2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/multi.c,v $
18 * $Date: 2001-10-23 21:53:19 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
82 void multi_reset_player_object(object *objp);
83 void multi_reset_object_texture (object *objp);
84 void multi_add_lifetime_killed ();
85 void multi_add_lifetime_kills ();
86 void multi_send_play_by_play (int num,int spnum,int dpnum);
87 void multi_send_heartbeat ();
88 void multi_send_modem_ping ();
89 void multi_cap_objects ();
90 void multi_adjust_remote_cap (int pnum);
91 void multi_save_game(ubyte slot, uint id, char *desc);
92 void multi_restore_game(ubyte slot, uint id);
93 void multi_set_robot_ai(void);
94 void multi_send_powerup_update ();
95 void bash_to_shield (int i,char *s);
96 void init_hoard_data();
97 void multi_apply_goal_textures();
98 int find_goal_texture (ubyte t);
99 void multi_bad_restore ();
100 void multi_do_capture_bonus(char *buf);
101 void multi_do_orb_bonus(char *buf);
102 void multi_send_drop_flag (int objnum,int seed);
103 void multi_send_ranking ();
104 void multi_do_play_by_play (char *buf);
107 // Local macros and prototypes
112 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
114 void drop_player_eggs(object *player); // from collide.c
115 void GameLoop(int, int); // From game.c
121 extern vms_vector MarkerPoint[];
122 extern char MarkerMessage[16][40];
123 extern char MarkerOwner[16][40];
124 extern int MarkerObject[];
126 int control_invul_time = 0;
127 int who_killed_controlcen = -1; // -1 = noone
129 //do we draw the kill list on the HUD?
130 int Show_kill_list = 1;
131 int Show_reticle_name = 1;
132 fix Show_kill_list_timer = 0;
134 char Multi_is_guided=0;
135 char PKilledFlags[MAX_NUM_NET_PLAYERS];
137 int multi_sending_message = 0;
138 int multi_defining_message = 0;
139 int multi_message_index = 0;
141 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
143 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
144 short local_to_remote[MAX_OBJECTS];
145 byte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
147 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
148 int Net_create_loc = 0; // pointer into previous array
149 int Network_laser_fired = 0; // How many times we shot
150 int Network_laser_gun; // Which gun number we shot
151 int Network_laser_flags; // Special flags for the shot
152 int Network_laser_level; // What level
153 short Network_laser_track; // Who is it tracking?
154 char Network_message[MAX_MESSAGE_LEN];
155 char Network_message_macro[4][MAX_MESSAGE_LEN];
156 int Network_message_reciever=-1;
157 int sorted_kills[MAX_NUM_NET_PLAYERS];
158 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
159 int multi_goto_secret = 0;
161 int multi_in_menu = 0;
162 int multi_leave_menu = 0;
163 int multi_quit_game = 0;
165 netgame_info Netgame;
166 AllNetPlayers_info NetPlayers;
168 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
170 typedef struct netplayer_stats {
172 ubyte Player_num; // Who am i?
173 uint flags; // Powerup flags, see below...
174 fix energy; // Amount of energy remaining.
175 fix shields; // shields remaining (protection)
176 ubyte lives; // Lives remaining, 0 = game over.
177 ubyte laser_level; // Current level of the laser.
178 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
179 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
180 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
181 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
182 int last_score; // Score at beginning of current level.
183 int score; // Current score.
184 fix cloak_time; // Time cloaked
185 fix invulnerable_time; // Time invulnerable
186 fix homing_object_dist; // Distance of nearest homing object.
188 short net_killed_total; // Number of times killed total
189 short net_kills_total; // Number of net kills total
190 short num_kills_level; // Number of kills this level
191 short num_kills_total; // Number of kills total
192 short num_robots_level; // Number of initial robots this level
193 short num_robots_total; // Number of robots total
194 ushort hostages_rescued_total; // Total number of hostages rescued.
195 ushort hostages_total; // Total number of hostages.
196 ubyte hostages_on_board; // Number of hostages on ship.
200 int message_length[MULTI_MAX_TYPE+1] = {
206 97+9, // PLAYER_EXPLODE
207 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
217 2, // CREATE_EXPLOSION
218 16, // CONTROLCEN_FIRE
220 19, // CREATE_POWERUP
224 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
232 27, // ROBOT_POWERUPS
234 2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
235 2+4, //RESTORE_GAME (ubyte slot, uint id)
236 1+1, // MULTI_REQ_PLAYER
237 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
239 12, // MULTI_DROP_WEAPON
241 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
243 26, //MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
245 11, // MULTI_STOLEN_ITEMS
246 6, // MULTI_WALL_STATUS
247 5, // MULTI_HEARTBEAT
248 9, // MULTI_KILLGOALS
251 2, // MULTI_START_TRIGGER
253 2, // MULTI_DROP_BLOB
254 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
255 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
256 4, // MULTI_SOUND_FUNCTION
257 2, // MULTI_CAPTURE_BONUS
259 12, // MULTI_DROP_FLAG
260 142, // MULTI_ROBOT_CONTROLS
261 2, // MULTI_FINISH_GAME
263 1, // MULTI_MODEM_PING
264 1, // MULTI_MODEM_PING_RETURN
265 3, // MULTI_ORB_BONUS
267 12, // MULTI_DROP_ORB
268 4, // MULTI_PLAY_BY_PLAY
271 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
272 void use_netplayer_stats( player * ps, netplayer_stats *pd );
273 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
274 extern fix ThisLevelTime;
277 // Functions that replace what used to be macros
280 int objnum_remote_to_local(int remote_objnum, int owner)
282 // Map a remote object number from owner to a local object number
286 if ((owner >= N_players) || (owner < -1)) {
288 return(remote_objnum);
292 return(remote_objnum);
294 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
297 result = remote_to_local[owner][remote_objnum];
301 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
306 if (object_owner[result] != owner)
308 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
311 // Assert(object_owner[result] == owner);
316 int objnum_local_to_remote(int local_objnum, byte *owner)
318 // Map a local object number to a remote + owner
322 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
327 *owner = object_owner[local_objnum];
330 return(local_objnum);
332 if ((*owner >= N_players) || (*owner < -1)) {
338 result = local_to_remote[local_objnum];
340 // mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
345 Int3(); // See Rob, object has no remote number!
352 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
354 // Add a mapping from a network remote object number to a local one
356 Assert(local_objnum > -1);
357 Assert(remote_objnum > -1);
359 Assert(owner != Player_num);
360 Assert(local_objnum < MAX_OBJECTS);
361 Assert(remote_objnum < MAX_OBJECTS);
363 object_owner[local_objnum] = owner;
365 remote_to_local[owner][remote_objnum] = local_objnum;
366 local_to_remote[local_objnum] = remote_objnum;
372 map_objnum_local_to_local(int local_objnum)
374 // Add a mapping for our locally created objects
376 Assert(local_objnum > -1);
377 Assert(local_objnum < MAX_OBJECTS);
379 object_owner[local_objnum] = Player_num;
380 remote_to_local[Player_num][local_objnum] = local_objnum;
381 local_to_remote[local_objnum] = local_objnum;
387 // Part 1 : functions whose main purpose in life is to divert the flow
388 // of execution to either network or serial specific code based
389 // on the curretn Game_mode value.
393 multi_endlevel_score(void)
398 // Show a score list to end of net players
400 // Save connect state and change to new connect state
402 if (Game_mode & GM_NETWORK)
404 old_connect = Players[Player_num].connected;
405 if (Players[Player_num].connected!=3)
406 Players[Player_num].connected = CONNECT_END_MENU;
407 Network_status = NETSTAT_ENDLEVEL;
412 // Do the actual screen we wish to show
414 Function_mode = FMODE_MENU;
416 kmatrix_view(Game_mode & GM_NETWORK);
418 Function_mode = FMODE_GAME;
420 // Restore connect state
422 if (Game_mode & GM_NETWORK)
424 Players[Player_num].connected = old_connect;
428 if (Game_mode & GM_MULTI_COOP)
431 for (i = 0; i < MaxNumNetPlayers; i++)
433 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
435 for (i = 0; i < MaxNumNetPlayers; i++)
436 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
440 for (i=0;i<MAX_PLAYERS;i++)
441 Players[i].KillGoalCount=0;
443 for (i=0;i<MAX_POWERUP_TYPES;i++)
445 MaxPowerupsAllowed[i]=0;
454 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
457 if (Netgame.team_vector & (1 << pnum))
464 multi_choose_mission(int *anarchy_only)
468 char *m[MAX_MISSIONS];
469 int new_mission_num = 0;
473 n_missions = build_mission_list(1);
475 if (n_missions > 1) {
478 for (i=0;i<n_missions;i++) {
479 m[i] = Mission_list[i].mission_name;
480 if ( !stricmp( m[i], config_last_mission ) )
484 ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
485 new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
487 if (new_mission_num == -1)
490 strcpy(config_last_mission, m[new_mission_num] );
492 if (!load_mission(new_mission_num)) {
493 nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
497 *anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
499 return(new_mission_num);
502 extern void game_disable_cheats();
509 // Reset variables for a new net game
511 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
513 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
516 Players[i].net_killed_total = 0;
517 Players[i].net_kills_total = 0;
518 Players[i].flags = 0;
519 Players[i].KillGoalCount=0;
523 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
525 robot_controlled[i] = -1;
526 robot_agitation[i] = 0;
531 team_kills[0] = team_kills[1] = 0;
532 Endlevel_sequence = 0;
534 multi_leave_menu = 0;
537 game_disable_cheats();
539 Dead_player_camera = 0;
543 multi_make_player_ghost(int playernum)
547 // Assert(playernum != Player_num);
548 // Assert(playernum < MAX_NUM_NET_PLAYERS);
550 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
552 Int3(); // Non-terminal, see Rob
556 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
557 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
559 obj = &Objects[Players[playernum].objnum];
561 obj->type = OBJ_GHOST;
562 obj->render_type = RT_NONE;
563 obj->movement_type = MT_NONE;
564 multi_reset_player_object(obj);
566 if (Game_mode & GM_MULTI_ROBOTS)
567 multi_strip_robots(playernum);
571 multi_make_ghost_player(int playernum)
575 // Assert(playernum != Player_num);
576 // Assert(playernum < MAX_NUM_NET_PLAYERS);
578 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
580 Int3(); // Non-terminal, see rob
584 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
585 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
587 obj = &Objects[Players[playernum].objnum];
589 obj->type = OBJ_PLAYER;
590 obj->movement_type = MT_PHYSICS;
591 multi_reset_player_object(obj);
594 int multi_get_kill_list(int *plist)
596 // Returns the number of active net players and their
597 // sorted order of kills
601 for (i = 0; i < N_players; i++)
602 // if (Players[sorted_kills[i]].connected)
603 plist[n++] = sorted_kills[i];
606 Int3(); // SEE ROB OR MATT
608 // memcpy(plist, sorted_kills, N_players*sizeof(int));
614 multi_sort_kill_list(void)
616 // Sort the kills list each time a new kill is added
618 int kills[MAX_NUM_NET_PLAYERS];
622 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
625 if (Game_mode & GM_MULTI_COOP)
626 kills[i] = Players[i].score;
629 if (Show_kill_list==2)
631 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
632 kills[i]=-1; // always draw the ones without any ratio last
634 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
637 kills[i] = Players[i].net_kills_total;
643 for (i = 0; i < N_players-1; i++)
645 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
647 changed = sorted_kills[i];
648 sorted_kills[i] = sorted_kills[i+1];
649 sorted_kills[i+1] = changed;
654 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
657 extern object *obj_find_first_of_type (int);
658 char Multi_killed_yourself=0;
660 void multi_compute_kill(int killer, int killed)
662 // Figure out the results of a network kills and add it to the
663 // appropriate player's tally.
665 int killed_pnum, killed_type;
666 int killer_pnum, killer_type,killer_id;
668 char killed_name[(CALLSIGN_LEN*2)+4];
669 char killer_name[(CALLSIGN_LEN*2)+4];
671 kmatrix_kills_changed = 1;
672 Multi_killed_yourself=0;
674 // Both object numbers are localized already!
676 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
678 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
680 Int3(); // See Rob, illegal value passed to compute_kill;
684 killed_type = Objects[killed].type;
685 killer_type = Objects[killer].type;
686 killer_id = Objects[killer].id;
688 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
690 Int3(); // compute_kill passed non-player object!
694 killed_pnum = Objects[killed].id;
696 PKilledFlags[killed_pnum]=1;
698 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
700 if (Game_mode & GM_TEAM)
701 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
703 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
705 if (Newdemo_state == ND_STATE_RECORDING)
706 newdemo_record_multi_death(killed_pnum);
708 digi_play_sample( SOUND_HUD_KILL, F3_0 );
710 if (Control_center_destroyed)
711 Players[killed_pnum].connected=3;
713 if (killer_type == OBJ_CNTRLCEN)
715 Players[killed_pnum].net_killed_total++;
716 Players[killed_pnum].net_kills_total--;
718 if (Newdemo_state == ND_STATE_RECORDING)
719 newdemo_record_multi_kill(killed_pnum, -1);
721 if (killed_pnum == Player_num)
723 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
724 multi_add_lifetime_killed ();
727 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
732 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
734 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
736 if (killed_pnum == Player_num)
737 HUD_init_message("You were killed by a mine!");
739 HUD_init_message("%s was killed by a mine!",killed_name);
743 if (killed_pnum == Player_num)
745 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
746 multi_add_lifetime_killed();
749 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
751 Players[killed_pnum].net_killed_total++;
755 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
757 Int3(); // Illegal killer type?
760 if (killer_id==PMINE_ID)
762 if (killed_pnum==Player_num)
763 HUD_init_message("You were killed by a mine!");
765 HUD_init_message("%s was killed by a mine!",killed_name);
767 Players[killed_pnum].net_killed_total++;
773 killer_pnum = Objects[killer].id;
775 if (Game_mode & GM_TEAM)
776 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
778 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
780 // Beyond this point, it was definitely a player-player kill situation
782 if ((killer_pnum < 0) || (killer_pnum >= N_players))
783 Int3(); // See rob, tracking down bug with kill HUD messages
784 if ((killed_pnum < 0) || (killed_pnum >= N_players))
785 Int3(); // See rob, tracking down bug with kill HUD messages
787 if (killer_pnum == killed_pnum)
789 if (!(Game_mode & GM_HOARD))
791 if (Game_mode & GM_TEAM)
792 team_kills[get_team(killed_pnum)] -= 1;
794 Players[killed_pnum].net_killed_total += 1;
795 Players[killed_pnum].net_kills_total -= 1;
797 if (Newdemo_state == ND_STATE_RECORDING)
798 newdemo_record_multi_kill(killed_pnum, -1);
800 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
802 if (killer_pnum == Player_num)
804 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
805 Multi_killed_yourself=1;
806 multi_add_lifetime_killed();
809 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
814 if (!(Game_mode & GM_HOARD))
816 if (Game_mode & GM_TEAM)
818 if (get_team(killed_pnum) == get_team(killer_pnum))
819 team_kills[get_team(killed_pnum)] -= 1;
821 team_kills[get_team(killer_pnum)] += 1;
824 Players[killer_pnum].net_kills_total += 1;
825 Players[killer_pnum].KillGoalCount+=1;
827 if (Newdemo_state == ND_STATE_RECORDING)
828 newdemo_record_multi_kill(killer_pnum, 1);
832 if (Game_mode & GM_TEAM)
834 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
835 Multi_killed_yourself=1;
839 kill_matrix[killer_pnum][killed_pnum] += 1;
840 Players[killed_pnum].net_killed_total += 1;
841 if (killer_pnum == Player_num) {
842 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
843 multi_add_lifetime_kills();
844 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
845 add_points_to_score(-1000);
847 else if (killed_pnum == Player_num)
849 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
850 multi_add_lifetime_killed();
851 if (Game_mode & GM_HOARD)
853 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
854 multi_send_play_by_play (1,killer_pnum,Player_num);
855 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
856 multi_send_play_by_play (0,killer_pnum,Player_num);
860 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
863 TheGoal=Netgame.KillGoal*5;
865 if (Netgame.KillGoal>0)
867 if (Players[killer_pnum].KillGoalCount>=TheGoal)
869 if (killer_pnum==Player_num)
871 HUD_init_message("You reached the kill goal!");
872 Players[Player_num].shields=i2f(200);
875 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
877 HUD_init_message ("The control center has been destroyed!");
878 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
882 multi_sort_kill_list();
883 multi_show_player_list();
884 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
890 static int lasttime=0;
893 if (!(Game_mode & GM_MULTI))
899 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
901 for (i=0;i<N_players;i++)
902 if (Players[i].connected)
906 multi_send_heartbeat();
907 lasttime=f2i(ThisLevelTime);
913 multi_send_message(); // Send any waiting messages
916 multi_leave_menu = 0;
919 if (Game_mode & GM_MULTI_ROBOTS)
921 multi_check_robot_timeout();
925 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
931 network_do_frame(0, 1);
934 if (multi_quit_game && !multi_in_menu)
937 longjmp(LeaveGame, 0);
942 multi_send_data(char *buf, int len, int repeat)
944 Assert(len == message_length[(int)buf[0]]);
945 Assert(buf[0] <= MULTI_MAX_TYPE);
946 // Assert(buf[0] >= 0);
948 if (Game_mode & GM_NETWORK)
951 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
952 com_send_data(buf, len, repeat);
953 else if (Game_mode & GM_NETWORK)
954 network_send_data(buf, len, repeat);
958 multi_leave_game(void)
961 // if (Function_mode != FMODE_GAME)
964 if (!(Game_mode & GM_MULTI))
967 if (Game_mode & GM_NETWORK)
969 mprintf((0, "Sending explosion message.\n"));
974 drop_player_eggs(ConsoleObject);
975 multi_send_position(Players[Player_num].objnum);
976 multi_send_player_explode(MULTI_PLAYER_DROP);
979 mprintf((1, "Sending leave game.\n"));
980 multi_send_quit(MULTI_QUIT);
982 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
984 if (Game_mode & GM_NETWORK)
985 network_leave_game();
987 Game_mode |= GM_GAME_OVER;
989 if (Function_mode!=FMODE_EXIT)
990 Function_mode = FMODE_MENU;
994 // change_playernum_to(0);
995 // Viewer = ConsoleObject = &Objects[0];
1000 multi_show_player_list()
1002 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
1008 Show_kill_list_timer = F1_0*5; // 5 second timer
1013 multi_endlevel(int *secret)
1017 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1018 com_endlevel(secret); // an opportunity to re-sync or whatever
1019 else if (Game_mode & GM_NETWORK)
1020 result = network_endlevel(secret);
1026 // Part 2 : functions that act on network/serial messages and change the
1027 // the state of the game in some way.
1031 //extern PORT *com_port;
1035 multi_menu_poll(void)
1038 int was_fuelcen_alive;
1039 int player_was_dead;
1041 was_fuelcen_alive = Control_center_destroyed;
1043 // Special polling function for in-game menus for multiplayer and serial
1045 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1048 if (multi_leave_menu)
1051 old_shields = Players[Player_num].shields;
1052 player_was_dead = Player_is_dead;
1054 multi_in_menu++; // Track level of menu nesting
1060 // timer_delay(f1_0/10); changed by allender for portability
1061 d_delay(100); // delay 100 milliseconds
1063 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1065 multi_leave_menu = 1;
1068 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1070 multi_leave_menu = 1;
1075 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1077 multi_leave_menu = 1;
1086 multi_define_macro(int key)
1088 if (!(Game_mode & GM_MULTI))
1091 key &= (~KEY_SHIFTED);
1096 multi_defining_message = 1; break;
1098 multi_defining_message = 2; break;
1100 multi_defining_message = 3; break;
1102 multi_defining_message = 4; break;
1107 if (multi_defining_message) {
1108 multi_message_index = 0;
1109 Network_message[multi_message_index] = 0;
1114 char feedback_result[200];
1117 multi_message_feedback(void)
1123 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1125 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1126 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1128 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1131 if (Game_mode & GM_TEAM)
1133 for (i = 0; i < N_players; i++)
1135 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1138 strcat(feedback_result, ", ");
1141 strcat(feedback_result, "\n");
1142 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1146 for (i = 0; i < N_players; i++)
1148 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1151 strcat(feedback_result, ", ");
1154 strcat(feedback_result, "\n");
1155 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1159 strcat(feedback_result, TXT_NOBODY);
1161 strcat(feedback_result, ".");
1163 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1165 Assert(strlen(feedback_result) < 200);
1167 HUD_init_message(feedback_result);
1168 // sprintf (temp,"%s",colon);
1169 // sprintf (Network_message,"%s",temp);
1175 multi_send_macro(int key)
1177 if (! (Game_mode & GM_MULTI) )
1194 if (!Network_message_macro[key][0])
1196 HUD_init_message(TXT_NO_MACRO);
1200 strcpy(Network_message, Network_message_macro[key]);
1201 Network_message_reciever = 100;
1203 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1204 multi_message_feedback();
1209 multi_send_message_start()
1211 if (Game_mode&GM_MULTI) {
1212 multi_sending_message = 1;
1213 multi_message_index = 0;
1214 Network_message[multi_message_index] = 0;
1218 extern fix StartingShields;
1219 fix PingLaunchTime,PingReturnTime;
1221 extern void network_send_ping (ubyte);
1222 extern void network_dump_player(ubyte * server, ubyte *node, int why);
1223 extern int network_who_is_master();
1224 extern void network_send_netgame_update();
1225 extern char NameReturning;
1226 extern int force_cockpit_redraw;
1228 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1230 void multi_send_message_end()
1235 Network_message_reciever = 100;
1237 if (!strnicmp (Network_message,"!Names",6))
1239 NameReturning=1-NameReturning;
1240 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1242 else if (!strnicmp (Network_message,"Handicap:",9))
1244 mytempbuf=&Network_message[9];
1245 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1246 StartingShields=atol (mytempbuf);
1247 if (StartingShields<10)
1249 if (StartingShields>100)
1251 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1252 StartingShields=100;
1255 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1257 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1258 StartingShields=i2f(StartingShields);
1260 else if (!strnicmp (Network_message,"NoBombs",7))
1261 Netgame.DoSmartMine=0;
1262 else if (!strnicmp (Network_message,"Ping:",5))
1264 if (Game_mode & GM_NETWORK)
1267 if (strlen(Network_message) > 5)
1268 while (Network_message[name_index] == ' ')
1271 if (strlen(Network_message)<=name_index)
1273 HUD_init_message ("You must specify a name to ping");
1277 for (i = 0; i < N_players; i++)
1278 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1280 PingLaunchTime=timer_get_fixed_seconds();
1281 network_send_ping (i);
1282 HUD_init_message("Pinging %s...",Players[i].callsign);
1283 multi_message_index = 0;
1284 multi_sending_message = 0;
1288 else // Modem/Serial ping
1290 PingLaunchTime=timer_get_fixed_seconds();
1291 multi_send_modem_ping ();
1292 HUD_init_message("Pinging opponent...");
1293 multi_message_index = 0;
1294 multi_sending_message = 0;
1298 else if (!strnicmp (Network_message,"move:",5))
1300 mprintf ((0,"moving?\n"));
1302 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1305 if (strlen(Network_message) > 5)
1306 while (Network_message[name_index] == ' ')
1309 if (!network_i_am_master())
1311 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1315 if (strlen(Network_message)<=name_index)
1317 HUD_init_message ("You must specify a name to move");
1321 for (i = 0; i < N_players; i++)
1322 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1324 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1326 HUD_init_message ("Can't move player because s/he has a flag!");
1330 if (Netgame.team_vector & (1<<i))
1331 Netgame.team_vector&=(~(1<<i));
1333 Netgame.team_vector|=(1<<i);
1335 for (t=0;t<N_players;t++)
1336 if (Players[t].connected)
1337 multi_reset_object_texture (&Objects[Players[t].objnum]);
1339 network_send_netgame_update ();
1340 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1343 HUD_init_message ("You have changed teams!");
1347 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1353 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1356 if (strlen(Network_message) > 5)
1357 while (Network_message[name_index] == ' ')
1360 if (!network_i_am_master())
1362 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1363 multi_message_index = 0;
1364 multi_sending_message = 0;
1367 if (strlen(Network_message)<=name_index)
1369 HUD_init_message ("You must specify a name to kick");
1370 multi_message_index = 0;
1371 multi_sending_message = 0;
1375 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1376 int players[MAX_NUM_NET_PLAYERS];
1377 int listpos = Network_message[name_index+1] - '0';
1379 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1381 if (Show_kill_list==1 || Show_kill_list==2) {
1382 if (listpos == 0 || listpos >= N_players) {
1383 HUD_init_message ("Invalid player number for kick.");
1384 multi_message_index = 0;
1385 multi_sending_message = 0;
1388 multi_get_kill_list(players);
1389 i = players[listpos];
1390 if ((i != Player_num) && (Players[i].connected))
1393 else HUD_init_message ("You cannot use # kicking with in team display.");
1396 multi_message_index = 0;
1397 multi_sending_message = 0;
1402 for (i = 0; i < N_players; i++)
1403 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1405 if (Network_game_type == IPX_GAME)
1406 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1408 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1410 HUD_init_message("Dumping %s...",Players[i].callsign);
1411 multi_message_index = 0;
1412 multi_sending_message = 0;
1418 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1420 multi_send_message();
1421 multi_message_feedback();
1423 multi_message_index = 0;
1424 multi_sending_message = 0;
1427 void multi_define_macro_end()
1429 Assert( multi_defining_message > 0 );
1431 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1432 write_player_file();
1434 multi_message_index = 0;
1435 multi_defining_message = 0;
1438 void multi_message_input_sub( int key )
1443 multi_sending_message = 0;
1444 multi_defining_message = 0;
1445 game_flush_inputs();
1450 if (multi_message_index > 0)
1451 multi_message_index--;
1452 Network_message[multi_message_index] = 0;
1455 if ( multi_sending_message )
1456 multi_send_message_end();
1457 else if ( multi_defining_message )
1458 multi_define_macro_end();
1459 game_flush_inputs();
1463 int ascii = key_to_ascii(key);
1464 if ((ascii < 255 )) {
1465 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1466 Network_message[multi_message_index++] = ascii;
1467 Network_message[multi_message_index] = 0;
1468 } else if ( multi_sending_message ) {
1470 char * ptext, * pcolon;
1472 Network_message[multi_message_index++] = ascii;
1473 Network_message[multi_message_index] = 0;
1474 for (i=multi_message_index-1; i>=0; i-- ) {
1475 if ( Network_message[i]==32 ) {
1476 ptext = &Network_message[i+1];
1477 Network_message[i] = 0;
1481 multi_send_message_end();
1483 multi_sending_message = 1;
1484 pcolon = strchr( Network_message, ':' );
1486 strcpy( pcolon+1, ptext );
1488 strcpy( Network_message, ptext );
1489 multi_message_index = strlen( Network_message );
1498 multi_send_message_dialog(void)
1503 if (!(Game_mode&GM_MULTI))
1506 Network_message[0] = 0; // Get rid of old contents
1508 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1509 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1511 if ((choice > -1) && (strlen(Network_message) > 0)) {
1512 Network_message_reciever = 100;
1513 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1514 multi_message_feedback();
1521 multi_do_death(int objnum)
1523 // Do any miscellaneous stuff for a new network player after death
1527 if (!(Game_mode & GM_MULTI_COOP))
1529 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1530 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1535 multi_do_fire(char *buf)
1542 // Act out the actual shooting
1546 weapon = (int)buf[2];
1551 Network_laser_track = INTEL_SHORT(*(short *)(buf+6));
1553 Assert (pnum < N_players);
1555 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1556 multi_make_ghost_player(pnum);
1558 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1560 if (weapon == FLARE_ADJUST)
1561 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1562 else if (weapon >= MISSILE_ADJUST) {
1563 int weapon_id,weapon_gun;
1565 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1566 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1567 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1569 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1571 mprintf ((0,"Missile is guided!!!\n"));
1575 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1578 fix save_charge = Fusion_charge;
1580 if (weapon == FUSION_INDEX) {
1581 Fusion_charge = flags << 12;
1582 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1584 if (weapon == LASER_ID) {
1585 if (flags & LASER_QUAD)
1586 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1588 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1591 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1593 if (weapon == FUSION_INDEX)
1594 Fusion_charge = save_charge;
1599 multi_do_message(char *buf)
1602 char *tilde,mesbuf[100];
1607 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1608 { // why'd I put this in? Probably for the
1609 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1610 mprintf ((0,"Tloc=%d\n",tloc));
1613 strncpy (mesbuf,buf+loc,tloc);
1614 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1615 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1616 strcpy (buf+loc,mesbuf);
1619 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1622 mesbuf[1] = BM_XRGB(28, 0, 0);
1623 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1627 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1630 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1631 HUD_init_message("%s %s", mesbuf, buf+2);
1635 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1636 ((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)))) )
1639 mesbuf[1] = BM_XRGB(0, 32, 32);
1640 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1644 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1647 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1648 HUD_init_message("%s %s", mesbuf, colon+1);
1654 multi_do_position(char *buf)
1660 // This routine does only player positions, mode game only
1661 // mprintf((0, "Got position packet.\n"));
1663 int pnum = (Player_num+1)%2;
1665 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1667 if (Game_mode & GM_NETWORK)
1669 Int3(); // Get Jason, what the hell are we doing here?
1675 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1677 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1678 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1679 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1682 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1683 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1687 multi_do_reappear(char *buf)
1691 objnum = INTEL_SHORT(*(short *)(buf+1));
1693 Assert(objnum >= 0);
1694 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1696 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1698 multi_make_ghost_player(Objects[objnum].id);
1699 create_player_appearance_effect(&Objects[objnum]);
1700 PKilledFlags[Objects[objnum].id]=0;
1704 multi_do_player_explode(char *buf)
1706 // Only call this for players, not robots. pnum is player number, not
1713 char remote_created;
1718 if ((pnum < 0) || (pnum >= N_players))
1722 Assert(pnum < N_players);
1726 // If we are in the process of sending objects to a new player, reset that process
1727 if (Network_send_objects)
1729 mprintf((0, "Resetting object sync due to player explosion.\n"));
1730 Network_send_objnum = -1;
1734 // Stuff the Players structure to prepare for the explosion
1737 Players[pnum].primary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1738 Players[pnum].secondary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1739 Players[pnum].laser_level = buf[count]; count++;
1740 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1741 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1742 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1743 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1744 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1746 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1747 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1748 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1749 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1750 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1752 Players[pnum].primary_ammo[VULCAN_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1753 Players[pnum].primary_ammo[GAUSS_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1754 Players[pnum].flags = INTEL_INT(*(uint *)(buf+count)); count += 4;
1756 multi_adjust_remote_cap (pnum);
1758 objp = Objects+Players[pnum].objnum;
1760 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1761 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1763 remote_created = buf[count++]; // How many did the other guy create?
1767 drop_player_eggs(objp);
1769 // Create mapping from remote to local numbering system
1771 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1773 // We now handle this situation gracefully, Int3 not required
1774 // if (Net_create_loc != remote_created)
1775 // Int3(); // Probably out of object array space, see Rob
1777 for (i = 0; i < remote_created; i++)
1781 s = INTEL_SHORT(*(short *)(buf+count));
1783 if ((i < Net_create_loc) && (s > 0))
1784 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1785 else if (*(short *)(buf+count) <= 0)
1787 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1791 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1796 for (i = remote_created; i < Net_create_loc; i++) {
1797 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1798 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1801 if (buf[0] == MULTI_PLAYER_EXPLODE)
1803 explode_badass_player(objp);
1805 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1806 multi_make_player_ghost(pnum);
1810 create_player_appearance_effect(objp);
1813 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1814 Players[pnum].cloak_time = 0;
1818 multi_do_kill(char *buf)
1824 pnum = (int)(buf[count]);
1825 if ((pnum < 0) || (pnum >= N_players))
1827 Int3(); // Invalid player number killed
1830 killed = Players[pnum].objnum;
1833 killer = INTEL_SHORT(*(short *)(buf+count));
1835 killer = objnum_remote_to_local(killer, (byte)buf[count+2]);
1838 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1841 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1846 multi_compute_kill(killer, killed);
1851 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1852 // which means not a controlcen object, but contained in another object
1853 void multi_do_controlcen_destroy(char *buf)
1858 objnum = INTEL_SHORT(*(short *)(buf+1));
1861 if (Control_center_destroyed != 1)
1863 if ((who < N_players) && (who != Player_num)) {
1864 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1866 else if (who == Player_num)
1867 HUD_init_message(TXT_YOU_DEST_CONTROL);
1869 HUD_init_message(TXT_CONTROL_DESTROYED);
1872 net_destroy_controlcen(Objects+objnum);
1874 net_destroy_controlcen(NULL);
1879 multi_do_escape(char *buf)
1883 objnum = Players[(int)buf[1]].objnum;
1885 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1886 digi_kill_sound_linked_to_object (objnum);
1890 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1891 if (Game_mode & GM_NETWORK)
1892 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1893 if (!multi_goto_secret)
1894 multi_goto_secret = 2;
1896 else if (buf[2] == 1)
1898 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1899 if (Game_mode & GM_NETWORK)
1900 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1901 if (!multi_goto_secret)
1902 multi_goto_secret = 1;
1904 create_player_appearance_effect(&Objects[objnum]);
1905 multi_make_player_ghost(buf[1]);
1909 multi_do_remobj(char *buf)
1911 short objnum; // which object to remove
1913 byte obj_owner; // which remote list is it entered in
1915 objnum = INTEL_SHORT(*(short *)(buf+1));
1918 Assert(objnum >= 0);
1923 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1925 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1927 if (local_objnum < 0)
1929 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1933 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1935 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1939 if (Network_send_objects && network_objnum_is_past(local_objnum))
1941 mprintf((0, "Resetting object sync due to object removal.\n"));
1942 Network_send_objnum = -1;
1944 if (Objects[local_objnum].type==OBJ_POWERUP)
1945 if (Game_mode & GM_NETWORK)
1947 if (PowerupsInMine[Objects[local_objnum].id]>0)
1948 PowerupsInMine[Objects[local_objnum].id]--;
1950 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1952 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1954 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1955 PowerupsInMine[Objects[local_objnum].id-1]=0;
1957 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1960 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1963 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1968 multi_do_quit(char *buf)
1971 if (Game_mode & GM_NETWORK)
1975 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1977 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1979 network_disconnect_player(buf[1]);
1984 for (i = 0; i < N_players; i++)
1985 if (Players[i].connected) n++;
1988 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1992 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1994 Function_mode = FMODE_MENU;
1995 multi_quit_game = 1;
1996 multi_leave_menu = 1;
1997 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1998 Function_mode = FMODE_GAME;
1999 multi_reset_stuff();
2005 multi_do_cloak(char *buf)
2009 pnum = (int)(buf[1]);
2011 Assert(pnum < N_players);
2013 mprintf((0, "Cloaking player %d\n", pnum));
2015 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2016 Players[pnum].cloak_time = GameTime;
2017 ai_do_cloak_stuff();
2020 if (Game_mode & GM_MULTI_ROBOTS)
2021 multi_strip_robots(pnum);
2024 if (Newdemo_state == ND_STATE_RECORDING)
2025 newdemo_record_multi_cloak(pnum);
2029 multi_do_decloak(char *buf)
2033 pnum = (int)(buf[1]);
2035 if (Newdemo_state == ND_STATE_RECORDING)
2036 newdemo_record_multi_decloak(pnum);
2041 multi_do_door_open(char *buf)
2049 segnum = INTEL_SHORT(*(short *)(buf+1));
2053 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2055 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2061 seg = &Segments[segnum];
2063 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2068 w = &Walls[seg->sides[side].wall_num];
2070 if (w->type == WALL_BLASTABLE)
2072 if (!(w->flags & WALL_BLASTED))
2074 mprintf((0, "Blasting wall by remote command.\n"));
2075 wall_destroy(seg, side);
2079 else if (w->state != WALL_DOOR_OPENING)
2081 wall_open_door(seg, side);
2088 // mprintf((0, "Door already opening!\n"));
2092 multi_do_create_explosion(char *buf)
2097 pnum = buf[count++];
2099 // mprintf((0, "Creating small fireball.\n"));
2100 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2104 multi_do_controlcen_fire(char *buf)
2106 vms_vector to_target;
2111 memcpy(&to_target, buf+count, 12); count += 12;
2112 #ifdef MACINTOSH // swap the vector to_target
2113 to_target.x = (fix)INTEL_INT((int)to_target.x);
2114 to_target.y = (fix)INTEL_INT((int)to_target.y);
2115 to_target.z = (fix)INTEL_INT((int)to_target.z);
2117 gun_num = buf[count]; count += 1;
2118 objnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2120 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2124 multi_do_create_powerup(char *buf)
2134 if (Endlevel_sequence || Control_center_destroyed)
2137 pnum = buf[count++];
2138 powerup_type = buf[count++];
2139 segnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2140 objnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2142 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2147 new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
2149 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2150 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2151 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2155 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2157 if (my_objnum < 0) {
2158 mprintf((0, "Could not create new powerup!\n"));
2162 if (Network_send_objects && network_objnum_is_past(my_objnum))
2164 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2165 Network_send_objnum = -1;
2168 Objects[my_objnum].pos = new_pos;
2170 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2172 obj_relink(my_objnum, segnum);
2174 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2176 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2177 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2179 if (Game_mode & GM_NETWORK)
2180 PowerupsInMine[(int)powerup_type]++;
2184 multi_do_play_sound(char *buf)
2186 int pnum = (int)(buf[1]);
2187 int sound_num = (int)(buf[2]);
2188 fix volume = (int)(buf[3]) << 12;
2190 if (!Players[pnum].connected)
2193 Assert(Players[pnum].objnum >= 0);
2194 Assert(Players[pnum].objnum <= Highest_object_index);
2196 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2200 multi_do_score(char *buf)
2202 int pnum = (int)(buf[1]);
2204 if ((pnum < 0) || (pnum >= N_players))
2206 Int3(); // Non-terminal, see rob
2210 if (Newdemo_state == ND_STATE_RECORDING)
2211 newdemo_record_multi_score(pnum, INTEL_INT(*(int *)(buf+2)) );
2213 Players[pnum].score = INTEL_INT(*(int *)(buf+2));
2215 multi_sort_kill_list();
2219 multi_do_trigger(char *buf)
2221 int pnum = (int)(buf[1]);
2222 int trigger = (int)(buf[2]);
2224 mprintf ((0,"MULTI doing trigger!\n"));
2226 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2228 Int3(); // Got trigger from illegal playernum
2231 if ((trigger < 0) || (trigger >= Num_triggers))
2233 Int3(); // Illegal trigger number in multiplayer
2236 check_trigger_sub(trigger, pnum,0);
2239 void multi_do_drop_marker (char *buf)
2242 int pnum=(int)(buf[1]);
2243 int mesnum=(int)(buf[2]);
2244 vms_vector position;
2246 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2249 position.x=(fix)INTEL_INT(*(int *)(buf+3));
2250 position.y=(fix)INTEL_INT(*(int *)(buf+7));
2251 position.z=(fix)INTEL_INT(*(int *)(buf+11));
2254 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2256 MarkerPoint[(pnum*2)+mesnum]=position;
2258 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2259 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2261 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2262 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2263 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2267 void multi_do_hostage_door_status(char *buf)
2269 // Update hit point status of a door
2275 wallnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2276 hps = (fix)INTEL_INT(*(int *)(buf+count)); count += 4;
2278 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2280 Int3(); // Non-terminal, see Rob
2284 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2286 if (hps < Walls[wallnum].hps)
2287 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2290 void multi_do_save_game(char *buf)
2297 slot = *(ubyte *)(buf+count); count += 1;
2298 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2299 memcpy( desc, &buf[count], 20 ); count += 20;
2301 multi_save_game( slot, id, desc );
2304 void multi_do_restore_game(char *buf)
2310 slot = *(ubyte *)(buf+count); count += 1;
2311 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2313 multi_restore_game( slot, id );
2317 void multi_do_req_player(char *buf)
2321 // Send my netplayer_stats to everyone!
2322 player_n = *(ubyte *)(buf+1);
2323 if ( (player_n == Player_num) || (player_n == 255) ) {
2324 extract_netplayer_stats( &ps, &Players[Player_num] );
2325 ps.Player_num = Player_num;
2326 ps.message_type = MULTI_SEND_PLAYER; // SET
2327 multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 0);
2331 void multi_do_send_player(char *buf)
2333 // Got a player packet from someone!!!
2334 netplayer_stats * p;
2335 p = (netplayer_stats *)buf;
2337 Assert( p->Player_num <= N_players );
2339 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2340 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2342 use_netplayer_stats( &Players[p->Player_num], p );
2346 multi_reset_stuff(void)
2348 // A generic, emergency function to solve problems that crop up
2349 // when a player exits quick-out from the game because of a
2350 // serial connection loss. Fixes several weird bugs!
2354 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2356 Dead_player_camera = 0;
2357 Endlevel_sequence = 0;
2362 multi_reset_player_object(object *objp)
2366 //Init physics for a non-console player
2368 Assert(objp >= Objects);
2369 Assert(objp <= Objects+Highest_object_index);
2370 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2372 vm_vec_zero(&objp->mtype.phys_info.velocity);
2373 vm_vec_zero(&objp->mtype.phys_info.thrust);
2374 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2375 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2376 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2377 objp->mtype.phys_info.mass = Player_ship->mass;
2378 objp->mtype.phys_info.drag = Player_ship->drag;
2379 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2380 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2384 objp->render_type = RT_POLYOBJ;
2385 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2386 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2387 for (i=0;i<MAX_SUBMODELS;i++)
2388 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2390 //reset textures for this, if not player 0
2392 multi_reset_object_texture (objp);
2398 if (objp->type == OBJ_GHOST)
2399 objp->render_type = RT_NONE;
2403 void multi_reset_object_texture (object *objp)
2407 if (Game_mode & GM_TEAM)
2408 id = get_team(objp->id);
2413 objp->rtype.pobj_info.alt_textures=0;
2415 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2417 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2418 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2420 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2421 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2423 objp->rtype.pobj_info.alt_textures = id;
2430 extern int TTRecv[];
2431 extern FILE *RecieveLogFile;
2434 multi_process_bigdata(char *buf, int len)
2436 // Takes a bunch of messages, check them for validity,
2437 // and pass them to multi_process_data.
2439 int type, sub_len, bytes_processed = 0;
2441 while( bytes_processed < len ) {
2442 type = buf[bytes_processed];
2444 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2445 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2448 sub_len = message_length[type];
2450 Assert(sub_len > 0);
2452 if ( (bytes_processed+sub_len) > len ) {
2453 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2458 multi_process_data(&buf[bytes_processed], sub_len);
2459 bytes_processed += sub_len;
2464 // Part 2 : Functions that send communication messages to inform the other
2465 // players of something we did.
2469 multi_send_fire(void)
2471 if (!Network_laser_fired)
2474 multibuf[0] = (char)MULTI_FIRE;
2475 multibuf[1] = (char)Player_num;
2476 multibuf[2] = (char)Network_laser_gun;
2477 multibuf[3] = (char)Network_laser_level;
2478 multibuf[4] = (char)Network_laser_flags;
2479 multibuf[5] = (char)Network_laser_fired;
2481 *(short *)(multibuf+6) = INTEL_SHORT(Network_laser_track);
2483 multi_send_data(multibuf, 8, 0);
2485 Network_laser_fired = 0;
2489 multi_send_destroy_controlcen(int objnum, int player)
2491 if (player == Player_num)
2492 HUD_init_message(TXT_YOU_DEST_CONTROL);
2493 else if ((player > 0) && (player < N_players))
2494 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2496 HUD_init_message(TXT_CONTROL_DESTROYED);
2498 multibuf[0] = (char)MULTI_CONTROLCEN;
2499 *(ushort *)(multibuf+1) = INTEL_SHORT(objnum);
2500 multibuf[3] = player;
2501 multi_send_data(multibuf, 4, 2);
2504 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2508 if (player<N_players)
2510 mprintf ((0,"Sending MARKER drop!\n"));
2511 multibuf[0]=(char)MULTI_MARKER;
2512 multibuf[1]=(char)player;
2513 multibuf[2]=messagenum;
2514 *(fix *)(multibuf+3)=INTEL_INT(position.x);
2515 *(fix *)(multibuf+7)=INTEL_INT(position.y);
2516 *(fix *)(multibuf+11)=INTEL_INT(position.z);
2518 multibuf[15+i]=text[i];
2520 multi_send_data(multibuf, 55, 1);
2524 multi_send_endlevel_start(int secret)
2526 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2527 multibuf[1] = Player_num;
2528 multibuf[2] = (char)secret;
2530 if ((secret) && !multi_goto_secret)
2531 multi_goto_secret = 1;
2532 else if (!multi_goto_secret)
2533 multi_goto_secret = 2;
2535 multi_send_data(multibuf, 3, 1);
2536 if (Game_mode & GM_NETWORK)
2538 Players[Player_num].connected = 5;
2539 network_send_endlevel_packet();
2544 multi_send_player_explode(char type)
2549 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2551 multi_send_position(Players[Player_num].objnum);
2553 if (Network_send_objects)
2555 mprintf((0, "Resetting object sync due to player explosion.\n"));
2556 Network_send_objnum = -1;
2559 multibuf[count++] = type;
2560 multibuf[count++] = Player_num;
2562 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].primary_weapon_flags);
2564 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].secondary_weapon_flags);
2566 multibuf[count++] = (char)Players[Player_num].laser_level;
2568 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2569 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2570 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2571 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2572 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2574 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2575 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2576 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2577 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2578 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2580 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[VULCAN_INDEX] );
2582 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[GAUSS_INDEX] );
2584 *(uint *)(multibuf+count) = INTEL_INT( (uint)Players[Player_num].flags );
2587 multibuf[count++] = Net_create_loc;
2589 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2591 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2593 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2595 for (i = 0; i < Net_create_loc; i++)
2597 if (Net_create_objnums[i] <= 0) {
2598 Int3(); // Illegal value in created egg object numbers
2603 *(short *)(multibuf+count) = INTEL_SHORT( (short)Net_create_objnums[i] ); count += 2;
2605 // We created these objs so our local number = the network number
2606 map_objnum_local_to_local((short)Net_create_objnums[i]);
2611 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2613 if (count > message_length[MULTI_PLAYER_EXPLODE])
2618 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2619 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2620 multi_send_decloak();
2621 if (Game_mode & GM_MULTI_ROBOTS)
2622 multi_strip_robots(Player_num);
2625 extern ubyte Secondary_weapon_to_powerup[];
2626 extern ubyte Primary_weapon_to_powerup[];
2628 // put a lid on how many objects will be spewed by an exploding player
2629 // to prevent rampant powerups in netgames
2631 void multi_cap_objects ()
2636 if (!(Game_mode & GM_NETWORK))
2639 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2641 type=Primary_weapon_to_powerup[index];
2642 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2643 if(Players[Player_num].primary_weapon_flags & (1 << index))
2645 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2646 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2647 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2652 // Don't do the adjustment stuff for Hoard mode
2653 if (!(Game_mode & GM_HOARD))
2654 Players[Player_num].secondary_ammo[2]/=4;
2656 Players[Player_num].secondary_ammo[7]/=4;
2658 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2660 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2663 type=Secondary_weapon_to_powerup[index];
2665 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2667 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2668 Players[Player_num].secondary_ammo[index]=0;
2670 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2672 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2676 if (!(Game_mode & GM_HOARD))
2677 Players[Player_num].secondary_ammo[2]*=4;
2678 Players[Player_num].secondary_ammo[7]*=4;
2680 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2681 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2682 Players[Player_num].laser_level=0;
2684 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2685 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2686 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2688 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2689 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2690 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2692 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2693 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2694 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2696 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2697 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2698 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2700 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2701 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2702 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2704 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2705 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2706 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2708 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2709 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2710 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2712 if (Game_mode & GM_CAPTURE)
2714 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2716 if (get_team(Player_num)==TEAM_RED)
2717 flagtype=POW_FLAG_BLUE;
2719 flagtype=POW_FLAG_RED;
2721 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2722 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2728 // adds players inventory to multi cap
2730 void multi_adjust_cap_for_player (int pnum)
2736 if (!(Game_mode & GM_NETWORK))
2739 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2741 type=Primary_weapon_to_powerup[index];
2742 if (Players[pnum].primary_weapon_flags & (1 << index))
2743 MaxPowerupsAllowed[(int)type]++;
2746 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2748 type=Secondary_weapon_to_powerup[index];
2749 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2752 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2753 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2755 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2756 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2758 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2759 MaxPowerupsAllowed[POW_CLOAK]++;
2761 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2762 MaxPowerupsAllowed[POW_FULL_MAP]++;
2764 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2765 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2767 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2768 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2770 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2771 MaxPowerupsAllowed[POW_CONVERTER]++;
2773 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2774 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2777 void multi_adjust_remote_cap (int pnum)
2783 if (!(Game_mode & GM_NETWORK))
2786 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2788 type=Primary_weapon_to_powerup[index];
2789 if (Players[pnum].primary_weapon_flags & (1 << index))
2790 PowerupsInMine[(int)type]++;
2793 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2795 type=Secondary_weapon_to_powerup[index];
2797 if ((Game_mode & GM_HOARD) && index==2)
2800 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2801 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2803 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2807 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2808 PowerupsInMine[POW_SUPER_LASER]++;
2810 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2811 PowerupsInMine[POW_QUAD_FIRE]++;
2813 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2814 PowerupsInMine[POW_CLOAK]++;
2816 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2817 PowerupsInMine[POW_FULL_MAP]++;
2819 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2820 PowerupsInMine[POW_AFTERBURNER]++;
2822 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2823 PowerupsInMine[POW_AMMO_RACK]++;
2825 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2826 PowerupsInMine[POW_CONVERTER]++;
2828 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2829 PowerupsInMine[POW_HEADLIGHT]++;
2834 multi_send_message(void)
2837 if (Network_message_reciever != -1)
2839 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2840 multibuf[loc] = (char)Player_num; loc += 1;
2841 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2842 multibuf[loc-1] = '\0';
2843 multi_send_data(multibuf, loc, 0);
2844 Network_message_reciever = -1;
2849 multi_send_reappear()
2851 multibuf[0] = (char)MULTI_REAPPEAR;
2852 *(short *)(multibuf+1) = INTEL_SHORT(Players[Player_num].objnum);
2854 multi_send_data(multibuf, 3, 2);
2855 PKilledFlags[Player_num]=0;
2859 multi_send_position(int objnum)
2866 if (Game_mode & GM_NETWORK) {
2870 multibuf[count++] = (char)MULTI_POSITION;
2872 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2873 count += sizeof(shortpos);
2875 create_shortpos(&sp, Objects+objnum, 1);
2876 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2878 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2882 multi_send_data(multibuf, count, 0);
2886 multi_send_kill(int objnum)
2888 // I died, tell the world.
2893 Assert(Objects[objnum].id == Player_num);
2894 killer_objnum = Players[Player_num].killer_objnum;
2896 multi_compute_kill(killer_objnum, objnum);
2898 multibuf[0] = (char)MULTI_KILL; count += 1;
2899 multibuf[1] = Player_num; count += 1;
2900 if (killer_objnum > -1) {
2901 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2903 s = (short)objnum_local_to_remote(killer_objnum, (byte *)&multibuf[count+2]);
2904 *(short *)(multibuf+count) = INTEL_SHORT(s);
2908 *(short *)(multibuf+count) = INTEL_SHORT((short)-1);
2909 multibuf[count+2] = (char)-1;
2912 multi_send_data(multibuf, count, 1);
2915 if (Game_mode & GM_MULTI_ROBOTS)
2916 multi_strip_robots(Player_num);
2921 multi_send_remobj(int objnum)
2923 // Tell the other guy to remove an object from his list
2926 short remote_objnum;
2928 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2930 if (PowerupsInMine[Objects[objnum].id] > 0)
2932 PowerupsInMine[Objects[objnum].id]--;
2933 if (multi_powerup_is_4pack (Objects[objnum].id))
2935 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2937 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2938 PowerupsInMine[Objects[objnum].id-1]=0;
2940 PowerupsInMine[Objects[objnum].id-1]-=4;
2946 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2948 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2950 *(short *)(multibuf+1) = INTEL_SHORT(remote_objnum); // Map to network objnums
2952 multibuf[3] = obj_owner;
2954 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2956 multi_send_data(multibuf, 4, 0);
2958 if (Network_send_objects && network_objnum_is_past(objnum))
2960 mprintf((0, "Resetting object sync due to object removal.\n"));
2961 Network_send_objnum = -1;
2966 multi_send_quit(int why)
2968 // I am quitting the game, tell the other guy the bad news.
2970 Assert (why == MULTI_QUIT);
2972 multibuf[0] = (char)why;
2973 multibuf[1] = Player_num;
2974 multi_send_data(multibuf, 2, 1);
2979 multi_send_cloak(void)
2981 // Broadcast a change in our pflags (made to support cloaking)
2983 multibuf[0] = MULTI_CLOAK;
2984 multibuf[1] = (char)Player_num;
2986 multi_send_data(multibuf, 2, 1);
2989 if (Game_mode & GM_MULTI_ROBOTS)
2990 multi_strip_robots(Player_num);
2995 multi_send_decloak(void)
2997 // Broadcast a change in our pflags (made to support cloaking)
2999 multibuf[0] = MULTI_DECLOAK;
3000 multibuf[1] = (char)Player_num;
3002 multi_send_data(multibuf, 2, 1);
3006 multi_send_door_open(int segnum, int side,ubyte flag)
3008 // When we open a door make sure everyone else opens that door
3010 multibuf[0] = MULTI_DOOR_OPEN;
3011 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3012 multibuf[3] = (byte)side;
3015 multi_send_data(multibuf, 5, 2);
3018 extern void network_send_naked_packet (char *,short,int);
3021 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
3023 // For sending doors only to a specific person (usually when they're joining)
3025 Assert (Game_mode & GM_NETWORK);
3026 // Assert (pnum>-1 && pnum<N_players);
3028 multibuf[0] = MULTI_DOOR_OPEN;
3029 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3030 multibuf[3] = (byte)side;
3033 network_send_naked_packet(multibuf, 5, pnum);
3037 // Part 3 : Functions that change or prepare the game for multiplayer use.
3038 // Not including functions needed to syncronize or start the
3039 // particular type of multiplayer game. Includes preparing the
3040 // mines, player structures, etc.
3043 multi_send_create_explosion(int pnum)
3045 // Send all data needed to create a remote explosion
3049 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3050 multibuf[count] = (byte)pnum; count += 1;
3054 multi_send_data(multibuf, count, 0);
3058 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3061 vms_vector swapped_vec;
3065 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3067 memcpy(multibuf+count, to_goal, 12); count += 12;
3069 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3070 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3071 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3072 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3074 multibuf[count] = (char)best_gun_num; count += 1;
3075 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3078 multi_send_data(multibuf, count, 0);
3082 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3084 // Create a powerup on a remote machine, used for remote
3085 // placement of used powerups like missiles and cloaking
3089 vms_vector swapped_vec;
3093 if (Game_mode & GM_NETWORK)
3094 PowerupsInMine[powerup_type]++;
3096 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3097 multibuf[count] = Player_num; count += 1;
3098 multibuf[count] = powerup_type; count += 1;
3099 *(short *)(multibuf+count) = INTEL_SHORT( (short)segnum ); count += 2;
3100 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3102 *(vms_vector *)(multibuf+count) = *pos; count += sizeof(vms_vector);
3104 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3105 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3106 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3107 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3111 multi_send_data(multibuf, count, 2);
3113 if (Network_send_objects && network_objnum_is_past(objnum))
3115 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3116 Network_send_objnum = -1;
3119 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3120 map_objnum_local_to_local(objnum);
3124 multi_send_play_sound(int sound_num, fix volume)
3127 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3128 multibuf[count] = Player_num; count += 1;
3129 multibuf[count] = (char)sound_num; count += 1;
3130 multibuf[count] = (char)(volume >> 12); count += 1;
3133 multi_send_data(multibuf, count, 0);
3137 multi_send_audio_taunt(int taunt_num)
3139 return; // Taken out, awaiting sounds..
3142 int audio_taunts[4] = {
3143 SOUND_CONTROL_CENTER_WARNING_SIREN,
3144 SOUND_HOSTAGE_RESCUED,
3145 SOUND_REFUEL_STATION_GIVING_FUEL,
3150 Assert(taunt_num >= 0);
3151 Assert(taunt_num < 4);
3153 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3154 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3159 multi_send_score(void)
3161 // Send my current score to all other players so it will remain
3165 if (Game_mode & GM_MULTI_COOP) {
3166 multi_sort_kill_list();
3167 multibuf[count] = MULTI_SCORE; count += 1;
3168 multibuf[count] = Player_num; count += 1;
3169 *(int *)(multibuf+count) = INTEL_INT( Players[Player_num].score ); count += 4;
3170 multi_send_data(multibuf, count, 0);
3176 multi_send_save_game(ubyte slot, uint id, char * desc)
3180 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3181 multibuf[count] = slot; count += 1; // Save slot=0
3182 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3183 memcpy( &multibuf[count], desc, 20 ); count += 20;
3185 multi_send_data(multibuf, count, 2);
3189 multi_send_restore_game(ubyte slot, uint id)
3193 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3194 multibuf[count] = slot; count += 1; // Save slot=0
3195 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3197 multi_send_data(multibuf, count, 2);
3201 multi_send_netplayer_stats_request(ubyte player_num)
3205 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3206 multibuf[count] = player_num; count += 1;
3208 multi_send_data(multibuf, count, 0 );
3212 multi_send_trigger(int triggernum)
3214 // Send an even to trigger something in the mine
3218 multibuf[count] = MULTI_TRIGGER; count += 1;
3219 multibuf[count] = Player_num; count += 1;
3220 multibuf[count] = (ubyte)triggernum; count += 1;
3222 mprintf ((0,"Sending trigger %d\n",triggernum));
3224 multi_send_data(multibuf, count, 1);
3225 // multi_send_data(multibuf, count, 1); // twice?
3229 multi_send_hostage_door_status(int wallnum)
3231 // Tell the other player what the hit point status of a hostage door
3236 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3238 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3239 *(short *)(multibuf+count) = INTEL_SHORT( (short)wallnum ); count += 2;
3240 *(fix *)(multibuf+count) = (fix)INTEL_INT( (int)Walls[wallnum].hps ); count += 4;
3242 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3244 multi_send_data(multibuf, count, 0);
3247 extern int ConsistencyCount;
3248 extern int Drop_afterburner_blob_flag;
3252 void multi_prep_level(void)
3254 // Do any special stuff to the level required for serial games
3255 // before we begin playing in it.
3257 // Player_num MUST be set before calling this procedure.
3259 // This function must be called before checksuming the Object array,
3260 // since the resulting checksum with depend on the value of Player_num
3261 // at the time this is called.
3264 int cloak_count, inv_count;
3266 Assert(Game_mode & GM_MULTI);
3268 Assert(NumNetPlayerPositions > 0);
3272 Drop_afterburner_blob_flag=0;
3275 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3278 for (i = 0; i < NumNetPlayerPositions; i++)
3280 if (i != Player_num)
3281 Objects[Players[i].objnum].control_type = CT_REMOTE;
3282 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3283 multi_reset_player_object(&Objects[Players[i].objnum]);
3284 LastPacketTime[i] = 0;
3288 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3290 robot_controlled[i] = -1;
3291 robot_agitation[i] = 0;
3296 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3298 if (!(Game_mode & GM_MULTI_COOP))
3300 multi_delete_extra_objects(); // Removes monsters from level
3303 if (Game_mode & GM_MULTI_ROBOTS)
3305 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3308 if (Game_mode & GM_NETWORK)
3310 multi_adjust_cap_for_player(Player_num);
3311 multi_send_powerup_update();
3312 ng=1; // ng means network game
3318 for (i=0; i<=Highest_object_index; i++)
3322 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3324 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);
3328 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3329 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3330 Objects[objnum].rtype.vclip_info.framenum = 0;
3331 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3332 Objects[objnum].mtype.phys_info.mass = F1_0;
3333 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3338 if (Objects[i].type == OBJ_POWERUP)
3340 if (Objects[i].id == POW_EXTRA_LIFE)
3342 if (ng && !Netgame.DoInvulnerability)
3344 Objects[i].id = POW_SHIELD_BOOST;
3345 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3346 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3350 Objects[i].id = POW_INVULNERABILITY;
3351 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3352 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3357 if (!(Game_mode & GM_MULTI_COOP))
3358 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3360 Objects[i].id = POW_SHIELD_BOOST;
3361 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3362 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3365 if (Objects[i].id == POW_INVULNERABILITY) {
3366 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3367 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3368 Objects[i].id = POW_SHIELD_BOOST;
3369 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3370 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3375 if (Objects[i].id == POW_CLOAK) {
3376 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3377 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3378 Objects[i].id = POW_SHIELD_BOOST;
3379 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3380 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3385 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3386 bash_to_shield (i,"afterburner");
3387 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3388 bash_to_shield (i,"fusion");
3389 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3390 bash_to_shield (i,"phoenix");
3392 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3393 bash_to_shield (i,"helix");
3395 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3396 bash_to_shield (i,"mega");
3398 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3399 bash_to_shield (i,"smartmissile");
3401 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3402 bash_to_shield (i,"gauss");
3404 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3405 bash_to_shield (i,"vulcan");
3407 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3408 bash_to_shield (i,"plasma");
3410 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3411 bash_to_shield (i,"omega");
3413 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3414 bash_to_shield (i,"superlaser");
3416 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3417 bash_to_shield (i,"proximity");
3419 // Special: Make all proximity bombs into shields if in hoard mode because
3420 // we use the proximity slot in the player struct to signify how many orbs
3423 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3424 bash_to_shield (i,"proximity");
3426 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3427 bash_to_shield(i,"vulcan ammo");
3429 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3430 bash_to_shield (i,"spread");
3431 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3432 bash_to_shield (i,"smartmine");
3433 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3434 bash_to_shield (i,"flash");
3435 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3436 bash_to_shield (i,"flash");
3437 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3438 bash_to_shield (i,"guided");
3439 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3440 bash_to_shield (i,"guided");
3441 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3442 bash_to_shield (i,"earth");
3443 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3444 bash_to_shield (i,"Mercury");
3445 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3446 bash_to_shield (i,"Mercury");
3447 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3448 bash_to_shield (i,"Converter");
3449 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3450 bash_to_shield (i,"Ammo rack");
3451 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3452 bash_to_shield (i,"Headlight");
3453 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3454 bash_to_shield (i,"Laser powerup");
3455 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3456 bash_to_shield (i,"Homing");
3457 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3458 bash_to_shield (i,"Homing");
3459 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3460 bash_to_shield (i,"Quad Lasers");
3461 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3462 bash_to_shield (i,"Blue flag");
3463 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3464 bash_to_shield (i,"Red flag");
3468 if (Game_mode & GM_HOARD)
3471 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3472 multi_apply_goal_textures();
3474 multi_sort_kill_list();
3476 multi_show_player_list();
3478 ConsoleObject->control_type = CT_FLYING;
3480 reset_player_object();
3484 int Goal_blue_segnum,Goal_red_segnum;
3486 void multi_apply_goal_textures()
3492 for (i=0; i <= Highest_segment_index; i++)
3495 seg2 = &Segment2s[i];
3497 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3500 Goal_blue_segnum = i;
3502 if (Game_mode & GM_HOARD)
3503 tex=find_goal_texture (TMI_GOAL_HOARD);
3505 tex=find_goal_texture (TMI_GOAL_BLUE);
3508 for (j = 0; j < 6; j++) {
3510 seg->sides[j].tmap_num=tex;
3512 seg->sides[j].uvls[v].l = i2f(100); //max out
3515 seg2->static_light = i2f(100); //make static light bright
3519 if (seg2->special==SEGMENT_IS_GOAL_RED)
3521 Goal_red_segnum = i;
3523 // Make both textures the same if Hoard mode
3525 if (Game_mode & GM_HOARD)
3526 tex=find_goal_texture (TMI_GOAL_HOARD);
3528 tex=find_goal_texture (TMI_GOAL_RED);
3531 for (j = 0; j < 6; j++) {
3533 seg->sides[j].tmap_num=tex;
3535 seg->sides[j].uvls[v].l = i2f(1000); //max out
3538 seg2->static_light = i2f(100); //make static light bright
3542 int find_goal_texture (ubyte t)
3546 for (i=0;i<NumTextures;i++)
3547 if (TmapInfo[i].flags & t)
3550 Int3(); // Hey, there is no goal texture for this PIG!!!!
3551 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3557 /* DPH: Moved to gameseq.c
3558 void bash_to_shield (int i,char *s)
3560 int type=Objects[i].id;
3562 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3564 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3566 Objects[i].id = POW_SHIELD_BOOST;
3567 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3568 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3572 void multi_set_robot_ai(void)
3574 // Go through the objects array looking for robots and setting
3575 // them to certain supported types of NET AI behavior.
3579 // for (i = 0; i <= Highest_object_index; i++)
3581 // if (Objects[i].type == OBJ_ROBOT) {
3582 // Objects[i].ai_info.REMOTE_OWNER = -1;
3583 // if (Objects[i].ai_info.behavior == AIB_STATION)
3584 // Objects[i].ai_info.behavior = AIB_NORMAL;
3589 int multi_delete_extra_objects()
3595 // Go through the object list and remove any objects not used in
3596 // 'Anarchy!' games.
3598 // This function also prints the total number of available multiplayer
3599 // positions in this level, even though this should always be 8 or more!
3602 for (i=0;i<=Highest_object_index;i++) {
3603 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3605 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3607 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) ) {
3608 // Before deleting object, if it's a robot, drop it's special powerup, if any
3609 if (objp->type == OBJ_ROBOT)
3610 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3611 object_create_egg(objp);
3620 void change_playernum_to( int new_Player_num )
3622 if (Player_num > -1)
3623 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3624 Player_num = new_Player_num;
3627 int multi_all_players_alive()
3630 for (i=0;i<N_players;i++)
3632 if (PKilledFlags[i] && Players[i].connected)
3638 void multi_initiate_save_game()
3645 if ((Endlevel_sequence) || (Control_center_destroyed))
3648 if (!multi_all_players_alive())
3650 HUD_init_message ("Can't save...all players must be alive!");
3654 // multi_send_netplayer_stats_request(255);
3659 slot = state_get_save_file(filename, desc, 1 );
3668 // Make a unique game id
3669 game_id = timer_get_fixed_seconds();
3670 game_id ^= N_players<<4;
3671 for (i=0; i<N_players; i++ )
3672 game_id ^= *(uint *)Players[i].callsign;
3673 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3675 mprintf(( 1, "Game_id = %8x\n", game_id));
3676 multi_send_save_game(slot, game_id, desc );
3678 multi_save_game(slot,game_id, desc );
3681 extern int state_get_game_id(char *);
3683 void multi_initiate_restore_game()
3688 if ((Endlevel_sequence) || (Control_center_destroyed))
3691 if (!multi_all_players_alive())
3693 HUD_init_message ("Can't restore...all players must be alive!");
3698 slot = state_get_restore_file(filename,1);
3703 state_game_id=state_get_game_id (filename);
3709 multi_send_restore_game(slot,state_game_id);
3711 multi_restore_game(slot,state_game_id);
3714 void multi_save_game(ubyte slot, uint id, char *desc)
3718 if ((Endlevel_sequence) || (Control_center_destroyed))
3722 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3724 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3726 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3727 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3730 state_save_all_sub(filename, desc, 0 );
3733 void multi_restore_game(ubyte slot, uint id)
3736 player saved_player;
3740 if ((Endlevel_sequence) || (Control_center_destroyed))
3743 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3744 saved_player = Players[Player_num];
3746 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3748 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3751 for (i=0;i<N_players;i++)
3752 multi_strip_robots(i);
3754 thisid=state_get_game_id (filename);
3757 multi_bad_restore ();
3761 pnum=state_restore_all_sub( filename, 1, 0 );
3763 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3765 /* if (state_game_id != id ) {
3766 // Game doesn't match!!!
3767 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3768 Game_mode |= GM_GAME_OVER;
3769 Function_mode = FMODE_MENU;
3770 longjmp(LeaveGame, 0);
3773 change_playernum_to(pnum-1);
3774 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3775 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3776 Players[Player_num].connected = saved_player.connected;
3777 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3778 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3779 Viewer = ConsoleObject = &Objects[pnum-1]; */
3783 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3787 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3788 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3789 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3790 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3791 ps->laser_level = pd->laser_level; // Current level of the laser.
3792 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3793 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3794 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3795 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3796 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3797 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3799 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3800 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3802 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3803 ps->score=INTEL_INT(pd->score); // Current score.
3804 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3805 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3806 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3807 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3808 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3809 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3810 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3811 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3812 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3813 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3814 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3815 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3816 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3819 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3823 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3824 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3825 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3826 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3827 ps->laser_level = pd->laser_level; // Current level of the laser.
3828 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3829 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3830 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3831 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3832 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3833 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3834 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3835 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3836 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3837 ps->score = INTEL_INT(pd->score); // Current score.
3838 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3839 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3840 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3841 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3842 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3843 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3844 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3845 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3846 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3847 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3848 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3849 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3850 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3853 void multi_send_drop_weapon (int objnum,int seed)
3859 objp = &Objects[objnum];
3861 ammo_count = objp->ctype.powerup_info.count;
3863 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3864 ammo_count = F1_0 - 1; //make fit in short
3866 Assert(ammo_count < F1_0); //make sure fits in short
3868 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3869 multibuf[count++]=(char)objp->id;
3871 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
3872 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
3873 *(short *) (multibuf+count)=INTEL_SHORT(ammo_count); count += 2;
3874 *(int *) (multibuf+count)=INTEL_INT(seed);
3876 map_objnum_local_to_local(objnum);
3878 if (Game_mode & GM_NETWORK)
3879 PowerupsInMine[objp->id]++;
3881 multi_send_data(multibuf, 12, 2);
3884 void multi_do_drop_weapon (char *buf)
3886 int pnum,ammo,objnum,remote_objnum,seed;
3890 powerup_id=(int)(buf[1]);
3891 pnum = INTEL_SHORT(*(short *)(buf+2));
3892 remote_objnum = INTEL_SHORT(*(short *)(buf+4));
3893 ammo = INTEL_SHORT(*(ushort *)(buf+6));
3894 seed = INTEL_INT(*(int *)(buf+8));
3896 objp = &Objects[Players[pnum].objnum];
3898 objnum = spit_powerup(objp, powerup_id, seed);
3900 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3903 Objects[objnum].ctype.powerup_info.count = ammo;
3905 if (Game_mode & GM_NETWORK)
3906 PowerupsInMine[powerup_id]++;
3908 mprintf ((0,"Dropped weapon %d!\n"));
3912 void multi_send_guided_info (object *miss,char done)
3919 mprintf ((0,"Sending guided info!\n"));
3921 multibuf[count++]=(char)MULTI_GUIDED;
3922 multibuf[count++]=(char)Player_num;
3923 multibuf[count++]=done;
3926 create_shortpos((shortpos *)(multibuf+count), miss,0);
3927 count+=sizeof(shortpos);
3929 create_shortpos(&sp, miss, 1);
3930 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3932 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3936 multi_send_data(multibuf, count, 0);
3939 void multi_do_guided (char *buf)
3948 if (Guided_missile[(int)pnum]==NULL)
3952 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3959 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3965 release_guided_missile(pnum);
3970 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3972 Int3(); // Get Jason immediately!
3977 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3979 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3980 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3981 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3984 count+=sizeof (shortpos);
3986 update_object_seg(Guided_missile[(int)pnum]);
3989 void multi_send_stolen_items ()
3992 multibuf[0]=MULTI_STOLEN_ITEMS;
3994 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3996 multibuf[i+1]=Stolen_items[i];
3997 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3998 count++; // So I like to break my stuff into smaller chunks, so what?
4001 multi_send_data(multibuf, count, 1);
4004 void multi_do_stolen_items (char *buf)
4008 mprintf ((0,"Recieved a stolen item packet...\n"));
4010 for (i=0;i<MAX_STOLEN_ITEMS;i++)
4012 Stolen_items[i]=buf[i+1];
4013 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
4018 extern void network_send_important_packet (char *,int);
4020 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
4023 multibuf[count]=MULTI_WALL_STATUS; count++;
4024 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4025 multibuf[count]=type; count++;
4026 multibuf[count]=flags; count++;
4027 multibuf[count]=state; count++;
4029 /* if (Game_mode & GM_NETWORK)
4031 network_send_important_packet (multibuf,count);
4032 network_send_important_packet (multibuf,count);
4036 multi_send_data(multibuf, count, 1); // twice, just to be sure
4037 multi_send_data(multibuf, count, 1);
4040 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4042 // Send wall states a specific rejoining player
4046 Assert (Game_mode & GM_NETWORK);
4047 // Assert (pnum>-1 && pnum<N_players);
4049 multibuf[count]=MULTI_WALL_STATUS; count++;
4050 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4051 multibuf[count]=type; count++;
4052 multibuf[count]=flags; count++;
4053 multibuf[count]=state; count++;
4055 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4056 network_send_naked_packet(multibuf, count,pnum);
4059 void multi_do_wall_status (char *buf)
4062 ubyte flag,type,state;
4064 wallnum=INTEL_SHORT( *(short *)(buf+1) );
4069 Assert (wallnum>=0);
4070 Walls[wallnum].type=type;
4071 Walls[wallnum].flags=flag;
4072 // Assert(state <= 4);
4073 Walls[wallnum].state=state;
4075 if (Walls[wallnum].type==WALL_OPEN)
4077 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4078 // digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4082 // mprintf ((0,"Got a walls packet.\n"));
4085 void multi_send_jason_cheat (int num)
4091 void multi_send_kill_goal_counts()
4094 multibuf[0]=MULTI_KILLGOALS;
4096 for (i=0;i<MAX_PLAYERS;i++)
4098 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4102 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4103 multi_send_data(multibuf, count, 1);
4106 void multi_do_kill_goal_counts(char *buf)
4110 for (i=0;i<MAX_PLAYERS;i++)
4112 Players[i].KillGoalCount=*(char *)(buf+count);
4113 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4119 void multi_send_heartbeat ()
4121 if (!Netgame.PlayTimeAllowed)
4124 multibuf[0]=MULTI_HEARTBEAT;
4125 *(fix *)(multibuf+1)=(fix)INTEL_INT(ThisLevelTime);
4126 multi_send_data(multibuf, 5, 0);
4129 void multi_do_heartbeat (char *buf)
4133 num=(fix)INTEL_INT(*(int *)(buf+1));
4138 void multi_check_for_killgoal_winner ()
4140 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 *(fix *)(multibuf+count)=(fix)INTEL_INT(start); count+=(sizeof(fix));
4177 *(fix *)(multibuf+count)=(fix)INTEL_INT(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 Seismic_disturbance_start_time=(fix)INTEL_INT( *(int *)(buf+1) );
4188 Seismic_disturbance_end_time=(fix)INTEL_INT( *(int *)(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 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4197 *(char *)(multibuf+count)=val; count++;
4200 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4201 *(short *)(multibuf+count)=INTEL_SHORT(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 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4214 *(char *)(multibuf+count)=val; count++;
4218 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4219 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4221 network_send_naked_packet(multibuf, count, pnum);
4224 void multi_do_light (char *buf)
4227 int seg=INTEL_INT(*(int *)(buf+1));
4228 ubyte sides=*(char *)(buf+5);
4232 if ((sides & (1<<i)))
4234 subtract_light (seg,i);
4235 Segments[seg].sides[i].tmap_num2=INTEL_SHORT( *(short *)(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)
4280 uint flags=INTEL_INT( *(uint *)(buf+2) );
4282 if (pnum!=Player_num)
4283 Players[(int)pnum].flags=flags;
4286 void multi_send_flags (char pnum)
4288 multibuf[0]=MULTI_FLAGS;
4290 *(uint *)(multibuf+2)=INTEL_INT(Players[(int)pnum].flags);
4292 multi_send_data(multibuf, 6, 1);
4295 void multi_send_drop_blobs (char pnum)
4297 multibuf[0]=MULTI_DROP_BLOB;
4300 multi_send_data(multibuf, 2, 0);
4303 void multi_do_drop_blob (char *buf)
4306 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4309 void multi_send_powerup_update ()
4314 multibuf[0]=MULTI_POWERUP_UPDATE;
4315 for (i=0;i<MAX_POWERUP_TYPES;i++)
4316 multibuf[i+1]=MaxPowerupsAllowed[i];
4318 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4320 void multi_do_powerup_update (char *buf)
4324 for (i=0;i<MAX_POWERUP_TYPES;i++)
4325 if (buf[i+1]>MaxPowerupsAllowed[i])
4326 MaxPowerupsAllowed[i]=buf[i+1];
4329 extern active_door ActiveDoors[];
4330 extern int Num_open_doors; // Number of open doors
4332 void multi_send_active_door (char i)
4336 multibuf[0]=MULTI_ACTIVE_DOOR;
4338 multibuf[2]=Num_open_doors;
4341 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4342 count += sizeof(active_door);
4344 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4345 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4346 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4347 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4348 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4349 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4351 // multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4352 multi_send_data (multibuf,count,1);
4355 void multi_do_active_door (char *buf)
4359 Num_open_doors=buf[2];
4363 memcpy (&ActiveDoors[(int)i],buf+count,sizeof(struct active_door));
4365 ActiveDoors[i].n_parts = INTEL_INT( *(int *)(buf+count) ); count += 4;
4366 ActiveDoors[i].front_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4367 ActiveDoors[i].front_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4368 ActiveDoors[i].back_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4369 ActiveDoors[i].back_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4370 ActiveDoors[i].time = INTEL_INT( *(int *)(buf+count) ); count += 4;
4374 void multi_send_sound_function (char whichfunc,char sound)
4378 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4379 multibuf[1]=Player_num; count++;
4380 multibuf[2]=whichfunc; count++;
4382 *(uint *)(multibuf+count)=sound; count++;
4384 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4386 multi_send_data (multibuf,4,0);
4389 #define AFTERBURNER_LOOP_START 20098
4390 #define AFTERBURNER_LOOP_END 25776
4392 void multi_do_sound_function (char *buf)
4396 char pnum,whichfunc;
4399 if (Players[Player_num].connected!=1)
4407 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4408 else if (whichfunc==3)
4409 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4412 void multi_send_capture_bonus (char pnum)
4414 Assert (Game_mode & GM_CAPTURE);
4416 multibuf[0]=MULTI_CAPTURE_BONUS;
4419 multi_send_data (multibuf,2,1);
4420 multi_do_capture_bonus (multibuf);
4422 void multi_send_orb_bonus (char pnum)
4424 Assert (Game_mode & GM_HOARD);
4426 multibuf[0]=MULTI_ORB_BONUS;
4428 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4430 multi_send_data (multibuf,3,1);
4431 multi_do_orb_bonus (multibuf);
4433 void multi_do_capture_bonus(char *buf)
4435 // Figure out the results of a network kills and add it to the
4436 // appropriate player's tally.
4441 kmatrix_kills_changed = 1;
4443 if (pnum==Player_num)
4444 HUD_init_message("You have Scored!");
4446 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4448 if (pnum==Player_num)
4449 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4450 else if (get_team(pnum)==TEAM_RED)
4451 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4453 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4455 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4457 team_kills[get_team(pnum)] += 5;
4458 Players[(int)pnum].net_kills_total += 5;
4459 Players[(int)pnum].KillGoalCount+=5;
4461 if (Netgame.KillGoal>0)
4463 TheGoal=Netgame.KillGoal*5;
4465 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4467 if (pnum==Player_num)
4469 HUD_init_message("You reached the kill goal!");
4470 Players[Player_num].shields=i2f(200);
4473 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4475 HUD_init_message ("The control center has been destroyed!");
4476 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4480 multi_sort_kill_list();
4481 multi_show_player_list();
4484 int GetOrbBonus (char num)
4488 bonus=num*(num+1)/2;
4492 void multi_do_orb_bonus(char *buf)
4494 // Figure out the results of a network kills and add it to the
4495 // appropriate player's tally.
4499 int bonus=GetOrbBonus (buf[2]);
4501 kmatrix_kills_changed = 1;
4503 if (pnum==Player_num)
4504 HUD_init_message("You have scored %d points!",bonus);
4506 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4508 if (pnum==Player_num)
4509 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4510 else if (Game_mode & GM_TEAM)
4512 if (get_team(pnum)==TEAM_RED)
4513 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4515 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4518 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4520 if (bonus>PhallicLimit)
4522 if (pnum==Player_num)
4523 HUD_init_message ("You have the record with %d points!",bonus);
4525 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4526 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4531 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4533 team_kills[get_team(pnum)] += bonus;
4534 Players[(int)pnum].net_kills_total += bonus;
4535 Players[(int)pnum].KillGoalCount+=bonus;
4537 team_kills[get_team(pnum)]%=1000;
4538 Players[(int)pnum].net_kills_total%=1000;
4539 Players[(int)pnum].KillGoalCount%=1000;
4541 if (Netgame.KillGoal>0)
4543 TheGoal=Netgame.KillGoal*5;
4545 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4547 if (pnum==Player_num)
4549 HUD_init_message("You reached the kill goal!");
4550 Players[Player_num].shields=i2f(200);
4553 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4555 HUD_init_message ("The control center has been destroyed!");
4556 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4559 multi_sort_kill_list();
4560 multi_show_player_list();
4563 void multi_send_got_flag (char pnum)
4565 multibuf[0]=MULTI_GOT_FLAG;
4568 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4570 multi_send_data (multibuf,2,1);
4571 multi_send_flags (Player_num);
4575 digi_sound ReversedSound;
4577 void multi_send_got_orb (char pnum)
4579 multibuf[0]=MULTI_GOT_ORB;
4582 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4584 multi_send_data (multibuf,2,1);
4585 multi_send_flags (Player_num);
4588 void multi_do_got_flag (char *buf)
4592 if (pnum==Player_num)
4593 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4594 else if (get_team(pnum)==TEAM_RED)
4595 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4597 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4598 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4599 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4601 void multi_do_got_orb (char *buf)
4605 Assert (Game_mode & GM_HOARD);
4607 if (Game_mode & GM_TEAM)
4609 if (get_team(pnum)==get_team(Player_num))
4610 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4612 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4615 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4617 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4618 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4626 if (!(Game_mode & GM_HOARD))
4627 Int3(); // How did we get here? Get Leighton!
4629 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4631 HUD_init_message("No orbs to drop!");
4637 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4642 HUD_init_message("Orb dropped!");
4643 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4645 if ((Game_mode & GM_HOARD) && objnum>-1)
4646 multi_send_drop_flag(objnum,seed);
4648 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4650 // If empty, tell everyone to stop drawing the box around me
4651 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4652 multi_send_flags (Player_num);
4659 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4661 if (Game_mode & GM_HOARD)
4667 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4669 HUD_init_message("No flag to drop!");
4674 HUD_init_message("Flag dropped!");
4675 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4679 if (get_team (Player_num)==TEAM_RED)
4680 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4682 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4687 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4688 multi_send_drop_flag(objnum,seed);
4690 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4694 void multi_send_drop_flag (int objnum,int seed)
4699 objp = &Objects[objnum];
4701 multibuf[count++]=(char)MULTI_DROP_FLAG;
4702 multibuf[count++]=(char)objp->id;
4704 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
4705 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
4706 *(short *) (multibuf+count)=INTEL_SHORT(objp->ctype.powerup_info.count); count += 2;
4707 *(int *) (multibuf+count)=INTEL_INT(seed);
4709 map_objnum_local_to_local(objnum);
4711 if (!(Game_mode & GM_HOARD))
4712 if (Game_mode & GM_NETWORK)
4713 PowerupsInMine[objp->id]++;
4715 multi_send_data(multibuf, 12, 2);
4718 void multi_do_drop_flag (char *buf)
4720 int pnum,ammo,objnum,remote_objnum,seed;
4725 pnum=INTEL_SHORT( *(short *)(buf+2) );
4726 remote_objnum=INTEL_SHORT( *(short *)(buf+4) );
4727 ammo=INTEL_SHORT( *(short *)(buf+6) );
4728 seed=INTEL_INT( *(int *)(buf+8) );
4730 objp = &Objects[Players[pnum].objnum];
4732 objnum = spit_powerup(objp, powerup_id, seed);
4734 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4737 Objects[objnum].ctype.powerup_info.count = ammo;
4739 if (!(Game_mode & GM_HOARD))
4741 if (Game_mode & GM_NETWORK)
4742 PowerupsInMine[powerup_id]++;
4743 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4745 mprintf ((0,"Dropped flag %d!\n"));
4749 void multi_bad_restore ()
4751 Function_mode = FMODE_MENU;
4752 nm_messagebox(NULL, 1, TXT_OK,
4753 "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.");
4754 Function_mode = FMODE_GAME;
4755 multi_quit_game = 1;
4756 multi_leave_menu = 1;
4757 multi_reset_stuff();
4760 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4761 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4762 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4763 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4764 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4765 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4766 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4767 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4770 void multi_send_robot_controls (char pnum)
4774 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4776 multibuf[0]=MULTI_ROBOT_CONTROLS;
4778 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4779 count+=(MAX_ROBOTS_CONTROLLED*4);
4780 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4781 count+=(MAX_ROBOTS_CONTROLLED*4);
4782 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4783 count+=(MAX_ROBOTS_CONTROLLED*4);
4784 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4785 count+=(MAX_ROBOTS_CONTROLLED*4);
4786 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4787 count+=(MAX_ROBOTS_CONTROLLED*4);
4788 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4789 count+=(MAX_ROBOTS_CONTROLLED*4);
4790 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4791 count+=(MAX_ROBOTS_CONTROLLED*4);
4793 network_send_naked_packet (multibuf,142,pnum);
4795 void multi_do_robot_controls(char *buf)
4799 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4801 if (buf[1]!=Player_num)
4803 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4807 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4808 count+=(MAX_ROBOTS_CONTROLLED*4);
4809 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4810 count+=(MAX_ROBOTS_CONTROLLED*4);
4811 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4812 count+=(MAX_ROBOTS_CONTROLLED*4);
4813 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4814 count+=(MAX_ROBOTS_CONTROLLED*4);
4815 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4816 count+=(MAX_ROBOTS_CONTROLLED*4);
4817 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4818 count+=(MAX_ROBOTS_CONTROLLED*4);
4819 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4820 count+=(MAX_ROBOTS_CONTROLLED*4);
4823 #define POWERUPADJUSTS 5
4824 int PowerupAdjustMapping[]={11,19,39,41,44};
4826 int multi_powerup_is_4pack (int id)
4830 for (i=0;i<POWERUPADJUSTS;i++)
4831 if (id==PowerupAdjustMapping[i])
4836 int multi_powerup_is_allowed(int id)
4838 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4840 if (id == POW_CLOAK && !Netgame.DoCloak)
4842 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4844 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4846 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4848 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4850 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4852 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4854 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4856 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4858 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4860 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4862 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4864 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4866 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4868 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4870 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4872 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4874 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4876 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4878 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4880 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4882 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4884 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4886 if (id == POW_CONVERTER && !Netgame.DoConverter)
4888 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4890 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4892 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4894 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4896 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4898 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4900 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4902 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4908 void multi_send_finish_game ()
4910 multibuf[0]=MULTI_FINISH_GAME;
4911 multibuf[1]=Player_num;
4913 multi_send_data (multibuf,2,1);
4917 extern void do_final_boss_hacks();
4918 void multi_do_finish_game (char *buf)
4920 if (buf[0]!=MULTI_FINISH_GAME)
4923 if (Current_level_num!=Last_level)
4926 do_final_boss_hacks();
4929 void multi_send_trigger_specific (char pnum,char trig)
4931 multibuf[0] = MULTI_START_TRIGGER;
4934 network_send_naked_packet(multibuf, 2, pnum);
4936 void multi_do_start_trigger (char *buf)
4938 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4941 extern int GetMyNetRanking();
4942 extern char *RankStrings[];
4944 void multi_add_lifetime_kills ()
4946 // This function adds a kill to lifetime stats of this player, and possibly
4947 // gives a promotion. If so, it will tell everyone else
4951 if (!Game_mode & GM_NETWORK)
4954 oldrank=GetMyNetRanking();
4958 if (oldrank!=GetMyNetRanking())
4960 multi_send_ranking();
4961 if (!FindArg("-norankings"))
4963 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4964 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4965 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4968 write_player_file();
4971 void multi_add_lifetime_killed ()
4973 // This function adds a "killed" to lifetime stats of this player, and possibly
4974 // gives a demotion. If so, it will tell everyone else
4978 if (!Game_mode & GM_NETWORK)
4981 oldrank=GetMyNetRanking();
4985 if (oldrank!=GetMyNetRanking())
4987 multi_send_ranking();
4988 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4990 if (!FindArg("-norankings"))
4991 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4994 write_player_file();
4998 void multi_send_ranking ()
5000 multibuf[0]=(char)MULTI_RANK;
5001 multibuf[1]=(char)Player_num;
5002 multibuf[2]=(char)GetMyNetRanking();
5004 multi_send_data (multibuf,3,1);
5007 void multi_do_ranking (char *buf)
5013 if (NetPlayers.players[(int)pnum].rank<rank)
5014 strcpy (rankstr,"promoted");
5015 else if (NetPlayers.players[(int)pnum].rank>rank)
5016 strcpy (rankstr,"demoted");
5020 NetPlayers.players[(int)pnum].rank=rank;
5022 if (!FindArg("-norankings"))
5023 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
5025 void multi_send_modem_ping ()
5027 multibuf[0]=MULTI_MODEM_PING;
5028 multi_send_data (multibuf,1,1);
5030 void multi_send_modem_ping_return ()
5032 multibuf[0]=MULTI_MODEM_PING_RETURN;
5033 multi_send_data (multibuf,1,1);
5036 void multi_do_modem_ping_return ()
5038 if (PingLaunchTime==0)
5040 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5044 PingReturnTime=timer_get_fixed_seconds();
5046 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5051 void multi_quick_sound_hack (int num)
5054 num = digi_xlat_sound(num);
5055 length=GameSounds[num].length;
5056 ReversedSound.data=(ubyte *)d_malloc (length);
5057 ReversedSound.length=length;
5059 for (i=0;i<length;i++)
5060 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5065 void multi_send_play_by_play (int num,int spnum,int dpnum)
5067 if (!(Game_mode & GM_HOARD))
5071 multibuf[0]=MULTI_PLAY_BY_PLAY;
5072 multibuf[1]=(char)num;
5073 multibuf[2]=(char)spnum;
5074 multibuf[3]=(char)dpnum;
5075 multi_send_data (multibuf,4,1);
5076 multi_do_play_by_play (multibuf);
5078 void multi_do_play_by_play (char *buf)
5080 int whichplay=buf[1];
5084 if (!(Game_mode & GM_HOARD))
5086 Int3(); // Get Leighton, something bad has happened.
5093 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5096 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5104 /// CODE TO LOAD HOARD DATA
5108 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5110 bm->bm_x = bm->bm_y = 0;
5111 bm->bm_w = bm->bm_rowsize = w;
5113 bm->bm_type = BM_LINEAR;
5114 bm->bm_flags = flags;
5120 grs_bitmap Orb_icons[2];
5122 int Hoard_goal_eclip;
5124 void init_hoard_data()
5126 static int first_time=1;
5127 static int orb_vclip;
5128 int n_orb_frames,n_goal_frames;
5131 ubyte palette[256*3];
5134 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5136 ifile = cfopen("hoard.ham","rb");
5138 Error("can't open <hoard.dat>");
5140 n_orb_frames = cfile_read_short(ifile);
5141 orb_w = cfile_read_short(ifile);
5142 orb_h = cfile_read_short(ifile);
5143 save_pos = cftell(ifile);
5144 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5145 n_goal_frames = cfile_read_short(ifile);
5146 cfseek(ifile,save_pos,SEEK_SET);
5150 int bitmap_num=Num_bitmap_files;
5152 //Allocate memory for bitmaps
5153 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5156 orb_vclip = Num_vclips++;
5157 Assert(Num_vclips <= VCLIP_MAXNUM);
5158 Vclip[orb_vclip].play_time = F1_0/2;
5159 Vclip[orb_vclip].num_frames = n_orb_frames;
5160 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5161 Vclip[orb_vclip].flags = 0;
5162 Vclip[orb_vclip].sound_num = -1;
5163 Vclip[orb_vclip].light_value = F1_0;
5164 for (i=0;i<n_orb_frames;i++) {
5165 Vclip[orb_vclip].frames[i].index = bitmap_num;
5166 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5167 bitmap_data += orb_w*orb_h;
5169 Assert(bitmap_num < MAX_BITMAP_FILES);
5172 //Create obj powerup
5173 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5174 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5175 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5176 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5178 //Create orb goal wall effect
5179 Hoard_goal_eclip = Num_effects++;
5180 Assert(Num_effects < MAX_EFFECTS);
5181 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5182 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5183 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5185 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5186 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5187 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5189 Assert(NumTextures < MAX_TEXTURES);
5190 for (i=0;i<n_goal_frames;i++) {
5191 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5192 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5193 bitmap_data += 64*64;
5195 Assert(bitmap_num < MAX_BITMAP_FILES);
5200 //Load and remap bitmap data for orb
5201 cfread(palette,3,256,ifile);
5202 for (i=0;i<n_orb_frames;i++) {
5203 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5204 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5205 gr_remap_bitmap_good( bm, palette, 255, -1 );
5208 //Load and remap bitmap data for goal texture
5209 cfile_read_short(ifile); //skip frame count
5210 cfread(palette,3,256,ifile);
5211 for (i=0;i<n_goal_frames;i++) {
5212 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5213 cfread(bm->bm_data,1,64*64,ifile);
5214 gr_remap_bitmap_good( bm, palette, 255, -1 );
5217 //Load and remap bitmap data for HUD icons
5219 icon_w = cfile_read_short(ifile);
5220 icon_h = cfile_read_short(ifile);
5223 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5224 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5226 cfread(palette,3,256,ifile);
5227 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5228 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5233 //Load sounds for orb game
5238 len = cfile_read_int(ifile); //get 11k len
5240 if (digi_sample_rate == SAMPLE_RATE_22K) {
5241 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5242 len = cfile_read_int(ifile); //get 22k len
5245 GameSounds[Num_sound_files+i].length = len;
5246 GameSounds[Num_sound_files+i].data = d_malloc(len);
5247 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5249 if (digi_sample_rate == SAMPLE_RATE_11K) {
5250 len = cfile_read_int(ifile); //get 22k len
5251 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5254 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5255 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5265 multi_process_data(char *buf, int len)
5267 // Take an entire message (that has already been checked for validity,
5268 // if necessary) and act on it.
5275 if (type > MULTI_MAX_TYPE)
5277 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5285 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5286 fflush (RecieveLogFile);
5291 case MULTI_POSITION:
5292 if (!Endlevel_sequence) multi_do_position(buf); break;
5293 case MULTI_REAPPEAR:
5294 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5296 if (!Endlevel_sequence) multi_do_fire(buf); break;
5298 multi_do_kill(buf); break;
5299 case MULTI_REMOVE_OBJECT:
5300 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5301 case MULTI_PLAYER_DROP:
5302 case MULTI_PLAYER_EXPLODE:
5303 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5305 if (!Endlevel_sequence) multi_do_message(buf); break;
5307 if (!Endlevel_sequence) multi_do_quit(buf); break;
5308 case MULTI_BEGIN_SYNC:
5310 case MULTI_CONTROLCEN:
5311 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5312 case MULTI_POWERUP_UPDATE:
5313 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5314 case MULTI_SOUND_FUNCTION:
5315 multi_do_sound_function(buf); break;
5317 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5318 case MULTI_DROP_WEAPON:
5319 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5320 case MULTI_DROP_FLAG:
5321 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5323 if (!Endlevel_sequence) multi_do_guided (buf); break;
5324 case MULTI_STOLEN_ITEMS:
5325 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5326 case MULTI_WALL_STATUS:
5327 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5328 case MULTI_HEARTBEAT:
5329 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5331 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5333 if (!Endlevel_sequence) multi_do_light (buf); break;
5334 case MULTI_KILLGOALS:
5336 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5337 case MULTI_ENDLEVEL_START:
5338 if (!Endlevel_sequence) multi_do_escape(buf); break;
5339 case MULTI_END_SYNC:
5342 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5344 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5345 case MULTI_DOOR_OPEN:
5346 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5347 case MULTI_CREATE_EXPLOSION:
5348 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5349 case MULTI_CONTROLCEN_FIRE:
5350 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5351 case MULTI_CREATE_POWERUP:
5352 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5353 case MULTI_PLAY_SOUND:
5354 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5355 case MULTI_CAPTURE_BONUS:
5356 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5357 case MULTI_ORB_BONUS:
5358 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5359 case MULTI_GOT_FLAG:
5360 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5362 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5363 case MULTI_PLAY_BY_PLAY:
5364 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5366 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5367 case MULTI_MODEM_PING:
5368 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5369 case MULTI_MODEM_PING_RETURN:
5370 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5372 case MULTI_FINISH_GAME:
5373 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5374 case MULTI_ROBOT_CONTROLS:
5375 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5376 case MULTI_ROBOT_CLAIM:
5377 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5378 case MULTI_ROBOT_POSITION:
5379 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5380 case MULTI_ROBOT_EXPLODE:
5381 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5382 case MULTI_ROBOT_RELEASE:
5383 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5384 case MULTI_ROBOT_FIRE:
5385 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5388 if (!Endlevel_sequence) multi_do_score(buf); break;
5389 case MULTI_CREATE_ROBOT:
5390 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5392 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5393 case MULTI_START_TRIGGER:
5394 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5396 if (!Endlevel_sequence) multi_do_flags(buf); break;
5397 case MULTI_DROP_BLOB:
5398 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5399 case MULTI_ACTIVE_DOOR:
5400 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5401 case MULTI_BOSS_ACTIONS:
5402 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5403 case MULTI_CREATE_ROBOT_POWERUPS:
5404 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5405 case MULTI_HOSTAGE_DOOR:
5406 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5407 case MULTI_SAVE_GAME:
5408 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5409 case MULTI_RESTORE_GAME:
5410 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5411 case MULTI_REQ_PLAYER:
5412 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5413 case MULTI_SEND_PLAYER:
5414 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5417 mprintf((1, "Invalid type in multi_process_input().\n"));