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 1.10 2006/04/26 19:48:58 taylor
19 * various big-endian fixes, mainly networking support related
21 * Revision 1.9 2003/05/25 02:30:43 taylor
24 * Revision 1.8 2002/06/17 06:33:10 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.7 2002/06/09 04:41:24 relnev
28 * added copyright header
30 * Revision 1.6 2002/06/05 08:05:29 relnev
31 * stub/warning removal.
33 * reworked the sound code.
35 * Revision 1.5 2002/06/02 04:26:34 relnev
38 * Revision 1.4 2002/05/27 00:40:47 theoddone33
39 * Fix net_addr vs net_addr_t
41 * Revision 1.3 2002/05/26 20:49:54 theoddone33
44 * Revision 1.2 2002/05/07 03:16:47 theoddone33
45 * The Great Newline Fix
47 * Revision 1.1.1.1 2002/05/03 03:28:10 root
51 * 47 9/15/99 1:45a Dave
52 * Don't init joystick on standalone. Fixed campaign mode on standalone.
53 * Fixed no-score-report problem in TvT
55 * 46 9/09/99 8:53p Dave
56 * Fixed multiplayer degenerate orientation case problem. Make sure warp
57 * effect never goes lower than LOD 1.
59 * 45 8/24/99 1:50a Dave
60 * Fixed client-side afterburner stuttering. Added checkbox for no version
61 * checking on PXO join. Made button info passing more friendly between
64 * 44 8/23/99 10:30a Dave
65 * Make sure a kill limit of 0 really means "no kill limit"
67 * 43 8/22/99 5:53p Dave
68 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
69 * instead of ship designations for multiplayer players.
71 * 42 8/22/99 1:19p Dave
72 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
73 * which d3d cards are detected.
75 * 41 8/19/99 10:59a Dave
76 * Packet loss detection.
78 * 40 8/06/99 2:44a Dave
79 * Make sure dead players who leave respawn AI.
81 * 39 8/06/99 12:29a Dave
84 * 38 8/03/99 11:02p Dave
85 * Maybe fixed sync problems in multiplayer.
87 * 37 7/30/99 7:01p Dave
88 * Dogfight escort gauge. Fixed up laser rendering in Glide.
90 * 36 7/26/99 5:50p Dave
91 * Revised ingame join. Better? We'll see....
93 * 35 7/15/99 9:20a Andsager
94 * FS2_DEMO initial checkin
96 * 34 7/08/99 10:53a Dave
97 * New multiplayer interpolation scheme. Not 100% done yet, but still
98 * better than the old way.
100 * 33 6/25/99 5:04p Jasenw
101 * Added some debug line stuff.
103 * 32 6/16/99 4:06p Dave
104 * New pilot info popup. Added new draw-bitmap-as-poly function.
106 * 31 5/18/99 11:50a Andsager
107 * Remove unused object type OBJ_GHOST_SAVE
109 * 30 5/04/99 5:20p Dave
110 * Fixed up multiplayer join screen and host options screen. Should both
113 * 29 5/03/99 8:33p Dave
114 * New version of multi host options screen.
116 * 28 4/27/99 12:16a Dave
117 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
118 * pxo server list screen. Fixed secondary firing for hosts on a
119 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
121 * 27 4/25/99 7:43p Dave
122 * Misc small bug fixes. Made sun draw properly.
124 * 26 4/25/99 3:02p Dave
125 * Build defines for the E3 build.
127 * 25 4/09/99 2:21p Dave
128 * Multiplayer beta stuff. CD checking.
130 * 24 4/08/99 2:10a Dave
131 * Numerous bug fixes for the beta. Added builtin mission info for the
134 * 23 3/10/99 6:50p Dave
135 * Changed the way we buffer packets for all clients. Optimized turret
136 * fired packets. Did some weapon firing optimizations.
138 * 22 3/09/99 6:24p Dave
139 * More work on object update revamping. Identified several sources of
140 * unnecessary bandwidth.
142 * 21 3/08/99 7:03p Dave
143 * First run of new object update system. Looks very promising.
145 * 20 3/01/99 10:00a Dave
146 * Fxied several dogfight related stats bugs.
148 * 19 2/24/99 2:25p Dave
149 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
150 * bug for dogfight more.
152 * 18 2/23/99 2:29p Dave
153 * First run of oldschool dogfight mode.
155 * 17 2/12/99 6:16p Dave
156 * Pre-mission Squad War code is 95% done.
158 * 16 2/11/99 3:08p Dave
159 * PXO refresh button. Very preliminary squad war support.
161 * 15 2/08/99 5:07p Dave
162 * FS2 chat server support. FS2 specific validated missions.
164 * 14 1/30/99 1:29a Dave
165 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
166 * screen. Fixed beam weapon death messages.
168 * 13 1/14/99 6:06p Dave
169 * 100% full squad logo support for single player and multiplayer.
171 * 12 1/12/99 4:07a Dave
172 * Put in barracks code support for selecting squad logos. Properly
173 * distribute squad logos in a multiplayer game.
175 * 11 12/14/98 4:01p Dave
176 * Got multi_data stuff working well with new xfer stuff.
178 * 10 12/14/98 12:13p Dave
179 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
182 * 9 11/19/98 4:19p Dave
183 * Put IPX sockets back in psnet. Consolidated all multiplayer config
186 * 8 11/19/98 8:04a Dave
187 * Full support for D3-style reliable sockets. Revamped packet lag/loss
188 * system, made it receiver side and at the lowest possible level.
190 * 7 11/17/98 11:12a Dave
191 * Removed player identification by address. Now assign explicit id #'s.
193 * 6 11/05/98 5:55p Dave
194 * Big pass at reducing #includes
196 * 5 10/13/98 9:29a Dave
197 * Started neatening up freespace.h. Many variables renamed and
198 * reorganized. Added AlphaColors.[h,cpp]
200 * 4 10/09/98 2:57p Dave
201 * Starting splitting up OS stuff.
203 * 3 10/07/98 6:27p Dave
204 * Globalized mission and campaign file extensions. Removed Silent Threat
205 * special code. Moved \cache \players and \multidata into the \data
208 * 2 10/07/98 10:53a Dave
211 * 1 10/07/98 10:50a Dave
213 * 283 9/28/98 1:54p Dave
214 * Make sure French and German don't xfer builtin files they don't have
217 * 282 9/28/98 1:41p Dave
218 * Properly detect "builtin" missions.
220 * 281 9/21/98 11:46p Dave
221 * Flag mission disk players in the right spot.
223 * 280 9/15/98 7:24p Dave
224 * Minor UI changes. Localized bunch of new text.
232 #include <sys/types.h>
233 #include <sys/socket.h>
234 #include <netinet/in.h>
235 #include <arpa/inet.h>
240 #include "multiutil.h"
241 #include "multimsgs.h"
243 #include "linklist.h"
244 #include "gamesequence.h"
245 #include "hudmessage.h"
246 #include "freespace.h"
254 #include "missionparse.h"
255 #include "missionshipchoice.h"
256 #include "missionscreencommon.h"
257 #include "missionweaponchoice.h"
258 #include "multi_xfer.h"
259 #include "stand_gui.h"
262 #include "managepilot.h"
263 #include "multiteamselect.h"
265 #include "missiondebrief.h"
266 #include "observer.h"
267 #include "missionmessage.h"
268 #include "multilag.h"
270 #include "popupdead.h"
271 #include "hudconfig.h"
273 #include "optionsmenu.h"
274 #include "missionhotkey.h"
275 #include "missiongoals.h"
276 #include "afterburner.h"
278 #include "multi_kick.h"
279 #include "multi_data.h"
280 #include "multi_voice.h"
281 #include "multi_ping.h"
282 #include "multi_team.h"
283 #include "multi_respawn.h"
284 #include "multi_ingame.h"
285 #include "multi_observer.h"
286 #include "multi_pinfo.h"
287 #include "multi_endgame.h"
288 #include "multi_pmsg.h"
289 #include "multi_pause.h"
290 #include "multi_obj.h"
291 #include "multi_log.h"
292 #include "multi_rate.h"
293 #include "osregistry.h"
294 #include "hudescort.h"
296 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
297 extern int MSG_WINDOW_Y_START;
298 extern int MSG_WINDOW_HEIGHT;
300 // if a client doesn't receive an update for an object after this many seconds, query server
301 // as to the objects status.
302 #define MULTI_CLIENT_OBJ_TIMEOUT 10
303 #define MAX_SHIPS_PER_QUERY 10
306 // this function assignes the given object with the given signature. If the signature is 0, then we choose
307 // the next signature number from the correct pool. I thought that it might be desireable
308 // to not always have to take the next signature on the list. what_kind is used to assign either a
309 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
310 // signatures are used for everything else.
311 ushort multi_assign_network_signature( int what_kind )
315 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
316 // as are debris and asteroids since they don't die very often. It would be vary rare for this
317 // value (the permanent signature) to wrap. For now, this condition is an error condition
318 if ( what_kind == MULTI_SIG_SHIP ) {
319 if ( Next_ship_signature == 0 ){
320 Next_ship_signature = SHIP_SIG_MIN;
323 sig = Next_ship_signature++;
325 if ( Next_ship_signature == SHIP_SIG_MAX ) {
326 Int3(); // get Allender -- signature stuff wrapped.
327 Next_ship_signature = SHIP_SIG_MIN;
330 // signature stuff for asteroids.
331 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
332 if ( Next_asteroid_signature == 0 ){
333 Next_asteroid_signature = ASTEROID_SIG_MIN;
336 sig = Next_asteroid_signature++;
337 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
338 Int3(); // get Allender -- signature stuff wrapped.
339 Next_asteroid_signature = ASTEROID_SIG_MIN;
342 // signatures for debris
343 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
344 if ( Next_debris_signature == 0 ){
345 Next_debris_signature = DEBRIS_SIG_MIN;
348 sig = Next_debris_signature++;
349 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
350 Int3(); // get Allender -- signature stuff wrapped.
351 Next_debris_signature = DEBRIS_SIG_MIN;
354 // signature stuff for weapons and other expendable things.
355 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
356 if ( Next_non_perm_signature == 0 ){
357 Next_non_perm_signature = NPERM_SIG_MIN;
360 sig = Next_non_perm_signature++;
361 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
362 Next_non_perm_signature = NPERM_SIG_MIN;
365 Int3(); // get allender - Illegal signature type requested
372 // this function returns the next network signature that will be used for a newly created object
373 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
374 ushort multi_get_next_network_signature( int what_kind )
376 if ( what_kind == MULTI_SIG_SHIP ) {
377 if ( Next_ship_signature == 0 )
378 Next_ship_signature = SHIP_SIG_MIN;
379 return Next_ship_signature;
381 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
382 if ( Next_debris_signature == 0 )
383 Next_debris_signature = DEBRIS_SIG_MIN;
384 return Next_debris_signature;
386 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
387 if ( Next_asteroid_signature == 0 )
388 Next_asteroid_signature = ASTEROID_SIG_MIN;
389 return Next_asteroid_signature;
391 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
392 if ( Next_non_perm_signature == 0 )
393 Next_non_perm_signature = NPERM_SIG_MIN;
394 return Next_non_perm_signature;
397 Int3(); // get allender
402 // this routine sets the network signature to the given value. Should be called from client only
403 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
404 void multi_set_network_signature( ushort signature, int what_kind )
406 SDL_assert( signature != 0 );
408 if ( what_kind == MULTI_SIG_SHIP ) {
409 SDL_assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
410 Next_ship_signature = signature;
411 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
412 SDL_assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
413 Next_debris_signature = signature;
414 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
415 SDL_assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
416 Next_asteroid_signature = signature;
417 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
418 SDL_assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
419 Next_non_perm_signature = signature;
421 Int3(); // get Allender
424 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
425 // with that network signature. Returns NULL if the object cannot be found
426 object *multi_get_network_object( ushort net_signature )
430 if ( net_signature == 0 )
433 if(GET_FIRST(&obj_used_list) == NULL)
436 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
437 if ( objp->net_signature == net_signature )
440 // if not found on used list, check create list
441 if ( objp == END_OF_LIST(&obj_used_list) ) {
442 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
443 if ( objp->net_signature == net_signature )
446 if ( objp == END_OF_LIST(&obj_create_list) )
454 // -------------------------------------------------------------------------------------------------
455 // multi_random_death_word() will return a word from the below list at random.
457 // Note: Keep words grouped into sections of 10
459 #define NUM_DEATH_WORDS 40
461 const char *multi_random_death_word()
465 index = rand() % NUM_DEATH_WORDS;
468 return XSTR("zapped",853);
470 return XSTR("caulked",854);
472 return XSTR("killed",855);
474 return XSTR("waxed",856);
476 return XSTR("popped",857);
478 return XSTR("murdered",858);
480 return XSTR("bludgeoned",859);
482 return XSTR("destroyed",860);
484 return XSTR("iced",861);
486 return XSTR("obliterated",862);
488 return XSTR("toasted",863);
490 return XSTR("roasted",864);
492 return XSTR("turned into anti-matter",865);
494 return XSTR("killed like a pig",866);
496 return XSTR("taught a lesson",867);
498 return XSTR("slaughtered with impunity",868);
500 return XSTR("spanked like a naughty boy",869);
502 return XSTR("skunked",870);
504 return XSTR("beat senseless",871);
506 return XSTR("shot up",872);
508 return XSTR("spaced",873);
510 return XSTR("hosed",874);
512 return XSTR("capped",875);
514 return XSTR("beat down",876);
516 return XSTR("hit wit da shizzo",877);
518 return XSTR("sk00led",878);
520 return XSTR("whooped up",879);
522 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
524 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
526 return XSTR("gibbed by Kayser Sozay's rocket",882);
528 return XSTR("shot down",883);
530 return XSTR("given early retirement",884);
532 return XSTR("instructed",885);
534 return XSTR("eviscerated",886);
536 return XSTR("pummelled",887);
538 return XSTR("eradicated",888);
540 return XSTR("cleansed",889);
542 return XSTR("perforated",890);
544 return XSTR("canned",891);
546 return XSTR("decompressed",892);
552 // -------------------------------------------------------------------------------------------------
553 // multi_random_chat_start() will return a word from the below list at random.
557 #define NUM_CHAT_START_WORDS 8
558 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
560 const char *multi_random_chat_start()
564 index = rand() % NUM_CHAT_START_WORDS;
567 return XSTR("says",893);
569 return XSTR("bleats",894);
571 return XSTR("opines",895);
573 return XSTR("postulates",896);
575 return XSTR("declares",897);
577 return XSTR("vomits out",898);
579 return XSTR("whines",899);
581 return XSTR("barks",900);
587 // -------------------------------------------------------------------------------------------------
588 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
593 int multi_ship_class_lookup(const char* ship_name)
595 int i, player_ship_class;
597 // find the ship_info index for the ship_name
599 player_ship_class = -1;
600 for (i = 0; i < Num_ship_types; i++) {
601 if ( !SDL_strcasecmp(Ship_info[i].name, ship_name) ) {
602 player_ship_class = i;
607 if (i == Num_ship_types){
611 return player_ship_class;
614 // -------------------------------------------------------------------------------------------------
615 // find_player() is called when a packet arrives, and we need to know which net player to update.
616 // The matching is done based on the address and port. Port checking is done in case multiple
617 // instances of FreeSpace are running on the same box.
621 int find_player( net_addr_t* addr )
625 for (i = 0; i < MAX_PLAYERS; i++ ) {
626 if ( !MULTI_CONNECTED(Net_players[i])){
629 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
637 // so that we can lookup on the admin port transparently
638 int find_player_no_port(net_addr_t *addr)
643 for (i = 0; i < MAX_PLAYERS; i++ ) {
644 if ( !MULTI_CONNECTED(Net_players[i])){
647 if(addr->type == NET_IPX){
652 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
660 int find_player_id(short player_id)
663 for (i = 0; i < MAX_PLAYERS; i++ ) {
664 if ( !MULTI_CONNECTED(Net_players[i])){
667 if(player_id == Net_players[i].player_id){
672 // couldn't find the player
676 // note this is only valid to do on a server!
677 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
680 for (i = 0; i < MAX_PLAYERS; i++ ) {
681 if ( !MULTI_CONNECTED(Net_players[i])){
684 if(sock == Net_players[i].reliable_socket){
689 // couldn't find the player
693 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
694 // used to find netplayers in game when only the object is known
695 int multi_find_player_by_object( object *objp )
699 objnum = OBJ_INDEX(objp);
700 for (i = 0; i < MAX_PLAYERS; i++ ) {
701 if ( !MULTI_CONNECTED(Net_players[i])){
704 if ( objnum == Net_players[i].player->objnum ){
709 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
714 // returns a player num based upon player object signature
715 int multi_find_player_by_signature( int signature )
719 for(idx=0;idx<MAX_PLAYERS;idx++){
720 // compare against each player's object signature
721 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
727 // didn't find the player
731 // returns a player num based upon object net signature
732 int multi_find_player_by_net_signature(ushort net_signature)
736 for(idx=0;idx<MAX_PLAYERS;idx++){
737 // compare against each player's object signature
738 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
744 // didn't find the player
748 int multi_find_player_by_ship_name(const char *ship_name)
753 if(ship_name == NULL){
757 for(idx=0; idx<MAX_PLAYERS; idx++){
758 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) &&
759 (Objects[Net_players[idx].player->objnum].instance >= 0) && (Objects[Net_players[idx].player->objnum].instance < MAX_SHIPS) && !SDL_strcasecmp(ship_name, Ships[Objects[Net_players[idx].player->objnum].instance].ship_name) ){
764 // didn't find the player
768 int multi_get_player_ship(int np_index)
771 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
776 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
777 (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) &&
778 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
780 return Objects[Net_players[np_index].player->objnum].instance;
787 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
788 // it returns -1 if there is no new slot, and the slot number if one is found
789 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
790 int multi_find_open_netplayer_slot()
796 for (i = 0; i < MAX_PLAYERS; i++)
797 if ( !MULTI_CONNECTED(Net_players[i]) ){
798 if(found_first == -1) {
804 if(i == MAX_PLAYERS){
805 if(found_first == -1)
814 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
815 // should always be taken by the console player's pilot. All other slots are up for grab though.
816 int multi_find_open_player_slot()
820 for (i = 0; i < MAX_PLAYERS; i++)
821 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
824 if ( i == MAX_PLAYERS )
830 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
831 // a new person is entering the game. The state of the Net_player is set to it's basic starting
833 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
835 nplayer->p_info.addr = *addr;
836 nplayer->flags |= NETINFO_FLAG_CONNECTED;
837 nplayer->state = NETPLAYER_STATE_JOINING;
838 nplayer->p_info.ship_class = ship_class;
839 nplayer->player = pplayer;
840 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
842 // if setting up my net flags, then set the flag to say I can do networking.
843 if ( nplayer == Net_player ){
844 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
848 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
850 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
855 SDL_assert ( MULTI_CONNECTED(Net_players[net_player]) );
857 shipp = &Ships[objp->instance];
859 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
860 Net_players[net_player].p_info.ship_class = ship_class;
862 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
863 if ( Net_player == &Net_players[net_player] ) {
866 Player_ai = &Ai_info[Player_ship->ai_index];
869 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
871 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
872 SDL_assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
873 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
875 // game server and this client need to initialize this information so object updating
877 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
878 Net_players[net_player].s_info.eye_pos = objp->pos;
879 Net_players[net_player].s_info.eye_orient = objp->orient;
883 for(idx=0; idx<MAX_PLAYERS; idx++){
884 shipp->np_updates[idx].orient_chksum = 0;
885 shipp->np_updates[idx].pos_chksum = 0;
886 shipp->np_updates[idx].seq = 0;
887 shipp->np_updates[idx].status_update_stamp = -1;
888 shipp->np_updates[idx].subsys_update_stamp = -1;
889 shipp->np_updates[idx].update_stamp = -1;
893 // -------------------------------------------------------------------------------------------------
894 // create_player() is called when a net player needs to be instantiated. The ship that is created
895 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
896 // is used. Returns 1 on success, 0 otherwise
898 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
900 int player_ship_class = ship_class;
901 int i,current_player_count;
903 SDL_assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
905 // blast _any_ old data
906 memset(&Net_players[net_player_num],0,sizeof(net_player));
908 // get the current # of players
909 current_player_count = multi_num_players();
911 // DOH!!! The lack of this caused many bugs.
912 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
914 if ( ship_class == -1 ) {
915 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
917 // find the ship that matches the string stored in default_player_ship
919 for (i = 0; i < Num_ship_types; i++) {
920 if ( !SDL_strcasecmp(Ship_info[i].name, default_player_ship) ) {
921 player_ship_class = i;
926 if (i == Num_ship_types)
930 if ( player_ship_class >= Num_ship_types ) {
931 player_ship_class = multi_ship_class_lookup(default_player_ship);
932 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
935 // blast the old player data
936 memset(pl,0,sizeof(player));
938 // set up the net_player structure
939 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
940 Net_players[net_player_num].s_info.num_last_buttons = 0;
941 // Net_players[net_player_num].respawn_count = 0;
942 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
943 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
944 Net_players[net_player_num].s_info.kick_timestamp = -1;
945 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
946 Net_players[net_player_num].s_info.tracker_security_last = -1;
947 Net_players[net_player_num].s_info.target_objnum = -1;
948 Net_players[net_player_num].s_info.accum_buttons = 0;
950 // zero out this players ping times data
951 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
953 // zero out his object update and control info sequencing data
954 Net_players[net_player_num].client_cinfo_seq = 0;
955 Net_players[net_player_num].client_server_seq = 0;
957 // timestamp his last_full_update_time
958 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
960 // nil his file xfer handle
961 Net_players[net_player_num].s_info.xfer_handle = -1;
963 // nil his data rate timestamp stuff
964 Net_players[net_player_num].s_info.rate_stamp = -1;
965 Net_players[net_player_num].s_info.rate_bytes = 0;
967 // nil packet buffer stuff
968 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
969 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
971 // various ack handles
972 SDL_strlcpy(pl->callsign, name, sizeof(pl->callsign));
973 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
974 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
977 // if we're the standalone server and this is the first guy to join, mark him as the host
978 // and give him all host priveleges
979 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
980 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
983 Net_players[net_player_num].player_id = id;
985 Net_player->sv_bytes_sent = 0;
986 Net_player->sv_last_pl = -1;
987 Net_player->cl_bytes_recvd = 0;
988 Net_player->cl_last_pl = -1;
990 // add to the escort list
991 if(MULTI_IN_MISSION){
992 hud_escort_add_player(id);
998 // next function makes a player object an ai object (also decrementing the num_players in the
999 // netgame). It appropiately sets the object flags and other interesting AI information which
1000 // ought to get set in order to make this new ai object behave correctly.
1001 void multi_make_player_ai( object *pobj )
1004 SDL_assert ( pobj != NULL );
1006 if ( pobj->type != OBJ_SHIP )
1009 pobj->flags &= ~(OF_PLAYER_SHIP);
1010 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
1012 // target_objnum must be -1 or else new AI ship will fire on whatever this player
1014 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1018 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
1019 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1020 void delete_player(int player_num,int kicked_reason)
1022 char notify_string[256] = "";
1025 if(!MULTI_CONNECTED(Net_players[player_num])){
1030 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1032 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1034 // if this guy was ingame joining, the remove my netgame flag so others may join
1035 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1036 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1037 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1040 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1041 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1043 Net_players[player_num].s_info.reliable_connect_time = -1;
1045 // add to the escort list
1046 hud_escort_remove_player(Net_players[player_num].player_id);
1048 // is this guy the server
1049 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1050 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1051 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1052 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1055 // if he was just the host
1056 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1057 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1060 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1061 // are we a standalone server and in a mission?
1062 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1063 // choose a new host
1064 int found_new_host = 0;
1065 for(idx=0; idx<MAX_PLAYERS; idx++){
1066 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1067 // make this guy the host
1068 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1071 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1078 if(!found_new_host){
1079 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1087 // if we're the server of the game, notify everyone else that this guy has left
1088 // if he's marked as being kicked, then other players know about it already, so don't send again
1089 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1090 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1092 memset(str, 0, 512);
1093 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str, sizeof(str));
1094 multi_display_chat_msg(str, player_num, 0);
1096 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1100 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1101 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1102 if ( Net_players[player_num].player->objnum != -1 ){
1103 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1106 // otherwise mark it so that he can return to it later if possible
1107 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)) {
1108 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1110 multi_respawn_player_leave(&Net_players[player_num]);
1114 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1115 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1116 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1117 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1118 // in the multi_make_player_ai code above.
1119 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1120 multi_ts_handle_player_drop();
1123 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1124 debrief_handle_player_drop();
1127 // handle any specific dropping conditions
1128 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1129 multi_team_handle_drop();
1131 multi_data_handle_drop(player_num);
1133 // tell the pinfo popup that a player has left
1134 multi_pinfo_notify_drop(&Net_players[player_num]);
1136 // tell the datarate stuff that the player has dropped
1137 multi_rate_reset(player_num);
1139 // display a message that this guy has left
1140 if(Net_players[player_num].player->callsign){
1141 SDL_snprintf(notify_string,sizeof(notify_string),XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1142 multi_display_chat_msg(notify_string,0,0);
1145 // standalone gui type stuff
1146 if (Game_mode & GM_STANDALONE_SERVER) {
1147 std_remove_player(&Net_players[player_num]);
1148 std_connect_set_connect_count();
1151 // blast this memory clean
1152 memset(&Net_players[player_num], 0, sizeof(net_player));
1153 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1155 extern int Multi_client_update_times[MAX_PLAYERS];
1156 Multi_client_update_times[player_num] = -1;
1159 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1160 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1162 // -------------------------------------------------------------------------------------------------
1163 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1164 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1168 void multi_cull_zombies()
1175 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1176 inactive_limit = INACTIVE_LIMIT_WAIT;
1178 inactive_limit = INACTIVE_LIMIT_NORMAL;
1180 current_time = timer_get_fixed_seconds();
1182 for (i = 0; i < MAX_PLAYERS; i++) {
1183 if ( !MULTI_CONNECTED(&Net_players[i])){
1187 // server will(should) cull out players based on their sockets dying.
1188 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1192 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1193 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1194 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1196 multi_kick_player(i,0);
1202 // -------------------------------------------------------------------------------------------------
1203 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1206 ushort netmisc_calc_checksum( void * vptr, int len )
1208 ubyte * ptr = (ubyte *)vptr;
1209 unsigned int sum1,sum2;
1215 if (sum1 >= 255 ) sum1 -= 255;
1220 return (unsigned short)((sum1<<8)+ sum2);
1224 // -------------------------------------------------------------------------------------------------
1225 // fill_net_addr() calculates the checksum of a block of memory.
1229 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1231 SDL_assert(addr != NULL);
1232 SDL_assert(address != NULL);
1233 SDL_assert(net_id != NULL);
1235 addr->type = Multi_options_g.protocol;
1236 memset( addr->addr, 0x00, 6);
1237 memcpy( addr->addr, address, ADDRESS_LENGTH);
1238 memcpy( addr->net_id, net_id, 4);
1244 // -------------------------------------------------------------------------------------------------
1245 // get_text_address()
1249 char* get_text_address( char * text, const int max_textlen, ubyte * address )
1254 switch ( Multi_options_g.protocol ) {
1256 SDL_strlcpy( text, XSTR("[ipx address here]",903), max_textlen ); // TODO: find equiv to inet_ntoa() for IPX
1257 SDL_snprintf(text, max_textlen, "%x %x %x %x %x %x", address[0],
1267 memcpy(&temp_addr.s_addr, address, 4);
1268 SDL_strlcpy( text, inet_ntoa(temp_addr), max_textlen );
1280 // non-16byte version of matrix packing
1281 // return size of packed matrix
1282 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1285 float x1, y1, x2, y2;
1287 if(m->v.rvec.xyz.z < 0) data[16] |= (1<<0); // X
1288 if(m->v.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
1289 if(m->v.fvec.xyz.z < 0) data[16] |= (1<<2); // V
1290 if(m->v.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
1291 if(m->v.fvec.xyz.y < 0) data[16] |= (1<<4); // W
1293 x1 = INTEL_FLOAT(m->v.rvec.xyz.x);
1294 y1 = INTEL_FLOAT(m->v.rvec.xyz.y);
1295 x2 = INTEL_FLOAT(m->v.uvec.xyz.x);
1296 y2 = INTEL_FLOAT(m->v.uvec.xyz.y);
1298 memcpy(&data[0], &x1, 4); // a
1299 memcpy(&data[4], &y1, 4); // b
1300 memcpy(&data[8], &x2, 4); // c
1301 memcpy(&data[12], &y2, 4); // d
1304 // return bytes processed
1305 // non-16 byte version of unpack matrix code
1306 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1308 float x1, y1, x2, y2;
1310 memcpy(&x1, &data[0], 4);
1311 memcpy(&y1, &data[4], 4);
1312 memcpy(&x2, &data[8], 4);
1313 memcpy(&y2, &data[12],4);
1315 m->v.rvec.xyz.x = INTEL_FLOAT(x1);
1316 m->v.rvec.xyz.y = INTEL_FLOAT(y1);
1317 m->v.uvec.xyz.x = INTEL_FLOAT(x2);
1318 m->v.uvec.xyz.y = INTEL_FLOAT(y2);
1320 m->v.rvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.x * m->v.rvec.xyz.x) - (m->v.rvec.xyz.y * m->v.rvec.xyz.y))); // X
1321 m->v.uvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.uvec.xyz.x * m->v.uvec.xyz.x) - (m->v.uvec.xyz.y * m->v.uvec.xyz.y))); // Y
1322 m->v.fvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.z * m->v.rvec.xyz.z) - (m->v.uvec.xyz.z * m->v.uvec.xyz.z))); // V
1323 m->v.fvec.xyz.x = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.x * m->v.rvec.xyz.x) - (m->v.uvec.xyz.x * m->v.uvec.xyz.x))); // Z
1324 m->v.fvec.xyz.y = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.y * m->v.rvec.xyz.y) - (m->v.uvec.xyz.y * m->v.uvec.xyz.y))); // W
1326 m->v.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1327 m->v.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1328 m->v.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1329 m->v.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1330 m->v.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1333 void multi_do_client_warp(float flFrametime)
1337 moveup = GET_FIRST(&Ship_obj_list);
1338 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1339 // do all _necessary_ ship warp in (arrival) processing
1340 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1341 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1342 moveup = GET_NEXT(moveup);
1346 // ------------------------------------------------------------------------------------
1347 // ship status change stuff
1349 int lookup_ship_status(net_player *p,int unique_id,int remove)
1353 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1354 if(p->s_info.last_buttons_id[idx] == unique_id){
1356 remove_ship_status_item(p,idx);
1357 p->s_info.num_last_buttons--;
1365 void remove_ship_status_item(net_player *p,int id)
1368 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1369 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1370 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1371 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1376 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1381 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1382 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1383 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1384 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1385 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1386 p->s_info.num_last_buttons++;
1390 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1391 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1392 earliest = p->s_info.last_buttons_time[idx];
1397 p->s_info.last_buttons[lookup] = *bi;
1398 p->s_info.last_buttons_id[lookup] = unique_id;
1399 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1404 extern int button_function_critical(int n,net_player *p = NULL);
1405 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1408 Multi_button_info_ok=1;
1409 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1410 if ( bi->status[i] == 0 )
1412 // at least one bit is set in the status integer
1413 for ( j = 0; j < 32; j++ ) {
1415 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1416 if ( bi->status[i] & (1<<j) ) {
1418 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1419 bi->status[i] &= ~(1<<j);
1421 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1422 bi->status[i] &= ~(1<<j);
1427 Multi_button_info_ok=0;
1430 // send 10x a second MAX
1431 #define MULTI_SHIP_STATUS_TIME 350
1432 int Multi_ship_status_stamp = -1;
1433 button_info Multi_ship_status_bi;
1435 void multi_maybe_send_ship_status()
1438 button_info *bi = &Player->bi;
1440 // strip out noncritical button presses
1441 button_strip_noncritical_keys(bi);
1443 // xor all fields into the accum button info
1444 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1445 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1449 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1450 int should_send = 0;
1451 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1452 // we have at least something to send
1453 if(Multi_ship_status_bi.status[idx] != 0){
1458 // do we have something to send
1460 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1461 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1465 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1468 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1472 void multi_subsys_update_all()
1476 SDL_assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1477 for(idx=0;idx<MAX_PLAYERS;idx++){
1478 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1479 send_subsys_update_packet(&Net_players[idx]);
1484 int multi_find_player_by_callsign(const char *callsign)
1487 for(idx=0;idx<MAX_PLAYERS;idx++){
1488 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1496 // if Game_current_mission_filename is a builtin multiplayer mission
1497 int multi_is_builtin_mission()
1502 // get the full filename
1504 SDL_strlcpy(name, Game_current_mission_filename, sizeof(name));
1505 cf_add_ext(name, FS_MISSION_FILE_EXT);
1507 // if this mission is builtin
1508 if(game_find_builtin_mission(name) != NULL){
1516 // verify that the player has a valid mission file and do 1 of 3 things
1517 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1519 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1523 player = find_player_id(player_id);
1524 SDL_assert(player >= 0);
1528 pl = &Net_players[player];
1530 // all missions should be builtin, so if we don't have a match, kick the player
1531 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1532 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1534 pl->flags |= NETINFO_FLAG_MISSION_OK;
1542 player = find_player_id(player_id);
1543 SDL_assert(player >= 0);
1547 pl = &Net_players[player];
1549 // if the current mission is a builtin mission, check stuff out
1550 is_builtin = multi_is_builtin_mission();
1553 // if the player doesn't have it, kick him
1554 if((sum_sig == 0xffff) && (length_sig == -1)){
1555 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1557 pl->flags |= NETINFO_FLAG_MISSION_OK;
1564 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1570 // in an ingame join situation
1571 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1573 // if the netgame settings allow in-mission file xfers
1574 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1575 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1576 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1578 // otherwise send him a nak and tell him to get the hell away
1580 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1583 pl->flags |= NETINFO_FLAG_MISSION_OK;
1586 // in a normal join situation
1588 // if the file does not check out, send it to him
1590 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1592 // otherwise mark him as having a valid mission
1594 pl->flags |= NETINFO_FLAG_MISSION_OK;
1600 // check to see if every client has NETINFO_FLAG_MISSION_OK
1601 int server_all_filesigs_ok()
1606 for(idx=0;idx<MAX_PLAYERS;idx++){
1607 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1616 void multi_untag_player_ships()
1620 moveup = GET_FIRST(&Ship_obj_list);
1621 while(moveup != END_OF_LIST(&Ship_obj_list)){
1622 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1623 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1624 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1626 moveup = GET_NEXT(moveup);
1630 // broadcast alltime stats to everyone in the game
1631 void multi_broadcast_stats(int stats_code)
1635 // broadcast everyone's stats to everyone else
1636 for(idx=0;idx<MAX_PLAYERS;idx++){
1637 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1638 send_player_stats_block_packet(&Net_players[idx], stats_code);
1643 // check to see if all players other than the local player are in a given NETPLAYER_ state
1644 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1645 int multi_netplayer_state_check(int state,int ignore_standalone)
1648 for(idx=0;idx<MAX_PLAYERS;idx++){
1649 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1650 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1654 if(Net_players[idx].state != state){
1662 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1665 for(idx=0;idx<MAX_PLAYERS;idx++){
1666 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1667 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1671 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1679 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1682 for(idx=0;idx<MAX_PLAYERS;idx++){
1683 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1684 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1688 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1696 // check to see if all players other than the local player are in a given NETPLAYER_ state
1697 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1698 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1701 for(idx=0;idx<MAX_PLAYERS;idx++){
1702 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1703 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1707 if(!(Net_players[idx].flags & flags)){
1715 // function which gets called from psnet_* code to evaluate an error received on a reliable
1716 // socket. In general, we only want to do drastic measures if the error indicates that the client
1717 // is no longer there.
1718 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1720 if ( error == WSAENOTSOCK ){
1721 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1723 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1724 // because of a leaving player.
1726 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1727 // Int3(); // get allender -- something happened to socket connection!!!
1730 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1731 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1735 if(error == WSAESHUTDOWN){
1736 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1739 // mwa -- always return for now because debugging with the stuff below is a real pain.
1740 // in essence, you can't do it!
1743 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1746 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1747 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1748 // NOTE : make sure not to ban him
1749 for(idx=0;idx<MAX_PLAYERS;idx++){
1750 if(Net_players[idx].reliable_socket == sock){
1756 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1757 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1761 // send a repair info packet with code == code to a player if his object is the one being acted upon
1762 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1763 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1764 // for repair, getting repaired, aborted, complete, etc.
1765 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1767 // only send information on player objects
1768 if ( !MULTIPLAYER_MASTER )
1771 SDL_assert( dest_objp->type == OBJ_SHIP );
1772 SDL_assert( dest_objp != source_objp );
1774 send_repair_info_packet( dest_objp, source_objp, code );
1777 int multi_is_valid_unknown_packet(ubyte type){
1778 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1779 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1780 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1783 void multi_create_standalone_object()
1785 // now create a bullshit ship for the standalone
1786 matrix m = IDENTITY_MATRIX;
1788 int objnum, pobj_num;
1791 objnum = observer_create(&m,&v);
1792 Player_obj = &Objects[objnum];
1793 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1794 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1795 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1796 Net_player->player->objnum = objnum;
1798 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1799 pobj_num = parse_create_object(&Player_start_pobject);
1800 SDL_assert(pobj_num != -1);
1801 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1802 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1803 Player_ship = &Ships[Objects[pobj_num].instance];
1805 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1806 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1807 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1808 SDL_strlcpy(Player_ship->ship_name, XSTR("Standalone Ship",904), sizeof(Player_ship->ship_name));
1809 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1813 int multi_message_should_broadcast(int type)
1815 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1816 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1819 // active game list handling functions
1820 active_game *multi_new_active_game( void )
1822 active_game *new_game;
1824 new_game = (active_game *)malloc(sizeof(active_game));
1825 if ( new_game == NULL ) {
1826 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1830 if ( Active_game_head != NULL ) {
1831 new_game->next = Active_game_head->next;
1832 new_game->next->prev = new_game;
1833 Active_game_head->next = new_game;
1834 new_game->prev = Active_game_head;
1836 Active_game_head = new_game;
1837 Active_game_head->next = Active_game_head->prev = Active_game_head;
1840 Active_game_count++;
1842 // notify the join game screen of this new item
1843 multi_join_notify_new_game();
1848 active_game *multi_update_active_games(active_game *ag)
1850 active_game *gp = NULL;
1851 active_game *stop = NULL;
1853 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1854 // to an active_game structure
1855 if ( Active_game_head != NULL ) { // no games on list at all
1858 gp = Active_game_head;
1859 stop = Active_game_head;
1863 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1868 } while (gp != stop);
1870 // insert in the list
1872 gp = multi_new_active_game();
1873 // gp->ping_time = -1.0f;
1875 // copy in the game information
1876 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1877 SDL_strlcpy(gp->name, ag->name, sizeof(gp->name));
1878 SDL_strlcpy(gp->mission_name, ag->mission_name, sizeof(gp->mission_name));
1879 SDL_strlcpy(gp->title, ag->title, sizeof(gp->title));
1880 gp->num_players = ag->num_players;
1881 gp->flags = ag->flags;
1885 gp->ping_start = timer_get_fixed_seconds();
1887 send_ping(&gp->server_addr);
1889 multi_ping_reset(&gp->ping);
1890 multi_ping_send(&gp->server_addr,&gp->ping);
1892 // otherwise update the netgame info we have for this guy
1894 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1895 SDL_strlcpy(gp->name, ag->name, sizeof(gp->name));
1896 memset(gp->mission_name,0,NAME_LENGTH+1);
1897 SDL_strlcpy(gp->mission_name, ag->mission_name, sizeof(gp->mission_name));
1898 memset(gp->title,0,NAME_LENGTH+1);
1899 SDL_strlcpy(gp->title, ag->title, sizeof(gp->title));
1900 gp->num_players = ag->num_players;
1901 gp->flags = ag->flags;
1904 gp = multi_new_active_game();
1905 // gp->ping_time = -1.0f;
1907 // copy in the game information
1908 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1909 SDL_strlcpy(gp->name, ag->name, sizeof(gp->name));
1910 SDL_strlcpy(gp->mission_name, ag->mission_name, sizeof(gp->mission_name));
1911 SDL_strlcpy(gp->title, ag->title, sizeof(gp->title));
1912 gp->num_players = ag->num_players;
1913 gp->flags = ag->flags;
1916 // gp->ping_start = timer_get_fixed_seconds();
1917 // gp->ping_end = -1;
1918 // send_ping(&gp->server_addr);
1919 multi_ping_reset(&gp->ping);
1920 multi_ping_send(&gp->server_addr,&gp->ping);
1923 // don't do anything if we don't have a game entry
1928 // update the last time we heard from him
1929 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1930 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1932 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1938 void multi_free_active_games()
1940 active_game *moveup,*backup;
1942 moveup = Active_game_head;
1947 moveup = moveup->next;
1951 } while(moveup != Active_game_head);
1952 Active_game_head = NULL;
1954 Active_game_count = 0;
1957 server_item *multi_new_server_item( void )
1959 server_item *new_game;
1961 new_game = (server_item *)malloc(sizeof(server_item));
1962 if ( new_game == NULL ) {
1963 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1967 if ( Game_server_head != NULL ) {
1968 new_game->next = Game_server_head->next;
1969 new_game->next->prev = new_game;
1970 Game_server_head->next = new_game;
1971 new_game->prev = Game_server_head;
1973 Game_server_head = new_game;
1974 Game_server_head->next = Game_server_head->prev = Game_server_head;
1980 void multi_free_server_list()
1982 server_item *moveup,*backup;
1984 moveup = Game_server_head;
1989 moveup = moveup->next;
1993 } while(moveup != Game_server_head);
1994 Game_server_head = NULL;
1998 int multi_num_players()
2002 // count the players who are actively connected
2004 for(idx=0;idx<MAX_PLAYERS;idx++){
2005 // count all connected players except the standalone server (if any)
2006 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
2014 int multi_num_observers()
2018 // count the players who are actively connected
2020 for(idx=0;idx<MAX_PLAYERS;idx++){
2021 // count all connected players except the standalone server (if any)
2022 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
2031 int multi_num_connections()
2035 // count the players who are actively connected
2037 for(idx=0;idx<MAX_PLAYERS;idx++){
2038 // count all connected players except the standalone server (if any)
2039 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2047 int multi_can_message(net_player *p)
2052 // if the player is an observer of any kind, he cannot message
2053 if(p->flags & NETINFO_FLAG_OBSERVER){
2057 switch(Netgame.options.squad_set){
2058 // only those of the highest rank can message
2059 case MSO_SQUAD_RANK:
2060 max_rank = multi_get_highest_rank();
2061 if(p->player->stats.rank < max_rank){
2066 // only wing/team leaders can message
2067 case MSO_SQUAD_LEADER:
2068 // if the player has an invalid object #
2069 if(p->player->objnum < 0){
2073 // check to see if he's a wingleader
2074 sp = &Ships[Objects[p->player->objnum].instance];
2075 if(SDL_strcasecmp(sp->ship_name,NOX("alpha 1")) && SDL_strcasecmp(sp->ship_name,NOX("beta 1")) && SDL_strcasecmp(sp->ship_name,NOX("gamma 1")) && SDL_strcasecmp(sp->ship_name,NOX("zeta 1")) ){
2080 // anyone can end message
2084 // only the host can message
2085 case MSO_SQUAD_HOST:
2086 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2095 int multi_can_end_mission(net_player *p)
2100 // the host can _always_ unpause a game
2101 if(p->flags & NETINFO_FLAG_GAME_HOST){
2105 switch(Netgame.options.endgame_set){
2106 // only those of the highest rank can end the mission
2108 max_rank = multi_get_highest_rank();
2109 if(p->player->stats.rank < max_rank){
2114 // only wing/team leaders can end the mission
2115 case MSO_END_LEADER:
2116 // if the player has an invalid object #
2117 if(p->player->objnum < 0){
2121 // check to see if he's a wingleader
2122 sp = &Ships[Objects[p->player->objnum].instance];
2123 if(SDL_strcasecmp(sp->ship_name,NOX("alpha 1")) && SDL_strcasecmp(sp->ship_name,NOX("beta 1")) && SDL_strcasecmp(sp->ship_name,NOX("gamma 1")) && SDL_strcasecmp(sp->ship_name,NOX("zeta 1")) ){
2128 // anyone can end the mission
2132 // only the host can end the mission
2134 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2143 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2145 int team0_avail,team1_avail;
2147 // if the server versions are incompatible
2148 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2149 return JOIN_DENY_JR_BAD_VERSION;
2152 // check to make sure we are otherwise in a state to accept
2153 if(Netgame.game_state != NETGAME_STATE_FORMING){
2154 return JOIN_DENY_JR_STATE;
2157 // the standalone has some oddball situations which we must handle seperately
2158 if(Game_mode & GM_STANDALONE_SERVER){
2159 // if this is the first connection, he will be the host so we must always accept him
2160 if(multi_num_players() == 0){
2161 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2162 // we probably eventually want to make sure he's not passing us a fake tracker id#
2163 if (MULTI_IS_TRACKER_GAME) {
2164 if(jr->tracker_id < 0){
2165 return JOIN_DENY_JR_TRACKER_INVAL;
2169 // if we're password protected
2170 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2171 return JOIN_DENY_JR_PASSWD;
2174 // don't allow the host to join as an observer
2175 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2176 return JOIN_DENY_JR_NOOBS;
2183 // first off check to see if we're violating any of our max players/observers/connections boundaries
2184 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2185 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2186 // if we're full of observers and this guy wants to be an observer
2187 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2188 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2189 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2190 // if we're up to MULTI_MAX_PLAYERS
2191 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2192 // if the max players for a standalone was set
2193 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2195 // we're full buddy - sorry
2196 return JOIN_DENY_JR_FULL;
2199 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2200 // we probably eventually want to make sure he's not passing us a fake tracker id#
2201 if (MULTI_IS_TRACKER_GAME) {
2202 if(jr->tracker_id < 0){
2203 return JOIN_DENY_JR_TRACKER_INVAL;
2207 // check to see if the player is trying to ingame join in a closed game
2208 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2209 return JOIN_DENY_JR_CLOSED;
2212 // check to see if the player has passed a valid password in a password protected game
2213 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2214 return JOIN_DENY_JR_PASSWD;
2217 // check to see if the netgame is forming and is temporarily marked as closed
2218 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2219 return JOIN_DENY_JR_TEMP_CLOSED;
2222 // check to make sure he meets the rank requirement
2223 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2224 return JOIN_DENY_JR_RANK_LOW;
2227 // check to make sure he meets the rank requirement
2228 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2229 return JOIN_DENY_JR_RANK_HIGH;
2232 // can't ingame join a non-dogfight game
2233 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2234 return JOIN_DENY_JR_TYPE;
2237 // if the player was banned by the standalone
2238 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2239 return JOIN_DENY_JR_BANNED;
2242 // if the game is in-mission, make sure there are ships available
2243 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2246 multi_player_ships_available(&team0_avail,&team1_avail);
2248 // if there are no ships available on either team
2249 if((team0_avail == 0) && (team1_avail == 0)){
2250 return JOIN_DENY_JR_FULL;
2254 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2255 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2256 return JOIN_DENY_JR_INGAME_JOIN;
2259 // check to make sure the game is not full (of observers, or players, as appropriate)
2260 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2261 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2262 return JOIN_DENY_JR_FULL;
2266 // if the netgame is restricted or is team vs. team
2267 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2268 // ingame, we must query the host to see if this guy is accepted
2269 if(MULTI_IN_MISSION){
2270 return JOIN_QUERY_RESTRICTED;
2274 // check to make sure this player hasn't been kick/banned
2275 if(multi_kick_is_banned(addr)){
2276 return JOIN_DENY_JR_BANNED;
2279 // check to make sure this player doesn't already exist
2280 if ( find_player(addr) >= 0 ) {
2281 return JOIN_DENY_JR_DUP;
2287 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2288 void multi_warpout_all_players()
2292 // i'f i'm already marked as warping out, don't do this again
2293 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2297 // stop my afterburners
2298 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2299 afterburners_stop( Player_obj, 1 );
2302 // traverse through each player
2303 for(idx=0;idx<MAX_PLAYERS;idx++) {
2306 // only warpout player _ships_ which are not mine
2307 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2309 objp = &Objects[Net_players[idx].player->objnum];
2311 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2312 shipfx_warpout_start( objp );
2316 // now, mark ourselves as needing to warp out
2317 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2319 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2320 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2321 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2323 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2324 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2326 gameseq_post_event(GS_EVENT_DEBRIEF);
2329 // if we're a ship, then begin the warpout process
2331 // turn off collision detection for my ship
2332 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2333 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2337 // determine the highest rank of any of the players in the game
2338 int multi_get_highest_rank()
2343 // go through all the players
2344 for(idx=0;idx<MAX_PLAYERS;idx++){
2345 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)){
2346 max_rank = Net_players[idx].player->stats.rank;
2350 // return what we found
2354 // called on the machine of the player who hit alt+j
2355 void multi_handle_end_mission_request()
2359 // all clients should send the request to the server. no exceptions
2360 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2361 send_endgame_packet();
2363 // the server of the game does some further processing
2365 ml_string("Server received endgame request, proceeding...");
2367 // first we should toss all ingame joiners
2368 for(idx=0;idx<MAX_PLAYERS;idx++){
2369 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2370 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2374 // send the endgame packet to all clients, who will act on it immediately
2375 send_endgame_packet();
2376 Netgame.game_state = NETGAME_STATE_ENDGAME;
2377 send_netgame_update_packet();
2379 if(Game_mode & GM_STANDALONE_SERVER){
2380 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2381 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2384 // begin the warpout process for all players and myself
2385 multi_warpout_all_players();
2389 // called to handle any special cases where a player is in some submemu when the game is ended
2390 void multi_handle_state_special()
2392 int stack_depth,current_depth;
2394 // first off - kill any active popups
2395 popup_kill_any_active();
2397 // kill any popupdeads
2398 if(popupdead_is_active()){
2402 // kill off the pilot info popup if its active
2403 if(multi_pinfo_popup_active()){
2404 multi_pinfo_popup_kill();
2407 // now do any special processing for being in states other then the gameplay states
2408 stack_depth = gameseq_get_depth();
2410 // if we're not pushed on top of any states, do any special state case handling here
2411 if(stack_depth == 0){
2412 // currently there are no special cases, so return
2415 // if we are pushed on any states, post events to pop them off one by one
2417 current_depth = stack_depth;
2419 switch(gameseq_get_state(stack_depth - current_depth)){
2420 // the hotkey screen
2421 case GS_STATE_HOTKEY_SCREEN :
2422 mission_hotkey_exit();
2423 Game_do_state_should_skip = 1;
2426 case GS_STATE_OPTIONS_MENU:
2427 options_cancel_exit();
2428 Game_do_state_should_skip = 1;
2430 // the hud config (1 deeper in the options menu)
2431 case GS_STATE_HUD_CONFIG:
2432 hud_config_cancel();
2433 Game_do_state_should_skip = 1;
2435 // controls config (1 deeper than the options menu)
2436 case GS_STATE_CONTROL_CONFIG:
2437 control_config_cancel_exit();
2438 Game_do_state_should_skip = 1;
2440 // mission goals screen
2441 case GS_STATE_SHOW_GOALS:
2442 mission_goal_exit();
2443 Game_do_state_should_skip = 1;
2445 // mission log scrollback
2446 case GS_STATE_MISSION_LOG_SCROLLBACK:
2447 hud_scrollback_exit();
2448 Game_do_state_should_skip = 1;
2451 case GS_STATE_MULTI_PAUSED:
2452 gameseq_pop_state();
2453 Game_do_state_should_skip = 1;
2457 // next pushed state
2459 } while(current_depth > 0);
2463 // called by the file xfer subsytem when we start receiving a file
2464 void multi_file_xfer_notify(int handle)
2470 // get the filename of the file we are receiving
2472 filename = multi_xfer_get_filename(handle);
2474 // something is messed up
2475 if(filename == NULL){
2479 // convert the filename to all lowercase
2480 SDL_strlwr(filename);
2482 // if this is a mission file
2483 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2485 // determine where its going to go
2487 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2489 cf_type = CF_TYPE_MULTI_CACHE;
2493 // check to see if the file is read-only
2494 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2495 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2497 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2498 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));
2499 multi_quit_game(PROMPT_NONE);
2503 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2505 // we'd better not be xferring a file right now
2506 SDL_assert(Net_player->s_info.xfer_handle == -1);
2508 // force into the multidata directory
2509 multi_xfer_handle_force_dir(handle, cf_type);
2511 // set my xfer handle
2512 Net_player->s_info.xfer_handle = handle;
2514 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2515 send_netplayer_update_packet();
2517 // otherwise always hand it off to the multi_data system
2519 multi_data_handle_incoming(handle);
2523 // return the lag/disconnected status of the game
2524 #define MULTI_LAG_VAL 400
2525 int multi_query_lag_status()
2527 // -1 == not lagged, 0 == lagged, 1 == disconnected
2529 // if I'm the server of the game, I can't be lagged
2530 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2534 // if we've been disconnected for some reason or another
2535 if(multi_client_server_dead()){
2539 // if our ping time to the server is over a certain time
2540 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2548 // process a valid join request
2549 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2551 int net_player_num,player_num;
2554 // create netplayer and player objects for this guy
2555 net_player_num = multi_find_open_netplayer_slot();
2556 player_num = multi_find_open_player_slot();
2557 id_num = multi_get_new_id();
2558 SDL_assert((net_player_num != -1) && (player_num != -1));
2560 // if he is requesting to join as an observer
2561 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2562 // create the (permanently) observer player
2563 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2567 // copy his pilot image filename
2568 if(strlen(jr->image_filename) > 0){
2569 SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2571 SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2574 // copy his pilot squad filename
2576 Net_players[net_player_num].player->insignia_texture = -1;
2577 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2580 // clear his multi_data info
2581 multi_data_handle_join(net_player_num);
2583 // set some extra flags for him as appropriate
2584 if(MULTI_IN_MISSION){
2585 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2588 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2589 Net_players[net_player_num].player_id = id_num;
2590 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2594 if(strlen(jr->pxo_squad_name) > 0){
2595 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2597 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2601 // if he's using hacked data
2602 if(jr->flags & JOIN_FLAG_HAXOR){
2603 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2606 // set his reliable connect time
2607 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2609 // send the accept packet here
2610 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2612 // create the player object
2613 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2617 // copy his pilot image filename
2618 if(strlen(jr->image_filename) > 0){
2619 SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2621 SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2624 // copy his pilot squad filename
2626 Net_players[net_player_num].player->insignia_texture = -1;
2627 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2630 // clear his multi_data info
2631 multi_data_handle_join(net_player_num);
2633 // mark him as being connected
2634 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2636 // set his tracker id correctly
2637 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2639 // set his player id#
2640 Net_players[net_player_num].player_id = id_num;
2644 if(strlen(jr->pxo_squad_name) > 0){
2645 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2647 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2651 // if he's using hacked data
2652 if(jr->flags & JOIN_FLAG_HAXOR){
2653 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2656 // flag him appropriately if he's doing an ingame join
2657 if(MULTI_IN_MISSION){
2659 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2660 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2663 // set his reliable connect time
2664 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2666 // if he's joining as a host (on the standalone)
2667 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2668 send_accept_packet(net_player_num, ACCEPT_HOST);
2670 Netgame.host = &Net_players[net_player_num];
2672 // set the game and player states appropriately
2673 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2675 // if he's joining ingame
2676 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2677 // if we're in team vs. team mode
2678 if(Netgame.type_flags & NG_TYPE_TEAM){
2679 SDL_assert(ingame_join_team != -1);
2681 Net_players[net_player_num].p_info.team = ingame_join_team;
2684 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2686 // set his last full update time for updating him on ingame join ships
2687 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2689 // if he's joining as an otherwise ordinary client
2691 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2695 // set my ingame joining flag if the new guy is joining ingame
2696 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2698 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2701 // copy in his options
2702 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2704 // if on the standalone, then do any necessary gui updating
2705 if(Game_mode & GM_STANDALONE_SERVER) {
2706 std_add_player(&Net_players[net_player_num]);
2707 std_connect_set_connect_count();
2708 std_connect_set_host_connect_status();
2710 // let the create game screen know someone has joined
2711 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2712 multi_create_handle_join(&Net_players[net_player_num]);
2716 extern int Multi_client_update_times[MAX_PLAYERS];
2717 Multi_client_update_times[net_player_num] = -1;
2720 multi_rate_reset(net_player_num);
2723 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2724 int multi_process_restricted_keys(int k)
2726 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2729 // if the query timestamp is not set, don't do anything
2730 if(Multi_restr_query_timestamp == -1){
2734 // determine what keys to look for based upon the mode we're in
2735 switch(Multi_join_restr_mode){
2736 // normal restricted join, Y or N
2737 case MULTI_JOIN_RESTR_MODE_1:
2742 // team vs team, team 0 only has ships
2743 case MULTI_JOIN_RESTR_MODE_2:
2748 // team vs team, team 1 only has ships
2749 case MULTI_JOIN_RESTR_MODE_3:
2754 // team vs team, both teams have ships
2755 case MULTI_JOIN_RESTR_MODE_4:
2765 // check the keypress
2766 if((k == key1) || (k == key2)){
2767 // unset the timestamp
2768 Multi_restr_query_timestamp = -1;
2770 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2771 // actually gets into the mission
2772 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2774 // determine which team to put him on (if any)
2775 switch(Multi_join_restr_mode){
2776 // normal restricted join, Y or N
2777 case MULTI_JOIN_RESTR_MODE_1:
2778 team_val = (k == key1) ? 0 : -1;
2781 // team vs team, team 0 only has ships
2782 case MULTI_JOIN_RESTR_MODE_2:
2783 team_val = (k == key1) ? 0 : -1;
2786 // team vs team, team 1 only has ships
2787 case MULTI_JOIN_RESTR_MODE_3:
2788 team_val = (k == key1) ? 1 : -1;
2791 // team vs team, both teams have ships
2792 case MULTI_JOIN_RESTR_MODE_4:
2793 team_val = (k == key1) ? 0 : 1;
2798 team_val = -1; // JAS: Get rid of optimized warning
2802 // perform the proper response
2803 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2805 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2808 // otherwise tell the standalone to accept him
2811 send_host_restr_packet("null",1,team_val);
2813 send_host_restr_packet("null",2,-1);
2821 // didn't process any keys
2825 // determine the status of available player ships (use team_0 for non team vs. team situations)
2826 void multi_player_ships_available(int *team_0,int *team_1)
2834 moveup = GET_FIRST(&Ship_obj_list);
2835 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2836 // if this ship is flagged as OF_COULD_BE_PLAYER
2837 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2838 // get the team # for this ship
2839 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2840 if(mp_team_num == 0){
2842 } else if(mp_team_num == 1){
2847 moveup = GET_NEXT(moveup);
2851 // server should update the player's bank/link status with the data in the passed ship
2852 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2854 // don't process when the ship is dying.
2855 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2858 // primary bank status
2859 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2861 // primary link status
2862 pl->s_info.cur_link_status &= ~(1<<0);
2863 if(shipp->flags & SF_PRIMARY_LINKED){
2864 pl->s_info.cur_link_status |= (1<<0);
2867 // secondary bank status
2868 if ( shipp->weapons.current_secondary_bank < 0 ) {
2869 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2870 shipp->weapons.current_secondary_bank = 0;
2872 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2874 // secondary link status
2875 pl->s_info.cur_link_status &= ~(1<<1);
2876 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2877 pl->s_info.cur_link_status |= (1<<1);
2881 pl->s_info.ship_ets = 0x0000;
2883 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2885 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2887 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2889 SDL_assert( pl->s_info.ship_ets != 0 );
2892 // flush the multidata cache directory
2893 void multi_flush_multidata_cache()
2895 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2897 // call the cfile function to flush the directory
2898 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2901 // flush all data from a previous mission before starting the next
2902 void multi_flush_mission_stuff()
2906 for(idx=0;idx<MAX_PLAYERS;idx++){
2907 if(MULTI_CONNECTED(Net_players[idx])){
2908 // unset all unneeded status bits
2909 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2911 // server is always "mission ok"
2912 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2913 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2916 // if this guy is a non-permanent observer, unset the appropriate flags
2917 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2918 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2922 multi_ping_reset(&Net_players[idx].s_info.ping);
2923 Net_players[idx].s_info.num_last_buttons = 0;
2924 Net_players[idx].s_info.wing_index_backup = 0;
2925 Net_players[idx].s_info.wing_index = 0;
2926 Net_players[idx].p_info.ship_class = -1;
2927 Net_players[idx].p_info.ship_index = -1;
2928 Net_players[idx].s_info.xfer_handle = -1;
2931 Net_players[idx].s_info.wing_index_backup = 0;
2934 Players[idx].objnum = -1;
2938 // reset netgame stuff
2939 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2943 // standalone servers should clear their goal trees now
2944 if(Game_mode & GM_STANDALONE_SERVER){
2945 std_multi_setup_goal_tree();
2948 // object signatures
2949 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2950 // We do this to resynchronize the host/server and all clients
2951 Next_ship_signature = SHIP_SIG_MIN;
2952 Next_asteroid_signature = ASTEROID_SIG_MIN;
2953 Next_non_perm_signature = NPERM_SIG_MIN;
2955 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2956 Multi_mission_loaded = 0;
2959 // should we ignore all controls and keypresses because of some multiplayer
2960 int multi_ignore_controls(int key)
2962 // if the multiplayer text messaging system is active, don't return any keys
2963 if((key > 0) && multi_msg_text_process(key)){
2967 // if the host of the game is being prompted to accept or deny a player in a restricted game
2968 if((key > 0) && multi_process_restricted_keys(key)){
2972 // if we're in text messaging mode, ignore controls
2973 if(multi_msg_text_mode()){
2977 // if the pause system wants to eat keys for a while
2978 if(multi_pause_eat_keys()){
2982 // multiplayer didn't eat the key
2986 // if the kill limit has been reached by any given player
2987 int multi_kill_limit_reached()
2991 // is the kill limit <= 0 ?
2992 // if so, consider it as _no_ kill limit
2993 if(Netgame.options.kill_limit <= 0){
2997 // look through all active, non-observer players
2998 for(idx=0;idx<MAX_PLAYERS;idx++){
2999 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)){
3000 // someone reached the limit
3005 // limit has not been reached yet
3009 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
3010 void multi_display_chat_msg(const char *msg, int player_index, int add_id)
3012 // if i'm a standalone, always add to the gui
3013 if(Game_mode & GM_STANDALONE_SERVER){
3014 std_add_chat_text(msg,player_index,add_id);
3019 if(Game_mode & GM_IN_MISSION){
3020 // if we're paused, send it to the chatbox
3021 if(Multi_pause_status){
3022 chatbox_add_line(msg, player_index, add_id);
3024 // otherwise print to the HUD
3026 multi_msg_display_mission_text(msg, player_index);
3029 // otherwise add it to the chatbox
3031 chatbox_add_line(msg, player_index, add_id);
3035 // fill in Current_file_checksum and Current_file_length
3036 void multi_get_mission_checksum(const char *filename)
3040 Multi_current_file_checksum = 0xffff;
3041 Multi_current_file_length = -1;
3044 in = cfopen(filename,"rb");
3046 // get the length of the file
3047 Multi_current_file_length = cfilelength(in);
3050 in = cfopen(filename,"rb");
3052 // get the checksum of the file
3053 cf_chksum_short(in,&Multi_current_file_checksum);
3059 // if the file doesn't exist, setup some special values, so the server recognizes this
3061 Multi_current_file_checksum = 0xffff;
3062 Multi_current_file_length = -1;
3065 // don't transfew builtin missions
3066 if(multi_is_builtin_mission()){
3067 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3070 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3073 char multi_unit_to_char(float unit)
3086 ret = (char)(unit * 127.0f);
3090 float multi_char_to_unit(float val)
3094 ret = (float)val / 127.0f;
3107 // if we should render our ping time to the server in a multiplayer game
3108 int multi_show_ingame_ping()
3110 // always show it for now
3114 int multi_get_connection_speed()
3117 const char *connection_speed;
3119 // 'Fast' should be a safe default in 2015
3120 connection_speed = os_config_read_string("Network", "ConnectionSpeed", "Fast");
3122 if ( !SDL_strcasecmp(connection_speed, NOX("Slow")) ) {
3123 cspeed = CONNECTION_SPEED_288;
3124 } else if ( !SDL_strcasecmp(connection_speed, NOX("56K")) ) {
3125 cspeed = CONNECTION_SPEED_56K;
3126 } else if ( !SDL_strcasecmp(connection_speed, NOX("ISDN")) ) {
3127 cspeed = CONNECTION_SPEED_SISDN;
3128 } else if ( !SDL_strcasecmp(connection_speed, NOX("Cable")) ) {
3129 cspeed = CONNECTION_SPEED_CABLE;
3130 } else if ( !SDL_strcasecmp(connection_speed, NOX("Fast")) ) {
3131 cspeed = CONNECTION_SPEED_T1;
3133 cspeed = CONNECTION_SPEED_NONE;
3139 // return a MVALID_STATUS_* define based upon the passed string
3140 int multi_string_to_status(char *valid_string)
3142 return MVALID_STATUS_UNKNOWN;
3145 // if we're in tracker mode, do a validation update on all known missions
3146 void multi_update_valid_missions()
3148 char next_filename[MAX_FILENAME_LEN+1];
3149 char next_line[512];
3150 char status_string[50];
3154 int idx, file_index;
3157 // if we're a standalone, show a dialog saying "validating missions"
3158 if(Game_mode & GM_STANDALONE_SERVER){
3159 std_create_gen_dialog("Validating missions");
3160 std_gen_set_text("Querying:",1);
3163 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3164 for(idx=0; idx<Multi_create_mission_count; idx++){
3165 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3168 // attempt to open the valid mission config file
3169 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3171 // read in all listed missions
3174 memset(next_line, 0, 512);
3175 cfgets(next_line, 512, in);
3176 drop_trailing_white_space(next_line);
3177 drop_leading_white_space(next_line);
3179 // read in a filename
3180 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3181 memset(temp, 0, 256);
3182 tok = strtok(next_line, " ");
3186 SDL_strlcpy(temp, tok, sizeof(temp));
3187 drop_trailing_white_space(temp);
3188 drop_leading_white_space(temp);
3189 SDL_strlcpy(next_filename, temp, sizeof(next_filename));
3191 // read in the status string
3192 memset(status_string, 0, 50);
3193 memset(temp, 0, 256);
3194 tok = strtok(NULL," \n");
3198 SDL_strlcpy(temp, tok, sizeof(temp));
3199 drop_trailing_white_space(temp);
3200 drop_leading_white_space(temp);
3201 SDL_strlcpy(status_string, temp, sizeof(status_string));
3203 // try and find the file
3204 file_index = multi_create_lookup_mission(next_filename);
3205 if(file_index >= 0){
3206 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3215 // now poll for all unknown missions
3218 // if the operation was cancelled, don't write anything new
3220 // if we're a standalone, kill the validate dialog
3221 if(Game_mode & GM_STANDALONE_SERVER){
3222 std_destroy_gen_dialog();
3228 // now rewrite the outfile with the new mission info
3229 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3231 // if we're a standalone, kill the validate dialog
3232 if(Game_mode & GM_STANDALONE_SERVER){
3233 std_destroy_gen_dialog();
3238 for(idx=0; idx<Multi_create_mission_count; idx++){
3239 switch(Multi_create_mission_list[idx].valid_status){
3240 case MVALID_STATUS_VALID:
3241 cfputs(Multi_create_mission_list[idx].filename, in);
3242 cfputs(NOX(" valid"), in);
3243 cfputs(NOX("\n"), in);
3246 case MVALID_STATUS_INVALID:
3247 cfputs(Multi_create_mission_list[idx].filename, in);
3248 cfputs(NOX(" invalid"), in);
3249 cfputs(NOX("\n"), in);
3254 // close the outfile
3258 // if we're a standalone, kill the validate dialog
3259 if(Game_mode & GM_STANDALONE_SERVER){
3260 std_destroy_gen_dialog();
3264 // get a new id# for a player
3265 short multi_get_new_id()
3267 if(Multi_id_num > 20000){
3271 return Multi_id_num++;
3275 // ------------------------------------
3278 DCF(multi,"changes multiplayer settings")
3281 dc_get_arg(ARG_STRING);
3283 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3286 } else if(strcmp(Dc_arg, "stats")==0) {
3287 // multi_toggle_stats();
3288 } else if(strcmp(Dc_arg, "show_stats")==0) {
3289 // multi_show_basic_stats(0);
3290 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3291 // multi_show_basic_stats(1);
3293 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3295 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3296 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3297 Netgame.respawn = 9999;
3298 Netgame.options.respawn = 9999;
3300 // if i'm the server, send a netgame update
3301 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3302 send_netgame_update_packet();
3305 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3306 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3307 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3308 multi_options_update_netgame();
3310 } else if(strcmp(Dc_arg, "make_players")==0){
3312 multi_make_fake_players(MAX_PLAYERS);
3314 } else if(strcmp(Dc_arg, "givecd")==0){
3315 extern int Multi_has_cd;
3318 } else if(strcmp(Dc_arg, "oo")==0){
3321 dc_get_arg(ARG_INT);
3322 if(Dc_arg_type & ARG_INT){
3323 new_flags = Dc_arg_int;
3326 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3327 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3329 } else if(strcmp(Dc_arg, "oo_sort")==0){
3334 dc_printf("Network object sorting ENABLED\n");
3336 dc_printf("Network object sorting DISABLED\n");
3344 // PXO crc checking stuff
3347 void multi_spew_pxo_checksums(int max_files, char *outfile)
3350 char full_name[MAX_FILENAME_LEN+1];
3356 // allocate filename space
3357 file_names = (char**)malloc(sizeof(char*) * max_files);
3358 if(file_names != NULL){
3359 SDL_snprintf(wild_card, sizeof(wild_card), "*%s", FS_MISSION_FILE_EXT);
3360 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3363 out = fopen(outfile, "wt");
3368 // do all the checksums
3369 for(idx=0; idx<count; idx++){
3370 memset(full_name, 0, MAX_FILENAME_LEN+1);
3371 SDL_strlcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT), sizeof(full_name));
3373 if(cf_chksum_long(full_name, &checksum)){
3374 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3383 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3387 dc_get_arg(ARG_INT);
3388 if(Dc_arg_type & ARG_INT){
3389 max_files = Dc_arg_int;
3391 dc_get_arg(ARG_STRING);
3392 if(Dc_arg_type & ARG_STRING){
3393 multi_spew_pxo_checksums(max_files, Dc_arg);
3400 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3402 void multi_make_fake_players(int count)
3406 for(idx=0;idx<count;idx++){
3407 if(!MULTI_CONNECTED(Net_players[idx])){
3408 Net_players[idx].player = &Players[idx];
3409 SDL_snprintf(Net_players[idx].player->callsign, CALLSIGN_LEN, "Player %d", idx);
3410 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3416 // ---------------------------------------------------------------------------------------------------------------------
3417 // PACK UNPACK STUFF
3421 #pragma optimize("", off)
3424 typedef struct bitbuffer {
3431 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3434 bitbuf->mask = 0x80;
3435 bitbuf->data = data;
3436 bitbuf->org_data = data;
3439 int bitbuffer_write_flush( bitbuffer *bitbuf )
3441 // Flush to next byte
3442 if ( bitbuf->mask != 0x80 ) {
3443 *bitbuf->data++ = (ubyte)bitbuf->rack;
3445 return bitbuf->data-bitbuf->org_data;
3448 int bitbuffer_read_flush( bitbuffer *bitbuf )
3450 return bitbuf->data-bitbuf->org_data;
3453 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3457 mask = 1L << ( bit_count - 1 );
3458 while ( mask != 0) {
3459 if ( mask & data ) {
3460 bitbuf->rack |= bitbuf->mask;
3463 if ( bitbuf->mask == 0 ) {
3464 *bitbuf->data++=(ubyte)bitbuf->rack;
3466 bitbuf->mask = 0x80;
3472 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3477 mask = 1L << ( bit_count - 1 );
3480 while ( mask != 0) {
3481 if ( bitbuf->mask == 0x80 ) {
3482 bitbuf->rack = *bitbuf->data++;
3484 if ( bitbuf->rack & bitbuf->mask ) {
3485 return_value |= mask;
3489 if ( bitbuf->mask == 0 ) {
3490 bitbuf->mask = 0x80;
3494 return return_value;
3497 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3502 mask = 1L << ( bit_count - 1 );
3505 while ( mask != 0) {
3506 if ( bitbuf->mask == 0x80 ) {
3507 bitbuf->rack = *bitbuf->data++;
3509 if ( bitbuf->rack & bitbuf->mask ) {
3510 return_value |= mask;
3514 if ( bitbuf->mask == 0 ) {
3515 bitbuf->mask = 0x80;
3519 // sign extend return value
3520 return_value <<= (32-bit_count);
3522 return ((int)return_value)>>(32-bit_count);
3527 // Packs/unpacks an object position.
3528 // Returns number of bytes read or written.
3529 // #define OO_POS_RET_SIZE 9
3530 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3534 bitbuffer_init(&buf,data);
3541 a = fl2i(pos->xyz.x*105.0f+0.5f);
3542 b = fl2i(pos->xyz.y*105.0f+0.5f);
3543 c = fl2i(pos->xyz.z*105.0f+0.5f);
3544 CAP(a,-8388608,8388607);
3545 CAP(b,-8388608,8388607);
3546 CAP(c,-8388608,8388607);
3548 bitbuffer_put( &buf, (uint)a, 24 );
3549 bitbuffer_put( &buf, (uint)b, 24 );
3550 bitbuffer_put( &buf, (uint)c, 24 );
3553 return bitbuffer_write_flush(&buf);
3558 a = bitbuffer_get_signed(&buf,24);
3559 b = bitbuffer_get_signed(&buf,24);
3560 c = bitbuffer_get_signed(&buf,24);
3562 pos->xyz.x = i2fl(a)/105.0f;
3563 pos->xyz.y = i2fl(b)/105.0f;
3564 pos->xyz.z = i2fl(c)/105.0f;
3566 return bitbuffer_read_flush(&buf);
3570 int degenerate_count = 0;
3571 int non_degenerate_count = 0;
3574 hack = ((ushort)orient->v.fvec.xyz.x * 32767);
3575 memcpy(&hack, &orient->v.fvec.xyz.x, 4);
3576 bitbuffer_put( &buf, hack, 32 );
3577 memcpy(&hack, &orient->v.fvec.xyz.y, 4);
3578 bitbuffer_put( &buf, hack, 32 );
3579 memcpy(&hack, &orient->v.fvec.xyz.z, 4);
3580 bitbuffer_put( &buf, hack, 32 );
3582 memcpy(&hack, &orient->v.uvec.xyz.x, 4);
3583 bitbuffer_put( &buf, hack, 32 );
3584 memcpy(&hack, &orient->v.uvec.xyz.y, 4);
3585 bitbuffer_put( &buf, hack, 32 );
3586 memcpy(&hack, &orient->v.uvec.xyz.z, 4);
3587 bitbuffer_put( &buf, hack, 32 );
3589 memcpy(&hack, &orient->v.rvec.xyz.x, 4);
3590 bitbuffer_put( &buf, hack, 32 );
3591 memcpy(&hack, &orient->v.rvec.xyz.y, 4);
3592 bitbuffer_put( &buf, hack, 32 );
3593 memcpy(&hack, &orient->v.rvec.xyz.z, 4);
3594 bitbuffer_put( &buf, hack, 32 );*/
3597 hack = bitbuffer_get_unsigned(&buf, 32);
3598 memcpy(&orient->v.fvec.xyz.x, &hack, 4);
3599 hack = bitbuffer_get_unsigned(&buf, 32);
3600 memcpy(&orient->v.fvec.xyz.y, &hack, 4);
3601 hack = bitbuffer_get_unsigned(&buf, 32);
3602 memcpy(&orient->v.fvec.xyz.z, &hack, 4);
3604 hack = bitbuffer_get_unsigned(&buf, 32);
3605 memcpy(&orient->v.uvec.xyz.x, &hack, 4);
3606 hack = bitbuffer_get_unsigned(&buf, 32);
3607 memcpy(&orient->v.uvec.xyz.y, &hack, 4);
3608 hack = bitbuffer_get_unsigned(&buf, 32);
3609 memcpy(&orient->v.uvec.xyz.z, &hack, 4);
3611 hack = bitbuffer_get_unsigned(&buf, 32);
3612 memcpy(&orient->v.rvec.xyz.x, &hack, 4);
3613 hack = bitbuffer_get_unsigned(&buf, 32);
3614 memcpy(&orient->v.rvec.xyz.y, &hack, 4);
3615 hack = bitbuffer_get_unsigned(&buf, 32);
3616 memcpy(&orient->v.rvec.xyz.z, &hack, 4);*/
3618 // Packs/unpacks an orientation matrix.
3619 // Returns number of bytes read or written.
3620 // #define OO_ORIENT_RET_SIZE 6
3621 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3625 bitbuffer_init(&buf, data + 1);
3633 #define D_SCALE 32768.0f
3634 #define D_MAX_RANGE 32767
3635 #define D_MIN_RANGE -32768
3637 #define N_SCALE 2048.0f
3638 #define N_MAX_RANGE 2047
3639 #define N_MIN_RANGE -2048
3642 // degenerate case - send the whole orient matrix
3643 vm_extract_angles_matrix(&ang, orient);
3644 if((ang.h > 3.130) && (ang.h < 3.150)){
3650 a = fl2i(orient->v.fvec.xyz.x * D_SCALE);
3651 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3652 bitbuffer_put( &buf, a, 16 );
3653 a = fl2i(orient->v.fvec.xyz.y * D_SCALE);
3654 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3655 bitbuffer_put( &buf, a, 16 );
3656 a = fl2i(orient->v.fvec.xyz.z * D_SCALE);
3657 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3658 bitbuffer_put( &buf, a, 16 );
3660 a = fl2i(orient->v.uvec.xyz.x * D_SCALE);
3661 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3662 bitbuffer_put( &buf, a, 16 );
3663 a = fl2i(orient->v.uvec.xyz.y * D_SCALE);
3664 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3665 bitbuffer_put( &buf, a, 16 );
3666 a = fl2i(orient->v.uvec.xyz.z * D_SCALE);
3667 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3668 bitbuffer_put( &buf, a, 16 );
3670 a = fl2i(orient->v.rvec.xyz.x * D_SCALE);
3671 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3672 bitbuffer_put( &buf, a, 16 );
3673 a = fl2i(orient->v.rvec.xyz.y * D_SCALE);
3674 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3675 bitbuffer_put( &buf, a, 16 );
3676 a = fl2i(orient->v.rvec.xyz.z * D_SCALE);
3677 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3678 bitbuffer_put( &buf, a, 16 );
3680 non_degenerate_count++;
3682 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3683 // Have theta, which is an angle between 0 and PI.
3684 // Convert it to be between -1.0f and 1.0f
3685 theta = theta*2.0f/PI-1.0f;
3688 a = fl2i(rot_axis.xyz.x*N_SCALE);
3689 b = fl2i(rot_axis.xyz.y*N_SCALE);
3690 c = fl2i(rot_axis.xyz.z*N_SCALE);
3691 d = fl2i(theta*N_SCALE);
3693 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3694 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3695 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3696 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3698 bitbuffer_put( &buf, (uint)a, 12 );
3699 bitbuffer_put( &buf, (uint)b, 12 );
3700 bitbuffer_put( &buf, (uint)c, 12 );
3701 bitbuffer_put( &buf, (uint)d, 12 );
3704 // flag for degenerate case
3707 return bitbuffer_write_flush(&buf) + 1;
3713 a = bitbuffer_get_signed(&buf, 16);
3714 orient->v.fvec.xyz.x = i2fl(a) / D_SCALE;
3715 a = bitbuffer_get_signed(&buf, 16);
3716 orient->v.fvec.xyz.y = i2fl(a) / D_SCALE;
3717 a = bitbuffer_get_signed(&buf, 16);
3718 orient->v.fvec.xyz.z = i2fl(a) / D_SCALE;
3720 a = bitbuffer_get_signed(&buf, 16);
3721 orient->v.uvec.xyz.x = i2fl(a) / D_SCALE;
3722 a = bitbuffer_get_signed(&buf, 16);
3723 orient->v.uvec.xyz.y = i2fl(a) / D_SCALE;
3724 a = bitbuffer_get_signed(&buf, 16);
3725 orient->v.uvec.xyz.z = i2fl(a) / D_SCALE;
3727 a = bitbuffer_get_signed(&buf, 16);
3728 orient->v.rvec.xyz.x = i2fl(a) / D_SCALE;
3729 a = bitbuffer_get_signed(&buf, 16);
3730 orient->v.rvec.xyz.y = i2fl(a) / D_SCALE;
3731 a = bitbuffer_get_signed(&buf, 16);
3732 orient->v.rvec.xyz.z = i2fl(a) / D_SCALE;
3734 a = bitbuffer_get_signed(&buf,12);
3735 b = bitbuffer_get_signed(&buf,12);
3736 c = bitbuffer_get_signed(&buf,12);
3737 d = bitbuffer_get_signed(&buf,12);
3740 rot_axis.xyz.x = i2fl(a)/N_SCALE;
3741 rot_axis.xyz.y = i2fl(b)/N_SCALE;
3742 rot_axis.xyz.z = i2fl(c)/N_SCALE;
3743 theta = i2fl(d)/N_SCALE;
3745 // Convert theta back to range 0-PI
3746 theta = (theta+1.0f)*PI/2.0f;
3748 vm_quaternion_rotate(orient, theta, &rot_axis);
3750 vm_orthogonalize_matrix(orient);
3753 return bitbuffer_read_flush(&buf) + 1;
3758 // Packs/unpacks an orientation matrix.
3759 // Returns number of bytes read or written.
3760 // #define OO_ORIENT_RET_SIZE 6
3762 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3766 bitbuffer_init(&buf,data);
3774 // if our heading is 3.14 radians
3776 //vm_extract_angles_matrix(&a, orient);
3777 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3780 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3781 // Have theta, which is an angle between 0 and PI.
3782 // Convert it to be between -1.0f and 1.0f
3783 theta = theta*2.0f/PI-1.0f;
3785 #define SCALE 2048.0f
3787 #define MAX_RANGE 2047
3788 #define MIN_RANGE -2048
3791 a = fl2i(rot_axis.xyz.x*SCALE);
3792 b = fl2i(rot_axis.xyz.y*SCALE);
3793 c = fl2i(rot_axis.xyz.z*SCALE);
3794 d = fl2i(theta*SCALE);
3796 CAP(a,MIN_RANGE,MAX_RANGE);
3797 CAP(b,MIN_RANGE,MAX_RANGE);
3798 CAP(c,MIN_RANGE,MAX_RANGE);
3799 CAP(d,MIN_RANGE,MAX_RANGE);
3802 bitbuffer_put( &buf, (uint)a, 12 );
3803 bitbuffer_put( &buf, (uint)b, 12 );
3804 bitbuffer_put( &buf, (uint)c, 12 );
3805 bitbuffer_put( &buf, (uint)d, 12 );
3807 return bitbuffer_write_flush(&buf);
3811 a = bitbuffer_get_signed(&buf,12);
3812 b = bitbuffer_get_signed(&buf,12);
3813 c = bitbuffer_get_signed(&buf,12);
3814 d = bitbuffer_get_signed(&buf,12);
3817 rot_axis.xyz.x = i2fl(a)/SCALE;
3818 rot_axis.xyz.y = i2fl(b)/SCALE;
3819 rot_axis.xyz.z = i2fl(c)/SCALE;
3820 theta = i2fl(d)/SCALE;
3822 // Convert theta back to range 0-PI
3823 theta = (theta+1.0f)*PI/2.0f;
3825 vm_quaternion_rotate(orient, theta, &rot_axis);
3827 vm_orthogonalize_matrix(orient);
3829 return bitbuffer_read_flush(&buf);
3834 // Packs/unpacks velocity
3835 // Returns number of bytes read or written.
3836 // #define OO_VEL_RET_SIZE 4
3837 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3841 bitbuffer_init(&buf,data);
3848 r = vm_vec_dot( &orient->v.rvec, &pi->vel );
3849 u = vm_vec_dot( &orient->v.uvec, &pi->vel );
3850 f = vm_vec_dot( &orient->v.fvec, &pi->vel );
3858 bitbuffer_put( &buf, (uint)a, 10 );
3859 bitbuffer_put( &buf, (uint)b, 10 );
3860 bitbuffer_put( &buf, (uint)c, 10 );
3862 return bitbuffer_write_flush(&buf);
3866 a = bitbuffer_get_signed(&buf,10);
3867 b = bitbuffer_get_signed(&buf,10);
3868 c = bitbuffer_get_signed(&buf,10);
3873 // Convert into world coordinates
3874 vm_vec_zero(&pi->vel);
3875 vm_vec_scale_add2( &pi->vel, &orient->v.rvec, r );
3876 vm_vec_scale_add2( &pi->vel, &orient->v.uvec, u );
3877 vm_vec_scale_add2( &pi->vel, &orient->v.fvec, f );
3879 return bitbuffer_read_flush(&buf);
3883 // Packs/unpacks desired_velocity
3884 // Returns number of bytes read or written.
3885 // #define OO_DESIRED_VEL_RET_SIZE 3
3886 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3890 bitbuffer_init(&buf,data);
3897 max_vel.xyz.x = max( sip->max_vel.xyz.x, sip->afterburner_max_vel.xyz.x );
3898 max_vel.xyz.y = max( sip->max_vel.xyz.y, sip->afterburner_max_vel.xyz.y );
3899 max_vel.xyz.z = max( sip->max_vel.xyz.z, sip->afterburner_max_vel.xyz.z );
3902 // Find desired vel in local coordinates
3903 // Velocity can be from -1024 to 1024
3905 // bitfields for each value
3906 if(max_vel.xyz.x > 0.0f){
3909 if(max_vel.xyz.y > 0.0f){
3912 if(max_vel.xyz.z > 0.0f){
3915 // fields = sip - Ship_info;
3916 bitbuffer_put(&buf, (uint)fields, 8);
3918 r = vm_vec_dot( &orient->v.rvec, &pi->desired_vel );
3919 u = vm_vec_dot( &orient->v.uvec, &pi->desired_vel );
3920 f = vm_vec_dot( &orient->v.fvec, &pi->desired_vel );
3922 if ( max_vel.xyz.x > 0.0f ) {
3923 r = r / max_vel.xyz.x;
3924 a = fl2i( r * 128.0f );
3926 bitbuffer_put( &buf, (uint)a, 8 );
3929 if ( max_vel.xyz.y > 0.0f ) {
3930 u = u / max_vel.xyz.y;
3931 a = fl2i( u * 128.0f );
3933 bitbuffer_put( &buf, (uint)a, 8 );
3936 if ( max_vel.xyz.z > 0.0f ) {
3937 f = f / max_vel.xyz.z;
3938 a = fl2i( f * 128.0f );
3940 bitbuffer_put( &buf, (uint)a, 8 );
3943 return bitbuffer_write_flush(&buf);
3946 // Find desired vel in local coordinates
3947 // Velocity can be from -1024 to 1024
3949 // get the fields bitbuffer
3950 fields = bitbuffer_get_signed(&buf, 8);
3952 if ( fields & (1<<0) ) {
3953 a = bitbuffer_get_signed(&buf,8);
3959 if ( fields & (1<<1) ) {
3960 a = bitbuffer_get_signed(&buf,8);
3966 if ( fields & (1<<2) ) {
3967 a = bitbuffer_get_signed(&buf,8);
3973 // Convert into world coordinates
3974 vm_vec_zero(&pi->vel);
3975 vm_vec_scale_add2( &pi->desired_vel, &orient->v.rvec, r*max_vel.xyz.x );
3976 vm_vec_scale_add2( &pi->desired_vel, &orient->v.uvec, u*max_vel.xyz.y );
3977 vm_vec_scale_add2( &pi->desired_vel, &orient->v.fvec, f*max_vel.xyz.z );
3979 return bitbuffer_read_flush(&buf);
3983 // Packs/unpacks rotational velocity
3984 // Returns number of bytes read or written.
3985 // #define OO_ROTVEL_RET_SIZE 4
3986 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3990 bitbuffer_init(&buf,data);
3995 // output rotational velocity
3996 a = fl2i(pi->rotvel.xyz.x*32.0f);
3997 b = fl2i(pi->rotvel.xyz.y*32.0f);
3998 c = fl2i(pi->rotvel.xyz.z*32.0f);
4002 bitbuffer_put( &buf, (uint)a, 10 );
4003 bitbuffer_put( &buf, (uint)b, 10 );
4004 bitbuffer_put( &buf, (uint)c, 10 );
4007 return bitbuffer_write_flush(&buf);
4011 // unpack rotational velocity
4012 a = bitbuffer_get_signed(&buf,10);
4013 b = bitbuffer_get_signed(&buf,10);
4014 c = bitbuffer_get_signed(&buf,10);
4015 pi->rotvel.xyz.x = i2fl(a)/32.0f;
4016 pi->rotvel.xyz.y = i2fl(b)/32.0f;
4017 pi->rotvel.xyz.z = i2fl(c)/32.0f;
4019 return bitbuffer_read_flush(&buf);
4023 // Packs/unpacks desired rotvel
4024 // Returns number of bytes read or written.
4025 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
4026 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
4031 bitbuffer_init(&buf,data);
4037 // use ship_info values for max_rotvel instead of taking it from physics info
4039 // bitfields for each value
4040 if(sip->max_rotvel.xyz.x > 0.0f){
4043 if(sip->max_rotvel.xyz.y > 0.0f){
4046 if(sip->max_rotvel.xyz.z > 0.0f){
4050 bitbuffer_put(&buf, (uint)fields, 8);
4052 // output desired rotational velocity as a percent of max
4053 if ( sip->max_rotvel.xyz.x > 0.0f ) {
4054 a = fl2i( pi->desired_rotvel.xyz.x*128.0f / sip->max_rotvel.xyz.x );
4056 bitbuffer_put( &buf, (uint)a, 8 );
4059 if ( sip->max_rotvel.xyz.y > 0.0f ) {
4060 a = fl2i( pi->desired_rotvel.xyz.y*128.0f / sip->max_rotvel.xyz.y );
4062 bitbuffer_put( &buf, (uint)a, 8 );
4065 if ( sip->max_rotvel.xyz.z > 0.0f ) {
4066 a = fl2i( pi->desired_rotvel.xyz.z*128.0f / sip->max_rotvel.xyz.z );
4068 bitbuffer_put( &buf, (uint)a, 8 );
4071 return bitbuffer_write_flush(&buf);
4073 fields = bitbuffer_get_signed(&buf, 8);
4075 // unpack desired rotational velocity
4076 if ( fields & (1<<0) ) {
4077 a = bitbuffer_get_signed(&buf,8);
4082 if ( fields & (1<<1) ) {
4083 a = bitbuffer_get_signed(&buf,8);
4088 if ( fields & (1<<2) ) {
4089 a = bitbuffer_get_signed(&buf,8);
4094 pi->desired_rotvel.xyz.x = r*sip->max_rotvel.xyz.x;
4095 pi->desired_rotvel.xyz.y = u*sip->max_rotvel.xyz.y;
4096 pi->desired_rotvel.xyz.z = f*sip->max_rotvel.xyz.z;
4098 return bitbuffer_read_flush(&buf);
4103 #pragma optimize("", on)