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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Network/multi_options.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * $Log$
16  * Revision 1.6  2005/10/02 09:30:10  taylor
17  * sync up rest of big-endian network changes.  it should at least be as good as what's in FS2_Open now, only better :)
18  *
19  * Revision 1.5  2004/06/11 01:34:41  tigital
20  * byte-swapping changes for bigendian systems
21  *
22  * Revision 1.4  2003/05/25 02:30:43  taylor
23  * Freespace 1 support
24  *
25  * Revision 1.3  2002/06/09 04:41:23  relnev
26  * added copyright header
27  *
28  * Revision 1.2  2002/05/26 20:22:48  theoddone33
29  * Most of network/ works
30  *
31  * Revision 1.1.1.1  2002/05/03 03:28:10  root
32  * Initial import.
33  * 
34  * 
35  * 22    8/27/99 12:32a Dave
36  * Allow the user to specify a local port through the launcher.
37  * 
38  * 21    8/22/99 1:19p Dave
39  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
40  * which d3d cards are detected.
41  * 
42  * 20    8/04/99 6:01p Dave
43  * Oops. Make sure standalones log in.
44  * 
45  * 19    7/09/99 9:51a Dave
46  * Added thick polyline code.
47  * 
48  * 18    5/03/99 8:32p Dave
49  * New version of multi host options screen.
50  * 
51  * 17    4/25/99 7:43p Dave
52  * Misc small bug fixes. Made sun draw properly.
53  * 
54  * 16    4/20/99 6:39p Dave
55  * Almost done with artillery targeting. Added support for downloading
56  * images on the PXO screen.
57  * 
58  * 15    3/10/99 6:50p Dave
59  * Changed the way we buffer packets for all clients. Optimized turret
60  * fired packets. Did some weapon firing optimizations.
61  * 
62  * 14    3/09/99 6:24p Dave
63  * More work on object update revamping. Identified several sources of
64  * unnecessary bandwidth.
65  * 
66  * 13    3/08/99 7:03p Dave
67  * First run of new object update system. Looks very promising.
68  * 
69  * 12    2/21/99 6:01p Dave
70  * Fixed standalone WSS packets. 
71  * 
72  * 11    2/19/99 2:55p Dave
73  * Temporary checking to report the winner of a squad war match.
74  * 
75  * 10    2/12/99 6:16p Dave
76  * Pre-mission Squad War code is 95% done.
77  * 
78  * 9     2/11/99 3:08p Dave
79  * PXO refresh button. Very preliminary squad war support.
80  * 
81  * 8     11/20/98 11:16a Dave
82  * Fixed up IPX support a bit. Making sure that switching modes and
83  * loading/saving pilot files maintains proper state.
84  * 
85  * 7     11/19/98 4:19p Dave
86  * Put IPX sockets back in psnet. Consolidated all multiplayer config
87  * files into one.
88  * 
89  * 6     11/19/98 8:03a Dave
90  * Full support for D3-style reliable sockets. Revamped packet lag/loss
91  * system, made it receiver side and at the lowest possible level.
92  * 
93  * 5     11/17/98 11:12a Dave
94  * Removed player identification by address. Now assign explicit id #'s.
95  * 
96  * 4     10/13/98 9:29a Dave
97  * Started neatening up freespace.h. Many variables renamed and
98  * reorganized. Added AlphaColors.[h,cpp]
99  * 
100  * 3     10/07/98 6:27p Dave
101  * Globalized mission and campaign file extensions. Removed Silent Threat
102  * special code. Moved \cache \players and \multidata into the \data
103  * directory.
104  * 
105  * 2     10/07/98 10:53a Dave
106  * Initial checkin.
107  * 
108  * 1     10/07/98 10:50a Dave
109  * 
110  * 20    9/10/98 1:17p Dave
111  * Put in code to flag missions and campaigns as being MD or not in Fred
112  * and Freespace. Put in multiplayer support for filtering out MD
113  * missions. Put in multiplayer popups for warning of non-valid missions.
114  * 
115  * 19    7/07/98 2:49p Dave
116  * UI bug fixes.
117  * 
118  * 18    6/04/98 11:04a Allender
119  * object update level stuff.  Don't reset to high when becoming an
120  * observer of any type.  default to low when guy is a dialup customer
121  * 
122  * 17    5/24/98 3:45a Dave
123  * Minor object update fixes. Justify channel information on PXO. Add a
124  * bunch of configuration stuff for the standalone.
125  * 
126  * 16    5/19/98 1:35a Dave
127  * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer
128  * local options update dynamically in netgames.
129  * 
130  * 15    5/08/98 5:05p Dave
131  * Go to the join game screen when quitting multiplayer. Fixed mission
132  * text chat bugs. Put mission type symbols on the create game list.
133  * Started updating standalone gui controls.
134  * 
135  * 14    5/06/98 12:36p Dave
136  * Make sure clients can leave the debrief screen easily at all times. Fix
137  * respawn count problem.
138  * 
139  * 13    5/03/98 7:04p Dave
140  * Make team vs. team work mores smoothly with standalone. Change how host
141  * interacts with standalone for picking missions. Put in a time limit for
142  * ingame join ship select. Fix ingame join ship select screen for Vasudan
143  * ship icons.
144  * 
145  * 12    5/03/98 2:52p Dave
146  * Removed multiplayer furball mode.
147  * 
148  * 11    4/23/98 6:18p Dave
149  * Store ETS values between respawns. Put kick feature in the text
150  * messaging system. Fixed text messaging system so that it doesn't
151  * process or trigger ship controls. Other UI fixes.
152  * 
153  * 10    4/22/98 5:53p Dave
154  * Large reworking of endgame sequencing. Updated multi host options
155  * screen for new artwork. Put in checks for host or team captains leaving
156  * midgame.
157  * 
158  * 9     4/16/98 11:39p Dave
159  * Put in first run of new multiplayer options screen. Still need to
160  * complete final tab.
161  * 
162  * 8     4/13/98 4:50p Dave
163  * Maintain status of weapon bank/links through respawns. Put # players on
164  * create game mission list. Make observer not have engine sounds. Make
165  * oberver pivot point correct. Fixed respawn value getting reset every
166  * time host options screen started.
167  * 
168  * 7     4/09/98 11:01p Dave
169  * Put in new multi host options screen. Tweaked multiplayer options a
170  * bit.
171  * 
172  * 6     4/09/98 5:43p Dave
173  * Remove all command line processing from the demo. Began work fixing up
174  * the new multi host options screen.
175  * 
176  * 5     4/06/98 6:37p Dave
177  * Put in max_observers netgame server option. Make sure host is always
178  * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
179  * can always join but need to be kicked before commit can happen. Put in
180  * support for server ending a game and notifying clients of a special
181  * condition.
182  * 
183  * 4     4/04/98 4:22p Dave
184  * First rev of UDP reliable sockets is done. Seems to work well if not
185  * overly burdened.
186  * 
187  * 3     4/03/98 1:03a Dave
188  * First pass at unreliable guaranteed delivery packets.
189  * 
190  * 2     3/31/98 4:51p Dave
191  * Removed medals screen and multiplayer buttons from demo version. Put in
192  * new pilot popup screen. Make ships in mp team vs. team have proper team
193  * ids. Make mp respawns a permanent option saved in the player file.
194  * 
195  * 1     3/30/98 6:24p Dave
196  *  
197  * 
198  * $NoKeywords: $
199  */
200
201 #ifndef PLAT_UNIX
202 #include <windows.h>
203 #endif
204 #include "cmdline.h"
205 #include "osregistry.h"
206 #include "multi.h"
207 #include "multimsgs.h"
208 #include "freespace.h"
209 #include "stand_gui.h"
210 #include "multiutil.h"
211 #include "multi_voice.h"
212 #include "multi_options.h"
213 #include "multi_team.h"
214
215 // ----------------------------------------------------------------------------------
216 // MULTI OPTIONS DEFINES/VARS
217 //
218
219 // packet codes
220 #define MULTI_OPTION_SERVER                                             0                               // server update follows
221 #define MULTI_OPTION_LOCAL                                                      1                               // local netplayer options follow
222 #define MULTI_OPTION_START_GAME                                 2                               // host's start game options on the standalone server
223 #define MULTI_OPTION_MISSION                                            3                               // host's mission selection stuff on a standalone server
224
225 // global options
226 #define MULTI_CFG_FILE                                                          NOX("multi.cfg")
227 multi_global_options Multi_options_g;
228
229 char Multi_options_proxy[512] = "";
230 ushort Multi_options_proxy_port = 0;
231
232 // ----------------------------------------------------------------------------------
233 // MULTI OPTIONS FUNCTIONS
234 //
235
236 // load in the config file
237 #define NEXT_TOKEN()                                            do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
238 #define SETTING(s)                                              ( !SDL_strcasecmp(tok, s) )
239 void multi_options_read_config()
240 {
241         CFILE *in;
242         char str[512];
243         char *tok = NULL;
244
245         // set default value for the global multi options
246         memset(&Multi_options_g, 0, sizeof(multi_global_options));
247         Multi_options_g.protocol = NET_TCP;     
248
249         // do we have a forced port via commandline or registry?
250         ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0); 
251         Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
252
253         Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
254         Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
255         SDL_strlcpy(Multi_options_g.user_tracker_ip, "", sizeof(Multi_options_g.user_tracker_ip));
256         SDL_strlcpy(Multi_options_g.game_tracker_ip, "", sizeof(Multi_options_g.game_tracker_ip));
257         SDL_strlcpy(Multi_options_g.pxo_ip, "", sizeof(Multi_options_g.pxo_ip));
258         SDL_strlcpy(Multi_options_g.pxo_rank_url, "", sizeof(Multi_options_g.pxo_rank_url));
259         SDL_strlcpy(Multi_options_g.pxo_create_url, "", sizeof(Multi_options_g.pxo_create_url));
260         SDL_strlcpy(Multi_options_g.pxo_verify_url, "", sizeof(Multi_options_g.pxo_verify_url));
261         SDL_strlcpy(Multi_options_g.pxo_banner_url, "", sizeof(Multi_options_g.pxo_banner_url));
262
263         // standalone values
264         Multi_options_g.std_max_players = -1;
265         Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
266         Multi_options_g.std_voice = 1;
267         memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN);
268         memset(Multi_options_g.std_pname, 0, STD_NAME_LEN);
269         Multi_options_g.std_framecap = 30;
270         
271         // read in the config file
272         in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
273         
274         // if we failed to open the config file, user default settings
275         if(in == NULL){
276                 nprintf(("Network","Failed to open network config file, using default settings\n"));            
277                 return;
278         }
279
280         while(!cfeof(in)){
281                 // read in the game info
282                 memset(str,0,512);
283                 cfgets(str,512,in);
284
285                 // parse the first line
286                 tok = strtok(str," \t");
287
288                 // check the token
289                 if(tok != NULL){
290                         drop_leading_white_space(tok);
291                         drop_trailing_white_space(tok);                 
292                 } else {
293                         continue;
294                 }               
295
296                 // all possible options
297                 // only standalone cares about the following options
298                 if(Is_standalone){
299                         if(SETTING("+pxo")){                    
300                                 // setup PXO mode
301                                 NEXT_TOKEN();
302                                 if(tok != NULL){
303                                         // whee!
304                                 }
305                         } else 
306                         if(SETTING("+name")){
307                                 // set the standalone server's permanent name
308                                 NEXT_TOKEN();
309                                 if(tok != NULL){
310                                         SDL_strlcpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
311                                 }
312                         } else 
313                         if(SETTING("+no_voice")){
314                                 // standalone won't allow voice transmission
315                                 Multi_options_g.std_voice = 0;
316                         } else
317                         if(SETTING("+max_players")){
318                                 // set the max # of players on the standalone
319                                 NEXT_TOKEN();
320                                 if(tok != NULL){
321                                         if(!((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS))){
322                                                 Multi_options_g.std_max_players = atoi(tok);
323                                         }
324                                 }
325                         } else 
326                         if(SETTING("+ban")){
327                                 // ban a player
328                                 NEXT_TOKEN();
329                                 if(tok != NULL){
330                                         std_add_ban(tok);
331                                 }
332                         } else 
333                         if(SETTING("+passwd")){
334                                 // set the standalone host password
335                                 NEXT_TOKEN();
336                                 if(tok != NULL){
337                                         SDL_strlcpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
338
339                                         STUB_FUNCTION;
340                                 }
341                         } else 
342                         if(SETTING("+low_update")){
343                                 // set standalone to low updates
344                                 Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
345                         } else
346                         if(SETTING("+med_update")){
347                                 // set standalone to medium updates
348                                 Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
349                         } else 
350                         if(SETTING("+high_update")){
351                                 // set standalone to high updates
352                                 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
353                         } else 
354                         if(SETTING("+lan_update")){
355                                 // set standalone to high updates
356                                 Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
357                         } 
358                 }
359
360                 // common to all modes
361                 if(SETTING("+user_server")){
362                         // ip addr of user tracker
363                         NEXT_TOKEN();
364                         if(tok != NULL){
365                                 SDL_strlcpy(Multi_options_g.user_tracker_ip, tok, sizeof(Multi_options_g.user_tracker_ip));
366                         }
367                 } else
368                 if(SETTING("+game_server")){
369                         // ip addr of game tracker
370                         NEXT_TOKEN();
371                         if(tok != NULL){
372                                 SDL_strlcpy(Multi_options_g.game_tracker_ip, tok, sizeof(Multi_options_g.game_tracker_ip));
373                         }
374                 } else
375                 if(SETTING("+chat_server")){
376                         // ip addr of pxo chat server
377                         NEXT_TOKEN();
378                         if(tok != NULL){
379                                 SDL_strlcpy(Multi_options_g.pxo_ip, tok, sizeof(Multi_options_g.pxo_ip));
380                         }
381                 } else
382                 if(SETTING("+rank_url")){
383                         // url of pilot rankings page
384                         NEXT_TOKEN();
385                         if(tok != NULL){
386                                 SDL_strlcpy(Multi_options_g.pxo_rank_url, tok, sizeof(Multi_options_g.pxo_rank_url));
387                         }
388                 } else
389                 if(SETTING("+create_url")){
390                         // url of pxo account create page
391                         NEXT_TOKEN();
392                         if(tok != NULL){
393                                 SDL_strlcpy(Multi_options_g.pxo_create_url, tok, sizeof(Multi_options_g.pxo_create_url));
394                         }
395                 } else
396                 if(SETTING("+verify_url")){
397                         // url of pxo account verify page
398                         NEXT_TOKEN();
399                         if(tok != NULL){
400                                 SDL_strlcpy(Multi_options_g.pxo_verify_url, tok, sizeof(Multi_options_g.pxo_verify_url));
401                         }
402                 } else
403                 if(SETTING("+banner_url")){
404                         // url of pxo account verify page
405                         NEXT_TOKEN();
406                         if(tok != NULL){
407                                 SDL_strlcpy(Multi_options_g.pxo_banner_url, tok, sizeof(Multi_options_g.pxo_banner_url));
408                         }
409                 } else
410                 if(SETTING("+datarate")){
411                         // set the max datarate for high updates
412                         NEXT_TOKEN();
413                         if(tok != NULL){
414                                 if(atoi(tok) >= 4000){
415                                         Multi_options_g.datarate_cap = atoi(tok);
416                                 }
417                         }                       
418                 }
419                 if(SETTING("+http_proxy")){
420                         // get the proxy server
421                         NEXT_TOKEN();
422                         if(tok != NULL){                                
423                                 char *ip = strtok(tok, ":");
424                                 if(ip != NULL){
425                                         SDL_strlcpy(Multi_options_proxy, ip, sizeof(Multi_options_proxy));
426                                 }
427                                 ip = strtok(NULL, "");
428                                 if(ip != NULL){
429                                         Multi_options_proxy_port = (ushort)atoi(ip);
430                                 } else {
431                                         SDL_strlcpy(Multi_options_proxy, "", sizeof(Multi_options_proxy));
432                                 }
433                         }
434                 }
435         }
436
437         // close the config file
438         cfclose(in);
439         in = NULL;
440 }
441
442 // set netgame defaults 
443 // NOTE : should be used when creating a newpilot
444 void multi_options_set_netgame_defaults(multi_server_options *options)
445 {
446         // any player can do squadmate messaging
447         options->squad_set = MSO_SQUAD_ANY;
448
449         // only the host can end the game
450         options->endgame_set = MSO_END_HOST;
451
452         // allow ingame file xfer and custom pilot pix
453         options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
454
455         // set the default time limit to be -1 (no limit)
456         options->mission_time_limit = fl2f(-1.0f);
457
458         // set the default max kills for a mission
459         options->kill_limit = 9999;
460
461         // set the default # of respawns
462         options->respawn = 2;
463
464         // set the default # of max observers
465         options->max_observers = 2;
466
467         // set the default netgame qos
468         options->voice_qos = 10;
469
470         // set the default token timeout
471         options->voice_token_wait = 2000;                               // he must wait 2 seconds between voice gets
472
473         // set the default max voice record time
474         options->voice_record_time = 5000;
475 }
476
477 // set local netplayer defaults
478 // NOTE : should be used when creating a newpilot
479 void multi_options_set_local_defaults(multi_local_options *options)
480 {
481         // accept pix by default and broadcast on the local subnet
482         options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);      
483
484         // set the object update level based on the type of network connection specified by the user
485         // at install (or launcher) time.
486         if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
487                 options->obj_update_level = OBJ_UPDATE_LOW;
488         } else {
489                 options->obj_update_level = OBJ_UPDATE_HIGH;
490         }
491 }
492
493 // fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
494 void multi_options_netgame_load(multi_server_options *options)
495 {
496         if(options != NULL){
497                 memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
498         }       
499 }
500
501 // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
502 void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
503 {
504         if(options != NULL){
505                 memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
506         }
507
508         // stuff pxo squad info
509 #ifndef MAKE_FS1
510         if(pxo_pl != NULL){
511                 SDL_strlcpy(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name, LOGIN_LEN);
512         }
513 #endif
514 }
515
516 // update everyone on the current netgame options
517 void multi_options_update_netgame()
518 {
519         ubyte data[MAX_PACKET_SIZE],code;
520         int packet_size = 0;
521         
522         SDL_assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
523
524         // build the header and add the opcode
525         BUILD_HEADER(OPTIONS_UPDATE);
526         code = MULTI_OPTION_SERVER;
527         ADD_DATA(code);
528
529         // add the netgame options
530     Netgame.options.flags = INTEL_INT( Netgame.options.flags );
531     Netgame.options.respawn = INTEL_INT( Netgame.options.respawn );
532     Netgame.options.voice_token_wait = INTEL_INT( Netgame.options.voice_token_wait );
533     Netgame.options.voice_record_time = INTEL_INT( Netgame.options.voice_record_time );
534     Netgame.options.kill_limit= INTEL_INT( Netgame.options.kill_limit );
535     Netgame.options.mission_time_limit = (fix)INTEL_INT( Netgame.options.mission_time_limit );
536         ADD_DATA(Netgame.options);
537
538         // send the packet
539         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
540                 multi_io_send_to_all_reliable(data, packet_size);
541         } else {
542                 multi_io_send_reliable(Net_player, data, packet_size);
543         }
544 }
545
546 // update everyone with my local settings
547 void multi_options_update_local()
548 {
549         ubyte data[MAX_PACKET_SIZE],code;
550         int packet_size = 0;
551         
552         // if i'm the server, don't do anything
553         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
554                 return;
555         }
556
557         // build the header and add the opcode
558         BUILD_HEADER(OPTIONS_UPDATE);
559         code = MULTI_OPTION_LOCAL;
560         ADD_DATA(code);
561
562         // add the netgame options
563     Net_player->p_info.options.flags = INTEL_INT( Net_player->p_info.options.flags );
564     Net_players->p_info.options.obj_update_level = INTEL_INT( Net_player->p_info.options.obj_update_level );
565         ADD_DATA(Net_player->p_info.options);
566
567         // send the packet              
568         multi_io_send_reliable(Net_player, data, packet_size);
569 }
570
571 // update the standalone with the settings I have picked at the "start game" screen
572 void multi_options_update_start_game(netgame_info *ng)
573 {
574         ubyte data[MAX_PACKET_SIZE],code;
575         int packet_size = 0;
576
577         // should be a host on a standalone
578         SDL_assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
579
580         // build the header
581         BUILD_HEADER(OPTIONS_UPDATE);
582         code = MULTI_OPTION_START_GAME;
583         ADD_DATA(code);
584
585         // add the start game options
586         ADD_STRING(ng->name);
587         ADD_INT(ng->mode);
588         ADD_INT(ng->security);
589
590         // add mode-specific data
591         switch(ng->mode){
592         case NG_MODE_PASSWORD:
593                 ADD_STRING(ng->passwd);
594                 break;
595         case NG_MODE_RANK_ABOVE:
596         case NG_MODE_RANK_BELOW:
597                 ADD_INT(ng->rank_base);
598                 break;
599         }
600
601         // send to the standalone server        
602         multi_io_send_reliable(Net_player, data, packet_size);
603 }
604
605 // update the standalone with the mission settings I have picked (mission filename, etc)
606 void multi_options_update_mission(netgame_info *ng, int campaign_mode)
607 {
608         ubyte data[MAX_PACKET_SIZE],code;
609         int packet_size = 0;
610
611         // should be a host on a standalone
612         SDL_assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
613
614         // build the header
615         BUILD_HEADER(OPTIONS_UPDATE);
616         code = MULTI_OPTION_MISSION;
617         ADD_DATA(code);
618
619         // type (coop or team vs. team)
620         ADD_INT(ng->type_flags);
621
622         // respawns
623         ADD_UINT(ng->respawn);
624
625         // add the mission/campaign filename
626         code = (ubyte)campaign_mode;
627         ADD_DATA(code);
628         if(campaign_mode){
629                 ADD_STRING(ng->campaign_name);
630         } else {
631                 ADD_STRING(ng->mission_name);
632         }
633
634         // send to the server   
635         multi_io_send_reliable(Net_player, data, packet_size);
636 }
637
638
639 // ----------------------------------------------------------------------------------
640 // MULTI OPTIONS FUNCTIONS
641 //
642
643 // process an incoming multi options packet
644 void multi_options_process_packet(unsigned char *data, header *hinfo)
645 {
646         ubyte code;     
647         multi_local_options bogus;
648         int idx,player_index;
649         char str[255];
650         int offset = HEADER_LENGTH;
651
652         // find out who is sending this data    
653         player_index = find_player_id(hinfo->id);
654
655         // get the packet code
656         GET_DATA(code);
657         switch(code){
658         // get the start game options
659         case MULTI_OPTION_START_GAME:
660                 SDL_assert(Game_mode & GM_STANDALONE_SERVER);
661
662                 // get the netgame name
663                 GET_STRING(Netgame.name);               
664
665                 // get the netgame mode
666                 GET_INT(Netgame.mode);
667
668                 // get the security #
669                 GET_INT(Netgame.security);
670
671                 // get mode specific data
672                 switch(Netgame.mode){
673                 case NG_MODE_PASSWORD:
674                         GET_STRING(Netgame.passwd);
675                         break;
676                 case NG_MODE_RANK_ABOVE:
677                 case NG_MODE_RANK_BELOW:
678                         GET_INT(Netgame.rank_base);
679                         break;
680                 }
681
682                 // update standalone stuff
683                 std_connect_set_gamename(Netgame.name);
684                 std_multi_update_netgame_info_controls();
685                 break;
686
687         // get mission choice options
688         case MULTI_OPTION_MISSION:
689                 netgame_info ng;
690                 char title[NAME_LENGTH+1];
691                 int campaign_type,max_players;
692                 
693                 memset(&ng,0,sizeof(netgame_info));
694
695                 SDL_assert(Game_mode & GM_STANDALONE_SERVER);
696
697                 // coop or team vs. team mode
698                 GET_INT(ng.type_flags);
699                 if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
700                         multi_team_reset();
701                 }
702                 // if squad war was switched on
703                 if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
704                         mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
705                 }
706                 Netgame.type_flags = ng.type_flags;
707
708                 // new respawn count
709                 GET_UINT(Netgame.respawn);
710
711                 // name string
712                 memset(str,255,0);
713
714                 GET_DATA(code);
715                 // campaign mode
716                 if(code){
717                         GET_STRING(ng.campaign_name);
718
719                         // set the netgame max players here if the filename has changed
720                         if(strcmp(Netgame.campaign_name,ng.campaign_name)){                             
721                                 memset(title,0,NAME_LENGTH+1);                  
722                                 if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
723                                         Netgame.max_players = 0;
724                                 } else {
725                                         Netgame.max_players = max_players;
726                                 }
727
728                                 SDL_strlcpy(Netgame.campaign_name, ng.campaign_name, sizeof(Netgame.campaign_name));
729                         }
730
731                         Netgame.campaign_mode = 1;
732
733                         // put brackets around the campaign name
734                         if(Game_mode & GM_STANDALONE_SERVER){
735                                 SDL_snprintf(str, sizeof(str), "(%s)", Netgame.campaign_name);
736                                 std_multi_set_standalone_mission_name(str);
737                         }
738                 }
739                 // non-campaign mode
740                 else {
741                         GET_STRING(ng.mission_name);
742
743                         if(strcmp(Netgame.mission_name,ng.mission_name)){
744                                 if(strlen(ng.mission_name)){
745                                         Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
746                                 } else {
747                                         // setting this to -1 will prevent us from being seen on the network
748                                         Netgame.max_players = -1;                               
749                                 }
750                                 SDL_strlcpy(Netgame.mission_name, ng.mission_name, sizeof(Netgame.mission_name));
751                                 SDL_strlcpy(Game_current_mission_filename, Netgame.mission_name, sizeof(Game_current_mission_filename));
752                         }                       
753
754                         Netgame.campaign_mode = 0;
755
756                         // set the mission name
757                         if(Game_mode & GM_STANDALONE_SERVER){
758                                 std_multi_set_standalone_mission_name(Netgame.mission_name);                    
759                         }
760                 }
761                 
762                 send_netgame_update_packet();      
763                 break;
764
765         // get the netgame options
766         case MULTI_OPTION_SERVER:               
767                 GET_DATA(Netgame.options);
768         Netgame.options.flags = INTEL_INT( Netgame.options.flags );
769         Netgame.options.respawn = INTEL_INT( Netgame.options.respawn );
770         Netgame.options.voice_token_wait = INTEL_INT( Netgame.options.voice_token_wait );
771         Netgame.options.voice_record_time = INTEL_INT( Netgame.options.voice_record_time );
772         Netgame.options.kill_limit = INTEL_INT( Netgame.options.kill_limit );
773         Netgame.options.mission_time_limit = (fix)INTEL_INT( Netgame.options.mission_time_limit );
774
775                 // if we're a standalone set for no sound, do so here
776                 if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
777                         Netgame.options.flags |= MSO_FLAG_NO_VOICE;
778                 } else {
779                         // maybe update the quality of sound
780                         multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
781                 }
782
783                 // set the skill level
784                 Game_skill_level = Netgame.options.skill_level;         
785
786                 if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
787                         Netgame.respawn = Netgame.options.respawn;
788                 }
789
790                 // if we have the "temp closed" flag toggle
791                 if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
792                         Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
793                 }
794                 Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
795
796                 // if i'm the standalone server, I should rebroadcast to all other players
797                 if(Game_mode & GM_STANDALONE_SERVER){
798                         for(idx=0;idx<MAX_PLAYERS;idx++){
799                                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
800                                         multi_io_send_reliable(&Net_players[idx], data, offset);
801                                 }
802                         }
803
804                         send_netgame_update_packet();
805                 }
806                 break;
807         
808         // local netplayer options
809         case MULTI_OPTION_LOCAL:
810                 if(player_index == -1){
811                         GET_DATA(bogus);        //data not used, so don't swap!
812         } else {
813                         GET_DATA(Net_players[player_index].p_info.options);
814             Net_players[player_index].p_info.options.flags = INTEL_INT( Net_players[player_index].p_info.options.flags );
815             Net_players[player_index].p_info.options.obj_update_level = INTEL_INT( Net_players[player_index].p_info.options.obj_update_level );            
816                 }               
817                 break;
818         }
819         PACKET_SET_SIZE();
820 }
821
822
823
824