2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Multiplayer code shared by serial and network play.
75 void multi_reset_player_object(object *objp);
76 void multi_reset_object_texture(object *objp);
77 void multi_add_lifetime_killed();
78 void multi_add_lifetime_kills();
79 void multi_send_play_by_play(int num,int spnum,int dpnum);
80 void multi_send_heartbeat();
81 void multi_send_modem_ping();
82 void multi_cap_objects();
83 void multi_adjust_remote_cap(int pnum);
84 void multi_save_game(ubyte slot, uint id, char *desc);
85 void multi_restore_game(ubyte slot, uint id);
86 void multi_set_robot_ai(void);
87 void multi_send_powerup_update();
88 void bash_to_shield(int i,char *s);
89 void init_hoard_data();
90 void multi_apply_goal_textures();
91 int find_goal_texture(ubyte t);
92 void multi_bad_restore();
93 void multi_do_capture_bonus(char *buf);
94 void multi_do_orb_bonus(char *buf);
95 void multi_send_drop_flag(int objnum,int seed);
96 void multi_send_ranking();
97 void multi_do_play_by_play(char *buf);
100 // Local macros and prototypes
105 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
107 void drop_player_eggs(object *player); // from collide.c
108 void GameLoop(int, int); // From game.c
114 extern vms_vector MarkerPoint[];
116 int control_invul_time = 0;
117 int who_killed_controlcen = -1; // -1 = noone
119 //do we draw the kill list on the HUD?
120 int Show_kill_list = 1;
121 int Show_reticle_name = 1;
122 fix Show_kill_list_timer = 0;
124 char Multi_is_guided=0;
125 char PKilledFlags[MAX_NUM_NET_PLAYERS];
127 int multi_sending_message = 0;
128 int multi_defining_message = 0;
129 int multi_message_index = 0;
131 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
133 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
134 short local_to_remote[MAX_OBJECTS];
135 sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
137 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
138 int Net_create_loc = 0; // pointer into previous array
139 int Network_laser_fired = 0; // How many times we shot
140 int Network_laser_gun; // Which gun number we shot
141 int Network_laser_flags; // Special flags for the shot
142 int Network_laser_level; // What level
143 short Network_laser_track; // Who is it tracking?
144 char Network_message[MAX_MESSAGE_LEN];
145 cvar_t Network_message_macro[4] = {
146 { "TauntMacro1", "", 1 },
147 { "TauntMacro2", "", 1 },
148 { "TauntMacro3", "", 1 },
149 { "TauntMacro4", "", 1 },
151 int Network_message_reciever=-1;
152 int sorted_kills[MAX_NUM_NET_PLAYERS];
153 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
154 int multi_goto_secret = 0;
156 int multi_in_menu = 0;
157 int multi_leave_menu = 0;
158 int multi_quit_game = 0;
160 netgame_info Netgame;
161 AllNetPlayers_info NetPlayers;
163 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
165 typedef struct netplayer_stats {
167 ubyte Player_num; // Who am i?
168 uint flags; // Powerup flags, see below...
169 fix energy; // Amount of energy remaining.
170 fix shields; // shields remaining (protection)
171 ubyte lives; // Lives remaining, 0 = game over.
172 ubyte laser_level; // Current level of the laser.
173 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
174 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
175 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
176 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
177 int last_score; // Score at beginning of current level.
178 int score; // Current score.
179 fix cloak_time; // Time cloaked
180 fix invulnerable_time; // Time invulnerable
181 fix homing_object_dist; // Distance of nearest homing object.
183 short net_killed_total; // Number of times killed total
184 short net_kills_total; // Number of net kills total
185 short num_kills_level; // Number of kills this level
186 short num_kills_total; // Number of kills total
187 short num_robots_level; // Number of initial robots this level
188 short num_robots_total; // Number of robots total
189 ushort hostages_rescued_total; // Total number of hostages rescued.
190 ushort hostages_total; // Total number of hostages.
191 ubyte hostages_on_board; // Number of hostages on ship.
195 int message_length[MULTI_MAX_TYPE+1] = {
201 97+9, // PLAYER_EXPLODE
202 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
212 2, // CREATE_EXPLOSION
213 16, // CONTROLCEN_FIRE
215 19, // CREATE_POWERUP
219 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
227 27, // ROBOT_POWERUPS
229 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
230 2+4, // RESTORE_GAME (ubyte slot, uint id)
231 1+1, // MULTI_REQ_PLAYER
232 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
234 12, // MULTI_DROP_WEAPON
236 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
238 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
240 11, // MULTI_STOLEN_ITEMS
241 6, // MULTI_WALL_STATUS
242 5, // MULTI_HEARTBEAT
243 9, // MULTI_KILLGOALS
246 2, // MULTI_START_TRIGGER
248 2, // MULTI_DROP_BLOB
249 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
250 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
251 4, // MULTI_SOUND_FUNCTION
252 2, // MULTI_CAPTURE_BONUS
254 12, // MULTI_DROP_FLAG
255 142, // MULTI_ROBOT_CONTROLS
256 2, // MULTI_FINISH_GAME
258 1, // MULTI_MODEM_PING
259 1, // MULTI_MODEM_PING_RETURN
260 3, // MULTI_ORB_BONUS
262 12, // MULTI_DROP_ORB
263 4, // MULTI_PLAY_BY_PLAY
266 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
267 void use_netplayer_stats( player * ps, netplayer_stats *pd );
268 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
269 extern fix ThisLevelTime;
272 // Functions that replace what used to be macros
275 int objnum_remote_to_local(int remote_objnum, int owner)
277 // Map a remote object number from owner to a local object number
281 if ((owner >= N_players) || (owner < -1)) {
283 return(remote_objnum);
287 return(remote_objnum);
289 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
292 result = remote_to_local[owner][remote_objnum];
296 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
301 if (object_owner[result] != owner)
303 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
306 //Assert(object_owner[result] == owner);
311 int objnum_local_to_remote(int local_objnum, sbyte *owner)
313 // Map a local object number to a remote + owner
317 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
322 *owner = object_owner[local_objnum];
325 return(local_objnum);
327 if ((*owner >= N_players) || (*owner < -1)) {
333 result = local_to_remote[local_objnum];
335 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
340 Int3(); // See Rob, object has no remote number!
347 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
349 // Add a mapping from a network remote object number to a local one
351 Assert(local_objnum > -1);
352 Assert(local_objnum < MAX_OBJECTS);
353 Assert(remote_objnum > -1);
354 Assert(remote_objnum < MAX_OBJECTS);
356 Assert(owner != Player_num);
358 object_owner[local_objnum] = owner;
360 remote_to_local[owner][remote_objnum] = local_objnum;
361 local_to_remote[local_objnum] = remote_objnum;
367 map_objnum_local_to_local(int local_objnum)
369 // Add a mapping for our locally created objects
371 Assert(local_objnum > -1);
372 Assert(local_objnum < MAX_OBJECTS);
374 object_owner[local_objnum] = Player_num;
375 remote_to_local[Player_num][local_objnum] = local_objnum;
376 local_to_remote[local_objnum] = local_objnum;
381 void reset_network_objects()
383 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
384 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
385 memset(object_owner, -1, MAX_OBJECTS);
389 // Part 1 : functions whose main purpose in life is to divert the flow
390 // of execution to either network or serial specific code based
391 // on the curretn Game_mode value.
395 multi_endlevel_score(void)
400 // Show a score list to end of net players
402 // Save connect state and change to new connect state
404 if (Game_mode & GM_NETWORK)
406 old_connect = Players[Player_num].connected;
407 if (Players[Player_num].connected!=3)
408 Players[Player_num].connected = CONNECT_END_MENU;
409 Network_status = NETSTAT_ENDLEVEL;
414 // Do the actual screen we wish to show
416 Function_mode = FMODE_MENU;
418 kmatrix_view(Game_mode & GM_NETWORK);
420 Function_mode = FMODE_GAME;
422 // Restore connect state
424 if (Game_mode & GM_NETWORK)
426 Players[Player_num].connected = old_connect;
430 if (Game_mode & GM_MULTI_COOP)
433 for (i = 0; i < MaxNumNetPlayers; i++)
435 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
437 for (i = 0; i < MaxNumNetPlayers; i++)
438 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
442 for (i=0;i<MAX_PLAYERS;i++)
443 Players[i].KillGoalCount=0;
445 for (i=0;i<MAX_POWERUP_TYPES;i++)
447 MaxPowerupsAllowed[i]=0;
456 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
459 if (Netgame.team_vector & (1 << pnum))
465 extern void game_disable_cheats();
472 // Reset variables for a new net game
474 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
476 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
479 Players[i].net_killed_total = 0;
480 Players[i].net_kills_total = 0;
481 Players[i].flags = 0;
482 Players[i].KillGoalCount=0;
486 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
488 robot_controlled[i] = -1;
489 robot_agitation[i] = 0;
494 team_kills[0] = team_kills[1] = 0;
495 Endlevel_sequence = 0;
497 multi_leave_menu = 0;
500 game_disable_cheats();
502 Dead_player_camera = 0;
506 multi_make_player_ghost(int playernum)
510 //Assert(playernum != Player_num);
511 //Assert(playernum < MAX_NUM_NET_PLAYERS);
513 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
515 Int3(); // Non-terminal, see Rob
519 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
520 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
522 obj = &Objects[Players[playernum].objnum];
524 obj->type = OBJ_GHOST;
525 obj->render_type = RT_NONE;
526 obj->movement_type = MT_NONE;
527 multi_reset_player_object(obj);
529 if (Game_mode & GM_MULTI_ROBOTS)
530 multi_strip_robots(playernum);
534 multi_make_ghost_player(int playernum)
538 // Assert(playernum != Player_num);
539 // Assert(playernum < MAX_NUM_NET_PLAYERS);
541 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
543 Int3(); // Non-terminal, see rob
547 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
548 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
550 obj = &Objects[Players[playernum].objnum];
552 obj->type = OBJ_PLAYER;
553 obj->movement_type = MT_PHYSICS;
554 multi_reset_player_object(obj);
557 int multi_get_kill_list(int *plist)
559 // Returns the number of active net players and their
560 // sorted order of kills
564 for (i = 0; i < N_players; i++)
565 //if (Players[sorted_kills[i]].connected)
566 plist[n++] = sorted_kills[i];
569 Int3(); // SEE ROB OR MATT
571 //memcpy(plist, sorted_kills, N_players*sizeof(int));
577 multi_sort_kill_list(void)
579 // Sort the kills list each time a new kill is added
581 int kills[MAX_NUM_NET_PLAYERS];
585 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
588 if (Game_mode & GM_MULTI_COOP)
589 kills[i] = Players[i].score;
592 if (Show_kill_list==2)
594 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
595 kills[i]=-1; // always draw the ones without any ratio last
597 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
600 kills[i] = Players[i].net_kills_total;
606 for (i = 0; i < N_players-1; i++)
608 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
610 changed = sorted_kills[i];
611 sorted_kills[i] = sorted_kills[i+1];
612 sorted_kills[i+1] = changed;
617 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
620 extern object *obj_find_first_of_type (int);
621 char Multi_killed_yourself=0;
623 void multi_compute_kill(int killer, int killed)
625 // Figure out the results of a network kills and add it to the
626 // appropriate player's tally.
628 int killed_pnum, killed_type;
629 int killer_pnum, killer_type,killer_id;
631 char killed_name[(CALLSIGN_LEN*2)+4];
632 char killer_name[(CALLSIGN_LEN*2)+4];
634 kmatrix_kills_changed = 1;
635 Multi_killed_yourself=0;
637 // Both object numbers are localized already!
639 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
641 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
643 Int3(); // See Rob, illegal value passed to compute_kill;
647 killed_type = Objects[killed].type;
648 killer_type = Objects[killer].type;
649 killer_id = Objects[killer].id;
651 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
653 Int3(); // compute_kill passed non-player object!
657 killed_pnum = Objects[killed].id;
659 PKilledFlags[killed_pnum]=1;
661 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
663 if (Game_mode & GM_TEAM)
664 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
666 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
668 if (Newdemo_state == ND_STATE_RECORDING)
669 newdemo_record_multi_death(killed_pnum);
671 digi_play_sample( SOUND_HUD_KILL, F3_0 );
673 if (Control_center_destroyed)
674 Players[killed_pnum].connected=3;
676 if (killer_type == OBJ_CNTRLCEN)
678 Players[killed_pnum].net_killed_total++;
679 Players[killed_pnum].net_kills_total--;
681 if (Newdemo_state == ND_STATE_RECORDING)
682 newdemo_record_multi_kill(killed_pnum, -1);
684 if (killed_pnum == Player_num)
686 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
687 multi_add_lifetime_killed ();
690 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
695 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
697 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
699 if (killed_pnum == Player_num)
700 HUD_init_message("You were killed by a mine!");
702 HUD_init_message("%s was killed by a mine!",killed_name);
706 if (killed_pnum == Player_num)
708 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
709 multi_add_lifetime_killed();
712 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
714 Players[killed_pnum].net_killed_total++;
718 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
720 Int3(); // Illegal killer type?
723 if (killer_id==PMINE_ID)
725 if (killed_pnum==Player_num)
726 HUD_init_message("You were killed by a mine!");
728 HUD_init_message("%s was killed by a mine!",killed_name);
730 Players[killed_pnum].net_killed_total++;
736 killer_pnum = Objects[killer].id;
738 if (Game_mode & GM_TEAM)
739 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
741 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
743 // Beyond this point, it was definitely a player-player kill situation
745 if ((killer_pnum < 0) || (killer_pnum >= N_players))
746 Int3(); // See rob, tracking down bug with kill HUD messages
747 if ((killed_pnum < 0) || (killed_pnum >= N_players))
748 Int3(); // See rob, tracking down bug with kill HUD messages
750 if (killer_pnum == killed_pnum)
752 if (!(Game_mode & GM_HOARD))
754 if (Game_mode & GM_TEAM)
755 team_kills[get_team(killed_pnum)] -= 1;
757 Players[killed_pnum].net_killed_total += 1;
758 Players[killed_pnum].net_kills_total -= 1;
760 if (Newdemo_state == ND_STATE_RECORDING)
761 newdemo_record_multi_kill(killed_pnum, -1);
763 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
765 if (killer_pnum == Player_num)
767 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
768 Multi_killed_yourself=1;
769 multi_add_lifetime_killed();
772 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
777 if (!(Game_mode & GM_HOARD))
779 if (Game_mode & GM_TEAM)
781 if (get_team(killed_pnum) == get_team(killer_pnum))
782 team_kills[get_team(killed_pnum)] -= 1;
784 team_kills[get_team(killer_pnum)] += 1;
787 Players[killer_pnum].net_kills_total += 1;
788 Players[killer_pnum].KillGoalCount+=1;
790 if (Newdemo_state == ND_STATE_RECORDING)
791 newdemo_record_multi_kill(killer_pnum, 1);
795 if (Game_mode & GM_TEAM)
797 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
798 Multi_killed_yourself=1;
802 kill_matrix[killer_pnum][killed_pnum] += 1;
803 Players[killed_pnum].net_killed_total += 1;
804 if (killer_pnum == Player_num) {
805 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
806 multi_add_lifetime_kills();
807 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
808 add_points_to_score(-1000);
810 else if (killed_pnum == Player_num)
812 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
813 multi_add_lifetime_killed();
814 if (Game_mode & GM_HOARD)
816 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
817 multi_send_play_by_play (1,killer_pnum,Player_num);
818 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
819 multi_send_play_by_play (0,killer_pnum,Player_num);
823 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
826 TheGoal=Netgame.KillGoal*5;
828 if (Netgame.KillGoal>0)
830 if (Players[killer_pnum].KillGoalCount>=TheGoal)
832 if (killer_pnum==Player_num)
834 HUD_init_message("You reached the kill goal!");
835 Players[Player_num].shields=i2f(200);
838 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
840 HUD_init_message ("The control center has been destroyed!");
841 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
845 multi_sort_kill_list();
846 multi_show_player_list();
847 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
853 static int lasttime=0;
856 if (!(Game_mode & GM_MULTI))
862 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
864 for (i=0;i<N_players;i++)
865 if (Players[i].connected)
869 multi_send_heartbeat();
870 lasttime=f2i(ThisLevelTime);
876 multi_send_message(); // Send any waiting messages
879 multi_leave_menu = 0;
882 if (Game_mode & GM_MULTI_ROBOTS)
884 multi_check_robot_timeout();
888 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
894 network_do_frame(0, 1);
897 if (multi_quit_game && !multi_in_menu)
900 longjmp(LeaveGame, 0);
905 multi_send_data(char *buf, int len, int repeat)
907 Assert(len == message_length[(int)buf[0]]);
908 Assert(buf[0] <= MULTI_MAX_TYPE);
909 // Assert(buf[0] >= 0);
911 if (Game_mode & GM_NETWORK)
914 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
915 com_send_data(buf, len, repeat);
916 else if (Game_mode & GM_NETWORK)
917 network_send_data((unsigned char *)buf, len, repeat);
921 multi_leave_game(void)
924 // if (Function_mode != FMODE_GAME)
927 if (!(Game_mode & GM_MULTI))
930 if (Game_mode & GM_NETWORK)
932 mprintf((0, "Sending explosion message.\n"));
937 drop_player_eggs(ConsoleObject);
938 multi_send_position(Players[Player_num].objnum);
939 multi_send_player_explode(MULTI_PLAYER_DROP);
942 mprintf((1, "Sending leave game.\n"));
943 multi_send_quit(MULTI_QUIT);
945 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
947 if (Game_mode & GM_NETWORK)
948 network_leave_game();
950 Game_mode |= GM_GAME_OVER;
952 if (Function_mode!=FMODE_EXIT)
953 Function_mode = FMODE_MENU;
957 // change_playernum_to(0);
958 // Viewer = ConsoleObject = &Objects[0];
963 multi_show_player_list()
965 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
971 Show_kill_list_timer = F1_0*5; // 5 second timer
976 multi_endlevel(int *secret)
980 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
981 com_endlevel(secret); // an opportunity to re-sync or whatever
982 else if (Game_mode & GM_NETWORK)
983 result = network_endlevel(secret);
989 // Part 2 : functions that act on network/serial messages and change the
990 // the state of the game in some way.
994 //extern PORT *com_port;
998 multi_menu_poll(void)
1001 int was_fuelcen_alive;
1002 int player_was_dead;
1004 was_fuelcen_alive = Control_center_destroyed;
1006 // Special polling function for in-game menus for multiplayer and serial
1008 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1011 if (multi_leave_menu)
1014 old_shields = Players[Player_num].shields;
1015 player_was_dead = Player_is_dead;
1017 multi_in_menu++; // Track level of menu nesting
1023 timer_delay(f0_1); // delay 100 milliseconds
1025 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1027 multi_leave_menu = 1;
1030 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1032 multi_leave_menu = 1;
1037 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1039 multi_leave_menu = 1;
1048 multi_define_macro(int key)
1050 if (!(Game_mode & GM_MULTI))
1053 key &= (~KEY_SHIFTED);
1058 multi_defining_message = 1; break;
1060 multi_defining_message = 2; break;
1062 multi_defining_message = 3; break;
1064 multi_defining_message = 4; break;
1069 if (multi_defining_message) {
1070 multi_message_index = 0;
1071 Network_message[multi_message_index] = 0;
1076 char feedback_result[200];
1079 multi_message_feedback(void)
1085 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1087 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1088 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1090 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1093 if (Game_mode & GM_TEAM)
1095 for (i = 0; i < N_players; i++)
1097 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1100 strcat(feedback_result, ", ");
1103 strcat(feedback_result, "\n");
1104 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1108 for (i = 0; i < N_players; i++)
1110 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1113 strcat(feedback_result, ", ");
1116 strcat(feedback_result, "\n");
1117 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1121 strcat(feedback_result, TXT_NOBODY);
1123 strcat(feedback_result, ".");
1125 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1127 Assert(strlen(feedback_result) < 200);
1129 HUD_init_message(feedback_result);
1130 //sprintf (temp,"%s",colon);
1131 //sprintf (Network_message,"%s",temp);
1137 multi_send_macro(int key)
1139 if (! (Game_mode & GM_MULTI) )
1156 if (!Network_message_macro[key].string[0]) {
1157 HUD_init_message(TXT_NO_MACRO);
1161 strncpy(Network_message, Network_message_macro[key].string, MAX_MESSAGE_LEN);
1162 Network_message[MAX_MESSAGE_LEN - 1] = 0;
1163 Network_message_reciever = 100;
1165 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1166 multi_message_feedback();
1171 multi_send_message_start()
1173 if (Game_mode&GM_MULTI) {
1174 multi_sending_message = 1;
1175 multi_message_index = 0;
1176 Network_message[multi_message_index] = 0;
1180 extern fix StartingShields;
1181 fix PingLaunchTime,PingReturnTime;
1183 extern void network_send_ping (ubyte);
1184 extern int network_who_is_master();
1185 extern char NameReturning;
1186 extern int force_cockpit_redraw;
1188 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1190 void multi_send_message_end()
1195 Network_message_reciever = 100;
1197 if (!strnicmp (Network_message,"!Names",6))
1199 NameReturning=1-NameReturning;
1200 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1202 else if (!strnicmp (Network_message,"Handicap:",9))
1204 mytempbuf=&Network_message[9];
1205 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1206 StartingShields = atoi(mytempbuf);
1207 if (StartingShields<10)
1209 if (StartingShields>100)
1211 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1212 StartingShields=100;
1215 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1217 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1218 StartingShields=i2f(StartingShields);
1220 else if (!strnicmp (Network_message,"NoBombs",7))
1221 Netgame.DoSmartMine=0;
1222 else if (!strnicmp (Network_message,"Ping:",5))
1224 if (Game_mode & GM_NETWORK)
1227 if (strlen(Network_message) > 5)
1228 while (Network_message[name_index] == ' ')
1231 if (strlen(Network_message)<=name_index)
1233 HUD_init_message ("You must specify a name to ping");
1237 for (i = 0; i < N_players; i++)
1238 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1240 PingLaunchTime=timer_get_fixed_seconds();
1241 network_send_ping (i);
1242 HUD_init_message("Pinging %s...",Players[i].callsign);
1243 multi_message_index = 0;
1244 multi_sending_message = 0;
1248 else // Modem/Serial ping
1250 PingLaunchTime=timer_get_fixed_seconds();
1251 multi_send_modem_ping ();
1252 HUD_init_message("Pinging opponent...");
1253 multi_message_index = 0;
1254 multi_sending_message = 0;
1258 else if (!strnicmp (Network_message,"move:",5))
1260 mprintf ((0,"moving?\n"));
1262 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1265 if (strlen(Network_message) > 5)
1266 while (Network_message[name_index] == ' ')
1269 if (!network_i_am_master())
1271 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1275 if (strlen(Network_message)<=name_index)
1277 HUD_init_message ("You must specify a name to move");
1281 for (i = 0; i < N_players; i++)
1282 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1284 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1286 HUD_init_message ("Can't move player because s/he has a flag!");
1290 if (Netgame.team_vector & (1<<i))
1291 Netgame.team_vector&=(~(1<<i));
1293 Netgame.team_vector|=(1<<i);
1295 for (t=0;t<N_players;t++)
1296 if (Players[t].connected)
1297 multi_reset_object_texture (&Objects[Players[t].objnum]);
1299 network_send_netgame_update ();
1300 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1303 HUD_init_message ("You have changed teams!");
1307 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1313 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1316 if (strlen(Network_message) > 5)
1317 while (Network_message[name_index] == ' ')
1320 if (!network_i_am_master())
1322 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1323 multi_message_index = 0;
1324 multi_sending_message = 0;
1327 if (strlen(Network_message)<=name_index)
1329 HUD_init_message ("You must specify a name to kick");
1330 multi_message_index = 0;
1331 multi_sending_message = 0;
1335 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1336 int players[MAX_NUM_NET_PLAYERS];
1337 int listpos = Network_message[name_index+1] - '0';
1339 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1341 if (Show_kill_list==1 || Show_kill_list==2) {
1342 if (listpos == 0 || listpos >= N_players) {
1343 HUD_init_message ("Invalid player number for kick.");
1344 multi_message_index = 0;
1345 multi_sending_message = 0;
1348 multi_get_kill_list(players);
1349 i = players[listpos];
1350 if ((i != Player_num) && (Players[i].connected))
1353 else HUD_init_message ("You cannot use # kicking with in team display.");
1356 multi_message_index = 0;
1357 multi_sending_message = 0;
1362 for (i = 0; i < N_players; i++)
1363 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1365 if (Network_game_type == IPX_GAME)
1366 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1368 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1370 HUD_init_message("Dumping %s...",Players[i].callsign);
1371 multi_message_index = 0;
1372 multi_sending_message = 0;
1378 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1380 multi_send_message();
1381 multi_message_feedback();
1383 multi_message_index = 0;
1384 multi_sending_message = 0;
1387 void multi_define_macro_end()
1389 Assert( multi_defining_message > 0 );
1391 cvar_set_cvar( &Network_message_macro[multi_defining_message - 1], Network_message );
1394 multi_message_index = 0;
1395 multi_defining_message = 0;
1398 void multi_message_input_sub( int key )
1403 multi_sending_message = 0;
1404 multi_defining_message = 0;
1405 game_flush_inputs();
1410 if (multi_message_index > 0)
1411 multi_message_index--;
1412 Network_message[multi_message_index] = 0;
1415 if ( multi_sending_message )
1416 multi_send_message_end();
1417 else if ( multi_defining_message )
1418 multi_define_macro_end();
1419 game_flush_inputs();
1423 int ascii = key_to_ascii(key);
1424 if ((ascii < 255 )) {
1425 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1426 Network_message[multi_message_index++] = ascii;
1427 Network_message[multi_message_index] = 0;
1428 } else if ( multi_sending_message ) {
1430 char * ptext, * pcolon;
1432 Network_message[multi_message_index++] = ascii;
1433 Network_message[multi_message_index] = 0;
1434 for (i=multi_message_index-1; i>=0; i-- ) {
1435 if ( Network_message[i]==32 ) {
1436 ptext = &Network_message[i+1];
1437 Network_message[i] = 0;
1441 multi_send_message_end();
1443 multi_sending_message = 1;
1444 pcolon = strchr( Network_message, ':' );
1446 strcpy( pcolon+1, ptext );
1448 strcpy( Network_message, ptext );
1449 multi_message_index = (int)strlen( Network_message );
1458 multi_send_message_dialog(void)
1463 if (!(Game_mode&GM_MULTI))
1466 Network_message[0] = 0; // Get rid of old contents
1468 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1469 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1471 if ((choice > -1) && (strlen(Network_message) > 0)) {
1472 Network_message_reciever = 100;
1473 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1474 multi_message_feedback();
1481 multi_do_death(int objnum)
1483 // Do any miscellaneous stuff for a new network player after death
1485 if (!(Game_mode & GM_MULTI_COOP))
1487 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1488 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1493 multi_do_fire(char *buf)
1500 // Act out the actual shooting
1504 weapon = (int)buf[2];
1509 Network_laser_track = GET_INTEL_SHORT(buf + 6);
1511 Assert (pnum < N_players);
1513 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1514 multi_make_ghost_player(pnum);
1516 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1518 if (weapon == FLARE_ADJUST)
1519 Laser_player_fire( &Objects[Players[(int)pnum].objnum], FLARE_ID, 6, 1, 0 );
1520 else if (weapon >= MISSILE_ADJUST) {
1521 int weapon_id,weapon_gun;
1523 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1524 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1525 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1527 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1529 mprintf ((0,"Missile is guided!!!\n"));
1533 Laser_player_fire( &Objects[Players[(int)pnum].objnum], weapon_id, weapon_gun, 1, 0 );
1536 fix save_charge = Fusion_charge;
1538 if (weapon == FUSION_INDEX) {
1539 Fusion_charge = flags << 12;
1540 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1542 if (weapon == LASER_ID) {
1543 if (flags & LASER_QUAD)
1544 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1546 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1549 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1551 if (weapon == FUSION_INDEX)
1552 Fusion_charge = save_charge;
1557 multi_do_message(char *buf)
1560 char *tilde,mesbuf[100];
1565 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1566 { // why'd I put this in? Probably for the
1567 tloc = (int)(tilde - (buf + loc)); // same reason you can name your guidebot
1568 mprintf ((0,"Tloc=%d\n",tloc));
1571 strncpy (mesbuf,buf+loc,tloc);
1572 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1573 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1574 strcpy (buf+loc,mesbuf);
1577 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1580 mesbuf[1] = BM_XRGB(28, 0, 0);
1581 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1582 t = (int)strlen(mesbuf);
1585 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1588 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1589 HUD_init_message("%s %s", mesbuf, buf+2);
1593 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1594 ((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
1597 mesbuf[1] = BM_XRGB(0, 32, 32);
1598 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1599 t = (int)strlen(mesbuf);
1602 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1605 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1606 HUD_init_message("%s %s", mesbuf, colon+1);
1612 multi_do_position(char *buf)
1614 #ifdef WORDS_BIGENDIAN
1618 // This routine does only player positions, mode game only
1619 // mprintf((0, "Got position packet.\n"));
1621 int pnum = (Player_num+1)%2;
1623 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1625 if (Game_mode & GM_NETWORK)
1627 Int3(); // Get Jason, what the hell are we doing here?
1632 #ifndef WORDS_BIGENDIAN
1633 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1635 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1636 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1637 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1640 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1641 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1645 multi_do_reappear(char *buf)
1649 objnum = GET_INTEL_SHORT(buf + 1);
1651 Assert(objnum >= 0);
1652 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1654 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1656 multi_make_ghost_player(Objects[objnum].id);
1657 create_player_appearance_effect(&Objects[objnum]);
1658 PKilledFlags[Objects[objnum].id]=0;
1662 multi_do_player_explode(char *buf)
1664 // Only call this for players, not robots. pnum is player number, not
1671 char remote_created;
1676 if ((pnum < 0) || (pnum >= N_players))
1680 Assert(pnum < N_players);
1684 // If we are in the process of sending objects to a new player, reset that process
1685 if (Network_send_objects)
1687 mprintf((0, "Resetting object sync due to player explosion.\n"));
1688 Network_send_objnum = -1;
1692 // Stuff the Players structure to prepare for the explosion
1695 Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1696 Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1697 Players[pnum].laser_level = buf[count]; count++;
1698 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1699 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1700 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1701 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1702 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1704 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1705 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1706 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1707 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1708 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1710 Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1711 Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1712 Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
1714 multi_adjust_remote_cap (pnum);
1716 objp = &Objects[Players[pnum].objnum];
1718 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1719 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1721 remote_created = buf[count++]; // How many did the other guy create?
1725 drop_player_eggs(objp);
1727 // Create mapping from remote to local numbering system
1729 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1731 // We now handle this situation gracefully, Int3 not required
1732 // if (Net_create_loc != remote_created)
1733 // Int3(); // Probably out of object array space, see Rob
1735 for (i = 0; i < remote_created; i++)
1739 s = GET_INTEL_SHORT(buf + count);
1741 if ((i < Net_create_loc) && (s > 0))
1742 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1745 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1749 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1754 for (i = remote_created; i < Net_create_loc; i++) {
1755 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1756 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1759 if (buf[0] == MULTI_PLAYER_EXPLODE)
1761 explode_badass_player(objp);
1763 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1764 multi_make_player_ghost(pnum);
1768 create_player_appearance_effect(objp);
1771 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1772 Players[pnum].cloak_time = 0;
1776 multi_do_kill(char *buf)
1782 pnum = (int)(buf[count]);
1783 if ((pnum < 0) || (pnum >= N_players))
1785 Int3(); // Invalid player number killed
1788 killed = Players[pnum].objnum;
1791 killer = GET_INTEL_SHORT(buf + count);
1793 killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
1796 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1799 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1804 multi_compute_kill(killer, killed);
1809 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1810 // which means not a controlcen object, but contained in another object
1811 void multi_do_controlcen_destroy(char *buf)
1816 objnum = GET_INTEL_SHORT(buf + 1);
1819 if (Control_center_destroyed != 1)
1821 if ((who < N_players) && (who != Player_num)) {
1822 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1824 else if (who == Player_num)
1825 HUD_init_message(TXT_YOU_DEST_CONTROL);
1827 HUD_init_message(TXT_CONTROL_DESTROYED);
1830 net_destroy_controlcen(&Objects[objnum]);
1832 net_destroy_controlcen(NULL);
1837 multi_do_escape(char *buf)
1841 objnum = Players[(int)buf[1]].objnum;
1843 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1844 digi_kill_sound_linked_to_object (objnum);
1848 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1849 if (Game_mode & GM_NETWORK)
1850 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1851 if (!multi_goto_secret)
1852 multi_goto_secret = 2;
1854 else if (buf[2] == 1)
1856 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1857 if (Game_mode & GM_NETWORK)
1858 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1859 if (!multi_goto_secret)
1860 multi_goto_secret = 1;
1862 create_player_appearance_effect(&Objects[objnum]);
1863 multi_make_player_ghost(buf[1]);
1867 multi_do_remobj(char *buf)
1869 short objnum; // which object to remove
1871 sbyte obj_owner; // which remote list is it entered in
1873 objnum = GET_INTEL_SHORT(buf + 1);
1876 Assert(objnum >= 0);
1881 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1883 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1885 if (local_objnum < 0)
1887 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1891 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1893 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1897 if (Network_send_objects && network_objnum_is_past(local_objnum))
1899 mprintf((0, "Resetting object sync due to object removal.\n"));
1900 Network_send_objnum = -1;
1902 if (Objects[local_objnum].type==OBJ_POWERUP)
1903 if (Game_mode & GM_NETWORK)
1905 if (PowerupsInMine[Objects[local_objnum].id]>0)
1906 PowerupsInMine[Objects[local_objnum].id]--;
1908 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1910 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1912 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1913 PowerupsInMine[Objects[local_objnum].id-1]=0;
1915 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1918 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1921 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1926 multi_do_quit(char *buf)
1929 if (Game_mode & GM_NETWORK)
1933 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1935 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1937 network_disconnect_player(buf[1]);
1942 for (i = 0; i < N_players; i++)
1943 if (Players[i].connected) n++;
1946 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1950 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1952 Function_mode = FMODE_MENU;
1953 multi_quit_game = 1;
1954 multi_leave_menu = 1;
1955 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1956 Function_mode = FMODE_GAME;
1957 multi_reset_stuff();
1963 multi_do_cloak(char *buf)
1967 pnum = (int)(buf[1]);
1969 Assert(pnum < N_players);
1971 mprintf((0, "Cloaking player %d\n", pnum));
1973 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
1974 Players[pnum].cloak_time = GameTime;
1975 ai_do_cloak_stuff();
1978 if (Game_mode & GM_MULTI_ROBOTS)
1979 multi_strip_robots(pnum);
1982 if (Newdemo_state == ND_STATE_RECORDING)
1983 newdemo_record_multi_cloak(pnum);
1987 multi_do_decloak(char *buf)
1991 pnum = (int)(buf[1]);
1993 if (Newdemo_state == ND_STATE_RECORDING)
1994 newdemo_record_multi_decloak(pnum);
1999 multi_do_door_open(char *buf)
2007 segnum = GET_INTEL_SHORT(buf + 1);
2011 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2013 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2019 seg = &Segments[segnum];
2021 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2026 w = &Walls[seg->sides[side].wall_num];
2028 if (w->type == WALL_BLASTABLE)
2030 if (!(w->flags & WALL_BLASTED))
2032 mprintf((0, "Blasting wall by remote command.\n"));
2033 wall_destroy(seg, side);
2037 else if (w->state != WALL_DOOR_OPENING)
2039 wall_open_door(seg, side);
2046 // mprintf((0, "Door already opening!\n"));
2050 multi_do_create_explosion(char *buf)
2055 pnum = buf[count++];
2057 // mprintf((0, "Creating small fireball.\n"));
2058 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2062 multi_do_controlcen_fire(char *buf)
2064 vms_vector to_target;
2069 memcpy(&to_target, buf+count, 12); count += 12;
2070 #ifdef WORDS_BIGENDIAN // swap the vector to_target
2071 to_target.x = (fix)INTEL_INT((int)to_target.x);
2072 to_target.y = (fix)INTEL_INT((int)to_target.y);
2073 to_target.z = (fix)INTEL_INT((int)to_target.z);
2075 gun_num = buf[count]; count += 1;
2076 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2078 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2082 multi_do_create_powerup(char *buf)
2092 if (Endlevel_sequence || Control_center_destroyed)
2095 pnum = buf[count++];
2096 powerup_type = buf[count++];
2097 segnum = GET_INTEL_SHORT(buf + count); count += 2;
2098 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2100 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2105 memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
2106 #ifdef WORDS_BIGENDIAN
2107 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2108 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2109 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2113 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2115 if (my_objnum < 0) {
2116 mprintf((0, "Could not create new powerup!\n"));
2120 if (Network_send_objects && network_objnum_is_past(my_objnum))
2122 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2123 Network_send_objnum = -1;
2126 Objects[my_objnum].pos = new_pos;
2128 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2130 obj_relink(my_objnum, segnum);
2132 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2134 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2135 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2137 if (Game_mode & GM_NETWORK)
2138 PowerupsInMine[(int)powerup_type]++;
2142 multi_do_play_sound(char *buf)
2144 int pnum = (int)(buf[1]);
2145 int sound_num = (int)(buf[2]);
2146 fix volume = (int)(buf[3]) << 12;
2148 if (!Players[pnum].connected)
2151 Assert(Players[pnum].objnum >= 0);
2152 Assert(Players[pnum].objnum <= Highest_object_index);
2154 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2158 multi_do_score(char *buf)
2160 int pnum = (int)(buf[1]);
2162 if ((pnum < 0) || (pnum >= N_players))
2164 Int3(); // Non-terminal, see rob
2168 if (Newdemo_state == ND_STATE_RECORDING) {
2170 score = GET_INTEL_INT(buf + 2);
2171 newdemo_record_multi_score(pnum, score);
2174 Players[pnum].score = GET_INTEL_INT(buf + 2);
2176 multi_sort_kill_list();
2180 multi_do_trigger(char *buf)
2182 int pnum = (int)(buf[1]);
2183 int trigger = (int)(buf[2]);
2185 mprintf ((0,"MULTI doing trigger!\n"));
2187 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2189 Int3(); // Got trigger from illegal playernum
2192 if ((trigger < 0) || (trigger >= Num_triggers))
2194 Int3(); // Illegal trigger number in multiplayer
2197 check_trigger_sub(trigger, pnum,0);
2200 void multi_do_drop_marker (char *buf)
2203 int pnum=(int)(buf[1]);
2204 int mesnum=(int)(buf[2]);
2205 vms_vector position;
2207 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2210 position.x = GET_INTEL_INT(buf + 3);
2211 position.y = GET_INTEL_INT(buf + 7);
2212 position.z = GET_INTEL_INT(buf + 11);
2215 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2217 MarkerPoint[(pnum*2)+mesnum]=position;
2219 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2220 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2222 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2223 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2224 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2228 void multi_do_hostage_door_status(char *buf)
2230 // Update hit point status of a door
2236 wallnum = GET_INTEL_SHORT(buf + count); count += 2;
2237 hps = GET_INTEL_INT(buf + count); count += 4;
2239 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2241 Int3(); // Non-terminal, see Rob
2245 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2247 if (hps < Walls[wallnum].hps)
2248 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2251 void multi_do_save_game(char *buf)
2258 slot = *(ubyte *)(buf+count); count += 1;
2259 id = GET_INTEL_INT(buf + count); count += 4;
2260 memcpy( desc, &buf[count], 20 ); count += 20;
2262 multi_save_game( slot, id, desc );
2265 void multi_do_restore_game(char *buf)
2271 slot = *(ubyte *)(buf+count); count += 1;
2272 id = GET_INTEL_INT(buf + count); count += 4;
2274 multi_restore_game( slot, id );
2278 void multi_do_req_player(char *buf)
2282 // Send my netplayer_stats to everyone!
2283 player_n = *(ubyte *)(buf+1);
2284 if ( (player_n == Player_num) || (player_n == 255) ) {
2285 extract_netplayer_stats( &ps, &Players[Player_num] );
2286 ps.Player_num = Player_num;
2287 ps.message_type = MULTI_SEND_PLAYER; // SET
2288 multi_send_data((char*)&ps, sizeof(netplayer_stats), 0);
2292 void multi_do_send_player(char *buf)
2294 // Got a player packet from someone!!!
2295 netplayer_stats * p;
2296 p = (netplayer_stats *)buf;
2298 Assert( p->Player_num <= N_players );
2300 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2301 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2303 use_netplayer_stats( &Players[p->Player_num], p );
2307 multi_reset_stuff(void)
2309 // A generic, emergency function to solve problems that crop up
2310 // when a player exits quick-out from the game because of a
2311 // serial connection loss. Fixes several weird bugs!
2315 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2317 Dead_player_camera = 0;
2318 Endlevel_sequence = 0;
2323 multi_reset_player_object(object *objp)
2327 //Init physics for a non-console player
2329 Assert(OBJECT_NUMBER(objp) >= 0);
2330 Assert(OBJECT_NUMBER(objp) <= Highest_object_index);
2331 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2333 vm_vec_zero(&objp->mtype.phys_info.velocity);
2334 vm_vec_zero(&objp->mtype.phys_info.thrust);
2335 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2336 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2337 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2338 objp->mtype.phys_info.mass = Player_ship->mass;
2339 objp->mtype.phys_info.drag = Player_ship->drag;
2340 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2341 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2345 objp->render_type = RT_POLYOBJ;
2346 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2347 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2348 for (i=0;i<MAX_SUBMODELS;i++)
2349 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2351 //reset textures for this, if not player 0
2353 multi_reset_object_texture (objp);
2359 if (objp->type == OBJ_GHOST)
2360 objp->render_type = RT_NONE;
2364 void multi_reset_object_texture (object *objp)
2368 if (Game_mode & GM_TEAM)
2369 id = get_team(objp->id);
2374 objp->rtype.pobj_info.alt_textures=0;
2376 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2378 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2379 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2381 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2382 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2384 objp->rtype.pobj_info.alt_textures = id;
2392 extern int TTRecv[];
2393 extern FILE *RecieveLogFile;
2397 multi_process_bigdata(char *buf, int len)
2399 // Takes a bunch of messages, check them for validity,
2400 // and pass them to multi_process_data.
2402 int type, sub_len, bytes_processed = 0;
2404 while( bytes_processed < len ) {
2405 type = buf[bytes_processed];
2407 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2408 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2411 sub_len = message_length[type];
2413 Assert(sub_len > 0);
2415 if ( (bytes_processed+sub_len) > len ) {
2416 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2421 multi_process_data(&buf[bytes_processed], sub_len);
2422 bytes_processed += sub_len;
2427 // Part 2 : Functions that send communication messages to inform the other
2428 // players of something we did.
2432 multi_send_fire(void)
2434 if (!Network_laser_fired)
2437 multibuf[0] = (char)MULTI_FIRE;
2438 multibuf[1] = (char)Player_num;
2439 multibuf[2] = (char)Network_laser_gun;
2440 multibuf[3] = (char)Network_laser_level;
2441 multibuf[4] = (char)Network_laser_flags;
2442 multibuf[5] = (char)Network_laser_fired;
2444 PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
2446 multi_send_data(multibuf, 8, 0);
2448 Network_laser_fired = 0;
2452 multi_send_destroy_controlcen(int objnum, int player)
2454 if (player == Player_num)
2455 HUD_init_message(TXT_YOU_DEST_CONTROL);
2456 else if ((player > 0) && (player < N_players))
2457 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2459 HUD_init_message(TXT_CONTROL_DESTROYED);
2461 multibuf[0] = (char)MULTI_CONTROLCEN;
2462 PUT_INTEL_SHORT(multibuf+1, objnum);
2463 multibuf[3] = player;
2464 multi_send_data(multibuf, 4, 2);
2467 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2471 if (player<N_players)
2473 mprintf ((0,"Sending MARKER drop!\n"));
2474 multibuf[0]=(char)MULTI_MARKER;
2475 multibuf[1]=(char)player;
2476 multibuf[2]=messagenum;
2477 PUT_INTEL_INT(multibuf+3, position.x);
2478 PUT_INTEL_INT(multibuf+7, position.y);
2479 PUT_INTEL_INT(multibuf+11, position.z);
2481 multibuf[15+i]=text[i];
2483 multi_send_data(multibuf, 55, 1);
2487 multi_send_endlevel_start(int secret)
2489 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2490 multibuf[1] = Player_num;
2491 multibuf[2] = (char)secret;
2493 if ((secret) && !multi_goto_secret)
2494 multi_goto_secret = 1;
2495 else if (!multi_goto_secret)
2496 multi_goto_secret = 2;
2498 multi_send_data(multibuf, 3, 1);
2499 if (Game_mode & GM_NETWORK)
2501 Players[Player_num].connected = 5;
2502 network_send_endlevel_packet();
2507 multi_send_player_explode(char type)
2512 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2514 multi_send_position(Players[Player_num].objnum);
2516 if (Network_send_objects)
2518 mprintf((0, "Resetting object sync due to player explosion.\n"));
2519 Network_send_objnum = -1;
2522 multibuf[count++] = type;
2523 multibuf[count++] = Player_num;
2525 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
2527 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
2529 multibuf[count++] = (char)Players[Player_num].laser_level;
2531 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2532 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2533 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2534 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2535 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2537 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2538 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2539 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2540 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2541 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2543 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
2545 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
2547 PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
2550 multibuf[count++] = Net_create_loc;
2552 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2554 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2556 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2558 for (i = 0; i < Net_create_loc; i++)
2560 if (Net_create_objnums[i] <= 0) {
2561 Int3(); // Illegal value in created egg object numbers
2566 PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
2568 // We created these objs so our local number = the network number
2569 map_objnum_local_to_local((short)Net_create_objnums[i]);
2574 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2576 if (count > message_length[MULTI_PLAYER_EXPLODE])
2581 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2582 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2583 multi_send_decloak();
2584 if (Game_mode & GM_MULTI_ROBOTS)
2585 multi_strip_robots(Player_num);
2588 extern ubyte Secondary_weapon_to_powerup[];
2589 extern ubyte Primary_weapon_to_powerup[];
2591 // put a lid on how many objects will be spewed by an exploding player
2592 // to prevent rampant powerups in netgames
2594 void multi_cap_objects ()
2599 if (!(Game_mode & GM_NETWORK))
2602 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2604 type=Primary_weapon_to_powerup[index];
2605 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2606 if(Players[Player_num].primary_weapon_flags & (1 << index))
2608 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2609 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2610 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2615 // Don't do the adjustment stuff for Hoard mode
2616 if (!(Game_mode & GM_HOARD))
2617 Players[Player_num].secondary_ammo[2]/=4;
2619 Players[Player_num].secondary_ammo[7]/=4;
2621 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2623 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2626 type=Secondary_weapon_to_powerup[index];
2628 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2630 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2631 Players[Player_num].secondary_ammo[index]=0;
2633 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2635 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2639 if (!(Game_mode & GM_HOARD))
2640 Players[Player_num].secondary_ammo[2]*=4;
2641 Players[Player_num].secondary_ammo[7]*=4;
2643 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2644 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2645 Players[Player_num].laser_level=0;
2647 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2648 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2649 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2651 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2652 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2653 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2655 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2656 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2657 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2659 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2660 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2661 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2663 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2664 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2665 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2667 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2668 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2669 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2671 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2672 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2673 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2675 if (Game_mode & GM_CAPTURE)
2677 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2679 if (get_team(Player_num)==TEAM_RED)
2680 flagtype=POW_FLAG_BLUE;
2682 flagtype=POW_FLAG_RED;
2684 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2685 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2691 // adds players inventory to multi cap
2693 void multi_adjust_cap_for_player (int pnum)
2699 if (!(Game_mode & GM_NETWORK))
2702 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2704 type=Primary_weapon_to_powerup[index];
2705 if (Players[pnum].primary_weapon_flags & (1 << index))
2706 MaxPowerupsAllowed[(int)type]++;
2709 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2711 type=Secondary_weapon_to_powerup[index];
2712 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2715 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2716 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2718 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2719 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2721 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2722 MaxPowerupsAllowed[POW_CLOAK]++;
2724 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2725 MaxPowerupsAllowed[POW_FULL_MAP]++;
2727 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2728 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2730 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2731 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2733 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2734 MaxPowerupsAllowed[POW_CONVERTER]++;
2736 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2737 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2740 void multi_adjust_remote_cap (int pnum)
2746 if (!(Game_mode & GM_NETWORK))
2749 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2751 type=Primary_weapon_to_powerup[index];
2752 if (Players[pnum].primary_weapon_flags & (1 << index))
2753 PowerupsInMine[(int)type]++;
2756 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2758 type=Secondary_weapon_to_powerup[index];
2760 if ((Game_mode & GM_HOARD) && index==2)
2763 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2764 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2766 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2770 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2771 PowerupsInMine[POW_SUPER_LASER]++;
2773 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2774 PowerupsInMine[POW_QUAD_FIRE]++;
2776 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2777 PowerupsInMine[POW_CLOAK]++;
2779 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2780 PowerupsInMine[POW_FULL_MAP]++;
2782 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2783 PowerupsInMine[POW_AFTERBURNER]++;
2785 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2786 PowerupsInMine[POW_AMMO_RACK]++;
2788 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2789 PowerupsInMine[POW_CONVERTER]++;
2791 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2792 PowerupsInMine[POW_HEADLIGHT]++;
2797 multi_send_message(void)
2800 if (Network_message_reciever != -1)
2802 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2803 multibuf[loc] = (char)Player_num; loc += 1;
2804 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2805 multibuf[loc-1] = '\0';
2806 multi_send_data(multibuf, loc, 0);
2807 Network_message_reciever = -1;
2812 multi_send_reappear()
2814 multibuf[0] = (char)MULTI_REAPPEAR;
2815 PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
2817 multi_send_data(multibuf, 3, 2);
2818 PKilledFlags[Player_num]=0;
2822 multi_send_position(int objnum)
2824 #ifdef WORDS_BIGENDIAN
2829 if (Game_mode & GM_NETWORK) {
2833 multibuf[count++] = (char)MULTI_POSITION;
2834 #ifndef WORDS_BIGENDIAN
2835 create_shortpos((shortpos *)(multibuf+count), &Objects[objnum], 0);
2836 count += sizeof(shortpos);
2838 create_shortpos(&sp, &Objects[objnum], 1);
2839 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2841 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2845 multi_send_data(multibuf, count, 0);
2849 multi_send_kill(int objnum)
2851 // I died, tell the world.
2856 Assert(Objects[objnum].id == Player_num);
2857 killer_objnum = Players[Player_num].killer_objnum;
2859 multi_compute_kill(killer_objnum, objnum);
2861 multibuf[0] = (char)MULTI_KILL; count += 1;
2862 multibuf[1] = Player_num; count += 1;
2863 if (killer_objnum > -1) {
2864 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2866 s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
2867 PUT_INTEL_SHORT(multibuf+count, s);
2871 PUT_INTEL_SHORT(multibuf+count, -1);
2872 multibuf[count+2] = (char)-1;
2875 multi_send_data(multibuf, count, 1);
2878 if (Game_mode & GM_MULTI_ROBOTS)
2879 multi_strip_robots(Player_num);
2884 multi_send_remobj(int objnum)
2886 // Tell the other guy to remove an object from his list
2889 short remote_objnum;
2891 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2893 if (PowerupsInMine[Objects[objnum].id] > 0)
2895 PowerupsInMine[Objects[objnum].id]--;
2896 if (multi_powerup_is_4pack (Objects[objnum].id))
2898 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2900 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2901 PowerupsInMine[Objects[objnum].id-1]=0;
2903 PowerupsInMine[Objects[objnum].id-1]-=4;
2909 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2911 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2913 PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
2915 multibuf[3] = obj_owner;
2917 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2919 multi_send_data(multibuf, 4, 0);
2921 if (Network_send_objects && network_objnum_is_past(objnum))
2923 mprintf((0, "Resetting object sync due to object removal.\n"));
2924 Network_send_objnum = -1;
2929 multi_send_quit(int why)
2931 // I am quitting the game, tell the other guy the bad news.
2933 Assert (why == MULTI_QUIT);
2935 multibuf[0] = (char)why;
2936 multibuf[1] = Player_num;
2937 multi_send_data(multibuf, 2, 1);
2942 multi_send_cloak(void)
2944 // Broadcast a change in our pflags (made to support cloaking)
2946 multibuf[0] = MULTI_CLOAK;
2947 multibuf[1] = (char)Player_num;
2949 multi_send_data(multibuf, 2, 1);
2952 if (Game_mode & GM_MULTI_ROBOTS)
2953 multi_strip_robots(Player_num);
2958 multi_send_decloak(void)
2960 // Broadcast a change in our pflags (made to support cloaking)
2962 multibuf[0] = MULTI_DECLOAK;
2963 multibuf[1] = (char)Player_num;
2965 multi_send_data(multibuf, 2, 1);
2969 multi_send_door_open(int segnum, int side,ubyte flag)
2971 // When we open a door make sure everyone else opens that door
2973 multibuf[0] = MULTI_DOOR_OPEN;
2974 PUT_INTEL_SHORT(multibuf+1, segnum );
2975 multibuf[3] = (sbyte)side;
2978 multi_send_data(multibuf, 5, 2);
2981 extern void network_send_naked_packet (char *,short,int);
2984 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
2986 // For sending doors only to a specific person (usually when they're joining)
2988 Assert (Game_mode & GM_NETWORK);
2989 // Assert (pnum>-1 && pnum<N_players);
2991 multibuf[0] = MULTI_DOOR_OPEN;
2992 PUT_INTEL_SHORT(multibuf+1, segnum);
2993 multibuf[3] = (sbyte)side;
2996 network_send_naked_packet(multibuf, 5, pnum);
3000 // Part 3 : Functions that change or prepare the game for multiplayer use.
3001 // Not including functions needed to syncronize or start the
3002 // particular type of multiplayer game. Includes preparing the
3003 // mines, player structures, etc.
3006 multi_send_create_explosion(int pnum)
3008 // Send all data needed to create a remote explosion
3012 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3013 multibuf[count] = (sbyte)pnum; count += 1;
3017 multi_send_data(multibuf, count, 0);
3021 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3023 #ifdef WORDS_BIGENDIAN
3024 vms_vector swapped_vec;
3028 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3029 #ifndef WORDS_BIGENDIAN
3030 memcpy(multibuf+count, to_goal, 12); count += 12;
3032 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3033 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3034 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3035 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3037 multibuf[count] = (char)best_gun_num; count += 1;
3038 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3041 multi_send_data(multibuf, count, 0);
3045 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3047 // Create a powerup on a remote machine, used for remote
3048 // placement of used powerups like missiles and cloaking
3051 #ifdef WORDS_BIGENDIAN
3052 vms_vector swapped_vec;
3056 if (Game_mode & GM_NETWORK)
3057 PowerupsInMine[powerup_type]++;
3059 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3060 multibuf[count] = Player_num; count += 1;
3061 multibuf[count] = powerup_type; count += 1;
3062 PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
3063 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3064 #ifndef WORDS_BIGENDIAN
3065 memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
3067 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3068 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3069 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3070 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3074 multi_send_data(multibuf, count, 2);
3076 if (Network_send_objects && network_objnum_is_past(objnum))
3078 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3079 Network_send_objnum = -1;
3082 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3083 map_objnum_local_to_local(objnum);
3087 multi_send_play_sound(int sound_num, fix volume)
3090 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3091 multibuf[count] = Player_num; count += 1;
3092 multibuf[count] = (char)sound_num; count += 1;
3093 multibuf[count] = (char)(volume >> 12); count += 1;
3096 multi_send_data(multibuf, count, 0);
3100 multi_send_audio_taunt(int taunt_num)
3102 return; // Taken out, awaiting sounds..
3105 int audio_taunts[4] = {
3106 SOUND_CONTROL_CENTER_WARNING_SIREN,
3107 SOUND_HOSTAGE_RESCUED,
3108 SOUND_REFUEL_STATION_GIVING_FUEL,
3113 Assert(taunt_num >= 0);
3114 Assert(taunt_num < 4);
3116 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3117 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3122 multi_send_score(void)
3124 // Send my current score to all other players so it will remain
3128 if (Game_mode & GM_MULTI_COOP) {
3129 multi_sort_kill_list();
3130 multibuf[count] = MULTI_SCORE; count += 1;
3131 multibuf[count] = Player_num; count += 1;
3132 PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
3133 multi_send_data(multibuf, count, 0);
3139 multi_send_save_game(ubyte slot, uint id, char * desc)
3143 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3144 multibuf[count] = slot; count += 1; // Save slot=0
3145 PUT_INTEL_INT(multibuf+count, id ); count += 4; // Save id
3146 memcpy( &multibuf[count], desc, 20 ); count += 20;
3148 multi_send_data(multibuf, count, 2);
3152 multi_send_restore_game(ubyte slot, uint id)
3156 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3157 multibuf[count] = slot; count += 1; // Save slot=0
3158 PUT_INTEL_INT(multibuf+count, id); count += 4; // Save id
3160 multi_send_data(multibuf, count, 2);
3164 multi_send_netplayer_stats_request(ubyte player_num)
3168 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3169 multibuf[count] = player_num; count += 1;
3171 multi_send_data(multibuf, count, 0 );
3175 multi_send_trigger(int triggernum)
3177 // Send an even to trigger something in the mine
3181 multibuf[count] = MULTI_TRIGGER; count += 1;
3182 multibuf[count] = Player_num; count += 1;
3183 multibuf[count] = (ubyte)triggernum; count += 1;
3185 mprintf ((0,"Sending trigger %d\n",triggernum));
3187 multi_send_data(multibuf, count, 1);
3188 //multi_send_data(multibuf, count, 1); // twice?
3192 multi_send_hostage_door_status(int wallnum)
3194 // Tell the other player what the hit point status of a hostage door
3199 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3201 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3202 PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
3203 PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
3205 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3207 multi_send_data(multibuf, count, 0);
3210 extern int ConsistencyCount;
3211 extern int Drop_afterburner_blob_flag;
3215 void multi_prep_level(void)
3217 // Do any special stuff to the level required for serial games
3218 // before we begin playing in it.
3220 // Player_num MUST be set before calling this procedure.
3222 // This function must be called before checksuming the Object array,
3223 // since the resulting checksum with depend on the value of Player_num
3224 // at the time this is called.
3227 int cloak_count, inv_count;
3229 Assert(Game_mode & GM_MULTI);
3231 Assert(NumNetPlayerPositions > 0);
3235 Drop_afterburner_blob_flag=0;
3238 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3241 for (i = 0; i < NumNetPlayerPositions; i++)
3243 if (i != Player_num)
3244 Objects[Players[i].objnum].control_type = CT_REMOTE;
3245 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3246 multi_reset_player_object(&Objects[Players[i].objnum]);
3247 LastPacketTime[i] = 0;
3251 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3253 robot_controlled[i] = -1;
3254 robot_agitation[i] = 0;
3259 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3261 if (!(Game_mode & GM_MULTI_COOP))
3263 multi_delete_extra_objects(); // Removes monsters from level
3266 if (Game_mode & GM_MULTI_ROBOTS)
3268 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3271 if (Game_mode & GM_NETWORK)
3273 multi_adjust_cap_for_player(Player_num);
3274 multi_send_powerup_update();
3275 ng=1; // ng means network game
3281 for (i=0; i<=Highest_object_index; i++)
3285 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3287 objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
3291 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3292 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3293 Objects[objnum].rtype.vclip_info.framenum = 0;
3294 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3295 Objects[objnum].mtype.phys_info.mass = F1_0;
3296 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3301 if (Objects[i].type == OBJ_POWERUP)
3303 if (Objects[i].id == POW_EXTRA_LIFE)
3305 if (ng && !Netgame.DoInvulnerability)
3307 Objects[i].id = POW_SHIELD_BOOST;
3308 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3309 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3313 Objects[i].id = POW_INVULNERABILITY;
3314 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3315 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3320 if (!(Game_mode & GM_MULTI_COOP))
3321 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3323 Objects[i].id = POW_SHIELD_BOOST;
3324 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3325 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3328 if (Objects[i].id == POW_INVULNERABILITY) {
3329 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3330 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3331 Objects[i].id = POW_SHIELD_BOOST;
3332 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3333 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3338 if (Objects[i].id == POW_CLOAK) {
3339 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3340 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3341 Objects[i].id = POW_SHIELD_BOOST;
3342 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3343 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3348 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3349 bash_to_shield (i,"afterburner");
3350 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3351 bash_to_shield (i,"fusion");
3352 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3353 bash_to_shield (i,"phoenix");
3355 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3356 bash_to_shield (i,"helix");
3358 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3359 bash_to_shield (i,"mega");
3361 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3362 bash_to_shield (i,"smartmissile");
3364 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3365 bash_to_shield (i,"gauss");
3367 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3368 bash_to_shield (i,"vulcan");
3370 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3371 bash_to_shield (i,"plasma");
3373 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3374 bash_to_shield (i,"omega");
3376 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3377 bash_to_shield (i,"superlaser");
3379 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3380 bash_to_shield (i,"proximity");
3382 // Special: Make all proximity bombs into shields if in
3383 // hoard mode because we use the proximity slot in the
3384 // player struct to signify how many orbs the player has.
3386 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3387 bash_to_shield (i,"proximity");
3389 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3390 bash_to_shield(i,"vulcan ammo");
3392 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3393 bash_to_shield (i,"spread");
3394 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3395 bash_to_shield (i,"smartmine");
3396 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3397 bash_to_shield (i,"flash");
3398 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3399 bash_to_shield (i,"flash");
3400 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3401 bash_to_shield (i,"guided");
3402 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3403 bash_to_shield (i,"guided");
3404 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3405 bash_to_shield (i,"earth");
3406 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3407 bash_to_shield (i,"Mercury");
3408 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3409 bash_to_shield (i,"Mercury");
3410 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3411 bash_to_shield (i,"Converter");
3412 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3413 bash_to_shield (i,"Ammo rack");
3414 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3415 bash_to_shield (i,"Headlight");
3416 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3417 bash_to_shield (i,"Laser powerup");
3418 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3419 bash_to_shield (i,"Homing");
3420 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3421 bash_to_shield (i,"Homing");
3422 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3423 bash_to_shield (i,"Quad Lasers");
3424 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3425 bash_to_shield (i,"Blue flag");
3426 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3427 bash_to_shield (i,"Red flag");
3431 if (Game_mode & GM_HOARD)
3434 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3435 multi_apply_goal_textures();
3437 multi_sort_kill_list();
3439 multi_show_player_list();
3441 ConsoleObject->control_type = CT_FLYING;
3443 reset_player_object();
3447 int Goal_blue_segnum,Goal_red_segnum;
3449 void multi_apply_goal_textures()
3455 for (i=0; i <= Highest_segment_index; i++)
3458 seg2 = &Segment2s[i];
3460 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3463 Goal_blue_segnum = i;
3465 if (Game_mode & GM_HOARD)
3466 tex=find_goal_texture (TMI_GOAL_HOARD);
3468 tex=find_goal_texture (TMI_GOAL_BLUE);
3471 for (j = 0; j < 6; j++) {
3473 seg->sides[j].tmap_num=tex;
3475 seg->sides[j].uvls[v].l = i2f(100); //max out
3478 seg2->static_light = i2f(100); //make static light bright
3482 if (seg2->special==SEGMENT_IS_GOAL_RED)
3484 Goal_red_segnum = i;
3486 // Make both textures the same if Hoard mode
3488 if (Game_mode & GM_HOARD)
3489 tex=find_goal_texture (TMI_GOAL_HOARD);
3491 tex=find_goal_texture (TMI_GOAL_RED);
3494 for (j = 0; j < 6; j++) {
3496 seg->sides[j].tmap_num=tex;
3498 seg->sides[j].uvls[v].l = i2f(1000); //max out
3501 seg2->static_light = i2f(100); //make static light bright
3505 int find_goal_texture (ubyte t)
3509 for (i=0;i<NumTextures;i++)
3510 if (TmapInfo[i].flags & t)
3513 Int3(); // Hey, there is no goal texture for this PIG!!!!
3514 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3520 /* DPH: Moved to gameseq.c
3521 void bash_to_shield (int i,char *s)
3523 int type=Objects[i].id;
3525 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3527 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3529 Objects[i].id = POW_SHIELD_BOOST;
3530 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3531 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3535 void multi_set_robot_ai(void)
3537 // Go through the objects array looking for robots and setting
3538 // them to certain supported types of NET AI behavior.
3542 // for (i = 0; i <= Highest_object_index; i++)
3544 // if (Objects[i].type == OBJ_ROBOT) {
3545 // Objects[i].ai_info.REMOTE_OWNER = -1;
3546 // if (Objects[i].ai_info.behavior == AIB_STATION)
3547 // Objects[i].ai_info.behavior = AIB_NORMAL;
3552 int multi_delete_extra_objects()
3558 // Go through the object list and remove any objects not used in
3559 // 'Anarchy!' games.
3561 // This function also prints the total number of available multiplayer
3562 // positions in this level, even though this should always be 8 or more!
3565 for (i=0;i<=Highest_object_index;i++) {
3566 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3568 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3570 else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
3571 // Before deleting object, if it's a robot, drop it's special powerup, if any
3572 if (objp->type == OBJ_ROBOT)
3573 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3574 object_create_egg(objp);
3583 void change_playernum_to( int new_Player_num )
3585 if (Player_num > -1)
3586 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3587 Player_num = new_Player_num;
3590 int multi_all_players_alive()
3593 for (i=0;i<N_players;i++)
3595 if (PKilledFlags[i] && Players[i].connected)
3601 void multi_initiate_save_game()
3608 if ((Endlevel_sequence) || (Control_center_destroyed))
3611 if (!multi_all_players_alive())
3613 HUD_init_message ("Can't save...all players must be alive!");
3617 //multi_send_netplayer_stats_request(255);
3622 slot = state_get_save_file(filename, desc, 1, 0);
3631 // Make a unique game id
3632 game_id = timer_get_fixed_seconds();
3633 game_id ^= N_players<<4;
3634 for (i=0; i<N_players; i++ )
3635 game_id ^= *(uint *)Players[i].callsign;
3636 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3638 mprintf(( 1, "Game_id = %8x\n", game_id));
3639 multi_send_save_game(slot, game_id, desc );
3641 multi_save_game(slot,game_id, desc );
3644 extern int state_get_game_id(char *);
3646 void multi_initiate_restore_game()
3651 if ((Endlevel_sequence) || (Control_center_destroyed))
3654 if (!multi_all_players_alive())
3656 HUD_init_message ("Can't restore...all players must be alive!");
3661 slot = state_get_restore_file(filename,1);
3666 state_game_id=state_get_game_id (filename);
3672 multi_send_restore_game(slot,state_game_id);
3674 multi_restore_game(slot,state_game_id);
3677 void multi_save_game(ubyte slot, uint id, char *desc)
3681 if ((Endlevel_sequence) || (Control_center_destroyed))
3684 sprintf( filename, PLAYER_DIR "%s.mg%d", Players[Player_num].callsign, slot );
3685 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3686 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3689 state_save_all_sub(filename, desc, 0 );
3692 void multi_restore_game(ubyte slot, uint id)
3695 player saved_player;
3699 if ((Endlevel_sequence) || (Control_center_destroyed))
3702 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3703 saved_player = Players[Player_num];
3704 sprintf( filename, PLAYER_DIR "%s.mg%d", Players[Player_num].callsign, slot );
3706 for (i=0;i<N_players;i++)
3707 multi_strip_robots(i);
3709 thisid=state_get_game_id (filename);
3712 multi_bad_restore ();
3716 pnum=state_restore_all_sub( filename, 1, 0 );
3718 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3721 if (state_game_id != id ) {
3722 // Game doesn't match!!!
3723 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3724 Game_mode |= GM_GAME_OVER;
3725 Function_mode = FMODE_MENU;
3726 longjmp(LeaveGame, 0);
3729 change_playernum_to(pnum-1);
3730 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3731 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3732 Players[Player_num].connected = saved_player.connected;
3733 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3734 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3735 Viewer = ConsoleObject = &Objects[pnum-1];
3741 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3745 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3746 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3747 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3748 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3749 ps->laser_level = pd->laser_level; // Current level of the laser.
3750 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3751 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3752 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3753 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3754 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3755 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3757 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3758 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3760 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3761 ps->score=INTEL_INT(pd->score); // Current score.
3762 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3763 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3764 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3765 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3766 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3767 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3768 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3769 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3770 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3771 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3772 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3773 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3774 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3777 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3781 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3782 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3783 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3784 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3785 ps->laser_level = pd->laser_level; // Current level of the laser.
3786 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3787 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3788 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3789 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3790 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3791 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3792 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3793 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3794 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3795 ps->score = INTEL_INT(pd->score); // Current score.
3796 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3797 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3798 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3799 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3800 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3801 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3802 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3803 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3804 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3805 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3806 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3807 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3808 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3811 void multi_send_drop_weapon (int objnum,int seed)
3817 objp = &Objects[objnum];
3819 ammo_count = objp->ctype.powerup_info.count;
3821 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3822 ammo_count = F1_0 - 1; //make fit in short
3824 Assert(ammo_count < F1_0); //make sure fits in short
3826 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3827 multibuf[count++]=(char)objp->id;
3829 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
3830 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
3831 PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
3832 PUT_INTEL_INT(multibuf+count, seed);
3834 map_objnum_local_to_local(objnum);
3836 if (Game_mode & GM_NETWORK)
3837 PowerupsInMine[objp->id]++;
3839 multi_send_data(multibuf, 12, 2);
3842 void multi_do_drop_weapon (char *buf)
3844 int pnum,ammo,objnum,remote_objnum,seed;
3848 powerup_id=(int)(buf[1]);
3849 pnum = GET_INTEL_SHORT(buf + 2);
3850 remote_objnum = GET_INTEL_SHORT(buf + 4);
3851 ammo = GET_INTEL_SHORT(buf + 6);
3852 seed = GET_INTEL_INT(buf + 8);
3854 objp = &Objects[Players[pnum].objnum];
3856 objnum = spit_powerup(objp, powerup_id, seed);
3858 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3861 Objects[objnum].ctype.powerup_info.count = ammo;
3863 if (Game_mode & GM_NETWORK)
3864 PowerupsInMine[powerup_id]++;
3866 mprintf ((0,"Dropped weapon %d!\n"));
3870 void multi_send_guided_info (object *miss,char done)
3872 #ifdef WORDS_BIGENDIAN
3877 mprintf ((0,"Sending guided info!\n"));
3879 multibuf[count++]=(char)MULTI_GUIDED;
3880 multibuf[count++]=(char)Player_num;
3881 multibuf[count++]=done;
3883 #ifndef WORDS_BIGENDIAN
3884 create_shortpos((shortpos *)(multibuf+count), miss,0);
3885 count+=sizeof(shortpos);
3887 create_shortpos(&sp, miss, 1);
3888 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3890 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3894 multi_send_data(multibuf, count, 0);
3897 void multi_do_guided (char *buf)
3902 #ifdef WORDS_BIGENDIAN
3906 if (Guided_missile[(int)pnum]==NULL)
3910 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3917 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3923 release_guided_missile(pnum);
3928 if (OBJECT_NUMBER(Guided_missile[(int)pnum]) < 0 || OBJECT_NUMBER(Guided_missile[(int)pnum]) > Highest_object_index)
3930 Int3(); // Get Jason immediately!
3934 #ifndef WORDS_BIGENDIAN
3935 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3937 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3938 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3939 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3942 count+=sizeof (shortpos);
3944 update_object_seg(Guided_missile[(int)pnum]);
3947 void multi_send_stolen_items ()
3950 multibuf[0]=MULTI_STOLEN_ITEMS;
3952 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3954 multibuf[i+1]=Stolen_items[i];
3955 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3956 count++; // So I like to break my stuff into smaller chunks, so what?
3959 multi_send_data(multibuf, count, 1);
3962 void multi_do_stolen_items (char *buf)
3966 mprintf ((0,"Recieved a stolen item packet...\n"));
3968 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3970 Stolen_items[i]=buf[i+1];
3971 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3976 extern void network_send_important_packet (char *,int);
3978 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
3981 multibuf[count]=MULTI_WALL_STATUS; count++;
3982 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
3983 multibuf[count]=type; count++;
3984 multibuf[count]=flags; count++;
3985 multibuf[count]=state; count++;
3988 if (Game_mode & GM_NETWORK)
3990 network_send_important_packet (multibuf,count);
3991 network_send_important_packet (multibuf,count);
3996 multi_send_data(multibuf, count, 1); // twice, just to be sure
3997 multi_send_data(multibuf, count, 1);
4000 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4002 // Send wall states a specific rejoining player
4006 Assert (Game_mode & GM_NETWORK);
4007 //Assert (pnum>-1 && pnum<N_players);
4009 multibuf[count]=MULTI_WALL_STATUS; count++;
4010 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4011 multibuf[count]=type; count++;
4012 multibuf[count]=flags; count++;
4013 multibuf[count]=state; count++;
4015 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4016 network_send_naked_packet(multibuf, count,pnum);
4019 void multi_do_wall_status (char *buf)
4022 ubyte flag,type,state;
4024 wallnum = GET_INTEL_SHORT(buf + 1);
4029 Assert (wallnum>=0);
4030 Walls[wallnum].type=type;
4031 Walls[wallnum].flags=flag;
4032 //Assert(state <= 4);
4033 Walls[wallnum].state=state;
4035 if (Walls[wallnum].type==WALL_OPEN)
4037 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4038 //digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(csegp), cside, SOUND_FORCEFIELD_HUM);
4042 //mprintf ((0,"Got a walls packet.\n"));
4045 void multi_send_jason_cheat (int num)
4050 void multi_send_kill_goal_counts()
4053 multibuf[0]=MULTI_KILLGOALS;
4055 for (i=0;i<MAX_PLAYERS;i++)
4057 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4061 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4062 multi_send_data(multibuf, count, 1);
4065 void multi_do_kill_goal_counts(char *buf)
4069 for (i=0;i<MAX_PLAYERS;i++)
4071 Players[i].KillGoalCount=*(char *)(buf+count);
4072 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4078 void multi_send_heartbeat ()
4080 if (!Netgame.PlayTimeAllowed)
4083 multibuf[0]=MULTI_HEARTBEAT;
4084 PUT_INTEL_INT(multibuf+1, ThisLevelTime);
4085 multi_send_data(multibuf, 5, 0);
4088 void multi_do_heartbeat (char *buf)
4092 num = GET_INTEL_INT(buf + 1);
4097 void multi_check_for_killgoal_winner ()
4099 int i,best=0,bestnum=0;
4102 if (Control_center_destroyed)
4105 for (i=0;i<N_players;i++)
4107 if (Players[i].KillGoalCount>best)
4109 best=Players[i].KillGoalCount;
4114 if (bestnum==Player_num)
4116 HUD_init_message("You have the best score at %d kills!",best);
4117 //Players[Player_num].shields=i2f(200);
4121 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4123 HUD_init_message ("The control center has been destroyed!");
4125 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4126 net_destroy_controlcen (objp);
4129 void multi_send_seismic (fix start,fix end)
4133 multibuf[0]=MULTI_SEISMIC;
4134 PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
4135 PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
4137 multi_send_data(multibuf, count, 1);
4140 extern fix Seismic_disturbance_start_time;
4141 extern fix Seismic_disturbance_end_time;
4143 void multi_do_seismic (char *buf)
4145 Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
4146 Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
4147 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4150 void multi_send_light (int segnum,ubyte val)
4153 multibuf[0]=MULTI_LIGHT;
4154 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4155 *(char *)(multibuf+count)=val; count++;
4158 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4159 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4161 multi_send_data(multibuf, count, 1);
4163 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4167 Assert (Game_mode & GM_NETWORK);
4168 // Assert (pnum>-1 && pnum<N_players);
4170 multibuf[0]=MULTI_LIGHT;
4171 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4172 *(char *)(multibuf+count)=val; count++;
4176 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4177 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4179 network_send_naked_packet(multibuf, count, pnum);
4182 void multi_do_light (char *buf)
4185 ubyte sides=*(char *)(buf+5);
4187 seg = GET_INTEL_INT(buf + 1);
4190 if ((sides & (1<<i)))
4192 subtract_light (seg,i);
4193 Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
4194 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4199 //@@void multi_send_start_trigger(int triggernum)
4201 //@@ // Send an even to trigger something in the mine
4205 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4206 //@@ multibuf[count] = Player_num; count += 1;
4207 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4209 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4210 //@@ multi_send_data(multibuf, count, 2);
4212 //@@void multi_do_start_trigger(char *buf)
4214 //@@ int pnum = buf[1];
4215 //@@ int trigger = buf[2];
4217 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4219 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4221 //@@ Int3(); // Got trigger from illegal playernum
4224 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4226 //@@ Int3(); // Illegal trigger number in multiplayer
4230 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4231 //@@ check_trigger_sub(trigger, pnum,0);
4235 void multi_do_flags (char *buf)
4240 flags = GET_INTEL_INT(buf + 2);
4241 if (pnum!=Player_num)
4242 Players[(int)pnum].flags=flags;
4245 void multi_send_flags (char pnum)
4247 multibuf[0]=MULTI_FLAGS;
4249 PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
4251 multi_send_data(multibuf, 6, 1);
4254 void multi_send_drop_blobs (char pnum)
4256 multibuf[0]=MULTI_DROP_BLOB;
4259 multi_send_data(multibuf, 2, 0);
4262 void multi_do_drop_blob (char *buf)
4265 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4268 void multi_send_powerup_update ()
4273 multibuf[0]=MULTI_POWERUP_UPDATE;
4274 for (i=0;i<MAX_POWERUP_TYPES;i++)
4275 multibuf[i+1]=MaxPowerupsAllowed[i];
4277 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4279 void multi_do_powerup_update (char *buf)
4283 for (i=0;i<MAX_POWERUP_TYPES;i++)
4284 if (buf[i+1]>MaxPowerupsAllowed[i])
4285 MaxPowerupsAllowed[i]=buf[i+1];
4288 extern active_door ActiveDoors[];
4289 extern int Num_open_doors; // Number of open doors
4292 #if 0 // never used...
4293 void multi_send_active_door (int i)
4297 multibuf[0]=MULTI_ACTIVE_DOOR;
4299 multibuf[2]=Num_open_doors;
4301 #ifndef WORDS_BIGENDIAN
4302 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4303 count += sizeof(active_door);
4305 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4306 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4307 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4308 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4309 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4310 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4312 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4313 multi_send_data (multibuf,count,1);
4315 #endif // 0 (never used)
4317 void multi_do_active_door (char *buf)
4319 char i = multibuf[1];
4320 Num_open_doors = buf[2];
4322 memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
4323 #ifdef WORDS_BIGENDIAN
4325 active_door *ad = &ActiveDoors[(int)i];
4326 ad->n_parts = INTEL_INT(ad->n_parts);
4327 ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
4328 ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
4329 ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
4330 ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
4331 ad->time = INTEL_INT(ad->time);
4333 #endif //WORDS_BIGENDIAN
4336 void multi_send_sound_function (char whichfunc, char sound)
4340 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4341 multibuf[1]=Player_num; count++;
4342 multibuf[2]=whichfunc; count++;
4343 #ifndef WORDS_BIGENDIAN
4344 *(uint *)(multibuf+count)=sound; count++;
4346 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4348 multi_send_data (multibuf,4,0);
4351 #define AFTERBURNER_LOOP_START 20098
4352 #define AFTERBURNER_LOOP_END 25776
4354 void multi_do_sound_function (char *buf)
4358 char pnum,whichfunc;
4361 if (Players[Player_num].connected!=1)
4369 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4370 else if (whichfunc==3)
4371 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4374 void multi_send_capture_bonus (char pnum)
4376 Assert (Game_mode & GM_CAPTURE);
4378 multibuf[0]=MULTI_CAPTURE_BONUS;
4381 multi_send_data (multibuf,2,1);
4382 multi_do_capture_bonus (multibuf);
4384 void multi_send_orb_bonus (char pnum)
4386 Assert (Game_mode & GM_HOARD);
4388 multibuf[0]=MULTI_ORB_BONUS;
4390 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4392 multi_send_data (multibuf,3,1);
4393 multi_do_orb_bonus (multibuf);
4395 void multi_do_capture_bonus(char *buf)
4397 // Figure out the results of a network kills and add it to the
4398 // appropriate player's tally.
4403 kmatrix_kills_changed = 1;
4405 if (pnum==Player_num)
4406 HUD_init_message("You have Scored!");
4408 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4410 if (pnum==Player_num)
4411 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4412 else if (get_team(pnum)==TEAM_RED)
4413 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4415 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4417 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4419 team_kills[get_team(pnum)] += 5;
4420 Players[(int)pnum].net_kills_total += 5;
4421 Players[(int)pnum].KillGoalCount+=5;
4423 if (Netgame.KillGoal>0)
4425 TheGoal=Netgame.KillGoal*5;
4427 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4429 if (pnum==Player_num)
4431 HUD_init_message("You reached the kill goal!");
4432 Players[Player_num].shields=i2f(200);
4435 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4437 HUD_init_message ("The control center has been destroyed!");
4438 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4442 multi_sort_kill_list();
4443 multi_show_player_list();
4446 int GetOrbBonus (char num)
4450 bonus=num*(num+1)/2;
4454 void multi_do_orb_bonus(char *buf)
4456 // Figure out the results of a network kills and add it to the
4457 // appropriate player's tally.
4461 int bonus=GetOrbBonus (buf[2]);
4463 kmatrix_kills_changed = 1;
4465 if (pnum==Player_num)
4466 HUD_init_message("You have scored %d points!",bonus);
4468 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4470 if (pnum==Player_num)
4471 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4472 else if (Game_mode & GM_TEAM)
4474 if (get_team(pnum)==TEAM_RED)
4475 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4477 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4480 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4482 if (bonus>PhallicLimit)
4484 if (pnum==Player_num)
4485 HUD_init_message ("You have the record with %d points!",bonus);
4487 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4488 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4493 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4495 team_kills[get_team(pnum)] += bonus;
4496 Players[(int)pnum].net_kills_total += bonus;
4497 Players[(int)pnum].KillGoalCount+=bonus;
4499 team_kills[get_team(pnum)]%=1000;
4500 Players[(int)pnum].net_kills_total%=1000;
4501 Players[(int)pnum].KillGoalCount%=1000;
4503 if (Netgame.KillGoal>0)
4505 TheGoal=Netgame.KillGoal*5;
4507 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4509 if (pnum==Player_num)
4511 HUD_init_message("You reached the kill goal!");
4512 Players[Player_num].shields=i2f(200);
4515 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4517 HUD_init_message ("The control center has been destroyed!");
4518 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4521 multi_sort_kill_list();
4522 multi_show_player_list();
4525 void multi_send_got_flag (char pnum)
4527 multibuf[0]=MULTI_GOT_FLAG;
4530 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4532 multi_send_data (multibuf,2,1);
4533 multi_send_flags (Player_num);
4537 digi_sound ReversedSound;
4539 void multi_send_got_orb (char pnum)
4541 multibuf[0]=MULTI_GOT_ORB;
4544 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4546 multi_send_data (multibuf,2,1);
4547 multi_send_flags (Player_num);
4550 void multi_do_got_flag (char *buf)
4554 if (pnum==Player_num)
4555 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4556 else if (get_team(pnum)==TEAM_RED)
4557 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4559 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4560 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4561 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4563 void multi_do_got_orb (char *buf)
4567 Assert (Game_mode & GM_HOARD);
4569 if (Game_mode & GM_TEAM)
4571 if (get_team(pnum)==get_team(Player_num))
4572 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4574 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4577 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4579 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4580 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4588 if (!(Game_mode & GM_HOARD))
4589 Int3(); // How did we get here? Get Leighton!
4591 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4593 HUD_init_message("No orbs to drop!");
4599 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4604 HUD_init_message("Orb dropped!");
4605 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4607 if ((Game_mode & GM_HOARD) && objnum>-1)
4608 multi_send_drop_flag(objnum,seed);
4610 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4612 // If empty, tell everyone to stop drawing the box around me
4613 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4614 multi_send_flags (Player_num);
4621 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4623 if (Game_mode & GM_HOARD)
4629 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4631 HUD_init_message("No flag to drop!");
4636 HUD_init_message("Flag dropped!");
4637 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4641 if (get_team (Player_num)==TEAM_RED)
4642 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4644 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4649 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4650 multi_send_drop_flag(objnum,seed);
4652 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4656 void multi_send_drop_flag (int objnum,int seed)
4661 objp = &Objects[objnum];
4663 multibuf[count++]=(char)MULTI_DROP_FLAG;
4664 multibuf[count++]=(char)objp->id;
4666 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
4667 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
4668 PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
4669 PUT_INTEL_INT(multibuf+count, seed);
4671 map_objnum_local_to_local(objnum);
4673 if (!(Game_mode & GM_HOARD))
4674 if (Game_mode & GM_NETWORK)
4675 PowerupsInMine[objp->id]++;
4677 multi_send_data(multibuf, 12, 2);
4680 void multi_do_drop_flag (char *buf)
4682 int pnum,ammo,objnum,remote_objnum,seed;
4687 pnum = GET_INTEL_SHORT(buf + 2);
4688 remote_objnum = GET_INTEL_SHORT(buf + 4);
4689 ammo = GET_INTEL_SHORT(buf + 6);
4690 seed = GET_INTEL_INT(buf + 8);
4692 objp = &Objects[Players[pnum].objnum];
4694 objnum = spit_powerup(objp, powerup_id, seed);
4696 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4699 Objects[objnum].ctype.powerup_info.count = ammo;
4701 if (!(Game_mode & GM_HOARD))
4703 if (Game_mode & GM_NETWORK)
4704 PowerupsInMine[powerup_id]++;
4705 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4707 mprintf ((0,"Dropped flag %d!\n"));
4711 void multi_bad_restore ()
4713 Function_mode = FMODE_MENU;
4714 nm_messagebox(NULL, 1, TXT_OK,
4715 "A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue.");
4716 Function_mode = FMODE_GAME;
4717 multi_quit_game = 1;
4718 multi_leave_menu = 1;
4719 multi_reset_stuff();
4722 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4723 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4724 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4725 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4726 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4727 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4728 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4729 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4732 void multi_send_robot_controls (char pnum)
4736 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4738 multibuf[0]=MULTI_ROBOT_CONTROLS;
4740 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4741 count+=(MAX_ROBOTS_CONTROLLED*4);
4742 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4743 count+=(MAX_ROBOTS_CONTROLLED*4);
4744 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4745 count+=(MAX_ROBOTS_CONTROLLED*4);
4746 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4747 count+=(MAX_ROBOTS_CONTROLLED*4);
4748 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4749 count+=(MAX_ROBOTS_CONTROLLED*4);
4750 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4751 count+=(MAX_ROBOTS_CONTROLLED*4);
4752 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4753 count+=(MAX_ROBOTS_CONTROLLED*4);
4755 network_send_naked_packet (multibuf,142,pnum);
4757 void multi_do_robot_controls(char *buf)
4761 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4763 if (buf[1]!=Player_num)
4765 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4769 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4770 count+=(MAX_ROBOTS_CONTROLLED*4);
4771 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4772 count+=(MAX_ROBOTS_CONTROLLED*4);
4773 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4774 count+=(MAX_ROBOTS_CONTROLLED*4);
4775 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4776 count+=(MAX_ROBOTS_CONTROLLED*4);
4777 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4778 count+=(MAX_ROBOTS_CONTROLLED*4);
4779 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4780 count+=(MAX_ROBOTS_CONTROLLED*4);
4781 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4782 count+=(MAX_ROBOTS_CONTROLLED*4);
4785 #define POWERUPADJUSTS 5
4786 int PowerupAdjustMapping[]={11,19,39,41,44};
4788 int multi_powerup_is_4pack (int id)
4792 for (i=0;i<POWERUPADJUSTS;i++)
4793 if (id==PowerupAdjustMapping[i])
4798 int multi_powerup_is_allowed(int id)
4800 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4802 if (id == POW_CLOAK && !Netgame.DoCloak)
4804 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4806 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4808 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4810 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4812 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4814 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4816 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4818 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4820 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4822 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4824 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4826 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4828 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4830 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4832 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4834 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4836 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4838 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4840 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4842 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4844 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4846 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4848 if (id == POW_CONVERTER && !Netgame.DoConverter)
4850 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4852 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4854 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4856 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4858 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4860 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4862 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4864 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4870 void multi_send_finish_game ()
4872 multibuf[0]=MULTI_FINISH_GAME;
4873 multibuf[1]=Player_num;
4875 multi_send_data (multibuf,2,1);
4879 extern void do_final_boss_hacks();
4880 void multi_do_finish_game (char *buf)
4882 if (buf[0]!=MULTI_FINISH_GAME)
4885 if (Current_level_num!=Last_level)
4888 do_final_boss_hacks();
4891 void multi_send_trigger_specific (char pnum,char trig)
4893 multibuf[0] = MULTI_START_TRIGGER;
4896 network_send_naked_packet(multibuf, 2, pnum);
4898 void multi_do_start_trigger (char *buf)
4900 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4903 extern char *RankStrings[];
4905 void multi_add_lifetime_kills ()
4907 // This function adds a kill to lifetime stats of this player, and possibly
4908 // gives a promotion. If so, it will tell everyone else
4912 if (!Game_mode & GM_NETWORK)
4915 oldrank=GetMyNetRanking();
4919 if (oldrank!=GetMyNetRanking())
4921 multi_send_ranking();
4922 if (!FindArg("-norankings"))
4924 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4925 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4926 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4932 void multi_add_lifetime_killed ()
4934 // This function adds a "killed" to lifetime stats of this player, and possibly
4935 // gives a demotion. If so, it will tell everyone else
4939 if (!Game_mode & GM_NETWORK)
4942 oldrank=GetMyNetRanking();
4946 if (oldrank!=GetMyNetRanking())
4948 multi_send_ranking();
4949 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4951 if (!FindArg("-norankings"))
4952 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4959 void multi_send_ranking ()
4961 multibuf[0]=(char)MULTI_RANK;
4962 multibuf[1]=(char)Player_num;
4963 multibuf[2]=(char)GetMyNetRanking();
4965 multi_send_data (multibuf,3,1);
4968 void multi_do_ranking (char *buf)
4974 if (NetPlayers.players[(int)pnum].rank<rank)
4975 strcpy (rankstr,"promoted");
4976 else if (NetPlayers.players[(int)pnum].rank>rank)
4977 strcpy (rankstr,"demoted");
4981 NetPlayers.players[(int)pnum].rank=rank;
4983 if (!FindArg("-norankings"))
4984 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
4986 void multi_send_modem_ping ()
4988 multibuf[0]=MULTI_MODEM_PING;
4989 multi_send_data (multibuf,1,1);
4991 void multi_send_modem_ping_return ()
4993 multibuf[0]=MULTI_MODEM_PING_RETURN;
4994 multi_send_data (multibuf,1,1);
4997 void multi_do_modem_ping_return ()
4999 if (PingLaunchTime==0)
5001 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5005 PingReturnTime=timer_get_fixed_seconds();
5007 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5012 void multi_quick_sound_hack (int num)
5015 num = digi_xlat_sound(num);
5016 length=GameSounds[num].length;
5017 ReversedSound.data=(ubyte *)d_malloc (length);
5018 ReversedSound.length=length;
5020 for (i=0;i<length;i++)
5021 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5026 void multi_send_play_by_play (int num,int spnum,int dpnum)
5028 if (!(Game_mode & GM_HOARD))
5032 multibuf[0]=MULTI_PLAY_BY_PLAY;
5033 multibuf[1]=(char)num;
5034 multibuf[2]=(char)spnum;
5035 multibuf[3]=(char)dpnum;
5036 multi_send_data (multibuf,4,1);
5037 multi_do_play_by_play (multibuf);
5040 void multi_do_play_by_play (char *buf)
5042 int whichplay=buf[1];
5046 if (!(Game_mode & GM_HOARD))
5048 Int3(); // Get Leighton, something bad has happened.
5055 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5058 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5066 /// CODE TO LOAD HOARD DATA
5070 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5072 bm->bm_x = bm->bm_y = 0;
5073 bm->bm_w = bm->bm_rowsize = w;
5075 bm->bm_type = BM_LINEAR;
5076 bm->bm_flags = flags;
5082 grs_bitmap Orb_icons[2];
5084 int Hoard_goal_eclip;
5086 void init_hoard_data()
5088 static int first_time=1;
5089 static int orb_vclip;
5090 int n_orb_frames,n_goal_frames;
5093 ubyte palette[256*3];
5096 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5098 ifile = cfopen("hoard.ham","rb");
5100 Error("can't open <hoard.ham>");
5102 n_orb_frames = cfile_read_short(ifile);
5103 orb_w = cfile_read_short(ifile);
5104 orb_h = cfile_read_short(ifile);
5105 save_pos = cftell(ifile);
5106 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5107 n_goal_frames = cfile_read_short(ifile);
5108 cfseek(ifile,save_pos,SEEK_SET);
5112 int bitmap_num=Num_bitmap_files;
5114 //Allocate memory for bitmaps
5115 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5118 orb_vclip = Num_vclips++;
5119 Assert(Num_vclips <= VCLIP_MAXNUM);
5120 Vclip[orb_vclip].play_time = F1_0/2;
5121 Vclip[orb_vclip].num_frames = n_orb_frames;
5122 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5123 Vclip[orb_vclip].flags = 0;
5124 Vclip[orb_vclip].sound_num = -1;
5125 Vclip[orb_vclip].light_value = F1_0;
5126 for (i=0;i<n_orb_frames;i++) {
5127 Vclip[orb_vclip].frames[i].index = bitmap_num;
5128 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5129 bitmap_data += orb_w*orb_h;
5131 Assert(bitmap_num < MAX_BITMAP_FILES);
5134 //Create obj powerup
5135 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5136 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5137 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5138 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5140 //Create orb goal wall effect
5141 Hoard_goal_eclip = Num_effects++;
5142 Assert(Num_effects < MAX_EFFECTS);
5143 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5144 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5145 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5147 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5148 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5149 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5151 Assert(NumTextures < MAX_TEXTURES);
5152 for (i=0;i<n_goal_frames;i++) {
5153 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5154 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5155 bitmap_data += 64*64;
5157 Assert(bitmap_num < MAX_BITMAP_FILES);
5162 //Load and remap bitmap data for orb
5163 cfread(palette,3,256,ifile);
5164 for (i=0;i<n_orb_frames;i++) {
5165 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5166 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5167 gr_remap_bitmap_good( bm, palette, 255, -1 );
5170 //Load and remap bitmap data for goal texture
5171 cfile_read_short(ifile); //skip frame count
5172 cfread(palette,3,256,ifile);
5173 for (i=0;i<n_goal_frames;i++) {
5174 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5175 cfread(bm->bm_data,1,64*64,ifile);
5176 gr_remap_bitmap_good( bm, palette, 255, -1 );
5179 //Load and remap bitmap data for HUD icons
5181 icon_w = cfile_read_short(ifile);
5182 icon_h = cfile_read_short(ifile);
5185 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5186 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5188 cfread(palette,3,256,ifile);
5189 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5190 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5195 //Load sounds for orb game
5200 len = cfile_read_int(ifile); //get 11k len
5202 if (digi_sample_rate == SAMPLE_RATE_22K) {
5203 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5204 len = cfile_read_int(ifile); //get 22k len
5207 GameSounds[Num_sound_files+i].length = len;
5208 GameSounds[Num_sound_files+i].data = d_malloc(len);
5209 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5211 if (digi_sample_rate == SAMPLE_RATE_11K) {
5212 len = cfile_read_int(ifile); //get 22k len
5213 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5216 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5217 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5227 void save_hoard_data(void)
5229 #define MAX_BITMAPS_PER_BRUSH 30
5230 grs_bitmap * bm[MAX_BITMAPS_PER_BRUSH];
5233 ubyte palette[256*3];
5236 char *sounds[] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
5237 "teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
5238 "enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
5239 "OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
5241 ofile = PHYSFSX_openWriteBuffered("hoard.ham");
5243 iff_error = iff_read_animbrush("orb.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5244 Assert(iff_error == IFF_NO_ERROR);
5245 PHYSFS_writeULE16(ofile, nframes);
5246 PHYSFS_writeULE16(ofile, bm[0]->bm_w);
5247 PHYSFS_writeULE16(ofile, bm[0]->bm_h);
5248 PHYSFS_write(ofile, palette, 3, 256);
5249 for (i=0;i<nframes;i++)
5250 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5252 iff_error = iff_read_animbrush("orbgoal.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5253 Assert(iff_error == IFF_NO_ERROR);
5254 Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
5255 PHYSFS_writeULE16(ofile, nframes);
5256 PHYSFS_write(ofile, palette, 3, 256);
5257 for (i=0;i<nframes;i++)
5258 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5262 iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",&icon,BM_LINEAR,palette);
5263 Assert(iff_error == IFF_NO_ERROR);
5264 PHYSFS_writeULE16(ofile, icon.bm_w);
5265 PHYSFS_writeULE16(ofile, icon.bm_h);
5266 PHYSFS_write(ofile, palette, 3, 256);
5267 PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
5270 for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
5275 ifile = PHYSFS_openRead(sounds[i]);
5276 Assert(ifile != NULL);
5277 size = PHYSFS_fileLength(ifile);
5278 buf = d_malloc(size);
5279 PHYSFS_read(ifile, buf, size, 1);
5280 PHYSFS_writeULE32(ofile, size);
5281 PHYSFS_write(ofile, buf, size, 1);
5283 PHYSFS_close(ifile);
5286 PHYSFS_close(ofile);
5291 multi_process_data(char *buf, int len)
5293 // Take an entire message (that has already been checked for validity,
5294 // if necessary) and act on it.
5300 if (type > MULTI_MAX_TYPE)
5302 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5310 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5311 fflush (RecieveLogFile);
5316 case MULTI_POSITION:
5317 if (!Endlevel_sequence) multi_do_position(buf); break;
5318 case MULTI_REAPPEAR:
5319 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5321 if (!Endlevel_sequence) multi_do_fire(buf); break;
5323 multi_do_kill(buf); break;
5324 case MULTI_REMOVE_OBJECT:
5325 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5326 case MULTI_PLAYER_DROP:
5327 case MULTI_PLAYER_EXPLODE:
5328 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5330 if (!Endlevel_sequence) multi_do_message(buf); break;
5332 if (!Endlevel_sequence) multi_do_quit(buf); break;
5333 case MULTI_BEGIN_SYNC:
5335 case MULTI_CONTROLCEN:
5336 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5337 case MULTI_POWERUP_UPDATE:
5338 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5339 case MULTI_SOUND_FUNCTION:
5340 multi_do_sound_function(buf); break;
5342 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5343 case MULTI_DROP_WEAPON:
5344 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5345 case MULTI_DROP_FLAG:
5346 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5348 if (!Endlevel_sequence) multi_do_guided (buf); break;
5349 case MULTI_STOLEN_ITEMS:
5350 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5351 case MULTI_WALL_STATUS:
5352 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5353 case MULTI_HEARTBEAT:
5354 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5356 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5358 if (!Endlevel_sequence) multi_do_light (buf); break;
5359 case MULTI_KILLGOALS:
5361 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5362 case MULTI_ENDLEVEL_START:
5363 if (!Endlevel_sequence) multi_do_escape(buf); break;
5364 case MULTI_END_SYNC:
5367 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5369 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5370 case MULTI_DOOR_OPEN:
5371 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5372 case MULTI_CREATE_EXPLOSION:
5373 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5374 case MULTI_CONTROLCEN_FIRE:
5375 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5376 case MULTI_CREATE_POWERUP:
5377 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5378 case MULTI_PLAY_SOUND:
5379 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5380 case MULTI_CAPTURE_BONUS:
5381 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5382 case MULTI_ORB_BONUS:
5383 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5384 case MULTI_GOT_FLAG:
5385 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5387 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5388 case MULTI_PLAY_BY_PLAY:
5389 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5391 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5392 case MULTI_MODEM_PING:
5393 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5394 case MULTI_MODEM_PING_RETURN:
5395 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5397 case MULTI_FINISH_GAME:
5398 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5399 case MULTI_ROBOT_CONTROLS:
5400 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5401 case MULTI_ROBOT_CLAIM:
5402 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5403 case MULTI_ROBOT_POSITION:
5404 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5405 case MULTI_ROBOT_EXPLODE:
5406 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5407 case MULTI_ROBOT_RELEASE:
5408 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5409 case MULTI_ROBOT_FIRE:
5410 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5413 if (!Endlevel_sequence) multi_do_score(buf); break;
5414 case MULTI_CREATE_ROBOT:
5415 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5417 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5418 case MULTI_START_TRIGGER:
5419 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5421 if (!Endlevel_sequence) multi_do_flags(buf); break;
5422 case MULTI_DROP_BLOB:
5423 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5424 case MULTI_ACTIVE_DOOR:
5425 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5426 case MULTI_BOSS_ACTIONS:
5427 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5428 case MULTI_CREATE_ROBOT_POWERUPS:
5429 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5430 case MULTI_HOSTAGE_DOOR:
5431 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5432 case MULTI_SAVE_GAME:
5433 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5434 case MULTI_RESTORE_GAME:
5435 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5436 case MULTI_REQ_PLAYER:
5437 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5438 case MULTI_SEND_PLAYER:
5439 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5442 mprintf((1, "Invalid type in multi_process_input().\n"));