2 * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
7 * C file that contains misc. functions to support multiplayer
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 47 9/15/99 1:45a Dave
15 * Don't init joystick on standalone. Fixed campaign mode on standalone.
16 * Fixed no-score-report problem in TvT
18 * 46 9/09/99 8:53p Dave
19 * Fixed multiplayer degenerate orientation case problem. Make sure warp
20 * effect never goes lower than LOD 1.
22 * 45 8/24/99 1:50a Dave
23 * Fixed client-side afterburner stuttering. Added checkbox for no version
24 * checking on PXO join. Made button info passing more friendly between
27 * 44 8/23/99 10:30a Dave
28 * Make sure a kill limit of 0 really means "no kill limit"
30 * 43 8/22/99 5:53p Dave
31 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
32 * instead of ship designations for multiplayer players.
34 * 42 8/22/99 1:19p Dave
35 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
36 * which d3d cards are detected.
38 * 41 8/19/99 10:59a Dave
39 * Packet loss detection.
41 * 40 8/06/99 2:44a Dave
42 * Make sure dead players who leave respawn AI.
44 * 39 8/06/99 12:29a Dave
47 * 38 8/03/99 11:02p Dave
48 * Maybe fixed sync problems in multiplayer.
50 * 37 7/30/99 7:01p Dave
51 * Dogfight escort gauge. Fixed up laser rendering in Glide.
53 * 36 7/26/99 5:50p Dave
54 * Revised ingame join. Better? We'll see....
56 * 35 7/15/99 9:20a Andsager
57 * FS2_DEMO initial checkin
59 * 34 7/08/99 10:53a Dave
60 * New multiplayer interpolation scheme. Not 100% done yet, but still
61 * better than the old way.
63 * 33 6/25/99 5:04p Jasenw
64 * Added some debug line stuff.
66 * 32 6/16/99 4:06p Dave
67 * New pilot info popup. Added new draw-bitmap-as-poly function.
69 * 31 5/18/99 11:50a Andsager
70 * Remove unused object type OBJ_GHOST_SAVE
72 * 30 5/04/99 5:20p Dave
73 * Fixed up multiplayer join screen and host options screen. Should both
76 * 29 5/03/99 8:33p Dave
77 * New version of multi host options screen.
79 * 28 4/27/99 12:16a Dave
80 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
81 * pxo server list screen. Fixed secondary firing for hosts on a
82 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
84 * 27 4/25/99 7:43p Dave
85 * Misc small bug fixes. Made sun draw properly.
87 * 26 4/25/99 3:02p Dave
88 * Build defines for the E3 build.
90 * 25 4/09/99 2:21p Dave
91 * Multiplayer beta stuff. CD checking.
93 * 24 4/08/99 2:10a Dave
94 * Numerous bug fixes for the beta. Added builtin mission info for the
97 * 23 3/10/99 6:50p Dave
98 * Changed the way we buffer packets for all clients. Optimized turret
99 * fired packets. Did some weapon firing optimizations.
101 * 22 3/09/99 6:24p Dave
102 * More work on object update revamping. Identified several sources of
103 * unnecessary bandwidth.
105 * 21 3/08/99 7:03p Dave
106 * First run of new object update system. Looks very promising.
108 * 20 3/01/99 10:00a Dave
109 * Fxied several dogfight related stats bugs.
111 * 19 2/24/99 2:25p Dave
112 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
113 * bug for dogfight more.
115 * 18 2/23/99 2:29p Dave
116 * First run of oldschool dogfight mode.
118 * 17 2/12/99 6:16p Dave
119 * Pre-mission Squad War code is 95% done.
121 * 16 2/11/99 3:08p Dave
122 * PXO refresh button. Very preliminary squad war support.
124 * 15 2/08/99 5:07p Dave
125 * FS2 chat server support. FS2 specific validated missions.
127 * 14 1/30/99 1:29a Dave
128 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
129 * screen. Fixed beam weapon death messages.
131 * 13 1/14/99 6:06p Dave
132 * 100% full squad logo support for single player and multiplayer.
134 * 12 1/12/99 4:07a Dave
135 * Put in barracks code support for selecting squad logos. Properly
136 * distribute squad logos in a multiplayer game.
138 * 11 12/14/98 4:01p Dave
139 * Got multi_data stuff working well with new xfer stuff.
141 * 10 12/14/98 12:13p Dave
142 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
145 * 9 11/19/98 4:19p Dave
146 * Put IPX sockets back in psnet. Consolidated all multiplayer config
149 * 8 11/19/98 8:04a Dave
150 * Full support for D3-style reliable sockets. Revamped packet lag/loss
151 * system, made it receiver side and at the lowest possible level.
153 * 7 11/17/98 11:12a Dave
154 * Removed player identification by address. Now assign explicit id #'s.
156 * 6 11/05/98 5:55p Dave
157 * Big pass at reducing #includes
159 * 5 10/13/98 9:29a Dave
160 * Started neatening up freespace.h. Many variables renamed and
161 * reorganized. Added AlphaColors.[h,cpp]
163 * 4 10/09/98 2:57p Dave
164 * Starting splitting up OS stuff.
166 * 3 10/07/98 6:27p Dave
167 * Globalized mission and campaign file extensions. Removed Silent Threat
168 * special code. Moved \cache \players and \multidata into the \data
171 * 2 10/07/98 10:53a Dave
174 * 1 10/07/98 10:50a Dave
176 * 283 9/28/98 1:54p Dave
177 * Make sure French and German don't xfer builtin files they don't have
180 * 282 9/28/98 1:41p Dave
181 * Properly detect "builtin" missions.
183 * 281 9/21/98 11:46p Dave
184 * Flag mission disk players in the right spot.
186 * 280 9/15/98 7:24p Dave
187 * Minor UI changes. Localized bunch of new text.
193 #include "multiutil.h"
194 #include "multimsgs.h"
196 #include "linklist.h"
197 #include "gamesequence.h"
198 #include "hudmessage.h"
199 #include "freespace.h"
207 #include "missionparse.h"
208 #include "missionshipchoice.h"
209 #include "missionscreencommon.h"
210 #include "missionweaponchoice.h"
211 #include "multi_xfer.h"
212 #include "stand_gui.h"
215 #include "managepilot.h"
216 #include "multiteamselect.h"
218 #include "missiondebrief.h"
219 #include "observer.h"
220 #include "missionmessage.h"
221 #include "multilag.h"
223 #include "popupdead.h"
224 #include "hudconfig.h"
226 #include "optionsmenu.h"
227 #include "missionhotkey.h"
228 #include "missiongoals.h"
229 #include "afterburner.h"
231 #include "multi_kick.h"
232 #include "multi_data.h"
233 #include "multi_voice.h"
234 #include "multi_ping.h"
235 #include "multi_team.h"
236 #include "multi_respawn.h"
237 #include "multi_ingame.h"
238 #include "multi_observer.h"
239 #include "multi_pinfo.h"
240 #include "multi_endgame.h"
241 #include "multi_pmsg.h"
242 #include "multi_pause.h"
243 #include "multi_obj.h"
244 #include "multi_log.h"
245 #include "multi_rate.h"
246 #include "osregistry.h"
247 #include "hudescort.h"
249 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
250 extern int MSG_WINDOW_Y_START;
251 extern int MSG_WINDOW_HEIGHT;
253 extern int ascii_table[];
254 extern int shifted_ascii_table[];
256 // if a client doesn't receive an update for an object after this many seconds, query server
257 // as to the objects status.
258 #define MULTI_CLIENT_OBJ_TIMEOUT 10
259 #define MAX_SHIPS_PER_QUERY 10
262 // this function assignes the given object with the given signature. If the signature is 0, then we choose
263 // the next signature number from the correct pool. I thought that it might be desireable
264 // to not always have to take the next signature on the list. what_kind is used to assign either a
265 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
266 // signatures are used for everything else.
267 ushort multi_assign_network_signature( int what_kind )
271 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
272 // as are debris and asteroids since they don't die very often. It would be vary rare for this
273 // value (the permanent signature) to wrap. For now, this condition is an error condition
274 if ( what_kind == MULTI_SIG_SHIP ) {
275 if ( Next_ship_signature == 0 ){
276 Next_ship_signature = SHIP_SIG_MIN;
279 sig = Next_ship_signature++;
281 if ( Next_ship_signature == SHIP_SIG_MAX ) {
282 Int3(); // get Allender -- signature stuff wrapped.
283 Next_ship_signature = SHIP_SIG_MIN;
286 // signature stuff for asteroids.
287 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
288 if ( Next_asteroid_signature == 0 ){
289 Next_asteroid_signature = ASTEROID_SIG_MIN;
292 sig = Next_asteroid_signature++;
293 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
294 Int3(); // get Allender -- signature stuff wrapped.
295 Next_asteroid_signature = ASTEROID_SIG_MIN;
298 // signatures for debris
299 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
300 if ( Next_debris_signature == 0 ){
301 Next_debris_signature = DEBRIS_SIG_MIN;
304 sig = Next_debris_signature++;
305 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
306 Int3(); // get Allender -- signature stuff wrapped.
307 Next_debris_signature = DEBRIS_SIG_MIN;
310 // signature stuff for weapons and other expendable things.
311 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
312 if ( Next_non_perm_signature == 0 ){
313 Next_non_perm_signature = NPERM_SIG_MIN;
316 sig = Next_non_perm_signature++;
317 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
318 Next_non_perm_signature = NPERM_SIG_MIN;
321 Int3(); // get allender - Illegal signature type requested
328 // this function returns the next network signature that will be used for a newly created object
329 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
330 ushort multi_get_next_network_signature( int what_kind )
332 if ( what_kind == MULTI_SIG_SHIP ) {
333 if ( Next_ship_signature == 0 )
334 Next_ship_signature = SHIP_SIG_MIN;
335 return Next_ship_signature;
337 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
338 if ( Next_debris_signature == 0 )
339 Next_debris_signature = DEBRIS_SIG_MIN;
340 return Next_debris_signature;
342 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
343 if ( Next_asteroid_signature == 0 )
344 Next_asteroid_signature = ASTEROID_SIG_MIN;
345 return Next_asteroid_signature;
347 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
348 if ( Next_non_perm_signature == 0 )
349 Next_non_perm_signature = NPERM_SIG_MIN;
350 return Next_non_perm_signature;
353 Int3(); // get allender
358 // this routine sets the network signature to the given value. Should be called from client only
359 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
360 void multi_set_network_signature( ushort signature, int what_kind )
362 Assert( signature != 0 );
364 if ( what_kind == MULTI_SIG_SHIP ) {
365 Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
366 Next_ship_signature = signature;
367 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
368 Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
369 Next_debris_signature = signature;
370 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
371 Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
372 Next_asteroid_signature = signature;
373 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
374 Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
375 Next_non_perm_signature = signature;
377 Int3(); // get Allender
380 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
381 // with that network signature. Returns NULL if the object cannot be found
382 object *multi_get_network_object( ushort net_signature )
386 if ( net_signature == 0 )
389 if(GET_FIRST(&obj_used_list) == NULL)
392 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
393 if ( objp->net_signature == net_signature )
396 // if not found on used list, check create list
397 if ( objp == END_OF_LIST(&obj_used_list) ) {
398 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
399 if ( objp->net_signature == net_signature )
402 if ( objp == END_OF_LIST(&obj_create_list) )
410 // -------------------------------------------------------------------------------------------------
411 // multi_random_death_word() will return a word from the below list at random.
413 // Note: Keep words grouped into sections of 10
415 #define NUM_DEATH_WORDS 40
417 char *multi_random_death_word()
421 index = rand() % NUM_DEATH_WORDS;
424 return XSTR("zapped",853);
426 return XSTR("caulked",854);
428 return XSTR("killed",855);
430 return XSTR("waxed",856);
432 return XSTR("popped",857);
434 return XSTR("murdered",858);
436 return XSTR("bludgeoned",859);
438 return XSTR("destroyed",860);
440 return XSTR("iced",861);
442 return XSTR("obliterated",862);
444 return XSTR("toasted",863);
446 return XSTR("roasted",864);
448 return XSTR("turned into anti-matter",865);
450 return XSTR("killed like a pig",866);
452 return XSTR("taught a lesson",867);
454 return XSTR("slaughtered with impunity",868);
456 return XSTR("spanked like a naughty boy",869);
458 return XSTR("skunked",870);
460 return XSTR("beat senseless",871);
462 return XSTR("shot up",872);
464 return XSTR("spaced",873);
466 return XSTR("hosed",874);
468 return XSTR("capped",875);
470 return XSTR("beat down",876);
472 return XSTR("hit wit da shizzo",877);
474 return XSTR("sk00led",878);
476 return XSTR("whooped up",879);
478 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
480 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
482 return XSTR("gibbed by Kayser Sozay's rocket",882);
484 return XSTR("shot down",883);
486 return XSTR("given early retirement",884);
488 return XSTR("instructed",885);
490 return XSTR("eviscerated",886);
492 return XSTR("pummelled",887);
494 return XSTR("eradicated",888);
496 return XSTR("cleansed",889);
498 return XSTR("perforated",890);
500 return XSTR("canned",891);
502 return XSTR("decompressed",892);
508 // -------------------------------------------------------------------------------------------------
509 // multi_random_chat_start() will return a word from the below list at random.
513 #define NUM_CHAT_START_WORDS 8
514 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
516 char *multi_random_chat_start()
520 index = rand() % NUM_CHAT_START_WORDS;
523 return XSTR("says",893);
525 return XSTR("bleats",894);
527 return XSTR("opines",895);
529 return XSTR("postulates",896);
531 return XSTR("declares",897);
533 return XSTR("vomits out",898);
535 return XSTR("whines",899);
537 return XSTR("barks",900);
543 // -------------------------------------------------------------------------------------------------
544 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
549 int multi_ship_class_lookup(char* ship_name)
551 int i, player_ship_class;
553 // find the ship_info index for the ship_name
555 player_ship_class = -1;
556 for (i = 0; i < Num_ship_types; i++) {
557 if ( !stricmp(Ship_info[i].name, ship_name) ) {
558 player_ship_class = i;
563 if (i == Num_ship_types){
567 return player_ship_class;
570 // -------------------------------------------------------------------------------------------------
571 // find_player() is called when a packet arrives, and we need to know which net player to update.
572 // The matching is done based on the address and port. Port checking is done in case multiple
573 // instances of FreeSpace are running on the same box.
577 int find_player( net_addr* addr )
581 for (i = 0; i < MAX_PLAYERS; i++ ) {
582 if ( !MULTI_CONNECTED(Net_players[i])){
585 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
593 // so that we can lookup on the admin port transparently
594 int find_player_no_port(net_addr *addr)
599 for (i = 0; i < MAX_PLAYERS; i++ ) {
600 if ( !MULTI_CONNECTED(Net_players[i])){
603 if(addr->type == NET_IPX){
608 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
616 int find_player_id(short player_id)
619 for (i = 0; i < MAX_PLAYERS; i++ ) {
620 if ( !MULTI_CONNECTED(Net_players[i])){
623 if(player_id == Net_players[i].player_id){
628 // couldn't find the player
632 // note this is only valid to do on a server!
633 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
636 for (i = 0; i < MAX_PLAYERS; i++ ) {
637 if ( !MULTI_CONNECTED(Net_players[i])){
640 if(sock == Net_players[i].reliable_socket){
645 // couldn't find the player
649 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
650 // used to find netplayers in game when only the object is known
651 int multi_find_player_by_object( object *objp )
655 objnum = OBJ_INDEX(objp);
656 for (i = 0; i < MAX_PLAYERS; i++ ) {
657 if ( !MULTI_CONNECTED(Net_players[i])){
660 if ( objnum == Net_players[i].player->objnum ){
665 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
670 // returns a player num based upon player object signature
671 int multi_find_player_by_signature( int signature )
675 for(idx=0;idx<MAX_PLAYERS;idx++){
676 // compare against each player's object signature
677 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
683 // didn't find the player
687 // returns a player num based upon object net signature
688 int multi_find_player_by_net_signature(ushort net_signature)
692 for(idx=0;idx<MAX_PLAYERS;idx++){
693 // compare against each player's object signature
694 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
700 // didn't find the player
704 int multi_find_player_by_ship_name(char *ship_name)
709 if(ship_name == NULL){
713 for(idx=0; idx<MAX_PLAYERS; idx++){
714 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP) &&
715 (Objects[Net_players[idx].player->objnum].instance >= 0) && (Objects[Net_players[idx].player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].player->objnum].instance].ship_name) ){
720 // didn't find the player
724 int multi_get_player_ship(int np_index)
727 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
732 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
733 (Net_players[np_index].player != NULL) && (Net_players[np_index].player->objnum >= 0) && (Net_players[np_index].player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].player->objnum].type == OBJ_SHIP) &&
734 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
736 return Objects[Net_players[np_index].player->objnum].instance;
743 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
744 // it returns -1 if there is no new slot, and the slot number if one is found
745 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
746 int multi_find_open_netplayer_slot()
752 for (i = 0; i < MAX_PLAYERS; i++)
753 if ( !MULTI_CONNECTED(Net_players[i]) ){
754 if(found_first == -1) {
760 if(i == MAX_PLAYERS){
761 if(found_first == -1)
770 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
771 // should always be taken by the console player's pilot. All other slots are up for grab though.
772 int multi_find_open_player_slot()
776 for (i = 0; i < MAX_PLAYERS; i++)
777 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
780 if ( i == MAX_PLAYERS )
786 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
787 // a new person is entering the game. The state of the Net_player is set to it's basic starting
789 void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer )
791 nplayer->p_info.addr = *addr;
792 nplayer->flags |= NETINFO_FLAG_CONNECTED;
793 nplayer->state = NETPLAYER_STATE_JOINING;
794 nplayer->p_info.ship_class = ship_class;
795 nplayer->player = pplayer;
796 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
798 // if setting up my net flags, then set the flag to say I can do networking.
799 if ( nplayer == Net_player ){
800 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
804 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
806 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
811 Assert ( MULTI_CONNECTED(Net_players[net_player]) );
813 shipp = &Ships[objp->instance];
815 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
816 Net_players[net_player].p_info.ship_class = ship_class;
818 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
819 if ( Net_player == &Net_players[net_player] ) {
822 Player_ai = &Ai_info[Player_ship->ai_index];
825 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
827 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
828 Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
829 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
831 // game server and this client need to initialize this information so object updating
833 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
834 Net_players[net_player].s_info.eye_pos = objp->pos;
835 Net_players[net_player].s_info.eye_orient = objp->orient;
839 for(idx=0; idx<MAX_PLAYERS; idx++){
840 shipp->np_updates[idx].orient_chksum = 0;
841 shipp->np_updates[idx].pos_chksum = 0;
842 shipp->np_updates[idx].seq = 0;
843 shipp->np_updates[idx].status_update_stamp = -1;
844 shipp->np_updates[idx].subsys_update_stamp = -1;
845 shipp->np_updates[idx].update_stamp = -1;
849 // -------------------------------------------------------------------------------------------------
850 // create_player() is called when a net player needs to be instantiated. The ship that is created
851 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
852 // is used. Returns 1 on success, 0 otherwise
854 int multi_create_player( int net_player_num, player *pl, char* name, net_addr* addr, int ship_class, short id)
856 int player_ship_class = ship_class;
857 int i,current_player_count;
859 Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
861 // blast _any_ old data
862 memset(&Net_players[net_player_num],0,sizeof(net_player));
864 // get the current # of players
865 current_player_count = multi_num_players();
867 // DOH!!! The lack of this caused many bugs.
868 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
870 if ( ship_class == -1 ) {
871 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
873 // find the ship that matches the string stored in default_player_ship
875 for (i = 0; i < Num_ship_types; i++) {
876 if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
877 player_ship_class = i;
882 if (i == Num_ship_types)
886 if ( player_ship_class >= Num_ship_types ) {
887 player_ship_class = multi_ship_class_lookup(default_player_ship);
888 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
891 // blast the old player data
892 memset(pl,0,sizeof(player));
894 // set up the net_player structure
895 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
896 Net_players[net_player_num].s_info.num_last_buttons = 0;
897 // Net_players[net_player_num].respawn_count = 0;
898 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
899 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
900 Net_players[net_player_num].s_info.kick_timestamp = -1;
901 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
902 Net_players[net_player_num].s_info.tracker_security_last = -1;
903 Net_players[net_player_num].s_info.target_objnum = -1;
904 Net_players[net_player_num].s_info.accum_buttons = 0;
906 // zero out this players ping times data
907 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
909 // zero out his object update and control info sequencing data
910 Net_players[net_player_num].client_cinfo_seq = 0;
911 Net_players[net_player_num].client_server_seq = 0;
913 // timestamp his last_full_update_time
914 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
916 // nil his file xfer handle
917 Net_players[net_player_num].s_info.xfer_handle = -1;
919 // nil his data rate timestamp stuff
920 Net_players[net_player_num].s_info.rate_stamp = -1;
921 Net_players[net_player_num].s_info.rate_bytes = 0;
923 // nil packet buffer stuff
924 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
925 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
927 // various ack handles
928 strcpy(pl->callsign, name);
929 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
930 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
933 // if we're the standalone server and this is the first guy to join, mark him as the host
934 // and give him all host priveleges
935 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
936 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
939 Net_players[net_player_num].player_id = id;
941 Net_player->sv_bytes_sent = 0;
942 Net_player->sv_last_pl = -1;
943 Net_player->cl_bytes_recvd = 0;
944 Net_player->cl_last_pl = -1;
946 // add to the escort list
947 if(MULTI_IN_MISSION){
948 hud_escort_add_player(id);
954 // next function makes a player object an ai object (also decrementing the num_players in the
955 // netgame). It appropiately sets the object flags and other interesting AI information which
956 // ought to get set in order to make this new ai object behave correctly.
957 void multi_make_player_ai( object *pobj )
960 Assert ( pobj != NULL );
962 if ( pobj->type != OBJ_SHIP )
965 pobj->flags &= ~(OF_PLAYER_SHIP);
966 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
968 // target_objnum must be -1 or else new AI ship will fire on whatever this player
970 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
974 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
975 // because of the player leaving the game on his own, or no net activity from the player after X seconds
976 void delete_player(int player_num,int kicked_reason)
978 char notify_string[256] = "";
981 if(!MULTI_CONNECTED(Net_players[player_num])){
986 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
988 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
990 // if this guy was ingame joining, the remove my netgame flag so others may join
991 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
992 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
993 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
996 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
997 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
999 Net_players[player_num].s_info.reliable_connect_time = -1;
1001 // add to the escort list
1002 hud_escort_remove_player(Net_players[player_num].player_id);
1004 // is this guy the server
1005 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1006 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1007 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1008 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1011 // if he was just the host
1012 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1013 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1016 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1017 // are we a standalone server and in a mission?
1018 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1019 // choose a new host
1020 int found_new_host = 0;
1021 for(idx=0; idx<MAX_PLAYERS; idx++){
1022 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1023 // make this guy the host
1024 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1027 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1034 if(!found_new_host){
1035 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1038 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1043 // if we're the server of the game, notify everyone else that this guy has left
1044 // if he's marked as being kicked, then other players know about it already, so don't send again
1045 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1046 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1048 memset(str, 0, 512);
1049 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
1050 multi_display_chat_msg(str, player_num, 0);
1052 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1056 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1057 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1058 if ( Net_players[player_num].player->objnum != -1 ){
1059 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1062 // otherwise mark it so that he can return to it later if possible
1063 if ( (Net_players[player_num].player->objnum >= 0) && (Net_players[player_num].player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].player->objnum].instance >= 0) && (Objects[Net_players[player_num].player->objnum].instance < MAX_SHIPS)) {
1064 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1066 multi_respawn_player_leave(&Net_players[player_num]);
1070 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1071 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1072 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1073 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1074 // in the multi_make_player_ai code above.
1075 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1076 multi_ts_handle_player_drop();
1079 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1080 debrief_handle_player_drop();
1083 // handle any specific dropping conditions
1084 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1085 multi_team_handle_drop();
1087 multi_data_handle_drop(player_num);
1089 // tell the pinfo popup that a player has left
1090 multi_pinfo_notify_drop(&Net_players[player_num]);
1092 // tell the datarate stuff that the player has dropped
1093 multi_rate_reset(player_num);
1095 // display a message that this guy has left
1096 if(Net_players[player_num].player->callsign){
1097 sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1098 multi_display_chat_msg(notify_string,0,0);
1101 // standalone gui type stuff
1102 if (Game_mode & GM_STANDALONE_SERVER) {
1103 std_remove_player(&Net_players[player_num]);
1104 std_connect_set_connect_count();
1107 // blast this memory clean
1108 memset(&Net_players[player_num], 0, sizeof(net_player));
1109 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1111 extern int Multi_client_update_times[MAX_PLAYERS];
1112 Multi_client_update_times[player_num] = -1;
1115 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1116 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1118 // -------------------------------------------------------------------------------------------------
1119 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1120 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1124 void multi_cull_zombies()
1131 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1132 inactive_limit = INACTIVE_LIMIT_WAIT;
1134 inactive_limit = INACTIVE_LIMIT_NORMAL;
1136 current_time = timer_get_fixed_seconds();
1138 for (i = 0; i < MAX_PLAYERS; i++) {
1139 if ( !MULTI_CONNECTED(&Net_players[i])){
1143 // server will(should) cull out players based on their sockets dying.
1144 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1148 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1149 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1150 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1152 multi_kick_player(i,0);
1158 // -------------------------------------------------------------------------------------------------
1159 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1162 ushort netmisc_calc_checksum( void * vptr, int len )
1164 ubyte * ptr = (ubyte *)vptr;
1165 unsigned int sum1,sum2;
1171 if (sum1 >= 255 ) sum1 -= 255;
1176 return (unsigned short)((sum1<<8)+ sum2);
1180 // -------------------------------------------------------------------------------------------------
1181 // fill_net_addr() calculates the checksum of a block of memory.
1185 void fill_net_addr(net_addr* addr, ubyte* address, ubyte* net_id, ushort port)
1187 Assert(addr != NULL);
1188 Assert(address != NULL);
1189 Assert(net_id != NULL);
1191 addr->type = Multi_options_g.protocol;
1192 memset( addr->addr, 0x00, 6);
1193 memcpy( addr->addr, address, ADDRESS_LENGTH);
1194 memcpy( addr->net_id, net_id, 4);
1200 // -------------------------------------------------------------------------------------------------
1201 // get_text_address()
1205 char* get_text_address( char * text, ubyte * address )
1210 switch ( Multi_options_g.protocol ) {
1212 strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
1213 sprintf(text, "%x %x %x %x %x %x", address[0],
1223 memcpy(&temp_addr.s_addr, address, 4);
1224 strcpy( text, inet_ntoa(temp_addr) );
1236 // non-16byte version of matrix packing
1237 // return size of packed matrix
1238 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1242 if(m->rvec.z < 0) data[16] |= (1<<0); // X
1243 if(m->uvec.z < 0) data[16] |= (1<<1); // Y
1244 if(m->fvec.z < 0) data[16] |= (1<<2); // V
1245 if(m->fvec.x < 0) data[16] |= (1<<3); // Z
1246 if(m->fvec.y < 0) data[16] |= (1<<4); // W
1247 memcpy(&data[0],&m->rvec.x,4); // a
1248 memcpy(&data[4],&m->rvec.y,4); // b
1249 memcpy(&data[8],&m->uvec.x,4); // c
1250 memcpy(&data[12],&m->uvec.y,4); // d
1253 // return bytes processed
1254 // non-16 byte version of unpack matrix code
1255 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1257 memcpy(&m->rvec.x,&data[0],4);
1258 memcpy(&m->rvec.y,&data[4],4);
1259 memcpy(&m->uvec.x,&data[8],4);
1260 memcpy(&m->uvec.y,&data[12],4);
1262 m->rvec.z = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->rvec.y * m->rvec.y))); // X
1263 m->uvec.z = fl_sqrt(fl_abs(1 - (m->uvec.x * m->uvec.x) - (m->uvec.y * m->uvec.y))); // Y
1264 m->fvec.z = fl_sqrt(fl_abs(1 - (m->rvec.z * m->rvec.z) - (m->uvec.z * m->uvec.z))); // V
1265 m->fvec.x = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->uvec.x * m->uvec.x))); // Z
1266 m->fvec.y = fl_sqrt(fl_abs(1 - (m->rvec.y * m->rvec.y) - (m->uvec.y * m->uvec.y))); // W
1268 m->rvec.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1269 m->uvec.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1270 m->fvec.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1271 m->fvec.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1272 m->fvec.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1275 void multi_do_client_warp(float flFrametime)
1279 moveup = GET_FIRST(&Ship_obj_list);
1280 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1281 // do all _necessary_ ship warp in (arrival) processing
1282 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1283 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1284 moveup = GET_NEXT(moveup);
1288 // ------------------------------------------------------------------------------------
1289 // ship status change stuff
1291 int lookup_ship_status(net_player *p,int unique_id,int remove)
1295 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1296 if(p->s_info.last_buttons_id[idx] == unique_id){
1298 remove_ship_status_item(p,idx);
1299 p->s_info.num_last_buttons--;
1307 void remove_ship_status_item(net_player *p,int id)
1310 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1311 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1312 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1313 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1318 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1323 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1324 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1325 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1326 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1327 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1328 p->s_info.num_last_buttons++;
1332 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1333 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1334 earliest = p->s_info.last_buttons_time[idx];
1339 p->s_info.last_buttons[lookup] = *bi;
1340 p->s_info.last_buttons_id[lookup] = unique_id;
1341 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1346 extern int button_function_critical(int n,net_player *p = NULL);
1347 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1350 Multi_button_info_ok=1;
1351 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1352 if ( bi->status[i] == 0 )
1354 // at least one bit is set in the status integer
1355 for ( j = 0; j < 32; j++ ) {
1357 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1358 if ( bi->status[i] & (1<<j) ) {
1360 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1361 bi->status[i] &= ~(1<<j);
1363 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1364 bi->status[i] &= ~(1<<j);
1369 Multi_button_info_ok=0;
1372 // send 10x a second MAX
1373 #define MULTI_SHIP_STATUS_TIME 350
1374 int Multi_ship_status_stamp = -1;
1375 button_info Multi_ship_status_bi;
1377 void multi_maybe_send_ship_status()
1380 button_info *bi = &Player->bi;
1382 // strip out noncritical button presses
1383 button_strip_noncritical_keys(bi);
1385 // xor all fields into the accum button info
1386 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1387 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1391 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1392 int should_send = 0;
1393 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1394 // we have at least something to send
1395 if(Multi_ship_status_bi.status[idx] != 0){
1400 // do we have something to send
1402 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1403 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1407 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1410 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1414 void multi_subsys_update_all()
1418 Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1419 for(idx=0;idx<MAX_PLAYERS;idx++){
1420 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1421 send_subsys_update_packet(&Net_players[idx]);
1426 int multi_find_player_by_callsign(char *callsign)
1429 for(idx=0;idx<MAX_PLAYERS;idx++){
1430 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1438 // if Game_current_mission_filename is a builtin multiplayer mission
1439 int multi_is_builtin_mission()
1444 // get the full filename
1446 strcpy(name,Game_current_mission_filename);
1447 cf_add_ext(name, FS_MISSION_FILE_EXT);
1449 // if this mission is builtin
1450 if(game_find_builtin_mission(name) != NULL){
1458 // verify that the player has a valid mission file and do 1 of 3 things
1459 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1461 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1465 player = find_player_id(player_id);
1466 Assert(player >= 0);
1470 pl = &Net_players[player];
1472 // all missions should be builtin, so if we don't have a match, kick the player
1473 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1474 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1476 pl->flags |= NETINFO_FLAG_MISSION_OK;
1484 player = find_player_id(player_id);
1485 Assert(player >= 0);
1489 pl = &Net_players[player];
1491 // if the current mission is a builtin mission, check stuff out
1492 is_builtin = multi_is_builtin_mission();
1495 // if the player doesn't have it, kick him
1496 if((sum_sig == 0xffff) && (length_sig == -1)){
1497 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1499 pl->flags |= NETINFO_FLAG_MISSION_OK;
1506 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1512 // in an ingame join situation
1513 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1515 // if the netgame settings allow in-mission file xfers
1516 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1517 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1518 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1520 // otherwise send him a nak and tell him to get the hell away
1522 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1525 pl->flags |= NETINFO_FLAG_MISSION_OK;
1528 // in a normal join situation
1530 // if the file does not check out, send it to him
1532 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1534 // otherwise mark him as having a valid mission
1536 pl->flags |= NETINFO_FLAG_MISSION_OK;
1542 // check to see if every client has NETINFO_FLAG_MISSION_OK
1543 int server_all_filesigs_ok()
1548 for(idx=0;idx<MAX_PLAYERS;idx++){
1549 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1558 void multi_untag_player_ships()
1562 moveup = GET_FIRST(&Ship_obj_list);
1563 while(moveup != END_OF_LIST(&Ship_obj_list)){
1564 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1565 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1566 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1568 moveup = GET_NEXT(moveup);
1572 // broadcast alltime stats to everyone in the game
1573 void multi_broadcast_stats(int stats_code)
1577 // broadcast everyone's stats to everyone else
1578 for(idx=0;idx<MAX_PLAYERS;idx++){
1579 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1580 send_player_stats_block_packet(&Net_players[idx], stats_code);
1585 // check to see if all players other than the local player are in a given NETPLAYER_ state
1586 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1587 int multi_netplayer_state_check(int state,int ignore_standalone)
1590 for(idx=0;idx<MAX_PLAYERS;idx++){
1591 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1592 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1596 if(Net_players[idx].state != state){
1604 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1607 for(idx=0;idx<MAX_PLAYERS;idx++){
1608 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1609 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1613 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1621 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1624 for(idx=0;idx<MAX_PLAYERS;idx++){
1625 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1626 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1630 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1638 // check to see if all players other than the local player are in a given NETPLAYER_ state
1639 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1640 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1643 for(idx=0;idx<MAX_PLAYERS;idx++){
1644 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1645 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1649 if(!(Net_players[idx].flags & flags)){
1657 // function which gets called from psnet_* code to evaluate an error received on a reliable
1658 // socket. In general, we only want to do drastic measures if the error indicates that the client
1659 // is no longer there.
1660 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1662 if ( error == WSAENOTSOCK ){
1663 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1665 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1666 // because of a leaving player.
1668 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1669 // Int3(); // get allender -- something happened to socket connection!!!
1672 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1673 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1677 if(error == WSAESHUTDOWN){
1678 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1681 // mwa -- always return for now because debugging with the stuff below is a real pain.
1682 // in essence, you can't do it!
1685 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1688 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1689 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1690 // NOTE : make sure not to ban him
1691 for(idx=0;idx<MAX_PLAYERS;idx++){
1692 if(Net_players[idx].reliable_socket == sock){
1698 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1699 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1703 // send a repair info packet with code == code to a player if his object is the one being acted upon
1704 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1705 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1706 // for repair, getting repaired, aborted, complete, etc.
1707 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1709 // only send information on player objects
1710 if ( !MULTIPLAYER_MASTER )
1713 Assert( dest_objp->type == OBJ_SHIP );
1714 Assert( dest_objp != source_objp );
1716 send_repair_info_packet( dest_objp, source_objp, code );
1719 int multi_is_valid_unknown_packet(ubyte type){
1720 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1721 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1722 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1725 void multi_create_standalone_object()
1727 // now create a bullshit ship for the standalone
1728 matrix m = IDENTITY_MATRIX;
1730 int objnum, pobj_num;
1733 objnum = observer_create(&m,&v);
1734 Player_obj = &Objects[objnum];
1735 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1736 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1737 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1738 Net_player->player->objnum = objnum;
1740 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1741 pobj_num = parse_create_object(&Player_start_pobject);
1742 Assert(pobj_num != -1);
1743 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1744 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1745 Player_ship = &Ships[Objects[pobj_num].instance];
1747 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1748 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1749 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1750 strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
1751 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1755 int multi_message_should_broadcast(int type)
1757 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1758 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1761 // active game list handling functions
1762 active_game *multi_new_active_game( void )
1764 active_game *new_game;
1766 new_game = (active_game *)malloc(sizeof(active_game));
1767 if ( new_game == NULL ) {
1768 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1772 if ( Active_game_head != NULL ) {
1773 new_game->next = Active_game_head->next;
1774 new_game->next->prev = new_game;
1775 Active_game_head->next = new_game;
1776 new_game->prev = Active_game_head;
1778 Active_game_head = new_game;
1779 Active_game_head->next = Active_game_head->prev = Active_game_head;
1782 Active_game_count++;
1784 // notify the join game screen of this new item
1785 multi_join_notify_new_game();
1790 active_game *multi_update_active_games(active_game *ag)
1792 active_game *gp = NULL;
1793 active_game *stop = NULL;
1795 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1796 // to an active_game structure
1797 if ( Active_game_head != NULL ) { // no games on list at all
1800 gp = Active_game_head;
1801 stop = Active_game_head;
1805 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1810 } while (gp != stop);
1812 // insert in the list
1814 gp = multi_new_active_game();
1815 // gp->ping_time = -1.0f;
1817 // copy in the game information
1818 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr));
1819 strcpy(gp->name,ag->name);
1820 strcpy(gp->mission_name,ag->mission_name);
1821 strcpy(gp->title,ag->title);
1822 gp->num_players = ag->num_players;
1823 gp->flags = ag->flags;
1827 gp->ping_start = timer_get_fixed_seconds();
1829 send_ping(&gp->server_addr);
1831 multi_ping_reset(&gp->ping);
1832 multi_ping_send(&gp->server_addr,&gp->ping);
1834 // otherwise update the netgame info we have for this guy
1836 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1837 strcpy(gp->name,ag->name);
1838 memset(gp->mission_name,0,NAME_LENGTH+1);
1839 strcpy(gp->mission_name,ag->mission_name);
1840 memset(gp->title,0,NAME_LENGTH+1);
1841 strcpy(gp->title,ag->title);
1842 gp->num_players = ag->num_players;
1843 gp->flags = ag->flags;
1846 gp = multi_new_active_game();
1847 // gp->ping_time = -1.0f;
1849 // copy in the game information
1850 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr));
1851 strcpy(gp->name,ag->name);
1852 strcpy(gp->mission_name,ag->mission_name);
1853 strcpy(gp->title,ag->title);
1854 gp->num_players = ag->num_players;
1855 gp->flags = ag->flags;
1858 // gp->ping_start = timer_get_fixed_seconds();
1859 // gp->ping_end = -1;
1860 // send_ping(&gp->server_addr);
1861 multi_ping_reset(&gp->ping);
1862 multi_ping_send(&gp->server_addr,&gp->ping);
1865 // don't do anything if we don't have a game entry
1870 // update the last time we heard from him
1871 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1872 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1874 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1880 void multi_free_active_games()
1882 active_game *moveup,*backup;
1884 moveup = Active_game_head;
1889 moveup = moveup->next;
1893 } while(moveup != Active_game_head);
1894 Active_game_head = NULL;
1896 Active_game_count = 0;
1899 server_item *multi_new_server_item( void )
1901 server_item *new_game;
1903 new_game = (server_item *)malloc(sizeof(server_item));
1904 if ( new_game == NULL ) {
1905 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1909 if ( Game_server_head != NULL ) {
1910 new_game->next = Game_server_head->next;
1911 new_game->next->prev = new_game;
1912 Game_server_head->next = new_game;
1913 new_game->prev = Game_server_head;
1915 Game_server_head = new_game;
1916 Game_server_head->next = Game_server_head->prev = Game_server_head;
1922 void multi_free_server_list()
1924 server_item *moveup,*backup;
1926 moveup = Game_server_head;
1931 moveup = moveup->next;
1935 } while(moveup != Game_server_head);
1936 Game_server_head = NULL;
1940 int multi_num_players()
1944 // count the players who are actively connected
1946 for(idx=0;idx<MAX_PLAYERS;idx++){
1947 // count all connected players except the standalone server (if any)
1948 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
1956 int multi_num_observers()
1960 // count the players who are actively connected
1962 for(idx=0;idx<MAX_PLAYERS;idx++){
1963 // count all connected players except the standalone server (if any)
1964 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
1973 int multi_num_connections()
1977 // count the players who are actively connected
1979 for(idx=0;idx<MAX_PLAYERS;idx++){
1980 // count all connected players except the standalone server (if any)
1981 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1989 int multi_can_message(net_player *p)
1994 // if the player is an observer of any kind, he cannot message
1995 if(p->flags & NETINFO_FLAG_OBSERVER){
1999 switch(Netgame.options.squad_set){
2000 // only those of the highest rank can message
2001 case MSO_SQUAD_RANK:
2002 max_rank = multi_get_highest_rank();
2003 if(p->player->stats.rank < max_rank){
2008 // only wing/team leaders can message
2009 case MSO_SQUAD_LEADER:
2010 // if the player has an invalid object #
2011 if(p->player->objnum < 0){
2015 // check to see if he's a wingleader
2016 sp = &Ships[Objects[p->player->objnum].instance];
2017 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2022 // anyone can end message
2026 // only the host can message
2027 case MSO_SQUAD_HOST:
2028 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2037 int multi_can_end_mission(net_player *p)
2042 // the host can _always_ unpause a game
2043 if(p->flags & NETINFO_FLAG_GAME_HOST){
2047 switch(Netgame.options.endgame_set){
2048 // only those of the highest rank can end the mission
2050 max_rank = multi_get_highest_rank();
2051 if(p->player->stats.rank < max_rank){
2056 // only wing/team leaders can end the mission
2057 case MSO_END_LEADER:
2058 // if the player has an invalid object #
2059 if(p->player->objnum < 0){
2063 // check to see if he's a wingleader
2064 sp = &Ships[Objects[p->player->objnum].instance];
2065 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2070 // anyone can end the mission
2074 // only the host can end the mission
2076 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2085 int multi_eval_join_request(join_request *jr,net_addr *addr)
2087 int team0_avail,team1_avail;
2089 // if the server versions are incompatible
2090 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2091 return JOIN_DENY_JR_BAD_VERSION;
2094 // check to make sure we are otherwise in a state to accept
2095 if(Netgame.game_state != NETGAME_STATE_FORMING){
2096 return JOIN_DENY_JR_STATE;
2099 // the standalone has some oddball situations which we must handle seperately
2100 if(Game_mode & GM_STANDALONE_SERVER){
2101 // if this is the first connection, he will be the host so we must always accept him
2102 if(multi_num_players() == 0){
2103 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2104 // we probably eventually want to make sure he's not passing us a fake tracker id#
2105 if (MULTI_IS_TRACKER_GAME) {
2106 if(jr->tracker_id < 0){
2107 return JOIN_DENY_JR_TRACKER_INVAL;
2111 // if we're password protected
2112 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2113 return JOIN_DENY_JR_PASSWD;
2116 // don't allow the host to join as an observer
2117 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2118 return JOIN_DENY_JR_NOOBS;
2125 // first off check to see if we're violating any of our max players/observers/connections boundaries
2126 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2127 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2128 // if we're full of observers and this guy wants to be an observer
2129 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2130 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2131 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2132 // if we're up to MULTI_MAX_PLAYERS
2133 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2134 // if the max players for a standalone was set
2135 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2137 // we're full buddy - sorry
2138 return JOIN_DENY_JR_FULL;
2141 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2142 // we probably eventually want to make sure he's not passing us a fake tracker id#
2143 if (MULTI_IS_TRACKER_GAME) {
2144 if(jr->tracker_id < 0){
2145 return JOIN_DENY_JR_TRACKER_INVAL;
2149 // check to see if the player is trying to ingame join in a closed game
2150 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2151 return JOIN_DENY_JR_CLOSED;
2154 // check to see if the player has passed a valid password in a password protected game
2155 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2156 return JOIN_DENY_JR_PASSWD;
2159 // check to see if the netgame is forming and is temporarily marked as closed
2160 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2161 return JOIN_DENY_JR_TEMP_CLOSED;
2164 // check to make sure he meets the rank requirement
2165 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2166 return JOIN_DENY_JR_RANK_LOW;
2169 // check to make sure he meets the rank requirement
2170 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2171 return JOIN_DENY_JR_RANK_HIGH;
2174 // can't ingame join a non-dogfight game
2175 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2176 return JOIN_DENY_JR_TYPE;
2179 // if the player was banned by the standalone
2180 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2181 return JOIN_DENY_JR_BANNED;
2184 // if the game is in-mission, make sure there are ships available
2185 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2188 multi_player_ships_available(&team0_avail,&team1_avail);
2190 // if there are no ships available on either team
2191 if((team0_avail == 0) && (team1_avail == 0)){
2192 return JOIN_DENY_JR_FULL;
2196 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2197 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2198 return JOIN_DENY_JR_INGAME_JOIN;
2201 // check to make sure the game is not full (of observers, or players, as appropriate)
2202 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2203 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2204 return JOIN_DENY_JR_FULL;
2208 // if the netgame is restricted or is team vs. team
2209 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2210 // ingame, we must query the host to see if this guy is accepted
2211 if(MULTI_IN_MISSION){
2212 return JOIN_QUERY_RESTRICTED;
2216 // check to make sure this player hasn't been kick/banned
2217 if(multi_kick_is_banned(addr)){
2218 return JOIN_DENY_JR_BANNED;
2221 // check to make sure this player doesn't already exist
2222 if ( find_player(addr) >= 0 ) {
2223 return JOIN_DENY_JR_DUP;
2229 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2230 void multi_warpout_all_players()
2234 // i'f i'm already marked as warping out, don't do this again
2235 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2239 // stop my afterburners
2240 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2241 afterburners_stop( Player_obj, 1 );
2244 // traverse through each player
2245 for(idx=0;idx<MAX_PLAYERS;idx++) {
2248 // only warpout player _ships_ which are not mine
2249 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2251 objp = &Objects[Net_players[idx].player->objnum];
2253 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2254 shipfx_warpout_start( objp );
2258 // now, mark ourselves as needing to warp out
2259 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2261 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2262 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2263 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2265 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2266 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2268 gameseq_post_event(GS_EVENT_DEBRIEF);
2271 // if we're a ship, then begin the warpout process
2273 // turn off collision detection for my ship
2274 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2275 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2279 // determine the highest rank of any of the players in the game
2280 int multi_get_highest_rank()
2285 // go through all the players
2286 for(idx=0;idx<MAX_PLAYERS;idx++){
2287 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.rank > max_rank)){
2288 max_rank = Net_players[idx].player->stats.rank;
2292 // return what we found
2296 // called on the machine of the player who hit alt+j
2297 void multi_handle_end_mission_request()
2301 // all clients should send the request to the server. no exceptions
2302 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2303 send_endgame_packet();
2305 // the server of the game does some further processing
2307 ml_string("Server received endgame request, proceeding...");
2309 // first we should toss all ingame joiners
2310 for(idx=0;idx<MAX_PLAYERS;idx++){
2311 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2312 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2316 // send the endgame packet to all clients, who will act on it immediately
2317 send_endgame_packet();
2318 Netgame.game_state = NETGAME_STATE_ENDGAME;
2319 send_netgame_update_packet();
2321 if(Game_mode & GM_STANDALONE_SERVER){
2322 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2323 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2326 // begin the warpout process for all players and myself
2327 multi_warpout_all_players();
2331 // called to handle any special cases where a player is in some submemu when the game is ended
2332 void multi_handle_state_special()
2334 int stack_depth,current_depth;
2336 // first off - kill any active popups
2337 popup_kill_any_active();
2339 // kill any popupdeads
2340 if(popupdead_is_active()){
2344 // kill off the pilot info popup if its active
2345 if(multi_pinfo_popup_active()){
2346 multi_pinfo_popup_kill();
2349 // now do any special processing for being in states other then the gameplay states
2350 stack_depth = gameseq_get_depth();
2352 // if we're not pushed on top of any states, do any special state case handling here
2353 if(stack_depth == 0){
2354 // currently there are no special cases, so return
2357 // if we are pushed on any states, post events to pop them off one by one
2359 current_depth = stack_depth;
2361 switch(gameseq_get_state(stack_depth - current_depth)){
2362 // the hotkey screen
2363 case GS_STATE_HOTKEY_SCREEN :
2364 mission_hotkey_exit();
2365 Game_do_state_should_skip = 1;
2368 case GS_STATE_OPTIONS_MENU:
2369 options_cancel_exit();
2370 Game_do_state_should_skip = 1;
2372 // the hud config (1 deeper in the options menu)
2373 case GS_STATE_HUD_CONFIG:
2374 hud_config_cancel();
2375 Game_do_state_should_skip = 1;
2377 // controls config (1 deeper than the options menu)
2378 case GS_STATE_CONTROL_CONFIG:
2379 control_config_cancel_exit();
2380 Game_do_state_should_skip = 1;
2382 // mission goals screen
2383 case GS_STATE_SHOW_GOALS:
2384 mission_goal_exit();
2385 Game_do_state_should_skip = 1;
2387 // mission log scrollback
2388 case GS_STATE_MISSION_LOG_SCROLLBACK:
2389 hud_scrollback_exit();
2390 Game_do_state_should_skip = 1;
2393 case GS_STATE_MULTI_PAUSED:
2394 gameseq_pop_state();
2395 Game_do_state_should_skip = 1;
2399 // next pushed state
2401 } while(current_depth > 0);
2405 // called by the file xfer subsytem when we start receiving a file
2406 void multi_file_xfer_notify(int handle)
2414 // get the filename of the file we are receiving
2416 filename = multi_xfer_get_filename(handle);
2418 // get the directory the file is forced into
2419 force_dir = multi_xfer_get_force_dir(handle);
2421 // something is messed up
2422 if(filename == NULL){
2426 // convert the filename to all lowercase
2427 len = strlen(filename);
2428 for(idx=0;idx<len;idx++){
2429 filename[idx] = (char)tolower(filename[idx]);
2432 // if this is a mission file
2433 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2435 // determine where its going to go
2437 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2439 cf_type = CF_TYPE_MULTI_CACHE;
2443 // check to see if the file is read-only
2444 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2445 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2447 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2448 popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));
2449 multi_quit_game(PROMPT_NONE);
2453 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2455 // we'd better not be xferring a file right now
2456 Assert(Net_player->s_info.xfer_handle == -1);
2458 // force into the multidata directory
2459 multi_xfer_handle_force_dir(handle, cf_type);
2461 // set my xfer handle
2462 Net_player->s_info.xfer_handle = handle;
2464 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2465 send_netplayer_update_packet();
2467 // otherwise always hand it off to the multi_data system
2469 multi_data_handle_incoming(handle);
2473 // return the lag/disconnected status of the game
2474 #define MULTI_LAG_VAL 400
2475 int multi_query_lag_status()
2477 // -1 == not lagged, 0 == lagged, 1 == disconnected
2479 // if I'm the server of the game, I can't be lagged
2480 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2484 // if we've been disconnected for some reason or another
2485 if(multi_client_server_dead()){
2489 // if our ping time to the server is over a certain time
2490 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2498 // process a valid join request
2499 void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team)
2501 int net_player_num,player_num;
2504 // create netplayer and player objects for this guy
2505 net_player_num = multi_find_open_netplayer_slot();
2506 player_num = multi_find_open_player_slot();
2507 id_num = multi_get_new_id();
2508 Assert((net_player_num != -1) && (player_num != -1));
2510 // if he is requesting to join as an observer
2511 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2512 // create the (permanently) observer player
2513 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2517 // copy his pilot image filename
2518 if(strlen(jr->image_filename) > 0){
2519 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2521 strcpy(Net_players[net_player_num].player->image_filename, "");
2524 // copy his pilot squad filename
2525 Net_players[net_player_num].player->insignia_texture = -1;
2526 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2528 // clear his multi_data info
2529 multi_data_handle_join(net_player_num);
2531 // set some extra flags for him as appropriate
2532 if(MULTI_IN_MISSION){
2533 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2536 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2537 Net_players[net_player_num].player_id = id_num;
2538 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2541 if(strlen(jr->pxo_squad_name) > 0){
2542 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2544 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2547 // if he's using hacked data
2548 if(jr->flags & JOIN_FLAG_HAXOR){
2549 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2552 // set his reliable connect time
2553 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2555 // send the accept packet here
2556 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2558 // create the player object
2559 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2563 // copy his pilot image filename
2564 if(strlen(jr->image_filename) > 0){
2565 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2567 strcpy(Net_players[net_player_num].player->image_filename, "");
2570 // copy his pilot squad filename
2571 Net_players[net_player_num].player->insignia_texture = -1;
2572 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2574 // clear his multi_data info
2575 multi_data_handle_join(net_player_num);
2577 // mark him as being connected
2578 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2580 // set his tracker id correctly
2581 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2583 // set his player id#
2584 Net_players[net_player_num].player_id = id_num;
2587 if(strlen(jr->pxo_squad_name) > 0){
2588 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2590 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2593 // if he's using hacked data
2594 if(jr->flags & JOIN_FLAG_HAXOR){
2595 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2598 // flag him appropriately if he's doing an ingame join
2599 if(MULTI_IN_MISSION){
2601 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2602 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2605 // set his reliable connect time
2606 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2608 // if he's joining as a host (on the standalone)
2609 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2610 send_accept_packet(net_player_num, ACCEPT_HOST);
2612 Netgame.host = &Net_players[net_player_num];
2614 // set the game and player states appropriately
2615 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2617 // if he's joining ingame
2618 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2619 // if we're in team vs. team mode
2620 if(Netgame.type_flags & NG_TYPE_TEAM){
2621 Assert(ingame_join_team != -1);
2623 Net_players[net_player_num].p_info.team = ingame_join_team;
2626 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2628 // set his last full update time for updating him on ingame join ships
2629 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2631 // if he's joining as an otherwise ordinary client
2633 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2637 // set my ingame joining flag if the new guy is joining ingame
2638 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2640 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2643 // copy in his options
2644 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2646 // if on the standalone, then do any necessary gui updating
2647 if(Game_mode & GM_STANDALONE_SERVER) {
2648 std_add_player(&Net_players[net_player_num]);
2649 std_connect_set_connect_count();
2650 std_connect_set_host_connect_status();
2652 // let the create game screen know someone has joined
2653 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2654 multi_create_handle_join(&Net_players[net_player_num]);
2658 extern int Multi_client_update_times[MAX_PLAYERS];
2659 Multi_client_update_times[net_player_num] = -1;
2662 multi_rate_reset(net_player_num);
2665 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2666 int multi_process_restricted_keys(int k)
2668 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2671 // if the query timestamp is not set, don't do anything
2672 if(Multi_restr_query_timestamp == -1){
2676 // determine what keys to look for based upon the mode we're in
2677 switch(Multi_join_restr_mode){
2678 // normal restricted join, Y or N
2679 case MULTI_JOIN_RESTR_MODE_1:
2684 // team vs team, team 0 only has ships
2685 case MULTI_JOIN_RESTR_MODE_2:
2690 // team vs team, team 1 only has ships
2691 case MULTI_JOIN_RESTR_MODE_3:
2696 // team vs team, both teams have ships
2697 case MULTI_JOIN_RESTR_MODE_4:
2707 // check the keypress
2708 if((k == key1) || (k == key2)){
2709 // unset the timestamp
2710 Multi_restr_query_timestamp = -1;
2712 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2713 // actually gets into the mission
2714 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2716 // determine which team to put him on (if any)
2717 switch(Multi_join_restr_mode){
2718 // normal restricted join, Y or N
2719 case MULTI_JOIN_RESTR_MODE_1:
2720 team_val = (k == key1) ? 0 : -1;
2723 // team vs team, team 0 only has ships
2724 case MULTI_JOIN_RESTR_MODE_2:
2725 team_val = (k == key1) ? 0 : -1;
2728 // team vs team, team 1 only has ships
2729 case MULTI_JOIN_RESTR_MODE_3:
2730 team_val = (k == key1) ? 1 : -1;
2733 // team vs team, both teams have ships
2734 case MULTI_JOIN_RESTR_MODE_4:
2735 team_val = (k == key1) ? 0 : 1;
2740 team_val = -1; // JAS: Get rid of optimized warning
2744 // perform the proper response
2745 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2747 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2750 // otherwise tell the standalone to accept him
2753 send_host_restr_packet("null",1,team_val);
2755 send_host_restr_packet("null",2,-1);
2763 // didn't process any keys
2767 // determine the status of available player ships (use team_0 for non team vs. team situations)
2768 void multi_player_ships_available(int *team_0,int *team_1)
2776 moveup = GET_FIRST(&Ship_obj_list);
2777 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2778 // if this ship is flagged as OF_COULD_BE_PLAYER
2779 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2780 // get the team # for this ship
2781 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2782 if(mp_team_num == 0){
2784 } else if(mp_team_num == 1){
2789 moveup = GET_NEXT(moveup);
2793 // server should update the player's bank/link status with the data in the passed ship
2794 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2796 // don't process when the ship is dying.
2797 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2800 // primary bank status
2801 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2803 // primary link status
2804 pl->s_info.cur_link_status &= ~(1<<0);
2805 if(shipp->flags & SF_PRIMARY_LINKED){
2806 pl->s_info.cur_link_status |= (1<<0);
2809 // secondary bank status
2810 if ( shipp->weapons.current_secondary_bank < 0 ) {
2811 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2812 shipp->weapons.current_secondary_bank = 0;
2814 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2816 // secondary link status
2817 pl->s_info.cur_link_status &= ~(1<<1);
2818 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2819 pl->s_info.cur_link_status |= (1<<1);
2823 pl->s_info.ship_ets = 0x0000;
2825 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2827 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2829 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2831 Assert( pl->s_info.ship_ets != 0 );
2834 // flush the multidata cache directory
2835 void multi_flush_multidata_cache()
2837 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2839 // call the cfile function to flush the directory
2840 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2843 // flush all data from a previous mission before starting the next
2844 void multi_flush_mission_stuff()
2848 for(idx=0;idx<MAX_PLAYERS;idx++){
2849 if(MULTI_CONNECTED(Net_players[idx])){
2850 // unset all unneeded status bits
2851 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2853 // server is always "mission ok"
2854 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2855 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2858 // if this guy is a non-permanent observer, unset the appropriate flags
2859 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2860 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2864 multi_ping_reset(&Net_players[idx].s_info.ping);
2865 Net_players[idx].s_info.num_last_buttons = 0;
2866 Net_players[idx].s_info.wing_index_backup = 0;
2867 Net_players[idx].s_info.wing_index = 0;
2868 Net_players[idx].p_info.ship_class = -1;
2869 Net_players[idx].p_info.ship_index = -1;
2870 Net_players[idx].s_info.xfer_handle = -1;
2873 Net_players[idx].s_info.wing_index_backup = 0;
2876 Players[idx].objnum = -1;
2880 // reset netgame stuff
2881 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2885 // standalone servers should clear their goal trees now
2886 if(Game_mode & GM_STANDALONE_SERVER){
2887 std_multi_setup_goal_tree();
2890 // object signatures
2891 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2892 // We do this to resynchronize the host/server and all clients
2893 Next_ship_signature = SHIP_SIG_MIN;
2894 Next_asteroid_signature = ASTEROID_SIG_MIN;
2895 Next_non_perm_signature = NPERM_SIG_MIN;
2897 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2898 Multi_mission_loaded = 0;
2901 // should we ignore all controls and keypresses because of some multiplayer
2902 int multi_ignore_controls(int key)
2904 // if the multiplayer text messaging system is active, don't return any keys
2905 if((key > 0) && multi_msg_text_process(key)){
2909 // if the host of the game is being prompted to accept or deny a player in a restricted game
2910 if((key > 0) && multi_process_restricted_keys(key)){
2914 // if we're in text messaging mode, ignore controls
2915 if(multi_msg_text_mode()){
2919 // if the pause system wants to eat keys for a while
2920 if(multi_pause_eat_keys()){
2924 // multiplayer didn't eat the key
2928 // if the kill limit has been reached by any given player
2929 int multi_kill_limit_reached()
2933 // is the kill limit <= 0 ?
2934 // if so, consider it as _no_ kill limit
2935 if(Netgame.options.kill_limit <= 0){
2939 // look through all active, non-observer players
2940 for(idx=0;idx<MAX_PLAYERS;idx++){
2941 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
2942 // someone reached the limit
2947 // limit has not been reached yet
2951 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2952 void multi_display_chat_msg(char *msg, int player_index, int add_id)
2954 // if i'm a standalone, always add to the gui
2955 if(Game_mode & GM_STANDALONE_SERVER){
2956 std_add_chat_text(msg,player_index,add_id);
2961 if(Game_mode & GM_IN_MISSION){
2962 // if we're paused, send it to the chatbox
2963 if(Multi_pause_status){
2964 chatbox_add_line(msg, player_index, add_id);
2966 // otherwise print to the HUD
2968 multi_msg_display_mission_text(msg, player_index);
2971 // otherwise add it to the chatbox
2973 chatbox_add_line(msg, player_index, add_id);
2977 // fill in Current_file_checksum and Current_file_length
2978 void multi_get_mission_checksum(char *filename)
2982 Multi_current_file_checksum = 0xffff;
2983 Multi_current_file_length = -1;
2986 in = cfopen(filename,"rb");
2988 // get the length of the file
2989 Multi_current_file_length = cfilelength(in);
2992 in = cfopen(filename,"rb");
2994 // get the checksum of the file
2995 cf_chksum_short(in,&Multi_current_file_checksum);
3001 // if the file doesn't exist, setup some special values, so the server recognizes this
3003 Multi_current_file_checksum = 0xffff;
3004 Multi_current_file_length = -1;
3007 // don't transfew builtin missions
3008 if(multi_is_builtin_mission()){
3009 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3012 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3015 char multi_unit_to_char(float unit)
3028 ret = (char)(unit * 127.0f);
3032 float multi_char_to_unit(float val)
3036 ret = (float)val / 127.0f;
3049 // if we should render our ping time to the server in a multiplayer game
3050 int multi_show_ingame_ping()
3052 // always show it for now
3056 int multi_get_connection_speed()
3059 char *connection_speed;
3061 connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
3063 if ( !stricmp(connection_speed, NOX("Slow")) ) {
3064 cspeed = CONNECTION_SPEED_288;
3065 } else if ( !stricmp(connection_speed, NOX("56K")) ) {
3066 cspeed = CONNECTION_SPEED_56K;
3067 } else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
3068 cspeed = CONNECTION_SPEED_SISDN;
3069 } else if ( !stricmp(connection_speed, NOX("Cable")) ) {
3070 cspeed = CONNECTION_SPEED_CABLE;
3071 } else if ( !stricmp(connection_speed, NOX("Fast")) ) {
3072 cspeed = CONNECTION_SPEED_T1;
3074 cspeed = CONNECTION_SPEED_NONE;
3080 // return a MVALID_STATUS_* define based upon the passed string
3081 int multi_string_to_status(char *valid_string)
3083 return MVALID_STATUS_UNKNOWN;
3086 // if we're in tracker mode, do a validation update on all known missions
3087 void multi_update_valid_missions()
3089 char next_filename[MAX_FILENAME_LEN+1];
3090 char next_line[512];
3091 char status_string[50];
3095 int idx, file_index;
3098 // if we're a standalone, show a dialog saying "validating missions"
3099 if(Game_mode & GM_STANDALONE_SERVER){
3100 std_create_gen_dialog("Validating missions");
3101 std_gen_set_text("Querying:",1);
3104 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3105 for(idx=0; idx<Multi_create_mission_count; idx++){
3106 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3109 // attempt to open the valid mission config file
3110 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3112 // read in all listed missions
3115 memset(next_line, 0, 512);
3116 cfgets(next_line, 512, in);
3117 drop_trailing_white_space(next_line);
3118 drop_leading_white_space(next_line);
3120 // read in a filename
3121 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3122 memset(temp, 0, 256);
3123 tok = strtok(next_line, " ");
3128 drop_trailing_white_space(temp);
3129 drop_leading_white_space(temp);
3130 strcpy(next_filename, temp);
3132 // read in the status string
3133 memset(status_string, 0, 50);
3134 memset(temp, 0, 256);
3135 tok = strtok(NULL," \n");
3140 drop_trailing_white_space(temp);
3141 drop_leading_white_space(temp);
3142 strcpy(status_string, temp);
3144 // try and find the file
3145 file_index = multi_create_lookup_mission(next_filename);
3146 if(file_index >= 0){
3147 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3156 // now poll for all unknown missions
3159 // if the operation was cancelled, don't write anything new
3161 // if we're a standalone, kill the validate dialog
3162 if(Game_mode & GM_STANDALONE_SERVER){
3163 std_destroy_gen_dialog();
3169 // now rewrite the outfile with the new mission info
3170 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3172 // if we're a standalone, kill the validate dialog
3173 if(Game_mode & GM_STANDALONE_SERVER){
3174 std_destroy_gen_dialog();
3179 for(idx=0; idx<Multi_create_mission_count; idx++){
3180 switch(Multi_create_mission_list[idx].valid_status){
3181 case MVALID_STATUS_VALID:
3182 cfputs(Multi_create_mission_list[idx].filename, in);
3183 cfputs(NOX(" valid"), in);
3184 cfputs(NOX("\n"), in);
3187 case MVALID_STATUS_INVALID:
3188 cfputs(Multi_create_mission_list[idx].filename, in);
3189 cfputs(NOX(" invalid"), in);
3190 cfputs(NOX("\n"), in);
3195 // close the outfile
3199 // if we're a standalone, kill the validate dialog
3200 if(Game_mode & GM_STANDALONE_SERVER){
3201 std_destroy_gen_dialog();
3205 // get a new id# for a player
3206 short multi_get_new_id()
3208 if(Multi_id_num > 20000){
3212 return Multi_id_num++;
3216 // ------------------------------------
3219 DCF(multi,"changes multiplayer settings")
3222 dc_get_arg(ARG_STRING);
3224 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3227 } else if(strcmp(Dc_arg, "stats")==0) {
3228 // multi_toggle_stats();
3229 } else if(strcmp(Dc_arg, "show_stats")==0) {
3230 // multi_show_basic_stats(0);
3231 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3232 // multi_show_basic_stats(1);
3234 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3236 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3237 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3238 Netgame.respawn = 9999;
3239 Netgame.options.respawn = 9999;
3241 // if i'm the server, send a netgame update
3242 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3243 send_netgame_update_packet();
3246 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3247 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3248 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3249 multi_options_update_netgame();
3251 } else if(strcmp(Dc_arg, "make_players")==0){
3253 multi_make_fake_players(MAX_PLAYERS);
3255 } else if(strcmp(Dc_arg, "givecd")==0){
3256 extern int Multi_has_cd;
3258 } else if(strcmp(Dc_arg, "oo")==0){
3261 dc_get_arg(ARG_INT);
3262 if(Dc_arg_type & ARG_INT){
3263 new_flags = Dc_arg_int;
3266 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3267 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3268 } else if(strcmp(Dc_arg, "oo_sort")==0){
3273 dc_printf("Network object sorting ENABLED\n");
3275 dc_printf("Network object sorting DISABLED\n");
3283 // PXO crc checking stuff
3286 void multi_spew_pxo_checksums(int max_files, char *outfile)
3289 char full_name[MAX_FILENAME_LEN+1];
3290 char wild_card[256];
3295 // allocate filename space
3296 file_names = (char**)malloc(sizeof(char*) * max_files);
3297 if(file_names != NULL){
3298 memset(wild_card, 0, 256);
3299 strcpy(wild_card, NOX("*"));
3300 strcat(wild_card, FS_MISSION_FILE_EXT);
3301 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3304 out = fopen(outfile, "wt");
3309 // do all the checksums
3310 for(idx=0; idx<count; idx++){
3311 memset(full_name, 0, MAX_FILENAME_LEN+1);
3312 strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
3314 if(cf_chksum_long(full_name, &checksum)){
3315 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3324 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3328 dc_get_arg(ARG_INT);
3329 if(Dc_arg_type & ARG_INT){
3330 max_files = Dc_arg_int;
3332 dc_get_arg(ARG_STRING);
3333 if(Dc_arg_type & ARG_STRING){
3334 multi_spew_pxo_checksums(max_files, Dc_arg);
3341 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3343 void multi_make_fake_players(int count)
3347 for(idx=0;idx<count;idx++){
3348 if(!MULTI_CONNECTED(Net_players[idx])){
3349 Net_players[idx].player = &Players[idx];
3350 sprintf(Net_players[idx].player->callsign,"Player %d",idx);
3351 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3357 // ---------------------------------------------------------------------------------------------------------------------
3358 // PACK UNPACK STUFF
3361 #pragma optimize("", off)
3363 typedef struct bitbuffer {
3370 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3373 bitbuf->mask = 0x80;
3374 bitbuf->data = data;
3375 bitbuf->org_data = data;
3378 int bitbuffer_write_flush( bitbuffer *bitbuf )
3380 // Flush to next byte
3381 if ( bitbuf->mask != 0x80 ) {
3382 *bitbuf->data++ = (ubyte)bitbuf->rack;
3384 return bitbuf->data-bitbuf->org_data;
3387 int bitbuffer_read_flush( bitbuffer *bitbuf )
3389 return bitbuf->data-bitbuf->org_data;
3392 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3396 mask = 1L << ( bit_count - 1 );
3397 while ( mask != 0) {
3398 if ( mask & data ) {
3399 bitbuf->rack |= bitbuf->mask;
3402 if ( bitbuf->mask == 0 ) {
3403 *bitbuf->data++=(ubyte)bitbuf->rack;
3405 bitbuf->mask = 0x80;
3411 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3416 mask = 1L << ( bit_count - 1 );
3419 while ( mask != 0) {
3420 if ( bitbuf->mask == 0x80 ) {
3421 bitbuf->rack = *bitbuf->data++;
3423 if ( bitbuf->rack & bitbuf->mask ) {
3424 return_value |= mask;
3428 if ( bitbuf->mask == 0 ) {
3429 bitbuf->mask = 0x80;
3433 return return_value;
3436 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3441 mask = 1L << ( bit_count - 1 );
3444 while ( mask != 0) {
3445 if ( bitbuf->mask == 0x80 ) {
3446 bitbuf->rack = *bitbuf->data++;
3448 if ( bitbuf->rack & bitbuf->mask ) {
3449 return_value |= mask;
3453 if ( bitbuf->mask == 0 ) {
3454 bitbuf->mask = 0x80;
3458 // sign extend return value
3459 return_value <<= (32-bit_count);
3461 return ((int)return_value)>>(32-bit_count);
3466 // Packs/unpacks an object position.
3467 // Returns number of bytes read or written.
3468 // #define OO_POS_RET_SIZE 9
3469 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3473 bitbuffer_init(&buf,data);
3480 a = fl2i(pos->x*105.0f+0.5f);
3481 b = fl2i(pos->y*105.0f+0.5f);
3482 c = fl2i(pos->z*105.0f+0.5f);
3483 CAP(a,-8388608,8388607);
3484 CAP(b,-8388608,8388607);
3485 CAP(c,-8388608,8388607);
3487 bitbuffer_put( &buf, (uint)a, 24 );
3488 bitbuffer_put( &buf, (uint)b, 24 );
3489 bitbuffer_put( &buf, (uint)c, 24 );
3492 return bitbuffer_write_flush(&buf);
3497 a = bitbuffer_get_signed(&buf,24);
3498 b = bitbuffer_get_signed(&buf,24);
3499 c = bitbuffer_get_signed(&buf,24);
3501 pos->x = i2fl(a)/105.0f;
3502 pos->y = i2fl(b)/105.0f;
3503 pos->z = i2fl(c)/105.0f;
3505 return bitbuffer_read_flush(&buf);
3509 int degenerate_count = 0;
3510 int non_degenerate_count = 0;
3513 hack = ((ushort)orient->fvec.x * 32767);
3514 memcpy(&hack, &orient->fvec.x, 4);
3515 bitbuffer_put( &buf, hack, 32 );
3516 memcpy(&hack, &orient->fvec.y, 4);
3517 bitbuffer_put( &buf, hack, 32 );
3518 memcpy(&hack, &orient->fvec.z, 4);
3519 bitbuffer_put( &buf, hack, 32 );
3521 memcpy(&hack, &orient->uvec.x, 4);
3522 bitbuffer_put( &buf, hack, 32 );
3523 memcpy(&hack, &orient->uvec.y, 4);
3524 bitbuffer_put( &buf, hack, 32 );
3525 memcpy(&hack, &orient->uvec.z, 4);
3526 bitbuffer_put( &buf, hack, 32 );
3528 memcpy(&hack, &orient->rvec.x, 4);
3529 bitbuffer_put( &buf, hack, 32 );
3530 memcpy(&hack, &orient->rvec.y, 4);
3531 bitbuffer_put( &buf, hack, 32 );
3532 memcpy(&hack, &orient->rvec.z, 4);
3533 bitbuffer_put( &buf, hack, 32 );*/
3536 hack = bitbuffer_get_unsigned(&buf, 32);
3537 memcpy(&orient->fvec.x, &hack, 4);
3538 hack = bitbuffer_get_unsigned(&buf, 32);
3539 memcpy(&orient->fvec.y, &hack, 4);
3540 hack = bitbuffer_get_unsigned(&buf, 32);
3541 memcpy(&orient->fvec.z, &hack, 4);
3543 hack = bitbuffer_get_unsigned(&buf, 32);
3544 memcpy(&orient->uvec.x, &hack, 4);
3545 hack = bitbuffer_get_unsigned(&buf, 32);
3546 memcpy(&orient->uvec.y, &hack, 4);
3547 hack = bitbuffer_get_unsigned(&buf, 32);
3548 memcpy(&orient->uvec.z, &hack, 4);
3550 hack = bitbuffer_get_unsigned(&buf, 32);
3551 memcpy(&orient->rvec.x, &hack, 4);
3552 hack = bitbuffer_get_unsigned(&buf, 32);
3553 memcpy(&orient->rvec.y, &hack, 4);
3554 hack = bitbuffer_get_unsigned(&buf, 32);
3555 memcpy(&orient->rvec.z, &hack, 4);*/
3557 // Packs/unpacks an orientation matrix.
3558 // Returns number of bytes read or written.
3559 // #define OO_ORIENT_RET_SIZE 6
3560 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3564 bitbuffer_init(&buf, data + 1);
3572 #define D_SCALE 32768.0f
3573 #define D_MAX_RANGE 32767
3574 #define D_MIN_RANGE -32768
3576 #define N_SCALE 2048.0f
3577 #define N_MAX_RANGE 2047
3578 #define N_MIN_RANGE -2048
3581 // degenerate case - send the whole orient matrix
3582 vm_extract_angles_matrix(&ang, orient);
3583 if((ang.h > 3.130) && (ang.h < 3.150)){
3589 a = fl2i(orient->fvec.x * D_SCALE);
3590 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3591 bitbuffer_put( &buf, a, 16 );
3592 a = fl2i(orient->fvec.y * D_SCALE);
3593 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3594 bitbuffer_put( &buf, a, 16 );
3595 a = fl2i(orient->fvec.z * D_SCALE);
3596 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3597 bitbuffer_put( &buf, a, 16 );
3599 a = fl2i(orient->uvec.x * D_SCALE);
3600 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3601 bitbuffer_put( &buf, a, 16 );
3602 a = fl2i(orient->uvec.y * D_SCALE);
3603 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3604 bitbuffer_put( &buf, a, 16 );
3605 a = fl2i(orient->uvec.z * D_SCALE);
3606 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3607 bitbuffer_put( &buf, a, 16 );
3609 a = fl2i(orient->rvec.x * D_SCALE);
3610 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3611 bitbuffer_put( &buf, a, 16 );
3612 a = fl2i(orient->rvec.y * D_SCALE);
3613 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3614 bitbuffer_put( &buf, a, 16 );
3615 a = fl2i(orient->rvec.z * D_SCALE);
3616 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3617 bitbuffer_put( &buf, a, 16 );
3619 non_degenerate_count++;
3621 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3622 // Have theta, which is an angle between 0 and PI.
3623 // Convert it to be between -1.0f and 1.0f
3624 theta = theta*2.0f/PI-1.0f;
3627 a = fl2i(rot_axis.x*N_SCALE);
3628 b = fl2i(rot_axis.y*N_SCALE);
3629 c = fl2i(rot_axis.z*N_SCALE);
3630 d = fl2i(theta*N_SCALE);
3632 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3633 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3634 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3635 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3637 bitbuffer_put( &buf, (uint)a, 12 );
3638 bitbuffer_put( &buf, (uint)b, 12 );
3639 bitbuffer_put( &buf, (uint)c, 12 );
3640 bitbuffer_put( &buf, (uint)d, 12 );
3643 // flag for degenerate case
3646 return bitbuffer_write_flush(&buf) + 1;
3652 a = bitbuffer_get_signed(&buf, 16);
3653 orient->fvec.x = i2fl(a) / D_SCALE;
3654 a = bitbuffer_get_signed(&buf, 16);
3655 orient->fvec.y = i2fl(a) / D_SCALE;
3656 a = bitbuffer_get_signed(&buf, 16);
3657 orient->fvec.z = i2fl(a) / D_SCALE;
3659 a = bitbuffer_get_signed(&buf, 16);
3660 orient->uvec.x = i2fl(a) / D_SCALE;
3661 a = bitbuffer_get_signed(&buf, 16);
3662 orient->uvec.y = i2fl(a) / D_SCALE;
3663 a = bitbuffer_get_signed(&buf, 16);
3664 orient->uvec.z = i2fl(a) / D_SCALE;
3666 a = bitbuffer_get_signed(&buf, 16);
3667 orient->rvec.x = i2fl(a) / D_SCALE;
3668 a = bitbuffer_get_signed(&buf, 16);
3669 orient->rvec.y = i2fl(a) / D_SCALE;
3670 a = bitbuffer_get_signed(&buf, 16);
3671 orient->rvec.z = i2fl(a) / D_SCALE;
3673 a = bitbuffer_get_signed(&buf,12);
3674 b = bitbuffer_get_signed(&buf,12);
3675 c = bitbuffer_get_signed(&buf,12);
3676 d = bitbuffer_get_signed(&buf,12);
3679 rot_axis.x = i2fl(a)/N_SCALE;
3680 rot_axis.y = i2fl(b)/N_SCALE;
3681 rot_axis.z = i2fl(c)/N_SCALE;
3682 theta = i2fl(d)/N_SCALE;
3684 // Convert theta back to range 0-PI
3685 theta = (theta+1.0f)*PI/2.0f;
3687 vm_quaternion_rotate(orient, theta, &rot_axis);
3689 vm_orthogonalize_matrix(orient);
3692 return bitbuffer_read_flush(&buf) + 1;
3697 // Packs/unpacks an orientation matrix.
3698 // Returns number of bytes read or written.
3699 // #define OO_ORIENT_RET_SIZE 6
3701 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3705 bitbuffer_init(&buf,data);
3713 // if our heading is 3.14 radians
3715 //vm_extract_angles_matrix(&a, orient);
3716 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3719 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3720 // Have theta, which is an angle between 0 and PI.
3721 // Convert it to be between -1.0f and 1.0f
3722 theta = theta*2.0f/PI-1.0f;
3724 #define SCALE 2048.0f
3726 #define MAX_RANGE 2047
3727 #define MIN_RANGE -2048
3730 a = fl2i(rot_axis.x*SCALE);
3731 b = fl2i(rot_axis.y*SCALE);
3732 c = fl2i(rot_axis.z*SCALE);
3733 d = fl2i(theta*SCALE);
3735 CAP(a,MIN_RANGE,MAX_RANGE);
3736 CAP(b,MIN_RANGE,MAX_RANGE);
3737 CAP(c,MIN_RANGE,MAX_RANGE);
3738 CAP(d,MIN_RANGE,MAX_RANGE);
3741 bitbuffer_put( &buf, (uint)a, 12 );
3742 bitbuffer_put( &buf, (uint)b, 12 );
3743 bitbuffer_put( &buf, (uint)c, 12 );
3744 bitbuffer_put( &buf, (uint)d, 12 );
3746 return bitbuffer_write_flush(&buf);
3750 a = bitbuffer_get_signed(&buf,12);
3751 b = bitbuffer_get_signed(&buf,12);
3752 c = bitbuffer_get_signed(&buf,12);
3753 d = bitbuffer_get_signed(&buf,12);
3756 rot_axis.x = i2fl(a)/SCALE;
3757 rot_axis.y = i2fl(b)/SCALE;
3758 rot_axis.z = i2fl(c)/SCALE;
3759 theta = i2fl(d)/SCALE;
3761 // Convert theta back to range 0-PI
3762 theta = (theta+1.0f)*PI/2.0f;
3764 vm_quaternion_rotate(orient, theta, &rot_axis);
3766 vm_orthogonalize_matrix(orient);
3768 return bitbuffer_read_flush(&buf);
3773 // Packs/unpacks velocity
3774 // Returns number of bytes read or written.
3775 // #define OO_VEL_RET_SIZE 4
3776 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3780 bitbuffer_init(&buf,data);
3787 r = vm_vec_dot( &orient->rvec, &pi->vel );
3788 u = vm_vec_dot( &orient->uvec, &pi->vel );
3789 f = vm_vec_dot( &orient->fvec, &pi->vel );
3797 bitbuffer_put( &buf, (uint)a, 10 );
3798 bitbuffer_put( &buf, (uint)b, 10 );
3799 bitbuffer_put( &buf, (uint)c, 10 );
3801 return bitbuffer_write_flush(&buf);
3805 a = bitbuffer_get_signed(&buf,10);
3806 b = bitbuffer_get_signed(&buf,10);
3807 c = bitbuffer_get_signed(&buf,10);
3812 // Convert into world coordinates
3813 vm_vec_zero(&pi->vel);
3814 vm_vec_scale_add2( &pi->vel, &orient->rvec, r );
3815 vm_vec_scale_add2( &pi->vel, &orient->uvec, u );
3816 vm_vec_scale_add2( &pi->vel, &orient->fvec, f );
3818 return bitbuffer_read_flush(&buf);
3822 // Packs/unpacks desired_velocity
3823 // Returns number of bytes read or written.
3824 // #define OO_DESIRED_VEL_RET_SIZE 3
3825 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3829 bitbuffer_init(&buf,data);
3836 max_vel.x = max( sip->max_vel.x, sip->afterburner_max_vel.x );
3837 max_vel.y = max( sip->max_vel.y, sip->afterburner_max_vel.y );
3838 max_vel.z = max( sip->max_vel.z, sip->afterburner_max_vel.z );
3841 // Find desired vel in local coordinates
3842 // Velocity can be from -1024 to 1024
3844 // bitfields for each value
3845 if(max_vel.x > 0.0f){
3848 if(max_vel.y > 0.0f){
3851 if(max_vel.z > 0.0f){
3854 // fields = sip - Ship_info;
3855 bitbuffer_put(&buf, (uint)fields, 8);
3857 r = vm_vec_dot( &orient->rvec, &pi->desired_vel );
3858 u = vm_vec_dot( &orient->uvec, &pi->desired_vel );
3859 f = vm_vec_dot( &orient->fvec, &pi->desired_vel );
3861 if ( max_vel.x > 0.0f ) {
3863 a = fl2i( r * 128.0f );
3865 bitbuffer_put( &buf, (uint)a, 8 );
3868 if ( max_vel.y > 0.0f ) {
3870 a = fl2i( u * 128.0f );
3872 bitbuffer_put( &buf, (uint)a, 8 );
3875 if ( max_vel.z > 0.0f ) {
3877 a = fl2i( f * 128.0f );
3879 bitbuffer_put( &buf, (uint)a, 8 );
3882 return bitbuffer_write_flush(&buf);
3885 // Find desired vel in local coordinates
3886 // Velocity can be from -1024 to 1024
3888 // get the fields bitbuffer
3889 fields = bitbuffer_get_signed(&buf, 8);
3891 if ( fields & (1<<0) ) {
3892 a = bitbuffer_get_signed(&buf,8);
3898 if ( fields & (1<<1) ) {
3899 a = bitbuffer_get_signed(&buf,8);
3905 if ( fields & (1<<2) ) {
3906 a = bitbuffer_get_signed(&buf,8);
3912 // Convert into world coordinates
3913 vm_vec_zero(&pi->vel);
3914 vm_vec_scale_add2( &pi->desired_vel, &orient->rvec, r*max_vel.x );
3915 vm_vec_scale_add2( &pi->desired_vel, &orient->uvec, u*max_vel.y );
3916 vm_vec_scale_add2( &pi->desired_vel, &orient->fvec, f*max_vel.z );
3918 return bitbuffer_read_flush(&buf);
3922 // Packs/unpacks rotational velocity
3923 // Returns number of bytes read or written.
3924 // #define OO_ROTVEL_RET_SIZE 4
3925 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3929 bitbuffer_init(&buf,data);
3934 // output rotational velocity
3935 a = fl2i(pi->rotvel.x*32.0f);
3936 b = fl2i(pi->rotvel.y*32.0f);
3937 c = fl2i(pi->rotvel.z*32.0f);
3941 bitbuffer_put( &buf, (uint)a, 10 );
3942 bitbuffer_put( &buf, (uint)b, 10 );
3943 bitbuffer_put( &buf, (uint)c, 10 );
3946 return bitbuffer_write_flush(&buf);
3950 // unpack rotational velocity
3951 a = bitbuffer_get_signed(&buf,10);
3952 b = bitbuffer_get_signed(&buf,10);
3953 c = bitbuffer_get_signed(&buf,10);
3954 pi->rotvel.x = i2fl(a)/32.0f;
3955 pi->rotvel.y = i2fl(b)/32.0f;
3956 pi->rotvel.z = i2fl(c)/32.0f;
3958 return bitbuffer_read_flush(&buf);
3962 // Packs/unpacks desired rotvel
3963 // Returns number of bytes read or written.
3964 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
3965 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3970 bitbuffer_init(&buf,data);
3976 // use ship_info values for max_rotvel instead of taking it from physics info
3978 // bitfields for each value
3979 if(sip->max_rotvel.x > 0.0f){
3982 if(sip->max_rotvel.y > 0.0f){
3985 if(sip->max_rotvel.z > 0.0f){
3989 bitbuffer_put(&buf, (uint)fields, 8);
3991 // output desired rotational velocity as a percent of max
3992 if ( sip->max_rotvel.x > 0.0f ) {
3993 a = fl2i( pi->desired_rotvel.x*128.0f / sip->max_rotvel.x );
3995 bitbuffer_put( &buf, (uint)a, 8 );
3998 if ( sip->max_rotvel.y > 0.0f ) {
3999 a = fl2i( pi->desired_rotvel.y*128.0f / sip->max_rotvel.y );
4001 bitbuffer_put( &buf, (uint)a, 8 );
4004 if ( sip->max_rotvel.z > 0.0f ) {
4005 a = fl2i( pi->desired_rotvel.z*128.0f / sip->max_rotvel.z );
4007 bitbuffer_put( &buf, (uint)a, 8 );
4010 return bitbuffer_write_flush(&buf);
4012 fields = bitbuffer_get_signed(&buf, 8);
4014 // unpack desired rotational velocity
4015 if ( fields & (1<<0) ) {
4016 a = bitbuffer_get_signed(&buf,8);
4021 if ( fields & (1<<1) ) {
4022 a = bitbuffer_get_signed(&buf,8);
4027 if ( fields & (1<<2) ) {
4028 a = bitbuffer_get_signed(&buf,8);
4033 pi->desired_rotvel.x = r*sip->max_rotvel.x;
4034 pi->desired_rotvel.y = u*sip->max_rotvel.y;
4035 pi->desired_rotvel.z = f*sip->max_rotvel.z;
4037 return bitbuffer_read_flush(&buf);
4040 #pragma optimize("", on)