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.
76 void multi_reset_player_object(object *objp);
77 void multi_reset_object_texture(object *objp);
78 void multi_add_lifetime_killed();
79 void multi_add_lifetime_kills();
80 void multi_send_play_by_play(int num,int spnum,int dpnum);
81 void multi_send_heartbeat();
82 void multi_send_modem_ping();
83 void multi_cap_objects();
84 void multi_adjust_remote_cap(int pnum);
85 void multi_save_game(ubyte slot, uint id, char *desc);
86 void multi_restore_game(ubyte slot, uint id);
87 void multi_set_robot_ai(void);
88 void multi_send_powerup_update();
89 void bash_to_shield(int i,char *s);
90 void init_hoard_data();
91 void multi_apply_goal_textures();
92 int find_goal_texture(ubyte t);
93 void multi_bad_restore();
94 void multi_do_capture_bonus(char *buf);
95 void multi_do_orb_bonus(char *buf);
96 void multi_send_drop_flag(int objnum,int seed);
97 void multi_send_ranking();
98 void multi_do_play_by_play(char *buf);
101 // Local macros and prototypes
106 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
108 void drop_player_eggs(object *player); // from collide.c
109 void GameLoop(int, int); // From game.c
115 extern vms_vector MarkerPoint[];
116 extern char MarkerMessage[16][40];
117 extern char MarkerOwner[16][40];
118 extern int MarkerObject[];
120 int control_invul_time = 0;
121 int who_killed_controlcen = -1; // -1 = noone
123 //do we draw the kill list on the HUD?
124 int Show_kill_list = 1;
125 int Show_reticle_name = 1;
126 fix Show_kill_list_timer = 0;
128 char Multi_is_guided=0;
129 char PKilledFlags[MAX_NUM_NET_PLAYERS];
131 int multi_sending_message = 0;
132 int multi_defining_message = 0;
133 int multi_message_index = 0;
135 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
137 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
138 short local_to_remote[MAX_OBJECTS];
139 sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
141 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
142 int Net_create_loc = 0; // pointer into previous array
143 int Network_laser_fired = 0; // How many times we shot
144 int Network_laser_gun; // Which gun number we shot
145 int Network_laser_flags; // Special flags for the shot
146 int Network_laser_level; // What level
147 short Network_laser_track; // Who is it tracking?
148 char Network_message[MAX_MESSAGE_LEN];
149 char Network_message_macro[4][MAX_MESSAGE_LEN];
150 int Network_message_reciever=-1;
151 int sorted_kills[MAX_NUM_NET_PLAYERS];
152 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
153 int multi_goto_secret = 0;
155 int multi_in_menu = 0;
156 int multi_leave_menu = 0;
157 int multi_quit_game = 0;
159 netgame_info Netgame;
160 AllNetPlayers_info NetPlayers;
162 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
164 typedef struct netplayer_stats {
166 ubyte Player_num; // Who am i?
167 uint flags; // Powerup flags, see below...
168 fix energy; // Amount of energy remaining.
169 fix shields; // shields remaining (protection)
170 ubyte lives; // Lives remaining, 0 = game over.
171 ubyte laser_level; // Current level of the laser.
172 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
173 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
174 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
175 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
176 int last_score; // Score at beginning of current level.
177 int score; // Current score.
178 fix cloak_time; // Time cloaked
179 fix invulnerable_time; // Time invulnerable
180 fix homing_object_dist; // Distance of nearest homing object.
182 short net_killed_total; // Number of times killed total
183 short net_kills_total; // Number of net kills total
184 short num_kills_level; // Number of kills this level
185 short num_kills_total; // Number of kills total
186 short num_robots_level; // Number of initial robots this level
187 short num_robots_total; // Number of robots total
188 ushort hostages_rescued_total; // Total number of hostages rescued.
189 ushort hostages_total; // Total number of hostages.
190 ubyte hostages_on_board; // Number of hostages on ship.
194 int message_length[MULTI_MAX_TYPE+1] = {
200 97+9, // PLAYER_EXPLODE
201 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
211 2, // CREATE_EXPLOSION
212 16, // CONTROLCEN_FIRE
214 19, // CREATE_POWERUP
218 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
226 27, // ROBOT_POWERUPS
228 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
229 2+4, // RESTORE_GAME (ubyte slot, uint id)
230 1+1, // MULTI_REQ_PLAYER
231 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
233 12, // MULTI_DROP_WEAPON
235 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
237 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
239 11, // MULTI_STOLEN_ITEMS
240 6, // MULTI_WALL_STATUS
241 5, // MULTI_HEARTBEAT
242 9, // MULTI_KILLGOALS
245 2, // MULTI_START_TRIGGER
247 2, // MULTI_DROP_BLOB
248 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
249 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
250 4, // MULTI_SOUND_FUNCTION
251 2, // MULTI_CAPTURE_BONUS
253 12, // MULTI_DROP_FLAG
254 142, // MULTI_ROBOT_CONTROLS
255 2, // MULTI_FINISH_GAME
257 1, // MULTI_MODEM_PING
258 1, // MULTI_MODEM_PING_RETURN
259 3, // MULTI_ORB_BONUS
261 12, // MULTI_DROP_ORB
262 4, // MULTI_PLAY_BY_PLAY
265 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
266 void use_netplayer_stats( player * ps, netplayer_stats *pd );
267 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
268 extern fix ThisLevelTime;
271 // Functions that replace what used to be macros
274 int objnum_remote_to_local(int remote_objnum, int owner)
276 // Map a remote object number from owner to a local object number
280 if ((owner >= N_players) || (owner < -1)) {
282 return(remote_objnum);
286 return(remote_objnum);
288 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
291 result = remote_to_local[owner][remote_objnum];
295 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
300 if (object_owner[result] != owner)
302 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
305 //Assert(object_owner[result] == owner);
310 int objnum_local_to_remote(int local_objnum, sbyte *owner)
312 // Map a local object number to a remote + owner
316 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
321 *owner = object_owner[local_objnum];
324 return(local_objnum);
326 if ((*owner >= N_players) || (*owner < -1)) {
332 result = local_to_remote[local_objnum];
334 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
339 Int3(); // See Rob, object has no remote number!
346 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
348 // Add a mapping from a network remote object number to a local one
350 Assert(local_objnum > -1);
351 Assert(local_objnum < MAX_OBJECTS);
352 Assert(remote_objnum > -1);
353 Assert(remote_objnum < MAX_OBJECTS);
355 Assert(owner != Player_num);
357 object_owner[local_objnum] = owner;
359 remote_to_local[owner][remote_objnum] = local_objnum;
360 local_to_remote[local_objnum] = remote_objnum;
366 map_objnum_local_to_local(int local_objnum)
368 // Add a mapping for our locally created objects
370 Assert(local_objnum > -1);
371 Assert(local_objnum < MAX_OBJECTS);
373 object_owner[local_objnum] = Player_num;
374 remote_to_local[Player_num][local_objnum] = local_objnum;
375 local_to_remote[local_objnum] = local_objnum;
380 void reset_network_objects()
382 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
383 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
384 memset(object_owner, -1, MAX_OBJECTS);
388 // Part 1 : functions whose main purpose in life is to divert the flow
389 // of execution to either network or serial specific code based
390 // on the curretn Game_mode value.
394 multi_endlevel_score(void)
399 // Show a score list to end of net players
401 // Save connect state and change to new connect state
403 if (Game_mode & GM_NETWORK)
405 old_connect = Players[Player_num].connected;
406 if (Players[Player_num].connected!=3)
407 Players[Player_num].connected = CONNECT_END_MENU;
408 Network_status = NETSTAT_ENDLEVEL;
413 // Do the actual screen we wish to show
415 Function_mode = FMODE_MENU;
417 kmatrix_view(Game_mode & GM_NETWORK);
419 Function_mode = FMODE_GAME;
421 // Restore connect state
423 if (Game_mode & GM_NETWORK)
425 Players[Player_num].connected = old_connect;
429 if (Game_mode & GM_MULTI_COOP)
432 for (i = 0; i < MaxNumNetPlayers; i++)
434 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
436 for (i = 0; i < MaxNumNetPlayers; i++)
437 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
441 for (i=0;i<MAX_PLAYERS;i++)
442 Players[i].KillGoalCount=0;
444 for (i=0;i<MAX_POWERUP_TYPES;i++)
446 MaxPowerupsAllowed[i]=0;
455 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
458 if (Netgame.team_vector & (1 << pnum))
464 extern void game_disable_cheats();
471 // Reset variables for a new net game
473 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
475 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
478 Players[i].net_killed_total = 0;
479 Players[i].net_kills_total = 0;
480 Players[i].flags = 0;
481 Players[i].KillGoalCount=0;
485 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
487 robot_controlled[i] = -1;
488 robot_agitation[i] = 0;
493 team_kills[0] = team_kills[1] = 0;
494 Endlevel_sequence = 0;
496 multi_leave_menu = 0;
499 game_disable_cheats();
501 Dead_player_camera = 0;
505 multi_make_player_ghost(int playernum)
509 //Assert(playernum != Player_num);
510 //Assert(playernum < MAX_NUM_NET_PLAYERS);
512 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
514 Int3(); // Non-terminal, see Rob
518 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
519 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
521 obj = &Objects[Players[playernum].objnum];
523 obj->type = OBJ_GHOST;
524 obj->render_type = RT_NONE;
525 obj->movement_type = MT_NONE;
526 multi_reset_player_object(obj);
528 if (Game_mode & GM_MULTI_ROBOTS)
529 multi_strip_robots(playernum);
533 multi_make_ghost_player(int playernum)
537 // Assert(playernum != Player_num);
538 // Assert(playernum < MAX_NUM_NET_PLAYERS);
540 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
542 Int3(); // Non-terminal, see rob
546 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
547 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
549 obj = &Objects[Players[playernum].objnum];
551 obj->type = OBJ_PLAYER;
552 obj->movement_type = MT_PHYSICS;
553 multi_reset_player_object(obj);
556 int multi_get_kill_list(int *plist)
558 // Returns the number of active net players and their
559 // sorted order of kills
563 for (i = 0; i < N_players; i++)
564 //if (Players[sorted_kills[i]].connected)
565 plist[n++] = sorted_kills[i];
568 Int3(); // SEE ROB OR MATT
570 //memcpy(plist, sorted_kills, N_players*sizeof(int));
576 multi_sort_kill_list(void)
578 // Sort the kills list each time a new kill is added
580 int kills[MAX_NUM_NET_PLAYERS];
584 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
587 if (Game_mode & GM_MULTI_COOP)
588 kills[i] = Players[i].score;
591 if (Show_kill_list==2)
593 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
594 kills[i]=-1; // always draw the ones without any ratio last
596 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
599 kills[i] = Players[i].net_kills_total;
605 for (i = 0; i < N_players-1; i++)
607 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
609 changed = sorted_kills[i];
610 sorted_kills[i] = sorted_kills[i+1];
611 sorted_kills[i+1] = changed;
616 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
619 extern object *obj_find_first_of_type (int);
620 char Multi_killed_yourself=0;
622 void multi_compute_kill(int killer, int killed)
624 // Figure out the results of a network kills and add it to the
625 // appropriate player's tally.
627 int killed_pnum, killed_type;
628 int killer_pnum, killer_type,killer_id;
630 char killed_name[(CALLSIGN_LEN*2)+4];
631 char killer_name[(CALLSIGN_LEN*2)+4];
633 kmatrix_kills_changed = 1;
634 Multi_killed_yourself=0;
636 // Both object numbers are localized already!
638 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
640 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
642 Int3(); // See Rob, illegal value passed to compute_kill;
646 killed_type = Objects[killed].type;
647 killer_type = Objects[killer].type;
648 killer_id = Objects[killer].id;
650 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
652 Int3(); // compute_kill passed non-player object!
656 killed_pnum = Objects[killed].id;
658 PKilledFlags[killed_pnum]=1;
660 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
662 if (Game_mode & GM_TEAM)
663 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
665 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
667 if (Newdemo_state == ND_STATE_RECORDING)
668 newdemo_record_multi_death(killed_pnum);
670 digi_play_sample( SOUND_HUD_KILL, F3_0 );
672 if (Control_center_destroyed)
673 Players[killed_pnum].connected=3;
675 if (killer_type == OBJ_CNTRLCEN)
677 Players[killed_pnum].net_killed_total++;
678 Players[killed_pnum].net_kills_total--;
680 if (Newdemo_state == ND_STATE_RECORDING)
681 newdemo_record_multi_kill(killed_pnum, -1);
683 if (killed_pnum == Player_num)
685 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
686 multi_add_lifetime_killed ();
689 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
694 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
696 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
698 if (killed_pnum == Player_num)
699 HUD_init_message("You were killed by a mine!");
701 HUD_init_message("%s was killed by a mine!",killed_name);
705 if (killed_pnum == Player_num)
707 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
708 multi_add_lifetime_killed();
711 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
713 Players[killed_pnum].net_killed_total++;
717 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
719 Int3(); // Illegal killer type?
722 if (killer_id==PMINE_ID)
724 if (killed_pnum==Player_num)
725 HUD_init_message("You were killed by a mine!");
727 HUD_init_message("%s was killed by a mine!",killed_name);
729 Players[killed_pnum].net_killed_total++;
735 killer_pnum = Objects[killer].id;
737 if (Game_mode & GM_TEAM)
738 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
740 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
742 // Beyond this point, it was definitely a player-player kill situation
744 if ((killer_pnum < 0) || (killer_pnum >= N_players))
745 Int3(); // See rob, tracking down bug with kill HUD messages
746 if ((killed_pnum < 0) || (killed_pnum >= N_players))
747 Int3(); // See rob, tracking down bug with kill HUD messages
749 if (killer_pnum == killed_pnum)
751 if (!(Game_mode & GM_HOARD))
753 if (Game_mode & GM_TEAM)
754 team_kills[get_team(killed_pnum)] -= 1;
756 Players[killed_pnum].net_killed_total += 1;
757 Players[killed_pnum].net_kills_total -= 1;
759 if (Newdemo_state == ND_STATE_RECORDING)
760 newdemo_record_multi_kill(killed_pnum, -1);
762 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
764 if (killer_pnum == Player_num)
766 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
767 Multi_killed_yourself=1;
768 multi_add_lifetime_killed();
771 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
776 if (!(Game_mode & GM_HOARD))
778 if (Game_mode & GM_TEAM)
780 if (get_team(killed_pnum) == get_team(killer_pnum))
781 team_kills[get_team(killed_pnum)] -= 1;
783 team_kills[get_team(killer_pnum)] += 1;
786 Players[killer_pnum].net_kills_total += 1;
787 Players[killer_pnum].KillGoalCount+=1;
789 if (Newdemo_state == ND_STATE_RECORDING)
790 newdemo_record_multi_kill(killer_pnum, 1);
794 if (Game_mode & GM_TEAM)
796 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
797 Multi_killed_yourself=1;
801 kill_matrix[killer_pnum][killed_pnum] += 1;
802 Players[killed_pnum].net_killed_total += 1;
803 if (killer_pnum == Player_num) {
804 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
805 multi_add_lifetime_kills();
806 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
807 add_points_to_score(-1000);
809 else if (killed_pnum == Player_num)
811 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
812 multi_add_lifetime_killed();
813 if (Game_mode & GM_HOARD)
815 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
816 multi_send_play_by_play (1,killer_pnum,Player_num);
817 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
818 multi_send_play_by_play (0,killer_pnum,Player_num);
822 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
825 TheGoal=Netgame.KillGoal*5;
827 if (Netgame.KillGoal>0)
829 if (Players[killer_pnum].KillGoalCount>=TheGoal)
831 if (killer_pnum==Player_num)
833 HUD_init_message("You reached the kill goal!");
834 Players[Player_num].shields=i2f(200);
837 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
839 HUD_init_message ("The control center has been destroyed!");
840 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
844 multi_sort_kill_list();
845 multi_show_player_list();
846 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
852 static int lasttime=0;
855 if (!(Game_mode & GM_MULTI))
861 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
863 for (i=0;i<N_players;i++)
864 if (Players[i].connected)
868 multi_send_heartbeat();
869 lasttime=f2i(ThisLevelTime);
875 multi_send_message(); // Send any waiting messages
878 multi_leave_menu = 0;
881 if (Game_mode & GM_MULTI_ROBOTS)
883 multi_check_robot_timeout();
887 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
893 network_do_frame(0, 1);
896 if (multi_quit_game && !multi_in_menu)
899 longjmp(LeaveGame, 0);
904 multi_send_data(char *buf, int len, int repeat)
906 Assert(len == message_length[(int)buf[0]]);
907 Assert(buf[0] <= MULTI_MAX_TYPE);
908 // Assert(buf[0] >= 0);
910 if (Game_mode & GM_NETWORK)
913 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
914 com_send_data(buf, len, repeat);
915 else if (Game_mode & GM_NETWORK)
916 network_send_data((unsigned char *)buf, len, repeat);
920 multi_leave_game(void)
923 // if (Function_mode != FMODE_GAME)
926 if (!(Game_mode & GM_MULTI))
929 if (Game_mode & GM_NETWORK)
931 mprintf((0, "Sending explosion message.\n"));
936 drop_player_eggs(ConsoleObject);
937 multi_send_position(Players[Player_num].objnum);
938 multi_send_player_explode(MULTI_PLAYER_DROP);
941 mprintf((1, "Sending leave game.\n"));
942 multi_send_quit(MULTI_QUIT);
944 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
946 if (Game_mode & GM_NETWORK)
947 network_leave_game();
949 Game_mode |= GM_GAME_OVER;
951 if (Function_mode!=FMODE_EXIT)
952 Function_mode = FMODE_MENU;
956 // change_playernum_to(0);
957 // Viewer = ConsoleObject = &Objects[0];
962 multi_show_player_list()
964 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
970 Show_kill_list_timer = F1_0*5; // 5 second timer
975 multi_endlevel(int *secret)
979 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
980 com_endlevel(secret); // an opportunity to re-sync or whatever
981 else if (Game_mode & GM_NETWORK)
982 result = network_endlevel(secret);
988 // Part 2 : functions that act on network/serial messages and change the
989 // the state of the game in some way.
993 //extern PORT *com_port;
997 multi_menu_poll(void)
1000 int was_fuelcen_alive;
1001 int player_was_dead;
1003 was_fuelcen_alive = Control_center_destroyed;
1005 // Special polling function for in-game menus for multiplayer and serial
1007 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1010 if (multi_leave_menu)
1013 old_shields = Players[Player_num].shields;
1014 player_was_dead = Player_is_dead;
1016 multi_in_menu++; // Track level of menu nesting
1022 timer_delay(f0_1); // delay 100 milliseconds
1024 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1026 multi_leave_menu = 1;
1029 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1031 multi_leave_menu = 1;
1036 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1038 multi_leave_menu = 1;
1047 multi_define_macro(int key)
1049 if (!(Game_mode & GM_MULTI))
1052 key &= (~KEY_SHIFTED);
1057 multi_defining_message = 1; break;
1059 multi_defining_message = 2; break;
1061 multi_defining_message = 3; break;
1063 multi_defining_message = 4; break;
1068 if (multi_defining_message) {
1069 multi_message_index = 0;
1070 Network_message[multi_message_index] = 0;
1075 char feedback_result[200];
1078 multi_message_feedback(void)
1084 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1086 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1087 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1089 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1092 if (Game_mode & GM_TEAM)
1094 for (i = 0; i < N_players; i++)
1096 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1099 strcat(feedback_result, ", ");
1102 strcat(feedback_result, "\n");
1103 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1107 for (i = 0; i < N_players; i++)
1109 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1112 strcat(feedback_result, ", ");
1115 strcat(feedback_result, "\n");
1116 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1120 strcat(feedback_result, TXT_NOBODY);
1122 strcat(feedback_result, ".");
1124 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1126 Assert(strlen(feedback_result) < 200);
1128 HUD_init_message(feedback_result);
1129 //sprintf (temp,"%s",colon);
1130 //sprintf (Network_message,"%s",temp);
1136 multi_send_macro(int key)
1138 if (! (Game_mode & GM_MULTI) )
1155 if (!Network_message_macro[key][0])
1157 HUD_init_message(TXT_NO_MACRO);
1161 strcpy(Network_message, Network_message_macro[key]);
1162 Network_message_reciever = 100;
1164 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1165 multi_message_feedback();
1170 multi_send_message_start()
1172 if (Game_mode&GM_MULTI) {
1173 multi_sending_message = 1;
1174 multi_message_index = 0;
1175 Network_message[multi_message_index] = 0;
1179 extern fix StartingShields;
1180 fix PingLaunchTime,PingReturnTime;
1182 extern void network_send_ping (ubyte);
1183 extern int network_who_is_master();
1184 extern char NameReturning;
1185 extern int force_cockpit_redraw;
1187 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1189 void multi_send_message_end()
1194 Network_message_reciever = 100;
1196 if (!strnicmp (Network_message,"!Names",6))
1198 NameReturning=1-NameReturning;
1199 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1201 else if (!strnicmp (Network_message,"Handicap:",9))
1203 mytempbuf=&Network_message[9];
1204 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1205 StartingShields=atol (mytempbuf);
1206 if (StartingShields<10)
1208 if (StartingShields>100)
1210 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1211 StartingShields=100;
1214 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1216 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1217 StartingShields=i2f(StartingShields);
1219 else if (!strnicmp (Network_message,"NoBombs",7))
1220 Netgame.DoSmartMine=0;
1221 else if (!strnicmp (Network_message,"Ping:",5))
1223 if (Game_mode & GM_NETWORK)
1226 if (strlen(Network_message) > 5)
1227 while (Network_message[name_index] == ' ')
1230 if (strlen(Network_message)<=name_index)
1232 HUD_init_message ("You must specify a name to ping");
1236 for (i = 0; i < N_players; i++)
1237 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1239 PingLaunchTime=timer_get_fixed_seconds();
1240 network_send_ping (i);
1241 HUD_init_message("Pinging %s...",Players[i].callsign);
1242 multi_message_index = 0;
1243 multi_sending_message = 0;
1247 else // Modem/Serial ping
1249 PingLaunchTime=timer_get_fixed_seconds();
1250 multi_send_modem_ping ();
1251 HUD_init_message("Pinging opponent...");
1252 multi_message_index = 0;
1253 multi_sending_message = 0;
1257 else if (!strnicmp (Network_message,"move:",5))
1259 mprintf ((0,"moving?\n"));
1261 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1264 if (strlen(Network_message) > 5)
1265 while (Network_message[name_index] == ' ')
1268 if (!network_i_am_master())
1270 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1274 if (strlen(Network_message)<=name_index)
1276 HUD_init_message ("You must specify a name to move");
1280 for (i = 0; i < N_players; i++)
1281 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1283 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1285 HUD_init_message ("Can't move player because s/he has a flag!");
1289 if (Netgame.team_vector & (1<<i))
1290 Netgame.team_vector&=(~(1<<i));
1292 Netgame.team_vector|=(1<<i);
1294 for (t=0;t<N_players;t++)
1295 if (Players[t].connected)
1296 multi_reset_object_texture (&Objects[Players[t].objnum]);
1298 network_send_netgame_update ();
1299 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1302 HUD_init_message ("You have changed teams!");
1306 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1312 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1315 if (strlen(Network_message) > 5)
1316 while (Network_message[name_index] == ' ')
1319 if (!network_i_am_master())
1321 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1322 multi_message_index = 0;
1323 multi_sending_message = 0;
1326 if (strlen(Network_message)<=name_index)
1328 HUD_init_message ("You must specify a name to kick");
1329 multi_message_index = 0;
1330 multi_sending_message = 0;
1334 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1335 int players[MAX_NUM_NET_PLAYERS];
1336 int listpos = Network_message[name_index+1] - '0';
1338 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1340 if (Show_kill_list==1 || Show_kill_list==2) {
1341 if (listpos == 0 || listpos >= N_players) {
1342 HUD_init_message ("Invalid player number for kick.");
1343 multi_message_index = 0;
1344 multi_sending_message = 0;
1347 multi_get_kill_list(players);
1348 i = players[listpos];
1349 if ((i != Player_num) && (Players[i].connected))
1352 else HUD_init_message ("You cannot use # kicking with in team display.");
1355 multi_message_index = 0;
1356 multi_sending_message = 0;
1361 for (i = 0; i < N_players; i++)
1362 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1364 if (Network_game_type == IPX_GAME)
1365 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1367 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1369 HUD_init_message("Dumping %s...",Players[i].callsign);
1370 multi_message_index = 0;
1371 multi_sending_message = 0;
1377 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1379 multi_send_message();
1380 multi_message_feedback();
1382 multi_message_index = 0;
1383 multi_sending_message = 0;
1386 void multi_define_macro_end()
1388 Assert( multi_defining_message > 0 );
1390 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1391 write_player_file();
1393 multi_message_index = 0;
1394 multi_defining_message = 0;
1397 void multi_message_input_sub( int key )
1402 multi_sending_message = 0;
1403 multi_defining_message = 0;
1404 game_flush_inputs();
1409 if (multi_message_index > 0)
1410 multi_message_index--;
1411 Network_message[multi_message_index] = 0;
1414 if ( multi_sending_message )
1415 multi_send_message_end();
1416 else if ( multi_defining_message )
1417 multi_define_macro_end();
1418 game_flush_inputs();
1422 int ascii = key_to_ascii(key);
1423 if ((ascii < 255 )) {
1424 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1425 Network_message[multi_message_index++] = ascii;
1426 Network_message[multi_message_index] = 0;
1427 } else if ( multi_sending_message ) {
1429 char * ptext, * pcolon;
1431 Network_message[multi_message_index++] = ascii;
1432 Network_message[multi_message_index] = 0;
1433 for (i=multi_message_index-1; i>=0; i-- ) {
1434 if ( Network_message[i]==32 ) {
1435 ptext = &Network_message[i+1];
1436 Network_message[i] = 0;
1440 multi_send_message_end();
1442 multi_sending_message = 1;
1443 pcolon = strchr( Network_message, ':' );
1445 strcpy( pcolon+1, ptext );
1447 strcpy( Network_message, ptext );
1448 multi_message_index = strlen( Network_message );
1457 multi_send_message_dialog(void)
1462 if (!(Game_mode&GM_MULTI))
1465 Network_message[0] = 0; // Get rid of old contents
1467 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1468 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1470 if ((choice > -1) && (strlen(Network_message) > 0)) {
1471 Network_message_reciever = 100;
1472 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1473 multi_message_feedback();
1480 multi_do_death(int objnum)
1482 // Do any miscellaneous stuff for a new network player after death
1484 if (!(Game_mode & GM_MULTI_COOP))
1486 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1487 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1492 multi_do_fire(char *buf)
1499 // Act out the actual shooting
1503 weapon = (int)buf[2];
1508 Network_laser_track = GET_INTEL_SHORT(buf + 6);
1510 Assert (pnum < N_players);
1512 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1513 multi_make_ghost_player(pnum);
1515 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1517 if (weapon == FLARE_ADJUST)
1518 Laser_player_fire( &Objects[Players[(int)pnum].objnum], FLARE_ID, 6, 1, 0 );
1519 else if (weapon >= MISSILE_ADJUST) {
1520 int weapon_id,weapon_gun;
1522 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1523 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1524 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1526 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1528 mprintf ((0,"Missile is guided!!!\n"));
1532 Laser_player_fire( &Objects[Players[(int)pnum].objnum], weapon_id, weapon_gun, 1, 0 );
1535 fix save_charge = Fusion_charge;
1537 if (weapon == FUSION_INDEX) {
1538 Fusion_charge = flags << 12;
1539 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1541 if (weapon == LASER_ID) {
1542 if (flags & LASER_QUAD)
1543 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1545 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1548 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1550 if (weapon == FUSION_INDEX)
1551 Fusion_charge = save_charge;
1556 multi_do_message(char *buf)
1559 char *tilde,mesbuf[100];
1564 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1565 { // why'd I put this in? Probably for the
1566 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1567 mprintf ((0,"Tloc=%d\n",tloc));
1570 strncpy (mesbuf,buf+loc,tloc);
1571 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1572 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1573 strcpy (buf+loc,mesbuf);
1576 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1579 mesbuf[1] = BM_XRGB(28, 0, 0);
1580 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1584 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1587 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1588 HUD_init_message("%s %s", mesbuf, buf+2);
1592 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1593 ((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)))) )
1596 mesbuf[1] = BM_XRGB(0, 32, 32);
1597 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1601 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1604 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1605 HUD_init_message("%s %s", mesbuf, colon+1);
1611 multi_do_position(char *buf)
1613 #ifdef WORDS_BIGENDIAN
1617 // This routine does only player positions, mode game only
1618 // mprintf((0, "Got position packet.\n"));
1620 int pnum = (Player_num+1)%2;
1622 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1624 if (Game_mode & GM_NETWORK)
1626 Int3(); // Get Jason, what the hell are we doing here?
1631 #ifndef WORDS_BIGENDIAN
1632 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1634 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1635 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1636 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1639 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1640 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1644 multi_do_reappear(char *buf)
1648 objnum = GET_INTEL_SHORT(buf + 1);
1650 Assert(objnum >= 0);
1651 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1653 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1655 multi_make_ghost_player(Objects[objnum].id);
1656 create_player_appearance_effect(&Objects[objnum]);
1657 PKilledFlags[Objects[objnum].id]=0;
1661 multi_do_player_explode(char *buf)
1663 // Only call this for players, not robots. pnum is player number, not
1670 char remote_created;
1675 if ((pnum < 0) || (pnum >= N_players))
1679 Assert(pnum < N_players);
1683 // If we are in the process of sending objects to a new player, reset that process
1684 if (Network_send_objects)
1686 mprintf((0, "Resetting object sync due to player explosion.\n"));
1687 Network_send_objnum = -1;
1691 // Stuff the Players structure to prepare for the explosion
1694 Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1695 Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1696 Players[pnum].laser_level = buf[count]; count++;
1697 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1698 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1699 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1700 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1701 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1703 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1704 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1705 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1706 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1707 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1709 Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1710 Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1711 Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
1713 multi_adjust_remote_cap (pnum);
1715 objp = &Objects[Players[pnum].objnum];
1717 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1718 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1720 remote_created = buf[count++]; // How many did the other guy create?
1724 drop_player_eggs(objp);
1726 // Create mapping from remote to local numbering system
1728 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1730 // We now handle this situation gracefully, Int3 not required
1731 // if (Net_create_loc != remote_created)
1732 // Int3(); // Probably out of object array space, see Rob
1734 for (i = 0; i < remote_created; i++)
1738 s = GET_INTEL_SHORT(buf + count);
1740 if ((i < Net_create_loc) && (s > 0))
1741 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1744 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1748 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1753 for (i = remote_created; i < Net_create_loc; i++) {
1754 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1755 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1758 if (buf[0] == MULTI_PLAYER_EXPLODE)
1760 explode_badass_player(objp);
1762 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1763 multi_make_player_ghost(pnum);
1767 create_player_appearance_effect(objp);
1770 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1771 Players[pnum].cloak_time = 0;
1775 multi_do_kill(char *buf)
1781 pnum = (int)(buf[count]);
1782 if ((pnum < 0) || (pnum >= N_players))
1784 Int3(); // Invalid player number killed
1787 killed = Players[pnum].objnum;
1790 killer = GET_INTEL_SHORT(buf + count);
1792 killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
1795 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1798 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1803 multi_compute_kill(killer, killed);
1808 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1809 // which means not a controlcen object, but contained in another object
1810 void multi_do_controlcen_destroy(char *buf)
1815 objnum = GET_INTEL_SHORT(buf + 1);
1818 if (Control_center_destroyed != 1)
1820 if ((who < N_players) && (who != Player_num)) {
1821 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1823 else if (who == Player_num)
1824 HUD_init_message(TXT_YOU_DEST_CONTROL);
1826 HUD_init_message(TXT_CONTROL_DESTROYED);
1829 net_destroy_controlcen(&Objects[objnum]);
1831 net_destroy_controlcen(NULL);
1836 multi_do_escape(char *buf)
1840 objnum = Players[(int)buf[1]].objnum;
1842 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1843 digi_kill_sound_linked_to_object (objnum);
1847 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1848 if (Game_mode & GM_NETWORK)
1849 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1850 if (!multi_goto_secret)
1851 multi_goto_secret = 2;
1853 else if (buf[2] == 1)
1855 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1856 if (Game_mode & GM_NETWORK)
1857 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1858 if (!multi_goto_secret)
1859 multi_goto_secret = 1;
1861 create_player_appearance_effect(&Objects[objnum]);
1862 multi_make_player_ghost(buf[1]);
1866 multi_do_remobj(char *buf)
1868 short objnum; // which object to remove
1870 sbyte obj_owner; // which remote list is it entered in
1872 objnum = GET_INTEL_SHORT(buf + 1);
1875 Assert(objnum >= 0);
1880 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1882 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1884 if (local_objnum < 0)
1886 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1890 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1892 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1896 if (Network_send_objects && network_objnum_is_past(local_objnum))
1898 mprintf((0, "Resetting object sync due to object removal.\n"));
1899 Network_send_objnum = -1;
1901 if (Objects[local_objnum].type==OBJ_POWERUP)
1902 if (Game_mode & GM_NETWORK)
1904 if (PowerupsInMine[Objects[local_objnum].id]>0)
1905 PowerupsInMine[Objects[local_objnum].id]--;
1907 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1909 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1911 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1912 PowerupsInMine[Objects[local_objnum].id-1]=0;
1914 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1917 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1920 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1925 multi_do_quit(char *buf)
1928 if (Game_mode & GM_NETWORK)
1932 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1934 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1936 network_disconnect_player(buf[1]);
1941 for (i = 0; i < N_players; i++)
1942 if (Players[i].connected) n++;
1945 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1949 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1951 Function_mode = FMODE_MENU;
1952 multi_quit_game = 1;
1953 multi_leave_menu = 1;
1954 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1955 Function_mode = FMODE_GAME;
1956 multi_reset_stuff();
1962 multi_do_cloak(char *buf)
1966 pnum = (int)(buf[1]);
1968 Assert(pnum < N_players);
1970 mprintf((0, "Cloaking player %d\n", pnum));
1972 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
1973 Players[pnum].cloak_time = GameTime;
1974 ai_do_cloak_stuff();
1977 if (Game_mode & GM_MULTI_ROBOTS)
1978 multi_strip_robots(pnum);
1981 if (Newdemo_state == ND_STATE_RECORDING)
1982 newdemo_record_multi_cloak(pnum);
1986 multi_do_decloak(char *buf)
1990 pnum = (int)(buf[1]);
1992 if (Newdemo_state == ND_STATE_RECORDING)
1993 newdemo_record_multi_decloak(pnum);
1998 multi_do_door_open(char *buf)
2006 segnum = GET_INTEL_SHORT(buf + 1);
2010 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2012 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2018 seg = &Segments[segnum];
2020 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2025 w = &Walls[seg->sides[side].wall_num];
2027 if (w->type == WALL_BLASTABLE)
2029 if (!(w->flags & WALL_BLASTED))
2031 mprintf((0, "Blasting wall by remote command.\n"));
2032 wall_destroy(seg, side);
2036 else if (w->state != WALL_DOOR_OPENING)
2038 wall_open_door(seg, side);
2045 // mprintf((0, "Door already opening!\n"));
2049 multi_do_create_explosion(char *buf)
2054 pnum = buf[count++];
2056 // mprintf((0, "Creating small fireball.\n"));
2057 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2061 multi_do_controlcen_fire(char *buf)
2063 vms_vector to_target;
2068 memcpy(&to_target, buf+count, 12); count += 12;
2069 #ifdef WORDS_BIGENDIAN // swap the vector to_target
2070 to_target.x = (fix)INTEL_INT((int)to_target.x);
2071 to_target.y = (fix)INTEL_INT((int)to_target.y);
2072 to_target.z = (fix)INTEL_INT((int)to_target.z);
2074 gun_num = buf[count]; count += 1;
2075 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2077 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2081 multi_do_create_powerup(char *buf)
2091 if (Endlevel_sequence || Control_center_destroyed)
2094 pnum = buf[count++];
2095 powerup_type = buf[count++];
2096 segnum = GET_INTEL_SHORT(buf + count); count += 2;
2097 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2099 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2104 memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
2105 #ifdef WORDS_BIGENDIAN
2106 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2107 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2108 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2112 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2114 if (my_objnum < 0) {
2115 mprintf((0, "Could not create new powerup!\n"));
2119 if (Network_send_objects && network_objnum_is_past(my_objnum))
2121 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2122 Network_send_objnum = -1;
2125 Objects[my_objnum].pos = new_pos;
2127 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2129 obj_relink(my_objnum, segnum);
2131 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2133 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2134 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2136 if (Game_mode & GM_NETWORK)
2137 PowerupsInMine[(int)powerup_type]++;
2141 multi_do_play_sound(char *buf)
2143 int pnum = (int)(buf[1]);
2144 int sound_num = (int)(buf[2]);
2145 fix volume = (int)(buf[3]) << 12;
2147 if (!Players[pnum].connected)
2150 Assert(Players[pnum].objnum >= 0);
2151 Assert(Players[pnum].objnum <= Highest_object_index);
2153 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2157 multi_do_score(char *buf)
2159 int pnum = (int)(buf[1]);
2161 if ((pnum < 0) || (pnum >= N_players))
2163 Int3(); // Non-terminal, see rob
2167 if (Newdemo_state == ND_STATE_RECORDING) {
2169 score = GET_INTEL_INT(buf + 2);
2170 newdemo_record_multi_score(pnum, score);
2173 Players[pnum].score = GET_INTEL_INT(buf + 2);
2175 multi_sort_kill_list();
2179 multi_do_trigger(char *buf)
2181 int pnum = (int)(buf[1]);
2182 int trigger = (int)(buf[2]);
2184 mprintf ((0,"MULTI doing trigger!\n"));
2186 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2188 Int3(); // Got trigger from illegal playernum
2191 if ((trigger < 0) || (trigger >= Num_triggers))
2193 Int3(); // Illegal trigger number in multiplayer
2196 check_trigger_sub(trigger, pnum,0);
2199 void multi_do_drop_marker (char *buf)
2202 int pnum=(int)(buf[1]);
2203 int mesnum=(int)(buf[2]);
2204 vms_vector position;
2206 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2209 position.x = GET_INTEL_INT(buf + 3);
2210 position.y = GET_INTEL_INT(buf + 7);
2211 position.z = GET_INTEL_INT(buf + 11);
2214 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2216 MarkerPoint[(pnum*2)+mesnum]=position;
2218 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2219 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2221 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2222 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2223 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2227 void multi_do_hostage_door_status(char *buf)
2229 // Update hit point status of a door
2235 wallnum = GET_INTEL_SHORT(buf + count); count += 2;
2236 hps = GET_INTEL_INT(buf + count); count += 4;
2238 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2240 Int3(); // Non-terminal, see Rob
2244 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2246 if (hps < Walls[wallnum].hps)
2247 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2250 void multi_do_save_game(char *buf)
2257 slot = *(ubyte *)(buf+count); count += 1;
2258 id = GET_INTEL_INT(buf + count); count += 4;
2259 memcpy( desc, &buf[count], 20 ); count += 20;
2261 multi_save_game( slot, id, desc );
2264 void multi_do_restore_game(char *buf)
2270 slot = *(ubyte *)(buf+count); count += 1;
2271 id = GET_INTEL_INT(buf + count); count += 4;
2273 multi_restore_game( slot, id );
2277 void multi_do_req_player(char *buf)
2281 // Send my netplayer_stats to everyone!
2282 player_n = *(ubyte *)(buf+1);
2283 if ( (player_n == Player_num) || (player_n == 255) ) {
2284 extract_netplayer_stats( &ps, &Players[Player_num] );
2285 ps.Player_num = Player_num;
2286 ps.message_type = MULTI_SEND_PLAYER; // SET
2287 multi_send_data((char*)&ps, sizeof(netplayer_stats), 0);
2291 void multi_do_send_player(char *buf)
2293 // Got a player packet from someone!!!
2294 netplayer_stats * p;
2295 p = (netplayer_stats *)buf;
2297 Assert( p->Player_num <= N_players );
2299 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2300 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2302 use_netplayer_stats( &Players[p->Player_num], p );
2306 multi_reset_stuff(void)
2308 // A generic, emergency function to solve problems that crop up
2309 // when a player exits quick-out from the game because of a
2310 // serial connection loss. Fixes several weird bugs!
2314 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2316 Dead_player_camera = 0;
2317 Endlevel_sequence = 0;
2322 multi_reset_player_object(object *objp)
2326 //Init physics for a non-console player
2328 Assert(OBJECT_NUMBER(objp) >= 0);
2329 Assert(OBJECT_NUMBER(objp) <= Highest_object_index);
2330 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2332 vm_vec_zero(&objp->mtype.phys_info.velocity);
2333 vm_vec_zero(&objp->mtype.phys_info.thrust);
2334 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2335 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2336 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2337 objp->mtype.phys_info.mass = Player_ship->mass;
2338 objp->mtype.phys_info.drag = Player_ship->drag;
2339 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2340 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2344 objp->render_type = RT_POLYOBJ;
2345 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2346 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2347 for (i=0;i<MAX_SUBMODELS;i++)
2348 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2350 //reset textures for this, if not player 0
2352 multi_reset_object_texture (objp);
2358 if (objp->type == OBJ_GHOST)
2359 objp->render_type = RT_NONE;
2363 void multi_reset_object_texture (object *objp)
2367 if (Game_mode & GM_TEAM)
2368 id = get_team(objp->id);
2373 objp->rtype.pobj_info.alt_textures=0;
2375 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2377 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2378 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2380 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2381 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2383 objp->rtype.pobj_info.alt_textures = id;
2391 extern int TTRecv[];
2392 extern FILE *RecieveLogFile;
2396 multi_process_bigdata(char *buf, int len)
2398 // Takes a bunch of messages, check them for validity,
2399 // and pass them to multi_process_data.
2401 int type, sub_len, bytes_processed = 0;
2403 while( bytes_processed < len ) {
2404 type = buf[bytes_processed];
2406 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2407 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2410 sub_len = message_length[type];
2412 Assert(sub_len > 0);
2414 if ( (bytes_processed+sub_len) > len ) {
2415 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2420 multi_process_data(&buf[bytes_processed], sub_len);
2421 bytes_processed += sub_len;
2426 // Part 2 : Functions that send communication messages to inform the other
2427 // players of something we did.
2431 multi_send_fire(void)
2433 if (!Network_laser_fired)
2436 multibuf[0] = (char)MULTI_FIRE;
2437 multibuf[1] = (char)Player_num;
2438 multibuf[2] = (char)Network_laser_gun;
2439 multibuf[3] = (char)Network_laser_level;
2440 multibuf[4] = (char)Network_laser_flags;
2441 multibuf[5] = (char)Network_laser_fired;
2443 PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
2445 multi_send_data(multibuf, 8, 0);
2447 Network_laser_fired = 0;
2451 multi_send_destroy_controlcen(int objnum, int player)
2453 if (player == Player_num)
2454 HUD_init_message(TXT_YOU_DEST_CONTROL);
2455 else if ((player > 0) && (player < N_players))
2456 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2458 HUD_init_message(TXT_CONTROL_DESTROYED);
2460 multibuf[0] = (char)MULTI_CONTROLCEN;
2461 PUT_INTEL_SHORT(multibuf+1, objnum);
2462 multibuf[3] = player;
2463 multi_send_data(multibuf, 4, 2);
2466 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2470 if (player<N_players)
2472 mprintf ((0,"Sending MARKER drop!\n"));
2473 multibuf[0]=(char)MULTI_MARKER;
2474 multibuf[1]=(char)player;
2475 multibuf[2]=messagenum;
2476 PUT_INTEL_INT(multibuf+3, position.x);
2477 PUT_INTEL_INT(multibuf+7, position.y);
2478 PUT_INTEL_INT(multibuf+11, position.z);
2480 multibuf[15+i]=text[i];
2482 multi_send_data(multibuf, 55, 1);
2486 multi_send_endlevel_start(int secret)
2488 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2489 multibuf[1] = Player_num;
2490 multibuf[2] = (char)secret;
2492 if ((secret) && !multi_goto_secret)
2493 multi_goto_secret = 1;
2494 else if (!multi_goto_secret)
2495 multi_goto_secret = 2;
2497 multi_send_data(multibuf, 3, 1);
2498 if (Game_mode & GM_NETWORK)
2500 Players[Player_num].connected = 5;
2501 network_send_endlevel_packet();
2506 multi_send_player_explode(char type)
2511 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2513 multi_send_position(Players[Player_num].objnum);
2515 if (Network_send_objects)
2517 mprintf((0, "Resetting object sync due to player explosion.\n"));
2518 Network_send_objnum = -1;
2521 multibuf[count++] = type;
2522 multibuf[count++] = Player_num;
2524 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
2526 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
2528 multibuf[count++] = (char)Players[Player_num].laser_level;
2530 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2531 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2532 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2533 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2534 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2536 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2537 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2538 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2539 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2540 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2542 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
2544 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
2546 PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
2549 multibuf[count++] = Net_create_loc;
2551 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2553 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2555 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2557 for (i = 0; i < Net_create_loc; i++)
2559 if (Net_create_objnums[i] <= 0) {
2560 Int3(); // Illegal value in created egg object numbers
2565 PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
2567 // We created these objs so our local number = the network number
2568 map_objnum_local_to_local((short)Net_create_objnums[i]);
2573 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2575 if (count > message_length[MULTI_PLAYER_EXPLODE])
2580 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2581 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2582 multi_send_decloak();
2583 if (Game_mode & GM_MULTI_ROBOTS)
2584 multi_strip_robots(Player_num);
2587 extern ubyte Secondary_weapon_to_powerup[];
2588 extern ubyte Primary_weapon_to_powerup[];
2590 // put a lid on how many objects will be spewed by an exploding player
2591 // to prevent rampant powerups in netgames
2593 void multi_cap_objects ()
2598 if (!(Game_mode & GM_NETWORK))
2601 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2603 type=Primary_weapon_to_powerup[index];
2604 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2605 if(Players[Player_num].primary_weapon_flags & (1 << index))
2607 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2608 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2609 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2614 // Don't do the adjustment stuff for Hoard mode
2615 if (!(Game_mode & GM_HOARD))
2616 Players[Player_num].secondary_ammo[2]/=4;
2618 Players[Player_num].secondary_ammo[7]/=4;
2620 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2622 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2625 type=Secondary_weapon_to_powerup[index];
2627 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2629 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2630 Players[Player_num].secondary_ammo[index]=0;
2632 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2634 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2638 if (!(Game_mode & GM_HOARD))
2639 Players[Player_num].secondary_ammo[2]*=4;
2640 Players[Player_num].secondary_ammo[7]*=4;
2642 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2643 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2644 Players[Player_num].laser_level=0;
2646 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2647 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2648 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2650 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2651 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2652 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2654 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2655 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2656 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2658 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2659 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2660 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2662 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2663 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2664 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2666 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2667 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2668 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2670 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2671 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2672 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2674 if (Game_mode & GM_CAPTURE)
2676 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2678 if (get_team(Player_num)==TEAM_RED)
2679 flagtype=POW_FLAG_BLUE;
2681 flagtype=POW_FLAG_RED;
2683 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2684 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2690 // adds players inventory to multi cap
2692 void multi_adjust_cap_for_player (int pnum)
2698 if (!(Game_mode & GM_NETWORK))
2701 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2703 type=Primary_weapon_to_powerup[index];
2704 if (Players[pnum].primary_weapon_flags & (1 << index))
2705 MaxPowerupsAllowed[(int)type]++;
2708 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2710 type=Secondary_weapon_to_powerup[index];
2711 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2714 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2715 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2717 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2718 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2720 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2721 MaxPowerupsAllowed[POW_CLOAK]++;
2723 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2724 MaxPowerupsAllowed[POW_FULL_MAP]++;
2726 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2727 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2729 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2730 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2732 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2733 MaxPowerupsAllowed[POW_CONVERTER]++;
2735 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2736 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2739 void multi_adjust_remote_cap (int pnum)
2745 if (!(Game_mode & GM_NETWORK))
2748 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2750 type=Primary_weapon_to_powerup[index];
2751 if (Players[pnum].primary_weapon_flags & (1 << index))
2752 PowerupsInMine[(int)type]++;
2755 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2757 type=Secondary_weapon_to_powerup[index];
2759 if ((Game_mode & GM_HOARD) && index==2)
2762 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2763 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2765 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2769 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2770 PowerupsInMine[POW_SUPER_LASER]++;
2772 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2773 PowerupsInMine[POW_QUAD_FIRE]++;
2775 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2776 PowerupsInMine[POW_CLOAK]++;
2778 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2779 PowerupsInMine[POW_FULL_MAP]++;
2781 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2782 PowerupsInMine[POW_AFTERBURNER]++;
2784 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2785 PowerupsInMine[POW_AMMO_RACK]++;
2787 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2788 PowerupsInMine[POW_CONVERTER]++;
2790 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2791 PowerupsInMine[POW_HEADLIGHT]++;
2796 multi_send_message(void)
2799 if (Network_message_reciever != -1)
2801 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2802 multibuf[loc] = (char)Player_num; loc += 1;
2803 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2804 multibuf[loc-1] = '\0';
2805 multi_send_data(multibuf, loc, 0);
2806 Network_message_reciever = -1;
2811 multi_send_reappear()
2813 multibuf[0] = (char)MULTI_REAPPEAR;
2814 PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
2816 multi_send_data(multibuf, 3, 2);
2817 PKilledFlags[Player_num]=0;
2821 multi_send_position(int objnum)
2823 #ifdef WORDS_BIGENDIAN
2828 if (Game_mode & GM_NETWORK) {
2832 multibuf[count++] = (char)MULTI_POSITION;
2833 #ifndef WORDS_BIGENDIAN
2834 create_shortpos((shortpos *)(multibuf+count), &Objects[objnum], 0);
2835 count += sizeof(shortpos);
2837 create_shortpos(&sp, &Objects[objnum], 1);
2838 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2840 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2844 multi_send_data(multibuf, count, 0);
2848 multi_send_kill(int objnum)
2850 // I died, tell the world.
2855 Assert(Objects[objnum].id == Player_num);
2856 killer_objnum = Players[Player_num].killer_objnum;
2858 multi_compute_kill(killer_objnum, objnum);
2860 multibuf[0] = (char)MULTI_KILL; count += 1;
2861 multibuf[1] = Player_num; count += 1;
2862 if (killer_objnum > -1) {
2863 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2865 s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
2866 PUT_INTEL_SHORT(multibuf+count, s);
2870 PUT_INTEL_SHORT(multibuf+count, -1);
2871 multibuf[count+2] = (char)-1;
2874 multi_send_data(multibuf, count, 1);
2877 if (Game_mode & GM_MULTI_ROBOTS)
2878 multi_strip_robots(Player_num);
2883 multi_send_remobj(int objnum)
2885 // Tell the other guy to remove an object from his list
2888 short remote_objnum;
2890 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2892 if (PowerupsInMine[Objects[objnum].id] > 0)
2894 PowerupsInMine[Objects[objnum].id]--;
2895 if (multi_powerup_is_4pack (Objects[objnum].id))
2897 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2899 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2900 PowerupsInMine[Objects[objnum].id-1]=0;
2902 PowerupsInMine[Objects[objnum].id-1]-=4;
2908 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2910 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2912 PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
2914 multibuf[3] = obj_owner;
2916 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2918 multi_send_data(multibuf, 4, 0);
2920 if (Network_send_objects && network_objnum_is_past(objnum))
2922 mprintf((0, "Resetting object sync due to object removal.\n"));
2923 Network_send_objnum = -1;
2928 multi_send_quit(int why)
2930 // I am quitting the game, tell the other guy the bad news.
2932 Assert (why == MULTI_QUIT);
2934 multibuf[0] = (char)why;
2935 multibuf[1] = Player_num;
2936 multi_send_data(multibuf, 2, 1);
2941 multi_send_cloak(void)
2943 // Broadcast a change in our pflags (made to support cloaking)
2945 multibuf[0] = MULTI_CLOAK;
2946 multibuf[1] = (char)Player_num;
2948 multi_send_data(multibuf, 2, 1);
2951 if (Game_mode & GM_MULTI_ROBOTS)
2952 multi_strip_robots(Player_num);
2957 multi_send_decloak(void)
2959 // Broadcast a change in our pflags (made to support cloaking)
2961 multibuf[0] = MULTI_DECLOAK;
2962 multibuf[1] = (char)Player_num;
2964 multi_send_data(multibuf, 2, 1);
2968 multi_send_door_open(int segnum, int side,ubyte flag)
2970 // When we open a door make sure everyone else opens that door
2972 multibuf[0] = MULTI_DOOR_OPEN;
2973 PUT_INTEL_SHORT(multibuf+1, segnum );
2974 multibuf[3] = (sbyte)side;
2977 multi_send_data(multibuf, 5, 2);
2980 extern void network_send_naked_packet (char *,short,int);
2983 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
2985 // For sending doors only to a specific person (usually when they're joining)
2987 Assert (Game_mode & GM_NETWORK);
2988 // Assert (pnum>-1 && pnum<N_players);
2990 multibuf[0] = MULTI_DOOR_OPEN;
2991 PUT_INTEL_SHORT(multibuf+1, segnum);
2992 multibuf[3] = (sbyte)side;
2995 network_send_naked_packet(multibuf, 5, pnum);
2999 // Part 3 : Functions that change or prepare the game for multiplayer use.
3000 // Not including functions needed to syncronize or start the
3001 // particular type of multiplayer game. Includes preparing the
3002 // mines, player structures, etc.
3005 multi_send_create_explosion(int pnum)
3007 // Send all data needed to create a remote explosion
3011 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3012 multibuf[count] = (sbyte)pnum; count += 1;
3016 multi_send_data(multibuf, count, 0);
3020 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3022 #ifdef WORDS_BIGENDIAN
3023 vms_vector swapped_vec;
3027 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3028 #ifndef WORDS_BIGENDIAN
3029 memcpy(multibuf+count, to_goal, 12); count += 12;
3031 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3032 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3033 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3034 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3036 multibuf[count] = (char)best_gun_num; count += 1;
3037 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3040 multi_send_data(multibuf, count, 0);
3044 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3046 // Create a powerup on a remote machine, used for remote
3047 // placement of used powerups like missiles and cloaking
3050 #ifdef WORDS_BIGENDIAN
3051 vms_vector swapped_vec;
3055 if (Game_mode & GM_NETWORK)
3056 PowerupsInMine[powerup_type]++;
3058 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3059 multibuf[count] = Player_num; count += 1;
3060 multibuf[count] = powerup_type; count += 1;
3061 PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
3062 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3063 #ifndef WORDS_BIGENDIAN
3064 memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
3066 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3067 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3068 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3069 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3073 multi_send_data(multibuf, count, 2);
3075 if (Network_send_objects && network_objnum_is_past(objnum))
3077 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3078 Network_send_objnum = -1;
3081 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3082 map_objnum_local_to_local(objnum);
3086 multi_send_play_sound(int sound_num, fix volume)
3089 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3090 multibuf[count] = Player_num; count += 1;
3091 multibuf[count] = (char)sound_num; count += 1;
3092 multibuf[count] = (char)(volume >> 12); count += 1;
3095 multi_send_data(multibuf, count, 0);
3099 multi_send_audio_taunt(int taunt_num)
3101 return; // Taken out, awaiting sounds..
3104 int audio_taunts[4] = {
3105 SOUND_CONTROL_CENTER_WARNING_SIREN,
3106 SOUND_HOSTAGE_RESCUED,
3107 SOUND_REFUEL_STATION_GIVING_FUEL,
3112 Assert(taunt_num >= 0);
3113 Assert(taunt_num < 4);
3115 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3116 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3121 multi_send_score(void)
3123 // Send my current score to all other players so it will remain
3127 if (Game_mode & GM_MULTI_COOP) {
3128 multi_sort_kill_list();
3129 multibuf[count] = MULTI_SCORE; count += 1;
3130 multibuf[count] = Player_num; count += 1;
3131 PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
3132 multi_send_data(multibuf, count, 0);
3138 multi_send_save_game(ubyte slot, uint id, char * desc)
3142 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3143 multibuf[count] = slot; count += 1; // Save slot=0
3144 PUT_INTEL_INT(multibuf+count, id ); count += 4; // Save id
3145 memcpy( &multibuf[count], desc, 20 ); count += 20;
3147 multi_send_data(multibuf, count, 2);
3151 multi_send_restore_game(ubyte slot, uint id)
3155 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3156 multibuf[count] = slot; count += 1; // Save slot=0
3157 PUT_INTEL_INT(multibuf+count, id); count += 4; // Save id
3159 multi_send_data(multibuf, count, 2);
3163 multi_send_netplayer_stats_request(ubyte player_num)
3167 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3168 multibuf[count] = player_num; count += 1;
3170 multi_send_data(multibuf, count, 0 );
3174 multi_send_trigger(int triggernum)
3176 // Send an even to trigger something in the mine
3180 multibuf[count] = MULTI_TRIGGER; count += 1;
3181 multibuf[count] = Player_num; count += 1;
3182 multibuf[count] = (ubyte)triggernum; count += 1;
3184 mprintf ((0,"Sending trigger %d\n",triggernum));
3186 multi_send_data(multibuf, count, 1);
3187 //multi_send_data(multibuf, count, 1); // twice?
3191 multi_send_hostage_door_status(int wallnum)
3193 // Tell the other player what the hit point status of a hostage door
3198 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3200 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3201 PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
3202 PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
3204 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3206 multi_send_data(multibuf, count, 0);
3209 extern int ConsistencyCount;
3210 extern int Drop_afterburner_blob_flag;
3214 void multi_prep_level(void)
3216 // Do any special stuff to the level required for serial games
3217 // before we begin playing in it.
3219 // Player_num MUST be set before calling this procedure.
3221 // This function must be called before checksuming the Object array,
3222 // since the resulting checksum with depend on the value of Player_num
3223 // at the time this is called.
3226 int cloak_count, inv_count;
3228 Assert(Game_mode & GM_MULTI);
3230 Assert(NumNetPlayerPositions > 0);
3234 Drop_afterburner_blob_flag=0;
3237 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3240 for (i = 0; i < NumNetPlayerPositions; i++)
3242 if (i != Player_num)
3243 Objects[Players[i].objnum].control_type = CT_REMOTE;
3244 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3245 multi_reset_player_object(&Objects[Players[i].objnum]);
3246 LastPacketTime[i] = 0;
3250 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3252 robot_controlled[i] = -1;
3253 robot_agitation[i] = 0;
3258 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3260 if (!(Game_mode & GM_MULTI_COOP))
3262 multi_delete_extra_objects(); // Removes monsters from level
3265 if (Game_mode & GM_MULTI_ROBOTS)
3267 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3270 if (Game_mode & GM_NETWORK)
3272 multi_adjust_cap_for_player(Player_num);
3273 multi_send_powerup_update();
3274 ng=1; // ng means network game
3280 for (i=0; i<=Highest_object_index; i++)
3284 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3286 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);
3290 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3291 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3292 Objects[objnum].rtype.vclip_info.framenum = 0;
3293 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3294 Objects[objnum].mtype.phys_info.mass = F1_0;
3295 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3300 if (Objects[i].type == OBJ_POWERUP)
3302 if (Objects[i].id == POW_EXTRA_LIFE)
3304 if (ng && !Netgame.DoInvulnerability)
3306 Objects[i].id = POW_SHIELD_BOOST;
3307 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3308 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3312 Objects[i].id = POW_INVULNERABILITY;
3313 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3314 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3319 if (!(Game_mode & GM_MULTI_COOP))
3320 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3322 Objects[i].id = POW_SHIELD_BOOST;
3323 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3324 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3327 if (Objects[i].id == POW_INVULNERABILITY) {
3328 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3329 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3330 Objects[i].id = POW_SHIELD_BOOST;
3331 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3332 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3337 if (Objects[i].id == POW_CLOAK) {
3338 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3339 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3340 Objects[i].id = POW_SHIELD_BOOST;
3341 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3342 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3347 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3348 bash_to_shield (i,"afterburner");
3349 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3350 bash_to_shield (i,"fusion");
3351 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3352 bash_to_shield (i,"phoenix");
3354 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3355 bash_to_shield (i,"helix");
3357 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3358 bash_to_shield (i,"mega");
3360 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3361 bash_to_shield (i,"smartmissile");
3363 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3364 bash_to_shield (i,"gauss");
3366 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3367 bash_to_shield (i,"vulcan");
3369 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3370 bash_to_shield (i,"plasma");
3372 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3373 bash_to_shield (i,"omega");
3375 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3376 bash_to_shield (i,"superlaser");
3378 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3379 bash_to_shield (i,"proximity");
3381 // Special: Make all proximity bombs into shields if in
3382 // hoard mode because we use the proximity slot in the
3383 // player struct to signify how many orbs the player has.
3385 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3386 bash_to_shield (i,"proximity");
3388 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3389 bash_to_shield(i,"vulcan ammo");
3391 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3392 bash_to_shield (i,"spread");
3393 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3394 bash_to_shield (i,"smartmine");
3395 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3396 bash_to_shield (i,"flash");
3397 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3398 bash_to_shield (i,"flash");
3399 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3400 bash_to_shield (i,"guided");
3401 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3402 bash_to_shield (i,"guided");
3403 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3404 bash_to_shield (i,"earth");
3405 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3406 bash_to_shield (i,"Mercury");
3407 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3408 bash_to_shield (i,"Mercury");
3409 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3410 bash_to_shield (i,"Converter");
3411 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3412 bash_to_shield (i,"Ammo rack");
3413 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3414 bash_to_shield (i,"Headlight");
3415 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3416 bash_to_shield (i,"Laser powerup");
3417 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3418 bash_to_shield (i,"Homing");
3419 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3420 bash_to_shield (i,"Homing");
3421 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3422 bash_to_shield (i,"Quad Lasers");
3423 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3424 bash_to_shield (i,"Blue flag");
3425 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3426 bash_to_shield (i,"Red flag");
3430 if (Game_mode & GM_HOARD)
3433 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3434 multi_apply_goal_textures();
3436 multi_sort_kill_list();
3438 multi_show_player_list();
3440 ConsoleObject->control_type = CT_FLYING;
3442 reset_player_object();
3446 int Goal_blue_segnum,Goal_red_segnum;
3448 void multi_apply_goal_textures()
3454 for (i=0; i <= Highest_segment_index; i++)
3457 seg2 = &Segment2s[i];
3459 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3462 Goal_blue_segnum = i;
3464 if (Game_mode & GM_HOARD)
3465 tex=find_goal_texture (TMI_GOAL_HOARD);
3467 tex=find_goal_texture (TMI_GOAL_BLUE);
3470 for (j = 0; j < 6; j++) {
3472 seg->sides[j].tmap_num=tex;
3474 seg->sides[j].uvls[v].l = i2f(100); //max out
3477 seg2->static_light = i2f(100); //make static light bright
3481 if (seg2->special==SEGMENT_IS_GOAL_RED)
3483 Goal_red_segnum = i;
3485 // Make both textures the same if Hoard mode
3487 if (Game_mode & GM_HOARD)
3488 tex=find_goal_texture (TMI_GOAL_HOARD);
3490 tex=find_goal_texture (TMI_GOAL_RED);
3493 for (j = 0; j < 6; j++) {
3495 seg->sides[j].tmap_num=tex;
3497 seg->sides[j].uvls[v].l = i2f(1000); //max out
3500 seg2->static_light = i2f(100); //make static light bright
3504 int find_goal_texture (ubyte t)
3508 for (i=0;i<NumTextures;i++)
3509 if (TmapInfo[i].flags & t)
3512 Int3(); // Hey, there is no goal texture for this PIG!!!!
3513 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3519 /* DPH: Moved to gameseq.c
3520 void bash_to_shield (int i,char *s)
3522 int type=Objects[i].id;
3524 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3526 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3528 Objects[i].id = POW_SHIELD_BOOST;
3529 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3530 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3534 void multi_set_robot_ai(void)
3536 // Go through the objects array looking for robots and setting
3537 // them to certain supported types of NET AI behavior.
3541 // for (i = 0; i <= Highest_object_index; i++)
3543 // if (Objects[i].type == OBJ_ROBOT) {
3544 // Objects[i].ai_info.REMOTE_OWNER = -1;
3545 // if (Objects[i].ai_info.behavior == AIB_STATION)
3546 // Objects[i].ai_info.behavior = AIB_NORMAL;
3551 int multi_delete_extra_objects()
3557 // Go through the object list and remove any objects not used in
3558 // 'Anarchy!' games.
3560 // This function also prints the total number of available multiplayer
3561 // positions in this level, even though this should always be 8 or more!
3564 for (i=0;i<=Highest_object_index;i++) {
3565 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3567 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3569 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) ) {
3570 // Before deleting object, if it's a robot, drop it's special powerup, if any
3571 if (objp->type == OBJ_ROBOT)
3572 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3573 object_create_egg(objp);
3582 void change_playernum_to( int new_Player_num )
3584 if (Player_num > -1)
3585 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3586 Player_num = new_Player_num;
3589 int multi_all_players_alive()
3592 for (i=0;i<N_players;i++)
3594 if (PKilledFlags[i] && Players[i].connected)
3600 void multi_initiate_save_game()
3607 if ((Endlevel_sequence) || (Control_center_destroyed))
3610 if (!multi_all_players_alive())
3612 HUD_init_message ("Can't save...all players must be alive!");
3616 //multi_send_netplayer_stats_request(255);
3621 slot = state_get_save_file(filename, desc, 1, 0);
3630 // Make a unique game id
3631 game_id = timer_get_fixed_seconds();
3632 game_id ^= N_players<<4;
3633 for (i=0; i<N_players; i++ )
3634 game_id ^= *(uint *)Players[i].callsign;
3635 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3637 mprintf(( 1, "Game_id = %8x\n", game_id));
3638 multi_send_save_game(slot, game_id, desc );
3640 multi_save_game(slot,game_id, desc );
3643 extern int state_get_game_id(char *);
3645 void multi_initiate_restore_game()
3650 if ((Endlevel_sequence) || (Control_center_destroyed))
3653 if (!multi_all_players_alive())
3655 HUD_init_message ("Can't restore...all players must be alive!");
3660 slot = state_get_restore_file(filename,1);
3665 state_game_id=state_get_game_id (filename);
3671 multi_send_restore_game(slot,state_game_id);
3673 multi_restore_game(slot,state_game_id);
3676 void multi_save_game(ubyte slot, uint id, char *desc)
3680 if ((Endlevel_sequence) || (Control_center_destroyed))
3683 sprintf( filename, PLAYER_DIR "%s.mg%d", Players[Player_num].callsign, slot );
3684 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3685 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3688 state_save_all_sub(filename, desc, 0 );
3691 void multi_restore_game(ubyte slot, uint id)
3694 player saved_player;
3698 if ((Endlevel_sequence) || (Control_center_destroyed))
3701 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3702 saved_player = Players[Player_num];
3703 sprintf( filename, PLAYER_DIR "%s.mg%d", Players[Player_num].callsign, slot );
3705 for (i=0;i<N_players;i++)
3706 multi_strip_robots(i);
3708 thisid=state_get_game_id (filename);
3711 multi_bad_restore ();
3715 pnum=state_restore_all_sub( filename, 1, 0 );
3717 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3720 if (state_game_id != id ) {
3721 // Game doesn't match!!!
3722 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3723 Game_mode |= GM_GAME_OVER;
3724 Function_mode = FMODE_MENU;
3725 longjmp(LeaveGame, 0);
3728 change_playernum_to(pnum-1);
3729 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3730 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3731 Players[Player_num].connected = saved_player.connected;
3732 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3733 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3734 Viewer = ConsoleObject = &Objects[pnum-1];
3740 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3744 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3745 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3746 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3747 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3748 ps->laser_level = pd->laser_level; // Current level of the laser.
3749 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3750 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3751 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3752 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3753 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3754 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3756 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3757 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3759 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3760 ps->score=INTEL_INT(pd->score); // Current score.
3761 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3762 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3763 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3764 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3765 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3766 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3767 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3768 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3769 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3770 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3771 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3772 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3773 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3776 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3780 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3781 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3782 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3783 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3784 ps->laser_level = pd->laser_level; // Current level of the laser.
3785 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3786 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3787 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3788 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3789 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3790 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3791 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3792 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3793 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3794 ps->score = INTEL_INT(pd->score); // Current score.
3795 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3796 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3797 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3798 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3799 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3800 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3801 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3802 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3803 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3804 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3805 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3806 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3807 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3810 void multi_send_drop_weapon (int objnum,int seed)
3816 objp = &Objects[objnum];
3818 ammo_count = objp->ctype.powerup_info.count;
3820 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3821 ammo_count = F1_0 - 1; //make fit in short
3823 Assert(ammo_count < F1_0); //make sure fits in short
3825 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3826 multibuf[count++]=(char)objp->id;
3828 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
3829 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
3830 PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
3831 PUT_INTEL_INT(multibuf+count, seed);
3833 map_objnum_local_to_local(objnum);
3835 if (Game_mode & GM_NETWORK)
3836 PowerupsInMine[objp->id]++;
3838 multi_send_data(multibuf, 12, 2);
3841 void multi_do_drop_weapon (char *buf)
3843 int pnum,ammo,objnum,remote_objnum,seed;
3847 powerup_id=(int)(buf[1]);
3848 pnum = GET_INTEL_SHORT(buf + 2);
3849 remote_objnum = GET_INTEL_SHORT(buf + 4);
3850 ammo = GET_INTEL_SHORT(buf + 6);
3851 seed = GET_INTEL_INT(buf + 8);
3853 objp = &Objects[Players[pnum].objnum];
3855 objnum = spit_powerup(objp, powerup_id, seed);
3857 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3860 Objects[objnum].ctype.powerup_info.count = ammo;
3862 if (Game_mode & GM_NETWORK)
3863 PowerupsInMine[powerup_id]++;
3865 mprintf ((0,"Dropped weapon %d!\n"));
3869 void multi_send_guided_info (object *miss,char done)
3871 #ifdef WORDS_BIGENDIAN
3876 mprintf ((0,"Sending guided info!\n"));
3878 multibuf[count++]=(char)MULTI_GUIDED;
3879 multibuf[count++]=(char)Player_num;
3880 multibuf[count++]=done;
3882 #ifndef WORDS_BIGENDIAN
3883 create_shortpos((shortpos *)(multibuf+count), miss,0);
3884 count+=sizeof(shortpos);
3886 create_shortpos(&sp, miss, 1);
3887 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3889 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3893 multi_send_data(multibuf, count, 0);
3896 void multi_do_guided (char *buf)
3901 #ifdef WORDS_BIGENDIAN
3905 if (Guided_missile[(int)pnum]==NULL)
3909 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3916 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3922 release_guided_missile(pnum);
3927 if (OBJECT_NUMBER(Guided_missile[(int)pnum]) < 0 || OBJECT_NUMBER(Guided_missile[(int)pnum]) > Highest_object_index)
3929 Int3(); // Get Jason immediately!
3933 #ifndef WORDS_BIGENDIAN
3934 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3936 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3937 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3938 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3941 count+=sizeof (shortpos);
3943 update_object_seg(Guided_missile[(int)pnum]);
3946 void multi_send_stolen_items ()
3949 multibuf[0]=MULTI_STOLEN_ITEMS;
3951 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3953 multibuf[i+1]=Stolen_items[i];
3954 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3955 count++; // So I like to break my stuff into smaller chunks, so what?
3958 multi_send_data(multibuf, count, 1);
3961 void multi_do_stolen_items (char *buf)
3965 mprintf ((0,"Recieved a stolen item packet...\n"));
3967 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3969 Stolen_items[i]=buf[i+1];
3970 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3975 extern void network_send_important_packet (char *,int);
3977 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
3980 multibuf[count]=MULTI_WALL_STATUS; count++;
3981 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
3982 multibuf[count]=type; count++;
3983 multibuf[count]=flags; count++;
3984 multibuf[count]=state; count++;
3987 if (Game_mode & GM_NETWORK)
3989 network_send_important_packet (multibuf,count);
3990 network_send_important_packet (multibuf,count);
3995 multi_send_data(multibuf, count, 1); // twice, just to be sure
3996 multi_send_data(multibuf, count, 1);
3999 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4001 // Send wall states a specific rejoining player
4005 Assert (Game_mode & GM_NETWORK);
4006 //Assert (pnum>-1 && pnum<N_players);
4008 multibuf[count]=MULTI_WALL_STATUS; count++;
4009 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4010 multibuf[count]=type; count++;
4011 multibuf[count]=flags; count++;
4012 multibuf[count]=state; count++;
4014 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4015 network_send_naked_packet(multibuf, count,pnum);
4018 void multi_do_wall_status (char *buf)
4021 ubyte flag,type,state;
4023 wallnum = GET_INTEL_SHORT(buf + 1);
4028 Assert (wallnum>=0);
4029 Walls[wallnum].type=type;
4030 Walls[wallnum].flags=flag;
4031 //Assert(state <= 4);
4032 Walls[wallnum].state=state;
4034 if (Walls[wallnum].type==WALL_OPEN)
4036 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4037 //digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(csegp), cside, SOUND_FORCEFIELD_HUM);
4041 //mprintf ((0,"Got a walls packet.\n"));
4044 void multi_send_jason_cheat (int num)
4049 void multi_send_kill_goal_counts()
4052 multibuf[0]=MULTI_KILLGOALS;
4054 for (i=0;i<MAX_PLAYERS;i++)
4056 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4060 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4061 multi_send_data(multibuf, count, 1);
4064 void multi_do_kill_goal_counts(char *buf)
4068 for (i=0;i<MAX_PLAYERS;i++)
4070 Players[i].KillGoalCount=*(char *)(buf+count);
4071 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4077 void multi_send_heartbeat ()
4079 if (!Netgame.PlayTimeAllowed)
4082 multibuf[0]=MULTI_HEARTBEAT;
4083 PUT_INTEL_INT(multibuf+1, ThisLevelTime);
4084 multi_send_data(multibuf, 5, 0);
4087 void multi_do_heartbeat (char *buf)
4091 num = GET_INTEL_INT(buf + 1);
4096 void multi_check_for_killgoal_winner ()
4098 int i,best=0,bestnum=0;
4101 if (Control_center_destroyed)
4104 for (i=0;i<N_players;i++)
4106 if (Players[i].KillGoalCount>best)
4108 best=Players[i].KillGoalCount;
4113 if (bestnum==Player_num)
4115 HUD_init_message("You have the best score at %d kills!",best);
4116 //Players[Player_num].shields=i2f(200);
4120 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4122 HUD_init_message ("The control center has been destroyed!");
4124 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4125 net_destroy_controlcen (objp);
4128 void multi_send_seismic (fix start,fix end)
4132 multibuf[0]=MULTI_SEISMIC;
4133 PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
4134 PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
4136 multi_send_data(multibuf, count, 1);
4139 extern fix Seismic_disturbance_start_time;
4140 extern fix Seismic_disturbance_end_time;
4142 void multi_do_seismic (char *buf)
4144 Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
4145 Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
4146 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4149 void multi_send_light (int segnum,ubyte val)
4152 multibuf[0]=MULTI_LIGHT;
4153 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4154 *(char *)(multibuf+count)=val; count++;
4157 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4158 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4160 multi_send_data(multibuf, count, 1);
4162 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4166 Assert (Game_mode & GM_NETWORK);
4167 // Assert (pnum>-1 && pnum<N_players);
4169 multibuf[0]=MULTI_LIGHT;
4170 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4171 *(char *)(multibuf+count)=val; count++;
4175 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4176 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4178 network_send_naked_packet(multibuf, count, pnum);
4181 void multi_do_light (char *buf)
4184 ubyte sides=*(char *)(buf+5);
4186 seg = GET_INTEL_INT(buf + 1);
4189 if ((sides & (1<<i)))
4191 subtract_light (seg,i);
4192 Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
4193 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4198 //@@void multi_send_start_trigger(int triggernum)
4200 //@@ // Send an even to trigger something in the mine
4204 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4205 //@@ multibuf[count] = Player_num; count += 1;
4206 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4208 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4209 //@@ multi_send_data(multibuf, count, 2);
4211 //@@void multi_do_start_trigger(char *buf)
4213 //@@ int pnum = buf[1];
4214 //@@ int trigger = buf[2];
4216 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4218 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4220 //@@ Int3(); // Got trigger from illegal playernum
4223 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4225 //@@ Int3(); // Illegal trigger number in multiplayer
4229 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4230 //@@ check_trigger_sub(trigger, pnum,0);
4234 void multi_do_flags (char *buf)
4239 flags = GET_INTEL_INT(buf + 2);
4240 if (pnum!=Player_num)
4241 Players[(int)pnum].flags=flags;
4244 void multi_send_flags (char pnum)
4246 multibuf[0]=MULTI_FLAGS;
4248 PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
4250 multi_send_data(multibuf, 6, 1);
4253 void multi_send_drop_blobs (char pnum)
4255 multibuf[0]=MULTI_DROP_BLOB;
4258 multi_send_data(multibuf, 2, 0);
4261 void multi_do_drop_blob (char *buf)
4264 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4267 void multi_send_powerup_update ()
4272 multibuf[0]=MULTI_POWERUP_UPDATE;
4273 for (i=0;i<MAX_POWERUP_TYPES;i++)
4274 multibuf[i+1]=MaxPowerupsAllowed[i];
4276 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4278 void multi_do_powerup_update (char *buf)
4282 for (i=0;i<MAX_POWERUP_TYPES;i++)
4283 if (buf[i+1]>MaxPowerupsAllowed[i])
4284 MaxPowerupsAllowed[i]=buf[i+1];
4287 extern active_door ActiveDoors[];
4288 extern int Num_open_doors; // Number of open doors
4291 #if 0 // never used...
4292 void multi_send_active_door (int i)
4296 multibuf[0]=MULTI_ACTIVE_DOOR;
4298 multibuf[2]=Num_open_doors;
4300 #ifndef WORDS_BIGENDIAN
4301 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4302 count += sizeof(active_door);
4304 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4305 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4306 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4307 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4308 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4309 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4311 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4312 multi_send_data (multibuf,count,1);
4314 #endif // 0 (never used)
4316 void multi_do_active_door (char *buf)
4318 char i = multibuf[1];
4319 Num_open_doors = buf[2];
4321 memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
4322 #ifdef WORDS_BIGENDIAN
4324 active_door *ad = &ActiveDoors[(int)i];
4325 ad->n_parts = INTEL_INT(ad->n_parts);
4326 ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
4327 ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
4328 ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
4329 ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
4330 ad->time = INTEL_INT(ad->time);
4332 #endif //WORDS_BIGENDIAN
4335 void multi_send_sound_function (char whichfunc, char sound)
4339 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4340 multibuf[1]=Player_num; count++;
4341 multibuf[2]=whichfunc; count++;
4342 #ifndef WORDS_BIGENDIAN
4343 *(uint *)(multibuf+count)=sound; count++;
4345 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4347 multi_send_data (multibuf,4,0);
4350 #define AFTERBURNER_LOOP_START 20098
4351 #define AFTERBURNER_LOOP_END 25776
4353 void multi_do_sound_function (char *buf)
4357 char pnum,whichfunc;
4360 if (Players[Player_num].connected!=1)
4368 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4369 else if (whichfunc==3)
4370 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4373 void multi_send_capture_bonus (char pnum)
4375 Assert (Game_mode & GM_CAPTURE);
4377 multibuf[0]=MULTI_CAPTURE_BONUS;
4380 multi_send_data (multibuf,2,1);
4381 multi_do_capture_bonus (multibuf);
4383 void multi_send_orb_bonus (char pnum)
4385 Assert (Game_mode & GM_HOARD);
4387 multibuf[0]=MULTI_ORB_BONUS;
4389 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4391 multi_send_data (multibuf,3,1);
4392 multi_do_orb_bonus (multibuf);
4394 void multi_do_capture_bonus(char *buf)
4396 // Figure out the results of a network kills and add it to the
4397 // appropriate player's tally.
4402 kmatrix_kills_changed = 1;
4404 if (pnum==Player_num)
4405 HUD_init_message("You have Scored!");
4407 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4409 if (pnum==Player_num)
4410 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4411 else if (get_team(pnum)==TEAM_RED)
4412 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4414 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4416 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4418 team_kills[get_team(pnum)] += 5;
4419 Players[(int)pnum].net_kills_total += 5;
4420 Players[(int)pnum].KillGoalCount+=5;
4422 if (Netgame.KillGoal>0)
4424 TheGoal=Netgame.KillGoal*5;
4426 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4428 if (pnum==Player_num)
4430 HUD_init_message("You reached the kill goal!");
4431 Players[Player_num].shields=i2f(200);
4434 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4436 HUD_init_message ("The control center has been destroyed!");
4437 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4441 multi_sort_kill_list();
4442 multi_show_player_list();
4445 int GetOrbBonus (char num)
4449 bonus=num*(num+1)/2;
4453 void multi_do_orb_bonus(char *buf)
4455 // Figure out the results of a network kills and add it to the
4456 // appropriate player's tally.
4460 int bonus=GetOrbBonus (buf[2]);
4462 kmatrix_kills_changed = 1;
4464 if (pnum==Player_num)
4465 HUD_init_message("You have scored %d points!",bonus);
4467 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4469 if (pnum==Player_num)
4470 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4471 else if (Game_mode & GM_TEAM)
4473 if (get_team(pnum)==TEAM_RED)
4474 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4476 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4479 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4481 if (bonus>PhallicLimit)
4483 if (pnum==Player_num)
4484 HUD_init_message ("You have the record with %d points!",bonus);
4486 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4487 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4492 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4494 team_kills[get_team(pnum)] += bonus;
4495 Players[(int)pnum].net_kills_total += bonus;
4496 Players[(int)pnum].KillGoalCount+=bonus;
4498 team_kills[get_team(pnum)]%=1000;
4499 Players[(int)pnum].net_kills_total%=1000;
4500 Players[(int)pnum].KillGoalCount%=1000;
4502 if (Netgame.KillGoal>0)
4504 TheGoal=Netgame.KillGoal*5;
4506 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4508 if (pnum==Player_num)
4510 HUD_init_message("You reached the kill goal!");
4511 Players[Player_num].shields=i2f(200);
4514 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4516 HUD_init_message ("The control center has been destroyed!");
4517 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4520 multi_sort_kill_list();
4521 multi_show_player_list();
4524 void multi_send_got_flag (char pnum)
4526 multibuf[0]=MULTI_GOT_FLAG;
4529 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4531 multi_send_data (multibuf,2,1);
4532 multi_send_flags (Player_num);
4536 digi_sound ReversedSound;
4538 void multi_send_got_orb (char pnum)
4540 multibuf[0]=MULTI_GOT_ORB;
4543 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4545 multi_send_data (multibuf,2,1);
4546 multi_send_flags (Player_num);
4549 void multi_do_got_flag (char *buf)
4553 if (pnum==Player_num)
4554 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4555 else if (get_team(pnum)==TEAM_RED)
4556 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4558 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4559 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4560 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4562 void multi_do_got_orb (char *buf)
4566 Assert (Game_mode & GM_HOARD);
4568 if (Game_mode & GM_TEAM)
4570 if (get_team(pnum)==get_team(Player_num))
4571 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4573 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4576 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4578 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4579 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4587 if (!(Game_mode & GM_HOARD))
4588 Int3(); // How did we get here? Get Leighton!
4590 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4592 HUD_init_message("No orbs to drop!");
4598 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4603 HUD_init_message("Orb dropped!");
4604 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4606 if ((Game_mode & GM_HOARD) && objnum>-1)
4607 multi_send_drop_flag(objnum,seed);
4609 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4611 // If empty, tell everyone to stop drawing the box around me
4612 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4613 multi_send_flags (Player_num);
4620 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4622 if (Game_mode & GM_HOARD)
4628 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4630 HUD_init_message("No flag to drop!");
4635 HUD_init_message("Flag dropped!");
4636 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4640 if (get_team (Player_num)==TEAM_RED)
4641 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4643 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4648 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4649 multi_send_drop_flag(objnum,seed);
4651 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4655 void multi_send_drop_flag (int objnum,int seed)
4660 objp = &Objects[objnum];
4662 multibuf[count++]=(char)MULTI_DROP_FLAG;
4663 multibuf[count++]=(char)objp->id;
4665 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
4666 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
4667 PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
4668 PUT_INTEL_INT(multibuf+count, seed);
4670 map_objnum_local_to_local(objnum);
4672 if (!(Game_mode & GM_HOARD))
4673 if (Game_mode & GM_NETWORK)
4674 PowerupsInMine[objp->id]++;
4676 multi_send_data(multibuf, 12, 2);
4679 void multi_do_drop_flag (char *buf)
4681 int pnum,ammo,objnum,remote_objnum,seed;
4686 pnum = GET_INTEL_SHORT(buf + 2);
4687 remote_objnum = GET_INTEL_SHORT(buf + 4);
4688 ammo = GET_INTEL_SHORT(buf + 6);
4689 seed = GET_INTEL_INT(buf + 8);
4691 objp = &Objects[Players[pnum].objnum];
4693 objnum = spit_powerup(objp, powerup_id, seed);
4695 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4698 Objects[objnum].ctype.powerup_info.count = ammo;
4700 if (!(Game_mode & GM_HOARD))
4702 if (Game_mode & GM_NETWORK)
4703 PowerupsInMine[powerup_id]++;
4704 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4706 mprintf ((0,"Dropped flag %d!\n"));
4710 void multi_bad_restore ()
4712 Function_mode = FMODE_MENU;
4713 nm_messagebox(NULL, 1, TXT_OK,
4714 "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.");
4715 Function_mode = FMODE_GAME;
4716 multi_quit_game = 1;
4717 multi_leave_menu = 1;
4718 multi_reset_stuff();
4721 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4722 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4723 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4724 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4725 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4726 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4727 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4728 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4731 void multi_send_robot_controls (char pnum)
4735 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4737 multibuf[0]=MULTI_ROBOT_CONTROLS;
4739 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4740 count+=(MAX_ROBOTS_CONTROLLED*4);
4741 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4742 count+=(MAX_ROBOTS_CONTROLLED*4);
4743 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4744 count+=(MAX_ROBOTS_CONTROLLED*4);
4745 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4746 count+=(MAX_ROBOTS_CONTROLLED*4);
4747 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4748 count+=(MAX_ROBOTS_CONTROLLED*4);
4749 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4750 count+=(MAX_ROBOTS_CONTROLLED*4);
4751 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4752 count+=(MAX_ROBOTS_CONTROLLED*4);
4754 network_send_naked_packet (multibuf,142,pnum);
4756 void multi_do_robot_controls(char *buf)
4760 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4762 if (buf[1]!=Player_num)
4764 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4768 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4769 count+=(MAX_ROBOTS_CONTROLLED*4);
4770 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4771 count+=(MAX_ROBOTS_CONTROLLED*4);
4772 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4773 count+=(MAX_ROBOTS_CONTROLLED*4);
4774 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4775 count+=(MAX_ROBOTS_CONTROLLED*4);
4776 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4777 count+=(MAX_ROBOTS_CONTROLLED*4);
4778 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4779 count+=(MAX_ROBOTS_CONTROLLED*4);
4780 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4781 count+=(MAX_ROBOTS_CONTROLLED*4);
4784 #define POWERUPADJUSTS 5
4785 int PowerupAdjustMapping[]={11,19,39,41,44};
4787 int multi_powerup_is_4pack (int id)
4791 for (i=0;i<POWERUPADJUSTS;i++)
4792 if (id==PowerupAdjustMapping[i])
4797 int multi_powerup_is_allowed(int id)
4799 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4801 if (id == POW_CLOAK && !Netgame.DoCloak)
4803 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4805 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4807 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4809 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4811 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4813 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4815 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4817 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4819 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4821 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4823 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4825 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4827 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4829 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4831 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4833 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4835 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4837 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4839 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4841 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4843 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4845 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4847 if (id == POW_CONVERTER && !Netgame.DoConverter)
4849 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4851 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4853 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4855 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4857 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4859 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4861 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4863 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4869 void multi_send_finish_game ()
4871 multibuf[0]=MULTI_FINISH_GAME;
4872 multibuf[1]=Player_num;
4874 multi_send_data (multibuf,2,1);
4878 extern void do_final_boss_hacks();
4879 void multi_do_finish_game (char *buf)
4881 if (buf[0]!=MULTI_FINISH_GAME)
4884 if (Current_level_num!=Last_level)
4887 do_final_boss_hacks();
4890 void multi_send_trigger_specific (char pnum,char trig)
4892 multibuf[0] = MULTI_START_TRIGGER;
4895 network_send_naked_packet(multibuf, 2, pnum);
4897 void multi_do_start_trigger (char *buf)
4899 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4902 extern char *RankStrings[];
4904 void multi_add_lifetime_kills ()
4906 // This function adds a kill to lifetime stats of this player, and possibly
4907 // gives a promotion. If so, it will tell everyone else
4911 if (!Game_mode & GM_NETWORK)
4914 oldrank=GetMyNetRanking();
4918 if (oldrank!=GetMyNetRanking())
4920 multi_send_ranking();
4921 if (!FindArg("-norankings"))
4923 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4924 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4925 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4928 write_player_file();
4931 void multi_add_lifetime_killed ()
4933 // This function adds a "killed" to lifetime stats of this player, and possibly
4934 // gives a demotion. If so, it will tell everyone else
4938 if (!Game_mode & GM_NETWORK)
4941 oldrank=GetMyNetRanking();
4945 if (oldrank!=GetMyNetRanking())
4947 multi_send_ranking();
4948 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4950 if (!FindArg("-norankings"))
4951 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4954 write_player_file();
4958 void multi_send_ranking ()
4960 multibuf[0]=(char)MULTI_RANK;
4961 multibuf[1]=(char)Player_num;
4962 multibuf[2]=(char)GetMyNetRanking();
4964 multi_send_data (multibuf,3,1);
4967 void multi_do_ranking (char *buf)
4973 if (NetPlayers.players[(int)pnum].rank<rank)
4974 strcpy (rankstr,"promoted");
4975 else if (NetPlayers.players[(int)pnum].rank>rank)
4976 strcpy (rankstr,"demoted");
4980 NetPlayers.players[(int)pnum].rank=rank;
4982 if (!FindArg("-norankings"))
4983 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
4985 void multi_send_modem_ping ()
4987 multibuf[0]=MULTI_MODEM_PING;
4988 multi_send_data (multibuf,1,1);
4990 void multi_send_modem_ping_return ()
4992 multibuf[0]=MULTI_MODEM_PING_RETURN;
4993 multi_send_data (multibuf,1,1);
4996 void multi_do_modem_ping_return ()
4998 if (PingLaunchTime==0)
5000 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5004 PingReturnTime=timer_get_fixed_seconds();
5006 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5011 void multi_quick_sound_hack (int num)
5014 num = digi_xlat_sound(num);
5015 length=GameSounds[num].length;
5016 ReversedSound.data=(ubyte *)d_malloc (length);
5017 ReversedSound.length=length;
5019 for (i=0;i<length;i++)
5020 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5025 void multi_send_play_by_play (int num,int spnum,int dpnum)
5027 if (!(Game_mode & GM_HOARD))
5031 multibuf[0]=MULTI_PLAY_BY_PLAY;
5032 multibuf[1]=(char)num;
5033 multibuf[2]=(char)spnum;
5034 multibuf[3]=(char)dpnum;
5035 multi_send_data (multibuf,4,1);
5036 multi_do_play_by_play (multibuf);
5039 void multi_do_play_by_play (char *buf)
5041 int whichplay=buf[1];
5045 if (!(Game_mode & GM_HOARD))
5047 Int3(); // Get Leighton, something bad has happened.
5054 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5057 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5065 /// CODE TO LOAD HOARD DATA
5069 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5071 bm->bm_x = bm->bm_y = 0;
5072 bm->bm_w = bm->bm_rowsize = w;
5074 bm->bm_type = BM_LINEAR;
5075 bm->bm_flags = flags;
5081 grs_bitmap Orb_icons[2];
5083 int Hoard_goal_eclip;
5085 void init_hoard_data()
5087 static int first_time=1;
5088 static int orb_vclip;
5089 int n_orb_frames,n_goal_frames;
5092 ubyte palette[256*3];
5095 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5097 ifile = cfopen("hoard.ham","rb");
5099 Error("can't open <hoard.ham>");
5101 n_orb_frames = cfile_read_short(ifile);
5102 orb_w = cfile_read_short(ifile);
5103 orb_h = cfile_read_short(ifile);
5104 save_pos = cftell(ifile);
5105 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5106 n_goal_frames = cfile_read_short(ifile);
5107 cfseek(ifile,save_pos,SEEK_SET);
5111 int bitmap_num=Num_bitmap_files;
5113 //Allocate memory for bitmaps
5114 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5117 orb_vclip = Num_vclips++;
5118 Assert(Num_vclips <= VCLIP_MAXNUM);
5119 Vclip[orb_vclip].play_time = F1_0/2;
5120 Vclip[orb_vclip].num_frames = n_orb_frames;
5121 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5122 Vclip[orb_vclip].flags = 0;
5123 Vclip[orb_vclip].sound_num = -1;
5124 Vclip[orb_vclip].light_value = F1_0;
5125 for (i=0;i<n_orb_frames;i++) {
5126 Vclip[orb_vclip].frames[i].index = bitmap_num;
5127 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5128 bitmap_data += orb_w*orb_h;
5130 Assert(bitmap_num < MAX_BITMAP_FILES);
5133 //Create obj powerup
5134 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5135 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5136 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5137 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5139 //Create orb goal wall effect
5140 Hoard_goal_eclip = Num_effects++;
5141 Assert(Num_effects < MAX_EFFECTS);
5142 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5143 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5144 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5146 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5147 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5148 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5150 Assert(NumTextures < MAX_TEXTURES);
5151 for (i=0;i<n_goal_frames;i++) {
5152 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5153 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5154 bitmap_data += 64*64;
5156 Assert(bitmap_num < MAX_BITMAP_FILES);
5161 //Load and remap bitmap data for orb
5162 cfread(palette,3,256,ifile);
5163 for (i=0;i<n_orb_frames;i++) {
5164 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5165 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5166 gr_remap_bitmap_good( bm, palette, 255, -1 );
5169 //Load and remap bitmap data for goal texture
5170 cfile_read_short(ifile); //skip frame count
5171 cfread(palette,3,256,ifile);
5172 for (i=0;i<n_goal_frames;i++) {
5173 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5174 cfread(bm->bm_data,1,64*64,ifile);
5175 gr_remap_bitmap_good( bm, palette, 255, -1 );
5178 //Load and remap bitmap data for HUD icons
5180 icon_w = cfile_read_short(ifile);
5181 icon_h = cfile_read_short(ifile);
5184 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5185 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5187 cfread(palette,3,256,ifile);
5188 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5189 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5194 //Load sounds for orb game
5199 len = cfile_read_int(ifile); //get 11k len
5201 if (digi_sample_rate == SAMPLE_RATE_22K) {
5202 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5203 len = cfile_read_int(ifile); //get 22k len
5206 GameSounds[Num_sound_files+i].length = len;
5207 GameSounds[Num_sound_files+i].data = d_malloc(len);
5208 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5210 if (digi_sample_rate == SAMPLE_RATE_11K) {
5211 len = cfile_read_int(ifile); //get 22k len
5212 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5215 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5216 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5226 void save_hoard_data(void)
5228 #define MAX_BITMAPS_PER_BRUSH 30
5229 grs_bitmap * bm[MAX_BITMAPS_PER_BRUSH];
5232 ubyte palette[256*3];
5235 char *sounds[] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
5236 "teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
5237 "enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
5238 "OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
5240 ofile = PHYSFSX_openWriteBuffered("hoard.ham");
5242 iff_error = iff_read_animbrush("orb.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5243 Assert(iff_error == IFF_NO_ERROR);
5244 PHYSFS_writeULE16(ofile, nframes);
5245 PHYSFS_writeULE16(ofile, bm[0]->bm_w);
5246 PHYSFS_writeULE16(ofile, bm[0]->bm_h);
5247 PHYSFS_write(ofile, palette, 3, 256);
5248 for (i=0;i<nframes;i++)
5249 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5251 iff_error = iff_read_animbrush("orbgoal.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5252 Assert(iff_error == IFF_NO_ERROR);
5253 Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
5254 PHYSFS_writeULE16(ofile, nframes);
5255 PHYSFS_write(ofile, palette, 3, 256);
5256 for (i=0;i<nframes;i++)
5257 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5261 iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",&icon,BM_LINEAR,palette);
5262 Assert(iff_error == IFF_NO_ERROR);
5263 PHYSFS_writeULE16(ofile, icon.bm_w);
5264 PHYSFS_writeULE16(ofile, icon.bm_h);
5265 PHYSFS_write(ofile, palette, 3, 256);
5266 PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
5269 for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
5274 ifile = PHYSFS_openRead(sounds[i]);
5275 Assert(ifile != NULL);
5276 size = PHYSFS_fileLength(ifile);
5277 buf = d_malloc(size);
5278 PHYSFS_read(ifile, buf, size, 1);
5279 PHYSFS_writeULE32(ofile, size);
5280 PHYSFS_write(ofile, buf, size, 1);
5282 PHYSFS_close(ifile);
5285 PHYSFS_close(ofile);
5290 multi_process_data(char *buf, int len)
5292 // Take an entire message (that has already been checked for validity,
5293 // if necessary) and act on it.
5299 if (type > MULTI_MAX_TYPE)
5301 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5309 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5310 fflush (RecieveLogFile);
5315 case MULTI_POSITION:
5316 if (!Endlevel_sequence) multi_do_position(buf); break;
5317 case MULTI_REAPPEAR:
5318 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5320 if (!Endlevel_sequence) multi_do_fire(buf); break;
5322 multi_do_kill(buf); break;
5323 case MULTI_REMOVE_OBJECT:
5324 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5325 case MULTI_PLAYER_DROP:
5326 case MULTI_PLAYER_EXPLODE:
5327 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5329 if (!Endlevel_sequence) multi_do_message(buf); break;
5331 if (!Endlevel_sequence) multi_do_quit(buf); break;
5332 case MULTI_BEGIN_SYNC:
5334 case MULTI_CONTROLCEN:
5335 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5336 case MULTI_POWERUP_UPDATE:
5337 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5338 case MULTI_SOUND_FUNCTION:
5339 multi_do_sound_function(buf); break;
5341 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5342 case MULTI_DROP_WEAPON:
5343 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5344 case MULTI_DROP_FLAG:
5345 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5347 if (!Endlevel_sequence) multi_do_guided (buf); break;
5348 case MULTI_STOLEN_ITEMS:
5349 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5350 case MULTI_WALL_STATUS:
5351 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5352 case MULTI_HEARTBEAT:
5353 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5355 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5357 if (!Endlevel_sequence) multi_do_light (buf); break;
5358 case MULTI_KILLGOALS:
5360 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5361 case MULTI_ENDLEVEL_START:
5362 if (!Endlevel_sequence) multi_do_escape(buf); break;
5363 case MULTI_END_SYNC:
5366 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5368 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5369 case MULTI_DOOR_OPEN:
5370 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5371 case MULTI_CREATE_EXPLOSION:
5372 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5373 case MULTI_CONTROLCEN_FIRE:
5374 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5375 case MULTI_CREATE_POWERUP:
5376 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5377 case MULTI_PLAY_SOUND:
5378 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5379 case MULTI_CAPTURE_BONUS:
5380 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5381 case MULTI_ORB_BONUS:
5382 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5383 case MULTI_GOT_FLAG:
5384 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5386 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5387 case MULTI_PLAY_BY_PLAY:
5388 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5390 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5391 case MULTI_MODEM_PING:
5392 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5393 case MULTI_MODEM_PING_RETURN:
5394 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5396 case MULTI_FINISH_GAME:
5397 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5398 case MULTI_ROBOT_CONTROLS:
5399 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5400 case MULTI_ROBOT_CLAIM:
5401 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5402 case MULTI_ROBOT_POSITION:
5403 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5404 case MULTI_ROBOT_EXPLODE:
5405 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5406 case MULTI_ROBOT_RELEASE:
5407 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5408 case MULTI_ROBOT_FIRE:
5409 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5412 if (!Endlevel_sequence) multi_do_score(buf); break;
5413 case MULTI_CREATE_ROBOT:
5414 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5416 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5417 case MULTI_START_TRIGGER:
5418 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5420 if (!Endlevel_sequence) multi_do_flags(buf); break;
5421 case MULTI_DROP_BLOB:
5422 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5423 case MULTI_ACTIVE_DOOR:
5424 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5425 case MULTI_BOSS_ACTIONS:
5426 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5427 case MULTI_CREATE_ROBOT_POWERUPS:
5428 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5429 case MULTI_HOSTAGE_DOOR:
5430 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5431 case MULTI_SAVE_GAME:
5432 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5433 case MULTI_RESTORE_GAME:
5434 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5435 case MULTI_REQ_PLAYER:
5436 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5437 case MULTI_SEND_PLAYER:
5438 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5441 mprintf((1, "Invalid type in multi_process_input().\n"));