2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
15 * C file that contains misc. functions to support multiplayer
18 * Revision 1.7 2002/06/09 04:41:24 relnev
19 * added copyright header
21 * Revision 1.6 2002/06/05 08:05:29 relnev
22 * stub/warning removal.
24 * reworked the sound code.
26 * Revision 1.5 2002/06/02 04:26:34 relnev
29 * Revision 1.4 2002/05/27 00:40:47 theoddone33
30 * Fix net_addr vs net_addr_t
32 * Revision 1.3 2002/05/26 20:49:54 theoddone33
35 * Revision 1.2 2002/05/07 03:16:47 theoddone33
36 * The Great Newline Fix
38 * Revision 1.1.1.1 2002/05/03 03:28:10 root
42 * 47 9/15/99 1:45a Dave
43 * Don't init joystick on standalone. Fixed campaign mode on standalone.
44 * Fixed no-score-report problem in TvT
46 * 46 9/09/99 8:53p Dave
47 * Fixed multiplayer degenerate orientation case problem. Make sure warp
48 * effect never goes lower than LOD 1.
50 * 45 8/24/99 1:50a Dave
51 * Fixed client-side afterburner stuttering. Added checkbox for no version
52 * checking on PXO join. Made button info passing more friendly between
55 * 44 8/23/99 10:30a Dave
56 * Make sure a kill limit of 0 really means "no kill limit"
58 * 43 8/22/99 5:53p Dave
59 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
60 * instead of ship designations for multiplayer players.
62 * 42 8/22/99 1:19p Dave
63 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
64 * which d3d cards are detected.
66 * 41 8/19/99 10:59a Dave
67 * Packet loss detection.
69 * 40 8/06/99 2:44a Dave
70 * Make sure dead players who leave respawn AI.
72 * 39 8/06/99 12:29a Dave
75 * 38 8/03/99 11:02p Dave
76 * Maybe fixed sync problems in multiplayer.
78 * 37 7/30/99 7:01p Dave
79 * Dogfight escort gauge. Fixed up laser rendering in Glide.
81 * 36 7/26/99 5:50p Dave
82 * Revised ingame join. Better? We'll see....
84 * 35 7/15/99 9:20a Andsager
85 * FS2_DEMO initial checkin
87 * 34 7/08/99 10:53a Dave
88 * New multiplayer interpolation scheme. Not 100% done yet, but still
89 * better than the old way.
91 * 33 6/25/99 5:04p Jasenw
92 * Added some debug line stuff.
94 * 32 6/16/99 4:06p Dave
95 * New pilot info popup. Added new draw-bitmap-as-poly function.
97 * 31 5/18/99 11:50a Andsager
98 * Remove unused object type OBJ_GHOST_SAVE
100 * 30 5/04/99 5:20p Dave
101 * Fixed up multiplayer join screen and host options screen. Should both
104 * 29 5/03/99 8:33p Dave
105 * New version of multi host options screen.
107 * 28 4/27/99 12:16a Dave
108 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
109 * pxo server list screen. Fixed secondary firing for hosts on a
110 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
112 * 27 4/25/99 7:43p Dave
113 * Misc small bug fixes. Made sun draw properly.
115 * 26 4/25/99 3:02p Dave
116 * Build defines for the E3 build.
118 * 25 4/09/99 2:21p Dave
119 * Multiplayer beta stuff. CD checking.
121 * 24 4/08/99 2:10a Dave
122 * Numerous bug fixes for the beta. Added builtin mission info for the
125 * 23 3/10/99 6:50p Dave
126 * Changed the way we buffer packets for all clients. Optimized turret
127 * fired packets. Did some weapon firing optimizations.
129 * 22 3/09/99 6:24p Dave
130 * More work on object update revamping. Identified several sources of
131 * unnecessary bandwidth.
133 * 21 3/08/99 7:03p Dave
134 * First run of new object update system. Looks very promising.
136 * 20 3/01/99 10:00a Dave
137 * Fxied several dogfight related stats bugs.
139 * 19 2/24/99 2:25p Dave
140 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
141 * bug for dogfight more.
143 * 18 2/23/99 2:29p Dave
144 * First run of oldschool dogfight mode.
146 * 17 2/12/99 6:16p Dave
147 * Pre-mission Squad War code is 95% done.
149 * 16 2/11/99 3:08p Dave
150 * PXO refresh button. Very preliminary squad war support.
152 * 15 2/08/99 5:07p Dave
153 * FS2 chat server support. FS2 specific validated missions.
155 * 14 1/30/99 1:29a Dave
156 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
157 * screen. Fixed beam weapon death messages.
159 * 13 1/14/99 6:06p Dave
160 * 100% full squad logo support for single player and multiplayer.
162 * 12 1/12/99 4:07a Dave
163 * Put in barracks code support for selecting squad logos. Properly
164 * distribute squad logos in a multiplayer game.
166 * 11 12/14/98 4:01p Dave
167 * Got multi_data stuff working well with new xfer stuff.
169 * 10 12/14/98 12:13p Dave
170 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
173 * 9 11/19/98 4:19p Dave
174 * Put IPX sockets back in psnet. Consolidated all multiplayer config
177 * 8 11/19/98 8:04a Dave
178 * Full support for D3-style reliable sockets. Revamped packet lag/loss
179 * system, made it receiver side and at the lowest possible level.
181 * 7 11/17/98 11:12a Dave
182 * Removed player identification by address. Now assign explicit id #'s.
184 * 6 11/05/98 5:55p Dave
185 * Big pass at reducing #includes
187 * 5 10/13/98 9:29a Dave
188 * Started neatening up freespace.h. Many variables renamed and
189 * reorganized. Added AlphaColors.[h,cpp]
191 * 4 10/09/98 2:57p Dave
192 * Starting splitting up OS stuff.
194 * 3 10/07/98 6:27p Dave
195 * Globalized mission and campaign file extensions. Removed Silent Threat
196 * special code. Moved \cache \players and \multidata into the \data
199 * 2 10/07/98 10:53a Dave
202 * 1 10/07/98 10:50a Dave
204 * 283 9/28/98 1:54p Dave
205 * Make sure French and German don't xfer builtin files they don't have
208 * 282 9/28/98 1:41p Dave
209 * Properly detect "builtin" missions.
211 * 281 9/21/98 11:46p Dave
212 * Flag mission disk players in the right spot.
214 * 280 9/15/98 7:24p Dave
215 * Minor UI changes. Localized bunch of new text.
223 #include <sys/types.h>
224 #include <sys/socket.h>
225 #include <netinet/in.h>
226 #include <arpa/inet.h>
231 #include "multiutil.h"
232 #include "multimsgs.h"
234 #include "linklist.h"
235 #include "gamesequence.h"
236 #include "hudmessage.h"
237 #include "freespace.h"
245 #include "missionparse.h"
246 #include "missionshipchoice.h"
247 #include "missionscreencommon.h"
248 #include "missionweaponchoice.h"
249 #include "multi_xfer.h"
250 #include "stand_gui.h"
253 #include "managepilot.h"
254 #include "multiteamselect.h"
256 #include "missiondebrief.h"
257 #include "observer.h"
258 #include "missionmessage.h"
259 #include "multilag.h"
261 #include "popupdead.h"
262 #include "hudconfig.h"
264 #include "optionsmenu.h"
265 #include "missionhotkey.h"
266 #include "missiongoals.h"
267 #include "afterburner.h"
269 #include "multi_kick.h"
270 #include "multi_data.h"
271 #include "multi_voice.h"
272 #include "multi_ping.h"
273 #include "multi_team.h"
274 #include "multi_respawn.h"
275 #include "multi_ingame.h"
276 #include "multi_observer.h"
277 #include "multi_pinfo.h"
278 #include "multi_endgame.h"
279 #include "multi_pmsg.h"
280 #include "multi_pause.h"
281 #include "multi_obj.h"
282 #include "multi_log.h"
283 #include "multi_rate.h"
284 #include "osregistry.h"
285 #include "hudescort.h"
287 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
288 extern int MSG_WINDOW_Y_START;
289 extern int MSG_WINDOW_HEIGHT;
291 extern int ascii_table[];
292 extern int shifted_ascii_table[];
294 // if a client doesn't receive an update for an object after this many seconds, query server
295 // as to the objects status.
296 #define MULTI_CLIENT_OBJ_TIMEOUT 10
297 #define MAX_SHIPS_PER_QUERY 10
300 // this function assignes the given object with the given signature. If the signature is 0, then we choose
301 // the next signature number from the correct pool. I thought that it might be desireable
302 // to not always have to take the next signature on the list. what_kind is used to assign either a
303 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
304 // signatures are used for everything else.
305 ushort multi_assign_network_signature( int what_kind )
309 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
310 // as are debris and asteroids since they don't die very often. It would be vary rare for this
311 // value (the permanent signature) to wrap. For now, this condition is an error condition
312 if ( what_kind == MULTI_SIG_SHIP ) {
313 if ( Next_ship_signature == 0 ){
314 Next_ship_signature = SHIP_SIG_MIN;
317 sig = Next_ship_signature++;
319 if ( Next_ship_signature == SHIP_SIG_MAX ) {
320 Int3(); // get Allender -- signature stuff wrapped.
321 Next_ship_signature = SHIP_SIG_MIN;
324 // signature stuff for asteroids.
325 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
326 if ( Next_asteroid_signature == 0 ){
327 Next_asteroid_signature = ASTEROID_SIG_MIN;
330 sig = Next_asteroid_signature++;
331 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
332 Int3(); // get Allender -- signature stuff wrapped.
333 Next_asteroid_signature = ASTEROID_SIG_MIN;
336 // signatures for debris
337 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
338 if ( Next_debris_signature == 0 ){
339 Next_debris_signature = DEBRIS_SIG_MIN;
342 sig = Next_debris_signature++;
343 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
344 Int3(); // get Allender -- signature stuff wrapped.
345 Next_debris_signature = DEBRIS_SIG_MIN;
348 // signature stuff for weapons and other expendable things.
349 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
350 if ( Next_non_perm_signature == 0 ){
351 Next_non_perm_signature = NPERM_SIG_MIN;
354 sig = Next_non_perm_signature++;
355 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
356 Next_non_perm_signature = NPERM_SIG_MIN;
359 Int3(); // get allender - Illegal signature type requested
366 // this function returns the next network signature that will be used for a newly created object
367 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
368 ushort multi_get_next_network_signature( int what_kind )
370 if ( what_kind == MULTI_SIG_SHIP ) {
371 if ( Next_ship_signature == 0 )
372 Next_ship_signature = SHIP_SIG_MIN;
373 return Next_ship_signature;
375 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
376 if ( Next_debris_signature == 0 )
377 Next_debris_signature = DEBRIS_SIG_MIN;
378 return Next_debris_signature;
380 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
381 if ( Next_asteroid_signature == 0 )
382 Next_asteroid_signature = ASTEROID_SIG_MIN;
383 return Next_asteroid_signature;
385 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
386 if ( Next_non_perm_signature == 0 )
387 Next_non_perm_signature = NPERM_SIG_MIN;
388 return Next_non_perm_signature;
391 Int3(); // get allender
396 // this routine sets the network signature to the given value. Should be called from client only
397 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
398 void multi_set_network_signature( ushort signature, int what_kind )
400 Assert( signature != 0 );
402 if ( what_kind == MULTI_SIG_SHIP ) {
403 Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
404 Next_ship_signature = signature;
405 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
406 Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
407 Next_debris_signature = signature;
408 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
409 Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
410 Next_asteroid_signature = signature;
411 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
412 Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
413 Next_non_perm_signature = signature;
415 Int3(); // get Allender
418 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
419 // with that network signature. Returns NULL if the object cannot be found
420 object *multi_get_network_object( ushort net_signature )
424 if ( net_signature == 0 )
427 if(GET_FIRST(&obj_used_list) == NULL)
430 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
431 if ( objp->net_signature == net_signature )
434 // if not found on used list, check create list
435 if ( objp == END_OF_LIST(&obj_used_list) ) {
436 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
437 if ( objp->net_signature == net_signature )
440 if ( objp == END_OF_LIST(&obj_create_list) )
448 // -------------------------------------------------------------------------------------------------
449 // multi_random_death_word() will return a word from the below list at random.
451 // Note: Keep words grouped into sections of 10
453 #define NUM_DEATH_WORDS 40
455 char *multi_random_death_word()
459 index = rand() % NUM_DEATH_WORDS;
462 return XSTR("zapped",853);
464 return XSTR("caulked",854);
466 return XSTR("killed",855);
468 return XSTR("waxed",856);
470 return XSTR("popped",857);
472 return XSTR("murdered",858);
474 return XSTR("bludgeoned",859);
476 return XSTR("destroyed",860);
478 return XSTR("iced",861);
480 return XSTR("obliterated",862);
482 return XSTR("toasted",863);
484 return XSTR("roasted",864);
486 return XSTR("turned into anti-matter",865);
488 return XSTR("killed like a pig",866);
490 return XSTR("taught a lesson",867);
492 return XSTR("slaughtered with impunity",868);
494 return XSTR("spanked like a naughty boy",869);
496 return XSTR("skunked",870);
498 return XSTR("beat senseless",871);
500 return XSTR("shot up",872);
502 return XSTR("spaced",873);
504 return XSTR("hosed",874);
506 return XSTR("capped",875);
508 return XSTR("beat down",876);
510 return XSTR("hit wit da shizzo",877);
512 return XSTR("sk00led",878);
514 return XSTR("whooped up",879);
516 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
518 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
520 return XSTR("gibbed by Kayser Sozay's rocket",882);
522 return XSTR("shot down",883);
524 return XSTR("given early retirement",884);
526 return XSTR("instructed",885);
528 return XSTR("eviscerated",886);
530 return XSTR("pummelled",887);
532 return XSTR("eradicated",888);
534 return XSTR("cleansed",889);
536 return XSTR("perforated",890);
538 return XSTR("canned",891);
540 return XSTR("decompressed",892);
546 // -------------------------------------------------------------------------------------------------
547 // multi_random_chat_start() will return a word from the below list at random.
551 #define NUM_CHAT_START_WORDS 8
552 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
554 char *multi_random_chat_start()
558 index = rand() % NUM_CHAT_START_WORDS;
561 return XSTR("says",893);
563 return XSTR("bleats",894);
565 return XSTR("opines",895);
567 return XSTR("postulates",896);
569 return XSTR("declares",897);
571 return XSTR("vomits out",898);
573 return XSTR("whines",899);
575 return XSTR("barks",900);
581 // -------------------------------------------------------------------------------------------------
582 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
587 int multi_ship_class_lookup(char* ship_name)
589 int i, player_ship_class;
591 // find the ship_info index for the ship_name
593 player_ship_class = -1;
594 for (i = 0; i < Num_ship_types; i++) {
595 if ( !stricmp(Ship_info[i].name, ship_name) ) {
596 player_ship_class = i;
601 if (i == Num_ship_types){
605 return player_ship_class;
608 // -------------------------------------------------------------------------------------------------
609 // find_player() is called when a packet arrives, and we need to know which net player to update.
610 // The matching is done based on the address and port. Port checking is done in case multiple
611 // instances of FreeSpace are running on the same box.
615 int find_player( net_addr_t* addr )
619 for (i = 0; i < MAX_PLAYERS; i++ ) {
620 if ( !MULTI_CONNECTED(Net_players[i])){
623 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
631 // so that we can lookup on the admin port transparently
632 int find_player_no_port(net_addr_t *addr)
637 for (i = 0; i < MAX_PLAYERS; i++ ) {
638 if ( !MULTI_CONNECTED(Net_players[i])){
641 if(addr->type == NET_IPX){
646 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
654 int find_player_id(short player_id)
657 for (i = 0; i < MAX_PLAYERS; i++ ) {
658 if ( !MULTI_CONNECTED(Net_players[i])){
661 if(player_id == Net_players[i].player_id){
666 // couldn't find the player
670 // note this is only valid to do on a server!
671 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
674 for (i = 0; i < MAX_PLAYERS; i++ ) {
675 if ( !MULTI_CONNECTED(Net_players[i])){
678 if(sock == Net_players[i].reliable_socket){
683 // couldn't find the player
687 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
688 // used to find netplayers in game when only the object is known
689 int multi_find_player_by_object( object *objp )
693 objnum = OBJ_INDEX(objp);
694 for (i = 0; i < MAX_PLAYERS; i++ ) {
695 if ( !MULTI_CONNECTED(Net_players[i])){
698 if ( objnum == Net_players[i].player->objnum ){
703 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
708 // returns a player num based upon player object signature
709 int multi_find_player_by_signature( int signature )
713 for(idx=0;idx<MAX_PLAYERS;idx++){
714 // compare against each player's object signature
715 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
721 // didn't find the player
725 // returns a player num based upon object net signature
726 int multi_find_player_by_net_signature(ushort net_signature)
730 for(idx=0;idx<MAX_PLAYERS;idx++){
731 // compare against each player's object signature
732 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
738 // didn't find the player
742 int multi_find_player_by_ship_name(char *ship_name)
747 if(ship_name == NULL){
751 for(idx=0; idx<MAX_PLAYERS; idx++){
752 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP) &&
753 (Objects[Net_players[idx].player->objnum].instance >= 0) && (Objects[Net_players[idx].player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].player->objnum].instance].ship_name) ){
758 // didn't find the player
762 int multi_get_player_ship(int np_index)
765 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
770 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
771 (Net_players[np_index].player != NULL) && (Net_players[np_index].player->objnum >= 0) && (Net_players[np_index].player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].player->objnum].type == OBJ_SHIP) &&
772 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
774 return Objects[Net_players[np_index].player->objnum].instance;
781 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
782 // it returns -1 if there is no new slot, and the slot number if one is found
783 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
784 int multi_find_open_netplayer_slot()
790 for (i = 0; i < MAX_PLAYERS; i++)
791 if ( !MULTI_CONNECTED(Net_players[i]) ){
792 if(found_first == -1) {
798 if(i == MAX_PLAYERS){
799 if(found_first == -1)
808 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
809 // should always be taken by the console player's pilot. All other slots are up for grab though.
810 int multi_find_open_player_slot()
814 for (i = 0; i < MAX_PLAYERS; i++)
815 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
818 if ( i == MAX_PLAYERS )
824 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
825 // a new person is entering the game. The state of the Net_player is set to it's basic starting
827 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
829 nplayer->p_info.addr = *addr;
830 nplayer->flags |= NETINFO_FLAG_CONNECTED;
831 nplayer->state = NETPLAYER_STATE_JOINING;
832 nplayer->p_info.ship_class = ship_class;
833 nplayer->player = pplayer;
834 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
836 // if setting up my net flags, then set the flag to say I can do networking.
837 if ( nplayer == Net_player ){
838 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
842 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
844 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
849 Assert ( MULTI_CONNECTED(Net_players[net_player]) );
851 shipp = &Ships[objp->instance];
853 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
854 Net_players[net_player].p_info.ship_class = ship_class;
856 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
857 if ( Net_player == &Net_players[net_player] ) {
860 Player_ai = &Ai_info[Player_ship->ai_index];
863 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
865 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
866 Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
867 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
869 // game server and this client need to initialize this information so object updating
871 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
872 Net_players[net_player].s_info.eye_pos = objp->pos;
873 Net_players[net_player].s_info.eye_orient = objp->orient;
877 for(idx=0; idx<MAX_PLAYERS; idx++){
878 shipp->np_updates[idx].orient_chksum = 0;
879 shipp->np_updates[idx].pos_chksum = 0;
880 shipp->np_updates[idx].seq = 0;
881 shipp->np_updates[idx].status_update_stamp = -1;
882 shipp->np_updates[idx].subsys_update_stamp = -1;
883 shipp->np_updates[idx].update_stamp = -1;
887 // -------------------------------------------------------------------------------------------------
888 // create_player() is called when a net player needs to be instantiated. The ship that is created
889 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
890 // is used. Returns 1 on success, 0 otherwise
892 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
894 int player_ship_class = ship_class;
895 int i,current_player_count;
897 Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
899 // blast _any_ old data
900 memset(&Net_players[net_player_num],0,sizeof(net_player));
902 // get the current # of players
903 current_player_count = multi_num_players();
905 // DOH!!! The lack of this caused many bugs.
906 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
908 if ( ship_class == -1 ) {
909 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
911 // find the ship that matches the string stored in default_player_ship
913 for (i = 0; i < Num_ship_types; i++) {
914 if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
915 player_ship_class = i;
920 if (i == Num_ship_types)
924 if ( player_ship_class >= Num_ship_types ) {
925 player_ship_class = multi_ship_class_lookup(default_player_ship);
926 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
929 // blast the old player data
930 memset(pl,0,sizeof(player));
932 // set up the net_player structure
933 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
934 Net_players[net_player_num].s_info.num_last_buttons = 0;
935 // Net_players[net_player_num].respawn_count = 0;
936 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
937 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
938 Net_players[net_player_num].s_info.kick_timestamp = -1;
939 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
940 Net_players[net_player_num].s_info.tracker_security_last = -1;
941 Net_players[net_player_num].s_info.target_objnum = -1;
942 Net_players[net_player_num].s_info.accum_buttons = 0;
944 // zero out this players ping times data
945 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
947 // zero out his object update and control info sequencing data
948 Net_players[net_player_num].client_cinfo_seq = 0;
949 Net_players[net_player_num].client_server_seq = 0;
951 // timestamp his last_full_update_time
952 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
954 // nil his file xfer handle
955 Net_players[net_player_num].s_info.xfer_handle = -1;
957 // nil his data rate timestamp stuff
958 Net_players[net_player_num].s_info.rate_stamp = -1;
959 Net_players[net_player_num].s_info.rate_bytes = 0;
961 // nil packet buffer stuff
962 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
963 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
965 // various ack handles
966 strcpy(pl->callsign, name);
967 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
968 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
971 // if we're the standalone server and this is the first guy to join, mark him as the host
972 // and give him all host priveleges
973 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
974 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
977 Net_players[net_player_num].player_id = id;
979 Net_player->sv_bytes_sent = 0;
980 Net_player->sv_last_pl = -1;
981 Net_player->cl_bytes_recvd = 0;
982 Net_player->cl_last_pl = -1;
984 // add to the escort list
985 if(MULTI_IN_MISSION){
986 hud_escort_add_player(id);
992 // next function makes a player object an ai object (also decrementing the num_players in the
993 // netgame). It appropiately sets the object flags and other interesting AI information which
994 // ought to get set in order to make this new ai object behave correctly.
995 void multi_make_player_ai( object *pobj )
998 Assert ( pobj != NULL );
1000 if ( pobj->type != OBJ_SHIP )
1003 pobj->flags &= ~(OF_PLAYER_SHIP);
1004 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
1006 // target_objnum must be -1 or else new AI ship will fire on whatever this player
1008 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1012 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
1013 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1014 void delete_player(int player_num,int kicked_reason)
1016 char notify_string[256] = "";
1019 if(!MULTI_CONNECTED(Net_players[player_num])){
1024 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1026 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1028 // if this guy was ingame joining, the remove my netgame flag so others may join
1029 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1030 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1031 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1034 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1035 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1037 Net_players[player_num].s_info.reliable_connect_time = -1;
1039 // add to the escort list
1040 hud_escort_remove_player(Net_players[player_num].player_id);
1042 // is this guy the server
1043 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1044 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1045 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1046 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1049 // if he was just the host
1050 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1051 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1054 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1055 // are we a standalone server and in a mission?
1056 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1057 // choose a new host
1058 int found_new_host = 0;
1059 for(idx=0; idx<MAX_PLAYERS; idx++){
1060 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1061 // make this guy the host
1062 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1065 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1072 if(!found_new_host){
1073 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1076 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1081 // if we're the server of the game, notify everyone else that this guy has left
1082 // if he's marked as being kicked, then other players know about it already, so don't send again
1083 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1084 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1086 memset(str, 0, 512);
1087 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
1088 multi_display_chat_msg(str, player_num, 0);
1090 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1094 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1095 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1096 if ( Net_players[player_num].player->objnum != -1 ){
1097 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1100 // otherwise mark it so that he can return to it later if possible
1101 if ( (Net_players[player_num].player->objnum >= 0) && (Net_players[player_num].player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].player->objnum].instance >= 0) && (Objects[Net_players[player_num].player->objnum].instance < MAX_SHIPS)) {
1102 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1104 multi_respawn_player_leave(&Net_players[player_num]);
1108 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1109 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1110 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1111 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1112 // in the multi_make_player_ai code above.
1113 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1114 multi_ts_handle_player_drop();
1117 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1118 debrief_handle_player_drop();
1121 // handle any specific dropping conditions
1122 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1123 multi_team_handle_drop();
1125 multi_data_handle_drop(player_num);
1127 // tell the pinfo popup that a player has left
1128 multi_pinfo_notify_drop(&Net_players[player_num]);
1130 // tell the datarate stuff that the player has dropped
1131 multi_rate_reset(player_num);
1133 // display a message that this guy has left
1134 if(Net_players[player_num].player->callsign){
1135 sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1136 multi_display_chat_msg(notify_string,0,0);
1139 // standalone gui type stuff
1140 if (Game_mode & GM_STANDALONE_SERVER) {
1141 std_remove_player(&Net_players[player_num]);
1142 std_connect_set_connect_count();
1145 // blast this memory clean
1146 memset(&Net_players[player_num], 0, sizeof(net_player));
1147 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1149 extern int Multi_client_update_times[MAX_PLAYERS];
1150 Multi_client_update_times[player_num] = -1;
1153 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1154 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1156 // -------------------------------------------------------------------------------------------------
1157 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1158 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1162 void multi_cull_zombies()
1169 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1170 inactive_limit = INACTIVE_LIMIT_WAIT;
1172 inactive_limit = INACTIVE_LIMIT_NORMAL;
1174 current_time = timer_get_fixed_seconds();
1176 for (i = 0; i < MAX_PLAYERS; i++) {
1177 if ( !MULTI_CONNECTED(&Net_players[i])){
1181 // server will(should) cull out players based on their sockets dying.
1182 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1186 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1187 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1188 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1190 multi_kick_player(i,0);
1196 // -------------------------------------------------------------------------------------------------
1197 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1200 ushort netmisc_calc_checksum( void * vptr, int len )
1202 ubyte * ptr = (ubyte *)vptr;
1203 unsigned int sum1,sum2;
1209 if (sum1 >= 255 ) sum1 -= 255;
1214 return (unsigned short)((sum1<<8)+ sum2);
1218 // -------------------------------------------------------------------------------------------------
1219 // fill_net_addr() calculates the checksum of a block of memory.
1223 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1225 Assert(addr != NULL);
1226 Assert(address != NULL);
1227 Assert(net_id != NULL);
1229 addr->type = Multi_options_g.protocol;
1230 memset( addr->addr, 0x00, 6);
1231 memcpy( addr->addr, address, ADDRESS_LENGTH);
1232 memcpy( addr->net_id, net_id, 4);
1238 // -------------------------------------------------------------------------------------------------
1239 // get_text_address()
1243 char* get_text_address( char * text, ubyte * address )
1248 switch ( Multi_options_g.protocol ) {
1250 strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
1251 sprintf(text, "%x %x %x %x %x %x", address[0],
1261 memcpy(&temp_addr.s_addr, address, 4);
1262 strcpy( text, inet_ntoa(temp_addr) );
1274 // non-16byte version of matrix packing
1275 // return size of packed matrix
1276 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1280 if(m->rvec.z < 0) data[16] |= (1<<0); // X
1281 if(m->uvec.z < 0) data[16] |= (1<<1); // Y
1282 if(m->fvec.z < 0) data[16] |= (1<<2); // V
1283 if(m->fvec.x < 0) data[16] |= (1<<3); // Z
1284 if(m->fvec.y < 0) data[16] |= (1<<4); // W
1285 memcpy(&data[0],&m->rvec.x,4); // a
1286 memcpy(&data[4],&m->rvec.y,4); // b
1287 memcpy(&data[8],&m->uvec.x,4); // c
1288 memcpy(&data[12],&m->uvec.y,4); // d
1291 // return bytes processed
1292 // non-16 byte version of unpack matrix code
1293 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1295 memcpy(&m->rvec.x,&data[0],4);
1296 memcpy(&m->rvec.y,&data[4],4);
1297 memcpy(&m->uvec.x,&data[8],4);
1298 memcpy(&m->uvec.y,&data[12],4);
1300 m->rvec.z = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->rvec.y * m->rvec.y))); // X
1301 m->uvec.z = fl_sqrt(fl_abs(1 - (m->uvec.x * m->uvec.x) - (m->uvec.y * m->uvec.y))); // Y
1302 m->fvec.z = fl_sqrt(fl_abs(1 - (m->rvec.z * m->rvec.z) - (m->uvec.z * m->uvec.z))); // V
1303 m->fvec.x = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->uvec.x * m->uvec.x))); // Z
1304 m->fvec.y = fl_sqrt(fl_abs(1 - (m->rvec.y * m->rvec.y) - (m->uvec.y * m->uvec.y))); // W
1306 m->rvec.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1307 m->uvec.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1308 m->fvec.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1309 m->fvec.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1310 m->fvec.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1313 void multi_do_client_warp(float flFrametime)
1317 moveup = GET_FIRST(&Ship_obj_list);
1318 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1319 // do all _necessary_ ship warp in (arrival) processing
1320 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1321 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1322 moveup = GET_NEXT(moveup);
1326 // ------------------------------------------------------------------------------------
1327 // ship status change stuff
1329 int lookup_ship_status(net_player *p,int unique_id,int remove)
1333 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1334 if(p->s_info.last_buttons_id[idx] == unique_id){
1336 remove_ship_status_item(p,idx);
1337 p->s_info.num_last_buttons--;
1345 void remove_ship_status_item(net_player *p,int id)
1348 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1349 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1350 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1351 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1356 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1361 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1362 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1363 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1364 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1365 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1366 p->s_info.num_last_buttons++;
1370 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1371 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1372 earliest = p->s_info.last_buttons_time[idx];
1377 p->s_info.last_buttons[lookup] = *bi;
1378 p->s_info.last_buttons_id[lookup] = unique_id;
1379 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1384 extern int button_function_critical(int n,net_player *p = NULL);
1385 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1388 Multi_button_info_ok=1;
1389 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1390 if ( bi->status[i] == 0 )
1392 // at least one bit is set in the status integer
1393 for ( j = 0; j < 32; j++ ) {
1395 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1396 if ( bi->status[i] & (1<<j) ) {
1398 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1399 bi->status[i] &= ~(1<<j);
1401 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1402 bi->status[i] &= ~(1<<j);
1407 Multi_button_info_ok=0;
1410 // send 10x a second MAX
1411 #define MULTI_SHIP_STATUS_TIME 350
1412 int Multi_ship_status_stamp = -1;
1413 button_info Multi_ship_status_bi;
1415 void multi_maybe_send_ship_status()
1418 button_info *bi = &Player->bi;
1420 // strip out noncritical button presses
1421 button_strip_noncritical_keys(bi);
1423 // xor all fields into the accum button info
1424 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1425 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1429 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1430 int should_send = 0;
1431 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1432 // we have at least something to send
1433 if(Multi_ship_status_bi.status[idx] != 0){
1438 // do we have something to send
1440 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1441 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1445 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1448 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1452 void multi_subsys_update_all()
1456 Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1457 for(idx=0;idx<MAX_PLAYERS;idx++){
1458 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1459 send_subsys_update_packet(&Net_players[idx]);
1464 int multi_find_player_by_callsign(char *callsign)
1467 for(idx=0;idx<MAX_PLAYERS;idx++){
1468 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1476 // if Game_current_mission_filename is a builtin multiplayer mission
1477 int multi_is_builtin_mission()
1482 // get the full filename
1484 strcpy(name,Game_current_mission_filename);
1485 cf_add_ext(name, FS_MISSION_FILE_EXT);
1487 // if this mission is builtin
1488 if(game_find_builtin_mission(name) != NULL){
1496 // verify that the player has a valid mission file and do 1 of 3 things
1497 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1499 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1503 player = find_player_id(player_id);
1504 Assert(player >= 0);
1508 pl = &Net_players[player];
1510 // all missions should be builtin, so if we don't have a match, kick the player
1511 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1512 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1514 pl->flags |= NETINFO_FLAG_MISSION_OK;
1522 player = find_player_id(player_id);
1523 Assert(player >= 0);
1527 pl = &Net_players[player];
1529 // if the current mission is a builtin mission, check stuff out
1530 is_builtin = multi_is_builtin_mission();
1533 // if the player doesn't have it, kick him
1534 if((sum_sig == 0xffff) && (length_sig == -1)){
1535 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1537 pl->flags |= NETINFO_FLAG_MISSION_OK;
1544 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1550 // in an ingame join situation
1551 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1553 // if the netgame settings allow in-mission file xfers
1554 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1555 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1556 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1558 // otherwise send him a nak and tell him to get the hell away
1560 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1563 pl->flags |= NETINFO_FLAG_MISSION_OK;
1566 // in a normal join situation
1568 // if the file does not check out, send it to him
1570 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1572 // otherwise mark him as having a valid mission
1574 pl->flags |= NETINFO_FLAG_MISSION_OK;
1580 // check to see if every client has NETINFO_FLAG_MISSION_OK
1581 int server_all_filesigs_ok()
1586 for(idx=0;idx<MAX_PLAYERS;idx++){
1587 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1596 void multi_untag_player_ships()
1600 moveup = GET_FIRST(&Ship_obj_list);
1601 while(moveup != END_OF_LIST(&Ship_obj_list)){
1602 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1603 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1604 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1606 moveup = GET_NEXT(moveup);
1610 // broadcast alltime stats to everyone in the game
1611 void multi_broadcast_stats(int stats_code)
1615 // broadcast everyone's stats to everyone else
1616 for(idx=0;idx<MAX_PLAYERS;idx++){
1617 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1618 send_player_stats_block_packet(&Net_players[idx], stats_code);
1623 // check to see if all players other than the local player are in a given NETPLAYER_ state
1624 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1625 int multi_netplayer_state_check(int state,int ignore_standalone)
1628 for(idx=0;idx<MAX_PLAYERS;idx++){
1629 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1630 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1634 if(Net_players[idx].state != state){
1642 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1645 for(idx=0;idx<MAX_PLAYERS;idx++){
1646 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1647 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1651 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1659 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1662 for(idx=0;idx<MAX_PLAYERS;idx++){
1663 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1664 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1668 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1676 // check to see if all players other than the local player are in a given NETPLAYER_ state
1677 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1678 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1681 for(idx=0;idx<MAX_PLAYERS;idx++){
1682 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1683 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1687 if(!(Net_players[idx].flags & flags)){
1695 // function which gets called from psnet_* code to evaluate an error received on a reliable
1696 // socket. In general, we only want to do drastic measures if the error indicates that the client
1697 // is no longer there.
1698 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1700 if ( error == WSAENOTSOCK ){
1701 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1703 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1704 // because of a leaving player.
1706 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1707 // Int3(); // get allender -- something happened to socket connection!!!
1710 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1711 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1715 if(error == WSAESHUTDOWN){
1716 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1719 // mwa -- always return for now because debugging with the stuff below is a real pain.
1720 // in essence, you can't do it!
1723 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1726 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1727 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1728 // NOTE : make sure not to ban him
1729 for(idx=0;idx<MAX_PLAYERS;idx++){
1730 if(Net_players[idx].reliable_socket == sock){
1736 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1737 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1741 // send a repair info packet with code == code to a player if his object is the one being acted upon
1742 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1743 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1744 // for repair, getting repaired, aborted, complete, etc.
1745 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1747 // only send information on player objects
1748 if ( !MULTIPLAYER_MASTER )
1751 Assert( dest_objp->type == OBJ_SHIP );
1752 Assert( dest_objp != source_objp );
1754 send_repair_info_packet( dest_objp, source_objp, code );
1757 int multi_is_valid_unknown_packet(ubyte type){
1758 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1759 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1760 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1763 void multi_create_standalone_object()
1765 // now create a bullshit ship for the standalone
1766 matrix m = IDENTITY_MATRIX;
1768 int objnum, pobj_num;
1771 objnum = observer_create(&m,&v);
1772 Player_obj = &Objects[objnum];
1773 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1774 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1775 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1776 Net_player->player->objnum = objnum;
1778 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1779 pobj_num = parse_create_object(&Player_start_pobject);
1780 Assert(pobj_num != -1);
1781 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1782 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1783 Player_ship = &Ships[Objects[pobj_num].instance];
1785 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1786 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1787 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1788 strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
1789 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1793 int multi_message_should_broadcast(int type)
1795 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1796 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1799 // active game list handling functions
1800 active_game *multi_new_active_game( void )
1802 active_game *new_game;
1804 new_game = (active_game *)malloc(sizeof(active_game));
1805 if ( new_game == NULL ) {
1806 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1810 if ( Active_game_head != NULL ) {
1811 new_game->next = Active_game_head->next;
1812 new_game->next->prev = new_game;
1813 Active_game_head->next = new_game;
1814 new_game->prev = Active_game_head;
1816 Active_game_head = new_game;
1817 Active_game_head->next = Active_game_head->prev = Active_game_head;
1820 Active_game_count++;
1822 // notify the join game screen of this new item
1823 multi_join_notify_new_game();
1828 active_game *multi_update_active_games(active_game *ag)
1830 active_game *gp = NULL;
1831 active_game *stop = NULL;
1833 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1834 // to an active_game structure
1835 if ( Active_game_head != NULL ) { // no games on list at all
1838 gp = Active_game_head;
1839 stop = Active_game_head;
1843 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1848 } while (gp != stop);
1850 // insert in the list
1852 gp = multi_new_active_game();
1853 // gp->ping_time = -1.0f;
1855 // copy in the game information
1856 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1857 strcpy(gp->name,ag->name);
1858 strcpy(gp->mission_name,ag->mission_name);
1859 strcpy(gp->title,ag->title);
1860 gp->num_players = ag->num_players;
1861 gp->flags = ag->flags;
1865 gp->ping_start = timer_get_fixed_seconds();
1867 send_ping(&gp->server_addr);
1869 multi_ping_reset(&gp->ping);
1870 multi_ping_send(&gp->server_addr,&gp->ping);
1872 // otherwise update the netgame info we have for this guy
1874 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1875 strcpy(gp->name,ag->name);
1876 memset(gp->mission_name,0,NAME_LENGTH+1);
1877 strcpy(gp->mission_name,ag->mission_name);
1878 memset(gp->title,0,NAME_LENGTH+1);
1879 strcpy(gp->title,ag->title);
1880 gp->num_players = ag->num_players;
1881 gp->flags = ag->flags;
1884 gp = multi_new_active_game();
1885 // gp->ping_time = -1.0f;
1887 // copy in the game information
1888 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1889 strcpy(gp->name,ag->name);
1890 strcpy(gp->mission_name,ag->mission_name);
1891 strcpy(gp->title,ag->title);
1892 gp->num_players = ag->num_players;
1893 gp->flags = ag->flags;
1896 // gp->ping_start = timer_get_fixed_seconds();
1897 // gp->ping_end = -1;
1898 // send_ping(&gp->server_addr);
1899 multi_ping_reset(&gp->ping);
1900 multi_ping_send(&gp->server_addr,&gp->ping);
1903 // don't do anything if we don't have a game entry
1908 // update the last time we heard from him
1909 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1910 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1912 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1918 void multi_free_active_games()
1920 active_game *moveup,*backup;
1922 moveup = Active_game_head;
1927 moveup = moveup->next;
1931 } while(moveup != Active_game_head);
1932 Active_game_head = NULL;
1934 Active_game_count = 0;
1937 server_item *multi_new_server_item( void )
1939 server_item *new_game;
1941 new_game = (server_item *)malloc(sizeof(server_item));
1942 if ( new_game == NULL ) {
1943 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1947 if ( Game_server_head != NULL ) {
1948 new_game->next = Game_server_head->next;
1949 new_game->next->prev = new_game;
1950 Game_server_head->next = new_game;
1951 new_game->prev = Game_server_head;
1953 Game_server_head = new_game;
1954 Game_server_head->next = Game_server_head->prev = Game_server_head;
1960 void multi_free_server_list()
1962 server_item *moveup,*backup;
1964 moveup = Game_server_head;
1969 moveup = moveup->next;
1973 } while(moveup != Game_server_head);
1974 Game_server_head = NULL;
1978 int multi_num_players()
1982 // count the players who are actively connected
1984 for(idx=0;idx<MAX_PLAYERS;idx++){
1985 // count all connected players except the standalone server (if any)
1986 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
1994 int multi_num_observers()
1998 // count the players who are actively connected
2000 for(idx=0;idx<MAX_PLAYERS;idx++){
2001 // count all connected players except the standalone server (if any)
2002 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
2011 int multi_num_connections()
2015 // count the players who are actively connected
2017 for(idx=0;idx<MAX_PLAYERS;idx++){
2018 // count all connected players except the standalone server (if any)
2019 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2027 int multi_can_message(net_player *p)
2032 // if the player is an observer of any kind, he cannot message
2033 if(p->flags & NETINFO_FLAG_OBSERVER){
2037 switch(Netgame.options.squad_set){
2038 // only those of the highest rank can message
2039 case MSO_SQUAD_RANK:
2040 max_rank = multi_get_highest_rank();
2041 if(p->player->stats.rank < max_rank){
2046 // only wing/team leaders can message
2047 case MSO_SQUAD_LEADER:
2048 // if the player has an invalid object #
2049 if(p->player->objnum < 0){
2053 // check to see if he's a wingleader
2054 sp = &Ships[Objects[p->player->objnum].instance];
2055 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2060 // anyone can end message
2064 // only the host can message
2065 case MSO_SQUAD_HOST:
2066 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2075 int multi_can_end_mission(net_player *p)
2080 // the host can _always_ unpause a game
2081 if(p->flags & NETINFO_FLAG_GAME_HOST){
2085 switch(Netgame.options.endgame_set){
2086 // only those of the highest rank can end the mission
2088 max_rank = multi_get_highest_rank();
2089 if(p->player->stats.rank < max_rank){
2094 // only wing/team leaders can end the mission
2095 case MSO_END_LEADER:
2096 // if the player has an invalid object #
2097 if(p->player->objnum < 0){
2101 // check to see if he's a wingleader
2102 sp = &Ships[Objects[p->player->objnum].instance];
2103 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2108 // anyone can end the mission
2112 // only the host can end the mission
2114 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2123 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2125 int team0_avail,team1_avail;
2127 // if the server versions are incompatible
2128 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2129 return JOIN_DENY_JR_BAD_VERSION;
2132 // check to make sure we are otherwise in a state to accept
2133 if(Netgame.game_state != NETGAME_STATE_FORMING){
2134 return JOIN_DENY_JR_STATE;
2137 // the standalone has some oddball situations which we must handle seperately
2138 if(Game_mode & GM_STANDALONE_SERVER){
2139 // if this is the first connection, he will be the host so we must always accept him
2140 if(multi_num_players() == 0){
2141 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2142 // we probably eventually want to make sure he's not passing us a fake tracker id#
2143 if (MULTI_IS_TRACKER_GAME) {
2144 if(jr->tracker_id < 0){
2145 return JOIN_DENY_JR_TRACKER_INVAL;
2149 // if we're password protected
2150 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2151 return JOIN_DENY_JR_PASSWD;
2154 // don't allow the host to join as an observer
2155 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2156 return JOIN_DENY_JR_NOOBS;
2163 // first off check to see if we're violating any of our max players/observers/connections boundaries
2164 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2165 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2166 // if we're full of observers and this guy wants to be an observer
2167 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2168 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2169 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2170 // if we're up to MULTI_MAX_PLAYERS
2171 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2172 // if the max players for a standalone was set
2173 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2175 // we're full buddy - sorry
2176 return JOIN_DENY_JR_FULL;
2179 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2180 // we probably eventually want to make sure he's not passing us a fake tracker id#
2181 if (MULTI_IS_TRACKER_GAME) {
2182 if(jr->tracker_id < 0){
2183 return JOIN_DENY_JR_TRACKER_INVAL;
2187 // check to see if the player is trying to ingame join in a closed game
2188 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2189 return JOIN_DENY_JR_CLOSED;
2192 // check to see if the player has passed a valid password in a password protected game
2193 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2194 return JOIN_DENY_JR_PASSWD;
2197 // check to see if the netgame is forming and is temporarily marked as closed
2198 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2199 return JOIN_DENY_JR_TEMP_CLOSED;
2202 // check to make sure he meets the rank requirement
2203 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2204 return JOIN_DENY_JR_RANK_LOW;
2207 // check to make sure he meets the rank requirement
2208 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2209 return JOIN_DENY_JR_RANK_HIGH;
2212 // can't ingame join a non-dogfight game
2213 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2214 return JOIN_DENY_JR_TYPE;
2217 // if the player was banned by the standalone
2218 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2219 return JOIN_DENY_JR_BANNED;
2222 // if the game is in-mission, make sure there are ships available
2223 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2226 multi_player_ships_available(&team0_avail,&team1_avail);
2228 // if there are no ships available on either team
2229 if((team0_avail == 0) && (team1_avail == 0)){
2230 return JOIN_DENY_JR_FULL;
2234 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2235 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2236 return JOIN_DENY_JR_INGAME_JOIN;
2239 // check to make sure the game is not full (of observers, or players, as appropriate)
2240 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2241 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2242 return JOIN_DENY_JR_FULL;
2246 // if the netgame is restricted or is team vs. team
2247 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2248 // ingame, we must query the host to see if this guy is accepted
2249 if(MULTI_IN_MISSION){
2250 return JOIN_QUERY_RESTRICTED;
2254 // check to make sure this player hasn't been kick/banned
2255 if(multi_kick_is_banned(addr)){
2256 return JOIN_DENY_JR_BANNED;
2259 // check to make sure this player doesn't already exist
2260 if ( find_player(addr) >= 0 ) {
2261 return JOIN_DENY_JR_DUP;
2267 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2268 void multi_warpout_all_players()
2272 // i'f i'm already marked as warping out, don't do this again
2273 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2277 // stop my afterburners
2278 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2279 afterburners_stop( Player_obj, 1 );
2282 // traverse through each player
2283 for(idx=0;idx<MAX_PLAYERS;idx++) {
2286 // only warpout player _ships_ which are not mine
2287 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2289 objp = &Objects[Net_players[idx].player->objnum];
2291 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2292 shipfx_warpout_start( objp );
2296 // now, mark ourselves as needing to warp out
2297 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2299 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2300 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2301 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2303 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2304 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2306 gameseq_post_event(GS_EVENT_DEBRIEF);
2309 // if we're a ship, then begin the warpout process
2311 // turn off collision detection for my ship
2312 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2313 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2317 // determine the highest rank of any of the players in the game
2318 int multi_get_highest_rank()
2323 // go through all the players
2324 for(idx=0;idx<MAX_PLAYERS;idx++){
2325 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.rank > max_rank)){
2326 max_rank = Net_players[idx].player->stats.rank;
2330 // return what we found
2334 // called on the machine of the player who hit alt+j
2335 void multi_handle_end_mission_request()
2339 // all clients should send the request to the server. no exceptions
2340 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2341 send_endgame_packet();
2343 // the server of the game does some further processing
2345 ml_string("Server received endgame request, proceeding...");
2347 // first we should toss all ingame joiners
2348 for(idx=0;idx<MAX_PLAYERS;idx++){
2349 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2350 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2354 // send the endgame packet to all clients, who will act on it immediately
2355 send_endgame_packet();
2356 Netgame.game_state = NETGAME_STATE_ENDGAME;
2357 send_netgame_update_packet();
2359 if(Game_mode & GM_STANDALONE_SERVER){
2360 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2361 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2364 // begin the warpout process for all players and myself
2365 multi_warpout_all_players();
2369 // called to handle any special cases where a player is in some submemu when the game is ended
2370 void multi_handle_state_special()
2372 int stack_depth,current_depth;
2374 // first off - kill any active popups
2375 popup_kill_any_active();
2377 // kill any popupdeads
2378 if(popupdead_is_active()){
2382 // kill off the pilot info popup if its active
2383 if(multi_pinfo_popup_active()){
2384 multi_pinfo_popup_kill();
2387 // now do any special processing for being in states other then the gameplay states
2388 stack_depth = gameseq_get_depth();
2390 // if we're not pushed on top of any states, do any special state case handling here
2391 if(stack_depth == 0){
2392 // currently there are no special cases, so return
2395 // if we are pushed on any states, post events to pop them off one by one
2397 current_depth = stack_depth;
2399 switch(gameseq_get_state(stack_depth - current_depth)){
2400 // the hotkey screen
2401 case GS_STATE_HOTKEY_SCREEN :
2402 mission_hotkey_exit();
2403 Game_do_state_should_skip = 1;
2406 case GS_STATE_OPTIONS_MENU:
2407 options_cancel_exit();
2408 Game_do_state_should_skip = 1;
2410 // the hud config (1 deeper in the options menu)
2411 case GS_STATE_HUD_CONFIG:
2412 hud_config_cancel();
2413 Game_do_state_should_skip = 1;
2415 // controls config (1 deeper than the options menu)
2416 case GS_STATE_CONTROL_CONFIG:
2417 control_config_cancel_exit();
2418 Game_do_state_should_skip = 1;
2420 // mission goals screen
2421 case GS_STATE_SHOW_GOALS:
2422 mission_goal_exit();
2423 Game_do_state_should_skip = 1;
2425 // mission log scrollback
2426 case GS_STATE_MISSION_LOG_SCROLLBACK:
2427 hud_scrollback_exit();
2428 Game_do_state_should_skip = 1;
2431 case GS_STATE_MULTI_PAUSED:
2432 gameseq_pop_state();
2433 Game_do_state_should_skip = 1;
2437 // next pushed state
2439 } while(current_depth > 0);
2443 // called by the file xfer subsytem when we start receiving a file
2444 void multi_file_xfer_notify(int handle)
2452 // get the filename of the file we are receiving
2454 filename = multi_xfer_get_filename(handle);
2456 // get the directory the file is forced into
2457 force_dir = multi_xfer_get_force_dir(handle);
2459 // something is messed up
2460 if(filename == NULL){
2464 // convert the filename to all lowercase
2465 len = strlen(filename);
2466 for(idx=0;idx<len;idx++){
2467 filename[idx] = (char)tolower(filename[idx]);
2470 // if this is a mission file
2471 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2473 // determine where its going to go
2475 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2477 cf_type = CF_TYPE_MULTI_CACHE;
2481 // check to see if the file is read-only
2482 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2483 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2485 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2486 popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));
2487 multi_quit_game(PROMPT_NONE);
2491 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2493 // we'd better not be xferring a file right now
2494 Assert(Net_player->s_info.xfer_handle == -1);
2496 // force into the multidata directory
2497 multi_xfer_handle_force_dir(handle, cf_type);
2499 // set my xfer handle
2500 Net_player->s_info.xfer_handle = handle;
2502 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2503 send_netplayer_update_packet();
2505 // otherwise always hand it off to the multi_data system
2507 multi_data_handle_incoming(handle);
2511 // return the lag/disconnected status of the game
2512 #define MULTI_LAG_VAL 400
2513 int multi_query_lag_status()
2515 // -1 == not lagged, 0 == lagged, 1 == disconnected
2517 // if I'm the server of the game, I can't be lagged
2518 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2522 // if we've been disconnected for some reason or another
2523 if(multi_client_server_dead()){
2527 // if our ping time to the server is over a certain time
2528 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2536 // process a valid join request
2537 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2539 int net_player_num,player_num;
2542 // create netplayer and player objects for this guy
2543 net_player_num = multi_find_open_netplayer_slot();
2544 player_num = multi_find_open_player_slot();
2545 id_num = multi_get_new_id();
2546 Assert((net_player_num != -1) && (player_num != -1));
2548 // if he is requesting to join as an observer
2549 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2550 // create the (permanently) observer player
2551 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2555 // copy his pilot image filename
2556 if(strlen(jr->image_filename) > 0){
2557 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2559 strcpy(Net_players[net_player_num].player->image_filename, "");
2562 // copy his pilot squad filename
2563 Net_players[net_player_num].player->insignia_texture = -1;
2564 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2566 // clear his multi_data info
2567 multi_data_handle_join(net_player_num);
2569 // set some extra flags for him as appropriate
2570 if(MULTI_IN_MISSION){
2571 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2574 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2575 Net_players[net_player_num].player_id = id_num;
2576 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2579 if(strlen(jr->pxo_squad_name) > 0){
2580 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2582 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2585 // if he's using hacked data
2586 if(jr->flags & JOIN_FLAG_HAXOR){
2587 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2590 // set his reliable connect time
2591 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2593 // send the accept packet here
2594 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2596 // create the player object
2597 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2601 // copy his pilot image filename
2602 if(strlen(jr->image_filename) > 0){
2603 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2605 strcpy(Net_players[net_player_num].player->image_filename, "");
2608 // copy his pilot squad filename
2609 Net_players[net_player_num].player->insignia_texture = -1;
2610 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2612 // clear his multi_data info
2613 multi_data_handle_join(net_player_num);
2615 // mark him as being connected
2616 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2618 // set his tracker id correctly
2619 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2621 // set his player id#
2622 Net_players[net_player_num].player_id = id_num;
2625 if(strlen(jr->pxo_squad_name) > 0){
2626 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2628 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2631 // if he's using hacked data
2632 if(jr->flags & JOIN_FLAG_HAXOR){
2633 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2636 // flag him appropriately if he's doing an ingame join
2637 if(MULTI_IN_MISSION){
2639 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2640 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2643 // set his reliable connect time
2644 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2646 // if he's joining as a host (on the standalone)
2647 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2648 send_accept_packet(net_player_num, ACCEPT_HOST);
2650 Netgame.host = &Net_players[net_player_num];
2652 // set the game and player states appropriately
2653 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2655 // if he's joining ingame
2656 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2657 // if we're in team vs. team mode
2658 if(Netgame.type_flags & NG_TYPE_TEAM){
2659 Assert(ingame_join_team != -1);
2661 Net_players[net_player_num].p_info.team = ingame_join_team;
2664 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2666 // set his last full update time for updating him on ingame join ships
2667 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2669 // if he's joining as an otherwise ordinary client
2671 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2675 // set my ingame joining flag if the new guy is joining ingame
2676 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2678 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2681 // copy in his options
2682 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2684 // if on the standalone, then do any necessary gui updating
2685 if(Game_mode & GM_STANDALONE_SERVER) {
2686 std_add_player(&Net_players[net_player_num]);
2687 std_connect_set_connect_count();
2688 std_connect_set_host_connect_status();
2690 // let the create game screen know someone has joined
2691 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2692 multi_create_handle_join(&Net_players[net_player_num]);
2696 extern int Multi_client_update_times[MAX_PLAYERS];
2697 Multi_client_update_times[net_player_num] = -1;
2700 multi_rate_reset(net_player_num);
2703 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2704 int multi_process_restricted_keys(int k)
2706 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2709 // if the query timestamp is not set, don't do anything
2710 if(Multi_restr_query_timestamp == -1){
2714 // determine what keys to look for based upon the mode we're in
2715 switch(Multi_join_restr_mode){
2716 // normal restricted join, Y or N
2717 case MULTI_JOIN_RESTR_MODE_1:
2722 // team vs team, team 0 only has ships
2723 case MULTI_JOIN_RESTR_MODE_2:
2728 // team vs team, team 1 only has ships
2729 case MULTI_JOIN_RESTR_MODE_3:
2734 // team vs team, both teams have ships
2735 case MULTI_JOIN_RESTR_MODE_4:
2745 // check the keypress
2746 if((k == key1) || (k == key2)){
2747 // unset the timestamp
2748 Multi_restr_query_timestamp = -1;
2750 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2751 // actually gets into the mission
2752 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2754 // determine which team to put him on (if any)
2755 switch(Multi_join_restr_mode){
2756 // normal restricted join, Y or N
2757 case MULTI_JOIN_RESTR_MODE_1:
2758 team_val = (k == key1) ? 0 : -1;
2761 // team vs team, team 0 only has ships
2762 case MULTI_JOIN_RESTR_MODE_2:
2763 team_val = (k == key1) ? 0 : -1;
2766 // team vs team, team 1 only has ships
2767 case MULTI_JOIN_RESTR_MODE_3:
2768 team_val = (k == key1) ? 1 : -1;
2771 // team vs team, both teams have ships
2772 case MULTI_JOIN_RESTR_MODE_4:
2773 team_val = (k == key1) ? 0 : 1;
2778 team_val = -1; // JAS: Get rid of optimized warning
2782 // perform the proper response
2783 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2785 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2788 // otherwise tell the standalone to accept him
2791 send_host_restr_packet("null",1,team_val);
2793 send_host_restr_packet("null",2,-1);
2801 // didn't process any keys
2805 // determine the status of available player ships (use team_0 for non team vs. team situations)
2806 void multi_player_ships_available(int *team_0,int *team_1)
2814 moveup = GET_FIRST(&Ship_obj_list);
2815 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2816 // if this ship is flagged as OF_COULD_BE_PLAYER
2817 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2818 // get the team # for this ship
2819 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2820 if(mp_team_num == 0){
2822 } else if(mp_team_num == 1){
2827 moveup = GET_NEXT(moveup);
2831 // server should update the player's bank/link status with the data in the passed ship
2832 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2834 // don't process when the ship is dying.
2835 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2838 // primary bank status
2839 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2841 // primary link status
2842 pl->s_info.cur_link_status &= ~(1<<0);
2843 if(shipp->flags & SF_PRIMARY_LINKED){
2844 pl->s_info.cur_link_status |= (1<<0);
2847 // secondary bank status
2848 if ( shipp->weapons.current_secondary_bank < 0 ) {
2849 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2850 shipp->weapons.current_secondary_bank = 0;
2852 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2854 // secondary link status
2855 pl->s_info.cur_link_status &= ~(1<<1);
2856 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2857 pl->s_info.cur_link_status |= (1<<1);
2861 pl->s_info.ship_ets = 0x0000;
2863 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2865 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2867 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2869 Assert( pl->s_info.ship_ets != 0 );
2872 // flush the multidata cache directory
2873 void multi_flush_multidata_cache()
2875 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2877 // call the cfile function to flush the directory
2878 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2881 // flush all data from a previous mission before starting the next
2882 void multi_flush_mission_stuff()
2886 for(idx=0;idx<MAX_PLAYERS;idx++){
2887 if(MULTI_CONNECTED(Net_players[idx])){
2888 // unset all unneeded status bits
2889 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2891 // server is always "mission ok"
2892 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2893 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2896 // if this guy is a non-permanent observer, unset the appropriate flags
2897 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2898 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2902 multi_ping_reset(&Net_players[idx].s_info.ping);
2903 Net_players[idx].s_info.num_last_buttons = 0;
2904 Net_players[idx].s_info.wing_index_backup = 0;
2905 Net_players[idx].s_info.wing_index = 0;
2906 Net_players[idx].p_info.ship_class = -1;
2907 Net_players[idx].p_info.ship_index = -1;
2908 Net_players[idx].s_info.xfer_handle = -1;
2911 Net_players[idx].s_info.wing_index_backup = 0;
2914 Players[idx].objnum = -1;
2918 // reset netgame stuff
2919 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2923 // standalone servers should clear their goal trees now
2924 if(Game_mode & GM_STANDALONE_SERVER){
2925 std_multi_setup_goal_tree();
2928 // object signatures
2929 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2930 // We do this to resynchronize the host/server and all clients
2931 Next_ship_signature = SHIP_SIG_MIN;
2932 Next_asteroid_signature = ASTEROID_SIG_MIN;
2933 Next_non_perm_signature = NPERM_SIG_MIN;
2935 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2936 Multi_mission_loaded = 0;
2939 // should we ignore all controls and keypresses because of some multiplayer
2940 int multi_ignore_controls(int key)
2942 // if the multiplayer text messaging system is active, don't return any keys
2943 if((key > 0) && multi_msg_text_process(key)){
2947 // if the host of the game is being prompted to accept or deny a player in a restricted game
2948 if((key > 0) && multi_process_restricted_keys(key)){
2952 // if we're in text messaging mode, ignore controls
2953 if(multi_msg_text_mode()){
2957 // if the pause system wants to eat keys for a while
2958 if(multi_pause_eat_keys()){
2962 // multiplayer didn't eat the key
2966 // if the kill limit has been reached by any given player
2967 int multi_kill_limit_reached()
2971 // is the kill limit <= 0 ?
2972 // if so, consider it as _no_ kill limit
2973 if(Netgame.options.kill_limit <= 0){
2977 // look through all active, non-observer players
2978 for(idx=0;idx<MAX_PLAYERS;idx++){
2979 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
2980 // someone reached the limit
2985 // limit has not been reached yet
2989 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2990 void multi_display_chat_msg(char *msg, int player_index, int add_id)
2992 // if i'm a standalone, always add to the gui
2993 if(Game_mode & GM_STANDALONE_SERVER){
2994 std_add_chat_text(msg,player_index,add_id);
2999 if(Game_mode & GM_IN_MISSION){
3000 // if we're paused, send it to the chatbox
3001 if(Multi_pause_status){
3002 chatbox_add_line(msg, player_index, add_id);
3004 // otherwise print to the HUD
3006 multi_msg_display_mission_text(msg, player_index);
3009 // otherwise add it to the chatbox
3011 chatbox_add_line(msg, player_index, add_id);
3015 // fill in Current_file_checksum and Current_file_length
3016 void multi_get_mission_checksum(char *filename)
3020 Multi_current_file_checksum = 0xffff;
3021 Multi_current_file_length = -1;
3024 in = cfopen(filename,"rb");
3026 // get the length of the file
3027 Multi_current_file_length = cfilelength(in);
3030 in = cfopen(filename,"rb");
3032 // get the checksum of the file
3033 cf_chksum_short(in,&Multi_current_file_checksum);
3039 // if the file doesn't exist, setup some special values, so the server recognizes this
3041 Multi_current_file_checksum = 0xffff;
3042 Multi_current_file_length = -1;
3045 // don't transfew builtin missions
3046 if(multi_is_builtin_mission()){
3047 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3050 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3053 char multi_unit_to_char(float unit)
3066 ret = (char)(unit * 127.0f);
3070 float multi_char_to_unit(float val)
3074 ret = (float)val / 127.0f;
3087 // if we should render our ping time to the server in a multiplayer game
3088 int multi_show_ingame_ping()
3090 // always show it for now
3094 int multi_get_connection_speed()
3097 char *connection_speed;
3099 connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
3101 if ( !stricmp(connection_speed, NOX("Slow")) ) {
3102 cspeed = CONNECTION_SPEED_288;
3103 } else if ( !stricmp(connection_speed, NOX("56K")) ) {
3104 cspeed = CONNECTION_SPEED_56K;
3105 } else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
3106 cspeed = CONNECTION_SPEED_SISDN;
3107 } else if ( !stricmp(connection_speed, NOX("Cable")) ) {
3108 cspeed = CONNECTION_SPEED_CABLE;
3109 } else if ( !stricmp(connection_speed, NOX("Fast")) ) {
3110 cspeed = CONNECTION_SPEED_T1;
3112 cspeed = CONNECTION_SPEED_NONE;
3118 // return a MVALID_STATUS_* define based upon the passed string
3119 int multi_string_to_status(char *valid_string)
3121 return MVALID_STATUS_UNKNOWN;
3124 // if we're in tracker mode, do a validation update on all known missions
3125 void multi_update_valid_missions()
3127 char next_filename[MAX_FILENAME_LEN+1];
3128 char next_line[512];
3129 char status_string[50];
3133 int idx, file_index;
3136 // if we're a standalone, show a dialog saying "validating missions"
3137 if(Game_mode & GM_STANDALONE_SERVER){
3138 std_create_gen_dialog("Validating missions");
3139 std_gen_set_text("Querying:",1);
3142 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3143 for(idx=0; idx<Multi_create_mission_count; idx++){
3144 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3147 // attempt to open the valid mission config file
3148 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3150 // read in all listed missions
3153 memset(next_line, 0, 512);
3154 cfgets(next_line, 512, in);
3155 drop_trailing_white_space(next_line);
3156 drop_leading_white_space(next_line);
3158 // read in a filename
3159 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3160 memset(temp, 0, 256);
3161 tok = strtok(next_line, " ");
3166 drop_trailing_white_space(temp);
3167 drop_leading_white_space(temp);
3168 strcpy(next_filename, temp);
3170 // read in the status string
3171 memset(status_string, 0, 50);
3172 memset(temp, 0, 256);
3173 tok = strtok(NULL," \n");
3178 drop_trailing_white_space(temp);
3179 drop_leading_white_space(temp);
3180 strcpy(status_string, temp);
3182 // try and find the file
3183 file_index = multi_create_lookup_mission(next_filename);
3184 if(file_index >= 0){
3185 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3194 // now poll for all unknown missions
3197 // if the operation was cancelled, don't write anything new
3199 // if we're a standalone, kill the validate dialog
3200 if(Game_mode & GM_STANDALONE_SERVER){
3201 std_destroy_gen_dialog();
3207 // now rewrite the outfile with the new mission info
3208 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3210 // if we're a standalone, kill the validate dialog
3211 if(Game_mode & GM_STANDALONE_SERVER){
3212 std_destroy_gen_dialog();
3217 for(idx=0; idx<Multi_create_mission_count; idx++){
3218 switch(Multi_create_mission_list[idx].valid_status){
3219 case MVALID_STATUS_VALID:
3220 cfputs(Multi_create_mission_list[idx].filename, in);
3221 cfputs(NOX(" valid"), in);
3222 cfputs(NOX("\n"), in);
3225 case MVALID_STATUS_INVALID:
3226 cfputs(Multi_create_mission_list[idx].filename, in);
3227 cfputs(NOX(" invalid"), in);
3228 cfputs(NOX("\n"), in);
3233 // close the outfile
3237 // if we're a standalone, kill the validate dialog
3238 if(Game_mode & GM_STANDALONE_SERVER){
3239 std_destroy_gen_dialog();
3243 // get a new id# for a player
3244 short multi_get_new_id()
3246 if(Multi_id_num > 20000){
3250 return Multi_id_num++;
3254 // ------------------------------------
3257 DCF(multi,"changes multiplayer settings")
3260 dc_get_arg(ARG_STRING);
3262 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3265 } else if(strcmp(Dc_arg, "stats")==0) {
3266 // multi_toggle_stats();
3267 } else if(strcmp(Dc_arg, "show_stats")==0) {
3268 // multi_show_basic_stats(0);
3269 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3270 // multi_show_basic_stats(1);
3272 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3274 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3275 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3276 Netgame.respawn = 9999;
3277 Netgame.options.respawn = 9999;
3279 // if i'm the server, send a netgame update
3280 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3281 send_netgame_update_packet();
3284 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3285 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3286 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3287 multi_options_update_netgame();
3289 } else if(strcmp(Dc_arg, "make_players")==0){
3291 multi_make_fake_players(MAX_PLAYERS);
3293 } else if(strcmp(Dc_arg, "givecd")==0){
3294 extern int Multi_has_cd;
3296 } else if(strcmp(Dc_arg, "oo")==0){
3299 dc_get_arg(ARG_INT);
3300 if(Dc_arg_type & ARG_INT){
3301 new_flags = Dc_arg_int;
3304 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3305 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3306 } else if(strcmp(Dc_arg, "oo_sort")==0){
3311 dc_printf("Network object sorting ENABLED\n");
3313 dc_printf("Network object sorting DISABLED\n");
3321 // PXO crc checking stuff
3324 void multi_spew_pxo_checksums(int max_files, char *outfile)
3327 char full_name[MAX_FILENAME_LEN+1];
3328 char wild_card[256];
3333 // allocate filename space
3334 file_names = (char**)malloc(sizeof(char*) * max_files);
3335 if(file_names != NULL){
3336 memset(wild_card, 0, 256);
3337 strcpy(wild_card, NOX("*"));
3338 strcat(wild_card, FS_MISSION_FILE_EXT);
3339 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3342 out = fopen(outfile, "wt");
3347 // do all the checksums
3348 for(idx=0; idx<count; idx++){
3349 memset(full_name, 0, MAX_FILENAME_LEN+1);
3350 strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
3352 if(cf_chksum_long(full_name, &checksum)){
3353 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3362 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3366 dc_get_arg(ARG_INT);
3367 if(Dc_arg_type & ARG_INT){
3368 max_files = Dc_arg_int;
3370 dc_get_arg(ARG_STRING);
3371 if(Dc_arg_type & ARG_STRING){
3372 multi_spew_pxo_checksums(max_files, Dc_arg);
3379 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3381 void multi_make_fake_players(int count)
3385 for(idx=0;idx<count;idx++){
3386 if(!MULTI_CONNECTED(Net_players[idx])){
3387 Net_players[idx].player = &Players[idx];
3388 sprintf(Net_players[idx].player->callsign,"Player %d",idx);
3389 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3395 // ---------------------------------------------------------------------------------------------------------------------
3396 // PACK UNPACK STUFF
3400 #pragma optimize("", off)
3403 typedef struct bitbuffer {
3410 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3413 bitbuf->mask = 0x80;
3414 bitbuf->data = data;
3415 bitbuf->org_data = data;
3418 int bitbuffer_write_flush( bitbuffer *bitbuf )
3420 // Flush to next byte
3421 if ( bitbuf->mask != 0x80 ) {
3422 *bitbuf->data++ = (ubyte)bitbuf->rack;
3424 return bitbuf->data-bitbuf->org_data;
3427 int bitbuffer_read_flush( bitbuffer *bitbuf )
3429 return bitbuf->data-bitbuf->org_data;
3432 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3436 mask = 1L << ( bit_count - 1 );
3437 while ( mask != 0) {
3438 if ( mask & data ) {
3439 bitbuf->rack |= bitbuf->mask;
3442 if ( bitbuf->mask == 0 ) {
3443 *bitbuf->data++=(ubyte)bitbuf->rack;
3445 bitbuf->mask = 0x80;
3451 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3456 mask = 1L << ( bit_count - 1 );
3459 while ( mask != 0) {
3460 if ( bitbuf->mask == 0x80 ) {
3461 bitbuf->rack = *bitbuf->data++;
3463 if ( bitbuf->rack & bitbuf->mask ) {
3464 return_value |= mask;
3468 if ( bitbuf->mask == 0 ) {
3469 bitbuf->mask = 0x80;
3473 return return_value;
3476 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3481 mask = 1L << ( bit_count - 1 );
3484 while ( mask != 0) {
3485 if ( bitbuf->mask == 0x80 ) {
3486 bitbuf->rack = *bitbuf->data++;
3488 if ( bitbuf->rack & bitbuf->mask ) {
3489 return_value |= mask;
3493 if ( bitbuf->mask == 0 ) {
3494 bitbuf->mask = 0x80;
3498 // sign extend return value
3499 return_value <<= (32-bit_count);
3501 return ((int)return_value)>>(32-bit_count);
3506 // Packs/unpacks an object position.
3507 // Returns number of bytes read or written.
3508 // #define OO_POS_RET_SIZE 9
3509 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3513 bitbuffer_init(&buf,data);
3520 a = fl2i(pos->x*105.0f+0.5f);
3521 b = fl2i(pos->y*105.0f+0.5f);
3522 c = fl2i(pos->z*105.0f+0.5f);
3523 CAP(a,-8388608,8388607);
3524 CAP(b,-8388608,8388607);
3525 CAP(c,-8388608,8388607);
3527 bitbuffer_put( &buf, (uint)a, 24 );
3528 bitbuffer_put( &buf, (uint)b, 24 );
3529 bitbuffer_put( &buf, (uint)c, 24 );
3532 return bitbuffer_write_flush(&buf);
3537 a = bitbuffer_get_signed(&buf,24);
3538 b = bitbuffer_get_signed(&buf,24);
3539 c = bitbuffer_get_signed(&buf,24);
3541 pos->x = i2fl(a)/105.0f;
3542 pos->y = i2fl(b)/105.0f;
3543 pos->z = i2fl(c)/105.0f;
3545 return bitbuffer_read_flush(&buf);
3549 int degenerate_count = 0;
3550 int non_degenerate_count = 0;
3553 hack = ((ushort)orient->fvec.x * 32767);
3554 memcpy(&hack, &orient->fvec.x, 4);
3555 bitbuffer_put( &buf, hack, 32 );
3556 memcpy(&hack, &orient->fvec.y, 4);
3557 bitbuffer_put( &buf, hack, 32 );
3558 memcpy(&hack, &orient->fvec.z, 4);
3559 bitbuffer_put( &buf, hack, 32 );
3561 memcpy(&hack, &orient->uvec.x, 4);
3562 bitbuffer_put( &buf, hack, 32 );
3563 memcpy(&hack, &orient->uvec.y, 4);
3564 bitbuffer_put( &buf, hack, 32 );
3565 memcpy(&hack, &orient->uvec.z, 4);
3566 bitbuffer_put( &buf, hack, 32 );
3568 memcpy(&hack, &orient->rvec.x, 4);
3569 bitbuffer_put( &buf, hack, 32 );
3570 memcpy(&hack, &orient->rvec.y, 4);
3571 bitbuffer_put( &buf, hack, 32 );
3572 memcpy(&hack, &orient->rvec.z, 4);
3573 bitbuffer_put( &buf, hack, 32 );*/
3576 hack = bitbuffer_get_unsigned(&buf, 32);
3577 memcpy(&orient->fvec.x, &hack, 4);
3578 hack = bitbuffer_get_unsigned(&buf, 32);
3579 memcpy(&orient->fvec.y, &hack, 4);
3580 hack = bitbuffer_get_unsigned(&buf, 32);
3581 memcpy(&orient->fvec.z, &hack, 4);
3583 hack = bitbuffer_get_unsigned(&buf, 32);
3584 memcpy(&orient->uvec.x, &hack, 4);
3585 hack = bitbuffer_get_unsigned(&buf, 32);
3586 memcpy(&orient->uvec.y, &hack, 4);
3587 hack = bitbuffer_get_unsigned(&buf, 32);
3588 memcpy(&orient->uvec.z, &hack, 4);
3590 hack = bitbuffer_get_unsigned(&buf, 32);
3591 memcpy(&orient->rvec.x, &hack, 4);
3592 hack = bitbuffer_get_unsigned(&buf, 32);
3593 memcpy(&orient->rvec.y, &hack, 4);
3594 hack = bitbuffer_get_unsigned(&buf, 32);
3595 memcpy(&orient->rvec.z, &hack, 4);*/
3597 // Packs/unpacks an orientation matrix.
3598 // Returns number of bytes read or written.
3599 // #define OO_ORIENT_RET_SIZE 6
3600 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3604 bitbuffer_init(&buf, data + 1);
3612 #define D_SCALE 32768.0f
3613 #define D_MAX_RANGE 32767
3614 #define D_MIN_RANGE -32768
3616 #define N_SCALE 2048.0f
3617 #define N_MAX_RANGE 2047
3618 #define N_MIN_RANGE -2048
3621 // degenerate case - send the whole orient matrix
3622 vm_extract_angles_matrix(&ang, orient);
3623 if((ang.h > 3.130) && (ang.h < 3.150)){
3629 a = fl2i(orient->fvec.x * D_SCALE);
3630 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3631 bitbuffer_put( &buf, a, 16 );
3632 a = fl2i(orient->fvec.y * D_SCALE);
3633 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3634 bitbuffer_put( &buf, a, 16 );
3635 a = fl2i(orient->fvec.z * D_SCALE);
3636 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3637 bitbuffer_put( &buf, a, 16 );
3639 a = fl2i(orient->uvec.x * D_SCALE);
3640 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3641 bitbuffer_put( &buf, a, 16 );
3642 a = fl2i(orient->uvec.y * D_SCALE);
3643 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3644 bitbuffer_put( &buf, a, 16 );
3645 a = fl2i(orient->uvec.z * D_SCALE);
3646 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3647 bitbuffer_put( &buf, a, 16 );
3649 a = fl2i(orient->rvec.x * D_SCALE);
3650 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3651 bitbuffer_put( &buf, a, 16 );
3652 a = fl2i(orient->rvec.y * D_SCALE);
3653 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3654 bitbuffer_put( &buf, a, 16 );
3655 a = fl2i(orient->rvec.z * D_SCALE);
3656 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3657 bitbuffer_put( &buf, a, 16 );
3659 non_degenerate_count++;
3661 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3662 // Have theta, which is an angle between 0 and PI.
3663 // Convert it to be between -1.0f and 1.0f
3664 theta = theta*2.0f/PI-1.0f;
3667 a = fl2i(rot_axis.x*N_SCALE);
3668 b = fl2i(rot_axis.y*N_SCALE);
3669 c = fl2i(rot_axis.z*N_SCALE);
3670 d = fl2i(theta*N_SCALE);
3672 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3673 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3674 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3675 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3677 bitbuffer_put( &buf, (uint)a, 12 );
3678 bitbuffer_put( &buf, (uint)b, 12 );
3679 bitbuffer_put( &buf, (uint)c, 12 );
3680 bitbuffer_put( &buf, (uint)d, 12 );
3683 // flag for degenerate case
3686 return bitbuffer_write_flush(&buf) + 1;
3692 a = bitbuffer_get_signed(&buf, 16);
3693 orient->fvec.x = i2fl(a) / D_SCALE;
3694 a = bitbuffer_get_signed(&buf, 16);
3695 orient->fvec.y = i2fl(a) / D_SCALE;
3696 a = bitbuffer_get_signed(&buf, 16);
3697 orient->fvec.z = i2fl(a) / D_SCALE;
3699 a = bitbuffer_get_signed(&buf, 16);
3700 orient->uvec.x = i2fl(a) / D_SCALE;
3701 a = bitbuffer_get_signed(&buf, 16);
3702 orient->uvec.y = i2fl(a) / D_SCALE;
3703 a = bitbuffer_get_signed(&buf, 16);
3704 orient->uvec.z = i2fl(a) / D_SCALE;
3706 a = bitbuffer_get_signed(&buf, 16);
3707 orient->rvec.x = i2fl(a) / D_SCALE;
3708 a = bitbuffer_get_signed(&buf, 16);
3709 orient->rvec.y = i2fl(a) / D_SCALE;
3710 a = bitbuffer_get_signed(&buf, 16);
3711 orient->rvec.z = i2fl(a) / D_SCALE;
3713 a = bitbuffer_get_signed(&buf,12);
3714 b = bitbuffer_get_signed(&buf,12);
3715 c = bitbuffer_get_signed(&buf,12);
3716 d = bitbuffer_get_signed(&buf,12);
3719 rot_axis.x = i2fl(a)/N_SCALE;
3720 rot_axis.y = i2fl(b)/N_SCALE;
3721 rot_axis.z = i2fl(c)/N_SCALE;
3722 theta = i2fl(d)/N_SCALE;
3724 // Convert theta back to range 0-PI
3725 theta = (theta+1.0f)*PI/2.0f;
3727 vm_quaternion_rotate(orient, theta, &rot_axis);
3729 vm_orthogonalize_matrix(orient);
3732 return bitbuffer_read_flush(&buf) + 1;
3737 // Packs/unpacks an orientation matrix.
3738 // Returns number of bytes read or written.
3739 // #define OO_ORIENT_RET_SIZE 6
3741 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3745 bitbuffer_init(&buf,data);
3753 // if our heading is 3.14 radians
3755 //vm_extract_angles_matrix(&a, orient);
3756 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3759 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3760 // Have theta, which is an angle between 0 and PI.
3761 // Convert it to be between -1.0f and 1.0f
3762 theta = theta*2.0f/PI-1.0f;
3764 #define SCALE 2048.0f
3766 #define MAX_RANGE 2047
3767 #define MIN_RANGE -2048
3770 a = fl2i(rot_axis.x*SCALE);
3771 b = fl2i(rot_axis.y*SCALE);
3772 c = fl2i(rot_axis.z*SCALE);
3773 d = fl2i(theta*SCALE);
3775 CAP(a,MIN_RANGE,MAX_RANGE);
3776 CAP(b,MIN_RANGE,MAX_RANGE);
3777 CAP(c,MIN_RANGE,MAX_RANGE);
3778 CAP(d,MIN_RANGE,MAX_RANGE);
3781 bitbuffer_put( &buf, (uint)a, 12 );
3782 bitbuffer_put( &buf, (uint)b, 12 );
3783 bitbuffer_put( &buf, (uint)c, 12 );
3784 bitbuffer_put( &buf, (uint)d, 12 );
3786 return bitbuffer_write_flush(&buf);
3790 a = bitbuffer_get_signed(&buf,12);
3791 b = bitbuffer_get_signed(&buf,12);
3792 c = bitbuffer_get_signed(&buf,12);
3793 d = bitbuffer_get_signed(&buf,12);
3796 rot_axis.x = i2fl(a)/SCALE;
3797 rot_axis.y = i2fl(b)/SCALE;
3798 rot_axis.z = i2fl(c)/SCALE;
3799 theta = i2fl(d)/SCALE;
3801 // Convert theta back to range 0-PI
3802 theta = (theta+1.0f)*PI/2.0f;
3804 vm_quaternion_rotate(orient, theta, &rot_axis);
3806 vm_orthogonalize_matrix(orient);
3808 return bitbuffer_read_flush(&buf);
3813 // Packs/unpacks velocity
3814 // Returns number of bytes read or written.
3815 // #define OO_VEL_RET_SIZE 4
3816 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3820 bitbuffer_init(&buf,data);
3827 r = vm_vec_dot( &orient->rvec, &pi->vel );
3828 u = vm_vec_dot( &orient->uvec, &pi->vel );
3829 f = vm_vec_dot( &orient->fvec, &pi->vel );
3837 bitbuffer_put( &buf, (uint)a, 10 );
3838 bitbuffer_put( &buf, (uint)b, 10 );
3839 bitbuffer_put( &buf, (uint)c, 10 );
3841 return bitbuffer_write_flush(&buf);
3845 a = bitbuffer_get_signed(&buf,10);
3846 b = bitbuffer_get_signed(&buf,10);
3847 c = bitbuffer_get_signed(&buf,10);
3852 // Convert into world coordinates
3853 vm_vec_zero(&pi->vel);
3854 vm_vec_scale_add2( &pi->vel, &orient->rvec, r );
3855 vm_vec_scale_add2( &pi->vel, &orient->uvec, u );
3856 vm_vec_scale_add2( &pi->vel, &orient->fvec, f );
3858 return bitbuffer_read_flush(&buf);
3862 // Packs/unpacks desired_velocity
3863 // Returns number of bytes read or written.
3864 // #define OO_DESIRED_VEL_RET_SIZE 3
3865 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3869 bitbuffer_init(&buf,data);
3876 max_vel.x = max( sip->max_vel.x, sip->afterburner_max_vel.x );
3877 max_vel.y = max( sip->max_vel.y, sip->afterburner_max_vel.y );
3878 max_vel.z = max( sip->max_vel.z, sip->afterburner_max_vel.z );
3881 // Find desired vel in local coordinates
3882 // Velocity can be from -1024 to 1024
3884 // bitfields for each value
3885 if(max_vel.x > 0.0f){
3888 if(max_vel.y > 0.0f){
3891 if(max_vel.z > 0.0f){
3894 // fields = sip - Ship_info;
3895 bitbuffer_put(&buf, (uint)fields, 8);
3897 r = vm_vec_dot( &orient->rvec, &pi->desired_vel );
3898 u = vm_vec_dot( &orient->uvec, &pi->desired_vel );
3899 f = vm_vec_dot( &orient->fvec, &pi->desired_vel );
3901 if ( max_vel.x > 0.0f ) {
3903 a = fl2i( r * 128.0f );
3905 bitbuffer_put( &buf, (uint)a, 8 );
3908 if ( max_vel.y > 0.0f ) {
3910 a = fl2i( u * 128.0f );
3912 bitbuffer_put( &buf, (uint)a, 8 );
3915 if ( max_vel.z > 0.0f ) {
3917 a = fl2i( f * 128.0f );
3919 bitbuffer_put( &buf, (uint)a, 8 );
3922 return bitbuffer_write_flush(&buf);
3925 // Find desired vel in local coordinates
3926 // Velocity can be from -1024 to 1024
3928 // get the fields bitbuffer
3929 fields = bitbuffer_get_signed(&buf, 8);
3931 if ( fields & (1<<0) ) {
3932 a = bitbuffer_get_signed(&buf,8);
3938 if ( fields & (1<<1) ) {
3939 a = bitbuffer_get_signed(&buf,8);
3945 if ( fields & (1<<2) ) {
3946 a = bitbuffer_get_signed(&buf,8);
3952 // Convert into world coordinates
3953 vm_vec_zero(&pi->vel);
3954 vm_vec_scale_add2( &pi->desired_vel, &orient->rvec, r*max_vel.x );
3955 vm_vec_scale_add2( &pi->desired_vel, &orient->uvec, u*max_vel.y );
3956 vm_vec_scale_add2( &pi->desired_vel, &orient->fvec, f*max_vel.z );
3958 return bitbuffer_read_flush(&buf);
3962 // Packs/unpacks rotational velocity
3963 // Returns number of bytes read or written.
3964 // #define OO_ROTVEL_RET_SIZE 4
3965 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3969 bitbuffer_init(&buf,data);
3974 // output rotational velocity
3975 a = fl2i(pi->rotvel.x*32.0f);
3976 b = fl2i(pi->rotvel.y*32.0f);
3977 c = fl2i(pi->rotvel.z*32.0f);
3981 bitbuffer_put( &buf, (uint)a, 10 );
3982 bitbuffer_put( &buf, (uint)b, 10 );
3983 bitbuffer_put( &buf, (uint)c, 10 );
3986 return bitbuffer_write_flush(&buf);
3990 // unpack rotational velocity
3991 a = bitbuffer_get_signed(&buf,10);
3992 b = bitbuffer_get_signed(&buf,10);
3993 c = bitbuffer_get_signed(&buf,10);
3994 pi->rotvel.x = i2fl(a)/32.0f;
3995 pi->rotvel.y = i2fl(b)/32.0f;
3996 pi->rotvel.z = i2fl(c)/32.0f;
3998 return bitbuffer_read_flush(&buf);
4002 // Packs/unpacks desired rotvel
4003 // Returns number of bytes read or written.
4004 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
4005 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
4010 bitbuffer_init(&buf,data);
4016 // use ship_info values for max_rotvel instead of taking it from physics info
4018 // bitfields for each value
4019 if(sip->max_rotvel.x > 0.0f){
4022 if(sip->max_rotvel.y > 0.0f){
4025 if(sip->max_rotvel.z > 0.0f){
4029 bitbuffer_put(&buf, (uint)fields, 8);
4031 // output desired rotational velocity as a percent of max
4032 if ( sip->max_rotvel.x > 0.0f ) {
4033 a = fl2i( pi->desired_rotvel.x*128.0f / sip->max_rotvel.x );
4035 bitbuffer_put( &buf, (uint)a, 8 );
4038 if ( sip->max_rotvel.y > 0.0f ) {
4039 a = fl2i( pi->desired_rotvel.y*128.0f / sip->max_rotvel.y );
4041 bitbuffer_put( &buf, (uint)a, 8 );
4044 if ( sip->max_rotvel.z > 0.0f ) {
4045 a = fl2i( pi->desired_rotvel.z*128.0f / sip->max_rotvel.z );
4047 bitbuffer_put( &buf, (uint)a, 8 );
4050 return bitbuffer_write_flush(&buf);
4052 fields = bitbuffer_get_signed(&buf, 8);
4054 // unpack desired rotational velocity
4055 if ( fields & (1<<0) ) {
4056 a = bitbuffer_get_signed(&buf,8);
4061 if ( fields & (1<<1) ) {
4062 a = bitbuffer_get_signed(&buf,8);
4067 if ( fields & (1<<2) ) {
4068 a = bitbuffer_get_signed(&buf,8);
4073 pi->desired_rotvel.x = r*sip->max_rotvel.x;
4074 pi->desired_rotvel.y = u*sip->max_rotvel.y;
4075 pi->desired_rotvel.z = f*sip->max_rotvel.z;
4077 return bitbuffer_read_flush(&buf);
4082 #pragma optimize("", on)