1 /* $Id: multi.c,v 1.13 2003-10-04 02:58:23 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Multiplayer code shared by serial and network play.
76 void multi_reset_player_object(object *objp);
77 void multi_reset_object_texture(object *objp);
78 void multi_add_lifetime_killed();
79 void multi_add_lifetime_kills();
80 void multi_send_play_by_play(int num,int spnum,int dpnum);
81 void multi_send_heartbeat();
82 void multi_send_modem_ping();
83 void multi_cap_objects();
84 void multi_adjust_remote_cap(int pnum);
85 void multi_save_game(ubyte slot, uint id, char *desc);
86 void multi_restore_game(ubyte slot, uint id);
87 void multi_set_robot_ai(void);
88 void multi_send_powerup_update();
89 void bash_to_shield(int i,char *s);
90 void init_hoard_data();
91 void multi_apply_goal_textures();
92 int find_goal_texture(ubyte t);
93 void multi_bad_restore();
94 void multi_do_capture_bonus(char *buf);
95 void multi_do_orb_bonus(char *buf);
96 void multi_send_drop_flag(int objnum,int seed);
97 void multi_send_ranking();
98 void multi_do_play_by_play(char *buf);
101 // Local macros and prototypes
106 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
108 void drop_player_eggs(object *player); // from collide.c
109 void GameLoop(int, int); // From game.c
115 extern vms_vector MarkerPoint[];
116 extern char MarkerMessage[16][40];
117 extern char MarkerOwner[16][40];
118 extern int MarkerObject[];
120 int control_invul_time = 0;
121 int who_killed_controlcen = -1; // -1 = noone
123 //do we draw the kill list on the HUD?
124 int Show_kill_list = 1;
125 int Show_reticle_name = 1;
126 fix Show_kill_list_timer = 0;
128 char Multi_is_guided=0;
129 char PKilledFlags[MAX_NUM_NET_PLAYERS];
131 int multi_sending_message = 0;
132 int multi_defining_message = 0;
133 int multi_message_index = 0;
135 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
137 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
138 short local_to_remote[MAX_OBJECTS];
139 sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
141 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
142 int Net_create_loc = 0; // pointer into previous array
143 int Network_laser_fired = 0; // How many times we shot
144 int Network_laser_gun; // Which gun number we shot
145 int Network_laser_flags; // Special flags for the shot
146 int Network_laser_level; // What level
147 short Network_laser_track; // Who is it tracking?
148 char Network_message[MAX_MESSAGE_LEN];
149 char Network_message_macro[4][MAX_MESSAGE_LEN];
150 int Network_message_reciever=-1;
151 int sorted_kills[MAX_NUM_NET_PLAYERS];
152 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
153 int multi_goto_secret = 0;
155 int multi_in_menu = 0;
156 int multi_leave_menu = 0;
157 int multi_quit_game = 0;
159 netgame_info Netgame;
160 AllNetPlayers_info NetPlayers;
162 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
164 typedef struct netplayer_stats {
166 ubyte Player_num; // Who am i?
167 uint flags; // Powerup flags, see below...
168 fix energy; // Amount of energy remaining.
169 fix shields; // shields remaining (protection)
170 ubyte lives; // Lives remaining, 0 = game over.
171 ubyte laser_level; // Current level of the laser.
172 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
173 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
174 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
175 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
176 int last_score; // Score at beginning of current level.
177 int score; // Current score.
178 fix cloak_time; // Time cloaked
179 fix invulnerable_time; // Time invulnerable
180 fix homing_object_dist; // Distance of nearest homing object.
182 short net_killed_total; // Number of times killed total
183 short net_kills_total; // Number of net kills total
184 short num_kills_level; // Number of kills this level
185 short num_kills_total; // Number of kills total
186 short num_robots_level; // Number of initial robots this level
187 short num_robots_total; // Number of robots total
188 ushort hostages_rescued_total; // Total number of hostages rescued.
189 ushort hostages_total; // Total number of hostages.
190 ubyte hostages_on_board; // Number of hostages on ship.
194 int message_length[MULTI_MAX_TYPE+1] = {
200 97+9, // PLAYER_EXPLODE
201 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
211 2, // CREATE_EXPLOSION
212 16, // CONTROLCEN_FIRE
214 19, // CREATE_POWERUP
218 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
226 27, // ROBOT_POWERUPS
228 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
229 2+4, // RESTORE_GAME (ubyte slot, uint id)
230 1+1, // MULTI_REQ_PLAYER
231 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
233 12, // MULTI_DROP_WEAPON
235 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
237 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
239 11, // MULTI_STOLEN_ITEMS
240 6, // MULTI_WALL_STATUS
241 5, // MULTI_HEARTBEAT
242 9, // MULTI_KILLGOALS
245 2, // MULTI_START_TRIGGER
247 2, // MULTI_DROP_BLOB
248 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
249 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
250 4, // MULTI_SOUND_FUNCTION
251 2, // MULTI_CAPTURE_BONUS
253 12, // MULTI_DROP_FLAG
254 142, // MULTI_ROBOT_CONTROLS
255 2, // MULTI_FINISH_GAME
257 1, // MULTI_MODEM_PING
258 1, // MULTI_MODEM_PING_RETURN
259 3, // MULTI_ORB_BONUS
261 12, // MULTI_DROP_ORB
262 4, // MULTI_PLAY_BY_PLAY
265 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
266 void use_netplayer_stats( player * ps, netplayer_stats *pd );
267 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
268 extern fix ThisLevelTime;
271 // Functions that replace what used to be macros
274 int objnum_remote_to_local(int remote_objnum, int owner)
276 // Map a remote object number from owner to a local object number
280 if ((owner >= N_players) || (owner < -1)) {
282 return(remote_objnum);
286 return(remote_objnum);
288 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
291 result = remote_to_local[owner][remote_objnum];
295 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
300 if (object_owner[result] != owner)
302 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
305 //Assert(object_owner[result] == owner);
310 int objnum_local_to_remote(int local_objnum, sbyte *owner)
312 // Map a local object number to a remote + owner
316 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
321 *owner = object_owner[local_objnum];
324 return(local_objnum);
326 if ((*owner >= N_players) || (*owner < -1)) {
332 result = local_to_remote[local_objnum];
334 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
339 Int3(); // See Rob, object has no remote number!
346 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
348 // Add a mapping from a network remote object number to a local one
350 Assert(local_objnum > -1);
351 Assert(remote_objnum > -1);
353 Assert(owner != Player_num);
354 Assert(local_objnum < MAX_OBJECTS);
355 Assert(remote_objnum < MAX_OBJECTS);
357 object_owner[local_objnum] = owner;
359 remote_to_local[owner][remote_objnum] = local_objnum;
360 local_to_remote[local_objnum] = remote_objnum;
366 map_objnum_local_to_local(int local_objnum)
368 // Add a mapping for our locally created objects
370 Assert(local_objnum > -1);
371 Assert(local_objnum < MAX_OBJECTS);
373 object_owner[local_objnum] = Player_num;
374 remote_to_local[Player_num][local_objnum] = local_objnum;
375 local_to_remote[local_objnum] = local_objnum;
381 // Part 1 : functions whose main purpose in life is to divert the flow
382 // of execution to either network or serial specific code based
383 // on the curretn Game_mode value.
387 multi_endlevel_score(void)
392 // Show a score list to end of net players
394 // Save connect state and change to new connect state
396 if (Game_mode & GM_NETWORK)
398 old_connect = Players[Player_num].connected;
399 if (Players[Player_num].connected!=3)
400 Players[Player_num].connected = CONNECT_END_MENU;
401 Network_status = NETSTAT_ENDLEVEL;
406 // Do the actual screen we wish to show
408 Function_mode = FMODE_MENU;
410 kmatrix_view(Game_mode & GM_NETWORK);
412 Function_mode = FMODE_GAME;
414 // Restore connect state
416 if (Game_mode & GM_NETWORK)
418 Players[Player_num].connected = old_connect;
422 if (Game_mode & GM_MULTI_COOP)
425 for (i = 0; i < MaxNumNetPlayers; i++)
427 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
429 for (i = 0; i < MaxNumNetPlayers; i++)
430 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
434 for (i=0;i<MAX_PLAYERS;i++)
435 Players[i].KillGoalCount=0;
437 for (i=0;i<MAX_POWERUP_TYPES;i++)
439 MaxPowerupsAllowed[i]=0;
448 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
451 if (Netgame.team_vector & (1 << pnum))
458 multi_choose_mission(int *anarchy_only)
462 char *m[MAX_MISSIONS];
463 int new_mission_num = 0;
467 n_missions = build_mission_list(1);
469 if (n_missions > 1) {
472 for (i=0;i<n_missions;i++) {
473 m[i] = Mission_list[i].mission_name;
474 if ( !stricmp( m[i], config_last_mission ) )
478 ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
479 new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
481 if (new_mission_num == -1)
484 strcpy(config_last_mission, m[new_mission_num] );
486 if (!load_mission(new_mission_num)) {
487 nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
491 *anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
493 return(new_mission_num);
496 extern void game_disable_cheats();
503 // Reset variables for a new net game
505 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
507 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
510 Players[i].net_killed_total = 0;
511 Players[i].net_kills_total = 0;
512 Players[i].flags = 0;
513 Players[i].KillGoalCount=0;
517 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
519 robot_controlled[i] = -1;
520 robot_agitation[i] = 0;
525 team_kills[0] = team_kills[1] = 0;
526 Endlevel_sequence = 0;
528 multi_leave_menu = 0;
531 game_disable_cheats();
533 Dead_player_camera = 0;
537 multi_make_player_ghost(int playernum)
541 //Assert(playernum != Player_num);
542 //Assert(playernum < MAX_NUM_NET_PLAYERS);
544 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
546 Int3(); // Non-terminal, see Rob
550 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
551 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
553 obj = &Objects[Players[playernum].objnum];
555 obj->type = OBJ_GHOST;
556 obj->render_type = RT_NONE;
557 obj->movement_type = MT_NONE;
558 multi_reset_player_object(obj);
560 if (Game_mode & GM_MULTI_ROBOTS)
561 multi_strip_robots(playernum);
565 multi_make_ghost_player(int playernum)
569 // Assert(playernum != Player_num);
570 // Assert(playernum < MAX_NUM_NET_PLAYERS);
572 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
574 Int3(); // Non-terminal, see rob
578 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
579 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
581 obj = &Objects[Players[playernum].objnum];
583 obj->type = OBJ_PLAYER;
584 obj->movement_type = MT_PHYSICS;
585 multi_reset_player_object(obj);
588 int multi_get_kill_list(int *plist)
590 // Returns the number of active net players and their
591 // sorted order of kills
595 for (i = 0; i < N_players; i++)
596 //if (Players[sorted_kills[i]].connected)
597 plist[n++] = sorted_kills[i];
600 Int3(); // SEE ROB OR MATT
602 //memcpy(plist, sorted_kills, N_players*sizeof(int));
608 multi_sort_kill_list(void)
610 // Sort the kills list each time a new kill is added
612 int kills[MAX_NUM_NET_PLAYERS];
616 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
619 if (Game_mode & GM_MULTI_COOP)
620 kills[i] = Players[i].score;
623 if (Show_kill_list==2)
625 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
626 kills[i]=-1; // always draw the ones without any ratio last
628 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
631 kills[i] = Players[i].net_kills_total;
637 for (i = 0; i < N_players-1; i++)
639 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
641 changed = sorted_kills[i];
642 sorted_kills[i] = sorted_kills[i+1];
643 sorted_kills[i+1] = changed;
648 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
651 extern object *obj_find_first_of_type (int);
652 char Multi_killed_yourself=0;
654 void multi_compute_kill(int killer, int killed)
656 // Figure out the results of a network kills and add it to the
657 // appropriate player's tally.
659 int killed_pnum, killed_type;
660 int killer_pnum, killer_type,killer_id;
662 char killed_name[(CALLSIGN_LEN*2)+4];
663 char killer_name[(CALLSIGN_LEN*2)+4];
665 kmatrix_kills_changed = 1;
666 Multi_killed_yourself=0;
668 // Both object numbers are localized already!
670 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
672 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
674 Int3(); // See Rob, illegal value passed to compute_kill;
678 killed_type = Objects[killed].type;
679 killer_type = Objects[killer].type;
680 killer_id = Objects[killer].id;
682 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
684 Int3(); // compute_kill passed non-player object!
688 killed_pnum = Objects[killed].id;
690 PKilledFlags[killed_pnum]=1;
692 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
694 if (Game_mode & GM_TEAM)
695 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
697 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
699 if (Newdemo_state == ND_STATE_RECORDING)
700 newdemo_record_multi_death(killed_pnum);
702 digi_play_sample( SOUND_HUD_KILL, F3_0 );
704 if (Control_center_destroyed)
705 Players[killed_pnum].connected=3;
707 if (killer_type == OBJ_CNTRLCEN)
709 Players[killed_pnum].net_killed_total++;
710 Players[killed_pnum].net_kills_total--;
712 if (Newdemo_state == ND_STATE_RECORDING)
713 newdemo_record_multi_kill(killed_pnum, -1);
715 if (killed_pnum == Player_num)
717 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
718 multi_add_lifetime_killed ();
721 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
726 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
728 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
730 if (killed_pnum == Player_num)
731 HUD_init_message("You were killed by a mine!");
733 HUD_init_message("%s was killed by a mine!",killed_name);
737 if (killed_pnum == Player_num)
739 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
740 multi_add_lifetime_killed();
743 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
745 Players[killed_pnum].net_killed_total++;
749 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
751 Int3(); // Illegal killer type?
754 if (killer_id==PMINE_ID)
756 if (killed_pnum==Player_num)
757 HUD_init_message("You were killed by a mine!");
759 HUD_init_message("%s was killed by a mine!",killed_name);
761 Players[killed_pnum].net_killed_total++;
767 killer_pnum = Objects[killer].id;
769 if (Game_mode & GM_TEAM)
770 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
772 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
774 // Beyond this point, it was definitely a player-player kill situation
776 if ((killer_pnum < 0) || (killer_pnum >= N_players))
777 Int3(); // See rob, tracking down bug with kill HUD messages
778 if ((killed_pnum < 0) || (killed_pnum >= N_players))
779 Int3(); // See rob, tracking down bug with kill HUD messages
781 if (killer_pnum == killed_pnum)
783 if (!(Game_mode & GM_HOARD))
785 if (Game_mode & GM_TEAM)
786 team_kills[get_team(killed_pnum)] -= 1;
788 Players[killed_pnum].net_killed_total += 1;
789 Players[killed_pnum].net_kills_total -= 1;
791 if (Newdemo_state == ND_STATE_RECORDING)
792 newdemo_record_multi_kill(killed_pnum, -1);
794 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
796 if (killer_pnum == Player_num)
798 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
799 Multi_killed_yourself=1;
800 multi_add_lifetime_killed();
803 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
808 if (!(Game_mode & GM_HOARD))
810 if (Game_mode & GM_TEAM)
812 if (get_team(killed_pnum) == get_team(killer_pnum))
813 team_kills[get_team(killed_pnum)] -= 1;
815 team_kills[get_team(killer_pnum)] += 1;
818 Players[killer_pnum].net_kills_total += 1;
819 Players[killer_pnum].KillGoalCount+=1;
821 if (Newdemo_state == ND_STATE_RECORDING)
822 newdemo_record_multi_kill(killer_pnum, 1);
826 if (Game_mode & GM_TEAM)
828 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
829 Multi_killed_yourself=1;
833 kill_matrix[killer_pnum][killed_pnum] += 1;
834 Players[killed_pnum].net_killed_total += 1;
835 if (killer_pnum == Player_num) {
836 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
837 multi_add_lifetime_kills();
838 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
839 add_points_to_score(-1000);
841 else if (killed_pnum == Player_num)
843 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
844 multi_add_lifetime_killed();
845 if (Game_mode & GM_HOARD)
847 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
848 multi_send_play_by_play (1,killer_pnum,Player_num);
849 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
850 multi_send_play_by_play (0,killer_pnum,Player_num);
854 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
857 TheGoal=Netgame.KillGoal*5;
859 if (Netgame.KillGoal>0)
861 if (Players[killer_pnum].KillGoalCount>=TheGoal)
863 if (killer_pnum==Player_num)
865 HUD_init_message("You reached the kill goal!");
866 Players[Player_num].shields=i2f(200);
869 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
871 HUD_init_message ("The control center has been destroyed!");
872 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
876 multi_sort_kill_list();
877 multi_show_player_list();
878 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
884 static int lasttime=0;
887 if (!(Game_mode & GM_MULTI))
893 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
895 for (i=0;i<N_players;i++)
896 if (Players[i].connected)
900 multi_send_heartbeat();
901 lasttime=f2i(ThisLevelTime);
907 multi_send_message(); // Send any waiting messages
910 multi_leave_menu = 0;
913 if (Game_mode & GM_MULTI_ROBOTS)
915 multi_check_robot_timeout();
919 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
925 network_do_frame(0, 1);
928 if (multi_quit_game && !multi_in_menu)
931 longjmp(LeaveGame, 0);
936 multi_send_data(char *buf, int len, int repeat)
938 Assert(len == message_length[(int)buf[0]]);
939 Assert(buf[0] <= MULTI_MAX_TYPE);
940 // Assert(buf[0] >= 0);
942 if (Game_mode & GM_NETWORK)
945 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
946 com_send_data(buf, len, repeat);
947 else if (Game_mode & GM_NETWORK)
948 network_send_data(buf, len, repeat);
952 multi_leave_game(void)
955 // if (Function_mode != FMODE_GAME)
958 if (!(Game_mode & GM_MULTI))
961 if (Game_mode & GM_NETWORK)
963 mprintf((0, "Sending explosion message.\n"));
968 drop_player_eggs(ConsoleObject);
969 multi_send_position(Players[Player_num].objnum);
970 multi_send_player_explode(MULTI_PLAYER_DROP);
973 mprintf((1, "Sending leave game.\n"));
974 multi_send_quit(MULTI_QUIT);
976 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
978 if (Game_mode & GM_NETWORK)
979 network_leave_game();
981 Game_mode |= GM_GAME_OVER;
983 if (Function_mode!=FMODE_EXIT)
984 Function_mode = FMODE_MENU;
988 // change_playernum_to(0);
989 // Viewer = ConsoleObject = &Objects[0];
994 multi_show_player_list()
996 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
1002 Show_kill_list_timer = F1_0*5; // 5 second timer
1007 multi_endlevel(int *secret)
1011 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1012 com_endlevel(secret); // an opportunity to re-sync or whatever
1013 else if (Game_mode & GM_NETWORK)
1014 result = network_endlevel(secret);
1020 // Part 2 : functions that act on network/serial messages and change the
1021 // the state of the game in some way.
1025 //extern PORT *com_port;
1029 multi_menu_poll(void)
1032 int was_fuelcen_alive;
1033 int player_was_dead;
1035 was_fuelcen_alive = Control_center_destroyed;
1037 // Special polling function for in-game menus for multiplayer and serial
1039 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1042 if (multi_leave_menu)
1045 old_shields = Players[Player_num].shields;
1046 player_was_dead = Player_is_dead;
1048 multi_in_menu++; // Track level of menu nesting
1054 timer_delay(f0_1); // delay 100 milliseconds
1056 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1058 multi_leave_menu = 1;
1061 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1063 multi_leave_menu = 1;
1068 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1070 multi_leave_menu = 1;
1079 multi_define_macro(int key)
1081 if (!(Game_mode & GM_MULTI))
1084 key &= (~KEY_SHIFTED);
1089 multi_defining_message = 1; break;
1091 multi_defining_message = 2; break;
1093 multi_defining_message = 3; break;
1095 multi_defining_message = 4; break;
1100 if (multi_defining_message) {
1101 multi_message_index = 0;
1102 Network_message[multi_message_index] = 0;
1107 char feedback_result[200];
1110 multi_message_feedback(void)
1116 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1118 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1119 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1121 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1124 if (Game_mode & GM_TEAM)
1126 for (i = 0; i < N_players; i++)
1128 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1131 strcat(feedback_result, ", ");
1134 strcat(feedback_result, "\n");
1135 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1139 for (i = 0; i < N_players; i++)
1141 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1144 strcat(feedback_result, ", ");
1147 strcat(feedback_result, "\n");
1148 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1152 strcat(feedback_result, TXT_NOBODY);
1154 strcat(feedback_result, ".");
1156 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1158 Assert(strlen(feedback_result) < 200);
1160 HUD_init_message(feedback_result);
1161 //sprintf (temp,"%s",colon);
1162 //sprintf (Network_message,"%s",temp);
1168 multi_send_macro(int key)
1170 if (! (Game_mode & GM_MULTI) )
1187 if (!Network_message_macro[key][0])
1189 HUD_init_message(TXT_NO_MACRO);
1193 strcpy(Network_message, Network_message_macro[key]);
1194 Network_message_reciever = 100;
1196 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1197 multi_message_feedback();
1202 multi_send_message_start()
1204 if (Game_mode&GM_MULTI) {
1205 multi_sending_message = 1;
1206 multi_message_index = 0;
1207 Network_message[multi_message_index] = 0;
1211 extern fix StartingShields;
1212 fix PingLaunchTime,PingReturnTime;
1214 extern void network_send_ping (ubyte);
1215 extern int network_who_is_master();
1216 extern char NameReturning;
1217 extern int force_cockpit_redraw;
1219 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1221 void multi_send_message_end()
1226 Network_message_reciever = 100;
1228 if (!strnicmp (Network_message,"!Names",6))
1230 NameReturning=1-NameReturning;
1231 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1233 else if (!strnicmp (Network_message,"Handicap:",9))
1235 mytempbuf=&Network_message[9];
1236 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1237 StartingShields=atol (mytempbuf);
1238 if (StartingShields<10)
1240 if (StartingShields>100)
1242 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1243 StartingShields=100;
1246 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1248 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1249 StartingShields=i2f(StartingShields);
1251 else if (!strnicmp (Network_message,"NoBombs",7))
1252 Netgame.DoSmartMine=0;
1253 else if (!strnicmp (Network_message,"Ping:",5))
1255 if (Game_mode & GM_NETWORK)
1258 if (strlen(Network_message) > 5)
1259 while (Network_message[name_index] == ' ')
1262 if (strlen(Network_message)<=name_index)
1264 HUD_init_message ("You must specify a name to ping");
1268 for (i = 0; i < N_players; i++)
1269 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1271 PingLaunchTime=timer_get_fixed_seconds();
1272 network_send_ping (i);
1273 HUD_init_message("Pinging %s...",Players[i].callsign);
1274 multi_message_index = 0;
1275 multi_sending_message = 0;
1279 else // Modem/Serial ping
1281 PingLaunchTime=timer_get_fixed_seconds();
1282 multi_send_modem_ping ();
1283 HUD_init_message("Pinging opponent...");
1284 multi_message_index = 0;
1285 multi_sending_message = 0;
1289 else if (!strnicmp (Network_message,"move:",5))
1291 mprintf ((0,"moving?\n"));
1293 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1296 if (strlen(Network_message) > 5)
1297 while (Network_message[name_index] == ' ')
1300 if (!network_i_am_master())
1302 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1306 if (strlen(Network_message)<=name_index)
1308 HUD_init_message ("You must specify a name to move");
1312 for (i = 0; i < N_players; i++)
1313 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1315 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1317 HUD_init_message ("Can't move player because s/he has a flag!");
1321 if (Netgame.team_vector & (1<<i))
1322 Netgame.team_vector&=(~(1<<i));
1324 Netgame.team_vector|=(1<<i);
1326 for (t=0;t<N_players;t++)
1327 if (Players[t].connected)
1328 multi_reset_object_texture (&Objects[Players[t].objnum]);
1330 network_send_netgame_update ();
1331 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1334 HUD_init_message ("You have changed teams!");
1338 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1344 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1347 if (strlen(Network_message) > 5)
1348 while (Network_message[name_index] == ' ')
1351 if (!network_i_am_master())
1353 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1354 multi_message_index = 0;
1355 multi_sending_message = 0;
1358 if (strlen(Network_message)<=name_index)
1360 HUD_init_message ("You must specify a name to kick");
1361 multi_message_index = 0;
1362 multi_sending_message = 0;
1366 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1367 int players[MAX_NUM_NET_PLAYERS];
1368 int listpos = Network_message[name_index+1] - '0';
1370 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1372 if (Show_kill_list==1 || Show_kill_list==2) {
1373 if (listpos == 0 || listpos >= N_players) {
1374 HUD_init_message ("Invalid player number for kick.");
1375 multi_message_index = 0;
1376 multi_sending_message = 0;
1379 multi_get_kill_list(players);
1380 i = players[listpos];
1381 if ((i != Player_num) && (Players[i].connected))
1384 else HUD_init_message ("You cannot use # kicking with in team display.");
1387 multi_message_index = 0;
1388 multi_sending_message = 0;
1393 for (i = 0; i < N_players; i++)
1394 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1396 if (Network_game_type == IPX_GAME)
1397 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1399 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1401 HUD_init_message("Dumping %s...",Players[i].callsign);
1402 multi_message_index = 0;
1403 multi_sending_message = 0;
1409 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1411 multi_send_message();
1412 multi_message_feedback();
1414 multi_message_index = 0;
1415 multi_sending_message = 0;
1418 void multi_define_macro_end()
1420 Assert( multi_defining_message > 0 );
1422 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1423 write_player_file();
1425 multi_message_index = 0;
1426 multi_defining_message = 0;
1429 void multi_message_input_sub( int key )
1434 multi_sending_message = 0;
1435 multi_defining_message = 0;
1436 game_flush_inputs();
1441 if (multi_message_index > 0)
1442 multi_message_index--;
1443 Network_message[multi_message_index] = 0;
1446 if ( multi_sending_message )
1447 multi_send_message_end();
1448 else if ( multi_defining_message )
1449 multi_define_macro_end();
1450 game_flush_inputs();
1454 int ascii = key_to_ascii(key);
1455 if ((ascii < 255 )) {
1456 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1457 Network_message[multi_message_index++] = ascii;
1458 Network_message[multi_message_index] = 0;
1459 } else if ( multi_sending_message ) {
1461 char * ptext, * pcolon;
1463 Network_message[multi_message_index++] = ascii;
1464 Network_message[multi_message_index] = 0;
1465 for (i=multi_message_index-1; i>=0; i-- ) {
1466 if ( Network_message[i]==32 ) {
1467 ptext = &Network_message[i+1];
1468 Network_message[i] = 0;
1472 multi_send_message_end();
1474 multi_sending_message = 1;
1475 pcolon = strchr( Network_message, ':' );
1477 strcpy( pcolon+1, ptext );
1479 strcpy( Network_message, ptext );
1480 multi_message_index = strlen( Network_message );
1489 multi_send_message_dialog(void)
1494 if (!(Game_mode&GM_MULTI))
1497 Network_message[0] = 0; // Get rid of old contents
1499 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1500 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1502 if ((choice > -1) && (strlen(Network_message) > 0)) {
1503 Network_message_reciever = 100;
1504 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1505 multi_message_feedback();
1512 multi_do_death(int objnum)
1514 // Do any miscellaneous stuff for a new network player after death
1518 if (!(Game_mode & GM_MULTI_COOP))
1520 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1521 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1526 multi_do_fire(char *buf)
1533 // Act out the actual shooting
1537 weapon = (int)buf[2];
1542 GET_INTEL_SHORT(Network_laser_track, buf+6);
1544 Assert (pnum < N_players);
1546 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1547 multi_make_ghost_player(pnum);
1549 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1551 if (weapon == FLARE_ADJUST)
1552 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1553 else if (weapon >= MISSILE_ADJUST) {
1554 int weapon_id,weapon_gun;
1556 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1557 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1558 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1560 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1562 mprintf ((0,"Missile is guided!!!\n"));
1566 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1569 fix save_charge = Fusion_charge;
1571 if (weapon == FUSION_INDEX) {
1572 Fusion_charge = flags << 12;
1573 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1575 if (weapon == LASER_ID) {
1576 if (flags & LASER_QUAD)
1577 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1579 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1582 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1584 if (weapon == FUSION_INDEX)
1585 Fusion_charge = save_charge;
1590 multi_do_message(char *buf)
1593 char *tilde,mesbuf[100];
1598 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1599 { // why'd I put this in? Probably for the
1600 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1601 mprintf ((0,"Tloc=%d\n",tloc));
1604 strncpy (mesbuf,buf+loc,tloc);
1605 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1606 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1607 strcpy (buf+loc,mesbuf);
1610 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1613 mesbuf[1] = BM_XRGB(28, 0, 0);
1614 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1618 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1621 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1622 HUD_init_message("%s %s", mesbuf, buf+2);
1626 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1627 ((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
1630 mesbuf[1] = BM_XRGB(0, 32, 32);
1631 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1635 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1638 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1639 HUD_init_message("%s %s", mesbuf, colon+1);
1645 multi_do_position(char *buf)
1647 #ifdef WORDS_BIGENDIAN
1651 // This routine does only player positions, mode game only
1652 // mprintf((0, "Got position packet.\n"));
1654 int pnum = (Player_num+1)%2;
1656 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1658 if (Game_mode & GM_NETWORK)
1660 Int3(); // Get Jason, what the hell are we doing here?
1665 #ifndef WORDS_BIGENDIAN
1666 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1668 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1669 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1670 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1673 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1674 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1678 multi_do_reappear(char *buf)
1682 GET_INTEL_SHORT(objnum, buf+1);
1684 Assert(objnum >= 0);
1685 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1687 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1689 multi_make_ghost_player(Objects[objnum].id);
1690 create_player_appearance_effect(&Objects[objnum]);
1691 PKilledFlags[Objects[objnum].id]=0;
1695 multi_do_player_explode(char *buf)
1697 // Only call this for players, not robots. pnum is player number, not
1704 char remote_created;
1709 if ((pnum < 0) || (pnum >= N_players))
1713 Assert(pnum < N_players);
1717 // If we are in the process of sending objects to a new player, reset that process
1718 if (Network_send_objects)
1720 mprintf((0, "Resetting object sync due to player explosion.\n"));
1721 Network_send_objnum = -1;
1725 // Stuff the Players structure to prepare for the explosion
1728 GET_INTEL_SHORT(Players[pnum].primary_weapon_flags, buf+count); count += 2;
1729 GET_INTEL_SHORT(Players[pnum].secondary_weapon_flags, buf+count); count += 2;
1730 Players[pnum].laser_level = buf[count]; count++;
1731 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1732 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1733 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1734 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1735 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1737 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1738 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1739 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1740 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1741 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1743 GET_INTEL_SHORT(Players[pnum].primary_ammo[VULCAN_INDEX], buf+count); count += 2;
1744 GET_INTEL_SHORT(Players[pnum].primary_ammo[GAUSS_INDEX], buf+count); count += 2;
1745 GET_INTEL_INT(Players[pnum].flags, buf+count); count += 4;
1747 multi_adjust_remote_cap (pnum);
1749 objp = Objects+Players[pnum].objnum;
1751 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1752 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1754 remote_created = buf[count++]; // How many did the other guy create?
1758 drop_player_eggs(objp);
1760 // Create mapping from remote to local numbering system
1762 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1764 // We now handle this situation gracefully, Int3 not required
1765 // if (Net_create_loc != remote_created)
1766 // Int3(); // Probably out of object array space, see Rob
1768 for (i = 0; i < remote_created; i++)
1772 GET_INTEL_SHORT(s, buf+count);
1774 if ((i < Net_create_loc) && (s > 0))
1775 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1778 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1782 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1787 for (i = remote_created; i < Net_create_loc; i++) {
1788 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1789 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1792 if (buf[0] == MULTI_PLAYER_EXPLODE)
1794 explode_badass_player(objp);
1796 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1797 multi_make_player_ghost(pnum);
1801 create_player_appearance_effect(objp);
1804 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1805 Players[pnum].cloak_time = 0;
1809 multi_do_kill(char *buf)
1815 pnum = (int)(buf[count]);
1816 if ((pnum < 0) || (pnum >= N_players))
1818 Int3(); // Invalid player number killed
1821 killed = Players[pnum].objnum;
1824 GET_INTEL_SHORT(killer, buf+count);
1826 killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
1829 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1832 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1837 multi_compute_kill(killer, killed);
1842 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1843 // which means not a controlcen object, but contained in another object
1844 void multi_do_controlcen_destroy(char *buf)
1849 GET_INTEL_SHORT(objnum, buf+1);
1852 if (Control_center_destroyed != 1)
1854 if ((who < N_players) && (who != Player_num)) {
1855 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1857 else if (who == Player_num)
1858 HUD_init_message(TXT_YOU_DEST_CONTROL);
1860 HUD_init_message(TXT_CONTROL_DESTROYED);
1863 net_destroy_controlcen(Objects+objnum);
1865 net_destroy_controlcen(NULL);
1870 multi_do_escape(char *buf)
1874 objnum = Players[(int)buf[1]].objnum;
1876 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1877 digi_kill_sound_linked_to_object (objnum);
1881 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1882 if (Game_mode & GM_NETWORK)
1883 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1884 if (!multi_goto_secret)
1885 multi_goto_secret = 2;
1887 else if (buf[2] == 1)
1889 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1890 if (Game_mode & GM_NETWORK)
1891 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1892 if (!multi_goto_secret)
1893 multi_goto_secret = 1;
1895 create_player_appearance_effect(&Objects[objnum]);
1896 multi_make_player_ghost(buf[1]);
1900 multi_do_remobj(char *buf)
1902 short objnum; // which object to remove
1904 sbyte obj_owner; // which remote list is it entered in
1906 GET_INTEL_SHORT(objnum, buf+1);
1909 Assert(objnum >= 0);
1914 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1916 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1918 if (local_objnum < 0)
1920 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1924 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1926 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1930 if (Network_send_objects && network_objnum_is_past(local_objnum))
1932 mprintf((0, "Resetting object sync due to object removal.\n"));
1933 Network_send_objnum = -1;
1935 if (Objects[local_objnum].type==OBJ_POWERUP)
1936 if (Game_mode & GM_NETWORK)
1938 if (PowerupsInMine[Objects[local_objnum].id]>0)
1939 PowerupsInMine[Objects[local_objnum].id]--;
1941 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1943 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1945 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1946 PowerupsInMine[Objects[local_objnum].id-1]=0;
1948 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1951 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1954 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1959 multi_do_quit(char *buf)
1962 if (Game_mode & GM_NETWORK)
1966 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1968 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1970 network_disconnect_player(buf[1]);
1975 for (i = 0; i < N_players; i++)
1976 if (Players[i].connected) n++;
1979 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1983 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1985 Function_mode = FMODE_MENU;
1986 multi_quit_game = 1;
1987 multi_leave_menu = 1;
1988 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1989 Function_mode = FMODE_GAME;
1990 multi_reset_stuff();
1996 multi_do_cloak(char *buf)
2000 pnum = (int)(buf[1]);
2002 Assert(pnum < N_players);
2004 mprintf((0, "Cloaking player %d\n", pnum));
2006 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2007 Players[pnum].cloak_time = GameTime;
2008 ai_do_cloak_stuff();
2011 if (Game_mode & GM_MULTI_ROBOTS)
2012 multi_strip_robots(pnum);
2015 if (Newdemo_state == ND_STATE_RECORDING)
2016 newdemo_record_multi_cloak(pnum);
2020 multi_do_decloak(char *buf)
2024 pnum = (int)(buf[1]);
2026 if (Newdemo_state == ND_STATE_RECORDING)
2027 newdemo_record_multi_decloak(pnum);
2032 multi_do_door_open(char *buf)
2040 GET_INTEL_SHORT(segnum, buf+1);
2044 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2046 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2052 seg = &Segments[segnum];
2054 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2059 w = &Walls[seg->sides[side].wall_num];
2061 if (w->type == WALL_BLASTABLE)
2063 if (!(w->flags & WALL_BLASTED))
2065 mprintf((0, "Blasting wall by remote command.\n"));
2066 wall_destroy(seg, side);
2070 else if (w->state != WALL_DOOR_OPENING)
2072 wall_open_door(seg, side);
2079 // mprintf((0, "Door already opening!\n"));
2083 multi_do_create_explosion(char *buf)
2088 pnum = buf[count++];
2090 // mprintf((0, "Creating small fireball.\n"));
2091 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2095 multi_do_controlcen_fire(char *buf)
2097 vms_vector to_target;
2102 memcpy(&to_target, buf+count, 12); count += 12;
2103 #ifdef WORDS_BIGENDIAN // swap the vector to_target
2104 to_target.x = (fix)INTEL_INT((int)to_target.x);
2105 to_target.y = (fix)INTEL_INT((int)to_target.y);
2106 to_target.z = (fix)INTEL_INT((int)to_target.z);
2108 gun_num = buf[count]; count += 1;
2109 GET_INTEL_SHORT(objnum, buf+count); count += 2;
2111 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2115 multi_do_create_powerup(char *buf)
2125 if (Endlevel_sequence || Control_center_destroyed)
2128 pnum = buf[count++];
2129 powerup_type = buf[count++];
2130 GET_INTEL_SHORT(segnum, buf+count); count+=2;
2131 GET_INTEL_SHORT(objnum, buf+count); count+=2;
2133 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2138 memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
2139 #ifdef WORDS_BIGENDIAN
2140 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2141 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2142 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2146 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2148 if (my_objnum < 0) {
2149 mprintf((0, "Could not create new powerup!\n"));
2153 if (Network_send_objects && network_objnum_is_past(my_objnum))
2155 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2156 Network_send_objnum = -1;
2159 Objects[my_objnum].pos = new_pos;
2161 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2163 obj_relink(my_objnum, segnum);
2165 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2167 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2168 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2170 if (Game_mode & GM_NETWORK)
2171 PowerupsInMine[(int)powerup_type]++;
2175 multi_do_play_sound(char *buf)
2177 int pnum = (int)(buf[1]);
2178 int sound_num = (int)(buf[2]);
2179 fix volume = (int)(buf[3]) << 12;
2181 if (!Players[pnum].connected)
2184 Assert(Players[pnum].objnum >= 0);
2185 Assert(Players[pnum].objnum <= Highest_object_index);
2187 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2191 multi_do_score(char *buf)
2193 int pnum = (int)(buf[1]);
2195 if ((pnum < 0) || (pnum >= N_players))
2197 Int3(); // Non-terminal, see rob
2201 if (Newdemo_state == ND_STATE_RECORDING) {
2203 GET_INTEL_INT(score, buf+2);
2204 newdemo_record_multi_score(pnum, score);
2207 GET_INTEL_INT(Players[pnum].score, buf+2);
2209 multi_sort_kill_list();
2213 multi_do_trigger(char *buf)
2215 int pnum = (int)(buf[1]);
2216 int trigger = (int)(buf[2]);
2218 mprintf ((0,"MULTI doing trigger!\n"));
2220 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2222 Int3(); // Got trigger from illegal playernum
2225 if ((trigger < 0) || (trigger >= Num_triggers))
2227 Int3(); // Illegal trigger number in multiplayer
2230 check_trigger_sub(trigger, pnum,0);
2233 void multi_do_drop_marker (char *buf)
2236 int pnum=(int)(buf[1]);
2237 int mesnum=(int)(buf[2]);
2238 vms_vector position;
2240 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2243 GET_INTEL_INT(position.x, buf+3);
2244 GET_INTEL_INT(position.y, buf+7);
2245 GET_INTEL_INT(position.z, buf+11);
2248 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2250 MarkerPoint[(pnum*2)+mesnum]=position;
2252 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2253 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2255 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2256 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2257 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2261 void multi_do_hostage_door_status(char *buf)
2263 // Update hit point status of a door
2269 GET_INTEL_SHORT(wallnum, buf+count); count += 2;
2270 GET_INTEL_INT(hps, buf+count); count += 4;
2272 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2274 Int3(); // Non-terminal, see Rob
2278 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2280 if (hps < Walls[wallnum].hps)
2281 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2284 void multi_do_save_game(char *buf)
2291 slot = *(ubyte *)(buf+count); count += 1;
2292 GET_INTEL_INT(id, buf+count); count += 4;
2293 memcpy( desc, &buf[count], 20 ); count += 20;
2295 multi_save_game( slot, id, desc );
2298 void multi_do_restore_game(char *buf)
2304 slot = *(ubyte *)(buf+count); count += 1;
2305 GET_INTEL_INT(id, buf+count); count += 4;
2307 multi_restore_game( slot, id );
2311 void multi_do_req_player(char *buf)
2315 // Send my netplayer_stats to everyone!
2316 player_n = *(ubyte *)(buf+1);
2317 if ( (player_n == Player_num) || (player_n == 255) ) {
2318 extract_netplayer_stats( &ps, &Players[Player_num] );
2319 ps.Player_num = Player_num;
2320 ps.message_type = MULTI_SEND_PLAYER; // SET
2321 multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 0);
2325 void multi_do_send_player(char *buf)
2327 // Got a player packet from someone!!!
2328 netplayer_stats * p;
2329 p = (netplayer_stats *)buf;
2331 Assert( p->Player_num <= N_players );
2333 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2334 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2336 use_netplayer_stats( &Players[p->Player_num], p );
2340 multi_reset_stuff(void)
2342 // A generic, emergency function to solve problems that crop up
2343 // when a player exits quick-out from the game because of a
2344 // serial connection loss. Fixes several weird bugs!
2348 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2350 Dead_player_camera = 0;
2351 Endlevel_sequence = 0;
2356 multi_reset_player_object(object *objp)
2360 //Init physics for a non-console player
2362 Assert(objp >= Objects);
2363 Assert(objp <= Objects+Highest_object_index);
2364 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2366 vm_vec_zero(&objp->mtype.phys_info.velocity);
2367 vm_vec_zero(&objp->mtype.phys_info.thrust);
2368 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2369 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2370 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2371 objp->mtype.phys_info.mass = Player_ship->mass;
2372 objp->mtype.phys_info.drag = Player_ship->drag;
2373 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2374 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2378 objp->render_type = RT_POLYOBJ;
2379 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2380 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2381 for (i=0;i<MAX_SUBMODELS;i++)
2382 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2384 //reset textures for this, if not player 0
2386 multi_reset_object_texture (objp);
2392 if (objp->type == OBJ_GHOST)
2393 objp->render_type = RT_NONE;
2397 void multi_reset_object_texture (object *objp)
2401 if (Game_mode & GM_TEAM)
2402 id = get_team(objp->id);
2407 objp->rtype.pobj_info.alt_textures=0;
2409 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2411 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2412 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2414 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2415 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2417 objp->rtype.pobj_info.alt_textures = id;
2425 extern int TTRecv[];
2426 extern FILE *RecieveLogFile;
2430 multi_process_bigdata(char *buf, int len)
2432 // Takes a bunch of messages, check them for validity,
2433 // and pass them to multi_process_data.
2435 int type, sub_len, bytes_processed = 0;
2437 while( bytes_processed < len ) {
2438 type = buf[bytes_processed];
2440 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2441 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2444 sub_len = message_length[type];
2446 Assert(sub_len > 0);
2448 if ( (bytes_processed+sub_len) > len ) {
2449 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2454 multi_process_data(&buf[bytes_processed], sub_len);
2455 bytes_processed += sub_len;
2460 // Part 2 : Functions that send communication messages to inform the other
2461 // players of something we did.
2465 multi_send_fire(void)
2467 if (!Network_laser_fired)
2470 multibuf[0] = (char)MULTI_FIRE;
2471 multibuf[1] = (char)Player_num;
2472 multibuf[2] = (char)Network_laser_gun;
2473 multibuf[3] = (char)Network_laser_level;
2474 multibuf[4] = (char)Network_laser_flags;
2475 multibuf[5] = (char)Network_laser_fired;
2477 PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
2479 multi_send_data(multibuf, 8, 0);
2481 Network_laser_fired = 0;
2485 multi_send_destroy_controlcen(int objnum, int player)
2487 if (player == Player_num)
2488 HUD_init_message(TXT_YOU_DEST_CONTROL);
2489 else if ((player > 0) && (player < N_players))
2490 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2492 HUD_init_message(TXT_CONTROL_DESTROYED);
2494 multibuf[0] = (char)MULTI_CONTROLCEN;
2495 PUT_INTEL_SHORT(multibuf+1, objnum);
2496 multibuf[3] = player;
2497 multi_send_data(multibuf, 4, 2);
2500 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2504 if (player<N_players)
2506 mprintf ((0,"Sending MARKER drop!\n"));
2507 multibuf[0]=(char)MULTI_MARKER;
2508 multibuf[1]=(char)player;
2509 multibuf[2]=messagenum;
2510 PUT_INTEL_INT(multibuf+3, position.x);
2511 PUT_INTEL_INT(multibuf+7, position.y);
2512 PUT_INTEL_INT(multibuf+11, position.z);
2514 multibuf[15+i]=text[i];
2516 multi_send_data(multibuf, 55, 1);
2520 multi_send_endlevel_start(int secret)
2522 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2523 multibuf[1] = Player_num;
2524 multibuf[2] = (char)secret;
2526 if ((secret) && !multi_goto_secret)
2527 multi_goto_secret = 1;
2528 else if (!multi_goto_secret)
2529 multi_goto_secret = 2;
2531 multi_send_data(multibuf, 3, 1);
2532 if (Game_mode & GM_NETWORK)
2534 Players[Player_num].connected = 5;
2535 network_send_endlevel_packet();
2540 multi_send_player_explode(char type)
2545 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2547 multi_send_position(Players[Player_num].objnum);
2549 if (Network_send_objects)
2551 mprintf((0, "Resetting object sync due to player explosion.\n"));
2552 Network_send_objnum = -1;
2555 multibuf[count++] = type;
2556 multibuf[count++] = Player_num;
2558 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
2560 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
2562 multibuf[count++] = (char)Players[Player_num].laser_level;
2564 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2565 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2566 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2567 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2568 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2570 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2571 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2572 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2573 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2574 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2576 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
2578 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
2580 PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
2583 multibuf[count++] = Net_create_loc;
2585 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2587 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2589 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2591 for (i = 0; i < Net_create_loc; i++)
2593 if (Net_create_objnums[i] <= 0) {
2594 Int3(); // Illegal value in created egg object numbers
2599 PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
2601 // We created these objs so our local number = the network number
2602 map_objnum_local_to_local((short)Net_create_objnums[i]);
2607 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2609 if (count > message_length[MULTI_PLAYER_EXPLODE])
2614 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2615 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2616 multi_send_decloak();
2617 if (Game_mode & GM_MULTI_ROBOTS)
2618 multi_strip_robots(Player_num);
2621 extern ubyte Secondary_weapon_to_powerup[];
2622 extern ubyte Primary_weapon_to_powerup[];
2624 // put a lid on how many objects will be spewed by an exploding player
2625 // to prevent rampant powerups in netgames
2627 void multi_cap_objects ()
2632 if (!(Game_mode & GM_NETWORK))
2635 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2637 type=Primary_weapon_to_powerup[index];
2638 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2639 if(Players[Player_num].primary_weapon_flags & (1 << index))
2641 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2642 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2643 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2648 // Don't do the adjustment stuff for Hoard mode
2649 if (!(Game_mode & GM_HOARD))
2650 Players[Player_num].secondary_ammo[2]/=4;
2652 Players[Player_num].secondary_ammo[7]/=4;
2654 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2656 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2659 type=Secondary_weapon_to_powerup[index];
2661 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2663 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2664 Players[Player_num].secondary_ammo[index]=0;
2666 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2668 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2672 if (!(Game_mode & GM_HOARD))
2673 Players[Player_num].secondary_ammo[2]*=4;
2674 Players[Player_num].secondary_ammo[7]*=4;
2676 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2677 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2678 Players[Player_num].laser_level=0;
2680 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2681 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2682 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2684 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2685 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2686 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2688 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2689 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2690 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2692 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2693 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2694 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2696 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2697 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2698 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2700 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2701 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2702 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2704 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2705 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2706 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2708 if (Game_mode & GM_CAPTURE)
2710 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2712 if (get_team(Player_num)==TEAM_RED)
2713 flagtype=POW_FLAG_BLUE;
2715 flagtype=POW_FLAG_RED;
2717 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2718 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2724 // adds players inventory to multi cap
2726 void multi_adjust_cap_for_player (int pnum)
2732 if (!(Game_mode & GM_NETWORK))
2735 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2737 type=Primary_weapon_to_powerup[index];
2738 if (Players[pnum].primary_weapon_flags & (1 << index))
2739 MaxPowerupsAllowed[(int)type]++;
2742 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2744 type=Secondary_weapon_to_powerup[index];
2745 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2748 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2749 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2751 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2752 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2754 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2755 MaxPowerupsAllowed[POW_CLOAK]++;
2757 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2758 MaxPowerupsAllowed[POW_FULL_MAP]++;
2760 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2761 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2763 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2764 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2766 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2767 MaxPowerupsAllowed[POW_CONVERTER]++;
2769 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2770 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2773 void multi_adjust_remote_cap (int pnum)
2779 if (!(Game_mode & GM_NETWORK))
2782 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2784 type=Primary_weapon_to_powerup[index];
2785 if (Players[pnum].primary_weapon_flags & (1 << index))
2786 PowerupsInMine[(int)type]++;
2789 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2791 type=Secondary_weapon_to_powerup[index];
2793 if ((Game_mode & GM_HOARD) && index==2)
2796 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2797 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2799 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2803 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2804 PowerupsInMine[POW_SUPER_LASER]++;
2806 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2807 PowerupsInMine[POW_QUAD_FIRE]++;
2809 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2810 PowerupsInMine[POW_CLOAK]++;
2812 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2813 PowerupsInMine[POW_FULL_MAP]++;
2815 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2816 PowerupsInMine[POW_AFTERBURNER]++;
2818 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2819 PowerupsInMine[POW_AMMO_RACK]++;
2821 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2822 PowerupsInMine[POW_CONVERTER]++;
2824 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2825 PowerupsInMine[POW_HEADLIGHT]++;
2830 multi_send_message(void)
2833 if (Network_message_reciever != -1)
2835 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2836 multibuf[loc] = (char)Player_num; loc += 1;
2837 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2838 multibuf[loc-1] = '\0';
2839 multi_send_data(multibuf, loc, 0);
2840 Network_message_reciever = -1;
2845 multi_send_reappear()
2847 multibuf[0] = (char)MULTI_REAPPEAR;
2848 PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
2850 multi_send_data(multibuf, 3, 2);
2851 PKilledFlags[Player_num]=0;
2855 multi_send_position(int objnum)
2857 #ifdef WORDS_BIGENDIAN
2862 if (Game_mode & GM_NETWORK) {
2866 multibuf[count++] = (char)MULTI_POSITION;
2867 #ifndef WORDS_BIGENDIAN
2868 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2869 count += sizeof(shortpos);
2871 create_shortpos(&sp, Objects+objnum, 1);
2872 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2874 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2878 multi_send_data(multibuf, count, 0);
2882 multi_send_kill(int objnum)
2884 // I died, tell the world.
2889 Assert(Objects[objnum].id == Player_num);
2890 killer_objnum = Players[Player_num].killer_objnum;
2892 multi_compute_kill(killer_objnum, objnum);
2894 multibuf[0] = (char)MULTI_KILL; count += 1;
2895 multibuf[1] = Player_num; count += 1;
2896 if (killer_objnum > -1) {
2897 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2899 s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
2900 PUT_INTEL_SHORT(multibuf+count, s);
2904 PUT_INTEL_SHORT(multibuf+count, -1);
2905 multibuf[count+2] = (char)-1;
2908 multi_send_data(multibuf, count, 1);
2911 if (Game_mode & GM_MULTI_ROBOTS)
2912 multi_strip_robots(Player_num);
2917 multi_send_remobj(int objnum)
2919 // Tell the other guy to remove an object from his list
2922 short remote_objnum;
2924 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2926 if (PowerupsInMine[Objects[objnum].id] > 0)
2928 PowerupsInMine[Objects[objnum].id]--;
2929 if (multi_powerup_is_4pack (Objects[objnum].id))
2931 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2933 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2934 PowerupsInMine[Objects[objnum].id-1]=0;
2936 PowerupsInMine[Objects[objnum].id-1]-=4;
2942 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2944 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2946 PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
2948 multibuf[3] = obj_owner;
2950 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2952 multi_send_data(multibuf, 4, 0);
2954 if (Network_send_objects && network_objnum_is_past(objnum))
2956 mprintf((0, "Resetting object sync due to object removal.\n"));
2957 Network_send_objnum = -1;
2962 multi_send_quit(int why)
2964 // I am quitting the game, tell the other guy the bad news.
2966 Assert (why == MULTI_QUIT);
2968 multibuf[0] = (char)why;
2969 multibuf[1] = Player_num;
2970 multi_send_data(multibuf, 2, 1);
2975 multi_send_cloak(void)
2977 // Broadcast a change in our pflags (made to support cloaking)
2979 multibuf[0] = MULTI_CLOAK;
2980 multibuf[1] = (char)Player_num;
2982 multi_send_data(multibuf, 2, 1);
2985 if (Game_mode & GM_MULTI_ROBOTS)
2986 multi_strip_robots(Player_num);
2991 multi_send_decloak(void)
2993 // Broadcast a change in our pflags (made to support cloaking)
2995 multibuf[0] = MULTI_DECLOAK;
2996 multibuf[1] = (char)Player_num;
2998 multi_send_data(multibuf, 2, 1);
3002 multi_send_door_open(int segnum, int side,ubyte flag)
3004 // When we open a door make sure everyone else opens that door
3006 multibuf[0] = MULTI_DOOR_OPEN;
3007 PUT_INTEL_SHORT(multibuf+1, segnum );
3008 multibuf[3] = (sbyte)side;
3011 multi_send_data(multibuf, 5, 2);
3014 extern void network_send_naked_packet (char *,short,int);
3017 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
3019 // For sending doors only to a specific person (usually when they're joining)
3021 Assert (Game_mode & GM_NETWORK);
3022 // Assert (pnum>-1 && pnum<N_players);
3024 multibuf[0] = MULTI_DOOR_OPEN;
3025 PUT_INTEL_SHORT(multibuf+1, segnum);
3026 multibuf[3] = (sbyte)side;
3029 network_send_naked_packet(multibuf, 5, pnum);
3033 // Part 3 : Functions that change or prepare the game for multiplayer use.
3034 // Not including functions needed to syncronize or start the
3035 // particular type of multiplayer game. Includes preparing the
3036 // mines, player structures, etc.
3039 multi_send_create_explosion(int pnum)
3041 // Send all data needed to create a remote explosion
3045 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3046 multibuf[count] = (sbyte)pnum; count += 1;
3050 multi_send_data(multibuf, count, 0);
3054 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3056 #ifdef WORDS_BIGENDIAN
3057 vms_vector swapped_vec;
3061 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3062 #ifndef WORDS_BIGENDIAN
3063 memcpy(multibuf+count, to_goal, 12); count += 12;
3065 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3066 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3067 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3068 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3070 multibuf[count] = (char)best_gun_num; count += 1;
3071 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3074 multi_send_data(multibuf, count, 0);
3078 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3080 // Create a powerup on a remote machine, used for remote
3081 // placement of used powerups like missiles and cloaking
3084 #ifdef WORDS_BIGENDIAN
3085 vms_vector swapped_vec;
3089 if (Game_mode & GM_NETWORK)
3090 PowerupsInMine[powerup_type]++;
3092 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3093 multibuf[count] = Player_num; count += 1;
3094 multibuf[count] = powerup_type; count += 1;
3095 PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
3096 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3097 #ifndef WORDS_BIGENDIAN
3098 memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
3100 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3101 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3102 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3103 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3107 multi_send_data(multibuf, count, 2);
3109 if (Network_send_objects && network_objnum_is_past(objnum))
3111 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3112 Network_send_objnum = -1;
3115 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3116 map_objnum_local_to_local(objnum);
3120 multi_send_play_sound(int sound_num, fix volume)
3123 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3124 multibuf[count] = Player_num; count += 1;
3125 multibuf[count] = (char)sound_num; count += 1;
3126 multibuf[count] = (char)(volume >> 12); count += 1;
3129 multi_send_data(multibuf, count, 0);
3133 multi_send_audio_taunt(int taunt_num)
3135 return; // Taken out, awaiting sounds..
3138 int audio_taunts[4] = {
3139 SOUND_CONTROL_CENTER_WARNING_SIREN,
3140 SOUND_HOSTAGE_RESCUED,
3141 SOUND_REFUEL_STATION_GIVING_FUEL,
3146 Assert(taunt_num >= 0);
3147 Assert(taunt_num < 4);
3149 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3150 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3155 multi_send_score(void)
3157 // Send my current score to all other players so it will remain
3161 if (Game_mode & GM_MULTI_COOP) {
3162 multi_sort_kill_list();
3163 multibuf[count] = MULTI_SCORE; count += 1;
3164 multibuf[count] = Player_num; count += 1;
3165 PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
3166 multi_send_data(multibuf, count, 0);
3172 multi_send_save_game(ubyte slot, uint id, char * desc)
3176 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3177 multibuf[count] = slot; count += 1; // Save slot=0
3178 PUT_INTEL_INT(multibuf+count, id ); count += 4; // Save id
3179 memcpy( &multibuf[count], desc, 20 ); count += 20;
3181 multi_send_data(multibuf, count, 2);
3185 multi_send_restore_game(ubyte slot, uint id)
3189 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3190 multibuf[count] = slot; count += 1; // Save slot=0
3191 PUT_INTEL_INT(multibuf+count, id); count += 4; // Save id
3193 multi_send_data(multibuf, count, 2);
3197 multi_send_netplayer_stats_request(ubyte player_num)
3201 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3202 multibuf[count] = player_num; count += 1;
3204 multi_send_data(multibuf, count, 0 );
3208 multi_send_trigger(int triggernum)
3210 // Send an even to trigger something in the mine
3214 multibuf[count] = MULTI_TRIGGER; count += 1;
3215 multibuf[count] = Player_num; count += 1;
3216 multibuf[count] = (ubyte)triggernum; count += 1;
3218 mprintf ((0,"Sending trigger %d\n",triggernum));
3220 multi_send_data(multibuf, count, 1);
3221 //multi_send_data(multibuf, count, 1); // twice?
3225 multi_send_hostage_door_status(int wallnum)
3227 // Tell the other player what the hit point status of a hostage door
3232 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3234 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3235 PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
3236 PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
3238 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3240 multi_send_data(multibuf, count, 0);
3243 extern int ConsistencyCount;
3244 extern int Drop_afterburner_blob_flag;
3248 void multi_prep_level(void)
3250 // Do any special stuff to the level required for serial games
3251 // before we begin playing in it.
3253 // Player_num MUST be set before calling this procedure.
3255 // This function must be called before checksuming the Object array,
3256 // since the resulting checksum with depend on the value of Player_num
3257 // at the time this is called.
3260 int cloak_count, inv_count;
3262 Assert(Game_mode & GM_MULTI);
3264 Assert(NumNetPlayerPositions > 0);
3268 Drop_afterburner_blob_flag=0;
3271 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3274 for (i = 0; i < NumNetPlayerPositions; i++)
3276 if (i != Player_num)
3277 Objects[Players[i].objnum].control_type = CT_REMOTE;
3278 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3279 multi_reset_player_object(&Objects[Players[i].objnum]);
3280 LastPacketTime[i] = 0;
3284 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3286 robot_controlled[i] = -1;
3287 robot_agitation[i] = 0;
3292 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3294 if (!(Game_mode & GM_MULTI_COOP))
3296 multi_delete_extra_objects(); // Removes monsters from level
3299 if (Game_mode & GM_MULTI_ROBOTS)
3301 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3304 if (Game_mode & GM_NETWORK)
3306 multi_adjust_cap_for_player(Player_num);
3307 multi_send_powerup_update();
3308 ng=1; // ng means network game
3314 for (i=0; i<=Highest_object_index; i++)
3318 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3320 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);
3324 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3325 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3326 Objects[objnum].rtype.vclip_info.framenum = 0;
3327 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3328 Objects[objnum].mtype.phys_info.mass = F1_0;
3329 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3334 if (Objects[i].type == OBJ_POWERUP)
3336 if (Objects[i].id == POW_EXTRA_LIFE)
3338 if (ng && !Netgame.DoInvulnerability)
3340 Objects[i].id = POW_SHIELD_BOOST;
3341 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3342 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3346 Objects[i].id = POW_INVULNERABILITY;
3347 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3348 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3353 if (!(Game_mode & GM_MULTI_COOP))
3354 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3356 Objects[i].id = POW_SHIELD_BOOST;
3357 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3358 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3361 if (Objects[i].id == POW_INVULNERABILITY) {
3362 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3363 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3364 Objects[i].id = POW_SHIELD_BOOST;
3365 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3366 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3371 if (Objects[i].id == POW_CLOAK) {
3372 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3373 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3374 Objects[i].id = POW_SHIELD_BOOST;
3375 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3376 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3381 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3382 bash_to_shield (i,"afterburner");
3383 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3384 bash_to_shield (i,"fusion");
3385 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3386 bash_to_shield (i,"phoenix");
3388 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3389 bash_to_shield (i,"helix");
3391 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3392 bash_to_shield (i,"mega");
3394 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3395 bash_to_shield (i,"smartmissile");
3397 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3398 bash_to_shield (i,"gauss");
3400 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3401 bash_to_shield (i,"vulcan");
3403 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3404 bash_to_shield (i,"plasma");
3406 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3407 bash_to_shield (i,"omega");
3409 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3410 bash_to_shield (i,"superlaser");
3412 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3413 bash_to_shield (i,"proximity");
3415 // Special: Make all proximity bombs into shields if in
3416 // hoard mode because we use the proximity slot in the
3417 // player struct to signify how many orbs the player has.
3419 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3420 bash_to_shield (i,"proximity");
3422 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3423 bash_to_shield(i,"vulcan ammo");
3425 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3426 bash_to_shield (i,"spread");
3427 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3428 bash_to_shield (i,"smartmine");
3429 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3430 bash_to_shield (i,"flash");
3431 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3432 bash_to_shield (i,"flash");
3433 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3434 bash_to_shield (i,"guided");
3435 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3436 bash_to_shield (i,"guided");
3437 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3438 bash_to_shield (i,"earth");
3439 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3440 bash_to_shield (i,"Mercury");
3441 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3442 bash_to_shield (i,"Mercury");
3443 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3444 bash_to_shield (i,"Converter");
3445 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3446 bash_to_shield (i,"Ammo rack");
3447 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3448 bash_to_shield (i,"Headlight");
3449 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3450 bash_to_shield (i,"Laser powerup");
3451 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3452 bash_to_shield (i,"Homing");
3453 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3454 bash_to_shield (i,"Homing");
3455 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3456 bash_to_shield (i,"Quad Lasers");
3457 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3458 bash_to_shield (i,"Blue flag");
3459 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3460 bash_to_shield (i,"Red flag");
3464 if (Game_mode & GM_HOARD)
3467 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3468 multi_apply_goal_textures();
3470 multi_sort_kill_list();
3472 multi_show_player_list();
3474 ConsoleObject->control_type = CT_FLYING;
3476 reset_player_object();
3480 int Goal_blue_segnum,Goal_red_segnum;
3482 void multi_apply_goal_textures()
3488 for (i=0; i <= Highest_segment_index; i++)
3491 seg2 = &Segment2s[i];
3493 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3496 Goal_blue_segnum = i;
3498 if (Game_mode & GM_HOARD)
3499 tex=find_goal_texture (TMI_GOAL_HOARD);
3501 tex=find_goal_texture (TMI_GOAL_BLUE);
3504 for (j = 0; j < 6; j++) {
3506 seg->sides[j].tmap_num=tex;
3508 seg->sides[j].uvls[v].l = i2f(100); //max out
3511 seg2->static_light = i2f(100); //make static light bright
3515 if (seg2->special==SEGMENT_IS_GOAL_RED)
3517 Goal_red_segnum = i;
3519 // Make both textures the same if Hoard mode
3521 if (Game_mode & GM_HOARD)
3522 tex=find_goal_texture (TMI_GOAL_HOARD);
3524 tex=find_goal_texture (TMI_GOAL_RED);
3527 for (j = 0; j < 6; j++) {
3529 seg->sides[j].tmap_num=tex;
3531 seg->sides[j].uvls[v].l = i2f(1000); //max out
3534 seg2->static_light = i2f(100); //make static light bright
3538 int find_goal_texture (ubyte t)
3542 for (i=0;i<NumTextures;i++)
3543 if (TmapInfo[i].flags & t)
3546 Int3(); // Hey, there is no goal texture for this PIG!!!!
3547 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3553 /* DPH: Moved to gameseq.c
3554 void bash_to_shield (int i,char *s)
3556 int type=Objects[i].id;
3558 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3560 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3562 Objects[i].id = POW_SHIELD_BOOST;
3563 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3564 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3568 void multi_set_robot_ai(void)
3570 // Go through the objects array looking for robots and setting
3571 // them to certain supported types of NET AI behavior.
3575 // for (i = 0; i <= Highest_object_index; i++)
3577 // if (Objects[i].type == OBJ_ROBOT) {
3578 // Objects[i].ai_info.REMOTE_OWNER = -1;
3579 // if (Objects[i].ai_info.behavior == AIB_STATION)
3580 // Objects[i].ai_info.behavior = AIB_NORMAL;
3585 int multi_delete_extra_objects()
3591 // Go through the object list and remove any objects not used in
3592 // 'Anarchy!' games.
3594 // This function also prints the total number of available multiplayer
3595 // positions in this level, even though this should always be 8 or more!
3598 for (i=0;i<=Highest_object_index;i++) {
3599 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3601 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3603 else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
3604 // Before deleting object, if it's a robot, drop it's special powerup, if any
3605 if (objp->type == OBJ_ROBOT)
3606 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3607 object_create_egg(objp);
3616 void change_playernum_to( int new_Player_num )
3618 if (Player_num > -1)
3619 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3620 Player_num = new_Player_num;
3623 int multi_all_players_alive()
3626 for (i=0;i<N_players;i++)
3628 if (PKilledFlags[i] && Players[i].connected)
3634 void multi_initiate_save_game()
3641 if ((Endlevel_sequence) || (Control_center_destroyed))
3644 if (!multi_all_players_alive())
3646 HUD_init_message ("Can't save...all players must be alive!");
3650 //multi_send_netplayer_stats_request(255);
3655 slot = state_get_save_file(filename, desc, 1 );
3664 // Make a unique game id
3665 game_id = timer_get_fixed_seconds();
3666 game_id ^= N_players<<4;
3667 for (i=0; i<N_players; i++ )
3668 game_id ^= *(uint *)Players[i].callsign;
3669 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3671 mprintf(( 1, "Game_id = %8x\n", game_id));
3672 multi_send_save_game(slot, game_id, desc );
3674 multi_save_game(slot,game_id, desc );
3677 extern int state_get_game_id(char *);
3679 void multi_initiate_restore_game()
3684 if ((Endlevel_sequence) || (Control_center_destroyed))
3687 if (!multi_all_players_alive())
3689 HUD_init_message ("Can't restore...all players must be alive!");
3694 slot = state_get_restore_file(filename,1);
3699 state_game_id=state_get_game_id (filename);
3705 multi_send_restore_game(slot,state_game_id);
3707 multi_restore_game(slot,state_game_id);
3710 void multi_save_game(ubyte slot, uint id, char *desc)
3714 if ((Endlevel_sequence) || (Control_center_destroyed))
3718 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3720 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3722 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3723 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3726 state_save_all_sub(filename, desc, 0 );
3729 void multi_restore_game(ubyte slot, uint id)
3732 player saved_player;
3736 if ((Endlevel_sequence) || (Control_center_destroyed))
3739 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3740 saved_player = Players[Player_num];
3742 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3744 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3747 for (i=0;i<N_players;i++)
3748 multi_strip_robots(i);
3750 thisid=state_get_game_id (filename);
3753 multi_bad_restore ();
3757 pnum=state_restore_all_sub( filename, 1, 0 );
3759 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3762 if (state_game_id != id ) {
3763 // Game doesn't match!!!
3764 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3765 Game_mode |= GM_GAME_OVER;
3766 Function_mode = FMODE_MENU;
3767 longjmp(LeaveGame, 0);
3770 change_playernum_to(pnum-1);
3771 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3772 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3773 Players[Player_num].connected = saved_player.connected;
3774 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3775 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3776 Viewer = ConsoleObject = &Objects[pnum-1];
3782 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3786 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3787 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3788 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3789 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3790 ps->laser_level = pd->laser_level; // Current level of the laser.
3791 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3792 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3793 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3794 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3795 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3796 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3798 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3799 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3801 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3802 ps->score=INTEL_INT(pd->score); // Current score.
3803 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3804 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3805 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3806 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3807 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3808 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3809 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3810 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3811 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3812 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3813 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3814 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3815 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3818 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3822 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3823 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3824 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3825 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3826 ps->laser_level = pd->laser_level; // Current level of the laser.
3827 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3828 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3829 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3830 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3831 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3832 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3833 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3834 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3835 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3836 ps->score = INTEL_INT(pd->score); // Current score.
3837 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3838 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3839 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3840 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3841 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3842 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3843 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3844 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3845 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3846 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3847 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3848 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3849 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3852 void multi_send_drop_weapon (int objnum,int seed)
3858 objp = &Objects[objnum];
3860 ammo_count = objp->ctype.powerup_info.count;
3862 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3863 ammo_count = F1_0 - 1; //make fit in short
3865 Assert(ammo_count < F1_0); //make sure fits in short
3867 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3868 multibuf[count++]=(char)objp->id;
3870 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
3871 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
3872 PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
3873 PUT_INTEL_INT(multibuf+count, seed);
3875 map_objnum_local_to_local(objnum);
3877 if (Game_mode & GM_NETWORK)
3878 PowerupsInMine[objp->id]++;
3880 multi_send_data(multibuf, 12, 2);
3883 void multi_do_drop_weapon (char *buf)
3885 int pnum,ammo,objnum,remote_objnum,seed;
3889 powerup_id=(int)(buf[1]);
3890 GET_INTEL_SHORT(pnum, buf+2);
3891 GET_INTEL_SHORT(remote_objnum, buf+4);
3892 GET_INTEL_SHORT(ammo, buf+6);
3893 GET_INTEL_INT(seed, buf+8);
3895 objp = &Objects[Players[pnum].objnum];
3897 objnum = spit_powerup(objp, powerup_id, seed);
3899 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3902 Objects[objnum].ctype.powerup_info.count = ammo;
3904 if (Game_mode & GM_NETWORK)
3905 PowerupsInMine[powerup_id]++;
3907 mprintf ((0,"Dropped weapon %d!\n"));
3911 void multi_send_guided_info (object *miss,char done)
3913 #ifdef WORDS_BIGENDIAN
3918 mprintf ((0,"Sending guided info!\n"));
3920 multibuf[count++]=(char)MULTI_GUIDED;
3921 multibuf[count++]=(char)Player_num;
3922 multibuf[count++]=done;
3924 #ifndef WORDS_BIGENDIAN
3925 create_shortpos((shortpos *)(multibuf+count), miss,0);
3926 count+=sizeof(shortpos);
3928 create_shortpos(&sp, miss, 1);
3929 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3931 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3935 multi_send_data(multibuf, count, 0);
3938 void multi_do_guided (char *buf)
3943 #ifdef WORDS_BIGENDIAN
3947 if (Guided_missile[(int)pnum]==NULL)
3951 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3958 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3964 release_guided_missile(pnum);
3969 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3971 Int3(); // Get Jason immediately!
3975 #ifndef WORDS_BIGENDIAN
3976 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3978 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3979 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3980 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3983 count+=sizeof (shortpos);
3985 update_object_seg(Guided_missile[(int)pnum]);
3988 void multi_send_stolen_items ()
3991 multibuf[0]=MULTI_STOLEN_ITEMS;
3993 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3995 multibuf[i+1]=Stolen_items[i];
3996 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3997 count++; // So I like to break my stuff into smaller chunks, so what?
4000 multi_send_data(multibuf, count, 1);
4003 void multi_do_stolen_items (char *buf)
4007 mprintf ((0,"Recieved a stolen item packet...\n"));
4009 for (i=0;i<MAX_STOLEN_ITEMS;i++)
4011 Stolen_items[i]=buf[i+1];
4012 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
4017 extern void network_send_important_packet (char *,int);
4019 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
4022 multibuf[count]=MULTI_WALL_STATUS; count++;
4023 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4024 multibuf[count]=type; count++;
4025 multibuf[count]=flags; count++;
4026 multibuf[count]=state; count++;
4029 if (Game_mode & GM_NETWORK)
4031 network_send_important_packet (multibuf,count);
4032 network_send_important_packet (multibuf,count);
4037 multi_send_data(multibuf, count, 1); // twice, just to be sure
4038 multi_send_data(multibuf, count, 1);
4041 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4043 // Send wall states a specific rejoining player
4047 Assert (Game_mode & GM_NETWORK);
4048 //Assert (pnum>-1 && pnum<N_players);
4050 multibuf[count]=MULTI_WALL_STATUS; count++;
4051 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4052 multibuf[count]=type; count++;
4053 multibuf[count]=flags; count++;
4054 multibuf[count]=state; count++;
4056 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4057 network_send_naked_packet(multibuf, count,pnum);
4060 void multi_do_wall_status (char *buf)
4063 ubyte flag,type,state;
4065 GET_INTEL_SHORT(wallnum, buf+1);
4070 Assert (wallnum>=0);
4071 Walls[wallnum].type=type;
4072 Walls[wallnum].flags=flag;
4073 //Assert(state <= 4);
4074 Walls[wallnum].state=state;
4076 if (Walls[wallnum].type==WALL_OPEN)
4078 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4079 //digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4083 //mprintf ((0,"Got a walls packet.\n"));
4086 void multi_send_jason_cheat (int num)
4092 void multi_send_kill_goal_counts()
4095 multibuf[0]=MULTI_KILLGOALS;
4097 for (i=0;i<MAX_PLAYERS;i++)
4099 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4103 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4104 multi_send_data(multibuf, count, 1);
4107 void multi_do_kill_goal_counts(char *buf)
4111 for (i=0;i<MAX_PLAYERS;i++)
4113 Players[i].KillGoalCount=*(char *)(buf+count);
4114 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4120 void multi_send_heartbeat ()
4122 if (!Netgame.PlayTimeAllowed)
4125 multibuf[0]=MULTI_HEARTBEAT;
4126 PUT_INTEL_INT(multibuf+1, ThisLevelTime);
4127 multi_send_data(multibuf, 5, 0);
4130 void multi_do_heartbeat (char *buf)
4134 GET_INTEL_INT(num, buf+1);
4139 void multi_check_for_killgoal_winner ()
4141 int i,best=0,bestnum=0;
4144 if (Control_center_destroyed)
4147 for (i=0;i<N_players;i++)
4149 if (Players[i].KillGoalCount>best)
4151 best=Players[i].KillGoalCount;
4156 if (bestnum==Player_num)
4158 HUD_init_message("You have the best score at %d kills!",best);
4159 //Players[Player_num].shields=i2f(200);
4163 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4165 HUD_init_message ("The control center has been destroyed!");
4167 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4168 net_destroy_controlcen (objp);
4171 void multi_send_seismic (fix start,fix end)
4175 multibuf[0]=MULTI_SEISMIC;
4176 PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
4177 PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
4179 multi_send_data(multibuf, count, 1);
4182 extern fix Seismic_disturbance_start_time;
4183 extern fix Seismic_disturbance_end_time;
4185 void multi_do_seismic (char *buf)
4187 GET_INTEL_INT(Seismic_disturbance_start_time, buf+1);
4188 GET_INTEL_INT(Seismic_disturbance_end_time, buf+5);
4189 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4192 void multi_send_light (int segnum,ubyte val)
4195 multibuf[0]=MULTI_LIGHT;
4196 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4197 *(char *)(multibuf+count)=val; count++;
4200 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4201 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4203 multi_send_data(multibuf, count, 1);
4205 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4209 Assert (Game_mode & GM_NETWORK);
4210 // Assert (pnum>-1 && pnum<N_players);
4212 multibuf[0]=MULTI_LIGHT;
4213 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4214 *(char *)(multibuf+count)=val; count++;
4218 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4219 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4221 network_send_naked_packet(multibuf, count, pnum);
4224 void multi_do_light (char *buf)
4227 ubyte sides=*(char *)(buf+5);
4229 GET_INTEL_INT(seg, buf+1);
4232 if ((sides & (1<<i)))
4234 subtract_light (seg,i);
4235 GET_INTEL_SHORT(Segments[seg].sides[i].tmap_num2, buf+(6+(2*i)) );
4236 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4241 //@@void multi_send_start_trigger(int triggernum)
4243 //@@ // Send an even to trigger something in the mine
4247 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4248 //@@ multibuf[count] = Player_num; count += 1;
4249 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4251 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4252 //@@ multi_send_data(multibuf, count, 2);
4254 //@@void multi_do_start_trigger(char *buf)
4256 //@@ int pnum = buf[1];
4257 //@@ int trigger = buf[2];
4259 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4261 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4263 //@@ Int3(); // Got trigger from illegal playernum
4266 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4268 //@@ Int3(); // Illegal trigger number in multiplayer
4272 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4273 //@@ check_trigger_sub(trigger, pnum,0);
4277 void multi_do_flags (char *buf)
4282 GET_INTEL_INT(flags, buf+2);
4283 if (pnum!=Player_num)
4284 Players[(int)pnum].flags=flags;
4287 void multi_send_flags (char pnum)
4289 multibuf[0]=MULTI_FLAGS;
4291 PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
4293 multi_send_data(multibuf, 6, 1);
4296 void multi_send_drop_blobs (char pnum)
4298 multibuf[0]=MULTI_DROP_BLOB;
4301 multi_send_data(multibuf, 2, 0);
4304 void multi_do_drop_blob (char *buf)
4307 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4310 void multi_send_powerup_update ()
4315 multibuf[0]=MULTI_POWERUP_UPDATE;
4316 for (i=0;i<MAX_POWERUP_TYPES;i++)
4317 multibuf[i+1]=MaxPowerupsAllowed[i];
4319 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4321 void multi_do_powerup_update (char *buf)
4325 for (i=0;i<MAX_POWERUP_TYPES;i++)
4326 if (buf[i+1]>MaxPowerupsAllowed[i])
4327 MaxPowerupsAllowed[i]=buf[i+1];
4330 extern active_door ActiveDoors[];
4331 extern int Num_open_doors; // Number of open doors
4334 #if 0 // never used...
4335 void multi_send_active_door (int i)
4339 multibuf[0]=MULTI_ACTIVE_DOOR;
4341 multibuf[2]=Num_open_doors;
4343 #ifndef WORDS_BIGENDIAN
4344 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4345 count += sizeof(active_door);
4347 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4348 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4349 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4350 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4351 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4352 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4354 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4355 multi_send_data (multibuf,count,1);
4357 #endif // 0 (never used)
4359 void multi_do_active_door (char *buf)
4361 char i = multibuf[1];
4362 Num_open_doors = buf[2];
4364 memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
4365 #ifdef WORDS_BIGENDIAN
4367 active_door *ad = &ActiveDoors[(int)i];
4368 ad->n_parts = INTEL_INT(ad->n_parts);
4369 ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
4370 ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
4371 ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
4372 ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
4373 ad->time = INTEL_INT(ad->time);
4375 #endif //WORDS_BIGENDIAN
4378 void multi_send_sound_function (char whichfunc, char sound)
4382 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4383 multibuf[1]=Player_num; count++;
4384 multibuf[2]=whichfunc; count++;
4385 #ifndef WORDS_BIGENDIAN
4386 *(uint *)(multibuf+count)=sound; count++;
4388 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4390 multi_send_data (multibuf,4,0);
4393 #define AFTERBURNER_LOOP_START 20098
4394 #define AFTERBURNER_LOOP_END 25776
4396 void multi_do_sound_function (char *buf)
4400 char pnum,whichfunc;
4403 if (Players[Player_num].connected!=1)
4411 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4412 else if (whichfunc==3)
4413 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4416 void multi_send_capture_bonus (char pnum)
4418 Assert (Game_mode & GM_CAPTURE);
4420 multibuf[0]=MULTI_CAPTURE_BONUS;
4423 multi_send_data (multibuf,2,1);
4424 multi_do_capture_bonus (multibuf);
4426 void multi_send_orb_bonus (char pnum)
4428 Assert (Game_mode & GM_HOARD);
4430 multibuf[0]=MULTI_ORB_BONUS;
4432 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4434 multi_send_data (multibuf,3,1);
4435 multi_do_orb_bonus (multibuf);
4437 void multi_do_capture_bonus(char *buf)
4439 // Figure out the results of a network kills and add it to the
4440 // appropriate player's tally.
4445 kmatrix_kills_changed = 1;
4447 if (pnum==Player_num)
4448 HUD_init_message("You have Scored!");
4450 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4452 if (pnum==Player_num)
4453 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4454 else if (get_team(pnum)==TEAM_RED)
4455 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4457 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4459 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4461 team_kills[get_team(pnum)] += 5;
4462 Players[(int)pnum].net_kills_total += 5;
4463 Players[(int)pnum].KillGoalCount+=5;
4465 if (Netgame.KillGoal>0)
4467 TheGoal=Netgame.KillGoal*5;
4469 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4471 if (pnum==Player_num)
4473 HUD_init_message("You reached the kill goal!");
4474 Players[Player_num].shields=i2f(200);
4477 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4479 HUD_init_message ("The control center has been destroyed!");
4480 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4484 multi_sort_kill_list();
4485 multi_show_player_list();
4488 int GetOrbBonus (char num)
4492 bonus=num*(num+1)/2;
4496 void multi_do_orb_bonus(char *buf)
4498 // Figure out the results of a network kills and add it to the
4499 // appropriate player's tally.
4503 int bonus=GetOrbBonus (buf[2]);
4505 kmatrix_kills_changed = 1;
4507 if (pnum==Player_num)
4508 HUD_init_message("You have scored %d points!",bonus);
4510 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4512 if (pnum==Player_num)
4513 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4514 else if (Game_mode & GM_TEAM)
4516 if (get_team(pnum)==TEAM_RED)
4517 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4519 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4522 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4524 if (bonus>PhallicLimit)
4526 if (pnum==Player_num)
4527 HUD_init_message ("You have the record with %d points!",bonus);
4529 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4530 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4535 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4537 team_kills[get_team(pnum)] += bonus;
4538 Players[(int)pnum].net_kills_total += bonus;
4539 Players[(int)pnum].KillGoalCount+=bonus;
4541 team_kills[get_team(pnum)]%=1000;
4542 Players[(int)pnum].net_kills_total%=1000;
4543 Players[(int)pnum].KillGoalCount%=1000;
4545 if (Netgame.KillGoal>0)
4547 TheGoal=Netgame.KillGoal*5;
4549 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4551 if (pnum==Player_num)
4553 HUD_init_message("You reached the kill goal!");
4554 Players[Player_num].shields=i2f(200);
4557 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4559 HUD_init_message ("The control center has been destroyed!");
4560 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4563 multi_sort_kill_list();
4564 multi_show_player_list();
4567 void multi_send_got_flag (char pnum)
4569 multibuf[0]=MULTI_GOT_FLAG;
4572 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4574 multi_send_data (multibuf,2,1);
4575 multi_send_flags (Player_num);
4579 digi_sound ReversedSound;
4581 void multi_send_got_orb (char pnum)
4583 multibuf[0]=MULTI_GOT_ORB;
4586 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4588 multi_send_data (multibuf,2,1);
4589 multi_send_flags (Player_num);
4592 void multi_do_got_flag (char *buf)
4596 if (pnum==Player_num)
4597 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4598 else if (get_team(pnum)==TEAM_RED)
4599 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4601 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4602 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4603 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4605 void multi_do_got_orb (char *buf)
4609 Assert (Game_mode & GM_HOARD);
4611 if (Game_mode & GM_TEAM)
4613 if (get_team(pnum)==get_team(Player_num))
4614 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4616 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4619 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4621 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4622 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4630 if (!(Game_mode & GM_HOARD))
4631 Int3(); // How did we get here? Get Leighton!
4633 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4635 HUD_init_message("No orbs to drop!");
4641 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4646 HUD_init_message("Orb dropped!");
4647 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4649 if ((Game_mode & GM_HOARD) && objnum>-1)
4650 multi_send_drop_flag(objnum,seed);
4652 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4654 // If empty, tell everyone to stop drawing the box around me
4655 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4656 multi_send_flags (Player_num);
4663 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4665 if (Game_mode & GM_HOARD)
4671 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4673 HUD_init_message("No flag to drop!");
4678 HUD_init_message("Flag dropped!");
4679 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4683 if (get_team (Player_num)==TEAM_RED)
4684 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4686 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4691 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4692 multi_send_drop_flag(objnum,seed);
4694 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4698 void multi_send_drop_flag (int objnum,int seed)
4703 objp = &Objects[objnum];
4705 multibuf[count++]=(char)MULTI_DROP_FLAG;
4706 multibuf[count++]=(char)objp->id;
4708 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
4709 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
4710 PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
4711 PUT_INTEL_INT(multibuf+count, seed);
4713 map_objnum_local_to_local(objnum);
4715 if (!(Game_mode & GM_HOARD))
4716 if (Game_mode & GM_NETWORK)
4717 PowerupsInMine[objp->id]++;
4719 multi_send_data(multibuf, 12, 2);
4722 void multi_do_drop_flag (char *buf)
4724 int pnum,ammo,objnum,remote_objnum,seed;
4729 GET_INTEL_SHORT(pnum, buf+2);
4730 GET_INTEL_SHORT(remote_objnum, buf+4);
4731 GET_INTEL_SHORT(ammo, buf+6);
4732 GET_INTEL_INT(seed, buf+8);
4734 objp = &Objects[Players[pnum].objnum];
4736 objnum = spit_powerup(objp, powerup_id, seed);
4738 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4741 Objects[objnum].ctype.powerup_info.count = ammo;
4743 if (!(Game_mode & GM_HOARD))
4745 if (Game_mode & GM_NETWORK)
4746 PowerupsInMine[powerup_id]++;
4747 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4749 mprintf ((0,"Dropped flag %d!\n"));
4753 void multi_bad_restore ()
4755 Function_mode = FMODE_MENU;
4756 nm_messagebox(NULL, 1, TXT_OK,
4757 "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.");
4758 Function_mode = FMODE_GAME;
4759 multi_quit_game = 1;
4760 multi_leave_menu = 1;
4761 multi_reset_stuff();
4764 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4765 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4766 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4767 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4768 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4769 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4770 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4771 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4774 void multi_send_robot_controls (char pnum)
4778 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4780 multibuf[0]=MULTI_ROBOT_CONTROLS;
4782 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4783 count+=(MAX_ROBOTS_CONTROLLED*4);
4784 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4785 count+=(MAX_ROBOTS_CONTROLLED*4);
4786 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4787 count+=(MAX_ROBOTS_CONTROLLED*4);
4788 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4789 count+=(MAX_ROBOTS_CONTROLLED*4);
4790 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4791 count+=(MAX_ROBOTS_CONTROLLED*4);
4792 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4793 count+=(MAX_ROBOTS_CONTROLLED*4);
4794 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4795 count+=(MAX_ROBOTS_CONTROLLED*4);
4797 network_send_naked_packet (multibuf,142,pnum);
4799 void multi_do_robot_controls(char *buf)
4803 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4805 if (buf[1]!=Player_num)
4807 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4811 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4812 count+=(MAX_ROBOTS_CONTROLLED*4);
4813 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4814 count+=(MAX_ROBOTS_CONTROLLED*4);
4815 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4816 count+=(MAX_ROBOTS_CONTROLLED*4);
4817 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4818 count+=(MAX_ROBOTS_CONTROLLED*4);
4819 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4820 count+=(MAX_ROBOTS_CONTROLLED*4);
4821 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4822 count+=(MAX_ROBOTS_CONTROLLED*4);
4823 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4824 count+=(MAX_ROBOTS_CONTROLLED*4);
4827 #define POWERUPADJUSTS 5
4828 int PowerupAdjustMapping[]={11,19,39,41,44};
4830 int multi_powerup_is_4pack (int id)
4834 for (i=0;i<POWERUPADJUSTS;i++)
4835 if (id==PowerupAdjustMapping[i])
4840 int multi_powerup_is_allowed(int id)
4842 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4844 if (id == POW_CLOAK && !Netgame.DoCloak)
4846 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4848 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4850 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4852 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4854 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4856 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4858 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4860 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4862 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4864 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4866 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4868 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4870 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4872 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4874 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4876 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4878 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4880 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4882 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4884 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4886 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4888 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4890 if (id == POW_CONVERTER && !Netgame.DoConverter)
4892 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4894 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4896 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4898 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4900 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4902 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4904 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4906 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4912 void multi_send_finish_game ()
4914 multibuf[0]=MULTI_FINISH_GAME;
4915 multibuf[1]=Player_num;
4917 multi_send_data (multibuf,2,1);
4921 extern void do_final_boss_hacks();
4922 void multi_do_finish_game (char *buf)
4924 if (buf[0]!=MULTI_FINISH_GAME)
4927 if (Current_level_num!=Last_level)
4930 do_final_boss_hacks();
4933 void multi_send_trigger_specific (char pnum,char trig)
4935 multibuf[0] = MULTI_START_TRIGGER;
4938 network_send_naked_packet(multibuf, 2, pnum);
4940 void multi_do_start_trigger (char *buf)
4942 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4945 extern char *RankStrings[];
4947 void multi_add_lifetime_kills ()
4949 // This function adds a kill to lifetime stats of this player, and possibly
4950 // gives a promotion. If so, it will tell everyone else
4954 if (!Game_mode & GM_NETWORK)
4957 oldrank=GetMyNetRanking();
4961 if (oldrank!=GetMyNetRanking())
4963 multi_send_ranking();
4964 if (!FindArg("-norankings"))
4966 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4967 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4968 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4971 write_player_file();
4974 void multi_add_lifetime_killed ()
4976 // This function adds a "killed" to lifetime stats of this player, and possibly
4977 // gives a demotion. If so, it will tell everyone else
4981 if (!Game_mode & GM_NETWORK)
4984 oldrank=GetMyNetRanking();
4988 if (oldrank!=GetMyNetRanking())
4990 multi_send_ranking();
4991 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4993 if (!FindArg("-norankings"))
4994 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4997 write_player_file();
5001 void multi_send_ranking ()
5003 multibuf[0]=(char)MULTI_RANK;
5004 multibuf[1]=(char)Player_num;
5005 multibuf[2]=(char)GetMyNetRanking();
5007 multi_send_data (multibuf,3,1);
5010 void multi_do_ranking (char *buf)
5016 if (NetPlayers.players[(int)pnum].rank<rank)
5017 strcpy (rankstr,"promoted");
5018 else if (NetPlayers.players[(int)pnum].rank>rank)
5019 strcpy (rankstr,"demoted");
5023 NetPlayers.players[(int)pnum].rank=rank;
5025 if (!FindArg("-norankings"))
5026 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
5028 void multi_send_modem_ping ()
5030 multibuf[0]=MULTI_MODEM_PING;
5031 multi_send_data (multibuf,1,1);
5033 void multi_send_modem_ping_return ()
5035 multibuf[0]=MULTI_MODEM_PING_RETURN;
5036 multi_send_data (multibuf,1,1);
5039 void multi_do_modem_ping_return ()
5041 if (PingLaunchTime==0)
5043 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5047 PingReturnTime=timer_get_fixed_seconds();
5049 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5054 void multi_quick_sound_hack (int num)
5057 num = digi_xlat_sound(num);
5058 length=GameSounds[num].length;
5059 ReversedSound.data=(ubyte *)d_malloc (length);
5060 ReversedSound.length=length;
5062 for (i=0;i<length;i++)
5063 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5068 void multi_send_play_by_play (int num,int spnum,int dpnum)
5070 if (!(Game_mode & GM_HOARD))
5074 multibuf[0]=MULTI_PLAY_BY_PLAY;
5075 multibuf[1]=(char)num;
5076 multibuf[2]=(char)spnum;
5077 multibuf[3]=(char)dpnum;
5078 multi_send_data (multibuf,4,1);
5079 multi_do_play_by_play (multibuf);
5082 void multi_do_play_by_play (char *buf)
5084 int whichplay=buf[1];
5088 if (!(Game_mode & GM_HOARD))
5090 Int3(); // Get Leighton, something bad has happened.
5097 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5100 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5108 /// CODE TO LOAD HOARD DATA
5112 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5114 bm->bm_x = bm->bm_y = 0;
5115 bm->bm_w = bm->bm_rowsize = w;
5117 bm->bm_type = BM_LINEAR;
5118 bm->bm_flags = flags;
5124 grs_bitmap Orb_icons[2];
5126 int Hoard_goal_eclip;
5128 void init_hoard_data()
5130 static int first_time=1;
5131 static int orb_vclip;
5132 int n_orb_frames,n_goal_frames;
5135 ubyte palette[256*3];
5138 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5140 ifile = cfopen("hoard.ham","rb");
5142 Error("can't open <hoard.ham>");
5144 n_orb_frames = cfile_read_short(ifile);
5145 orb_w = cfile_read_short(ifile);
5146 orb_h = cfile_read_short(ifile);
5147 save_pos = cftell(ifile);
5148 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5149 n_goal_frames = cfile_read_short(ifile);
5150 cfseek(ifile,save_pos,SEEK_SET);
5154 int bitmap_num=Num_bitmap_files;
5156 //Allocate memory for bitmaps
5157 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5160 orb_vclip = Num_vclips++;
5161 Assert(Num_vclips <= VCLIP_MAXNUM);
5162 Vclip[orb_vclip].play_time = F1_0/2;
5163 Vclip[orb_vclip].num_frames = n_orb_frames;
5164 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5165 Vclip[orb_vclip].flags = 0;
5166 Vclip[orb_vclip].sound_num = -1;
5167 Vclip[orb_vclip].light_value = F1_0;
5168 for (i=0;i<n_orb_frames;i++) {
5169 Vclip[orb_vclip].frames[i].index = bitmap_num;
5170 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5171 bitmap_data += orb_w*orb_h;
5173 Assert(bitmap_num < MAX_BITMAP_FILES);
5176 //Create obj powerup
5177 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5178 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5179 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5180 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5182 //Create orb goal wall effect
5183 Hoard_goal_eclip = Num_effects++;
5184 Assert(Num_effects < MAX_EFFECTS);
5185 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5186 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5187 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5189 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5190 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5191 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5193 Assert(NumTextures < MAX_TEXTURES);
5194 for (i=0;i<n_goal_frames;i++) {
5195 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5196 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5197 bitmap_data += 64*64;
5199 Assert(bitmap_num < MAX_BITMAP_FILES);
5204 //Load and remap bitmap data for orb
5205 cfread(palette,3,256,ifile);
5206 for (i=0;i<n_orb_frames;i++) {
5207 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5208 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5209 gr_remap_bitmap_good( bm, palette, 255, -1 );
5212 //Load and remap bitmap data for goal texture
5213 cfile_read_short(ifile); //skip frame count
5214 cfread(palette,3,256,ifile);
5215 for (i=0;i<n_goal_frames;i++) {
5216 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5217 cfread(bm->bm_data,1,64*64,ifile);
5218 gr_remap_bitmap_good( bm, palette, 255, -1 );
5221 //Load and remap bitmap data for HUD icons
5223 icon_w = cfile_read_short(ifile);
5224 icon_h = cfile_read_short(ifile);
5227 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5228 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5230 cfread(palette,3,256,ifile);
5231 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5232 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5237 //Load sounds for orb game
5242 len = cfile_read_int(ifile); //get 11k len
5244 if (digi_sample_rate == SAMPLE_RATE_22K) {
5245 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5246 len = cfile_read_int(ifile); //get 22k len
5249 GameSounds[Num_sound_files+i].length = len;
5250 GameSounds[Num_sound_files+i].data = d_malloc(len);
5251 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5253 if (digi_sample_rate == SAMPLE_RATE_11K) {
5254 len = cfile_read_int(ifile); //get 22k len
5255 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5258 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5259 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5269 multi_process_data(char *buf, int len)
5271 // Take an entire message (that has already been checked for validity,
5272 // if necessary) and act on it.
5279 if (type > MULTI_MAX_TYPE)
5281 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5289 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5290 fflush (RecieveLogFile);
5295 case MULTI_POSITION:
5296 if (!Endlevel_sequence) multi_do_position(buf); break;
5297 case MULTI_REAPPEAR:
5298 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5300 if (!Endlevel_sequence) multi_do_fire(buf); break;
5302 multi_do_kill(buf); break;
5303 case MULTI_REMOVE_OBJECT:
5304 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5305 case MULTI_PLAYER_DROP:
5306 case MULTI_PLAYER_EXPLODE:
5307 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5309 if (!Endlevel_sequence) multi_do_message(buf); break;
5311 if (!Endlevel_sequence) multi_do_quit(buf); break;
5312 case MULTI_BEGIN_SYNC:
5314 case MULTI_CONTROLCEN:
5315 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5316 case MULTI_POWERUP_UPDATE:
5317 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5318 case MULTI_SOUND_FUNCTION:
5319 multi_do_sound_function(buf); break;
5321 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5322 case MULTI_DROP_WEAPON:
5323 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5324 case MULTI_DROP_FLAG:
5325 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5327 if (!Endlevel_sequence) multi_do_guided (buf); break;
5328 case MULTI_STOLEN_ITEMS:
5329 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5330 case MULTI_WALL_STATUS:
5331 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5332 case MULTI_HEARTBEAT:
5333 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5335 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5337 if (!Endlevel_sequence) multi_do_light (buf); break;
5338 case MULTI_KILLGOALS:
5340 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5341 case MULTI_ENDLEVEL_START:
5342 if (!Endlevel_sequence) multi_do_escape(buf); break;
5343 case MULTI_END_SYNC:
5346 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5348 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5349 case MULTI_DOOR_OPEN:
5350 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5351 case MULTI_CREATE_EXPLOSION:
5352 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5353 case MULTI_CONTROLCEN_FIRE:
5354 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5355 case MULTI_CREATE_POWERUP:
5356 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5357 case MULTI_PLAY_SOUND:
5358 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5359 case MULTI_CAPTURE_BONUS:
5360 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5361 case MULTI_ORB_BONUS:
5362 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5363 case MULTI_GOT_FLAG:
5364 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5366 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5367 case MULTI_PLAY_BY_PLAY:
5368 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5370 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5371 case MULTI_MODEM_PING:
5372 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5373 case MULTI_MODEM_PING_RETURN:
5374 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5376 case MULTI_FINISH_GAME:
5377 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5378 case MULTI_ROBOT_CONTROLS:
5379 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5380 case MULTI_ROBOT_CLAIM:
5381 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5382 case MULTI_ROBOT_POSITION:
5383 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5384 case MULTI_ROBOT_EXPLODE:
5385 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5386 case MULTI_ROBOT_RELEASE:
5387 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5388 case MULTI_ROBOT_FIRE:
5389 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5392 if (!Endlevel_sequence) multi_do_score(buf); break;
5393 case MULTI_CREATE_ROBOT:
5394 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5396 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5397 case MULTI_START_TRIGGER:
5398 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5400 if (!Endlevel_sequence) multi_do_flags(buf); break;
5401 case MULTI_DROP_BLOB:
5402 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5403 case MULTI_ACTIVE_DOOR:
5404 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5405 case MULTI_BOSS_ACTIONS:
5406 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5407 case MULTI_CREATE_ROBOT_POWERUPS:
5408 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5409 case MULTI_HOSTAGE_DOOR:
5410 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5411 case MULTI_SAVE_GAME:
5412 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5413 case MULTI_RESTORE_GAME:
5414 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5415 case MULTI_REQ_PLAYER:
5416 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5417 case MULTI_SEND_PLAYER:
5418 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5421 mprintf((1, "Invalid type in multi_process_input().\n"));