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)
642 for (i = 0; i < MAX_PLAYERS; i++ ) {
643 if ( !MULTI_CONNECTED(Net_players[i])){
647 if ( memcmp(&addr->addr, &Net_players[i].p_info.addr.addr, IP_ADDRESS_LENGTH) == 0 ) {
655 int find_player_id(short player_id)
658 for (i = 0; i < MAX_PLAYERS; i++ ) {
659 if ( !MULTI_CONNECTED(Net_players[i])){
662 if(player_id == Net_players[i].player_id){
667 // couldn't find the player
671 // note this is only valid to do on a server!
672 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
675 for (i = 0; i < MAX_PLAYERS; i++ ) {
676 if ( !MULTI_CONNECTED(Net_players[i])){
679 if(sock == Net_players[i].reliable_socket){
684 // couldn't find the player
688 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
689 // used to find netplayers in game when only the object is known
690 int multi_find_player_by_object( object *objp )
694 objnum = OBJ_INDEX(objp);
695 for (i = 0; i < MAX_PLAYERS; i++ ) {
696 if ( !MULTI_CONNECTED(Net_players[i])){
699 if ( objnum == Net_players[i].player->objnum ){
704 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
709 // returns a player num based upon player object signature
710 int multi_find_player_by_signature( int signature )
714 for(idx=0;idx<MAX_PLAYERS;idx++){
715 // compare against each player's object signature
716 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
722 // didn't find the player
726 // returns a player num based upon object net signature
727 int multi_find_player_by_net_signature(ushort net_signature)
731 for(idx=0;idx<MAX_PLAYERS;idx++){
732 // compare against each player's object signature
733 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
739 // didn't find the player
743 int multi_find_player_by_ship_name(const char *ship_name)
748 if(ship_name == NULL){
752 for(idx=0; idx<MAX_PLAYERS; idx++){
753 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) &&
754 (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) ){
759 // didn't find the player
763 int multi_get_player_ship(int np_index)
766 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
771 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
772 (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) &&
773 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
775 return Objects[Net_players[np_index].player->objnum].instance;
782 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
783 // it returns -1 if there is no new slot, and the slot number if one is found
784 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
785 int multi_find_open_netplayer_slot()
791 for (i = 0; i < MAX_PLAYERS; i++)
792 if ( !MULTI_CONNECTED(Net_players[i]) ){
793 if(found_first == -1) {
799 if(i == MAX_PLAYERS){
800 if(found_first == -1)
809 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
810 // should always be taken by the console player's pilot. All other slots are up for grab though.
811 int multi_find_open_player_slot()
815 for (i = 0; i < MAX_PLAYERS; i++)
816 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
819 if ( i == MAX_PLAYERS )
825 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
826 // a new person is entering the game. The state of the Net_player is set to it's basic starting
828 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
830 nplayer->p_info.addr = *addr;
831 nplayer->flags |= NETINFO_FLAG_CONNECTED;
832 nplayer->state = NETPLAYER_STATE_JOINING;
833 nplayer->p_info.ship_class = ship_class;
834 nplayer->player = pplayer;
835 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
837 // if setting up my net flags, then set the flag to say I can do networking.
838 if ( nplayer == Net_player ){
839 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
843 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
845 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
850 SDL_assert ( MULTI_CONNECTED(Net_players[net_player]) );
852 shipp = &Ships[objp->instance];
854 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
855 Net_players[net_player].p_info.ship_class = ship_class;
857 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
858 if ( Net_player == &Net_players[net_player] ) {
861 Player_ai = &Ai_info[Player_ship->ai_index];
864 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
866 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
867 SDL_assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
868 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
870 // game server and this client need to initialize this information so object updating
872 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
873 Net_players[net_player].s_info.eye_pos = objp->pos;
874 Net_players[net_player].s_info.eye_orient = objp->orient;
878 for(idx=0; idx<MAX_PLAYERS; idx++){
879 shipp->np_updates[idx].orient_chksum = 0;
880 shipp->np_updates[idx].pos_chksum = 0;
881 shipp->np_updates[idx].seq = 0;
882 shipp->np_updates[idx].status_update_stamp = -1;
883 shipp->np_updates[idx].subsys_update_stamp = -1;
884 shipp->np_updates[idx].update_stamp = -1;
888 // -------------------------------------------------------------------------------------------------
889 // create_player() is called when a net player needs to be instantiated. The ship that is created
890 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
891 // is used. Returns 1 on success, 0 otherwise
893 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
895 int player_ship_class = ship_class;
896 int i,current_player_count;
898 SDL_assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
900 // blast _any_ old data
901 memset(&Net_players[net_player_num],0,sizeof(net_player));
903 // get the current # of players
904 current_player_count = multi_num_players();
906 // DOH!!! The lack of this caused many bugs.
907 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
909 if ( ship_class == -1 ) {
910 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
912 // find the ship that matches the string stored in default_player_ship
914 for (i = 0; i < Num_ship_types; i++) {
915 if ( !SDL_strcasecmp(Ship_info[i].name, default_player_ship) ) {
916 player_ship_class = i;
921 if (i == Num_ship_types)
925 if ( player_ship_class >= Num_ship_types ) {
926 player_ship_class = multi_ship_class_lookup(default_player_ship);
927 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
930 // blast the old player data
931 memset(pl,0,sizeof(player));
933 // set up the net_player structure
934 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
935 Net_players[net_player_num].s_info.num_last_buttons = 0;
936 // Net_players[net_player_num].respawn_count = 0;
937 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
938 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
939 Net_players[net_player_num].s_info.kick_timestamp = -1;
940 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
941 Net_players[net_player_num].s_info.tracker_security_last = -1;
942 Net_players[net_player_num].s_info.target_objnum = -1;
943 Net_players[net_player_num].s_info.accum_buttons = 0;
945 // zero out this players ping times data
946 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
948 // zero out his object update and control info sequencing data
949 Net_players[net_player_num].client_cinfo_seq = 0;
950 Net_players[net_player_num].client_server_seq = 0;
952 // timestamp his last_full_update_time
953 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
955 // nil his file xfer handle
956 Net_players[net_player_num].s_info.xfer_handle = -1;
958 // nil his data rate timestamp stuff
959 Net_players[net_player_num].s_info.rate_stamp = -1;
960 Net_players[net_player_num].s_info.rate_bytes = 0;
962 // nil packet buffer stuff
963 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
964 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
966 // various ack handles
967 SDL_strlcpy(pl->callsign, name, SDL_arraysize(pl->callsign));
968 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
969 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
972 // if we're the standalone server and this is the first guy to join, mark him as the host
973 // and give him all host priveleges
974 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
975 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
978 Net_players[net_player_num].player_id = id;
980 Net_player->sv_bytes_sent = 0;
981 Net_player->sv_last_pl = -1;
982 Net_player->cl_bytes_recvd = 0;
983 Net_player->cl_last_pl = -1;
985 // add to the escort list
986 if(MULTI_IN_MISSION){
987 hud_escort_add_player(id);
993 // next function makes a player object an ai object (also decrementing the num_players in the
994 // netgame). It appropiately sets the object flags and other interesting AI information which
995 // ought to get set in order to make this new ai object behave correctly.
996 void multi_make_player_ai( object *pobj )
999 SDL_assert ( pobj != NULL );
1001 if ( pobj->type != OBJ_SHIP )
1004 pobj->flags &= ~(OF_PLAYER_SHIP);
1005 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
1007 // target_objnum must be -1 or else new AI ship will fire on whatever this player
1009 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1013 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
1014 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1015 void delete_player(int player_num,int kicked_reason)
1017 char notify_string[256] = "";
1020 if(!MULTI_CONNECTED(Net_players[player_num])){
1025 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1027 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1029 // if this guy was ingame joining, the remove my netgame flag so others may join
1030 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1031 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1032 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1035 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1036 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1038 Net_players[player_num].s_info.reliable_connect_time = -1;
1040 // add to the escort list
1041 hud_escort_remove_player(Net_players[player_num].player_id);
1043 // is this guy the server
1044 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1045 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1046 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1047 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1050 // if he was just the host
1051 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1052 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1055 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1056 // are we a standalone server and in a mission?
1057 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1058 // choose a new host
1059 int found_new_host = 0;
1060 for(idx=0; idx<MAX_PLAYERS; idx++){
1061 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1062 // make this guy the host
1063 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1066 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1073 if(!found_new_host){
1074 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1077 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1082 // if we're the server of the game, notify everyone else that this guy has left
1083 // if he's marked as being kicked, then other players know about it already, so don't send again
1084 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1085 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1087 memset(str, 0, 512);
1088 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str, SDL_arraysize(str));
1089 multi_display_chat_msg(str, player_num, 0);
1091 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1095 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1096 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1097 if ( Net_players[player_num].player->objnum != -1 ){
1098 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1101 // otherwise mark it so that he can return to it later if possible
1102 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)) {
1103 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1105 multi_respawn_player_leave(&Net_players[player_num]);
1109 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1110 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1111 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1112 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1113 // in the multi_make_player_ai code above.
1114 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1115 multi_ts_handle_player_drop();
1118 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1119 debrief_handle_player_drop();
1122 // handle any specific dropping conditions
1123 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1124 multi_team_handle_drop();
1126 multi_data_handle_drop(player_num);
1128 // tell the pinfo popup that a player has left
1129 multi_pinfo_notify_drop(&Net_players[player_num]);
1131 // tell the datarate stuff that the player has dropped
1132 multi_rate_reset(player_num);
1134 // display a message that this guy has left
1135 if(Net_players[player_num].player->callsign){
1136 SDL_snprintf(notify_string,SDL_arraysize(notify_string),XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1137 multi_display_chat_msg(notify_string,0,0);
1140 // standalone gui type stuff
1141 if (Game_mode & GM_STANDALONE_SERVER) {
1142 std_remove_player(&Net_players[player_num]);
1143 std_connect_set_connect_count();
1146 // blast this memory clean
1147 memset(&Net_players[player_num], 0, sizeof(net_player));
1148 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1150 extern int Multi_client_update_times[MAX_PLAYERS];
1151 Multi_client_update_times[player_num] = -1;
1154 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1155 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1157 // -------------------------------------------------------------------------------------------------
1158 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1159 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1163 void multi_cull_zombies()
1170 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1171 inactive_limit = INACTIVE_LIMIT_WAIT;
1173 inactive_limit = INACTIVE_LIMIT_NORMAL;
1175 current_time = timer_get_fixed_seconds();
1177 for (i = 0; i < MAX_PLAYERS; i++) {
1178 if ( !MULTI_CONNECTED(&Net_players[i])){
1182 // server will(should) cull out players based on their sockets dying.
1183 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1187 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1188 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1189 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1191 multi_kick_player(i,0);
1197 // -------------------------------------------------------------------------------------------------
1198 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1201 ushort netmisc_calc_checksum( void * vptr, int len )
1203 ubyte * ptr = (ubyte *)vptr;
1204 unsigned int sum1,sum2;
1210 if (sum1 >= 255 ) sum1 -= 255;
1215 return (unsigned short)((sum1<<8)+ sum2);
1219 // -------------------------------------------------------------------------------------------------
1220 // fill_net_addr() calculates the checksum of a block of memory.
1224 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1226 SDL_assert(addr != NULL);
1227 SDL_assert(address != NULL);
1228 SDL_assert(net_id != NULL);
1230 addr->type = Multi_options_g.protocol;
1231 memcpy( addr->addr, address, IP_ADDRESS_LENGTH);
1232 memcpy( addr->net_id, net_id, 4);
1238 // -------------------------------------------------------------------------------------------------
1239 // get_text_address()
1243 char* get_text_address( char * text, const int max_textlen, ubyte * address )
1248 switch ( Multi_options_g.protocol ) {
1250 memcpy(&temp_addr.s_addr, address, 4);
1251 SDL_strlcpy( text, inet_ntoa(temp_addr), max_textlen );
1263 // non-16byte version of matrix packing
1264 // return size of packed matrix
1265 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1268 float x1, y1, x2, y2;
1270 if(m->v.rvec.xyz.z < 0) data[16] |= (1<<0); // X
1271 if(m->v.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
1272 if(m->v.fvec.xyz.z < 0) data[16] |= (1<<2); // V
1273 if(m->v.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
1274 if(m->v.fvec.xyz.y < 0) data[16] |= (1<<4); // W
1276 x1 = INTEL_FLOAT(m->v.rvec.xyz.x);
1277 y1 = INTEL_FLOAT(m->v.rvec.xyz.y);
1278 x2 = INTEL_FLOAT(m->v.uvec.xyz.x);
1279 y2 = INTEL_FLOAT(m->v.uvec.xyz.y);
1281 memcpy(&data[0], &x1, 4); // a
1282 memcpy(&data[4], &y1, 4); // b
1283 memcpy(&data[8], &x2, 4); // c
1284 memcpy(&data[12], &y2, 4); // d
1287 // return bytes processed
1288 // non-16 byte version of unpack matrix code
1289 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1291 float x1, y1, x2, y2;
1293 memcpy(&x1, &data[0], 4);
1294 memcpy(&y1, &data[4], 4);
1295 memcpy(&x2, &data[8], 4);
1296 memcpy(&y2, &data[12],4);
1298 m->v.rvec.xyz.x = INTEL_FLOAT(x1);
1299 m->v.rvec.xyz.y = INTEL_FLOAT(y1);
1300 m->v.uvec.xyz.x = INTEL_FLOAT(x2);
1301 m->v.uvec.xyz.y = INTEL_FLOAT(y2);
1303 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
1304 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
1305 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
1306 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
1307 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
1309 m->v.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1310 m->v.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1311 m->v.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1312 m->v.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1313 m->v.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1316 void multi_do_client_warp(float flFrametime)
1320 moveup = GET_FIRST(&Ship_obj_list);
1321 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1322 // do all _necessary_ ship warp in (arrival) processing
1323 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1324 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1325 moveup = GET_NEXT(moveup);
1329 // ------------------------------------------------------------------------------------
1330 // ship status change stuff
1332 int lookup_ship_status(net_player *p,int unique_id,int remove)
1336 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1337 if(p->s_info.last_buttons_id[idx] == unique_id){
1339 remove_ship_status_item(p,idx);
1340 p->s_info.num_last_buttons--;
1348 void remove_ship_status_item(net_player *p,int id)
1351 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1352 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1353 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1354 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1359 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1364 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1365 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1366 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1367 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1368 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1369 p->s_info.num_last_buttons++;
1373 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1374 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1375 earliest = p->s_info.last_buttons_time[idx];
1380 p->s_info.last_buttons[lookup] = *bi;
1381 p->s_info.last_buttons_id[lookup] = unique_id;
1382 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1387 extern int button_function_critical(int n,net_player *p = NULL);
1388 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1391 Multi_button_info_ok=1;
1392 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1393 if ( bi->status[i] == 0 )
1395 // at least one bit is set in the status integer
1396 for ( j = 0; j < 32; j++ ) {
1398 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1399 if ( bi->status[i] & (1<<j) ) {
1401 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1402 bi->status[i] &= ~(1<<j);
1404 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1405 bi->status[i] &= ~(1<<j);
1410 Multi_button_info_ok=0;
1413 // send 10x a second MAX
1414 #define MULTI_SHIP_STATUS_TIME 350
1415 int Multi_ship_status_stamp = -1;
1416 button_info Multi_ship_status_bi;
1418 void multi_maybe_send_ship_status()
1421 button_info *bi = &Player->bi;
1423 // strip out noncritical button presses
1424 button_strip_noncritical_keys(bi);
1426 // xor all fields into the accum button info
1427 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1428 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1432 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1433 int should_send = 0;
1434 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1435 // we have at least something to send
1436 if(Multi_ship_status_bi.status[idx] != 0){
1441 // do we have something to send
1443 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1444 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1448 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1451 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1455 void multi_subsys_update_all()
1459 SDL_assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1460 for(idx=0;idx<MAX_PLAYERS;idx++){
1461 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1462 send_subsys_update_packet(&Net_players[idx]);
1467 int multi_find_player_by_callsign(const char *callsign)
1470 for(idx=0;idx<MAX_PLAYERS;idx++){
1471 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1479 // if Game_current_mission_filename is a builtin multiplayer mission
1480 int multi_is_builtin_mission()
1485 // get the full filename
1487 SDL_strlcpy(name, Game_current_mission_filename, SDL_arraysize(name));
1488 cf_add_ext(name, FS_MISSION_FILE_EXT);
1490 // if this mission is builtin
1491 if(game_find_builtin_mission(name) != NULL){
1499 // verify that the player has a valid mission file and do 1 of 3 things
1500 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1502 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1506 player = find_player_id(player_id);
1507 SDL_assert(player >= 0);
1511 pl = &Net_players[player];
1513 // all missions should be builtin, so if we don't have a match, kick the player
1514 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1515 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1517 pl->flags |= NETINFO_FLAG_MISSION_OK;
1525 player = find_player_id(player_id);
1526 SDL_assert(player >= 0);
1530 pl = &Net_players[player];
1532 // if the current mission is a builtin mission, check stuff out
1533 is_builtin = multi_is_builtin_mission();
1536 // if the player doesn't have it, kick him
1537 if((sum_sig == 0xffff) && (length_sig == -1)){
1538 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1540 pl->flags |= NETINFO_FLAG_MISSION_OK;
1547 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1553 // in an ingame join situation
1554 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1556 // if the netgame settings allow in-mission file xfers
1557 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1558 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1559 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1561 // otherwise send him a nak and tell him to get the hell away
1563 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1566 pl->flags |= NETINFO_FLAG_MISSION_OK;
1569 // in a normal join situation
1571 // if the file does not check out, send it to him
1573 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1575 // otherwise mark him as having a valid mission
1577 pl->flags |= NETINFO_FLAG_MISSION_OK;
1583 // check to see if every client has NETINFO_FLAG_MISSION_OK
1584 int server_all_filesigs_ok()
1589 for(idx=0;idx<MAX_PLAYERS;idx++){
1590 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1599 void multi_untag_player_ships()
1603 moveup = GET_FIRST(&Ship_obj_list);
1604 while(moveup != END_OF_LIST(&Ship_obj_list)){
1605 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1606 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1607 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1609 moveup = GET_NEXT(moveup);
1613 // broadcast alltime stats to everyone in the game
1614 void multi_broadcast_stats(int stats_code)
1618 // broadcast everyone's stats to everyone else
1619 for(idx=0;idx<MAX_PLAYERS;idx++){
1620 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1621 send_player_stats_block_packet(&Net_players[idx], stats_code);
1626 // check to see if all players other than the local player are in a given NETPLAYER_ state
1627 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1628 int multi_netplayer_state_check(int state,int ignore_standalone)
1631 for(idx=0;idx<MAX_PLAYERS;idx++){
1632 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1633 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1637 if(Net_players[idx].state != state){
1645 int multi_netplayer_state_check2(int state, int state2, 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) && (Net_players[idx].state != state2)){
1662 int multi_netplayer_state_check3(int state, int state2, int state3, 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) && (Net_players[idx].state != state3)){
1679 // check to see if all players other than the local player are in a given NETPLAYER_ state
1680 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1681 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1684 for(idx=0;idx<MAX_PLAYERS;idx++){
1685 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1686 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1690 if(!(Net_players[idx].flags & flags)){
1698 // function which gets called from psnet_* code to evaluate an error received on a reliable
1699 // socket. In general, we only want to do drastic measures if the error indicates that the client
1700 // is no longer there.
1701 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1703 if ( error == WSAENOTSOCK ){
1704 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1706 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1707 // because of a leaving player.
1709 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1710 // Int3(); // get allender -- something happened to socket connection!!!
1713 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1714 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1718 if(error == WSAESHUTDOWN){
1719 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1722 // mwa -- always return for now because debugging with the stuff below is a real pain.
1723 // in essence, you can't do it!
1726 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1729 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1730 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1731 // NOTE : make sure not to ban him
1732 for(idx=0;idx<MAX_PLAYERS;idx++){
1733 if(Net_players[idx].reliable_socket == sock){
1739 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1740 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1744 // send a repair info packet with code == code to a player if his object is the one being acted upon
1745 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1746 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1747 // for repair, getting repaired, aborted, complete, etc.
1748 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1750 // only send information on player objects
1751 if ( !MULTIPLAYER_MASTER )
1754 SDL_assert( dest_objp->type == OBJ_SHIP );
1755 SDL_assert( dest_objp != source_objp );
1757 send_repair_info_packet( dest_objp, source_objp, code );
1760 int multi_is_valid_unknown_packet(ubyte type){
1761 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1762 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1763 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1766 void multi_create_standalone_object()
1768 // now create a bullshit ship for the standalone
1769 matrix m = IDENTITY_MATRIX;
1771 int objnum, pobj_num;
1774 objnum = observer_create(&m,&v);
1775 Player_obj = &Objects[objnum];
1776 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1777 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1778 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1779 Net_player->player->objnum = objnum;
1781 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1782 pobj_num = parse_create_object(&Player_start_pobject);
1783 SDL_assert(pobj_num != -1);
1784 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1785 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1786 Player_ship = &Ships[Objects[pobj_num].instance];
1788 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1789 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1790 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1791 SDL_strlcpy(Player_ship->ship_name, XSTR("Standalone Ship",904), SDL_arraysize(Player_ship->ship_name));
1792 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1796 int multi_message_should_broadcast(int type)
1798 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1799 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1802 // active game list handling functions
1803 active_game *multi_new_active_game( void )
1805 active_game *new_game;
1807 new_game = (active_game *)malloc(sizeof(active_game));
1808 if ( new_game == NULL ) {
1809 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1813 if ( Active_game_head != NULL ) {
1814 new_game->next = Active_game_head->next;
1815 new_game->next->prev = new_game;
1816 Active_game_head->next = new_game;
1817 new_game->prev = Active_game_head;
1819 Active_game_head = new_game;
1820 Active_game_head->next = Active_game_head->prev = Active_game_head;
1823 Active_game_count++;
1825 // notify the join game screen of this new item
1826 multi_join_notify_new_game();
1831 active_game *multi_update_active_games(active_game *ag)
1833 active_game *gp = NULL;
1834 active_game *stop = NULL;
1836 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1837 // to an active_game structure
1838 if ( Active_game_head != NULL ) { // no games on list at all
1841 gp = Active_game_head;
1842 stop = Active_game_head;
1846 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1851 } while (gp != stop);
1853 // insert in the list
1855 gp = multi_new_active_game();
1856 // gp->ping_time = -1.0f;
1858 // copy in the game information
1859 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1860 SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1861 SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1862 SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1863 gp->num_players = ag->num_players;
1864 gp->flags = ag->flags;
1868 gp->ping_start = timer_get_fixed_seconds();
1870 send_ping(&gp->server_addr);
1872 multi_ping_reset(&gp->ping);
1873 multi_ping_send(&gp->server_addr,&gp->ping);
1875 // otherwise update the netgame info we have for this guy
1877 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1878 SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1879 memset(gp->mission_name,0,NAME_LENGTH+1);
1880 SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1881 memset(gp->title,0,NAME_LENGTH+1);
1882 SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1883 gp->num_players = ag->num_players;
1884 gp->flags = ag->flags;
1887 gp = multi_new_active_game();
1888 // gp->ping_time = -1.0f;
1890 // copy in the game information
1891 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1892 SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1893 SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1894 SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1895 gp->num_players = ag->num_players;
1896 gp->flags = ag->flags;
1899 // gp->ping_start = timer_get_fixed_seconds();
1900 // gp->ping_end = -1;
1901 // send_ping(&gp->server_addr);
1902 multi_ping_reset(&gp->ping);
1903 multi_ping_send(&gp->server_addr,&gp->ping);
1906 // don't do anything if we don't have a game entry
1911 // update the last time we heard from him
1912 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1913 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1915 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1921 void multi_free_active_games()
1923 active_game *moveup,*backup;
1925 moveup = Active_game_head;
1930 moveup = moveup->next;
1934 } while(moveup != Active_game_head);
1935 Active_game_head = NULL;
1937 Active_game_count = 0;
1940 server_item *multi_new_server_item( void )
1942 server_item *new_game;
1944 new_game = (server_item *)malloc(sizeof(server_item));
1945 if ( new_game == NULL ) {
1946 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1950 if ( Game_server_head != NULL ) {
1951 new_game->next = Game_server_head->next;
1952 new_game->next->prev = new_game;
1953 Game_server_head->next = new_game;
1954 new_game->prev = Game_server_head;
1956 Game_server_head = new_game;
1957 Game_server_head->next = Game_server_head->prev = Game_server_head;
1963 void multi_free_server_list()
1965 server_item *moveup,*backup;
1967 moveup = Game_server_head;
1972 moveup = moveup->next;
1976 } while(moveup != Game_server_head);
1977 Game_server_head = NULL;
1981 int multi_num_players()
1985 // count the players who are actively connected
1987 for(idx=0;idx<MAX_PLAYERS;idx++){
1988 // count all connected players except the standalone server (if any)
1989 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
1997 int multi_num_observers()
2001 // count the players who are actively connected
2003 for(idx=0;idx<MAX_PLAYERS;idx++){
2004 // count all connected players except the standalone server (if any)
2005 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
2014 int multi_num_connections()
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_STANDALONE(Net_players[idx])){
2030 int multi_can_message(net_player *p)
2035 // if the player is an observer of any kind, he cannot message
2036 if(p->flags & NETINFO_FLAG_OBSERVER){
2040 switch(Netgame.options.squad_set){
2041 // only those of the highest rank can message
2042 case MSO_SQUAD_RANK:
2043 max_rank = multi_get_highest_rank();
2044 if(p->player->stats.rank < max_rank){
2049 // only wing/team leaders can message
2050 case MSO_SQUAD_LEADER:
2051 // if the player has an invalid object #
2052 if(p->player->objnum < 0){
2056 // check to see if he's a wingleader
2057 sp = &Ships[Objects[p->player->objnum].instance];
2058 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")) ){
2063 // anyone can end message
2067 // only the host can message
2068 case MSO_SQUAD_HOST:
2069 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2078 int multi_can_end_mission(net_player *p)
2083 // the host can _always_ unpause a game
2084 if(p->flags & NETINFO_FLAG_GAME_HOST){
2088 switch(Netgame.options.endgame_set){
2089 // only those of the highest rank can end the mission
2091 max_rank = multi_get_highest_rank();
2092 if(p->player->stats.rank < max_rank){
2097 // only wing/team leaders can end the mission
2098 case MSO_END_LEADER:
2099 // if the player has an invalid object #
2100 if(p->player->objnum < 0){
2104 // check to see if he's a wingleader
2105 sp = &Ships[Objects[p->player->objnum].instance];
2106 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")) ){
2111 // anyone can end the mission
2115 // only the host can end the mission
2117 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2126 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2128 int team0_avail,team1_avail;
2130 // if the server versions are incompatible
2131 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2132 return JOIN_DENY_JR_BAD_VERSION;
2135 // check to make sure we are otherwise in a state to accept
2136 if(Netgame.game_state != NETGAME_STATE_FORMING){
2137 return JOIN_DENY_JR_STATE;
2140 // the standalone has some oddball situations which we must handle seperately
2141 if(Game_mode & GM_STANDALONE_SERVER){
2142 // if this is the first connection, he will be the host so we must always accept him
2143 if(multi_num_players() == 0){
2144 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2145 // we probably eventually want to make sure he's not passing us a fake tracker id#
2146 if (MULTI_IS_TRACKER_GAME) {
2147 if(jr->tracker_id < 0){
2148 return JOIN_DENY_JR_TRACKER_INVAL;
2152 // if we're password protected
2153 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2154 return JOIN_DENY_JR_PASSWD;
2157 // don't allow the host to join as an observer
2158 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2159 return JOIN_DENY_JR_NOOBS;
2166 // first off check to see if we're violating any of our max players/observers/connections boundaries
2167 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2168 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2169 // if we're full of observers and this guy wants to be an observer
2170 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2171 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2172 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2173 // if we're up to MULTI_MAX_PLAYERS
2174 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2175 // if the max players for a standalone was set
2176 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2178 // we're full buddy - sorry
2179 return JOIN_DENY_JR_FULL;
2182 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2183 // we probably eventually want to make sure he's not passing us a fake tracker id#
2184 if (MULTI_IS_TRACKER_GAME) {
2185 if(jr->tracker_id < 0){
2186 return JOIN_DENY_JR_TRACKER_INVAL;
2190 // check to see if the player is trying to ingame join in a closed game
2191 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2192 return JOIN_DENY_JR_CLOSED;
2195 // check to see if the player has passed a valid password in a password protected game
2196 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2197 return JOIN_DENY_JR_PASSWD;
2200 // check to see if the netgame is forming and is temporarily marked as closed
2201 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2202 return JOIN_DENY_JR_TEMP_CLOSED;
2205 // check to make sure he meets the rank requirement
2206 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2207 return JOIN_DENY_JR_RANK_LOW;
2210 // check to make sure he meets the rank requirement
2211 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2212 return JOIN_DENY_JR_RANK_HIGH;
2215 // can't ingame join a non-dogfight game
2216 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2217 return JOIN_DENY_JR_TYPE;
2220 // if the player was banned by the standalone
2221 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2222 return JOIN_DENY_JR_BANNED;
2225 // if the game is in-mission, make sure there are ships available
2226 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2229 multi_player_ships_available(&team0_avail,&team1_avail);
2231 // if there are no ships available on either team
2232 if((team0_avail == 0) && (team1_avail == 0)){
2233 return JOIN_DENY_JR_FULL;
2237 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2238 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2239 return JOIN_DENY_JR_INGAME_JOIN;
2242 // check to make sure the game is not full (of observers, or players, as appropriate)
2243 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2244 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2245 return JOIN_DENY_JR_FULL;
2249 // if the netgame is restricted or is team vs. team
2250 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2251 // ingame, we must query the host to see if this guy is accepted
2252 if(MULTI_IN_MISSION){
2253 return JOIN_QUERY_RESTRICTED;
2257 // check to make sure this player hasn't been kick/banned
2258 if(multi_kick_is_banned(addr)){
2259 return JOIN_DENY_JR_BANNED;
2262 // check to make sure this player doesn't already exist
2263 if ( find_player(addr) >= 0 ) {
2264 return JOIN_DENY_JR_DUP;
2270 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2271 void multi_warpout_all_players()
2275 // i'f i'm already marked as warping out, don't do this again
2276 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2280 // stop my afterburners
2281 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2282 afterburners_stop( Player_obj, 1 );
2285 // traverse through each player
2286 for(idx=0;idx<MAX_PLAYERS;idx++) {
2289 // only warpout player _ships_ which are not mine
2290 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2292 objp = &Objects[Net_players[idx].player->objnum];
2294 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2295 shipfx_warpout_start( objp );
2299 // now, mark ourselves as needing to warp out
2300 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2302 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2303 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2304 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2306 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2307 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2309 gameseq_post_event(GS_EVENT_DEBRIEF);
2312 // if we're a ship, then begin the warpout process
2314 // turn off collision detection for my ship
2315 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2316 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2320 // determine the highest rank of any of the players in the game
2321 int multi_get_highest_rank()
2326 // go through all the players
2327 for(idx=0;idx<MAX_PLAYERS;idx++){
2328 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)){
2329 max_rank = Net_players[idx].player->stats.rank;
2333 // return what we found
2337 // called on the machine of the player who hit alt+j
2338 void multi_handle_end_mission_request()
2342 // all clients should send the request to the server. no exceptions
2343 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2344 send_endgame_packet();
2346 // the server of the game does some further processing
2348 ml_string("Server received endgame request, proceeding...");
2350 // first we should toss all ingame joiners
2351 for(idx=0;idx<MAX_PLAYERS;idx++){
2352 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2353 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2357 // send the endgame packet to all clients, who will act on it immediately
2358 send_endgame_packet();
2359 Netgame.game_state = NETGAME_STATE_ENDGAME;
2360 send_netgame_update_packet();
2362 if(Game_mode & GM_STANDALONE_SERVER){
2363 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2364 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2367 // begin the warpout process for all players and myself
2368 multi_warpout_all_players();
2372 // called to handle any special cases where a player is in some submemu when the game is ended
2373 void multi_handle_state_special()
2375 int stack_depth,current_depth;
2377 // first off - kill any active popups
2378 popup_kill_any_active();
2380 // kill any popupdeads
2381 if(popupdead_is_active()){
2385 // kill off the pilot info popup if its active
2386 if(multi_pinfo_popup_active()){
2387 multi_pinfo_popup_kill();
2390 // now do any special processing for being in states other then the gameplay states
2391 stack_depth = gameseq_get_depth();
2393 // if we're not pushed on top of any states, do any special state case handling here
2394 if(stack_depth == 0){
2395 // currently there are no special cases, so return
2398 // if we are pushed on any states, post events to pop them off one by one
2400 current_depth = stack_depth;
2402 switch(gameseq_get_state(stack_depth - current_depth)){
2403 // the hotkey screen
2404 case GS_STATE_HOTKEY_SCREEN :
2405 mission_hotkey_exit();
2406 Game_do_state_should_skip = 1;
2409 case GS_STATE_OPTIONS_MENU:
2410 options_cancel_exit();
2411 Game_do_state_should_skip = 1;
2413 // the hud config (1 deeper in the options menu)
2414 case GS_STATE_HUD_CONFIG:
2415 hud_config_cancel();
2416 Game_do_state_should_skip = 1;
2418 // controls config (1 deeper than the options menu)
2419 case GS_STATE_CONTROL_CONFIG:
2420 control_config_cancel_exit();
2421 Game_do_state_should_skip = 1;
2423 // mission goals screen
2424 case GS_STATE_SHOW_GOALS:
2425 mission_goal_exit();
2426 Game_do_state_should_skip = 1;
2428 // mission log scrollback
2429 case GS_STATE_MISSION_LOG_SCROLLBACK:
2430 hud_scrollback_exit();
2431 Game_do_state_should_skip = 1;
2434 case GS_STATE_MULTI_PAUSED:
2435 gameseq_pop_state();
2436 Game_do_state_should_skip = 1;
2440 // next pushed state
2442 } while(current_depth > 0);
2446 // called by the file xfer subsytem when we start receiving a file
2447 void multi_file_xfer_notify(int handle)
2453 // get the filename of the file we are receiving
2455 filename = multi_xfer_get_filename(handle);
2457 // something is messed up
2458 if(filename == NULL){
2462 // convert the filename to all lowercase
2463 SDL_strlwr(filename);
2465 // if this is a mission file
2466 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2468 // determine where its going to go
2470 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2472 cf_type = CF_TYPE_MULTI_CACHE;
2476 // check to see if the file is read-only
2477 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2478 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2480 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2481 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));
2482 multi_quit_game(PROMPT_NONE);
2486 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2488 // we'd better not be xferring a file right now
2489 SDL_assert(Net_player->s_info.xfer_handle == -1);
2491 // force into the multidata directory
2492 multi_xfer_handle_force_dir(handle, cf_type);
2494 // set my xfer handle
2495 Net_player->s_info.xfer_handle = handle;
2497 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2498 send_netplayer_update_packet();
2500 // otherwise always hand it off to the multi_data system
2502 multi_data_handle_incoming(handle);
2506 // return the lag/disconnected status of the game
2507 #define MULTI_LAG_VAL 400
2508 int multi_query_lag_status()
2510 // -1 == not lagged, 0 == lagged, 1 == disconnected
2512 // if I'm the server of the game, I can't be lagged
2513 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2517 // if we've been disconnected for some reason or another
2518 if(multi_client_server_dead()){
2522 // if our ping time to the server is over a certain time
2523 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2531 // process a valid join request
2532 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2534 int net_player_num,player_num;
2537 // create netplayer and player objects for this guy
2538 net_player_num = multi_find_open_netplayer_slot();
2539 player_num = multi_find_open_player_slot();
2540 id_num = multi_get_new_id();
2541 SDL_assert((net_player_num != -1) && (player_num != -1));
2543 // if he is requesting to join as an observer
2544 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2545 // create the (permanently) observer player
2546 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2550 // copy his pilot image filename
2551 if(strlen(jr->image_filename) > 0){
2552 SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2554 SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2557 // copy his pilot squad filename
2559 Net_players[net_player_num].player->insignia_texture = -1;
2560 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2563 // clear his multi_data info
2564 multi_data_handle_join(net_player_num);
2566 // set some extra flags for him as appropriate
2567 if(MULTI_IN_MISSION){
2568 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2571 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2572 Net_players[net_player_num].player_id = id_num;
2573 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2577 if(strlen(jr->pxo_squad_name) > 0){
2578 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2580 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2584 // if he's using hacked data
2585 if(jr->flags & JOIN_FLAG_HAXOR){
2586 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2589 // set his reliable connect time
2590 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2592 // send the accept packet here
2593 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2595 // create the player object
2596 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2600 // copy his pilot image filename
2601 if(strlen(jr->image_filename) > 0){
2602 SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2604 SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2607 // copy his pilot squad filename
2609 Net_players[net_player_num].player->insignia_texture = -1;
2610 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2613 // clear his multi_data info
2614 multi_data_handle_join(net_player_num);
2616 // mark him as being connected
2617 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2619 // set his tracker id correctly
2620 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2622 // set his player id#
2623 Net_players[net_player_num].player_id = id_num;
2627 if(strlen(jr->pxo_squad_name) > 0){
2628 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2630 SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2634 // if he's using hacked data
2635 if(jr->flags & JOIN_FLAG_HAXOR){
2636 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2639 // flag him appropriately if he's doing an ingame join
2640 if(MULTI_IN_MISSION){
2642 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2643 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2646 // set his reliable connect time
2647 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2649 // if he's joining as a host (on the standalone)
2650 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2651 send_accept_packet(net_player_num, ACCEPT_HOST);
2653 Netgame.host = &Net_players[net_player_num];
2655 // set the game and player states appropriately
2656 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2658 // if he's joining ingame
2659 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2660 // if we're in team vs. team mode
2661 if(Netgame.type_flags & NG_TYPE_TEAM){
2662 SDL_assert(ingame_join_team != -1);
2664 Net_players[net_player_num].p_info.team = ingame_join_team;
2667 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2669 // set his last full update time for updating him on ingame join ships
2670 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2672 // if he's joining as an otherwise ordinary client
2674 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2678 // set my ingame joining flag if the new guy is joining ingame
2679 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2681 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2684 // copy in his options
2685 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2687 // if on the standalone, then do any necessary gui updating
2688 if(Game_mode & GM_STANDALONE_SERVER) {
2689 std_add_player(&Net_players[net_player_num]);
2690 std_connect_set_connect_count();
2691 std_connect_set_host_connect_status();
2693 // let the create game screen know someone has joined
2694 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2695 multi_create_handle_join(&Net_players[net_player_num]);
2699 extern int Multi_client_update_times[MAX_PLAYERS];
2700 Multi_client_update_times[net_player_num] = -1;
2703 multi_rate_reset(net_player_num);
2706 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2707 int multi_process_restricted_keys(int k)
2709 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2712 // if the query timestamp is not set, don't do anything
2713 if(Multi_restr_query_timestamp == -1){
2717 // determine what keys to look for based upon the mode we're in
2718 switch(Multi_join_restr_mode){
2719 // normal restricted join, Y or N
2720 case MULTI_JOIN_RESTR_MODE_1:
2725 // team vs team, team 0 only has ships
2726 case MULTI_JOIN_RESTR_MODE_2:
2731 // team vs team, team 1 only has ships
2732 case MULTI_JOIN_RESTR_MODE_3:
2737 // team vs team, both teams have ships
2738 case MULTI_JOIN_RESTR_MODE_4:
2748 // check the keypress
2749 if((k == key1) || (k == key2)){
2750 // unset the timestamp
2751 Multi_restr_query_timestamp = -1;
2753 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2754 // actually gets into the mission
2755 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2757 // determine which team to put him on (if any)
2758 switch(Multi_join_restr_mode){
2759 // normal restricted join, Y or N
2760 case MULTI_JOIN_RESTR_MODE_1:
2761 team_val = (k == key1) ? 0 : -1;
2764 // team vs team, team 0 only has ships
2765 case MULTI_JOIN_RESTR_MODE_2:
2766 team_val = (k == key1) ? 0 : -1;
2769 // team vs team, team 1 only has ships
2770 case MULTI_JOIN_RESTR_MODE_3:
2771 team_val = (k == key1) ? 1 : -1;
2774 // team vs team, both teams have ships
2775 case MULTI_JOIN_RESTR_MODE_4:
2776 team_val = (k == key1) ? 0 : 1;
2781 team_val = -1; // JAS: Get rid of optimized warning
2785 // perform the proper response
2786 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2788 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2791 // otherwise tell the standalone to accept him
2794 send_host_restr_packet("null",1,team_val);
2796 send_host_restr_packet("null",2,-1);
2804 // didn't process any keys
2808 // determine the status of available player ships (use team_0 for non team vs. team situations)
2809 void multi_player_ships_available(int *team_0,int *team_1)
2817 moveup = GET_FIRST(&Ship_obj_list);
2818 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2819 // if this ship is flagged as OF_COULD_BE_PLAYER
2820 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2821 // get the team # for this ship
2822 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2823 if(mp_team_num == 0){
2825 } else if(mp_team_num == 1){
2830 moveup = GET_NEXT(moveup);
2834 // server should update the player's bank/link status with the data in the passed ship
2835 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2837 // don't process when the ship is dying.
2838 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2841 // primary bank status
2842 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2844 // primary link status
2845 pl->s_info.cur_link_status &= ~(1<<0);
2846 if(shipp->flags & SF_PRIMARY_LINKED){
2847 pl->s_info.cur_link_status |= (1<<0);
2850 // secondary bank status
2851 if ( shipp->weapons.current_secondary_bank < 0 ) {
2852 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2853 shipp->weapons.current_secondary_bank = 0;
2855 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2857 // secondary link status
2858 pl->s_info.cur_link_status &= ~(1<<1);
2859 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2860 pl->s_info.cur_link_status |= (1<<1);
2864 pl->s_info.ship_ets = 0x0000;
2866 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2868 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2870 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2872 SDL_assert( pl->s_info.ship_ets != 0 );
2875 // flush the multidata cache directory
2876 void multi_flush_multidata_cache()
2878 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2880 // call the cfile function to flush the directory
2881 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2884 // flush all data from a previous mission before starting the next
2885 void multi_flush_mission_stuff()
2889 for(idx=0;idx<MAX_PLAYERS;idx++){
2890 if(MULTI_CONNECTED(Net_players[idx])){
2891 // unset all unneeded status bits
2892 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2894 // server is always "mission ok"
2895 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2896 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2899 // if this guy is a non-permanent observer, unset the appropriate flags
2900 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2901 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2905 multi_ping_reset(&Net_players[idx].s_info.ping);
2906 Net_players[idx].s_info.num_last_buttons = 0;
2907 Net_players[idx].s_info.wing_index_backup = 0;
2908 Net_players[idx].s_info.wing_index = 0;
2909 Net_players[idx].p_info.ship_class = -1;
2910 Net_players[idx].p_info.ship_index = -1;
2911 Net_players[idx].s_info.xfer_handle = -1;
2914 Net_players[idx].s_info.wing_index_backup = 0;
2917 Players[idx].objnum = -1;
2921 // reset netgame stuff
2922 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2926 // standalone servers should clear their goal trees now
2927 if(Game_mode & GM_STANDALONE_SERVER){
2928 std_multi_setup_goal_tree();
2931 // object signatures
2932 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2933 // We do this to resynchronize the host/server and all clients
2934 Next_ship_signature = SHIP_SIG_MIN;
2935 Next_asteroid_signature = ASTEROID_SIG_MIN;
2936 Next_non_perm_signature = NPERM_SIG_MIN;
2938 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2939 Multi_mission_loaded = 0;
2942 // should we ignore all controls and keypresses because of some multiplayer
2943 int multi_ignore_controls(int key)
2945 // if the multiplayer text messaging system is active, don't return any keys
2946 if((key > 0) && multi_msg_text_process(key)){
2950 // if the host of the game is being prompted to accept or deny a player in a restricted game
2951 if((key > 0) && multi_process_restricted_keys(key)){
2955 // if we're in text messaging mode, ignore controls
2956 if(multi_msg_text_mode()){
2960 // if the pause system wants to eat keys for a while
2961 if(multi_pause_eat_keys()){
2965 // multiplayer didn't eat the key
2969 // if the kill limit has been reached by any given player
2970 int multi_kill_limit_reached()
2974 // is the kill limit <= 0 ?
2975 // if so, consider it as _no_ kill limit
2976 if(Netgame.options.kill_limit <= 0){
2980 // look through all active, non-observer players
2981 for(idx=0;idx<MAX_PLAYERS;idx++){
2982 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)){
2983 // someone reached the limit
2988 // limit has not been reached yet
2992 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2993 void multi_display_chat_msg(const char *msg, int player_index, int add_id)
2995 // if i'm a standalone, always add to the gui
2996 if(Game_mode & GM_STANDALONE_SERVER){
2997 std_add_chat_text(msg,player_index,add_id);
3002 if(Game_mode & GM_IN_MISSION){
3003 // if we're paused, send it to the chatbox
3004 if(Multi_pause_status){
3005 chatbox_add_line(msg, player_index, add_id);
3007 // otherwise print to the HUD
3009 multi_msg_display_mission_text(msg, player_index);
3012 // otherwise add it to the chatbox
3014 chatbox_add_line(msg, player_index, add_id);
3018 // fill in Current_file_checksum and Current_file_length
3019 void multi_get_mission_checksum(const char *filename)
3023 Multi_current_file_checksum = 0xffff;
3024 Multi_current_file_length = -1;
3027 in = cfopen(filename,"rb");
3029 // get the length of the file
3030 Multi_current_file_length = cfilelength(in);
3033 in = cfopen(filename,"rb");
3035 // get the checksum of the file
3036 cf_chksum_short(in,&Multi_current_file_checksum);
3042 // if the file doesn't exist, setup some special values, so the server recognizes this
3044 Multi_current_file_checksum = 0xffff;
3045 Multi_current_file_length = -1;
3048 // don't transfew builtin missions
3049 if(multi_is_builtin_mission()){
3050 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3053 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3056 char multi_unit_to_char(float unit)
3069 ret = (char)(unit * 127.0f);
3073 float multi_char_to_unit(float val)
3077 ret = (float)val / 127.0f;
3090 // if we should render our ping time to the server in a multiplayer game
3091 int multi_show_ingame_ping()
3093 // always show it for now
3097 int multi_get_connection_speed()
3100 const char *connection_speed;
3102 // 'Fast' should be a safe default in 2015
3103 connection_speed = os_config_read_string("Network", "ConnectionSpeed", "Fast");
3105 if ( !SDL_strcasecmp(connection_speed, NOX("Slow")) ) {
3106 cspeed = CONNECTION_SPEED_288;
3107 } else if ( !SDL_strcasecmp(connection_speed, NOX("56K")) ) {
3108 cspeed = CONNECTION_SPEED_56K;
3109 } else if ( !SDL_strcasecmp(connection_speed, NOX("ISDN")) ) {
3110 cspeed = CONNECTION_SPEED_SISDN;
3111 } else if ( !SDL_strcasecmp(connection_speed, NOX("Cable")) ) {
3112 cspeed = CONNECTION_SPEED_CABLE;
3113 } else if ( !SDL_strcasecmp(connection_speed, NOX("Fast")) ) {
3114 cspeed = CONNECTION_SPEED_T1;
3116 cspeed = CONNECTION_SPEED_NONE;
3122 // return a MVALID_STATUS_* define based upon the passed string
3123 int multi_string_to_status(char *valid_string)
3125 return MVALID_STATUS_UNKNOWN;
3128 // if we're in tracker mode, do a validation update on all known missions
3129 void multi_update_valid_missions()
3131 char next_filename[MAX_FILENAME_LEN+1];
3132 char next_line[512];
3133 char status_string[50];
3137 int idx, file_index;
3140 // if we're a standalone, show a dialog saying "validating missions"
3141 if(Game_mode & GM_STANDALONE_SERVER){
3142 std_create_gen_dialog("Validating missions");
3143 std_gen_set_text("Querying:",1);
3146 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3147 for(idx=0; idx<Multi_create_mission_count; idx++){
3148 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3151 // attempt to open the valid mission config file
3152 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3154 // read in all listed missions
3157 memset(next_line, 0, 512);
3158 cfgets(next_line, 512, in);
3159 drop_trailing_white_space(next_line);
3160 drop_leading_white_space(next_line);
3162 // read in a filename
3163 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3164 memset(temp, 0, 256);
3165 tok = strtok(next_line, " ");
3169 SDL_strlcpy(temp, tok, SDL_arraysize(temp));
3170 drop_trailing_white_space(temp);
3171 drop_leading_white_space(temp);
3172 SDL_strlcpy(next_filename, temp, SDL_arraysize(next_filename));
3174 // read in the status string
3175 memset(status_string, 0, 50);
3176 memset(temp, 0, 256);
3177 tok = strtok(NULL," \n");
3181 SDL_strlcpy(temp, tok, SDL_arraysize(temp));
3182 drop_trailing_white_space(temp);
3183 drop_leading_white_space(temp);
3184 SDL_strlcpy(status_string, temp, SDL_arraysize(status_string));
3186 // try and find the file
3187 file_index = multi_create_lookup_mission(next_filename);
3188 if(file_index >= 0){
3189 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3198 // now poll for all unknown missions
3201 // if the operation was cancelled, don't write anything new
3203 // if we're a standalone, kill the validate dialog
3204 if(Game_mode & GM_STANDALONE_SERVER){
3205 std_destroy_gen_dialog();
3211 // now rewrite the outfile with the new mission info
3212 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3214 // if we're a standalone, kill the validate dialog
3215 if(Game_mode & GM_STANDALONE_SERVER){
3216 std_destroy_gen_dialog();
3221 for(idx=0; idx<Multi_create_mission_count; idx++){
3222 switch(Multi_create_mission_list[idx].valid_status){
3223 case MVALID_STATUS_VALID:
3224 cfputs(Multi_create_mission_list[idx].filename, in);
3225 cfputs(NOX(" valid"), in);
3226 cfputs(NOX("\n"), in);
3229 case MVALID_STATUS_INVALID:
3230 cfputs(Multi_create_mission_list[idx].filename, in);
3231 cfputs(NOX(" invalid"), in);
3232 cfputs(NOX("\n"), in);
3237 // close the outfile
3241 // if we're a standalone, kill the validate dialog
3242 if(Game_mode & GM_STANDALONE_SERVER){
3243 std_destroy_gen_dialog();
3247 // get a new id# for a player
3248 short multi_get_new_id()
3250 if(Multi_id_num > 20000){
3254 return Multi_id_num++;
3258 // ------------------------------------
3261 DCF(multi,"changes multiplayer settings")
3264 dc_get_arg(ARG_STRING);
3266 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3269 } else if(strcmp(Dc_arg, "stats")==0) {
3270 // multi_toggle_stats();
3271 } else if(strcmp(Dc_arg, "show_stats")==0) {
3272 // multi_show_basic_stats(0);
3273 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3274 // multi_show_basic_stats(1);
3276 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3278 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3279 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3280 Netgame.respawn = 9999;
3281 Netgame.options.respawn = 9999;
3283 // if i'm the server, send a netgame update
3284 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3285 send_netgame_update_packet();
3288 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3289 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3290 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3291 multi_options_update_netgame();
3293 } else if(strcmp(Dc_arg, "make_players")==0){
3295 multi_make_fake_players(MAX_PLAYERS);
3297 } else if(strcmp(Dc_arg, "givecd")==0){
3298 extern int Multi_has_cd;
3301 } else if(strcmp(Dc_arg, "oo")==0){
3304 dc_get_arg(ARG_INT);
3305 if(Dc_arg_type & ARG_INT){
3306 new_flags = Dc_arg_int;
3309 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3310 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3312 } else if(strcmp(Dc_arg, "oo_sort")==0){
3317 dc_printf("Network object sorting ENABLED\n");
3319 dc_printf("Network object sorting DISABLED\n");
3327 // PXO crc checking stuff
3330 void multi_spew_pxo_checksums(int max_files, char *outfile)
3333 char full_name[MAX_FILENAME_LEN+1];
3339 // allocate filename space
3340 file_names = (char**)malloc(sizeof(char*) * max_files);
3341 if(file_names != NULL){
3342 SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
3343 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3346 out = fopen(outfile, "wt");
3351 // do all the checksums
3352 for(idx=0; idx<count; idx++){
3353 memset(full_name, 0, MAX_FILENAME_LEN+1);
3354 SDL_strlcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT), SDL_arraysize(full_name));
3356 if(cf_chksum_long(full_name, &checksum)){
3357 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3366 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3370 dc_get_arg(ARG_INT);
3371 if(Dc_arg_type & ARG_INT){
3372 max_files = Dc_arg_int;
3374 dc_get_arg(ARG_STRING);
3375 if(Dc_arg_type & ARG_STRING){
3376 multi_spew_pxo_checksums(max_files, Dc_arg);
3383 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3385 void multi_make_fake_players(int count)
3389 for(idx=0;idx<count;idx++){
3390 if(!MULTI_CONNECTED(Net_players[idx])){
3391 Net_players[idx].player = &Players[idx];
3392 SDL_snprintf(Net_players[idx].player->callsign, CALLSIGN_LEN, "Player %d", idx);
3393 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3399 // ---------------------------------------------------------------------------------------------------------------------
3400 // PACK UNPACK STUFF
3404 #pragma optimize("", off)
3407 typedef struct bitbuffer {
3414 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3417 bitbuf->mask = 0x80;
3418 bitbuf->data = data;
3419 bitbuf->org_data = data;
3422 int bitbuffer_write_flush( bitbuffer *bitbuf )
3424 // Flush to next byte
3425 if ( bitbuf->mask != 0x80 ) {
3426 *bitbuf->data++ = (ubyte)bitbuf->rack;
3428 return bitbuf->data-bitbuf->org_data;
3431 int bitbuffer_read_flush( bitbuffer *bitbuf )
3433 return bitbuf->data-bitbuf->org_data;
3436 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3440 mask = 1L << ( bit_count - 1 );
3441 while ( mask != 0) {
3442 if ( mask & data ) {
3443 bitbuf->rack |= bitbuf->mask;
3446 if ( bitbuf->mask == 0 ) {
3447 *bitbuf->data++=(ubyte)bitbuf->rack;
3449 bitbuf->mask = 0x80;
3455 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3460 mask = 1L << ( bit_count - 1 );
3463 while ( mask != 0) {
3464 if ( bitbuf->mask == 0x80 ) {
3465 bitbuf->rack = *bitbuf->data++;
3467 if ( bitbuf->rack & bitbuf->mask ) {
3468 return_value |= mask;
3472 if ( bitbuf->mask == 0 ) {
3473 bitbuf->mask = 0x80;
3477 return return_value;
3480 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3485 mask = 1L << ( bit_count - 1 );
3488 while ( mask != 0) {
3489 if ( bitbuf->mask == 0x80 ) {
3490 bitbuf->rack = *bitbuf->data++;
3492 if ( bitbuf->rack & bitbuf->mask ) {
3493 return_value |= mask;
3497 if ( bitbuf->mask == 0 ) {
3498 bitbuf->mask = 0x80;
3502 // sign extend return value
3503 return_value <<= (32-bit_count);
3505 return ((int)return_value)>>(32-bit_count);
3510 // Packs/unpacks an object position.
3511 // Returns number of bytes read or written.
3512 // #define OO_POS_RET_SIZE 9
3513 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3517 bitbuffer_init(&buf,data);
3524 a = fl2i(pos->xyz.x*105.0f+0.5f);
3525 b = fl2i(pos->xyz.y*105.0f+0.5f);
3526 c = fl2i(pos->xyz.z*105.0f+0.5f);
3527 CAP(a,-8388608,8388607);
3528 CAP(b,-8388608,8388607);
3529 CAP(c,-8388608,8388607);
3531 bitbuffer_put( &buf, (uint)a, 24 );
3532 bitbuffer_put( &buf, (uint)b, 24 );
3533 bitbuffer_put( &buf, (uint)c, 24 );
3536 return bitbuffer_write_flush(&buf);
3541 a = bitbuffer_get_signed(&buf,24);
3542 b = bitbuffer_get_signed(&buf,24);
3543 c = bitbuffer_get_signed(&buf,24);
3545 pos->xyz.x = i2fl(a)/105.0f;
3546 pos->xyz.y = i2fl(b)/105.0f;
3547 pos->xyz.z = i2fl(c)/105.0f;
3549 return bitbuffer_read_flush(&buf);
3553 int degenerate_count = 0;
3554 int non_degenerate_count = 0;
3557 hack = ((ushort)orient->v.fvec.xyz.x * 32767);
3558 memcpy(&hack, &orient->v.fvec.xyz.x, 4);
3559 bitbuffer_put( &buf, hack, 32 );
3560 memcpy(&hack, &orient->v.fvec.xyz.y, 4);
3561 bitbuffer_put( &buf, hack, 32 );
3562 memcpy(&hack, &orient->v.fvec.xyz.z, 4);
3563 bitbuffer_put( &buf, hack, 32 );
3565 memcpy(&hack, &orient->v.uvec.xyz.x, 4);
3566 bitbuffer_put( &buf, hack, 32 );
3567 memcpy(&hack, &orient->v.uvec.xyz.y, 4);
3568 bitbuffer_put( &buf, hack, 32 );
3569 memcpy(&hack, &orient->v.uvec.xyz.z, 4);
3570 bitbuffer_put( &buf, hack, 32 );
3572 memcpy(&hack, &orient->v.rvec.xyz.x, 4);
3573 bitbuffer_put( &buf, hack, 32 );
3574 memcpy(&hack, &orient->v.rvec.xyz.y, 4);
3575 bitbuffer_put( &buf, hack, 32 );
3576 memcpy(&hack, &orient->v.rvec.xyz.z, 4);
3577 bitbuffer_put( &buf, hack, 32 );*/
3580 hack = bitbuffer_get_unsigned(&buf, 32);
3581 memcpy(&orient->v.fvec.xyz.x, &hack, 4);
3582 hack = bitbuffer_get_unsigned(&buf, 32);
3583 memcpy(&orient->v.fvec.xyz.y, &hack, 4);
3584 hack = bitbuffer_get_unsigned(&buf, 32);
3585 memcpy(&orient->v.fvec.xyz.z, &hack, 4);
3587 hack = bitbuffer_get_unsigned(&buf, 32);
3588 memcpy(&orient->v.uvec.xyz.x, &hack, 4);
3589 hack = bitbuffer_get_unsigned(&buf, 32);
3590 memcpy(&orient->v.uvec.xyz.y, &hack, 4);
3591 hack = bitbuffer_get_unsigned(&buf, 32);
3592 memcpy(&orient->v.uvec.xyz.z, &hack, 4);
3594 hack = bitbuffer_get_unsigned(&buf, 32);
3595 memcpy(&orient->v.rvec.xyz.x, &hack, 4);
3596 hack = bitbuffer_get_unsigned(&buf, 32);
3597 memcpy(&orient->v.rvec.xyz.y, &hack, 4);
3598 hack = bitbuffer_get_unsigned(&buf, 32);
3599 memcpy(&orient->v.rvec.xyz.z, &hack, 4);*/
3601 // Packs/unpacks an orientation matrix.
3602 // Returns number of bytes read or written.
3603 // #define OO_ORIENT_RET_SIZE 6
3604 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3608 bitbuffer_init(&buf, data + 1);
3616 #define D_SCALE 32768.0f
3617 #define D_MAX_RANGE 32767
3618 #define D_MIN_RANGE -32768
3620 #define N_SCALE 2048.0f
3621 #define N_MAX_RANGE 2047
3622 #define N_MIN_RANGE -2048
3625 // degenerate case - send the whole orient matrix
3626 vm_extract_angles_matrix(&ang, orient);
3627 if((ang.h > 3.130) && (ang.h < 3.150)){
3633 a = fl2i(orient->v.fvec.xyz.x * D_SCALE);
3634 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3635 bitbuffer_put( &buf, a, 16 );
3636 a = fl2i(orient->v.fvec.xyz.y * D_SCALE);
3637 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3638 bitbuffer_put( &buf, a, 16 );
3639 a = fl2i(orient->v.fvec.xyz.z * D_SCALE);
3640 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3641 bitbuffer_put( &buf, a, 16 );
3643 a = fl2i(orient->v.uvec.xyz.x * D_SCALE);
3644 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3645 bitbuffer_put( &buf, a, 16 );
3646 a = fl2i(orient->v.uvec.xyz.y * D_SCALE);
3647 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3648 bitbuffer_put( &buf, a, 16 );
3649 a = fl2i(orient->v.uvec.xyz.z * D_SCALE);
3650 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3651 bitbuffer_put( &buf, a, 16 );
3653 a = fl2i(orient->v.rvec.xyz.x * D_SCALE);
3654 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3655 bitbuffer_put( &buf, a, 16 );
3656 a = fl2i(orient->v.rvec.xyz.y * D_SCALE);
3657 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3658 bitbuffer_put( &buf, a, 16 );
3659 a = fl2i(orient->v.rvec.xyz.z * D_SCALE);
3660 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3661 bitbuffer_put( &buf, a, 16 );
3663 non_degenerate_count++;
3665 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3666 // Have theta, which is an angle between 0 and PI.
3667 // Convert it to be between -1.0f and 1.0f
3668 theta = theta*2.0f/PI-1.0f;
3671 a = fl2i(rot_axis.xyz.x*N_SCALE);
3672 b = fl2i(rot_axis.xyz.y*N_SCALE);
3673 c = fl2i(rot_axis.xyz.z*N_SCALE);
3674 d = fl2i(theta*N_SCALE);
3676 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3677 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3678 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3679 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3681 bitbuffer_put( &buf, (uint)a, 12 );
3682 bitbuffer_put( &buf, (uint)b, 12 );
3683 bitbuffer_put( &buf, (uint)c, 12 );
3684 bitbuffer_put( &buf, (uint)d, 12 );
3687 // flag for degenerate case
3690 return bitbuffer_write_flush(&buf) + 1;
3696 a = bitbuffer_get_signed(&buf, 16);
3697 orient->v.fvec.xyz.x = i2fl(a) / D_SCALE;
3698 a = bitbuffer_get_signed(&buf, 16);
3699 orient->v.fvec.xyz.y = i2fl(a) / D_SCALE;
3700 a = bitbuffer_get_signed(&buf, 16);
3701 orient->v.fvec.xyz.z = i2fl(a) / D_SCALE;
3703 a = bitbuffer_get_signed(&buf, 16);
3704 orient->v.uvec.xyz.x = i2fl(a) / D_SCALE;
3705 a = bitbuffer_get_signed(&buf, 16);
3706 orient->v.uvec.xyz.y = i2fl(a) / D_SCALE;
3707 a = bitbuffer_get_signed(&buf, 16);
3708 orient->v.uvec.xyz.z = i2fl(a) / D_SCALE;
3710 a = bitbuffer_get_signed(&buf, 16);
3711 orient->v.rvec.xyz.x = i2fl(a) / D_SCALE;
3712 a = bitbuffer_get_signed(&buf, 16);
3713 orient->v.rvec.xyz.y = i2fl(a) / D_SCALE;
3714 a = bitbuffer_get_signed(&buf, 16);
3715 orient->v.rvec.xyz.z = i2fl(a) / D_SCALE;
3717 a = bitbuffer_get_signed(&buf,12);
3718 b = bitbuffer_get_signed(&buf,12);
3719 c = bitbuffer_get_signed(&buf,12);
3720 d = bitbuffer_get_signed(&buf,12);
3723 rot_axis.xyz.x = i2fl(a)/N_SCALE;
3724 rot_axis.xyz.y = i2fl(b)/N_SCALE;
3725 rot_axis.xyz.z = i2fl(c)/N_SCALE;
3726 theta = i2fl(d)/N_SCALE;
3728 // Convert theta back to range 0-PI
3729 theta = (theta+1.0f)*PI/2.0f;
3731 vm_quaternion_rotate(orient, theta, &rot_axis);
3733 vm_orthogonalize_matrix(orient);
3736 return bitbuffer_read_flush(&buf) + 1;
3741 // Packs/unpacks an orientation matrix.
3742 // Returns number of bytes read or written.
3743 // #define OO_ORIENT_RET_SIZE 6
3745 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3749 bitbuffer_init(&buf,data);
3757 // if our heading is 3.14 radians
3759 //vm_extract_angles_matrix(&a, orient);
3760 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3763 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3764 // Have theta, which is an angle between 0 and PI.
3765 // Convert it to be between -1.0f and 1.0f
3766 theta = theta*2.0f/PI-1.0f;
3768 #define SCALE 2048.0f
3770 #define MAX_RANGE 2047
3771 #define MIN_RANGE -2048
3774 a = fl2i(rot_axis.xyz.x*SCALE);
3775 b = fl2i(rot_axis.xyz.y*SCALE);
3776 c = fl2i(rot_axis.xyz.z*SCALE);
3777 d = fl2i(theta*SCALE);
3779 CAP(a,MIN_RANGE,MAX_RANGE);
3780 CAP(b,MIN_RANGE,MAX_RANGE);
3781 CAP(c,MIN_RANGE,MAX_RANGE);
3782 CAP(d,MIN_RANGE,MAX_RANGE);
3785 bitbuffer_put( &buf, (uint)a, 12 );
3786 bitbuffer_put( &buf, (uint)b, 12 );
3787 bitbuffer_put( &buf, (uint)c, 12 );
3788 bitbuffer_put( &buf, (uint)d, 12 );
3790 return bitbuffer_write_flush(&buf);
3794 a = bitbuffer_get_signed(&buf,12);
3795 b = bitbuffer_get_signed(&buf,12);
3796 c = bitbuffer_get_signed(&buf,12);
3797 d = bitbuffer_get_signed(&buf,12);
3800 rot_axis.xyz.x = i2fl(a)/SCALE;
3801 rot_axis.xyz.y = i2fl(b)/SCALE;
3802 rot_axis.xyz.z = i2fl(c)/SCALE;
3803 theta = i2fl(d)/SCALE;
3805 // Convert theta back to range 0-PI
3806 theta = (theta+1.0f)*PI/2.0f;
3808 vm_quaternion_rotate(orient, theta, &rot_axis);
3810 vm_orthogonalize_matrix(orient);
3812 return bitbuffer_read_flush(&buf);
3817 // Packs/unpacks velocity
3818 // Returns number of bytes read or written.
3819 // #define OO_VEL_RET_SIZE 4
3820 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3824 bitbuffer_init(&buf,data);
3831 r = vm_vec_dot( &orient->v.rvec, &pi->vel );
3832 u = vm_vec_dot( &orient->v.uvec, &pi->vel );
3833 f = vm_vec_dot( &orient->v.fvec, &pi->vel );
3841 bitbuffer_put( &buf, (uint)a, 10 );
3842 bitbuffer_put( &buf, (uint)b, 10 );
3843 bitbuffer_put( &buf, (uint)c, 10 );
3845 return bitbuffer_write_flush(&buf);
3849 a = bitbuffer_get_signed(&buf,10);
3850 b = bitbuffer_get_signed(&buf,10);
3851 c = bitbuffer_get_signed(&buf,10);
3856 // Convert into world coordinates
3857 vm_vec_zero(&pi->vel);
3858 vm_vec_scale_add2( &pi->vel, &orient->v.rvec, r );
3859 vm_vec_scale_add2( &pi->vel, &orient->v.uvec, u );
3860 vm_vec_scale_add2( &pi->vel, &orient->v.fvec, f );
3862 return bitbuffer_read_flush(&buf);
3866 // Packs/unpacks desired_velocity
3867 // Returns number of bytes read or written.
3868 // #define OO_DESIRED_VEL_RET_SIZE 3
3869 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3873 bitbuffer_init(&buf,data);
3880 max_vel.xyz.x = max( sip->max_vel.xyz.x, sip->afterburner_max_vel.xyz.x );
3881 max_vel.xyz.y = max( sip->max_vel.xyz.y, sip->afterburner_max_vel.xyz.y );
3882 max_vel.xyz.z = max( sip->max_vel.xyz.z, sip->afterburner_max_vel.xyz.z );
3885 // Find desired vel in local coordinates
3886 // Velocity can be from -1024 to 1024
3888 // bitfields for each value
3889 if(max_vel.xyz.x > 0.0f){
3892 if(max_vel.xyz.y > 0.0f){
3895 if(max_vel.xyz.z > 0.0f){
3898 // fields = sip - Ship_info;
3899 bitbuffer_put(&buf, (uint)fields, 8);
3901 r = vm_vec_dot( &orient->v.rvec, &pi->desired_vel );
3902 u = vm_vec_dot( &orient->v.uvec, &pi->desired_vel );
3903 f = vm_vec_dot( &orient->v.fvec, &pi->desired_vel );
3905 if ( max_vel.xyz.x > 0.0f ) {
3906 r = r / max_vel.xyz.x;
3907 a = fl2i( r * 128.0f );
3909 bitbuffer_put( &buf, (uint)a, 8 );
3912 if ( max_vel.xyz.y > 0.0f ) {
3913 u = u / max_vel.xyz.y;
3914 a = fl2i( u * 128.0f );
3916 bitbuffer_put( &buf, (uint)a, 8 );
3919 if ( max_vel.xyz.z > 0.0f ) {
3920 f = f / max_vel.xyz.z;
3921 a = fl2i( f * 128.0f );
3923 bitbuffer_put( &buf, (uint)a, 8 );
3926 return bitbuffer_write_flush(&buf);
3929 // Find desired vel in local coordinates
3930 // Velocity can be from -1024 to 1024
3932 // get the fields bitbuffer
3933 fields = bitbuffer_get_signed(&buf, 8);
3935 if ( fields & (1<<0) ) {
3936 a = bitbuffer_get_signed(&buf,8);
3942 if ( fields & (1<<1) ) {
3943 a = bitbuffer_get_signed(&buf,8);
3949 if ( fields & (1<<2) ) {
3950 a = bitbuffer_get_signed(&buf,8);
3956 // Convert into world coordinates
3957 vm_vec_zero(&pi->vel);
3958 vm_vec_scale_add2( &pi->desired_vel, &orient->v.rvec, r*max_vel.xyz.x );
3959 vm_vec_scale_add2( &pi->desired_vel, &orient->v.uvec, u*max_vel.xyz.y );
3960 vm_vec_scale_add2( &pi->desired_vel, &orient->v.fvec, f*max_vel.xyz.z );
3962 return bitbuffer_read_flush(&buf);
3966 // Packs/unpacks rotational velocity
3967 // Returns number of bytes read or written.
3968 // #define OO_ROTVEL_RET_SIZE 4
3969 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3973 bitbuffer_init(&buf,data);
3978 // output rotational velocity
3979 a = fl2i(pi->rotvel.xyz.x*32.0f);
3980 b = fl2i(pi->rotvel.xyz.y*32.0f);
3981 c = fl2i(pi->rotvel.xyz.z*32.0f);
3985 bitbuffer_put( &buf, (uint)a, 10 );
3986 bitbuffer_put( &buf, (uint)b, 10 );
3987 bitbuffer_put( &buf, (uint)c, 10 );
3990 return bitbuffer_write_flush(&buf);
3994 // unpack rotational velocity
3995 a = bitbuffer_get_signed(&buf,10);
3996 b = bitbuffer_get_signed(&buf,10);
3997 c = bitbuffer_get_signed(&buf,10);
3998 pi->rotvel.xyz.x = i2fl(a)/32.0f;
3999 pi->rotvel.xyz.y = i2fl(b)/32.0f;
4000 pi->rotvel.xyz.z = i2fl(c)/32.0f;
4002 return bitbuffer_read_flush(&buf);
4006 // Packs/unpacks desired rotvel
4007 // Returns number of bytes read or written.
4008 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
4009 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
4014 bitbuffer_init(&buf,data);
4020 // use ship_info values for max_rotvel instead of taking it from physics info
4022 // bitfields for each value
4023 if(sip->max_rotvel.xyz.x > 0.0f){
4026 if(sip->max_rotvel.xyz.y > 0.0f){
4029 if(sip->max_rotvel.xyz.z > 0.0f){
4033 bitbuffer_put(&buf, (uint)fields, 8);
4035 // output desired rotational velocity as a percent of max
4036 if ( sip->max_rotvel.xyz.x > 0.0f ) {
4037 a = fl2i( pi->desired_rotvel.xyz.x*128.0f / sip->max_rotvel.xyz.x );
4039 bitbuffer_put( &buf, (uint)a, 8 );
4042 if ( sip->max_rotvel.xyz.y > 0.0f ) {
4043 a = fl2i( pi->desired_rotvel.xyz.y*128.0f / sip->max_rotvel.xyz.y );
4045 bitbuffer_put( &buf, (uint)a, 8 );
4048 if ( sip->max_rotvel.xyz.z > 0.0f ) {
4049 a = fl2i( pi->desired_rotvel.xyz.z*128.0f / sip->max_rotvel.xyz.z );
4051 bitbuffer_put( &buf, (uint)a, 8 );
4054 return bitbuffer_write_flush(&buf);
4056 fields = bitbuffer_get_signed(&buf, 8);
4058 // unpack desired rotational velocity
4059 if ( fields & (1<<0) ) {
4060 a = bitbuffer_get_signed(&buf,8);
4065 if ( fields & (1<<1) ) {
4066 a = bitbuffer_get_signed(&buf,8);
4071 if ( fields & (1<<2) ) {
4072 a = bitbuffer_get_signed(&buf,8);
4077 pi->desired_rotvel.xyz.x = r*sip->max_rotvel.xyz.x;
4078 pi->desired_rotvel.xyz.y = u*sip->max_rotvel.xyz.y;
4079 pi->desired_rotvel.xyz.z = f*sip->max_rotvel.xyz.z;
4081 return bitbuffer_read_flush(&buf);
4086 #pragma optimize("", on)