4145 lines
108 KiB
C
4145 lines
108 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Multiplayer code for network play.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include "game.h"
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#include "multi.h"
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#include "object.h"
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#include "laser.h"
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#include "fuelcen.h"
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#include "scores.h"
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#include "gauges.h"
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#include "collide.h"
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#include "dxxerror.h"
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#include "fireball.h"
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#include "newmenu.h"
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#include "console.h"
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#include "wall.h"
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#include "cntrlcen.h"
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#include "powerup.h"
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#include "polyobj.h"
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#include "bm.h"
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#include "endlevel.h"
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#include "key.h"
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#include "playsave.h"
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#include "timer.h"
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#include "digi.h"
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#include "sounds.h"
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#include "newdemo.h"
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#include "text.h"
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#include "kmatrix.h"
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#include "multibot.h"
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#include "gameseq.h"
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#include "physics.h"
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#include "config.h"
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#include "hudmsg.h"
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#include "ctype.h" // for isalpha
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#include "vers_id.h"
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#include "byteswap.h"
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#include "pstypes.h"
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#include "strutil.h"
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#include "u_mem.h"
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#include "state.h"
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#ifdef USE_UDP
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#include "net_udp.h"
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#endif
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#include "args.h"
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//
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// Local macros and prototypes
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//
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// LOCALIZE ME!!
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#define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
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void reset_player_object(void); // In object.c but not in object.h
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void multi_reset_object_texture(object *objp);
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void drop_player_eggs(object *playerobj); // from collide.c
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void multi_do_heartbeat(const ubyte *buf);
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void multi_send_heartbeat();
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void multi_do_kill_goal_counts(const ubyte *buf);
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void multi_powcap_cap_objects();
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void multi_powcap_adjust_remote_cap(int pnum);
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void multi_send_ranking();
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void multi_new_bounty_target( int pnum );
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void multi_do_bounty( const ubyte *buf );
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void multi_save_game(ubyte slot, uint id, char *desc);
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void multi_restore_game(ubyte slot, uint id);
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void multi_do_save_game(const ubyte *buf);
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void multi_do_restore_game(const ubyte *buf);
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void multi_do_msgsend_state(const ubyte *buf);
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void multi_send_msgsend_state(int state);
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void multi_send_gmode_update();
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void multi_do_gmode_update(const ubyte *buf);
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//
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// Global variables
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//
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int multi_protocol=0; // set and determinate used protocol
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int imulti_new_game=0; // to prep stuff for level only when starting new game
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int who_killed_controlcen = -1; // -1 = noone
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//do we draw the kill list on the HUD?
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int Show_kill_list = 1;
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int Show_reticle_name = 1;
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fix Show_kill_list_timer = 0;
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sbyte PKilledFlags[MAX_PLAYERS];
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int Bounty_target = 0;
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int multi_sending_message[MAX_PLAYERS] = { 0,0,0,0,0,0,0,0 };
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int multi_defining_message = 0;
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int multi_message_index = 0;
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ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
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unsigned char multibuf2[MAX_MULTI_MESSAGE_LEN+4];
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short remote_to_local[MAX_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
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short local_to_remote[MAX_OBJECTS];
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sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
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int early_resp[MAX_PLAYERS]; // HACK in case we ger REAPPEAR packet before EXPLODE
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int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
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int Net_create_loc = 0; // pointer into previous array
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int Network_status = 0;
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char Network_message[MAX_MESSAGE_LEN];
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int Network_message_reciever=-1;
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int sorted_kills[MAX_PLAYERS];
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short kill_matrix[MAX_PLAYERS][MAX_PLAYERS];
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int multi_goto_secret = 0;
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short team_kills[2];
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int multi_quit_game = 0;
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char *GMNames[8]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Unknown","","","Bounty"};
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char *GMNamesShrt[8]={"ANRCHY","TEAM","ROBO","COOP","UNKNOWN","","","BOUNTY"};
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// For rejoin object syncing (used here and all protocols - globally)
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int Network_send_objects = 0; // Are we in the process of sending objects to a player?
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int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic?
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int Network_send_objnum = -1; // What object are we sending next?
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int Network_rejoined = 0; // Did WE rejoin this game?
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int Network_sending_extras=0;
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int VerifyPlayerJoined=-1; // Player (num) to enter game before any ingame/extra stuff is being sent
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int Player_joining_extras=-1; // This is so we know who to send 'latecomer' packets to.
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int Network_player_added = 0; // Is this a new player or a returning player?
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ushort my_segments_checksum = 0;
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netgame_info Netgame;
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bitmap_index multi_player_textures[MAX_PLAYERS][N_PLAYER_SHIP_TEXTURES];
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// Globals for protocol-bound Refuse-functions
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char RefuseThisPlayer=0,WaitForRefuseAnswer=0,RefuseTeam,RefusePlayerName[12];
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fix64 RefuseTimeLimit=0;
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char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
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extern fix ThisLevelTime;
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extern void init_player_stats_new_ship(ubyte pnum);
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static const int message_length[MULTI_MAX_TYPE+1] = {
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25, // POSITION
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4, // REAPPEAR
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8, // FIRE
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5, // KILL
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4, // REMOVE_OBJECT
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57, // PLAYER_EXPLODE
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37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
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2, // QUIT
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4, // PLAY_SOUND
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37, // BEGIN_SYNC
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4, // CONTROLCEN
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5, // CLAIM ROBOT
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4, // END_SYNC
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2, // CLOAK
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3, // ENDLEVEL_START
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4, // DOOR_OPEN
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2, // CREATE_EXPLOSION
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16, // CONTROLCEN_FIRE
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57, // PLAYER_DROP
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19, // CREATE_POWERUP
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9, // MISSILE_TRACK
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2, // DE-CLOAK
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2, // MENU_CHOICE
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28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
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8, // ROBOT_EXPLODE
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5, // ROBOT_RELEASE
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18, // ROBOT_FIRE
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6, // SCORE
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6, // CREATE_ROBOT
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3, // TRIGGER
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10, // BOSS_ACTIONS
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27, // ROBOT_POWERUPS
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7, // HOSTAGE_DOOR
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2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
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2+4, //RESTORE_GAME (ubyte slot, uint id)
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-1, // MULTI_REQ_PLAYER - NEVER USED
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-1, // MULTI_SEND_PLAYER - NEVER USED
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MAX_POWERUP_TYPES+1, // MULTI_POWCAP_UPDATE
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5, // MULTI_HEARTBEAT
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9, // MULTI_KILLGOALS
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2, // MULTI_DO_BOUNTY
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3, // MULTI_TYPING_STATE
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3, // MULTI_GMODE_UPDATE
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7, // MULTI_KILL_HOST
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5, // MULTI_KILL_CLIENT
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3, // MULTI_RANK
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};
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void multi_reset_player_object(object *objp);
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void multi_set_robot_ai(void);
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void multi_add_lifetime_killed();
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void multi_add_lifetime_kills();
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char *RankStrings[]={"(unpatched) ","Cadet ","Ensign ","Lieutenant ","Lt.Commander ",
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"Commander ","Captain ","Vice Admiral ","Admiral ","Demigod "};
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int multi_allow_powerup_mask[MAX_POWERUP_TYPES] =
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{ NETFLAG_DOINVUL, 0, 0, NETFLAG_DOLASER, 0, 0, 0, 0, 0, 0, 0, 0, NETFLAG_DOQUAD,
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NETFLAG_DOVULCAN, NETFLAG_DOSPREAD, NETFLAG_DOPLASMA, NETFLAG_DOFUSION,
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NETFLAG_DOPROXIM, NETFLAG_DOHOMING, NETFLAG_DOHOMING, NETFLAG_DOSMART,
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NETFLAG_DOMEGA, NETFLAG_DOVULCAN, NETFLAG_DOCLOAK, 0, NETFLAG_DOINVUL, 0, 0, 0 };
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char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX] =
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{ "Laser upgrade", "Quad lasers", "Vulcan cannon", "Spreadfire cannon", "Plasma cannon",
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"Fusion cannon", "Homing missiles", "Smart missiles", "Mega missiles", "Proximity bombs",
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"Cloaking", "Invulnerability" };
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int GetMyNetRanking()
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{
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int rank, eff;
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if (PlayerCfg.NetlifeKills+PlayerCfg.NetlifeKilled==0)
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return (1);
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rank=(int) (((float)PlayerCfg.NetlifeKills/3000.0)*8.0);
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eff=(int)((float)((float)PlayerCfg.NetlifeKills/((float)PlayerCfg.NetlifeKilled+(float)PlayerCfg.NetlifeKills))*100.0);
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if (rank>8)
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rank=8;
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if (eff<0)
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eff=0;
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if (eff<60)
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rank-=((59-eff)/10);
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if (rank<0)
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rank=0;
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if (rank>8)
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rank=8;
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return (rank+1);
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}
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void ClipRank (ubyte *rank)
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{
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// This function insures no crashes when dealing with D2 1.0
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if (*rank > 9)
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*rank = 0;
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}
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//
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// Functions that replace what used to be macros
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//
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int objnum_remote_to_local(int remote_objnum, int owner)
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{
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// Map a remote object number from owner to a local object number
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int result;
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if ((owner >= N_players) || (owner < -1)) {
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Int3(); // Illegal!
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return(remote_objnum);
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}
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if (owner == -1)
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return(remote_objnum);
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if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
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return(-1);
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result = remote_to_local[owner][remote_objnum];
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if (result < 0)
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{
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return(-1);
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}
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return(result);
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}
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int objnum_local_to_remote(int local_objnum, sbyte *owner)
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{
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// Map a local object number to a remote + owner
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int result;
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if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
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*owner = -1;
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return(-1);
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}
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*owner = object_owner[local_objnum];
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if (*owner == -1)
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return(local_objnum);
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if ((*owner >= N_players) || (*owner < -1)) {
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Int3(); // Illegal!
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*owner = -1;
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return local_objnum;
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}
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result = local_to_remote[local_objnum];
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if (result < 0)
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{
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Int3(); // See Rob, object has no remote number!
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}
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return(result);
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}
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void
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map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
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{
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// Add a mapping from a network remote object number to a local one
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Assert(local_objnum > -1);
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Assert(remote_objnum > -1);
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Assert(owner > -1);
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Assert(owner != Player_num);
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Assert(local_objnum < MAX_OBJECTS);
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Assert(remote_objnum < MAX_OBJECTS);
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object_owner[local_objnum] = owner;
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remote_to_local[owner][remote_objnum] = local_objnum;
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local_to_remote[local_objnum] = remote_objnum;
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return;
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}
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void
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map_objnum_local_to_local(int local_objnum)
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{
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// Add a mapping for our locally created objects
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Assert(local_objnum > -1);
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Assert(local_objnum < MAX_OBJECTS);
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object_owner[local_objnum] = Player_num;
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remote_to_local[Player_num][local_objnum] = local_objnum;
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local_to_remote[local_objnum] = local_objnum;
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return;
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}
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int multi_objnum_is_past(int objnum)
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{
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switch (multi_protocol)
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{
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case MULTI_PROTO_UDP:
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#ifdef USE_UDP
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return net_udp_objnum_is_past(objnum);
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break;
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#endif
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default:
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Error("Protocol handling missing in multi_objnum_is_past\n");
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break;
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}
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}
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//
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// Part 1 : functions whose main purpose in life is to divert the flow
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// of execution to either network specific code based
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// on the curretn Game_mode value.
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//
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// Show a score list to end of net players
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void multi_endlevel_score(void)
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{
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int i, old_connect=0, game_wind_visible = 0;
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// If there still is a Game_wind and it's suspended (usually both shoudl be the case), bring it up again so host can still take actions of the game
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if (Game_wind)
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{
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if (!window_is_visible(Game_wind))
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{
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game_wind_visible = 1;
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window_set_visible(Game_wind, 1);
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}
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}
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// Save connect state and change to new connect state
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#ifdef NETWORK
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if (Game_mode & GM_NETWORK)
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{
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old_connect = Players[Player_num].connected;
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if (Players[Player_num].connected!=CONNECT_DIED_IN_MINE)
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Players[Player_num].connected = CONNECT_END_MENU;
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}
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#endif
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#ifdef NETWORK
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Network_status = NETSTAT_ENDLEVEL;
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#endif
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kmatrix_view(Game_mode & GM_NETWORK);
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// Restore connect state
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if (Game_mode & GM_NETWORK)
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{
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Players[Player_num].connected = old_connect;
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}
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if (Game_mode & GM_MULTI_COOP)
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{
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for (i = 0; i < Netgame.max_numplayers; i++)
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// Reset keys
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Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
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}
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for (i=0;i<MAX_PLAYERS;i++)
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Players[i].KillGoalCount=0;
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for (i=0;i<MAX_POWERUP_TYPES;i++)
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{
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MaxPowerupsAllowed[i]=0;
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PowerupsInMine[i]=0;
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}
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// hide Game_wind again if we brought it up
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if (Game_wind && game_wind_visible)
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window_set_visible(Game_wind, 0);
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}
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int
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get_team(int pnum)
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{
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if (Netgame.team_vector & (1 << pnum))
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return 1;
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else
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return 0;
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}
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void
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multi_new_game(void)
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{
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int i;
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// Reset variables for a new net game
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for (i = 0; i < MAX_PLAYERS; i++)
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init_player_stats_game(i);
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memset(kill_matrix, 0, sizeof(kill_matrix)); // Clear kill matrix
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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sorted_kills[i] = i;
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Players[i].connected = CONNECT_DISCONNECTED;
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Players[i].net_killed_total = 0;
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Players[i].net_kills_total = 0;
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Players[i].flags = 0;
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Players[i].KillGoalCount=0;
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multi_sending_message[i] = 0;
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}
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for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
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{
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robot_controlled[i] = -1;
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robot_agitation[i] = 0;
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robot_fired[i] = 0;
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}
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for (i=0;i<MAX_POWERUP_TYPES;i++)
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{
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MaxPowerupsAllowed[i]=0;
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PowerupsInMine[i]=0;
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}
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team_kills[0] = team_kills[1] = 0;
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imulti_new_game=1;
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multi_quit_game = 0;
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Show_kill_list = 1;
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game_disable_cheats();
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}
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void
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multi_make_player_ghost(int playernum)
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{
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object *obj;
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// Assert(playernum != Player_num);
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// Assert(playernum < MAX_PLAYERS);
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if ((playernum == Player_num) || (playernum >= MAX_PLAYERS) || (playernum < 0))
|
|
{
|
|
Int3(); // Non-terminal, see Rob
|
|
return;
|
|
}
|
|
|
|
obj = &Objects[Players[playernum].objnum];
|
|
|
|
obj->type = OBJ_GHOST;
|
|
obj->render_type = RT_NONE;
|
|
obj->movement_type = MT_NONE;
|
|
multi_reset_player_object(obj);
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(playernum);
|
|
}
|
|
|
|
void
|
|
multi_make_ghost_player(int playernum)
|
|
{
|
|
object *obj;
|
|
|
|
// Assert(playernum != Player_num);
|
|
// Assert(playernum < MAX_PLAYERS);
|
|
|
|
if ((playernum == Player_num) || (playernum >= MAX_PLAYERS))
|
|
{
|
|
Int3(); // Non-terminal, see rob
|
|
return;
|
|
}
|
|
|
|
obj = &Objects[Players[playernum].objnum];
|
|
|
|
obj->type = OBJ_PLAYER;
|
|
obj->movement_type = MT_PHYSICS;
|
|
multi_reset_player_object(obj);
|
|
if (playernum != Player_num)
|
|
init_player_stats_new_ship(playernum);
|
|
}
|
|
|
|
int multi_get_kill_list(int *plist)
|
|
{
|
|
// Returns the number of active net players and their
|
|
// sorted order of kills
|
|
int i;
|
|
int n = 0;
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
//if (Players[sorted_kills[i]].connected)
|
|
plist[n++] = sorted_kills[i];
|
|
|
|
if (n == 0)
|
|
Int3(); // SEE ROB OR MATT
|
|
|
|
//memcpy(plist, sorted_kills, N_players*sizeof(int));
|
|
|
|
return(n);
|
|
}
|
|
|
|
void
|
|
multi_sort_kill_list(void)
|
|
{
|
|
// Sort the kills list each time a new kill is added
|
|
|
|
int kills[MAX_PLAYERS];
|
|
int i;
|
|
int changed = 1;
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
kills[i] = Players[i].score;
|
|
else
|
|
kills[i] = Players[i].net_kills_total;
|
|
}
|
|
|
|
while (changed)
|
|
{
|
|
changed = 0;
|
|
for (i = 0; i < N_players-1; i++)
|
|
{
|
|
if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
|
|
{
|
|
changed = sorted_kills[i];
|
|
sorted_kills[i] = sorted_kills[i+1];
|
|
sorted_kills[i+1] = changed;
|
|
changed = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern object *obj_find_first_of_type (int);
|
|
|
|
void multi_compute_kill(int killer, int killed)
|
|
{
|
|
// Figure out the results of a network kills and add it to the
|
|
// appropriate player's tally.
|
|
|
|
int killed_pnum, killed_type;
|
|
int killer_pnum, killer_type;
|
|
int TheGoal;
|
|
char killed_name[(CALLSIGN_LEN*2)+4];
|
|
char killer_name[(CALLSIGN_LEN*2)+4];
|
|
|
|
// Both object numbers are localized already!
|
|
|
|
if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob, illegal value passed to compute_kill;
|
|
return;
|
|
}
|
|
|
|
killed_type = Objects[killed].type;
|
|
killer_type = Objects[killer].type;
|
|
|
|
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
|
|
{
|
|
Int3(); // compute_kill passed non-player object!
|
|
return;
|
|
}
|
|
|
|
killed_pnum = Objects[killed].id;
|
|
|
|
Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
|
|
else
|
|
sprintf(killed_name, "%s", Players[killed_pnum].callsign);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_death(killed_pnum);
|
|
|
|
digi_play_sample( SOUND_HUD_KILL, F3_0 );
|
|
|
|
if (killer_type == OBJ_CNTRLCEN)
|
|
{
|
|
Players[killed_pnum].net_killed_total++;
|
|
Players[killed_pnum].net_kills_total--;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_kill(killed_pnum, -1);
|
|
|
|
if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
|
|
multi_add_lifetime_killed ();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
|
|
return;
|
|
}
|
|
|
|
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
|
|
{
|
|
if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
|
|
Players[killed_pnum].net_killed_total++;
|
|
return;
|
|
}
|
|
|
|
killer_pnum = Objects[killer].id;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
|
|
else
|
|
sprintf(killer_name, "%s", Players[killer_pnum].callsign);
|
|
|
|
// Beyond this point, it was definitely a player-player kill situation
|
|
|
|
if ((killer_pnum < 0) || (killer_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
if ((killed_pnum < 0) || (killed_pnum >= N_players))
|
|
Int3(); // See rob, tracking down bug with kill HUD messages
|
|
|
|
if (killer_pnum == killed_pnum)
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
}
|
|
Players[killed_pnum].net_killed_total += 1;
|
|
Players[killed_pnum].net_kills_total -= 1;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_kill(killed_pnum, -1);
|
|
|
|
kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
|
|
if (killer_pnum == Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s %s", killed_name, TXT_SUICIDE);
|
|
|
|
/* Bounty mode needs some lovin' */
|
|
if( Game_mode & GM_BOUNTY && killed_pnum == Bounty_target && multi_i_am_master() )
|
|
{
|
|
/* Select a random number */
|
|
int new = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[new].connected )
|
|
new = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Select new target - it will be sent later when we're done with this function */
|
|
multi_new_bounty_target( new );
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
if (get_team(killed_pnum) == get_team(killer_pnum))
|
|
{
|
|
team_kills[get_team(killed_pnum)] -= 1;
|
|
Players[killer_pnum].net_kills_total -= 1;
|
|
}
|
|
else
|
|
{
|
|
team_kills[get_team(killer_pnum)] += 1;
|
|
Players[killer_pnum].net_kills_total += 1;
|
|
Players[killer_pnum].KillGoalCount +=1;
|
|
}
|
|
}
|
|
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);
|
|
|
|
Players[killed_pnum].net_killed_total += 1;
|
|
kill_matrix[killer_pnum][killed_pnum] += 1;
|
|
|
|
if (killer_pnum == Player_num) {
|
|
HUD_init_message(HM_MULTI, "%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
|
|
multi_add_lifetime_kills();
|
|
if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
|
|
add_points_to_score(-1000);
|
|
}
|
|
else if (killed_pnum == Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
|
|
multi_add_lifetime_killed();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, killed_name);
|
|
}
|
|
|
|
TheGoal=Netgame.KillGoal*5;
|
|
|
|
if (Netgame.KillGoal>0)
|
|
{
|
|
if (Players[killer_pnum].KillGoalCount>=TheGoal)
|
|
{
|
|
if (killer_pnum==Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You reached the kill goal!");
|
|
Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "%s has reached the kill goal!",Players[killer_pnum].callsign);
|
|
|
|
HUD_init_message(HM_MULTI, "The control center has been destroyed!");
|
|
net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
|
|
}
|
|
}
|
|
|
|
multi_sort_kill_list();
|
|
multi_show_player_list();
|
|
}
|
|
|
|
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(unsigned char *buf, int len, int priority)
|
|
{
|
|
if (len != message_length[(int)buf[0]])
|
|
Error("multi_send_data: Packet type %i length: %i, expected: %i\n", buf[0], len, message_length[(int)buf[0]]);
|
|
if (buf[0] > MULTI_MAX_TYPE)
|
|
Error("multi_send_data: Illegal packet type %i\n", buf[0]);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
void multi_send_data_direct(const ubyte *buf, int len, int pnum, int priority)
|
|
{
|
|
if (len != message_length[(int)buf[0]])
|
|
Error("multi_send_data_direct: Packet type %i length: %i, expected: %i\n", buf[0], len, message_length[(int)buf[0]]);
|
|
if (buf[0] > MULTI_MAX_TYPE)
|
|
Error("multi_send_data_direct: Illegal packet type %i\n", buf[0]);
|
|
if (pnum < 0 || pnum > MAX_PLAYERS)
|
|
Error("multi_send_data_direct: Illegal player num: %i\n", pnum);
|
|
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_send_mdata_direct(multibuf, len, pnum, priority);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_data_direct\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_leave_game(void)
|
|
{
|
|
|
|
if (!(Game_mode & GM_MULTI))
|
|
return;
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Net_create_loc = 0;
|
|
multi_send_position(Players[Player_num].objnum);
|
|
multi_powcap_cap_objects();
|
|
if (!Player_eggs_dropped)
|
|
{
|
|
drop_player_eggs(ConsoleObject);
|
|
Player_eggs_dropped = 1;
|
|
}
|
|
multi_send_player_explode(MULTI_PLAYER_DROP);
|
|
}
|
|
|
|
multi_send_quit(MULTI_QUIT);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_leave_game();
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_leave_game\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
plyr_save_stats();
|
|
}
|
|
|
|
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, d_event *event, void *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, d_event *event, void *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;
|
|
}
|
|
|
|
}
|
|
|
|
char feedback_result[200];
|
|
|
|
void
|
|
multi_message_feedback(void)
|
|
{
|
|
char *colon;
|
|
int found = 0;
|
|
int i;
|
|
|
|
if (!( ((colon = strstr(Network_message, ": ")) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
|
|
{
|
|
sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
|
|
if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
|
|
{
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
|
|
found = 1;
|
|
}
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if (!d_strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
if ((!d_strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
|
|
{
|
|
if (found)
|
|
strcat(feedback_result, ", ");
|
|
found++;
|
|
if (!(found % 4))
|
|
strcat(feedback_result, "\n");
|
|
sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
|
|
}
|
|
}
|
|
if (!found)
|
|
strcat(feedback_result, TXT_NOBODY);
|
|
else
|
|
strcat(feedback_result, ".");
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
|
|
Assert(strlen(feedback_result) < 200);
|
|
|
|
HUD_init_message(HM_MULTI, feedback_result);
|
|
}
|
|
}
|
|
|
|
//added/moved on 11/10/98 by Victor Rachels to declare before this function
|
|
void multi_send_message_end();
|
|
//end this section change - VR
|
|
|
|
void
|
|
multi_send_macro(int key)
|
|
{
|
|
if (! (Game_mode & GM_MULTI) )
|
|
return;
|
|
|
|
switch(key)
|
|
{
|
|
case KEY_F9:
|
|
key = 0; break;
|
|
case KEY_F10:
|
|
key = 1; break;
|
|
case KEY_F11:
|
|
key = 2; break;
|
|
case KEY_F12:
|
|
key = 3; break;
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
if (!PlayerCfg.NetworkMessageMacro[key][0])
|
|
{
|
|
HUD_init_message(HM_MULTI, TXT_NO_MACRO);
|
|
return;
|
|
}
|
|
|
|
strcpy(Network_message, PlayerCfg.NetworkMessageMacro[key]);
|
|
Network_message_reciever = 100;
|
|
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
multi_message_feedback();
|
|
|
|
}
|
|
|
|
|
|
void
|
|
multi_send_message_start()
|
|
{
|
|
if (Game_mode&GM_MULTI) {
|
|
multi_sending_message[Player_num] = 1;
|
|
multi_send_msgsend_state(1);
|
|
multi_message_index = 0;
|
|
Network_message[multi_message_index] = 0;
|
|
key_toggle_repeat(1);
|
|
}
|
|
}
|
|
|
|
extern fix StartingShields;
|
|
|
|
void multi_send_message_end()
|
|
{
|
|
char *mytempbuf;
|
|
int i,t;
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
multi_send_msgsend_state(0);
|
|
key_toggle_repeat(0);
|
|
|
|
if (!d_strnicmp (Network_message,"/Handicap: ",11))
|
|
{
|
|
mytempbuf=&Network_message[11];
|
|
StartingShields=atol (mytempbuf);
|
|
if (StartingShields<10)
|
|
StartingShields=10;
|
|
if (StartingShields>100)
|
|
{
|
|
sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
|
|
StartingShields=100;
|
|
}
|
|
else
|
|
sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
|
|
|
|
HUD_init_message(HM_MULTI, "Telling others of your handicap of %d!",StartingShields);
|
|
StartingShields=i2f(StartingShields);
|
|
}
|
|
else if (!d_strnicmp (Network_message,"/move: ",7))
|
|
{
|
|
if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
|
|
{
|
|
int name_index=7;
|
|
if (strlen(Network_message) > 7)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can move players!",Players[multi_who_is_master()].callsign);
|
|
return;
|
|
}
|
|
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You must specify a name to move");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!d_strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
|
|
{
|
|
if (Netgame.team_vector & (1<<i))
|
|
Netgame.team_vector&=(~(1<<i));
|
|
else
|
|
Netgame.team_vector|=(1<<i);
|
|
|
|
for (t=0;t<N_players;t++)
|
|
if (Players[t].connected)
|
|
multi_reset_object_texture (&Objects[Players[t].objnum]);
|
|
reset_cockpit();
|
|
|
|
multi_send_gmode_update();
|
|
|
|
sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
|
|
if (i==Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have changed teams!");
|
|
reset_cockpit();
|
|
}
|
|
else
|
|
HUD_init_message(HM_MULTI, "Moving %s to other team.",Players[i].callsign);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (!d_strnicmp (Network_message,"/kick: ",7) && (Game_mode & GM_NETWORK))
|
|
{
|
|
int name_index=7;
|
|
if (strlen(Network_message) > 7)
|
|
while (Network_message[name_index] == ' ')
|
|
name_index++;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only %s can kick others out!",Players[multi_who_is_master()].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
if (strlen(Network_message)<=name_index)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You must specify a name to kick");
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
|
|
if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
|
|
int players[MAX_PLAYERS];
|
|
int listpos = Network_message[name_index+1] - '0';
|
|
|
|
if (Show_kill_list==1 || Show_kill_list==2) {
|
|
if (listpos == 0 || listpos >= N_players) {
|
|
HUD_init_message(HM_MULTI, "Invalid player number for kick.");
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
multi_get_kill_list(players);
|
|
i = players[listpos];
|
|
if ((i != Player_num) && (Players[i].connected))
|
|
goto kick_player;
|
|
}
|
|
else HUD_init_message(HM_MULTI, "You cannot use # kicking with in team display.");
|
|
|
|
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if ((!d_strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
|
|
kick_player:;
|
|
switch (multi_protocol)
|
|
{
|
|
#ifdef USE_UDP
|
|
case MULTI_PROTO_UDP:
|
|
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_KICKED);
|
|
break;
|
|
#endif
|
|
default:
|
|
Error("Protocol handling missing in multi_send_message_end\n");
|
|
break;
|
|
}
|
|
|
|
HUD_init_message(HM_MULTI, "Dumping %s...",Players[i].callsign);
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
else if (!d_strnicmp (Network_message,"/killreactor",12) && (Game_mode & GM_NETWORK) && !Control_center_destroyed)
|
|
{
|
|
if (!multi_i_am_master())
|
|
HUD_init_message(HM_MULTI, "Only %s can kill the reactor this way!",Players[multi_who_is_master()].callsign);
|
|
else
|
|
{
|
|
net_destroy_controlcen(NULL);
|
|
multi_send_destroy_controlcen(-1,Player_num);
|
|
}
|
|
multi_message_index = 0;
|
|
multi_sending_message[Player_num] = 0;
|
|
return;
|
|
}
|
|
|
|
Network_message_reciever = 100;
|
|
HUD_init_message(HM_MULTI, "%s '%s'", TXT_SENDING, Network_message);
|
|
multi_send_message();
|
|
multi_message_feedback();
|
|
game_flush_inputs();
|
|
}
|
|
|
|
void multi_define_macro_end()
|
|
{
|
|
Assert( multi_defining_message > 0 );
|
|
|
|
strcpy( PlayerCfg.NetworkMessageMacro[multi_defining_message-1], Network_message );
|
|
write_player_file();
|
|
|
|
multi_message_index = 0;
|
|
multi_defining_message = 0;
|
|
key_toggle_repeat(0);
|
|
game_flush_inputs();
|
|
}
|
|
|
|
int multi_message_input_sub(int key)
|
|
{
|
|
switch( key )
|
|
{
|
|
case KEY_F8:
|
|
case KEY_ESC:
|
|
multi_sending_message[Player_num] = 0;
|
|
multi_send_msgsend_state(0);
|
|
multi_defining_message = 0;
|
|
key_toggle_repeat(0);
|
|
game_flush_inputs();
|
|
return 1;
|
|
case KEY_LEFT:
|
|
case KEY_BACKSP:
|
|
case KEY_PAD4:
|
|
if (multi_message_index > 0)
|
|
multi_message_index--;
|
|
Network_message[multi_message_index] = 0;
|
|
return 1;
|
|
case KEY_ENTER:
|
|
if ( multi_sending_message[Player_num] )
|
|
multi_send_message_end();
|
|
else if ( multi_defining_message )
|
|
multi_define_macro_end();
|
|
game_flush_inputs();
|
|
return 1;
|
|
default:
|
|
{
|
|
int ascii = key_ascii();
|
|
if ( ascii < 255 ) {
|
|
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, * pcolon;
|
|
ptext = NULL;
|
|
Network_message[multi_message_index++] = ascii;
|
|
Network_message[multi_message_index] = 0;
|
|
for (i=multi_message_index-1; i>=0; i-- ) {
|
|
if ( Network_message[i]==32 ) {
|
|
ptext = &Network_message[i+1];
|
|
Network_message[i] = 0;
|
|
break;
|
|
}
|
|
}
|
|
multi_send_message_end();
|
|
if ( ptext ) {
|
|
multi_sending_message[Player_num] = 1;
|
|
multi_send_msgsend_state(1);
|
|
pcolon = strstr( Network_message, ": " );
|
|
if ( pcolon )
|
|
strcpy( pcolon+1, ptext );
|
|
else
|
|
strcpy( Network_message, ptext );
|
|
multi_message_index = strlen( Network_message );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
multi_send_message_dialog(void)
|
|
{
|
|
newmenu_item m[1];
|
|
int choice;
|
|
|
|
if (!(Game_mode&GM_MULTI))
|
|
return;
|
|
|
|
Network_message[0] = 0; // Get rid of old contents
|
|
|
|
m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
|
|
choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL, NULL );
|
|
|
|
if ((choice > -1) && (strlen(Network_message) > 0)) {
|
|
Network_message_reciever = 100;
|
|
multi_message_feedback();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void
|
|
multi_do_death(int objnum)
|
|
{
|
|
// Do any miscellaneous stuff for a new network player after death
|
|
|
|
objnum = objnum;
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_fire(const ubyte *buf)
|
|
{
|
|
ubyte weapon;
|
|
int pnum;
|
|
sbyte flags;
|
|
fix save_charge = Fusion_charge;
|
|
|
|
// Act out the actual shooting
|
|
pnum = buf[1];
|
|
weapon = (int)buf[2];
|
|
flags = buf[4];
|
|
Network_laser_track = GET_INTEL_SHORT(buf + 6);
|
|
|
|
Assert (pnum < N_players);
|
|
|
|
if (Objects[Players[pnum].objnum].type == OBJ_GHOST)
|
|
multi_make_ghost_player(pnum);
|
|
|
|
if (weapon >= MISSILE_ADJUST)
|
|
net_missile_firing(pnum, weapon, (int)buf[4]);
|
|
else {
|
|
if (weapon == FUSION_INDEX) {
|
|
Fusion_charge = buf[4] << 12;
|
|
}
|
|
if (weapon == LASER_INDEX) {
|
|
if (flags & LASER_QUAD)
|
|
Players[pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
|
|
else
|
|
Players[pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
|
|
}
|
|
|
|
do_laser_firing(Players[pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
|
|
|
|
if (weapon == FUSION_INDEX)
|
|
Fusion_charge = save_charge;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_message(const ubyte *cbuf)
|
|
{
|
|
const char *buf = (const char*)cbuf;
|
|
char *colon,mesbuf[100];
|
|
int t;
|
|
|
|
int loc = 2;
|
|
|
|
if (((colon = strstr(buf+loc, ": ")) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
|
|
{
|
|
int color = 0;
|
|
mesbuf[0] = CC_COLOR;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", mesbuf, buf+2);
|
|
multi_sending_message[(int)buf[1]] = 0;
|
|
}
|
|
else if ( (!d_strnicmp(Players[Player_num].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)))) )
|
|
{
|
|
int color = 0;
|
|
mesbuf[0] = CC_COLOR;
|
|
if (Game_mode & GM_TEAM)
|
|
color = get_team((int)buf[1]);
|
|
else
|
|
color = (int)buf[1];
|
|
mesbuf[1] = BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b);
|
|
strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
|
|
t = strlen(mesbuf);
|
|
mesbuf[t] = ':';
|
|
mesbuf[t+1] = CC_COLOR;
|
|
mesbuf[t+2] = BM_XRGB(0, 31, 0);
|
|
mesbuf[t+3] = 0;
|
|
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", mesbuf, colon+2);
|
|
multi_sending_message[(int)buf[1]] = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_position(const ubyte *buf)
|
|
{
|
|
ubyte pnum = 0;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
pnum = buf[1];
|
|
|
|
#ifndef WORDS_BIGENDIAN
|
|
extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf + 2),0);
|
|
#else
|
|
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 2), 9);
|
|
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 11), 14);
|
|
extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
|
|
#endif
|
|
|
|
if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
|
|
set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
|
|
}
|
|
|
|
void
|
|
multi_do_reappear(const ubyte *buf)
|
|
{
|
|
short objnum;
|
|
ubyte pnum = buf[1];
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 2);
|
|
|
|
Assert(objnum >= 0);
|
|
if (pnum != Objects[objnum].id)
|
|
return;
|
|
|
|
if (PKilledFlags[pnum]<=0) // player was not reported dead, so do not accept this packet
|
|
{
|
|
PKilledFlags[pnum]--;
|
|
return;
|
|
}
|
|
|
|
multi_make_ghost_player(Objects[objnum].id);
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
PKilledFlags[pnum]=0;
|
|
}
|
|
|
|
void
|
|
multi_do_player_explode(const ubyte *buf)
|
|
{
|
|
// Only call this for players, not robots. pnum is player number, not
|
|
// Object number.
|
|
|
|
object *objp;
|
|
int count;
|
|
int pnum;
|
|
int i;
|
|
char remote_created;
|
|
|
|
pnum = buf[1];
|
|
|
|
#ifdef NDEBUG
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
return;
|
|
#else
|
|
Assert(pnum >= 0);
|
|
Assert(pnum < N_players);
|
|
#endif
|
|
|
|
#ifdef NETWORK
|
|
// If we are in the process of sending objects to a new player, reset that process
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
#endif
|
|
|
|
// Stuff the Players structure to prepare for the explosion
|
|
|
|
count = 2;
|
|
Players[pnum].primary_weapon_flags = buf[count]; count++;
|
|
Players[pnum].secondary_weapon_flags = buf[count]; count++;
|
|
Players[pnum].laser_level = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
|
|
Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
|
|
Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
|
|
Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
|
|
Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
|
|
|
|
multi_powcap_adjust_remote_cap (pnum);
|
|
|
|
objp = Objects+Players[pnum].objnum;
|
|
|
|
// objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
|
|
// objp->pos = *(vms_vector *)(buf+28); // 12 bytes
|
|
|
|
remote_created = buf[count++]; // How many did the other guy create?
|
|
|
|
Net_create_loc = 0;
|
|
|
|
drop_player_eggs(objp);
|
|
|
|
// Create mapping from remote to local numbering system
|
|
|
|
// We now handle this situation gracefully, Int3 not required
|
|
// if (Net_create_loc != remote_created)
|
|
// Int3(); // Probably out of object array space, see Rob
|
|
|
|
for (i = 0; i < remote_created; i++)
|
|
{
|
|
short s;
|
|
|
|
s = GET_INTEL_SHORT(buf + count);
|
|
if ((i < Net_create_loc) && (s > 0) &&
|
|
(Net_create_objnums[i] > 0))
|
|
map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
|
|
count += 2;
|
|
}
|
|
for (i = remote_created; i < Net_create_loc; i++) {
|
|
Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if (buf[0] == MULTI_PLAYER_EXPLODE)
|
|
{
|
|
explode_badass_player(objp);
|
|
|
|
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
|
|
multi_make_player_ghost(pnum);
|
|
}
|
|
else
|
|
{
|
|
create_player_appearance_effect(objp);
|
|
}
|
|
|
|
Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
|
|
Players[pnum].cloak_time = 0;
|
|
|
|
PKilledFlags[pnum]++;
|
|
if (PKilledFlags[pnum] < 1) // seems we got reappear already so make him player again!
|
|
{
|
|
multi_make_ghost_player(Objects[Players[pnum].objnum].id);
|
|
create_player_appearance_effect(&Objects[Players[pnum].objnum]);
|
|
PKilledFlags[pnum] = 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.
|
|
*/
|
|
void
|
|
multi_do_kill(const ubyte *buf)
|
|
{
|
|
int killer, killed;
|
|
int count = 1;
|
|
int pnum = (int)(buf[count]);
|
|
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;
|
|
|
|
if ((pnum < 0) || (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[0] = MULTI_KILL_HOST;
|
|
multibuf[5] = Netgame.team_vector;
|
|
multibuf[6] = Bounty_target;
|
|
|
|
multi_send_data(multibuf, 7, 2);
|
|
}
|
|
|
|
killed = Players[pnum].objnum;
|
|
count += 1;
|
|
killer = GET_INTEL_SHORT(buf + count);
|
|
if (killer > 0)
|
|
killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
|
|
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
|
|
void multi_do_controlcen_destroy(const ubyte *buf)
|
|
{
|
|
sbyte who;
|
|
short objnum;
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
who = buf[3];
|
|
|
|
if (Control_center_destroyed != 1)
|
|
{
|
|
if ((who < N_players) && (who != Player_num)) {
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
|
|
}
|
|
else if (who == Player_num)
|
|
HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
if (objnum != -1)
|
|
net_destroy_controlcen(Objects+objnum);
|
|
else
|
|
net_destroy_controlcen(NULL);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_escape(const ubyte *buf)
|
|
{
|
|
int objnum;
|
|
|
|
objnum = Players[(int)buf[1]].objnum;
|
|
|
|
if (buf[2] == 0)
|
|
{
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
|
|
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
}
|
|
else if (buf[2] == 1)
|
|
{
|
|
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
|
|
|
|
if (!multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
}
|
|
|
|
create_player_appearance_effect(&Objects[objnum]);
|
|
multi_make_player_ghost(buf[1]);
|
|
}
|
|
|
|
|
|
void
|
|
multi_do_remobj(const ubyte *buf)
|
|
{
|
|
short objnum; // which object to remove
|
|
short local_objnum;
|
|
sbyte obj_owner; // which remote list is it entered in
|
|
|
|
objnum = GET_INTEL_SHORT(buf + 1);
|
|
obj_owner = buf[3];
|
|
|
|
Assert(objnum >= 0);
|
|
|
|
if (objnum < 1)
|
|
return;
|
|
|
|
local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
|
|
|
|
if (local_objnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(local_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
if (Objects[local_objnum].type==OBJ_POWERUP)
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack (Objects[local_objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[local_objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[local_objnum].id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[Objects[local_objnum].id]>0)
|
|
PowerupsInMine[Objects[local_objnum].id]--;
|
|
}
|
|
}
|
|
|
|
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
|
|
|
|
}
|
|
|
|
void multi_disconnect_player(int pnum)
|
|
{
|
|
int i, 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", Players[pnum].callsign, TXT_HAS_LEFT_THE_GAME);
|
|
|
|
multi_sending_message[pnum] = 0;
|
|
|
|
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 new = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Make sure they're valid: Don't check against kill flags,
|
|
* just in case everyone's dead! */
|
|
while( !Players[new].connected )
|
|
new = d_rand() % MAX_PLAYERS;
|
|
|
|
/* Select new target */
|
|
multi_new_bounty_target( new );
|
|
|
|
/* Send this new data */
|
|
multi_send_bounty();
|
|
}
|
|
}
|
|
|
|
Players[pnum].connected = CONNECT_DISCONNECTED;
|
|
Netgame.players[pnum].connected = CONNECT_DISCONNECTED;
|
|
PKilledFlags[pnum] = 1;
|
|
|
|
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;
|
|
}
|
|
|
|
for (i = 0; i < N_players; i++)
|
|
if (Players[i].connected) n++;
|
|
if (n == 1)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You are the only person remaining in this netgame");
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_quit(const ubyte *buf)
|
|
{
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
multi_disconnect_player((int)buf[1]);
|
|
}
|
|
|
|
void
|
|
multi_do_cloak(const ubyte *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = buf[1];
|
|
|
|
Assert(pnum < N_players);
|
|
|
|
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
|
|
Players[pnum].cloak_time = GameTime64;
|
|
ai_do_cloak_stuff();
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(pnum);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_cloak(pnum);
|
|
}
|
|
|
|
void
|
|
multi_do_decloak(const ubyte *buf)
|
|
{
|
|
int pnum;
|
|
|
|
pnum = buf[1];
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_multi_decloak(pnum);
|
|
|
|
}
|
|
|
|
void
|
|
multi_do_door_open(const ubyte *buf)
|
|
{
|
|
int segnum;
|
|
short side;
|
|
segment *seg;
|
|
wall *w;
|
|
|
|
segnum = GET_INTEL_SHORT(buf + 1);
|
|
side = buf[3];
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
seg = &Segments[segnum];
|
|
|
|
if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if (w->type == WALL_BLASTABLE)
|
|
{
|
|
if (!(w->flags & WALL_BLASTED))
|
|
{
|
|
wall_destroy(seg, side);
|
|
}
|
|
return;
|
|
}
|
|
else if (w->state != WALL_DOOR_OPENING)
|
|
{
|
|
wall_open_door(seg, side);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_create_explosion(const ubyte *buf)
|
|
{
|
|
int pnum;
|
|
int count = 1;
|
|
|
|
pnum = buf[count++];
|
|
|
|
create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_controlcen_fire(const ubyte *buf)
|
|
{
|
|
vms_vector to_target;
|
|
int gun_num;
|
|
short objnum;
|
|
int count = 1;
|
|
|
|
memcpy(&to_target, buf+count, 12); count += 12;
|
|
#ifdef WORDS_BIGENDIAN // swap the vector to_target
|
|
to_target.x = (fix)INTEL_INT((int)to_target.x);
|
|
to_target.y = (fix)INTEL_INT((int)to_target.y);
|
|
to_target.z = (fix)INTEL_INT((int)to_target.z);
|
|
#endif
|
|
gun_num = buf[count]; count += 1;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
Laser_create_new_easy(&to_target, &Objects[objnum].ctype.reactor_info.gun_pos[gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
|
|
}
|
|
|
|
void
|
|
multi_do_create_powerup(const ubyte *buf)
|
|
{
|
|
short segnum;
|
|
short objnum;
|
|
int my_objnum;
|
|
int pnum;
|
|
int count = 1;
|
|
vms_vector new_pos;
|
|
char powerup_type;
|
|
|
|
if (Endlevel_sequence || Control_center_destroyed)
|
|
return;
|
|
|
|
pnum = buf[count++];
|
|
powerup_type = buf[count++];
|
|
segnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
objnum = GET_INTEL_SHORT(buf + count); count += 2;
|
|
|
|
if ((segnum < 0) || (segnum > Highest_segment_index)) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
|
|
|
|
#ifdef WORDS_BIGENDIAN
|
|
new_pos.x = (fix)SWAPINT((int)new_pos.x);
|
|
new_pos.y = (fix)SWAPINT((int)new_pos.y);
|
|
new_pos.z = (fix)SWAPINT((int)new_pos.z);
|
|
#endif
|
|
|
|
Net_create_loc = 0;
|
|
my_objnum = call_object_create_egg(&Objects[Players[pnum].objnum], 1, OBJ_POWERUP, powerup_type);
|
|
|
|
if (my_objnum < 0) {
|
|
return;
|
|
}
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(my_objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
Objects[my_objnum].pos = new_pos;
|
|
|
|
vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
|
|
|
|
obj_relink(my_objnum, segnum);
|
|
|
|
map_objnum_local_to_remote(my_objnum, objnum, pnum);
|
|
|
|
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack((int)powerup_type))
|
|
PowerupsInMine[(int)(powerup_type-1)]+=4;
|
|
else
|
|
PowerupsInMine[(int)powerup_type]++;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_do_play_sound(const ubyte *buf)
|
|
{
|
|
int pnum = buf[1];
|
|
int sound_num = buf[2];
|
|
fix volume = buf[3] << 12;
|
|
|
|
if (!Players[pnum].connected)
|
|
return;
|
|
|
|
Assert(Players[pnum].objnum >= 0);
|
|
Assert(Players[pnum].objnum <= Highest_object_index);
|
|
|
|
digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
|
|
}
|
|
|
|
void
|
|
multi_do_score(const ubyte *buf)
|
|
{
|
|
int pnum = buf[1];
|
|
|
|
if ((pnum < 0) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Non-terminal, see rob
|
|
return;
|
|
}
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING) {
|
|
int score;
|
|
score = GET_INTEL_INT(buf + 2);
|
|
newdemo_record_multi_score(pnum, score);
|
|
}
|
|
|
|
Players[pnum].score = GET_INTEL_INT(buf + 2);
|
|
|
|
multi_sort_kill_list();
|
|
}
|
|
|
|
void
|
|
multi_do_trigger(const ubyte *buf)
|
|
{
|
|
int pnum = buf[1];
|
|
int trigger = buf[2];
|
|
|
|
if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
|
|
{
|
|
Int3(); // Got trigger from illegal playernum
|
|
return;
|
|
}
|
|
if ((trigger < 0) || (trigger >= Num_triggers))
|
|
{
|
|
Int3(); // Illegal trigger number in multiplayer
|
|
return;
|
|
}
|
|
check_trigger_sub(trigger, pnum);
|
|
}
|
|
|
|
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(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
|
|
}
|
|
|
|
void
|
|
multi_reset_stuff(void)
|
|
{
|
|
// A generic, emergency function to solve problems that crop up
|
|
// when a player exits quick-out from the game because of a
|
|
// connection loss. Fixes several weird bugs!
|
|
|
|
dead_player_end();
|
|
Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
|
|
reset_rear_view();
|
|
}
|
|
|
|
void
|
|
multi_reset_player_object(object *objp)
|
|
{
|
|
int i;
|
|
|
|
//Init physics for a non-console player
|
|
|
|
Assert(objp >= Objects);
|
|
Assert(objp <= Objects+Highest_object_index);
|
|
Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
|
|
|
|
vm_vec_zero(&objp->mtype.phys_info.velocity);
|
|
vm_vec_zero(&objp->mtype.phys_info.thrust);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotvel);
|
|
vm_vec_zero(&objp->mtype.phys_info.rotthrust);
|
|
objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
|
|
objp->mtype.phys_info.mass = Player_ship->mass;
|
|
objp->mtype.phys_info.drag = Player_ship->drag;
|
|
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
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
|
|
|
|
//reset textures for this, if not player 0
|
|
|
|
multi_reset_object_texture (objp);
|
|
|
|
// Clear misc
|
|
|
|
objp->flags = 0;
|
|
|
|
if (objp->type == OBJ_GHOST)
|
|
objp->render_type = RT_NONE;
|
|
|
|
}
|
|
|
|
void multi_reset_object_texture (object *objp)
|
|
{
|
|
int id,i;
|
|
|
|
if (Game_mode & GM_TEAM)
|
|
id = get_team(objp->id);
|
|
else
|
|
id = objp->id;
|
|
|
|
if (id == 0)
|
|
objp->rtype.pobj_info.alt_textures=0;
|
|
else {
|
|
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 ubyte *buf, int len)
|
|
{
|
|
// Takes a bunch of messages, check them for validity,
|
|
// and pass them to multi_process_data.
|
|
|
|
int type, sub_len, bytes_processed = 0;
|
|
|
|
while( bytes_processed < len ) {
|
|
type = buf[bytes_processed];
|
|
|
|
if ( (type<0) || (type>MULTI_MAX_TYPE)) {
|
|
con_printf( CON_DEBUG,"multi_process_bigdata: Invalid packet type %d!\n", type );
|
|
return;
|
|
}
|
|
|
|
sub_len = message_length[type];
|
|
|
|
Assert(sub_len > 0);
|
|
|
|
if ( (bytes_processed+sub_len) > len ) {
|
|
con_printf(CON_DEBUG, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len );
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
multi_process_data(&buf[bytes_processed], sub_len);
|
|
bytes_processed += sub_len;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Part 2 : Functions that send communication messages to inform the other
|
|
// players of something we did.
|
|
//
|
|
|
|
void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_fired, short laser_track)
|
|
{
|
|
multi_do_protocol_frame(1, 0); // provoke positional update if possible
|
|
|
|
multibuf[0] = (char)MULTI_FIRE;
|
|
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;
|
|
PUT_INTEL_SHORT(multibuf+6, laser_track);
|
|
|
|
multi_send_data(multibuf, 8, 1);
|
|
}
|
|
|
|
|
|
void
|
|
multi_send_destroy_controlcen(int objnum, int player)
|
|
{
|
|
if (player == Player_num)
|
|
HUD_init_message(HM_MULTI, TXT_YOU_DEST_CONTROL);
|
|
else if ((player > 0) && (player < N_players))
|
|
HUD_init_message(HM_MULTI, "%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
|
|
else
|
|
HUD_init_message(HM_MULTI, TXT_CONTROL_DESTROYED);
|
|
|
|
multibuf[0] = (char)MULTI_CONTROLCEN;
|
|
PUT_INTEL_SHORT(multibuf+1, objnum);
|
|
multibuf[3] = player;
|
|
multi_send_data(multibuf, 4, 2);
|
|
}
|
|
|
|
void
|
|
multi_send_endlevel_start(int secret)
|
|
{
|
|
multibuf[0] = (char)MULTI_ENDLEVEL_START;
|
|
multibuf[1] = Player_num;
|
|
multibuf[2] = (char)secret;
|
|
|
|
if ((secret) && !multi_goto_secret)
|
|
multi_goto_secret = 1;
|
|
else if (!multi_goto_secret)
|
|
multi_goto_secret = 2;
|
|
|
|
multi_send_data(multibuf, 3, 2);
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
Players[Player_num].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_explode(char type)
|
|
{
|
|
int count = 0;
|
|
int i;
|
|
|
|
Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
|
|
|
|
if (Network_send_objects)
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
multibuf[count++] = type;
|
|
multibuf[count++] = Player_num;
|
|
multibuf[count++] = (char)Players[Player_num].primary_weapon_flags;
|
|
multibuf[count++] = (char)Players[Player_num].secondary_weapon_flags;
|
|
multibuf[count++] = (char)Players[Player_num].laser_level;
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
|
|
multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
|
|
PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
|
|
count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
|
|
count += 4;
|
|
|
|
multibuf[count++] = Net_create_loc;
|
|
|
|
Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
|
|
|
|
memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
|
|
|
|
for (i = 0; i < Net_create_loc; i++)
|
|
{
|
|
if (Net_create_objnums[i] <= 0) {
|
|
#if 0 // Now legal, happens if there are too much powerups in mine
|
|
Int3(); // Illegal value in created egg object numbers
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
|
|
|
|
// We created these objs so our local number = the network number
|
|
map_objnum_local_to_local((short)Net_create_objnums[i]);
|
|
}
|
|
|
|
Net_create_loc = 0;
|
|
|
|
if (count > message_length[MULTI_PLAYER_EXPLODE])
|
|
{
|
|
Int3(); // See Rob
|
|
}
|
|
|
|
multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
multi_send_decloak();
|
|
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
extern int Proximity_dropped;
|
|
|
|
/*
|
|
* Powerup capping: Keep track of how many powerups are in level and kill these which would exceed initial limit.
|
|
*/
|
|
|
|
// Count the initial amount of Powerups in the level
|
|
void multi_powcap_count_powerups_in_mine(void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
PowerupsInMine[i]=0;
|
|
|
|
for (i=0;i<=Highest_object_index;i++)
|
|
{
|
|
if (Objects[i].type==OBJ_POWERUP)
|
|
{
|
|
if (multi_powerup_is_4pack(Objects[i].id))
|
|
PowerupsInMine[Objects[i].id-1]+=4;
|
|
else
|
|
PowerupsInMine[Objects[i].id]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We want to drop something. Kill every Powerup which exceeds the level limit
|
|
void multi_powcap_cap_objects()
|
|
{
|
|
char type;
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
|
|
Proximity_dropped=0;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
|
|
if(Players[Player_num].primary_weapon_flags & (1 << index))
|
|
{
|
|
con_printf(CON_VERBOSE,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
con_printf(CON_VERBOSE,"Killing a primary cuz there's too many! (%d)\n",type);
|
|
Players[Player_num].primary_weapon_flags&=(~(1 << index));
|
|
}
|
|
}
|
|
|
|
|
|
Players[Player_num].secondary_ammo[2]/=4;
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
|
|
{
|
|
if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
|
|
Players[Player_num].secondary_ammo[index]=0;
|
|
else
|
|
Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
|
|
con_printf(CON_VERBOSE,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]);
|
|
}
|
|
}
|
|
|
|
Players[Player_num].secondary_ammo[2]*=4;
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
|
|
if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
|
|
Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
|
|
}
|
|
|
|
// Adds players inventory to multi cap
|
|
void multi_powcap_adjust_cap_for_player(int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << index))
|
|
MaxPowerupsAllowed[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
}
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
MaxPowerupsAllowed[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
MaxPowerupsAllowed[POW_CLOAK]++;
|
|
}
|
|
|
|
void multi_powcap_adjust_remote_cap(int pnum)
|
|
{
|
|
char type;
|
|
|
|
int index;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
|
|
{
|
|
type=Primary_weapon_to_powerup[index];
|
|
if (Players[pnum].primary_weapon_flags & (1 << index))
|
|
PowerupsInMine[(int)type]++;
|
|
}
|
|
|
|
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
|
|
{
|
|
type=Secondary_weapon_to_powerup[index];
|
|
|
|
if (index==2) // PROX? Those bastards...
|
|
PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
|
|
else
|
|
PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
|
|
|
|
}
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
PowerupsInMine[POW_QUAD_FIRE]++;
|
|
|
|
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
|
|
PowerupsInMine[POW_CLOAK]++;
|
|
}
|
|
|
|
void
|
|
multi_send_message(void)
|
|
{
|
|
int loc = 0;
|
|
if (Network_message_reciever != -1)
|
|
{
|
|
multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
|
|
multibuf[loc] = (char)Player_num; loc += 1;
|
|
strncpy((char*)multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
|
|
multibuf[loc-1] = '\0';
|
|
multi_send_data(multibuf, loc, 0);
|
|
Network_message_reciever = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_reappear()
|
|
{
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
multibuf[0] = (char)MULTI_REAPPEAR;
|
|
multibuf[1] = (char)Player_num;
|
|
PUT_INTEL_SHORT(multibuf+2, Players[Player_num].objnum);
|
|
|
|
multi_send_data(multibuf, 4, 2);
|
|
PKilledFlags[Player_num]=0;
|
|
}
|
|
|
|
void
|
|
multi_send_position(int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
int count=0;
|
|
|
|
multibuf[count++] = (char)MULTI_POSITION;
|
|
multibuf[count++] = (char)Player_num;
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
|
|
count += sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, Objects+objnum, 1);
|
|
memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
|
|
count += 9;
|
|
memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
|
|
count += 14;
|
|
#endif
|
|
// send twice while first has priority so the next one will be attached to the next bigdata packet
|
|
multi_send_data(multibuf, count, 2);
|
|
multi_send_data(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(int objnum)
|
|
{
|
|
// I died, tell the world.
|
|
|
|
int killer_objnum;
|
|
int count = 0;
|
|
|
|
Assert(Objects[objnum].id == Player_num);
|
|
killer_objnum = Players[Player_num].killer_objnum;
|
|
|
|
if (multi_i_am_master())
|
|
multibuf[count] = (char)MULTI_KILL_HOST;
|
|
else
|
|
multibuf[count] = (char)MULTI_KILL_CLIENT;
|
|
count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
|
|
if (killer_objnum > -1)
|
|
{
|
|
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, -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;
|
|
}
|
|
|
|
if (multi_i_am_master())
|
|
{
|
|
multi_compute_kill(killer_objnum, objnum);
|
|
multi_send_data(multibuf, count, 2);
|
|
}
|
|
else
|
|
multi_send_data_direct((ubyte*)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
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
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(int objnum)
|
|
{
|
|
// Tell the other guy to remove an object from his list
|
|
|
|
sbyte obj_owner;
|
|
short remote_objnum;
|
|
|
|
if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
|
|
{
|
|
if (multi_powerup_is_4pack (Objects[objnum].id))
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id-1]-4<0)
|
|
PowerupsInMine[Objects[objnum].id-1]=0;
|
|
else
|
|
PowerupsInMine[Objects[objnum].id-1]-=4;
|
|
}
|
|
else
|
|
{
|
|
if (PowerupsInMine[Objects[objnum].id]>0)
|
|
PowerupsInMine[Objects[objnum].id]--;
|
|
}
|
|
}
|
|
|
|
multibuf[0] = (char)MULTI_REMOVE_OBJECT;
|
|
|
|
remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
|
|
|
|
PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
|
|
|
|
multibuf[3] = obj_owner;
|
|
|
|
multi_send_data(multibuf, 4, 2);
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_quit(int why)
|
|
{
|
|
// I am quitting the game, tell the other guy the bad news.
|
|
|
|
Assert (why == MULTI_QUIT);
|
|
|
|
multibuf[0] = (char)why;
|
|
multibuf[1] = Player_num;
|
|
multi_send_data(multibuf, 2, 2);
|
|
}
|
|
|
|
void
|
|
multi_send_cloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_CLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 2);
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
multi_strip_robots(Player_num);
|
|
}
|
|
|
|
void
|
|
multi_send_decloak(void)
|
|
{
|
|
// Broadcast a change in our pflags (made to support cloaking)
|
|
|
|
multibuf[0] = MULTI_DECLOAK;
|
|
multibuf[1] = (char)Player_num;
|
|
|
|
multi_send_data(multibuf, 2, 2);
|
|
}
|
|
|
|
void multi_send_door_open(int segnum, int side, ubyte flag)
|
|
{
|
|
(void)flag;
|
|
multibuf[0] = MULTI_DOOR_OPEN;
|
|
PUT_INTEL_SHORT(multibuf+1, segnum );
|
|
multibuf[3] = (sbyte)side;
|
|
multi_send_data(multibuf, 4, 2);
|
|
}
|
|
|
|
//
|
|
// Part 3 : Functions that change or prepare the game for multiplayer use.
|
|
// Not including functions needed to syncronize or start the
|
|
// particular type of multiplayer game. Includes preparing the
|
|
// mines, player structures, etc.
|
|
|
|
void
|
|
multi_send_create_explosion(int pnum)
|
|
{
|
|
// Send all data needed to create a remote explosion
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
|
|
multibuf[count] = (sbyte)pnum; count += 1;
|
|
// -----------
|
|
// Total size = 2
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
|
|
{
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, to_goal, 12); count += 12;
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
multibuf[count] = (char)best_gun_num; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
// ------------
|
|
// Total = 16
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
|
|
{
|
|
// Create a powerup on a remote machine, used for remote
|
|
// placement of used powerups like missiles and cloaking
|
|
// powerups.
|
|
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
int count = 0;
|
|
|
|
multi_send_position(Players[Player_num].objnum);
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
if (multi_powerup_is_4pack(powerup_type))
|
|
PowerupsInMine[powerup_type-1]+=4;
|
|
else
|
|
PowerupsInMine[powerup_type]++;
|
|
}
|
|
|
|
multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = powerup_type; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
|
|
PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
|
|
#else
|
|
swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
|
|
swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
|
|
swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
|
|
memcpy(multibuf+count, &swapped_vec, 12); count += 12;
|
|
#endif
|
|
// -----------
|
|
// Total = 19
|
|
multi_send_data(multibuf, count, 2);
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(objnum))
|
|
{
|
|
Network_send_objnum = -1;
|
|
}
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
}
|
|
|
|
void
|
|
multi_send_play_sound(int sound_num, fix volume)
|
|
{
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_PLAY_SOUND; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (char)sound_num; count += 1;
|
|
multibuf[count] = (char)(volume >> 12); count += 1;
|
|
// -----------
|
|
// Total = 4
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void
|
|
multi_send_audio_taunt(int taunt_num)
|
|
{
|
|
#ifdef AUDIO_TAUNTS
|
|
int audio_taunts[4] = {
|
|
// Begin addition by GF
|
|
SOUND_CONTROL_CENTER_WARNING_SIREN,
|
|
SOUND_HOMING_WARNING,
|
|
SOUND_CONTROL_CENTER_DESTROYED,
|
|
SOUND_MINE_BLEW_UP
|
|
// End addition by GF
|
|
};
|
|
|
|
|
|
Assert(taunt_num >= 0);
|
|
Assert(taunt_num < 4);
|
|
|
|
digi_play_sample( audio_taunts[taunt_num], F1_0 );
|
|
multi_send_play_sound(audio_taunts[taunt_num], F1_0);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
multi_send_score(void)
|
|
{
|
|
// Send my current score to all other players so it will remain
|
|
// synced.
|
|
int count = 0;
|
|
|
|
if (Game_mode & GM_MULTI_COOP) {
|
|
multi_sort_kill_list();
|
|
multibuf[count] = MULTI_SCORE; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_send_trigger(int triggernum)
|
|
{
|
|
// Send an event to trigger something in the mine
|
|
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_TRIGGER; count += 1;
|
|
multibuf[count] = Player_num; count += 1;
|
|
multibuf[count] = (ubyte)triggernum; count += 1;
|
|
|
|
multi_send_data(multibuf, count, 2);
|
|
}
|
|
|
|
void
|
|
multi_send_hostage_door_status(int wallnum)
|
|
{
|
|
// Tell the other player what the hit point status of a hostage door
|
|
// should be
|
|
|
|
int count = 0;
|
|
|
|
Assert(Walls[wallnum].type == WALL_BLASTABLE);
|
|
|
|
multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
|
|
PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
|
|
PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
|
|
|
|
multi_send_data(multibuf, count, 0);
|
|
}
|
|
|
|
void multi_consistency_error(int reset)
|
|
{
|
|
static int count = 0;
|
|
|
|
if (reset)
|
|
count = 0;
|
|
|
|
if (++count < 10)
|
|
return;
|
|
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 0);
|
|
nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR);
|
|
if (Game_wind)
|
|
window_set_visible(Game_wind, 1);
|
|
count = 0;
|
|
multi_quit_game = 1;
|
|
game_leave_menus();
|
|
multi_reset_stuff();
|
|
}
|
|
|
|
void
|
|
multi_prep_level(void)
|
|
{
|
|
// Do any special stuff to the level required for games
|
|
// before we begin playing in it.
|
|
|
|
// Player_num MUST be set before calling this procedure.
|
|
|
|
// This function must be called before checksuming the Object array,
|
|
// since the resulting checksum with depend on the value of Player_num
|
|
// at the time this is called.
|
|
|
|
int i;
|
|
int cloak_count, inv_count;
|
|
|
|
Assert(Game_mode & GM_MULTI);
|
|
|
|
Assert(NumNetPlayerPositions > 0);
|
|
|
|
Bounty_target = 0;
|
|
|
|
multi_consistency_error(1);
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
PKilledFlags[i]=1;
|
|
multi_sending_message[i] = 0;
|
|
if (imulti_new_game)
|
|
init_player_stats_new_ship(i);
|
|
}
|
|
|
|
for (i = 0; i < NumNetPlayerPositions; i++)
|
|
{
|
|
if (i != Player_num)
|
|
Objects[Players[i].objnum].control_type = CT_REMOTE;
|
|
Objects[Players[i].objnum].movement_type = MT_PHYSICS;
|
|
multi_reset_player_object(&Objects[Players[i].objnum]);
|
|
Netgame.players[i].LastPacketTime = 0;
|
|
}
|
|
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
robot_controlled[i] = -1;
|
|
robot_agitation[i] = 0;
|
|
robot_fired[i] = 0;
|
|
}
|
|
|
|
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
multi_delete_extra_objects(); // Removes monsters from level
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI_ROBOTS)
|
|
{
|
|
multi_set_robot_ai(); // Set all Robot AI to types we can cope with
|
|
}
|
|
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
multi_powcap_adjust_cap_for_player(Player_num);
|
|
multi_send_powcap_update();
|
|
}
|
|
|
|
inv_count = 0;
|
|
cloak_count = 0;
|
|
for (i=0; i<=Highest_object_index; i++)
|
|
{
|
|
int objnum;
|
|
|
|
if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
|
|
{
|
|
objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
|
|
obj_delete(i);
|
|
if (objnum != -1)
|
|
{
|
|
Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
|
|
Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
|
|
Objects[objnum].rtype.vclip_info.framenum = 0;
|
|
Objects[objnum].mtype.phys_info.drag = 512; //1024;
|
|
Objects[objnum].mtype.phys_info.mass = F1_0;
|
|
vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Objects[i].type == OBJ_POWERUP)
|
|
{
|
|
if (Objects[i].id == POW_EXTRA_LIFE)
|
|
{
|
|
if (!(Netgame.AllowedItems & NETFLAG_DOINVUL))
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
else
|
|
{
|
|
Objects[i].id = POW_INVULNERABILITY;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
}
|
|
|
|
if (!(Game_mode & GM_MULTI_COOP))
|
|
if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
|
|
{
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
}
|
|
|
|
if (Objects[i].id == POW_INVULNERABILITY) {
|
|
if (inv_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOINVUL))) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
inv_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_CLOAK) {
|
|
if (cloak_count >= 3 || (!(Netgame.AllowedItems & NETFLAG_DOCLOAK))) {
|
|
Objects[i].id = POW_SHIELD_BOOST;
|
|
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
|
|
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
|
|
} else
|
|
cloak_count++;
|
|
}
|
|
|
|
if (Objects[i].id == POW_FUSION_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOFUSION))
|
|
bash_to_shield (i,"fusion");
|
|
if (Objects[i].id == POW_MEGA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOMEGA))
|
|
bash_to_shield (i,"mega");
|
|
if (Objects[i].id == POW_SMARTBOMB_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSMART))
|
|
bash_to_shield (i,"smartmissile");
|
|
if (Objects[i].id == POW_VULCAN_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOVULCAN))
|
|
bash_to_shield (i,"vulcan");
|
|
if (Objects[i].id == POW_PLASMA_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPLASMA))
|
|
bash_to_shield (i,"plasma");
|
|
if (Objects[i].id == POW_PROXIMITY_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOPROXIM))
|
|
bash_to_shield (i,"proximity");
|
|
if (Objects[i].id==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN)))
|
|
bash_to_shield(i,"vulcan ammo");
|
|
if (Objects[i].id == POW_SPREADFIRE_WEAPON && !(Netgame.AllowedItems & NETFLAG_DOSPREAD))
|
|
bash_to_shield (i,"spread");
|
|
if (Objects[i].id == POW_LASER && !(Netgame.AllowedItems & NETFLAG_DOLASER))
|
|
bash_to_shield (i,"Laser powerup");
|
|
if (Objects[i].id == POW_HOMING_AMMO_1 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_HOMING_AMMO_4 && !(Netgame.AllowedItems & NETFLAG_DOHOMING))
|
|
bash_to_shield (i,"Homing");
|
|
if (Objects[i].id == POW_QUAD_FIRE && !(Netgame.AllowedItems & NETFLAG_DOQUAD))
|
|
bash_to_shield (i,"Quad Lasers");
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void multi_set_robot_ai(void)
|
|
{
|
|
// Go through the objects array looking for robots and setting
|
|
// them to certain supported types of NET AI behavior.
|
|
|
|
// int i;
|
|
//
|
|
// for (i = 0; i <= Highest_object_index; i++)
|
|
// {
|
|
// if (Objects[i].type == OBJ_ROBOT) {
|
|
// Objects[i].ai_info.REMOTE_OWNER = -1;
|
|
// if (Objects[i].ai_info.behavior == AIB_STATION)
|
|
// Objects[i].ai_info.behavior = AIB_NORMAL;
|
|
// }
|
|
// }
|
|
}
|
|
|
|
int multi_delete_extra_objects()
|
|
{
|
|
int i;
|
|
int nnp=0;
|
|
object *objp;
|
|
|
|
// Go through the object list and remove any objects not used in
|
|
// 'Anarchy!' games.
|
|
|
|
// This function also prints the total number of available multiplayer
|
|
// positions in this level, even though this should always be 8 or more!
|
|
|
|
objp = Objects;
|
|
for (i=0;i<=Highest_object_index;i++) {
|
|
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
|
|
nnp++;
|
|
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
|
|
;
|
|
else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) )
|
|
obj_delete(i);
|
|
objp++;
|
|
}
|
|
|
|
return nnp;
|
|
}
|
|
|
|
// Returns 1 if player is Master/Host of this game
|
|
int multi_i_am_master(void)
|
|
{
|
|
return (Player_num == 0);
|
|
}
|
|
|
|
// Returns the Player_num of Master/Host of this game
|
|
int multi_who_is_master(void)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void change_playernum_to( int new_Player_num )
|
|
{
|
|
// if (Player_num > -1)
|
|
// memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
if (Player_num > -1)
|
|
{
|
|
char *buf;
|
|
MALLOC(buf,char,CALLSIGN_LEN+1);
|
|
memcpy( buf, Players[Player_num].callsign, CALLSIGN_LEN+1 );
|
|
strcpy(Players[new_Player_num].callsign,buf);
|
|
d_free(buf);
|
|
}
|
|
|
|
Player_num = new_Player_num;
|
|
}
|
|
|
|
int multi_all_players_alive()
|
|
{
|
|
int i;
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (PKilledFlags[i] && Players[i].connected)
|
|
return (0);
|
|
}
|
|
return (1);
|
|
}
|
|
|
|
void multi_send_powcap_update ()
|
|
{
|
|
int i;
|
|
|
|
multibuf[0]=MULTI_POWCAP_UPDATE;
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
multibuf[i+1]=MaxPowerupsAllowed[i];
|
|
|
|
multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 2);
|
|
}
|
|
|
|
void multi_do_powcap_update (const ubyte *buf)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<MAX_POWERUP_TYPES;i++)
|
|
if (buf[i+1]>MaxPowerupsAllowed[i])
|
|
MaxPowerupsAllowed[i]=buf[i+1];
|
|
}
|
|
|
|
#define POWERUPADJUSTS 2
|
|
int PowerupAdjustMapping[]={11,19};
|
|
|
|
int multi_powerup_is_4pack (int id)
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<POWERUPADJUSTS;i++)
|
|
if (id==PowerupAdjustMapping[i])
|
|
return (1);
|
|
return (0);
|
|
}
|
|
|
|
void multi_send_kill_goal_counts()
|
|
{
|
|
int i,count=1;
|
|
multibuf[0]=MULTI_KILLGOALS;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
*(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
|
|
count++;
|
|
}
|
|
|
|
multi_send_data(multibuf, count, 2);
|
|
}
|
|
|
|
void multi_do_kill_goal_counts(const ubyte *buf)
|
|
{
|
|
int i,count=1;
|
|
|
|
for (i=0;i<MAX_PLAYERS;i++)
|
|
{
|
|
Players[i].KillGoalCount=*(char *)(buf+count);
|
|
count++;
|
|
}
|
|
|
|
}
|
|
|
|
void multi_send_heartbeat ()
|
|
{
|
|
if (!Netgame.PlayTimeAllowed)
|
|
return;
|
|
|
|
multibuf[0]=MULTI_HEARTBEAT;
|
|
PUT_INTEL_INT(multibuf+1, ThisLevelTime);
|
|
multi_send_data(multibuf, 5, 0);
|
|
}
|
|
|
|
void multi_do_heartbeat (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;
|
|
object *objp;
|
|
|
|
if (Control_center_destroyed)
|
|
return;
|
|
|
|
for (i=0;i<N_players;i++)
|
|
{
|
|
if (Players[i].KillGoalCount>best)
|
|
{
|
|
best=Players[i].KillGoalCount;
|
|
bestnum=i;
|
|
}
|
|
}
|
|
|
|
if (bestnum==Player_num)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have the best score at %d kills!",best);
|
|
//Players[Player_num].shields=i2f(200);
|
|
}
|
|
else
|
|
|
|
HUD_init_message(HM_MULTI, "%s has the best score with %d kills!",Players[bestnum].callsign,best);
|
|
|
|
HUD_init_message(HM_MULTI, "The control center has been destroyed!");
|
|
|
|
objp=obj_find_first_of_type (OBJ_CNTRLCEN);
|
|
net_destroy_controlcen (objp);
|
|
}
|
|
|
|
extern char *RankStrings[];
|
|
|
|
void multi_add_lifetime_kills ()
|
|
{
|
|
// This function adds a kill to lifetime stats of this player, and possibly
|
|
// gives a promotion. If so, it will tell everyone else
|
|
|
|
int oldrank;
|
|
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return;
|
|
|
|
oldrank=GetMyNetRanking();
|
|
|
|
PlayerCfg.NetlifeKills++;
|
|
|
|
if (oldrank!=GetMyNetRanking())
|
|
{
|
|
multi_send_ranking();
|
|
if (!PlayerCfg.NoRankings)
|
|
{
|
|
HUD_init_message(HM_MULTI, "You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
|
|
digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2);
|
|
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[0]=(char)MULTI_RANK;
|
|
multibuf[1]=(char)Player_num;
|
|
multibuf[2]=(char)GetMyNetRanking();
|
|
|
|
multi_send_data (multibuf,3,2);
|
|
}
|
|
|
|
void multi_do_ranking (char *buf)
|
|
{
|
|
char rankstr[20];
|
|
char pnum=buf[1];
|
|
char rank=buf[2];
|
|
|
|
if (Netgame.players[(int)pnum].rank<rank)
|
|
strcpy (rankstr,"promoted");
|
|
else if (Netgame.players[(int)pnum].rank>rank)
|
|
strcpy (rankstr,"demoted");
|
|
else
|
|
return;
|
|
|
|
Netgame.players[(int)pnum].rank=rank;
|
|
|
|
if (!PlayerCfg.NoRankings)
|
|
HUD_init_message(HM_MULTI, "%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
|
|
}
|
|
|
|
// Decide if fire from "killer" is friendly. If yes return 1 (no harm to me) otherwise 0 (damage me)
|
|
int multi_maybe_disable_friendly_fire(object *killer)
|
|
{
|
|
if (!(Game_mode & GM_NETWORK)) // no Multiplayer game -> always harm me!
|
|
return 0;
|
|
if (!Netgame.NoFriendlyFire) // friendly fire is activated -> harm me!
|
|
return 0;
|
|
if (killer == NULL) // 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(killer->id)) // in my team -> don't harm me!
|
|
return 1;
|
|
else // opposite team -> harm me!
|
|
return 0;
|
|
}
|
|
return 0; // all other cases -> harm me!
|
|
}
|
|
|
|
/* Bounty packer sender and handler */
|
|
void multi_send_bounty( void )
|
|
{
|
|
/* Test game mode */
|
|
if( !( Game_mode & GM_BOUNTY ) )
|
|
return;
|
|
if ( !multi_i_am_master() )
|
|
return;
|
|
|
|
/* Add opcode, target ID and how often we re-assigned */
|
|
multibuf[0] = MULTI_DO_BOUNTY;
|
|
multibuf[1] = (char)Bounty_target;
|
|
|
|
/* Send data */
|
|
multi_send_data( multibuf, 2, 2 );
|
|
}
|
|
|
|
void multi_do_bounty( const ubyte *buf )
|
|
{
|
|
if ( multi_i_am_master() )
|
|
return;
|
|
|
|
multi_new_bounty_target( buf[1] );
|
|
}
|
|
|
|
void multi_new_bounty_target( int pnum )
|
|
{
|
|
/* If it's already the same, don't do it */
|
|
if( Bounty_target == pnum )
|
|
return;
|
|
|
|
/* Set the target */
|
|
Bounty_target = pnum;
|
|
|
|
/* Send a message */
|
|
HUD_init_message( HM_MULTI, "%c%c%s is the new target!", CC_COLOR,
|
|
BM_XRGB( player_rgb[Bounty_target].r, player_rgb[Bounty_target].g, player_rgb[Bounty_target].b ),
|
|
Players[Bounty_target].callsign );
|
|
|
|
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F1_0 * 3 );
|
|
}
|
|
|
|
void multi_do_save_game(const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
ubyte slot;
|
|
uint id;
|
|
char desc[25];
|
|
|
|
slot = *(ubyte *)(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 );
|
|
}
|
|
|
|
void multi_do_restore_game(const ubyte *buf)
|
|
{
|
|
int count = 1;
|
|
ubyte slot;
|
|
uint id;
|
|
|
|
slot = *(ubyte *)(buf+count); count += 1;
|
|
id = GET_INTEL_INT(buf+count); count += 4;
|
|
|
|
multi_restore_game( slot, id );
|
|
}
|
|
|
|
void multi_send_save_game(ubyte slot, uint id, char * desc)
|
|
{
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_SAVE_GAME; 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(multibuf, count, 2);
|
|
}
|
|
|
|
void multi_send_restore_game(ubyte slot, uint id)
|
|
{
|
|
int count = 0;
|
|
|
|
multibuf[count] = MULTI_RESTORE_GAME; count += 1;
|
|
multibuf[count] = slot; count += 1; // Save slot=0
|
|
PUT_INTEL_INT( multibuf+count, id ); count += 4; // Save id
|
|
|
|
multi_send_data(multibuf, count, 2);
|
|
}
|
|
|
|
void multi_initiate_save_game()
|
|
{
|
|
fix game_id = 0;
|
|
int i, j, slot;
|
|
char filename[PATH_MAX];
|
|
char desc[24];
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only host is allowed to save a game!");
|
|
return;
|
|
}
|
|
if (!multi_all_players_alive())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Can't save! All players must be alive!");
|
|
return;
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
for (j = 0; j < N_players; j++)
|
|
{
|
|
if (i != j && !d_stricmp(Players[i].callsign, Players[j].callsign))
|
|
{
|
|
HUD_init_message(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, 0 );
|
|
if (!slot)
|
|
return;
|
|
slot--;
|
|
|
|
// Make a unique game id
|
|
game_id = ((fix)timer_query());
|
|
game_id ^= N_players<<4;
|
|
for (i = 0; i < N_players; i++ )
|
|
{
|
|
fix call2i;
|
|
memcpy(&call2i, Players[i].callsign, sizeof(fix));
|
|
game_id ^= call2i;
|
|
}
|
|
if ( game_id == 0 )
|
|
game_id = 1; // 0 is invalid
|
|
|
|
multi_send_save_game( slot, game_id, desc );
|
|
multi_do_frame();
|
|
multi_save_game( slot,game_id, desc );
|
|
}
|
|
|
|
extern int state_get_game_id(char *);
|
|
|
|
void multi_initiate_restore_game()
|
|
{
|
|
int i, j, slot;
|
|
char filename[PATH_MAX];
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
if (!multi_i_am_master())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Only host is allowed to load a game!");
|
|
return;
|
|
}
|
|
if (!multi_all_players_alive())
|
|
{
|
|
HUD_init_message(HM_MULTI, "Can't load! All players must be alive!");
|
|
return;
|
|
}
|
|
for (i = 0; i < N_players; i++)
|
|
{
|
|
for (j = 0; j < N_players; j++)
|
|
{
|
|
if (i != j && !d_stricmp(Players[i].callsign, Players[j].callsign))
|
|
{
|
|
HUD_init_message(HM_MULTI, "Can't load! Multiple players with same callsign!");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
slot = state_get_restore_file(filename);
|
|
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 ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
snprintf(filename, PATH_MAX, GameArg.SysUsePlayersDir? "Players/%s.mg%d" : "%s.mg%d", Players[Player_num].callsign, slot);
|
|
HUD_init_message(HM_MULTI, "Saving game #%d, '%s'", slot, desc);
|
|
stop_time();
|
|
state_game_id = id;
|
|
state_save_all_sub(filename, desc );
|
|
}
|
|
|
|
void multi_restore_game(ubyte slot, uint id)
|
|
{
|
|
char filename[PATH_MAX];
|
|
int i;
|
|
int thisid;
|
|
|
|
if ((Endlevel_sequence) || (Control_center_destroyed))
|
|
return;
|
|
|
|
snprintf(filename, PATH_MAX, GameArg.SysUsePlayersDir? "Players/%s.mg%d" : "%s.mg%d", Players[Player_num].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
|
|
for (i = 0; i < MAX_PLAYERS; i++)
|
|
if (Players[i].connected == CONNECT_PLAYING && i != Player_num)
|
|
Players[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 );
|
|
multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways...
|
|
}
|
|
|
|
void multi_do_msgsend_state(const ubyte *buf)
|
|
{
|
|
multi_sending_message[(int)buf[1]] = (int)buf[2];
|
|
}
|
|
|
|
void multi_send_msgsend_state(int state)
|
|
{
|
|
multibuf[0] = (char)MULTI_TYPING_STATE;
|
|
multibuf[1] = Player_num;
|
|
multibuf[2] = (char)state;
|
|
|
|
multi_send_data(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[0] = (char)MULTI_GMODE_UPDATE;
|
|
multibuf[1] = Netgame.team_vector;
|
|
multibuf[2] = Bounty_target;
|
|
|
|
multi_send_data(multibuf, 3, 0);
|
|
}
|
|
|
|
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)
|
|
{
|
|
int t;
|
|
Netgame.team_vector = buf[1];
|
|
for (t=0;t<N_players;t++)
|
|
if (Players[t].connected)
|
|
multi_reset_object_texture (&Objects[Players[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
|
|
}
|
|
}
|
|
|
|
void
|
|
multi_process_data(const ubyte *buf, int len)
|
|
{
|
|
// Take an entire message (that has already been checked for validity,
|
|
// if necessary) and act on it.
|
|
|
|
int type;
|
|
len = len;
|
|
|
|
type = buf[0];
|
|
|
|
if (type > MULTI_MAX_TYPE)
|
|
{
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
switch(type)
|
|
{
|
|
case MULTI_POSITION:
|
|
if (!Endlevel_sequence) multi_do_position(buf); break;
|
|
case MULTI_REAPPEAR:
|
|
if (!Endlevel_sequence) multi_do_reappear(buf); break;
|
|
case MULTI_FIRE:
|
|
if (!Endlevel_sequence) multi_do_fire(buf); break;
|
|
case MULTI_KILL:
|
|
multi_do_kill(buf); break;
|
|
case MULTI_REMOVE_OBJECT:
|
|
if (!Endlevel_sequence) multi_do_remobj(buf); break;
|
|
case MULTI_PLAYER_DROP:
|
|
case MULTI_PLAYER_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_player_explode(buf); break;
|
|
case MULTI_MESSAGE:
|
|
if (!Endlevel_sequence) multi_do_message(buf); break;
|
|
case MULTI_QUIT:
|
|
if (!Endlevel_sequence) multi_do_quit(buf); break;
|
|
case MULTI_BEGIN_SYNC:
|
|
break;
|
|
case MULTI_CONTROLCEN:
|
|
if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
|
|
case MULTI_ENDLEVEL_START:
|
|
if (!Endlevel_sequence) multi_do_escape(buf); break;
|
|
case MULTI_END_SYNC:
|
|
break;
|
|
case MULTI_CLOAK:
|
|
if (!Endlevel_sequence) multi_do_cloak(buf); break;
|
|
case MULTI_DECLOAK:
|
|
if (!Endlevel_sequence) multi_do_decloak(buf); break;
|
|
case MULTI_DOOR_OPEN:
|
|
if (!Endlevel_sequence) multi_do_door_open(buf); break;
|
|
case MULTI_CREATE_EXPLOSION:
|
|
if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
|
|
case MULTI_CONTROLCEN_FIRE:
|
|
if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
|
|
case MULTI_CREATE_POWERUP:
|
|
if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
|
|
case MULTI_PLAY_SOUND:
|
|
if (!Endlevel_sequence) multi_do_play_sound(buf); break;
|
|
case MULTI_ROBOT_CLAIM:
|
|
if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
|
|
case MULTI_ROBOT_POSITION:
|
|
if (!Endlevel_sequence) multi_do_robot_position(buf); break;
|
|
case MULTI_ROBOT_EXPLODE:
|
|
if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
|
|
case MULTI_ROBOT_RELEASE:
|
|
if (!Endlevel_sequence) multi_do_release_robot(buf); break;
|
|
case MULTI_ROBOT_FIRE:
|
|
if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
|
|
case MULTI_SCORE:
|
|
if (!Endlevel_sequence) multi_do_score(buf); break;
|
|
case MULTI_CREATE_ROBOT:
|
|
if (!Endlevel_sequence) multi_do_create_robot(buf); break;
|
|
case MULTI_TRIGGER:
|
|
if (!Endlevel_sequence) multi_do_trigger(buf); break;
|
|
case MULTI_BOSS_ACTIONS:
|
|
if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
|
|
case MULTI_CREATE_ROBOT_POWERUPS:
|
|
if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
|
|
case MULTI_HOSTAGE_DOOR:
|
|
if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
|
|
case MULTI_SAVE_GAME:
|
|
if (!Endlevel_sequence) multi_do_save_game(buf); break;
|
|
case MULTI_RESTORE_GAME:
|
|
if (!Endlevel_sequence) multi_do_restore_game(buf); break;
|
|
case MULTI_POWCAP_UPDATE:
|
|
if (!Endlevel_sequence) multi_do_powcap_update(buf); break;
|
|
case MULTI_HEARTBEAT:
|
|
if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
|
|
case MULTI_KILLGOALS:
|
|
if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
|
|
case MULTI_DO_BOUNTY:
|
|
if( !Endlevel_sequence ) 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(buf); break;
|
|
case MULTI_KILL_CLIENT:
|
|
multi_do_kill(buf); break;
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
// Following functions convert object to object_rw and back.
|
|
// turn object to object_rw for sending
|
|
void multi_object_to_object_rw(object *obj, object_rw *obj_rw)
|
|
{
|
|
obj_rw->signature = obj->signature;
|
|
obj_rw->type = obj->type;
|
|
obj_rw->id = obj->id;
|
|
obj_rw->next = obj->next;
|
|
obj_rw->prev = obj->prev;
|
|
obj_rw->control_type = obj->control_type;
|
|
obj_rw->movement_type = obj->movement_type;
|
|
obj_rw->render_type = obj->render_type;
|
|
obj_rw->flags = obj->flags;
|
|
obj_rw->segnum = obj->segnum;
|
|
obj_rw->attached_obj = obj->attached_obj;
|
|
obj_rw->pos.x = obj->pos.x;
|
|
obj_rw->pos.y = obj->pos.y;
|
|
obj_rw->pos.z = obj->pos.z;
|
|
obj_rw->orient.rvec.x = obj->orient.rvec.x;
|
|
obj_rw->orient.rvec.y = obj->orient.rvec.y;
|
|
obj_rw->orient.rvec.z = obj->orient.rvec.z;
|
|
obj_rw->orient.fvec.x = obj->orient.fvec.x;
|
|
obj_rw->orient.fvec.y = obj->orient.fvec.y;
|
|
obj_rw->orient.fvec.z = obj->orient.fvec.z;
|
|
obj_rw->orient.uvec.x = obj->orient.uvec.x;
|
|
obj_rw->orient.uvec.y = obj->orient.uvec.y;
|
|
obj_rw->orient.uvec.z = obj->orient.uvec.z;
|
|
obj_rw->size = obj->size;
|
|
obj_rw->shields = obj->shields;
|
|
obj_rw->last_pos.x = obj->last_pos.x;
|
|
obj_rw->last_pos.y = obj->last_pos.y;
|
|
obj_rw->last_pos.z = obj->last_pos.z;
|
|
obj_rw->contains_type = obj->contains_type;
|
|
obj_rw->contains_id = obj->contains_id;
|
|
obj_rw->contains_count= obj->contains_count;
|
|
obj_rw->matcen_creator= obj->matcen_creator;
|
|
obj_rw->lifeleft = obj->lifeleft;
|
|
|
|
switch (obj_rw->movement_type)
|
|
{
|
|
case MT_PHYSICS:
|
|
obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x;
|
|
obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y;
|
|
obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z;
|
|
obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x;
|
|
obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y;
|
|
obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z;
|
|
obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass;
|
|
obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag;
|
|
obj_rw->mtype.phys_info.brakes = obj->mtype.phys_info.brakes;
|
|
obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x;
|
|
obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y;
|
|
obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z;
|
|
obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x;
|
|
obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y;
|
|
obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z;
|
|
obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll;
|
|
obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags;
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x;
|
|
obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y;
|
|
obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z;
|
|
break;
|
|
}
|
|
|
|
switch (obj_rw->control_type)
|
|
{
|
|
case CT_WEAPON:
|
|
obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type;
|
|
obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num;
|
|
obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature;
|
|
if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000))
|
|
obj_rw->ctype.laser_info.creation_time = F1_0*(-18000);
|
|
else
|
|
obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64;
|
|
obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj;
|
|
obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal;
|
|
obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier;
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time;
|
|
obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time;
|
|
obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum;
|
|
obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent;
|
|
obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach;
|
|
obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach;
|
|
break;
|
|
|
|
case CT_AI:
|
|
{
|
|
int i;
|
|
obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior;
|
|
for (i = 0; i < MAX_AI_FLAGS; i++)
|
|
obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i];
|
|
obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment;
|
|
obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index;
|
|
obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length;
|
|
obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index;
|
|
obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg;
|
|
obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg;
|
|
obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature;
|
|
obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num;
|
|
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;
|
|
break;
|
|
}
|
|
|
|
switch (obj_rw->render_type)
|
|
{
|
|
case RT_MORPH:
|
|
case RT_POLYOBJ:
|
|
case RT_NONE: // HACK below
|
|
{
|
|
int i;
|
|
if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time.
|
|
break;
|
|
obj_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num;
|
|
for (i=0;i<MAX_SUBMODELS;i++)
|
|
{
|
|
obj_rw->rtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p;
|
|
obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b;
|
|
obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h;
|
|
}
|
|
obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags;
|
|
obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override;
|
|
obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures;
|
|
break;
|
|
}
|
|
|
|
case RT_WEAPON_VCLIP:
|
|
case RT_HOSTAGE:
|
|
case RT_POWERUP:
|
|
case RT_FIREBALL:
|
|
obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num;
|
|
obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime;
|
|
obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum;
|
|
break;
|
|
|
|
case RT_LASER:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
// turn object_rw to object after receiving
|
|
void multi_object_rw_to_object(object_rw *obj_rw, object *obj)
|
|
{
|
|
obj->signature = obj_rw->signature;
|
|
obj->type = obj_rw->type;
|
|
obj->id = obj_rw->id;
|
|
obj->next = obj_rw->next;
|
|
obj->prev = obj_rw->prev;
|
|
obj->control_type = obj_rw->control_type;
|
|
obj->movement_type = obj_rw->movement_type;
|
|
obj->render_type = obj_rw->render_type;
|
|
obj->flags = obj_rw->flags;
|
|
obj->segnum = obj_rw->segnum;
|
|
obj->attached_obj = obj_rw->attached_obj;
|
|
obj->pos.x = obj_rw->pos.x;
|
|
obj->pos.y = obj_rw->pos.y;
|
|
obj->pos.z = obj_rw->pos.z;
|
|
obj->orient.rvec.x = obj_rw->orient.rvec.x;
|
|
obj->orient.rvec.y = obj_rw->orient.rvec.y;
|
|
obj->orient.rvec.z = obj_rw->orient.rvec.z;
|
|
obj->orient.fvec.x = obj_rw->orient.fvec.x;
|
|
obj->orient.fvec.y = obj_rw->orient.fvec.y;
|
|
obj->orient.fvec.z = obj_rw->orient.fvec.z;
|
|
obj->orient.uvec.x = obj_rw->orient.uvec.x;
|
|
obj->orient.uvec.y = obj_rw->orient.uvec.y;
|
|
obj->orient.uvec.z = obj_rw->orient.uvec.z;
|
|
obj->size = obj_rw->size;
|
|
obj->shields = obj_rw->shields;
|
|
obj->last_pos.x = obj_rw->last_pos.x;
|
|
obj->last_pos.y = obj_rw->last_pos.y;
|
|
obj->last_pos.z = obj_rw->last_pos.z;
|
|
obj->contains_type = obj_rw->contains_type;
|
|
obj->contains_id = obj_rw->contains_id;
|
|
obj->contains_count= obj_rw->contains_count;
|
|
obj->matcen_creator= obj_rw->matcen_creator;
|
|
obj->lifeleft = obj_rw->lifeleft;
|
|
|
|
switch (obj->movement_type)
|
|
{
|
|
case MT_PHYSICS:
|
|
obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x;
|
|
obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y;
|
|
obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z;
|
|
obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x;
|
|
obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y;
|
|
obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z;
|
|
obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass;
|
|
obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag;
|
|
obj->mtype.phys_info.brakes = obj_rw->mtype.phys_info.brakes;
|
|
obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x;
|
|
obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y;
|
|
obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z;
|
|
obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x;
|
|
obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y;
|
|
obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z;
|
|
obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll;
|
|
obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags;
|
|
break;
|
|
|
|
case MT_SPINNING:
|
|
obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x;
|
|
obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y;
|
|
obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z;
|
|
break;
|
|
}
|
|
|
|
switch (obj->control_type)
|
|
{
|
|
case CT_WEAPON:
|
|
obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type;
|
|
obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num;
|
|
obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature;
|
|
obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time;
|
|
obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj;
|
|
obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal;
|
|
obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier;
|
|
break;
|
|
|
|
case CT_EXPLOSION:
|
|
obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time;
|
|
obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time;
|
|
obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum;
|
|
obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent;
|
|
obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach;
|
|
obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach;
|
|
break;
|
|
|
|
case CT_AI:
|
|
{
|
|
int i;
|
|
obj->ctype.ai_info.behavior = obj_rw->ctype.ai_info.behavior;
|
|
for (i = 0; i < MAX_AI_FLAGS; i++)
|
|
obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i];
|
|
obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment;
|
|
obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index;
|
|
obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length;
|
|
obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index;
|
|
obj->ctype.ai_info.follow_path_start_seg = obj_rw->ctype.ai_info.follow_path_start_seg;
|
|
obj->ctype.ai_info.follow_path_end_seg = obj_rw->ctype.ai_info.follow_path_end_seg;
|
|
obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature;
|
|
obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num;
|
|
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;
|
|
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;
|
|
|
|
}
|
|
}
|