2 * $Logfile: /Freespace2/code/Network/multimsgs.h $
7 * Header file for the building and sending of multiplayer packets
10 * Revision 1.2 2002/05/26 20:49:54 theoddone33
13 * Revision 1.1.1.1 2002/05/03 03:28:12 root
17 * 31 8/26/99 8:51p Dave
18 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
20 * 30 8/25/99 4:38p Dave
21 * Updated PXO stuff. Make squad war report stuff much more nicely.
23 * 29 8/22/99 5:53p Dave
24 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
25 * instead of ship designations for multiplayer players.
27 * 28 8/22/99 1:19p Dave
28 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
29 * which d3d cards are detected.
31 * 27 8/19/99 10:59a Dave
32 * Packet loss detection.
34 * 26 8/16/99 4:05p Dave
35 * Big honking checkin.
37 * 25 7/30/99 7:01p Dave
38 * Dogfight escort gauge. Fixed up laser rendering in Glide.
40 * 24 7/22/99 7:17p Dave
41 * Fixed excessive whacks in multiplayer.
43 * 23 7/08/99 10:53a Dave
44 * New multiplayer interpolation scheme. Not 100% done yet, but still
45 * better than the old way.
47 * 22 7/03/99 5:50p Dave
48 * Make rotated bitmaps draw properly in padlock views.
50 * 21 6/21/99 7:24p Dave
51 * netplayer pain packet. Added type E unmoving beams.
53 * 20 5/14/99 1:59p Andsager
54 * Multiplayer message for subsystem cargo revealed.
56 * 19 4/29/99 2:29p Dave
57 * Made flak work much better in multiplayer.
59 * 18 4/28/99 11:13p Dave
60 * Temporary checkin of artillery code.
62 * 17 4/09/99 2:21p Dave
63 * Multiplayer beta stuff. CD checking.
65 * 16 4/02/99 9:55a Dave
66 * Added a few more options in the weapons.tbl for beam weapons. Attempt
67 * at putting "pain" packets into multiplayer.
69 * 15 3/10/99 6:50p Dave
70 * Changed the way we buffer packets for all clients. Optimized turret
71 * fired packets. Did some weapon firing optimizations.
73 * 14 3/09/99 6:24p Dave
74 * More work on object update revamping. Identified several sources of
75 * unnecessary bandwidth.
77 * 13 3/08/99 7:03p Dave
78 * First run of new object update system. Looks very promising.
80 * 12 2/23/99 2:29p Dave
81 * First run of oldschool dogfight mode.
83 * 11 2/21/99 6:02p Dave
84 * Fixed standalone WSS packets.
86 * 10 2/17/99 2:11p Dave
87 * First full run of squad war. All freespace and tracker side stuff
90 * 9 1/14/99 12:48a Dave
91 * Todo list bug fixes. Made a pass at putting briefing icons back into
92 * FRED. Sort of works :(
94 * 8 1/12/99 5:45p Dave
95 * Moved weapon pipeline in multiplayer to almost exclusively client side.
96 * Very good results. Bandwidth goes down, playability goes up for crappy
97 * connections. Fixed object update problem for ship subsystems.
99 * 7 11/19/98 8:04a Dave
100 * Full support for D3-style reliable sockets. Revamped packet lag/loss
101 * system, made it receiver side and at the lowest possible level.
103 * 6 11/17/98 11:12a Dave
104 * Removed player identification by address. Now assign explicit id #'s.
106 * 5 11/12/98 12:13a Dave
107 * Tidied code up for multiplayer test. Put in network support for flak
110 * 4 11/05/98 5:55p Dave
111 * Big pass at reducing #includes
113 * 3 10/20/98 1:39p Andsager
114 * Make so sparks follow animated ship submodels. Modify
115 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
116 * submodel_num. Add submodel_num to multiplayer hit packet.
118 * 2 10/07/98 10:53a Dave
121 * 1 10/07/98 10:50a Dave
123 * 169 9/20/98 7:20p Dave
124 * Added CHANGE_IFF packet.
126 * 168 9/11/98 4:14p Dave
127 * Fixed file checksumming of < file_size. Put in more verbose kicking and
128 * PXO stats store reporting.
130 * 167 9/11/98 2:05p Allender
131 * make reinforcements work correctly in multiplayer games. There still
132 * may be a team vs team issue that I haven't thought of yet :-(
134 * 166 8/28/98 3:29p Dave
135 * EMP effect done. AI effects may need some tweaking as required.
137 * 165 8/25/98 1:48p Dave
138 * First rev of EMP effect. Player side stuff basically done. Next comes
141 * 164 6/22/98 8:36a Allender
142 * revamping of homing weapon system. don't send as object updates
145 * 163 6/10/98 2:56p Dave
146 * Substantial changes to reduce bandwidth and latency problems.
148 * 162 5/25/98 10:58a Allender
149 * more object update stuff -- fix duplicate repair ship messages
151 * 161 5/20/98 2:24a Dave
152 * Fixed server side voice muting. Tweaked multi debrief/endgame
153 * sequencing a bit. Much friendlier for stats tossing/accepting now.
155 * 160 5/18/98 12:41a Allender
156 * fixed subsystem problems on clients (i.e. not reporting properly on
157 * damage indicator). Fixed ingame join problem with respawns. minor
160 * 159 5/13/98 6:54p Dave
161 * More sophistication to PXO interface. Changed respawn checking so
162 * there's no window for desynchronization between the server and the
165 * 158 5/11/98 11:40p Dave
168 * 157 5/08/98 11:22a Allender
169 * fix ingame join trouble. Small messaging fix. Enable collisions for
172 * 156 5/04/98 1:46p Allender
173 * new join procedure which should allow > 10 players accurately. Fixed a
174 * minor UI problem on join screen
176 * 155 4/30/98 12:49a Allender
177 * deal with asteroid problems in multiplayer
179 * 154 4/25/98 7:40p Allender
180 * fixd some small hotkey stuff. Worked on turret orientation being
181 * correct for multiplayer. new sexpression called end-campaign will will
182 * end the main campaign
184 * 153 4/22/98 5:53p Dave
185 * Large reworking of endgame sequencing. Updated multi host options
186 * screen for new artwork. Put in checks for host or team captains leaving
189 * 152 4/22/98 5:00p Allender
190 * new multiplayer dead popup. big changes to the comm menu system for *
191 * team vs. team. Start of debriefing stuff for team vs. team Make form
192 * on my wing work with individual ships who have high priority
195 * 151 4/21/98 4:44p Dave
196 * Implement Vasudan ships in multiplayer. Added a debug function to bash
197 * player rank. Fixed a few rtvoice buffer overrun problems. Fixed ui
198 * problem in options screen.
200 * 150 4/20/98 12:40a Allender
201 * fixed nasty problem where network read code was not reentrant. minor
202 * UI tweaks. ingame joiners now get netgame info correctly.
225 // macros for building up packets -- to save on time and typing. Important to note that local variables
226 // must be named correctly
227 // there are two flavors of sending orientation matrices, 16 bit and 32 bit. Just #define ORIENT_16 to use
228 // 16 bits, otherwise 32 bits is the default
230 #define BUILD_HEADER(t) do { data[0]=t; packet_size = HEADER_LENGTH; } while(0)
231 #define ADD_DATA(d) do { Assert((packet_size + sizeof(d)) < MAX_PACKET_SIZE); memcpy(data+packet_size, &d, sizeof(d) ); packet_size += sizeof(d); } while (0)
232 #define ADD_STRING(s) do { Assert((packet_size + strlen(s) + 4) < MAX_PACKET_SIZE);int len = strlen(s); ADD_DATA(len); memcpy(data+packet_size, s, len ); packet_size += len; } while(0)
233 #define ADD_ORIENT(d) { Assert((packet_size + 17) < MAX_PACKET_SIZE); ubyte dt[17]; multi_pack_orient_matrix(dt,&d); memcpy(data+packet_size,dt,17); packet_size += 17; }
235 #define GET_DATA(d) do { memcpy(&d, data+offset, sizeof(d) ); offset += sizeof(d); } while(0)
236 #define GET_STRING(s) do { int len; memcpy(&len, data+offset, sizeof(len)); offset += sizeof(len); memcpy(s, data+offset, len); offset += len; s[len] = '\0'; } while(0)
237 #define GET_ORIENT(d) { ubyte dt[17]; memcpy(dt,data+offset,17); offset+=17; multi_unpack_orient_matrix(dt,&d); }
239 #define PACKET_SET_SIZE() do { hinfo->bytes_processed = offset; } while(0)
241 // defines for weapon status changes.
242 #define MULTI_PRIMARY_CHANGED 1
243 #define MULTI_SECONDARY_CHANGED 2
245 // data sending wrappers
247 // send the specified data packet to all players
248 void multi_io_send(net_player *pl, ubyte *data, int length);
249 void multi_io_send_to_all(ubyte *data, int length, net_player *ignore = NULL);
250 void multi_io_send_force(net_player *pl);
252 // send the data packet to all players via their reliable sockets
253 void multi_io_send_reliable(net_player *pl, ubyte *data, int length);
254 void multi_io_send_to_all_reliable(ubyte* data, int length, net_player *ignore = NULL);
255 void multi_io_send_reliable_force(net_player *pl);
257 // send all buffered packets
258 void multi_io_send_buffered_packets();
261 // packet handlers -------------------------------------------------------------------------------
263 // process an incoming join request packet
264 void process_join_packet( ubyte* data, header* hinfo );
266 // process an accept packet from the server
267 void process_accept_packet( ubyte* data, header* hinfo );
269 // process a notification for a new player who has joined the game
270 void process_new_player_packet(ubyte* data, header* hinfo);
272 // process an incoming hud message packet
273 void process_hud_message(ubyte* data, header* hinfo);
275 // process a notification the a player has left the game
276 void process_leave_game_packet(ubyte* data, header* hinfo);
278 // process information about an active game
279 void process_game_active_packet(ubyte* data, header* hinfo);
281 // process a query from a client looking for active freespace games
282 void process_game_query(ubyte* data, header* hinfo);
284 // process a general game chat packet, if we're the standalone we should rebroadcast
285 void process_game_chat_packet( ubyte *data, header *hinfo );
287 // process a game information update
288 void process_game_info_packet( ubyte *data, header *hinfo );
290 void process_team_update_packet(ubyte *data, header *hinfo);
292 // process a packet indicating a secondary weapon was fired
293 void process_secondary_fired_packet(ubyte* data, header* hinfo, int flag);
295 // process a packet indicating a countermeasure was fired
296 void process_countermeasure_fired_packet( ubyte *data, header *hinfo );
298 // process information about the netgame sent from the server/host
299 void process_netgame_update_packet( ubyte *data, header *hinfo );
301 // process an incoming netgame description packet
302 void process_netgame_descript_packet( ubyte *data, header *hinfo );
304 // process an incoming netplayer state update. if we're the server, we should rebroadcast
305 void process_netplayer_update_packet( ubyte *data, header *hinfo );
307 void process_ship_status_packet(ubyte *data, header *hinfo);
308 void process_player_order_packet(ubyte *data, header *hinfo);
310 // process an object update packet. See send_object_update for information on how
311 // this packet data should be interpreted. We send different information depending on
312 // on several variables (no change in orienation, etc).
313 void process_object_update_packet( ubyte *data, header *hinfo );
315 // process a packet indicating that a ship has been killed
316 void process_ship_kill_packet( ubyte *data, header *hinfo );
318 // process a packet saying that a wing should be created
319 void process_wing_create_packet( ubyte *data, header *hinfo );
321 // process a packet indicating a ship should be created
322 void process_ship_create_packet( ubyte *data, header *hinfo );
324 // process a packet indicating a ship is departing
325 void process_ship_depart_packet( ubyte *data, header *hinfo );
327 // process a mission log item packet
328 void process_mission_log_packet( ubyte *data, header *hinfo );
330 // process a mission message packet
331 void process_mission_message_packet( ubyte *data, header *hinfo );
333 // just send them a pong back as fast as possible
334 void process_ping_packet(ubyte *data, header *hinfo);
336 // right now it just routes the pong through to the standalone gui, which is the only
337 // system which uses ping and pong right now.
338 void process_pong_packet(ubyte *data, header *hinfo);
340 // process a request for a list of missions
341 void process_mission_request_packet(ubyte *data, header *hinfo);
343 // process an individual mission file item
344 void process_mission_item_packet(ubyte *data, header *hinfo);
346 // process a pause update packet (pause, unpause, etc)
347 void process_multi_pause_packet(ubyte *data, header *hinfo);
349 // process an ingame nak packet
350 void process_ingame_nak(ubyte *data, header *hinfo);
352 void process_ingame_ships_packet(ubyte *data, header *hinfo);
353 void process_ingame_wings_packet(ubyte *data, header *hinfo);
355 // process a packet indicating we should end the current mission
356 void process_endgame_packet(ubyte *data, header *hinfo);
358 // process a position/orientation update from an observer
359 void process_observer_update_packet(ubyte *data, header *hinfo);
361 void process_netplayer_slot_packet(ubyte *data, header *hinfo);
362 void process_netplayer_class_packet(ubyte *data, header *hinfo);
364 void process_subsys_update_packet(ubyte *data, header *hinfo);
366 void process_ingame_ship_update_packet(ubyte *data, header *hinfo);
368 void process_file_sig_packet(ubyte *data, header *hinfo);
369 void process_file_sig_request(ubyte *data, header *hinfo);
371 void process_ingame_respawn_points_packet(ubyte *data, header *hinfo);
373 void process_subsystem_destroyed_packet( ubyte *data, header *hinfo );
375 void process_netplayer_load_packet(ubyte *data, header *hinfo);
377 void process_jump_into_mission_packet(ubyte *data, header *hinfo);
379 void process_repair_info_packet(ubyte *data, header *hinfo);
381 void process_mission_sync_packet(ubyte *data, header *hinfo);
383 void process_store_stats_packet(ubyte *data, header *hinfo);
385 void process_debris_update_packet(ubyte *data, header *hinfo);
387 void process_ship_weapon_state_packet(ubyte *data, header *hinfo );
388 void process_ship_weapon_change( ubyte *data, header *hinfo );
390 void process_firing_info_packet( ubyte *data, header *hinfo );
392 // process a cargo revealed packet
393 void process_cargo_revealed_packet( ubyte *data, header *hinfo );
395 void process_subsystem_cargo_revealed_packet( ubyte *data, header *hinfo );
397 void process_mission_goal_info_packet( ubyte *data, header *hinfo );
399 void process_player_kick_packet(ubyte *data, header *hinfo);
401 void process_player_settings_packet(ubyte *data, header *hinfo);
403 void process_deny_packet(ubyte *data, header *hinfo);
405 void process_post_sync_data_packet(ubyte *data, header *hinfo);
407 void process_wss_slots_data_packet(ubyte *data, header *hinfo);
409 void process_shield_explosion_packet( ubyte *data, header *hinfo );
411 void process_player_stats_block_packet(ubyte *data, header *hinfo);
413 void process_host_restr_packet(ubyte *data, header *hinfo);
415 void process_netgame_end_error_packet(ubyte *data, header *hinfo);
417 void process_client_update_packet(ubyte *data, header *hinfo);
419 void process_countdown_packet(ubyte *data, header *hinfo);
421 // send a join packet request to the specified address (should be a server)
422 void send_join_packet(net_addr* addr,join_request *jr);
424 // send an accept packet to a client in response to a request to join the game
425 void send_accept_packet(int new_player_num, int code, int ingame_join_team = -1);
427 // send a general game chat packet (if msg_mode == MULTI_MSG_TARGET, need to pass in "to", if == MULTI_MSG_EXPR, need to pass in expr)
428 void send_game_chat_packet(net_player *from, char *msg, int msg_mode, net_player *to = NULL,char *expr = NULL,int server_msg = 0);
430 // send a game information update
431 void send_game_info_packet( void );
433 // send a notice that the player at net_addr is leaving (if target is NULL, the broadcast the packet)
434 void send_leave_game_packet(short player_id = -1,int kicked_reason = -1,net_player *target = NULL);
436 // send a packet indicating a secondary weapon was fired
437 void send_secondary_fired_packet( ship *shipp, ushort starting_sig, int starting_count, int num_fired, int allow_swarm );
439 // send a packet indicating a countermeasure was fired
440 void send_countermeasure_fired_packet( object *objp, int cmeasure_count, int rand_val );
444 // send_game_update_packet sends an updated Netgame structure to all players currently connected. The update
445 // is used to change the current mission, current state, etc.
446 void send_netgame_update_packet(net_player *pl = NULL);
448 // sends information about netplayers in the game. if called on the server, broadcasts information about _all_ players
449 void send_netplayer_update_packet( net_player *pl = NULL );
451 void send_ship_status_packet(net_player *pl, button_info *bi, int id);
452 void send_player_order_packet(int type, int index, int command);
454 // send a request or a reply for mission description, if code == 0, request, if code == 1, reply
455 void send_netgame_descript_packet(net_addr *addr, int code);
457 // send object update packet sends object updates for all objects in the game. This function will be smart
458 // about sending only certain objects to certain players based on the players distance from an object, whether
459 // the object is behind the player, etc.
460 void send_object_update_packet(int force_all = 0);
462 // send a packet indicating a ship has been killed
463 void send_ship_kill_packet( object *ship_obj, object *other_objp, float percent_killed, int self_destruct );
465 // send a packet indicating a wing of ships should be created
466 void send_wing_create_packet( wing *wingp, int num_to_create, int pre_create_count );
468 // send a packet indicating a ship should be created
469 void send_ship_create_packet( object *objp, int is_support = 0 );
471 // packet indicating a ship is departing
472 void send_ship_depart_packet( object *objp );
474 // send a mission log item packet
475 void send_mission_log_packet( int entry );
477 // send a mission message packet
478 void send_mission_message_packet(int id, char *who_from, int priority, int timing, int source, int builtin_type, int multi_target, int multi_team_filter);
480 // broadcast a query for active games. IPX will use net broadcast and TCP will either request from the MT or from the specified list
481 void broadcast_game_query();
483 // send an individual query to an address to see if there is an active game
484 void send_server_query(net_addr *addr);
486 // broadcast a hud message to all players
487 void send_hud_msg_to_all( char* msg );
488 void send_heartbeat();
490 // send a ping packet
491 void send_ping(net_addr *addr);
493 // send a pong packet
494 void send_pong(net_addr *addr);
496 // sent from host to master. give me the list of missions you have.
497 // this will be used only in a standalone mode
498 void send_mission_list_request( int what );
500 // send an individual mission file item
501 void send_mission_item(net_player *pl,char *file_name,char *mission_name);
503 // send a request to the server to pause or unpause the game
504 void send_multi_pause_packet(int pause);
506 // send an ack packet
507 void send_ingame_ack(int state,net_player *p);
509 // send an ingame nak packet
510 void send_ingame_nak(int state,net_player *p);
512 void send_ingame_ships_packet(net_player *pl);
513 void send_ingame_wings_packet(net_player *pl);
515 // send a notification that a new player has joined the game (if target != NULL, broadcast the packet)
516 void send_new_player_packet(int new_player_num,net_player *target);
518 // send a packet telling players to end the mission
519 void send_endgame_packet(net_player *pl = NULL);
521 // send a position/orientation update for myself (if I'm an observer)
522 void send_observer_update_packet();
524 void send_netplayer_slot_packet();
526 void send_subsys_update_packet(net_player *p);
528 void send_ingame_ship_update_packet(net_player *p,ship *sp);
530 void send_ingame_final_packet(int net_sig);
532 void send_file_sig_packet(ushort sum_sig,int length_sig);
533 void send_file_sig_request(char *file_name);
535 void send_subsystem_destroyed_packet( ship *shipp, int index, vector worldpos );
537 void send_netplayer_load_packet(net_player *pl);
539 void send_jump_into_mission_packet(net_player *pl = NULL);
541 void send_repair_info_packet(object *repaired_objp, object *repair_objp, int code );
543 void send_mission_sync_packet(int mode,int start_campaign = 0);
545 void send_store_stats_packet(int accept);
547 void send_debris_create_packet(object *objp, ushort net_signature, int model_num, vector exp_center );
548 void send_debris_update_packet(object *objp,int code);
550 void send_ship_weapon_change( ship *shipp, int what, int new_bank, int link_status );
554 // send a request from the client to the host of the game (which is not necessarily the server in the case of the standalone)
555 // mode == WSS_WEAPON_SELECT or WSS_SHIP_SELECT
556 void send_wss_request_packet(short player_id, int from_slot,int from_index, int to_slot, int to_index, int wl_ship_slot, int ship_class, int mode,net_player *p = NULL);
557 void process_wss_request_packet(ubyte *data, header *hinfo);
559 // send the update from the host to the clients
560 // wss_data is the pointer to a block of data returned by store_wss_stuff(...)
562 // I would reccomend :
563 // int store_wss_data(ubyte *block); // which returns bytes processed
565 // so you would say :
567 // ubyte block[MAX_PACKET_SIZE - 10 or so];
568 // int processed = store_wss_data(block);
569 // send_wss_update_packet(block,processed);
572 // I would reccomend :
573 // int restore_wss_data(ubyte *block); // which returns bytes processed
575 // so I would say in the process_wss_update_packet() :
577 // int processed = restore_wss_data(block);
578 // do_other_lowlevel_packet_related_stuff_here();
580 void send_wss_update_packet(int team_num,ubyte *wss_data,int size);
581 void process_wss_update_packet(ubyte *data, header *hinfo);
584 void send_firing_info_packet(void);
586 void send_sh_transfer_complete_packet(int code);
588 // packet to tell clients cargo of a ship was revealed to all
589 void send_cargo_revealed_packet(ship *shipp);
591 void send_subsystem_cargo_revealed_packet(ship *shipp, int index);
593 void send_mission_goal_info_packet(int goal_num, int new_status, int valid);
595 void send_player_settings_packet(net_player *p = NULL);
597 void send_deny_packet(net_addr *addr, int code);
599 void send_post_sync_data_packet(net_player *p = NULL, int std_request = 1);
601 void send_wss_slots_data_packet(int team_num, int final, net_player *p = NULL, int std_request = 1);
603 void send_shield_explosion_packet(int objnum, int tri_num, vector hit_pos);
605 void send_player_stats_block_packet(net_player *pl, int stats_type, net_player *target = NULL);
607 void send_host_restr_packet(char *callsign, int code, int mode);
609 void send_netgame_end_error_packet(int notify_code, int err_code);
611 void send_client_update_packet(net_player *pl);
613 // send information about this currently active game to the specified address
614 void send_game_active_packet(net_addr* addr);
616 void send_ai_info_update_packet(object *objp, char what);
617 void process_ai_info_update_packet(ubyte *data, header *hinfo);
619 void send_asteroid_create(object *new_objp, object *parent_objp, int asteroid_type, vector *relvec);
620 void send_asteroid_throw(object *objp);
621 void send_asteroid_hit(object *objp, object *other_objp, vector *hitpos, float damage);
622 void process_asteroid_info(ubyte *data, header *hinfo);
624 void send_countermeasure_success_packet(int objnum);
625 void process_countermeasure_success_packet(ubyte *data, header *hinfo);
627 // host sends a -1 to the server to begin the countdown. server sends an int "seconds until start"
628 void send_countdown_packet(int time);
630 void send_debrief_info(int stage_count[], int *stage_active[]);
631 void process_debrief_info(ubyte *data, header *hinfo);
633 void send_accept_player_data(net_player *npp, int is_ingame);
634 void process_accept_player_data(ubyte *data, header *hinfo);
636 void send_homing_weapon_info(int num);
637 void process_homing_weapon_info(ubyte *data, header *hinfo);
640 void send_emp_effect(ushort net_sig, float intensity, float time);
641 void process_emp_effect(ubyte *data, header *hinfo);
643 // for reinforcements
644 void send_reinforcement_avail( int rnum );
645 void process_reinforcement_avail( ubyte *data, header *hinfo );
648 void send_change_iff_packet(ushort net_signature, int new_team);
649 void process_change_iff_packet( ubyte *data, header *hinfo);
651 // new primary fired info
652 void send_NEW_primary_fired_packet(ship *shipp, int banks_fired);
653 void process_NEW_primary_fired_packet(ubyte *data, header *hinfo);
655 // new countermeasure fired info
656 void send_NEW_countermeasure_fired_packet(object *objp, int cmeasure_count, int rand_val);
657 void process_NEW_countermeasure_fired_packet(ubyte *data, header *hinfo);
659 // beam weapon packet
660 void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target, int beam_info_index, beam_info *override);
661 void process_beam_fired_packet(ubyte *data, header *hinfo);
663 // sw std query packet
664 void send_sw_query_packet(ubyte code, char *txt);
665 void process_sw_query_packet(ubyte *data, header *hinfo);
667 // event update packet
668 void send_event_update_packet(int event);
669 void process_event_update_packet(ubyte *data, header *hinfo);
671 // weapon detonate packet
672 void send_weapon_detonate_packet(object *objp);
673 void process_weapon_detonate_packet(ubyte *data, header *hinfo);
675 // turret fired packet
676 void send_turret_fired_packet( int objnum, int subsys_index, int weapon_objnum );
677 void process_turret_fired_packet( ubyte *data, header *hinfo );
680 void send_flak_fired_packet(int ship_objnum, int subsys_index, int weapon_objnum, float flak_range);
681 void process_flak_fired_packet(ubyte *data, header *hinfo);
683 // player pain packet
684 void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage, vector *force, vector *hitpos);
685 void process_player_pain_packet(ubyte *data, header *hinfo);
688 void send_lightning_packet(int bolt_type, vector *start, vector *strike);
689 void process_lightning_packet(ubyte *data, header *hinfo);
692 void send_bytes_recvd_packet(net_player *pl);
693 void process_bytes_recvd_packet(ubyte *data, header *hinfo);
696 void send_host_captain_change_packet(short player_id, int captain_change);
697 void process_host_captain_change_packet(ubyte *data, header *hinfo);
700 void send_self_destruct_packet();
701 void process_self_destruct_packet(ubyte *data, header *hinfo);