send_orb_bonus (const playernum_t pnum)
{
Assert (game_mode_hoard());
multibuf[1]=pnum;
multibuf[2]=get_local_player().secondary_ammo[PROXIMITY_INDEX];
multi_send_data<MULTI_ORB_BONUS>(multibuf,3,2);
multi_do_orb_bonus (pnum, multibuf);
}
void multi_do_capture_bonus(const playernum_t pnum)
{
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
int TheGoal;
if (pnum==Player_num)
HUD_init_message_literal(HM_MULTI, "You have Scored!");
else
HUD_init_message(HM_MULTI, "%s has Scored!", static_cast<const char *>(Players[pnum].callsign));
if (pnum==Player_num)
digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
else if (get_team(pnum)==TEAM_RED)
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
else
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
team_kills[get_team(pnum)] += 5;
Players[(int)pnum].net_kills_total += 5;
Players[(int)pnum].KillGoalCount+=5;
if (Netgame.KillGoal>0)
{
TheGoal=Netgame.KillGoal*5;
if (Players[(int)pnum].KillGoalCount>=TheGoal)
{
if (pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_player().shields=i2f(200);
}
else
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(Players[pnum].callsign));
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
}
}
multi_sort_kill_list();
multi_show_player_list();
}
static int GetOrbBonus (char num)
{
int bonus;
bonus=num*(num+1)/2;
return (bonus);
}
void multi_do_orb_bonus(const playernum_t pnum, const ubyte *buf)
{
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
int TheGoal;
int bonus=GetOrbBonus (buf[2]);
if (pnum==Player_num)
HUD_init_message(HM_MULTI, "You have scored %d points!",bonus);
else
HUD_init_message(HM_MULTI, "%s has scored with %d orbs!",static_cast<const char *>(Players[pnum].callsign), buf[2]);
if (pnum==Player_num)
digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
else if (Game_mode & GM_TEAM)
{
if (get_team(pnum)==TEAM_RED)
digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
else
digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
}
else
digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
if (bonus>PhallicLimit)
{
if (pnum==Player_num)
HUD_init_message(HM_MULTI, "You have the record with %d points!",bonus);
else
HUD_init_message(HM_MULTI, "%s has the record with %d points!",static_cast<const char *>(Players[pnum].callsign),bonus);
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
PhallicMan=pnum;
PhallicLimit=bonus;
}
Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
team_kills[get_team(pnum)] += bonus;
Players[(int)pnum].net_kills_total += bonus;
Players[(int)pnum].KillGoalCount+=bonus;
team_kills[get_team(pnum)]%=1000;
Players[(int)pnum].net_kills_total%=1000;
Players[(int)pnum].KillGoalCount%=1000;
if (Netgame.KillGoal>0)
{
TheGoal=Netgame.KillGoal*5;
if (Players[(int)pnum].KillGoalCount>=TheGoal)
{
if (pnum==Player_num)
{
HUD_init_message_literal(HM_MULTI, "You reached the kill goal!");
get_local_player().shields=i2f(200);
}
else
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",static_cast<const char *>(Players[pnum].callsign));
HUD_init_message_literal(HM_MULTI, "The control center has been destroyed!");
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
}
}
multi_sort_kill_list();
multi_show_player_list();
}
void multi_send_got_flag (const playernum_t pnum)
{
multibuf[1]=pnum;
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
multi_send_data<MULTI_GOT_FLAG>(multibuf,2,2);
multi_send_flags (Player_num);
}
void multi_send_got_orb (const playernum_t pnum)
{
multibuf[1]=pnum;
digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
multi_send_data<MULTI_GOT_ORB>(multibuf,2,2);
multi_send_flags (Player_num);
}
static void multi_do_got_flag (const playernum_t pnum)
{
if (pnum==Player_num)
digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
else if (get_team(pnum)==TEAM_RED)
digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
else
digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
HUD_init_message(HM_MULTI, "%s picked up a flag!",static_cast<const char *>(Players[pnum].callsign));
}
static void multi_do_got_orb (const playernum_t pnum)
{
Assert (game_mode_hoard());
if (Game_mode & GM_TEAM)
{
if (get_team(pnum)==get_team(Player_num))
digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
else
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
}
else
digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
HUD_init_message(HM_MULTI, "%s picked up an orb!",static_cast<const char *>(Players[pnum].callsign));
}
static void DropOrb ()
{
int seed;
if (!game_mode_hoard())
Int3(); // How did we get here? Get Leighton!
if (!get_local_player().secondary_ammo[PROXIMITY_INDEX])
{
HUD_init_message_literal(HM_MULTI, "No orbs to drop!");
return;
}
seed = d_rand();
auto objnum = spit_powerup(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);
if (game_mode_hoard())
multi_send_drop_flag(objnum,seed);
get_local_player().secondary_ammo[PROXIMITY_INDEX]--;
// If empty, tell everyone to stop drawing the box around me
if (get_local_player().secondary_ammo[PROXIMITY_INDEX]==0)
{
get_local_player().flags &=~(PLAYER_FLAGS_FLAG);
multi_send_flags (Player_num);
}
}
void DropFlag ()
{
int seed;
if (!game_mode_capture_flag() && !game_mode_hoard())
return;
if (game_mode_hoard())
{
DropOrb();
return;
}
if (!(get_local_player().flags & PLAYER_FLAGS_FLAG))
{
HUD_init_message_literal(HM_MULTI, "No flag to drop!");
return;
}
seed = d_rand();
const auto &&objnum = spit_powerup(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);
get_local_player().flags &=~(PLAYER_FLAGS_FLAG);
}
void multi_send_drop_flag(objnum_t objnum,int seed)
{
int count=0;
auto objp = &Objects[objnum];
count++;
multibuf[count++]=(char)get_powerup_id(objp);
PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
PUT_INTEL_INT(multibuf+count, seed);
map_objnum_local_to_local(objnum);
if (!game_mode_hoard())
if (Game_mode & GM_NETWORK)
PowerupCaps.inc_mapped_powerup_current(get_powerup_id(objp));
multi_send_data<MULTI_DROP_FLAG>(multibuf, 8, 2);
}
static void multi_do_drop_flag (const playernum_t pnum, const ubyte *buf)
{
int remote_objnum,seed;
const auto powerup_id = static_cast<powerup_type_t>(buf[1]);
remote_objnum = GET_INTEL_SHORT(buf + 2);
seed = GET_INTEL_INT(buf + 6);
auto objp = &Objects[Players[pnum].objnum];
auto objnum = spit_powerup(objp, powerup_id, seed);
map_objnum_local_to_remote(objnum, remote_objnum, pnum);
if (!game_mode_hoard())
{
if (Game_mode & GM_NETWORK)
PowerupCaps.inc_mapped_powerup_current(powerup_id);
Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
}
}
#endif
template <powerup_cap_state::direction d>
void powerup_cap_state::modify_count(powerup_count_type &c, const powerup_count_type amount)
{
if (d == direction::plus)
{
const unsigned n = c + amount;
const auto cn = static_cast<powerup_count_type>(n);
c = likely(cn == n) ? cn : ~0;
}
else
c = likely(c >= amount) ? c - amount : 0;
}
template <powerup_cap_state::which w, powerup_cap_state::direction d>
void powerup_cap_state::modify_counts(const powerup_type_t id, const powerup_count_type amount)
{
if (w != which::max)
modify_count<d>(m_powerups[id], amount);
if (w != which::current)
modify_count<d>(m_max[id], amount);
}
template <powerup_cap_state::which w, powerup_cap_state::direction d, powerup_cap_state::mapped m>
void powerup_cap_state::modify_counts(const powerup_type_t id)
{
if (m == mapped::yes || !powerup_is_4pack(id))
modify_counts<w, d>(id, 1);
else
modify_counts<w, d>(map_powerup_4pack(id), 4);
}
void powerup_cap_state::add_mapped_powerup_current(const powerup_type_t id, const uint_fast32_t amount)
{
modify_counts<which::current, direction::plus>(id, amount);
}
void powerup_cap_state::inc_powerup_current(const powerup_type_t id)
{
modify_counts<which::current, direction::plus, mapped::no>(id);
}
void powerup_cap_state::dec_powerup_current(const powerup_type_t id)
{
modify_counts<which::current, direction::minus, mapped::no>(id);
}
void powerup_cap_state::add_mapped_powerup_both(const powerup_type_t id, uint_fast32_t amount)
{
modify_counts<which::both, direction::plus>(id, amount);
}
void powerup_cap_state::add_mapped_powerup_max(const powerup_type_t id, uint_fast32_t amount)
{
modify_counts<which::max, direction::plus>(id, amount);
}
void powerup_cap_state::inc_mapped_powerup_current(const powerup_type_t id)
{
modify_counts<which::current, direction::plus, mapped::yes>(id);
}
void powerup_cap_state::inc_mapped_powerup_max(const powerup_type_t id)
{
modify_counts<which::max, direction::plus, mapped::yes>(id);
}
void powerup_cap_state::inc_mapped_powerup_both(const powerup_type_t id)
{
modify_counts<which::both, direction::plus, mapped::yes>(id);
}
void powerup_cap_state::inc_powerup_both(const powerup_type_t id)
{
modify_counts<which::both, direction::plus, mapped::no>(id);
}
void powerup_cap_state::inc_powerup_max(const powerup_type_t id)
{
modify_counts<which::max, direction::plus, mapped::no>(id);
}
static const int PowerupAdjustMapping[]={11,19
#if defined(DXX_BUILD_DESCENT_II)
,39,41,44
#endif
};
bool powerup_cap_state::powerup_is_4pack(const powerup_type_t id)
{
const auto e = end(PowerupAdjustMapping);
return std::find(begin(PowerupAdjustMapping), e, id) != e;
}
powerup_type_t powerup_cap_state::map_powerup_4pack(const powerup_type_t id)
{
assert(powerup_is_4pack(id));
return static_cast<powerup_type_t>(id - 1);
}
powerup_type_t powerup_cap_state::map_powerup_type_to_index(const powerup_type_t id)
{
if (powerup_is_4pack(id))
return map_powerup_4pack(id);
return id;
}
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:
// Special: Make all proximity bombs into shields if in
// hoard mode because we use the proximity slot in the
// player struct to signify how many orbs the player has.
if (game_mode_hoard())
return 0;
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 ()
{
multibuf[1]=Player_num;
multi_send_data<MULTI_FINISH_GAME>(multibuf,2,2);
}
static void multi_do_finish_game (const ubyte *buf)
{
if (buf[0]!=MULTI_FINISH_GAME)
return;
if (Current_level_num!=Last_level)
return;
do_final_boss_hacks();
}
void multi_send_trigger_specific (const playernum_t pnum,char trig)
{
multibuf[1] = trig;
multi_send_data_direct<MULTI_START_TRIGGER>(multibuf, 2, pnum, 2);
}
static void multi_do_start_trigger (const ubyte *buf)
{
Triggers[(int)buf[1]].flags |=TF_DISABLED;
}
#endif
void multi_add_lifetime_kills ()
{
// This function adds a kill to lifetime stats of this player, and possibly
// gives a promotion. If so, it will tell everyone else
int oldrank;
if (!(Game_mode & GM_NETWORK))
return;
oldrank=GetMyNetRanking();
PlayerCfg.NetlifeKills++;
if (oldrank!=GetMyNetRanking())
{
multi_send_ranking();
if (!PlayerCfg.NoRankings)
{
HUD_init_message(HM_MULTI, "You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
#if defined(DXX_BUILD_DESCENT_I)
digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2);
#elif defined(DXX_BUILD_DESCENT_II)
digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
#endif
Netgame.players[Player_num].rank=GetMyNetRanking();
}
}
}
void multi_add_lifetime_killed ()
{
// This function adds a "killed" to lifetime stats of this player, and possibly
// gives a demotion. If so, it will tell everyone else
int oldrank;
if (!(Game_mode & GM_NETWORK))
return;
oldrank=GetMyNetRanking();
PlayerCfg.NetlifeKilled++;
if (oldrank!=GetMyNetRanking())
{
multi_send_ranking();
Netgame.players[Player_num].rank=GetMyNetRanking();
if (!PlayerCfg.NoRankings)
HUD_init_message(HM_MULTI, "You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
}
}
void multi_send_ranking ()
{
multibuf[1]=(char)Player_num;
multibuf[2]=(char)GetMyNetRanking();
multi_send_data<MULTI_RANK>(multibuf,3,2);
}
static void multi_do_ranking (const playernum_t pnum, const ubyte *buf)
{
char rank=buf[2];
if (!(rank && rank < RankStrings.size()))
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 *>(Players[pnum].callsign), rankstr, RankStrings[rank]);
}
// 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 cobjptridx_t killer)
{
if (!(Game_mode & GM_NETWORK)) // no Multiplayer game -> always harm me!
return 0;
if (!Netgame.NoFriendlyFire) // friendly fire is activated -> harm me!
return 0;
if (killer == object_none) // no actual killer -> harm me!
return 0;
if (killer->type != OBJ_PLAYER) // not a player -> harm me!
return 0;
if (Game_mode & GM_MULTI_COOP) // coop mode -> don't harm me!
return 1;
else if (Game_mode & GM_TEAM) // team mode - find out if killer is in my team
{
if (get_team(Player_num) == get_team(get_player_id(killer))) // in my team -> don't harm me!
return 1;
else // opposite team -> harm me!
return 0;
}
return 0; // all other cases -> harm me!
}
/* Bounty packer sender and handler */
void multi_send_bounty( void )
{
/* Test game mode */
if( !( Game_mode & GM_BOUNTY ) )
return;
if ( !multi_i_am_master() )
return;
/* Add opcode, target ID and how often we re-assigned */
multibuf[1] = (char)Bounty_target;
/* Send data */
multi_send_data<MULTI_DO_BOUNTY>( multibuf, 2, 2 );
}
static void multi_do_bounty( const ubyte *buf )
{
if ( multi_i_am_master() )
return;
multi_new_bounty_target( buf[1] );
}
void multi_new_bounty_target(const playernum_t pnum )
{
/* If it's already the same, don't do it */
if( Bounty_target == pnum )
return;
/* Set the target */
Bounty_target = pnum;
/* Send a message */
HUD_init_message( HM_MULTI, "%c%c%s is the new target!", CC_COLOR,
BM_XRGB( player_rgb[Bounty_target].r, player_rgb[Bounty_target].g, player_rgb[Bounty_target].b ),
static_cast<const char *>(Players[Bounty_target].callsign));
#if defined(DXX_BUILD_DESCENT_I)
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F1_0 * 3 );
#elif defined(DXX_BUILD_DESCENT_II)
digi_play_sample( SOUND_BUDDY_MET_GOAL, F1_0 * 2 );
#endif
}
static void multi_do_save_game(const ubyte *buf)
{
int count = 1;
ubyte slot;
uint id;
char desc[25];
slot = buf[count]; count += 1;
id = GET_INTEL_INT(buf+count); count += 4;
memcpy( desc, &buf[count], 20 ); count += 20;
multi_save_game( slot, id, desc );
}
static void multi_do_restore_game(const ubyte *buf)
{
int count = 1;
ubyte slot;
uint id;
slot = buf[count]; count += 1;
id = GET_INTEL_INT(buf+count); count += 4;
multi_restore_game( slot, id );
}
static void multi_send_save_game(ubyte slot, uint id, char * desc)
{
int count = 0;
count += 1;
multibuf[count] = slot; count += 1; // Save slot=0
PUT_INTEL_INT( multibuf+count, id ); count += 4; // Save id
memcpy( &multibuf[count], desc, 20 ); count += 20;
multi_send_data<MULTI_SAVE_GAME>(multibuf, count, 2);
}
static void multi_send_restore_game(ubyte slot, uint id)
{
int count = 0;
count += 1;
multibuf[count] = slot; count += 1; // Save slot=0
PUT_INTEL_INT( multibuf+count, id ); count += 4; // Save id
multi_send_data<MULTI_RESTORE_GAME>(multibuf, count, 2);
}
void multi_initiate_save_game()
{
fix game_id = 0;
int slot;
char filename[PATH_MAX];
char desc[24];
if ((Network_status == NETSTAT_ENDLEVEL) || (Control_center_destroyed))
return;
if (!multi_i_am_master())
{
HUD_init_message_literal(HM_MULTI, "Only host is allowed to save a game!");
return;
}
if (!multi_all_players_alive())
{
HUD_init_message_literal(HM_MULTI, "Can't save! All players must be alive and playing!");
return;
}
{
auto range = partial_range(Players, N_players);
for (auto i = range.begin(); i != range.end(); ++i)
{
for (auto j = i + 1; j != range.end(); ++j)
{
if (i->callsign == j->callsign)
{
HUD_init_message_literal(HM_MULTI, "Can't save! Multiple players with same callsign!");
return;
}
}
}
}
memset(&filename, '\0', PATH_MAX);
memset(&desc, '\0', 24);
slot = state_get_save_file(filename, desc, blind_save::no);
if (!slot)
return;
slot--;
// Make a unique game id
game_id = ((fix)timer_query());
game_id ^= N_players<<4;
range_for (auto &i, partial_range(Players, N_players))
{
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
// Execute "alive" and "duplicate callsign" checks again in case things changed while host decided upon the savegame.
if (!multi_all_players_alive())
{
HUD_init_message_literal(HM_MULTI, "Can't save! All players must be alive and playing!");
return;
}
{
auto range = partial_range(Players, N_players);
for (auto i = range.begin(); i != range.end(); ++i)
{
for (auto j = i + 1; j != range.end(); ++j)
{
if (i->callsign == j->callsign)
{
HUD_init_message_literal(HM_MULTI, "Can't save! Multiple players with same callsign!");
return;
}
}
}
}
multi_send_save_game( slot, game_id, desc );
multi_do_frame();
multi_save_game( slot,game_id, desc );
}
void multi_initiate_restore_game()
{
int slot;
char filename[PATH_MAX];
if ((Network_status == NETSTAT_ENDLEVEL) || (Control_center_destroyed))
return;
if (!multi_i_am_master())
{
HUD_init_message_literal(HM_MULTI, "Only host is allowed to load a game!");
return;
}
if (!multi_all_players_alive())
{
HUD_init_message_literal(HM_MULTI, "Can't load! All players must be alive and playing!");
return;
}
{
auto range = partial_range(Players, N_players);
for (auto i = range.begin(); i != range.end(); ++i)
{
for (auto j = i + 1; j != range.end(); ++j)
{
if (i->callsign == j->callsign)
{
HUD_init_message_literal(HM_MULTI, "Can't load! Multiple players with same callsign!");
return;
}
}
}
}
slot = state_get_restore_file(filename, blind_save::no);
if (!slot)
return;
state_game_id = state_get_game_id(filename);
if (!state_game_id)
return;
slot--;
multi_send_restore_game(slot,state_game_id);
multi_do_frame();
multi_restore_game(slot,state_game_id);
}
void multi_save_game(ubyte slot, uint id, char *desc)
{
char filename[PATH_MAX];
if ((Network_status == NETSTAT_ENDLEVEL) || (Control_center_destroyed))
return;
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.mg%d"), static_cast<const char *>(get_local_player().callsign), slot);
HUD_init_message(HM_MULTI, "Saving game #%d, '%s'", slot, desc);
state_game_id = id;
pause_game_world_time p;
state_save_all_sub(filename, desc );
}
void multi_restore_game(ubyte slot, uint id)
{
char filename[PATH_MAX];
int i;
int thisid;
if ((Network_status == NETSTAT_ENDLEVEL) || (Control_center_destroyed))
return;
snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.mg%d"), static_cast<const char *>(get_local_player().callsign), slot);
for (i = 0; i < N_players; i++)
multi_strip_robots(i);
if (multi_i_am_master()) // put all players to wait-state again so we can sync up properly
range_for (auto &i, Players)
if (i.connected == CONNECT_PLAYING && &i != &get_local_player())
i.connected = CONNECT_WAITING;
thisid=state_get_game_id(filename);
if (thisid!=id)
{
nm_messagebox(NULL, 1, TXT_OK, "A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue.");
return;
}
state_restore_all_sub(filename, secret_restore::none);
multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways...
}
static void multi_do_msgsend_state(const ubyte *buf)
{
multi_sending_message[(int)buf[1]] = (msgsend_state_t)buf[2];
}
void multi_send_msgsend_state(msgsend_state_t state)
{
multibuf[1] = Player_num;
multibuf[2] = (char)state;
multi_send_data<MULTI_TYPING_STATE>(multibuf, 3, 2);
}
// Specific variables related to our game mode we want the clients to know about
void multi_send_gmode_update()
{
if (!multi_i_am_master())
return;
if (!(Game_mode & GM_TEAM || Game_mode & GM_BOUNTY)) // expand if necessary
return;
multibuf[1] = Netgame.team_vector;
multibuf[2] = Bounty_target;
multi_send_data<MULTI_GMODE_UPDATE>(multibuf, 3, 0);
}
static void multi_do_gmode_update(const ubyte *buf)
{
if (multi_i_am_master())
return;
if (Game_mode & GM_TEAM)
{
if (buf[1] != Netgame.team_vector)
{
Netgame.team_vector = buf[1];
range_for (auto &t, partial_range(Players, N_players))
if (t.connected)
multi_reset_object_texture (vobjptr(t.objnum));
reset_cockpit();
}
}
if (Game_mode & GM_BOUNTY)
{
Bounty_target = buf[2]; // accept silently - message about change we SHOULD have gotten due to kill computation
}
}
#if defined(DXX_BUILD_DESCENT_II)
///
/// CODE TO LOAD HOARD DATA
///
namespace {
class hoard_resources_type
{
static constexpr auto invalid_bm_idx = tt::integral_constant<int, -1>{};
static constexpr auto invalid_snd_idx = tt::integral_constant<unsigned, ~0u>{};
public:
int bm_idx;
unsigned snd_idx;
void reset();
constexpr hoard_resources_type() :
bm_idx(invalid_bm_idx), snd_idx(invalid_snd_idx)
{
}
~hoard_resources_type()
{
reset();
}
};
constexpr tt::integral_constant<int, -1> hoard_resources_type::invalid_bm_idx;
constexpr tt::integral_constant<unsigned, ~0u> hoard_resources_type::invalid_snd_idx;
}
static hoard_resources_type hoard_resources;
int HoardEquipped()
{
static int checked=-1;
if (unlikely(checked == -1))
{
checked = PHYSFSX_exists("hoard.ham",1);
}
return (checked);
}
array<grs_main_bitmap, 2> Orb_icons;
void hoard_resources_type::reset()
{
if (bm_idx != invalid_bm_idx)
d_free(GameBitmaps[exchange(bm_idx, invalid_bm_idx)].bm_mdata);
if (snd_idx != invalid_snd_idx)
{
const auto idx = 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()
{
hoard_resources.reset();
static int orb_vclip;
unsigned n_orb_frames,n_goal_frames;
int orb_w,orb_h;
int icon_w,icon_h;
palette_array_t palette;
ubyte *bitmap_data1;
int i,save_pos;
int bitmap_num = hoard_resources.bm_idx = Num_bitmap_files;
auto ifile = PHYSFSX_openReadBuffered("hoard.ham");
if (!ifile)
Error("can't open <hoard.ham>");
n_orb_frames = PHYSFSX_readShort(ifile);
orb_w = PHYSFSX_readShort(ifile);
orb_h = PHYSFSX_readShort(ifile);
save_pos = PHYSFS_tell(ifile);
PHYSFSX_fseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
n_goal_frames = PHYSFSX_readShort(ifile);
PHYSFSX_fseek(ifile,save_pos,SEEK_SET);
//Allocate memory for bitmaps
MALLOC( bitmap_data1, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
//Create orb vclip
orb_vclip = Num_vclips++;
Assert(Num_vclips <= VCLIP_MAXNUM);
Vclip[orb_vclip].play_time = F1_0/2;
Vclip[orb_vclip].num_frames = n_orb_frames;
Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
Vclip[orb_vclip].flags = 0;
Vclip[orb_vclip].sound_num = -1;
Vclip[orb_vclip].light_value = F1_0;
range_for (auto &i, partial_range(Vclip[orb_vclip].frames, n_orb_frames))
{
i.index = bitmap_num;
gr_init_bitmap(GameBitmaps[bitmap_num],BM_LINEAR,0,0,orb_w,orb_h,orb_w,bitmap_data1);
gr_set_transparent(GameBitmaps[bitmap_num], 1);
bitmap_data1 += orb_w*orb_h;
bitmap_num++;
Assert(bitmap_num < MAX_BITMAP_FILES);
}
//Create obj powerup
Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
//Create orb goal wall effect
const auto goal_eclip = Num_effects++;
Assert(Num_effects < MAX_EFFECTS);
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(TMI_GOAL_BLUE);
TmapInfo[NumTextures].eclip_num = goal_eclip;
TmapInfo[NumTextures].flags = TMI_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_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_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_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)
{
ubyte *bitmap_data2;
icon_w = PHYSFSX_readShort(ifile);
icon_h = PHYSFSX_readShort(ifile);
MALLOC( bitmap_data2, ubyte, icon_w*icon_h );
gr_init_bitmap(i,BM_LINEAR,0,0,icon_w,icon_h,icon_w,bitmap_data2);
gr_set_transparent(i, 1);
PHYSFS_read(ifile,&palette[0],sizeof(palette[0]),palette.size());
PHYSFS_read(ifile,i.get_bitmap_data(),1,icon_w*icon_h);
gr_remap_bitmap_good(i, palette, 255, -1);
}
//Load sounds for orb game
hoard_resources.snd_idx = Num_sound_files;
for (i=0;i<4;i++) {
int len;
len = PHYSFSX_readInt(ifile); //get 11k len
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_22K) {
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 11k sample
len = PHYSFSX_readInt(ifile); //get 22k len
}
GameSounds[Num_sound_files+i].length = len;
MALLOC(GameSounds[Num_sound_files+i].data, ubyte, len);
PHYSFS_read(ifile,GameSounds[Num_sound_files+i].data,1,len);
if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
len = PHYSFSX_readInt(ifile); //get 22k len
PHYSFSX_fseek(ifile,len,SEEK_CUR); //skip over 22k sample
}
Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
}
}
#ifdef EDITOR
void save_hoard_data(void)
{
grs_bitmap icon;
unsigned nframes;
palette_array_t palette;
int iff_error;
unsigned i;
static const char sounds[][13] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
"teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
"enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
"OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
auto ofile = PHYSFSX_openWriteBuffered("hoard.ham");
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_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_range(bm, nframes))
PHYSFS_write(ofile, i->bm_data, i->bm_w * i->bm_h, 1);
for (i=0;i<2;i++)
{
iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",icon,BM_LINEAR,&palette);
Assert(iff_error == IFF_NO_ERROR);
PHYSFS_writeULE16(ofile, icon.bm_w);
PHYSFS_writeULE16(ofile, icon.bm_h);
PHYSFS_write(ofile, &palette[0], sizeof(palette[0]), palette.size());
PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
}
(void)iff_error;
range_for (auto &i, sounds)
if (RAIIPHYSFS_File ifile{PHYSFS_openRead(i)})
{
int size;
size = PHYSFS_fileLength(ifile);
RAIIdmem<uint8_t[]> buf;
MALLOC(buf, uint8_t[], size);
PHYSFS_read(ifile, buf, size, 1);
PHYSFS_writeULE32(ofile, size);
PHYSFS_write(ofile, buf, size, 1);
}
}
#endif
#endif
static void multi_process_data(const playernum_t pnum, const ubyte *buf, const uint_fast32_t type)
{
// Take an entire message (that has already been checked for validity,
// if necessary) and act on it.
switch(type)
{
case MULTI_POSITION:
multi_do_position(pnum, buf); break;
case MULTI_REAPPEAR:
multi_do_reappear(pnum, buf); break;
case MULTI_FIRE:
case MULTI_FIRE_TRACK:
case MULTI_FIRE_BOMB:
multi_do_fire(pnum, buf); break;
case MULTI_KILL:
multi_do_kill(pnum, buf); break;
case MULTI_REMOVE_OBJECT:
multi_do_remobj(buf); break;
case MULTI_PLAYER_DERES:
multi_do_player_deres(pnum, buf); break;
case MULTI_MESSAGE:
multi_do_message(buf); break;
case MULTI_QUIT:
multi_do_quit(buf); break;
case MULTI_CONTROLCEN:
multi_do_controlcen_destroy(buf); break;
case MULTI_DROP_WEAPON:
multi_do_drop_weapon(pnum, buf); break;
#if defined(DXX_BUILD_DESCENT_II)
case MULTI_SOUND_FUNCTION:
multi_do_sound_function(pnum, buf); break;
case MULTI_MARKER:
multi_do_drop_marker (pnum, buf); break;
case MULTI_DROP_FLAG:
multi_do_drop_flag(pnum, buf); break;
case MULTI_GUIDED:
multi_do_guided (pnum, buf); break;
case MULTI_STOLEN_ITEMS:
multi_do_stolen_items(buf); break;
case MULTI_WALL_STATUS:
multi_do_wall_status(buf); break;
case MULTI_SEISMIC:
multi_do_seismic (buf); break;
case MULTI_LIGHT:
multi_do_light (buf); break;
#endif
case MULTI_ENDLEVEL_START:
multi_do_escape(buf); break;
case MULTI_CLOAK:
multi_do_cloak(pnum); break;
case MULTI_DECLOAK:
multi_do_decloak(pnum); break;
case MULTI_DOOR_OPEN:
multi_do_door_open(buf); break;
case MULTI_CREATE_EXPLOSION:
multi_do_create_explosion(pnum); break;
case MULTI_CONTROLCEN_FIRE:
multi_do_controlcen_fire(buf); break;
case MULTI_CREATE_POWERUP:
multi_do_create_powerup(pnum, buf); break;
case MULTI_PLAY_SOUND:
multi_do_play_sound(pnum, buf); 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, buf); 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(buf); break; // do this one regardless of endsequence
#endif
case MULTI_RANK:
multi_do_ranking (pnum, buf); break;
case MULTI_ROBOT_CLAIM:
multi_do_claim_robot(pnum, buf); break;
case MULTI_ROBOT_POSITION:
multi_do_robot_position(pnum, buf); break;
case MULTI_ROBOT_EXPLODE:
multi_do_robot_explode(buf); break;
case MULTI_ROBOT_RELEASE:
multi_do_release_robot(pnum, buf); break;
case MULTI_ROBOT_FIRE:
multi_do_robot_fire(buf); break;
case MULTI_SCORE:
multi_do_score(pnum, buf); break;
case MULTI_CREATE_ROBOT:
multi_do_create_robot(pnum, buf); break;
case MULTI_TRIGGER:
multi_do_trigger(pnum, buf); break;
#if defined(DXX_BUILD_DESCENT_II)
case MULTI_START_TRIGGER:
multi_do_start_trigger(buf); break;
case MULTI_EFFECT_BLOWUP:
multi_do_effect_blowup(pnum, buf); break;
case MULTI_FLAGS:
multi_do_flags(pnum, buf); break;
case MULTI_DROP_BLOB:
multi_do_drop_blob(pnum); break;
#endif
case MULTI_BOSS_TELEPORT:
multi_do_boss_teleport(pnum, buf); break;
case MULTI_BOSS_CLOAK:
multi_do_boss_cloak(buf); break;
case MULTI_BOSS_START_GATE:
multi_do_boss_start_gate(buf); 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(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 (buf); break;
case MULTI_POWCAP_UPDATE:
multi_do_powcap_update(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(pnum, buf); break;
case MULTI_KILL_CLIENT:
multi_do_kill(pnum, buf); break;
default:
throw std::runtime_error("invalid message type");
}
}
// Following functions convert object to object_rw and back.
// turn object to object_rw for sending
void multi_object_to_object_rw(const vobjptr_t obj, object_rw *obj_rw)
{
obj_rw->signature = obj->signature.get();
obj_rw->type = obj->type;
obj_rw->id = obj->id;
obj_rw->next = obj->next;
obj_rw->prev = obj->prev;
obj_rw->control_type = obj->control_type;
obj_rw->movement_type = obj->movement_type;
obj_rw->render_type = obj->render_type;
obj_rw->flags = obj->flags;
obj_rw->segnum = obj->segnum;
obj_rw->attached_obj = obj->attached_obj;
obj_rw->pos.x = obj->pos.x;
obj_rw->pos.y = obj->pos.y;
obj_rw->pos.z = obj->pos.z;
obj_rw->orient.rvec.x = obj->orient.rvec.x;
obj_rw->orient.rvec.y = obj->orient.rvec.y;
obj_rw->orient.rvec.z = obj->orient.rvec.z;
obj_rw->orient.fvec.x = obj->orient.fvec.x;
obj_rw->orient.fvec.y = obj->orient.fvec.y;
obj_rw->orient.fvec.z = obj->orient.fvec.z;
obj_rw->orient.uvec.x = obj->orient.uvec.x;
obj_rw->orient.uvec.y = obj->orient.uvec.y;
obj_rw->orient.uvec.z = obj->orient.uvec.z;
obj_rw->size = obj->size;
obj_rw->shields = obj->shields;
obj_rw->last_pos.x = obj->last_pos.x;
obj_rw->last_pos.y = obj->last_pos.y;
obj_rw->last_pos.z = obj->last_pos.z;
obj_rw->contains_type = obj->contains_type;
obj_rw->contains_id = obj->contains_id;
obj_rw->contains_count= obj->contains_count;
obj_rw->matcen_creator= obj->matcen_creator;
obj_rw->lifeleft = obj->lifeleft;
switch (obj_rw->movement_type)
{
case MT_PHYSICS:
obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
break;
case MT_SPINNING:
obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
break;
}
switch (obj_rw->control_type)
{
case CT_WEAPON:
obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature.get();
if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
break;
case CT_EXPLOSION:
obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
break;
case CT_AI:
{
int i;
obj_rw->ctype.ai_info.behavior = static_cast<uint8_t>(obj->ctype.ai_info.behavior);
for (i = 0; i < MAX_AI_FLAGS; i++)
obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature.get();
#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 CT_LIGHT:
obj_rw->ctype.light_info.intensity = obj->ctype.light_info.intensity;
break;
case CT_POWERUP:
obj_rw->ctype.powerup_info.count = obj->ctype.powerup_info.count;
#if defined(DXX_BUILD_DESCENT_II)
if (obj->ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000))
obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000);
else
obj_rw->ctype.powerup_info.creation_time = obj->ctype.powerup_info.creation_time - GameTime64;
obj_rw->ctype.powerup_info.flags = obj->ctype.powerup_info.flags;
#endif
break;
}
switch (obj_rw->render_type)
{
case RT_MORPH:
case RT_POLYOBJ:
case RT_NONE: // HACK below
{
int i;
if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time.
break;
obj_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num;
for (i=0;i<MAX_SUBMODELS;i++)
{
obj_rw->rtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p;
obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b;
obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h;
}
obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags;
obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override;
obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures;
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num;
obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime;
obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum;
break;
case RT_LASER:
break;
}
}
// turn object_rw to object after receiving
void multi_object_rw_to_object(object_rw *obj_rw, const vobjptr_t obj)
{
obj->signature = object_signature_t{static_cast<uint16_t>(obj_rw->signature)};
obj->type = obj_rw->type;
obj->id = obj_rw->id;
obj->next = obj_rw->next;
obj->prev = obj_rw->prev;
obj->control_type = obj_rw->control_type;
obj->movement_type = obj_rw->movement_type;
obj->render_type = obj_rw->render_type;
obj->flags = obj_rw->flags;
obj->segnum = obj_rw->segnum;
obj->attached_obj = obj_rw->attached_obj;
obj->pos.x = obj_rw->pos.x;
obj->pos.y = obj_rw->pos.y;
obj->pos.z = obj_rw->pos.z;
obj->orient.rvec.x = obj_rw->orient.rvec.x;
obj->orient.rvec.y = obj_rw->orient.rvec.y;
obj->orient.rvec.z = obj_rw->orient.rvec.z;
obj->orient.fvec.x = obj_rw->orient.fvec.x;
obj->orient.fvec.y = obj_rw->orient.fvec.y;
obj->orient.fvec.z = obj_rw->orient.fvec.z;
obj->orient.uvec.x = obj_rw->orient.uvec.x;
obj->orient.uvec.y = obj_rw->orient.uvec.y;
obj->orient.uvec.z = obj_rw->orient.uvec.z;
obj->size = obj_rw->size;
obj->shields = obj_rw->shields;
obj->last_pos.x = obj_rw->last_pos.x;
obj->last_pos.y = obj_rw->last_pos.y;
obj->last_pos.z = obj_rw->last_pos.z;
obj->contains_type = obj_rw->contains_type;
obj->contains_id = obj_rw->contains_id;
obj->contains_count= obj_rw->contains_count;
obj->matcen_creator= obj_rw->matcen_creator;
obj->lifeleft = obj_rw->lifeleft;
switch (obj->movement_type)
{
case MT_PHYSICS:
obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
break;
case MT_SPINNING:
obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
break;
}
switch (obj->control_type)
{
case CT_WEAPON:
obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
obj->ctype.laser_info.parent_signature = 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;
obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
#if defined(DXX_BUILD_DESCENT_II)
obj->ctype.laser_info.last_afterburner_time = 0;
#endif
break;
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
break;
case CT_AI:
{
int i;
obj->ctype.ai_info.behavior = static_cast<ai_behavior>(obj_rw->ctype.ai_info.behavior);
for (i = 0; i < MAX_AI_FLAGS; i++)
obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i];
obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment;
obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
obj->ctype.ai_info.danger_laser_signature = 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 CT_LIGHT:
obj->ctype.light_info.intensity = obj_rw->ctype.light_info.intensity;
break;
case CT_POWERUP:
obj->ctype.powerup_info.count = obj_rw->ctype.powerup_info.count;
#if defined(DXX_BUILD_DESCENT_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 CT_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;
}
}
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;
}
}