2 * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
7 * C file that contains misc. functions to support multiplayer
10 * Revision 1.6 2002/06/05 08:05:29 relnev
11 * stub/warning removal.
13 * reworked the sound code.
15 * Revision 1.5 2002/06/02 04:26:34 relnev
18 * Revision 1.4 2002/05/27 00:40:47 theoddone33
19 * Fix net_addr vs net_addr_t
21 * Revision 1.3 2002/05/26 20:49:54 theoddone33
24 * Revision 1.2 2002/05/07 03:16:47 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 47 9/15/99 1:45a Dave
32 * Don't init joystick on standalone. Fixed campaign mode on standalone.
33 * Fixed no-score-report problem in TvT
35 * 46 9/09/99 8:53p Dave
36 * Fixed multiplayer degenerate orientation case problem. Make sure warp
37 * effect never goes lower than LOD 1.
39 * 45 8/24/99 1:50a Dave
40 * Fixed client-side afterburner stuttering. Added checkbox for no version
41 * checking on PXO join. Made button info passing more friendly between
44 * 44 8/23/99 10:30a Dave
45 * Make sure a kill limit of 0 really means "no kill limit"
47 * 43 8/22/99 5:53p Dave
48 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
49 * instead of ship designations for multiplayer players.
51 * 42 8/22/99 1:19p Dave
52 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
53 * which d3d cards are detected.
55 * 41 8/19/99 10:59a Dave
56 * Packet loss detection.
58 * 40 8/06/99 2:44a Dave
59 * Make sure dead players who leave respawn AI.
61 * 39 8/06/99 12:29a Dave
64 * 38 8/03/99 11:02p Dave
65 * Maybe fixed sync problems in multiplayer.
67 * 37 7/30/99 7:01p Dave
68 * Dogfight escort gauge. Fixed up laser rendering in Glide.
70 * 36 7/26/99 5:50p Dave
71 * Revised ingame join. Better? We'll see....
73 * 35 7/15/99 9:20a Andsager
74 * FS2_DEMO initial checkin
76 * 34 7/08/99 10:53a Dave
77 * New multiplayer interpolation scheme. Not 100% done yet, but still
78 * better than the old way.
80 * 33 6/25/99 5:04p Jasenw
81 * Added some debug line stuff.
83 * 32 6/16/99 4:06p Dave
84 * New pilot info popup. Added new draw-bitmap-as-poly function.
86 * 31 5/18/99 11:50a Andsager
87 * Remove unused object type OBJ_GHOST_SAVE
89 * 30 5/04/99 5:20p Dave
90 * Fixed up multiplayer join screen and host options screen. Should both
93 * 29 5/03/99 8:33p Dave
94 * New version of multi host options screen.
96 * 28 4/27/99 12:16a Dave
97 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
98 * pxo server list screen. Fixed secondary firing for hosts on a
99 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
101 * 27 4/25/99 7:43p Dave
102 * Misc small bug fixes. Made sun draw properly.
104 * 26 4/25/99 3:02p Dave
105 * Build defines for the E3 build.
107 * 25 4/09/99 2:21p Dave
108 * Multiplayer beta stuff. CD checking.
110 * 24 4/08/99 2:10a Dave
111 * Numerous bug fixes for the beta. Added builtin mission info for the
114 * 23 3/10/99 6:50p Dave
115 * Changed the way we buffer packets for all clients. Optimized turret
116 * fired packets. Did some weapon firing optimizations.
118 * 22 3/09/99 6:24p Dave
119 * More work on object update revamping. Identified several sources of
120 * unnecessary bandwidth.
122 * 21 3/08/99 7:03p Dave
123 * First run of new object update system. Looks very promising.
125 * 20 3/01/99 10:00a Dave
126 * Fxied several dogfight related stats bugs.
128 * 19 2/24/99 2:25p Dave
129 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
130 * bug for dogfight more.
132 * 18 2/23/99 2:29p Dave
133 * First run of oldschool dogfight mode.
135 * 17 2/12/99 6:16p Dave
136 * Pre-mission Squad War code is 95% done.
138 * 16 2/11/99 3:08p Dave
139 * PXO refresh button. Very preliminary squad war support.
141 * 15 2/08/99 5:07p Dave
142 * FS2 chat server support. FS2 specific validated missions.
144 * 14 1/30/99 1:29a Dave
145 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
146 * screen. Fixed beam weapon death messages.
148 * 13 1/14/99 6:06p Dave
149 * 100% full squad logo support for single player and multiplayer.
151 * 12 1/12/99 4:07a Dave
152 * Put in barracks code support for selecting squad logos. Properly
153 * distribute squad logos in a multiplayer game.
155 * 11 12/14/98 4:01p Dave
156 * Got multi_data stuff working well with new xfer stuff.
158 * 10 12/14/98 12:13p Dave
159 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
162 * 9 11/19/98 4:19p Dave
163 * Put IPX sockets back in psnet. Consolidated all multiplayer config
166 * 8 11/19/98 8:04a Dave
167 * Full support for D3-style reliable sockets. Revamped packet lag/loss
168 * system, made it receiver side and at the lowest possible level.
170 * 7 11/17/98 11:12a Dave
171 * Removed player identification by address. Now assign explicit id #'s.
173 * 6 11/05/98 5:55p Dave
174 * Big pass at reducing #includes
176 * 5 10/13/98 9:29a Dave
177 * Started neatening up freespace.h. Many variables renamed and
178 * reorganized. Added AlphaColors.[h,cpp]
180 * 4 10/09/98 2:57p Dave
181 * Starting splitting up OS stuff.
183 * 3 10/07/98 6:27p Dave
184 * Globalized mission and campaign file extensions. Removed Silent Threat
185 * special code. Moved \cache \players and \multidata into the \data
188 * 2 10/07/98 10:53a Dave
191 * 1 10/07/98 10:50a Dave
193 * 283 9/28/98 1:54p Dave
194 * Make sure French and German don't xfer builtin files they don't have
197 * 282 9/28/98 1:41p Dave
198 * Properly detect "builtin" missions.
200 * 281 9/21/98 11:46p Dave
201 * Flag mission disk players in the right spot.
203 * 280 9/15/98 7:24p Dave
204 * Minor UI changes. Localized bunch of new text.
212 #include <sys/types.h>
213 #include <sys/socket.h>
214 #include <netinet/in.h>
215 #include <arpa/inet.h>
220 #include "multiutil.h"
221 #include "multimsgs.h"
223 #include "linklist.h"
224 #include "gamesequence.h"
225 #include "hudmessage.h"
226 #include "freespace.h"
234 #include "missionparse.h"
235 #include "missionshipchoice.h"
236 #include "missionscreencommon.h"
237 #include "missionweaponchoice.h"
238 #include "multi_xfer.h"
239 #include "stand_gui.h"
242 #include "managepilot.h"
243 #include "multiteamselect.h"
245 #include "missiondebrief.h"
246 #include "observer.h"
247 #include "missionmessage.h"
248 #include "multilag.h"
250 #include "popupdead.h"
251 #include "hudconfig.h"
253 #include "optionsmenu.h"
254 #include "missionhotkey.h"
255 #include "missiongoals.h"
256 #include "afterburner.h"
258 #include "multi_kick.h"
259 #include "multi_data.h"
260 #include "multi_voice.h"
261 #include "multi_ping.h"
262 #include "multi_team.h"
263 #include "multi_respawn.h"
264 #include "multi_ingame.h"
265 #include "multi_observer.h"
266 #include "multi_pinfo.h"
267 #include "multi_endgame.h"
268 #include "multi_pmsg.h"
269 #include "multi_pause.h"
270 #include "multi_obj.h"
271 #include "multi_log.h"
272 #include "multi_rate.h"
273 #include "osregistry.h"
274 #include "hudescort.h"
276 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
277 extern int MSG_WINDOW_Y_START;
278 extern int MSG_WINDOW_HEIGHT;
280 extern int ascii_table[];
281 extern int shifted_ascii_table[];
283 // if a client doesn't receive an update for an object after this many seconds, query server
284 // as to the objects status.
285 #define MULTI_CLIENT_OBJ_TIMEOUT 10
286 #define MAX_SHIPS_PER_QUERY 10
289 // this function assignes the given object with the given signature. If the signature is 0, then we choose
290 // the next signature number from the correct pool. I thought that it might be desireable
291 // to not always have to take the next signature on the list. what_kind is used to assign either a
292 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
293 // signatures are used for everything else.
294 ushort multi_assign_network_signature( int what_kind )
298 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
299 // as are debris and asteroids since they don't die very often. It would be vary rare for this
300 // value (the permanent signature) to wrap. For now, this condition is an error condition
301 if ( what_kind == MULTI_SIG_SHIP ) {
302 if ( Next_ship_signature == 0 ){
303 Next_ship_signature = SHIP_SIG_MIN;
306 sig = Next_ship_signature++;
308 if ( Next_ship_signature == SHIP_SIG_MAX ) {
309 Int3(); // get Allender -- signature stuff wrapped.
310 Next_ship_signature = SHIP_SIG_MIN;
313 // signature stuff for asteroids.
314 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
315 if ( Next_asteroid_signature == 0 ){
316 Next_asteroid_signature = ASTEROID_SIG_MIN;
319 sig = Next_asteroid_signature++;
320 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
321 Int3(); // get Allender -- signature stuff wrapped.
322 Next_asteroid_signature = ASTEROID_SIG_MIN;
325 // signatures for debris
326 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
327 if ( Next_debris_signature == 0 ){
328 Next_debris_signature = DEBRIS_SIG_MIN;
331 sig = Next_debris_signature++;
332 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
333 Int3(); // get Allender -- signature stuff wrapped.
334 Next_debris_signature = DEBRIS_SIG_MIN;
337 // signature stuff for weapons and other expendable things.
338 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
339 if ( Next_non_perm_signature == 0 ){
340 Next_non_perm_signature = NPERM_SIG_MIN;
343 sig = Next_non_perm_signature++;
344 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
345 Next_non_perm_signature = NPERM_SIG_MIN;
348 Int3(); // get allender - Illegal signature type requested
355 // this function returns the next network signature that will be used for a newly created object
356 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
357 ushort multi_get_next_network_signature( int what_kind )
359 if ( what_kind == MULTI_SIG_SHIP ) {
360 if ( Next_ship_signature == 0 )
361 Next_ship_signature = SHIP_SIG_MIN;
362 return Next_ship_signature;
364 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
365 if ( Next_debris_signature == 0 )
366 Next_debris_signature = DEBRIS_SIG_MIN;
367 return Next_debris_signature;
369 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
370 if ( Next_asteroid_signature == 0 )
371 Next_asteroid_signature = ASTEROID_SIG_MIN;
372 return Next_asteroid_signature;
374 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
375 if ( Next_non_perm_signature == 0 )
376 Next_non_perm_signature = NPERM_SIG_MIN;
377 return Next_non_perm_signature;
380 Int3(); // get allender
385 // this routine sets the network signature to the given value. Should be called from client only
386 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
387 void multi_set_network_signature( ushort signature, int what_kind )
389 Assert( signature != 0 );
391 if ( what_kind == MULTI_SIG_SHIP ) {
392 Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
393 Next_ship_signature = signature;
394 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
395 Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
396 Next_debris_signature = signature;
397 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
398 Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
399 Next_asteroid_signature = signature;
400 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
401 Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
402 Next_non_perm_signature = signature;
404 Int3(); // get Allender
407 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
408 // with that network signature. Returns NULL if the object cannot be found
409 object *multi_get_network_object( ushort net_signature )
413 if ( net_signature == 0 )
416 if(GET_FIRST(&obj_used_list) == NULL)
419 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
420 if ( objp->net_signature == net_signature )
423 // if not found on used list, check create list
424 if ( objp == END_OF_LIST(&obj_used_list) ) {
425 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
426 if ( objp->net_signature == net_signature )
429 if ( objp == END_OF_LIST(&obj_create_list) )
437 // -------------------------------------------------------------------------------------------------
438 // multi_random_death_word() will return a word from the below list at random.
440 // Note: Keep words grouped into sections of 10
442 #define NUM_DEATH_WORDS 40
444 char *multi_random_death_word()
448 index = rand() % NUM_DEATH_WORDS;
451 return XSTR("zapped",853);
453 return XSTR("caulked",854);
455 return XSTR("killed",855);
457 return XSTR("waxed",856);
459 return XSTR("popped",857);
461 return XSTR("murdered",858);
463 return XSTR("bludgeoned",859);
465 return XSTR("destroyed",860);
467 return XSTR("iced",861);
469 return XSTR("obliterated",862);
471 return XSTR("toasted",863);
473 return XSTR("roasted",864);
475 return XSTR("turned into anti-matter",865);
477 return XSTR("killed like a pig",866);
479 return XSTR("taught a lesson",867);
481 return XSTR("slaughtered with impunity",868);
483 return XSTR("spanked like a naughty boy",869);
485 return XSTR("skunked",870);
487 return XSTR("beat senseless",871);
489 return XSTR("shot up",872);
491 return XSTR("spaced",873);
493 return XSTR("hosed",874);
495 return XSTR("capped",875);
497 return XSTR("beat down",876);
499 return XSTR("hit wit da shizzo",877);
501 return XSTR("sk00led",878);
503 return XSTR("whooped up",879);
505 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
507 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
509 return XSTR("gibbed by Kayser Sozay's rocket",882);
511 return XSTR("shot down",883);
513 return XSTR("given early retirement",884);
515 return XSTR("instructed",885);
517 return XSTR("eviscerated",886);
519 return XSTR("pummelled",887);
521 return XSTR("eradicated",888);
523 return XSTR("cleansed",889);
525 return XSTR("perforated",890);
527 return XSTR("canned",891);
529 return XSTR("decompressed",892);
535 // -------------------------------------------------------------------------------------------------
536 // multi_random_chat_start() will return a word from the below list at random.
540 #define NUM_CHAT_START_WORDS 8
541 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
543 char *multi_random_chat_start()
547 index = rand() % NUM_CHAT_START_WORDS;
550 return XSTR("says",893);
552 return XSTR("bleats",894);
554 return XSTR("opines",895);
556 return XSTR("postulates",896);
558 return XSTR("declares",897);
560 return XSTR("vomits out",898);
562 return XSTR("whines",899);
564 return XSTR("barks",900);
570 // -------------------------------------------------------------------------------------------------
571 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
576 int multi_ship_class_lookup(char* ship_name)
578 int i, player_ship_class;
580 // find the ship_info index for the ship_name
582 player_ship_class = -1;
583 for (i = 0; i < Num_ship_types; i++) {
584 if ( !stricmp(Ship_info[i].name, ship_name) ) {
585 player_ship_class = i;
590 if (i == Num_ship_types){
594 return player_ship_class;
597 // -------------------------------------------------------------------------------------------------
598 // find_player() is called when a packet arrives, and we need to know which net player to update.
599 // The matching is done based on the address and port. Port checking is done in case multiple
600 // instances of FreeSpace are running on the same box.
604 int find_player( net_addr_t* addr )
608 for (i = 0; i < MAX_PLAYERS; i++ ) {
609 if ( !MULTI_CONNECTED(Net_players[i])){
612 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
620 // so that we can lookup on the admin port transparently
621 int find_player_no_port(net_addr_t *addr)
626 for (i = 0; i < MAX_PLAYERS; i++ ) {
627 if ( !MULTI_CONNECTED(Net_players[i])){
630 if(addr->type == NET_IPX){
635 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
643 int find_player_id(short player_id)
646 for (i = 0; i < MAX_PLAYERS; i++ ) {
647 if ( !MULTI_CONNECTED(Net_players[i])){
650 if(player_id == Net_players[i].player_id){
655 // couldn't find the player
659 // note this is only valid to do on a server!
660 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
663 for (i = 0; i < MAX_PLAYERS; i++ ) {
664 if ( !MULTI_CONNECTED(Net_players[i])){
667 if(sock == Net_players[i].reliable_socket){
672 // couldn't find the player
676 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
677 // used to find netplayers in game when only the object is known
678 int multi_find_player_by_object( object *objp )
682 objnum = OBJ_INDEX(objp);
683 for (i = 0; i < MAX_PLAYERS; i++ ) {
684 if ( !MULTI_CONNECTED(Net_players[i])){
687 if ( objnum == Net_players[i].player->objnum ){
692 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
697 // returns a player num based upon player object signature
698 int multi_find_player_by_signature( int signature )
702 for(idx=0;idx<MAX_PLAYERS;idx++){
703 // compare against each player's object signature
704 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
710 // didn't find the player
714 // returns a player num based upon object net signature
715 int multi_find_player_by_net_signature(ushort net_signature)
719 for(idx=0;idx<MAX_PLAYERS;idx++){
720 // compare against each player's object signature
721 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
727 // didn't find the player
731 int multi_find_player_by_ship_name(char *ship_name)
736 if(ship_name == NULL){
740 for(idx=0; idx<MAX_PLAYERS; idx++){
741 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) &&
742 (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) ){
747 // didn't find the player
751 int multi_get_player_ship(int np_index)
754 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
759 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
760 (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) &&
761 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
763 return Objects[Net_players[np_index].player->objnum].instance;
770 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
771 // it returns -1 if there is no new slot, and the slot number if one is found
772 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
773 int multi_find_open_netplayer_slot()
779 for (i = 0; i < MAX_PLAYERS; i++)
780 if ( !MULTI_CONNECTED(Net_players[i]) ){
781 if(found_first == -1) {
787 if(i == MAX_PLAYERS){
788 if(found_first == -1)
797 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
798 // should always be taken by the console player's pilot. All other slots are up for grab though.
799 int multi_find_open_player_slot()
803 for (i = 0; i < MAX_PLAYERS; i++)
804 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
807 if ( i == MAX_PLAYERS )
813 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
814 // a new person is entering the game. The state of the Net_player is set to it's basic starting
816 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
818 nplayer->p_info.addr = *addr;
819 nplayer->flags |= NETINFO_FLAG_CONNECTED;
820 nplayer->state = NETPLAYER_STATE_JOINING;
821 nplayer->p_info.ship_class = ship_class;
822 nplayer->player = pplayer;
823 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
825 // if setting up my net flags, then set the flag to say I can do networking.
826 if ( nplayer == Net_player ){
827 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
831 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
833 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
838 Assert ( MULTI_CONNECTED(Net_players[net_player]) );
840 shipp = &Ships[objp->instance];
842 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
843 Net_players[net_player].p_info.ship_class = ship_class;
845 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
846 if ( Net_player == &Net_players[net_player] ) {
849 Player_ai = &Ai_info[Player_ship->ai_index];
852 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
854 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
855 Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
856 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
858 // game server and this client need to initialize this information so object updating
860 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
861 Net_players[net_player].s_info.eye_pos = objp->pos;
862 Net_players[net_player].s_info.eye_orient = objp->orient;
866 for(idx=0; idx<MAX_PLAYERS; idx++){
867 shipp->np_updates[idx].orient_chksum = 0;
868 shipp->np_updates[idx].pos_chksum = 0;
869 shipp->np_updates[idx].seq = 0;
870 shipp->np_updates[idx].status_update_stamp = -1;
871 shipp->np_updates[idx].subsys_update_stamp = -1;
872 shipp->np_updates[idx].update_stamp = -1;
876 // -------------------------------------------------------------------------------------------------
877 // create_player() is called when a net player needs to be instantiated. The ship that is created
878 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
879 // is used. Returns 1 on success, 0 otherwise
881 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
883 int player_ship_class = ship_class;
884 int i,current_player_count;
886 Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
888 // blast _any_ old data
889 memset(&Net_players[net_player_num],0,sizeof(net_player));
891 // get the current # of players
892 current_player_count = multi_num_players();
894 // DOH!!! The lack of this caused many bugs.
895 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
897 if ( ship_class == -1 ) {
898 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
900 // find the ship that matches the string stored in default_player_ship
902 for (i = 0; i < Num_ship_types; i++) {
903 if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
904 player_ship_class = i;
909 if (i == Num_ship_types)
913 if ( player_ship_class >= Num_ship_types ) {
914 player_ship_class = multi_ship_class_lookup(default_player_ship);
915 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
918 // blast the old player data
919 memset(pl,0,sizeof(player));
921 // set up the net_player structure
922 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
923 Net_players[net_player_num].s_info.num_last_buttons = 0;
924 // Net_players[net_player_num].respawn_count = 0;
925 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
926 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
927 Net_players[net_player_num].s_info.kick_timestamp = -1;
928 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
929 Net_players[net_player_num].s_info.tracker_security_last = -1;
930 Net_players[net_player_num].s_info.target_objnum = -1;
931 Net_players[net_player_num].s_info.accum_buttons = 0;
933 // zero out this players ping times data
934 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
936 // zero out his object update and control info sequencing data
937 Net_players[net_player_num].client_cinfo_seq = 0;
938 Net_players[net_player_num].client_server_seq = 0;
940 // timestamp his last_full_update_time
941 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
943 // nil his file xfer handle
944 Net_players[net_player_num].s_info.xfer_handle = -1;
946 // nil his data rate timestamp stuff
947 Net_players[net_player_num].s_info.rate_stamp = -1;
948 Net_players[net_player_num].s_info.rate_bytes = 0;
950 // nil packet buffer stuff
951 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
952 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
954 // various ack handles
955 strcpy(pl->callsign, name);
956 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
957 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
960 // if we're the standalone server and this is the first guy to join, mark him as the host
961 // and give him all host priveleges
962 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
963 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
966 Net_players[net_player_num].player_id = id;
968 Net_player->sv_bytes_sent = 0;
969 Net_player->sv_last_pl = -1;
970 Net_player->cl_bytes_recvd = 0;
971 Net_player->cl_last_pl = -1;
973 // add to the escort list
974 if(MULTI_IN_MISSION){
975 hud_escort_add_player(id);
981 // next function makes a player object an ai object (also decrementing the num_players in the
982 // netgame). It appropiately sets the object flags and other interesting AI information which
983 // ought to get set in order to make this new ai object behave correctly.
984 void multi_make_player_ai( object *pobj )
987 Assert ( pobj != NULL );
989 if ( pobj->type != OBJ_SHIP )
992 pobj->flags &= ~(OF_PLAYER_SHIP);
993 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
995 // target_objnum must be -1 or else new AI ship will fire on whatever this player
997 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1001 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
1002 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1003 void delete_player(int player_num,int kicked_reason)
1005 char notify_string[256] = "";
1008 if(!MULTI_CONNECTED(Net_players[player_num])){
1013 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1015 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1017 // if this guy was ingame joining, the remove my netgame flag so others may join
1018 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1019 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1020 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1023 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1024 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1026 Net_players[player_num].s_info.reliable_connect_time = -1;
1028 // add to the escort list
1029 hud_escort_remove_player(Net_players[player_num].player_id);
1031 // is this guy the server
1032 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1033 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1034 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1035 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1038 // if he was just the host
1039 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1040 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1043 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1044 // are we a standalone server and in a mission?
1045 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1046 // choose a new host
1047 int found_new_host = 0;
1048 for(idx=0; idx<MAX_PLAYERS; idx++){
1049 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1050 // make this guy the host
1051 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1054 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1061 if(!found_new_host){
1062 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1065 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1070 // if we're the server of the game, notify everyone else that this guy has left
1071 // if he's marked as being kicked, then other players know about it already, so don't send again
1072 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1073 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1075 memset(str, 0, 512);
1076 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
1077 multi_display_chat_msg(str, player_num, 0);
1079 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1083 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1084 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1085 if ( Net_players[player_num].player->objnum != -1 ){
1086 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1089 // otherwise mark it so that he can return to it later if possible
1090 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)) {
1091 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1093 multi_respawn_player_leave(&Net_players[player_num]);
1097 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1098 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1099 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1100 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1101 // in the multi_make_player_ai code above.
1102 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1103 multi_ts_handle_player_drop();
1106 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1107 debrief_handle_player_drop();
1110 // handle any specific dropping conditions
1111 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1112 multi_team_handle_drop();
1114 multi_data_handle_drop(player_num);
1116 // tell the pinfo popup that a player has left
1117 multi_pinfo_notify_drop(&Net_players[player_num]);
1119 // tell the datarate stuff that the player has dropped
1120 multi_rate_reset(player_num);
1122 // display a message that this guy has left
1123 if(Net_players[player_num].player->callsign){
1124 sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1125 multi_display_chat_msg(notify_string,0,0);
1128 // standalone gui type stuff
1129 if (Game_mode & GM_STANDALONE_SERVER) {
1130 std_remove_player(&Net_players[player_num]);
1131 std_connect_set_connect_count();
1134 // blast this memory clean
1135 memset(&Net_players[player_num], 0, sizeof(net_player));
1136 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1138 extern int Multi_client_update_times[MAX_PLAYERS];
1139 Multi_client_update_times[player_num] = -1;
1142 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1143 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1145 // -------------------------------------------------------------------------------------------------
1146 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1147 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1151 void multi_cull_zombies()
1158 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1159 inactive_limit = INACTIVE_LIMIT_WAIT;
1161 inactive_limit = INACTIVE_LIMIT_NORMAL;
1163 current_time = timer_get_fixed_seconds();
1165 for (i = 0; i < MAX_PLAYERS; i++) {
1166 if ( !MULTI_CONNECTED(&Net_players[i])){
1170 // server will(should) cull out players based on their sockets dying.
1171 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1175 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1176 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1177 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1179 multi_kick_player(i,0);
1185 // -------------------------------------------------------------------------------------------------
1186 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1189 ushort netmisc_calc_checksum( void * vptr, int len )
1191 ubyte * ptr = (ubyte *)vptr;
1192 unsigned int sum1,sum2;
1198 if (sum1 >= 255 ) sum1 -= 255;
1203 return (unsigned short)((sum1<<8)+ sum2);
1207 // -------------------------------------------------------------------------------------------------
1208 // fill_net_addr() calculates the checksum of a block of memory.
1212 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1214 Assert(addr != NULL);
1215 Assert(address != NULL);
1216 Assert(net_id != NULL);
1218 addr->type = Multi_options_g.protocol;
1219 memset( addr->addr, 0x00, 6);
1220 memcpy( addr->addr, address, ADDRESS_LENGTH);
1221 memcpy( addr->net_id, net_id, 4);
1227 // -------------------------------------------------------------------------------------------------
1228 // get_text_address()
1232 char* get_text_address( char * text, ubyte * address )
1237 switch ( Multi_options_g.protocol ) {
1239 strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
1240 sprintf(text, "%x %x %x %x %x %x", address[0],
1250 memcpy(&temp_addr.s_addr, address, 4);
1251 strcpy( text, inet_ntoa(temp_addr) );
1263 // non-16byte version of matrix packing
1264 // return size of packed matrix
1265 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1269 if(m->rvec.z < 0) data[16] |= (1<<0); // X
1270 if(m->uvec.z < 0) data[16] |= (1<<1); // Y
1271 if(m->fvec.z < 0) data[16] |= (1<<2); // V
1272 if(m->fvec.x < 0) data[16] |= (1<<3); // Z
1273 if(m->fvec.y < 0) data[16] |= (1<<4); // W
1274 memcpy(&data[0],&m->rvec.x,4); // a
1275 memcpy(&data[4],&m->rvec.y,4); // b
1276 memcpy(&data[8],&m->uvec.x,4); // c
1277 memcpy(&data[12],&m->uvec.y,4); // d
1280 // return bytes processed
1281 // non-16 byte version of unpack matrix code
1282 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1284 memcpy(&m->rvec.x,&data[0],4);
1285 memcpy(&m->rvec.y,&data[4],4);
1286 memcpy(&m->uvec.x,&data[8],4);
1287 memcpy(&m->uvec.y,&data[12],4);
1289 m->rvec.z = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->rvec.y * m->rvec.y))); // X
1290 m->uvec.z = fl_sqrt(fl_abs(1 - (m->uvec.x * m->uvec.x) - (m->uvec.y * m->uvec.y))); // Y
1291 m->fvec.z = fl_sqrt(fl_abs(1 - (m->rvec.z * m->rvec.z) - (m->uvec.z * m->uvec.z))); // V
1292 m->fvec.x = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->uvec.x * m->uvec.x))); // Z
1293 m->fvec.y = fl_sqrt(fl_abs(1 - (m->rvec.y * m->rvec.y) - (m->uvec.y * m->uvec.y))); // W
1295 m->rvec.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1296 m->uvec.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1297 m->fvec.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1298 m->fvec.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1299 m->fvec.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1302 void multi_do_client_warp(float flFrametime)
1306 moveup = GET_FIRST(&Ship_obj_list);
1307 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1308 // do all _necessary_ ship warp in (arrival) processing
1309 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1310 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1311 moveup = GET_NEXT(moveup);
1315 // ------------------------------------------------------------------------------------
1316 // ship status change stuff
1318 int lookup_ship_status(net_player *p,int unique_id,int remove)
1322 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1323 if(p->s_info.last_buttons_id[idx] == unique_id){
1325 remove_ship_status_item(p,idx);
1326 p->s_info.num_last_buttons--;
1334 void remove_ship_status_item(net_player *p,int id)
1337 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1338 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1339 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1340 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1345 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1350 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1351 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1352 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1353 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1354 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1355 p->s_info.num_last_buttons++;
1359 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1360 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1361 earliest = p->s_info.last_buttons_time[idx];
1366 p->s_info.last_buttons[lookup] = *bi;
1367 p->s_info.last_buttons_id[lookup] = unique_id;
1368 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1373 extern int button_function_critical(int n,net_player *p = NULL);
1374 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1377 Multi_button_info_ok=1;
1378 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1379 if ( bi->status[i] == 0 )
1381 // at least one bit is set in the status integer
1382 for ( j = 0; j < 32; j++ ) {
1384 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1385 if ( bi->status[i] & (1<<j) ) {
1387 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1388 bi->status[i] &= ~(1<<j);
1390 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1391 bi->status[i] &= ~(1<<j);
1396 Multi_button_info_ok=0;
1399 // send 10x a second MAX
1400 #define MULTI_SHIP_STATUS_TIME 350
1401 int Multi_ship_status_stamp = -1;
1402 button_info Multi_ship_status_bi;
1404 void multi_maybe_send_ship_status()
1407 button_info *bi = &Player->bi;
1409 // strip out noncritical button presses
1410 button_strip_noncritical_keys(bi);
1412 // xor all fields into the accum button info
1413 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1414 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1418 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1419 int should_send = 0;
1420 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1421 // we have at least something to send
1422 if(Multi_ship_status_bi.status[idx] != 0){
1427 // do we have something to send
1429 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1430 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1434 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1437 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1441 void multi_subsys_update_all()
1445 Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1446 for(idx=0;idx<MAX_PLAYERS;idx++){
1447 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1448 send_subsys_update_packet(&Net_players[idx]);
1453 int multi_find_player_by_callsign(char *callsign)
1456 for(idx=0;idx<MAX_PLAYERS;idx++){
1457 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1465 // if Game_current_mission_filename is a builtin multiplayer mission
1466 int multi_is_builtin_mission()
1471 // get the full filename
1473 strcpy(name,Game_current_mission_filename);
1474 cf_add_ext(name, FS_MISSION_FILE_EXT);
1476 // if this mission is builtin
1477 if(game_find_builtin_mission(name) != NULL){
1485 // verify that the player has a valid mission file and do 1 of 3 things
1486 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1488 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1492 player = find_player_id(player_id);
1493 Assert(player >= 0);
1497 pl = &Net_players[player];
1499 // all missions should be builtin, so if we don't have a match, kick the player
1500 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1501 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1503 pl->flags |= NETINFO_FLAG_MISSION_OK;
1511 player = find_player_id(player_id);
1512 Assert(player >= 0);
1516 pl = &Net_players[player];
1518 // if the current mission is a builtin mission, check stuff out
1519 is_builtin = multi_is_builtin_mission();
1522 // if the player doesn't have it, kick him
1523 if((sum_sig == 0xffff) && (length_sig == -1)){
1524 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1526 pl->flags |= NETINFO_FLAG_MISSION_OK;
1533 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1539 // in an ingame join situation
1540 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1542 // if the netgame settings allow in-mission file xfers
1543 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1544 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1545 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1547 // otherwise send him a nak and tell him to get the hell away
1549 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1552 pl->flags |= NETINFO_FLAG_MISSION_OK;
1555 // in a normal join situation
1557 // if the file does not check out, send it to him
1559 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1561 // otherwise mark him as having a valid mission
1563 pl->flags |= NETINFO_FLAG_MISSION_OK;
1569 // check to see if every client has NETINFO_FLAG_MISSION_OK
1570 int server_all_filesigs_ok()
1575 for(idx=0;idx<MAX_PLAYERS;idx++){
1576 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1585 void multi_untag_player_ships()
1589 moveup = GET_FIRST(&Ship_obj_list);
1590 while(moveup != END_OF_LIST(&Ship_obj_list)){
1591 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1592 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1593 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1595 moveup = GET_NEXT(moveup);
1599 // broadcast alltime stats to everyone in the game
1600 void multi_broadcast_stats(int stats_code)
1604 // broadcast everyone's stats to everyone else
1605 for(idx=0;idx<MAX_PLAYERS;idx++){
1606 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1607 send_player_stats_block_packet(&Net_players[idx], stats_code);
1612 // check to see if all players other than the local player are in a given NETPLAYER_ state
1613 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1614 int multi_netplayer_state_check(int state,int ignore_standalone)
1617 for(idx=0;idx<MAX_PLAYERS;idx++){
1618 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1619 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1623 if(Net_players[idx].state != state){
1631 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1634 for(idx=0;idx<MAX_PLAYERS;idx++){
1635 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1636 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1640 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1648 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1651 for(idx=0;idx<MAX_PLAYERS;idx++){
1652 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1653 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1657 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1665 // check to see if all players other than the local player are in a given NETPLAYER_ state
1666 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1667 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1670 for(idx=0;idx<MAX_PLAYERS;idx++){
1671 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1672 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1676 if(!(Net_players[idx].flags & flags)){
1684 // function which gets called from psnet_* code to evaluate an error received on a reliable
1685 // socket. In general, we only want to do drastic measures if the error indicates that the client
1686 // is no longer there.
1687 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1689 if ( error == WSAENOTSOCK ){
1690 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1692 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1693 // because of a leaving player.
1695 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1696 // Int3(); // get allender -- something happened to socket connection!!!
1699 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1700 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1704 if(error == WSAESHUTDOWN){
1705 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1708 // mwa -- always return for now because debugging with the stuff below is a real pain.
1709 // in essence, you can't do it!
1712 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1715 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1716 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1717 // NOTE : make sure not to ban him
1718 for(idx=0;idx<MAX_PLAYERS;idx++){
1719 if(Net_players[idx].reliable_socket == sock){
1725 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1726 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1730 // send a repair info packet with code == code to a player if his object is the one being acted upon
1731 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1732 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1733 // for repair, getting repaired, aborted, complete, etc.
1734 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1736 // only send information on player objects
1737 if ( !MULTIPLAYER_MASTER )
1740 Assert( dest_objp->type == OBJ_SHIP );
1741 Assert( dest_objp != source_objp );
1743 send_repair_info_packet( dest_objp, source_objp, code );
1746 int multi_is_valid_unknown_packet(ubyte type){
1747 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1748 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1749 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1752 void multi_create_standalone_object()
1754 // now create a bullshit ship for the standalone
1755 matrix m = IDENTITY_MATRIX;
1757 int objnum, pobj_num;
1760 objnum = observer_create(&m,&v);
1761 Player_obj = &Objects[objnum];
1762 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1763 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1764 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1765 Net_player->player->objnum = objnum;
1767 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1768 pobj_num = parse_create_object(&Player_start_pobject);
1769 Assert(pobj_num != -1);
1770 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1771 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1772 Player_ship = &Ships[Objects[pobj_num].instance];
1774 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1775 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1776 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1777 strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
1778 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1782 int multi_message_should_broadcast(int type)
1784 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1785 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1788 // active game list handling functions
1789 active_game *multi_new_active_game( void )
1791 active_game *new_game;
1793 new_game = (active_game *)malloc(sizeof(active_game));
1794 if ( new_game == NULL ) {
1795 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1799 if ( Active_game_head != NULL ) {
1800 new_game->next = Active_game_head->next;
1801 new_game->next->prev = new_game;
1802 Active_game_head->next = new_game;
1803 new_game->prev = Active_game_head;
1805 Active_game_head = new_game;
1806 Active_game_head->next = Active_game_head->prev = Active_game_head;
1809 Active_game_count++;
1811 // notify the join game screen of this new item
1812 multi_join_notify_new_game();
1817 active_game *multi_update_active_games(active_game *ag)
1819 active_game *gp = NULL;
1820 active_game *stop = NULL;
1822 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1823 // to an active_game structure
1824 if ( Active_game_head != NULL ) { // no games on list at all
1827 gp = Active_game_head;
1828 stop = Active_game_head;
1832 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1837 } while (gp != stop);
1839 // insert in the list
1841 gp = multi_new_active_game();
1842 // gp->ping_time = -1.0f;
1844 // copy in the game information
1845 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1846 strcpy(gp->name,ag->name);
1847 strcpy(gp->mission_name,ag->mission_name);
1848 strcpy(gp->title,ag->title);
1849 gp->num_players = ag->num_players;
1850 gp->flags = ag->flags;
1854 gp->ping_start = timer_get_fixed_seconds();
1856 send_ping(&gp->server_addr);
1858 multi_ping_reset(&gp->ping);
1859 multi_ping_send(&gp->server_addr,&gp->ping);
1861 // otherwise update the netgame info we have for this guy
1863 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1864 strcpy(gp->name,ag->name);
1865 memset(gp->mission_name,0,NAME_LENGTH+1);
1866 strcpy(gp->mission_name,ag->mission_name);
1867 memset(gp->title,0,NAME_LENGTH+1);
1868 strcpy(gp->title,ag->title);
1869 gp->num_players = ag->num_players;
1870 gp->flags = ag->flags;
1873 gp = multi_new_active_game();
1874 // gp->ping_time = -1.0f;
1876 // copy in the game information
1877 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1878 strcpy(gp->name,ag->name);
1879 strcpy(gp->mission_name,ag->mission_name);
1880 strcpy(gp->title,ag->title);
1881 gp->num_players = ag->num_players;
1882 gp->flags = ag->flags;
1885 // gp->ping_start = timer_get_fixed_seconds();
1886 // gp->ping_end = -1;
1887 // send_ping(&gp->server_addr);
1888 multi_ping_reset(&gp->ping);
1889 multi_ping_send(&gp->server_addr,&gp->ping);
1892 // don't do anything if we don't have a game entry
1897 // update the last time we heard from him
1898 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1899 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1901 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1907 void multi_free_active_games()
1909 active_game *moveup,*backup;
1911 moveup = Active_game_head;
1916 moveup = moveup->next;
1920 } while(moveup != Active_game_head);
1921 Active_game_head = NULL;
1923 Active_game_count = 0;
1926 server_item *multi_new_server_item( void )
1928 server_item *new_game;
1930 new_game = (server_item *)malloc(sizeof(server_item));
1931 if ( new_game == NULL ) {
1932 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1936 if ( Game_server_head != NULL ) {
1937 new_game->next = Game_server_head->next;
1938 new_game->next->prev = new_game;
1939 Game_server_head->next = new_game;
1940 new_game->prev = Game_server_head;
1942 Game_server_head = new_game;
1943 Game_server_head->next = Game_server_head->prev = Game_server_head;
1949 void multi_free_server_list()
1951 server_item *moveup,*backup;
1953 moveup = Game_server_head;
1958 moveup = moveup->next;
1962 } while(moveup != Game_server_head);
1963 Game_server_head = NULL;
1967 int multi_num_players()
1971 // count the players who are actively connected
1973 for(idx=0;idx<MAX_PLAYERS;idx++){
1974 // count all connected players except the standalone server (if any)
1975 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
1983 int multi_num_observers()
1987 // count the players who are actively connected
1989 for(idx=0;idx<MAX_PLAYERS;idx++){
1990 // count all connected players except the standalone server (if any)
1991 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
2000 int multi_num_connections()
2004 // count the players who are actively connected
2006 for(idx=0;idx<MAX_PLAYERS;idx++){
2007 // count all connected players except the standalone server (if any)
2008 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2016 int multi_can_message(net_player *p)
2021 // if the player is an observer of any kind, he cannot message
2022 if(p->flags & NETINFO_FLAG_OBSERVER){
2026 switch(Netgame.options.squad_set){
2027 // only those of the highest rank can message
2028 case MSO_SQUAD_RANK:
2029 max_rank = multi_get_highest_rank();
2030 if(p->player->stats.rank < max_rank){
2035 // only wing/team leaders can message
2036 case MSO_SQUAD_LEADER:
2037 // if the player has an invalid object #
2038 if(p->player->objnum < 0){
2042 // check to see if he's a wingleader
2043 sp = &Ships[Objects[p->player->objnum].instance];
2044 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")) ){
2049 // anyone can end message
2053 // only the host can message
2054 case MSO_SQUAD_HOST:
2055 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2064 int multi_can_end_mission(net_player *p)
2069 // the host can _always_ unpause a game
2070 if(p->flags & NETINFO_FLAG_GAME_HOST){
2074 switch(Netgame.options.endgame_set){
2075 // only those of the highest rank can end the mission
2077 max_rank = multi_get_highest_rank();
2078 if(p->player->stats.rank < max_rank){
2083 // only wing/team leaders can end the mission
2084 case MSO_END_LEADER:
2085 // if the player has an invalid object #
2086 if(p->player->objnum < 0){
2090 // check to see if he's a wingleader
2091 sp = &Ships[Objects[p->player->objnum].instance];
2092 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")) ){
2097 // anyone can end the mission
2101 // only the host can end the mission
2103 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2112 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2114 int team0_avail,team1_avail;
2116 // if the server versions are incompatible
2117 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2118 return JOIN_DENY_JR_BAD_VERSION;
2121 // check to make sure we are otherwise in a state to accept
2122 if(Netgame.game_state != NETGAME_STATE_FORMING){
2123 return JOIN_DENY_JR_STATE;
2126 // the standalone has some oddball situations which we must handle seperately
2127 if(Game_mode & GM_STANDALONE_SERVER){
2128 // if this is the first connection, he will be the host so we must always accept him
2129 if(multi_num_players() == 0){
2130 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2131 // we probably eventually want to make sure he's not passing us a fake tracker id#
2132 if (MULTI_IS_TRACKER_GAME) {
2133 if(jr->tracker_id < 0){
2134 return JOIN_DENY_JR_TRACKER_INVAL;
2138 // if we're password protected
2139 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2140 return JOIN_DENY_JR_PASSWD;
2143 // don't allow the host to join as an observer
2144 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2145 return JOIN_DENY_JR_NOOBS;
2152 // first off check to see if we're violating any of our max players/observers/connections boundaries
2153 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2154 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2155 // if we're full of observers and this guy wants to be an observer
2156 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2157 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2158 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2159 // if we're up to MULTI_MAX_PLAYERS
2160 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2161 // if the max players for a standalone was set
2162 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2164 // we're full buddy - sorry
2165 return JOIN_DENY_JR_FULL;
2168 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2169 // we probably eventually want to make sure he's not passing us a fake tracker id#
2170 if (MULTI_IS_TRACKER_GAME) {
2171 if(jr->tracker_id < 0){
2172 return JOIN_DENY_JR_TRACKER_INVAL;
2176 // check to see if the player is trying to ingame join in a closed game
2177 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2178 return JOIN_DENY_JR_CLOSED;
2181 // check to see if the player has passed a valid password in a password protected game
2182 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2183 return JOIN_DENY_JR_PASSWD;
2186 // check to see if the netgame is forming and is temporarily marked as closed
2187 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2188 return JOIN_DENY_JR_TEMP_CLOSED;
2191 // check to make sure he meets the rank requirement
2192 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2193 return JOIN_DENY_JR_RANK_LOW;
2196 // check to make sure he meets the rank requirement
2197 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2198 return JOIN_DENY_JR_RANK_HIGH;
2201 // can't ingame join a non-dogfight game
2202 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2203 return JOIN_DENY_JR_TYPE;
2206 // if the player was banned by the standalone
2207 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2208 return JOIN_DENY_JR_BANNED;
2211 // if the game is in-mission, make sure there are ships available
2212 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2215 multi_player_ships_available(&team0_avail,&team1_avail);
2217 // if there are no ships available on either team
2218 if((team0_avail == 0) && (team1_avail == 0)){
2219 return JOIN_DENY_JR_FULL;
2223 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2224 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2225 return JOIN_DENY_JR_INGAME_JOIN;
2228 // check to make sure the game is not full (of observers, or players, as appropriate)
2229 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2230 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2231 return JOIN_DENY_JR_FULL;
2235 // if the netgame is restricted or is team vs. team
2236 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2237 // ingame, we must query the host to see if this guy is accepted
2238 if(MULTI_IN_MISSION){
2239 return JOIN_QUERY_RESTRICTED;
2243 // check to make sure this player hasn't been kick/banned
2244 if(multi_kick_is_banned(addr)){
2245 return JOIN_DENY_JR_BANNED;
2248 // check to make sure this player doesn't already exist
2249 if ( find_player(addr) >= 0 ) {
2250 return JOIN_DENY_JR_DUP;
2256 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2257 void multi_warpout_all_players()
2261 // i'f i'm already marked as warping out, don't do this again
2262 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2266 // stop my afterburners
2267 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2268 afterburners_stop( Player_obj, 1 );
2271 // traverse through each player
2272 for(idx=0;idx<MAX_PLAYERS;idx++) {
2275 // only warpout player _ships_ which are not mine
2276 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2278 objp = &Objects[Net_players[idx].player->objnum];
2280 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2281 shipfx_warpout_start( objp );
2285 // now, mark ourselves as needing to warp out
2286 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2288 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2289 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2290 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2292 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2293 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2295 gameseq_post_event(GS_EVENT_DEBRIEF);
2298 // if we're a ship, then begin the warpout process
2300 // turn off collision detection for my ship
2301 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2302 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2306 // determine the highest rank of any of the players in the game
2307 int multi_get_highest_rank()
2312 // go through all the players
2313 for(idx=0;idx<MAX_PLAYERS;idx++){
2314 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)){
2315 max_rank = Net_players[idx].player->stats.rank;
2319 // return what we found
2323 // called on the machine of the player who hit alt+j
2324 void multi_handle_end_mission_request()
2328 // all clients should send the request to the server. no exceptions
2329 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2330 send_endgame_packet();
2332 // the server of the game does some further processing
2334 ml_string("Server received endgame request, proceeding...");
2336 // first we should toss all ingame joiners
2337 for(idx=0;idx<MAX_PLAYERS;idx++){
2338 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2339 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2343 // send the endgame packet to all clients, who will act on it immediately
2344 send_endgame_packet();
2345 Netgame.game_state = NETGAME_STATE_ENDGAME;
2346 send_netgame_update_packet();
2348 if(Game_mode & GM_STANDALONE_SERVER){
2349 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2350 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2353 // begin the warpout process for all players and myself
2354 multi_warpout_all_players();
2358 // called to handle any special cases where a player is in some submemu when the game is ended
2359 void multi_handle_state_special()
2361 int stack_depth,current_depth;
2363 // first off - kill any active popups
2364 popup_kill_any_active();
2366 // kill any popupdeads
2367 if(popupdead_is_active()){
2371 // kill off the pilot info popup if its active
2372 if(multi_pinfo_popup_active()){
2373 multi_pinfo_popup_kill();
2376 // now do any special processing for being in states other then the gameplay states
2377 stack_depth = gameseq_get_depth();
2379 // if we're not pushed on top of any states, do any special state case handling here
2380 if(stack_depth == 0){
2381 // currently there are no special cases, so return
2384 // if we are pushed on any states, post events to pop them off one by one
2386 current_depth = stack_depth;
2388 switch(gameseq_get_state(stack_depth - current_depth)){
2389 // the hotkey screen
2390 case GS_STATE_HOTKEY_SCREEN :
2391 mission_hotkey_exit();
2392 Game_do_state_should_skip = 1;
2395 case GS_STATE_OPTIONS_MENU:
2396 options_cancel_exit();
2397 Game_do_state_should_skip = 1;
2399 // the hud config (1 deeper in the options menu)
2400 case GS_STATE_HUD_CONFIG:
2401 hud_config_cancel();
2402 Game_do_state_should_skip = 1;
2404 // controls config (1 deeper than the options menu)
2405 case GS_STATE_CONTROL_CONFIG:
2406 control_config_cancel_exit();
2407 Game_do_state_should_skip = 1;
2409 // mission goals screen
2410 case GS_STATE_SHOW_GOALS:
2411 mission_goal_exit();
2412 Game_do_state_should_skip = 1;
2414 // mission log scrollback
2415 case GS_STATE_MISSION_LOG_SCROLLBACK:
2416 hud_scrollback_exit();
2417 Game_do_state_should_skip = 1;
2420 case GS_STATE_MULTI_PAUSED:
2421 gameseq_pop_state();
2422 Game_do_state_should_skip = 1;
2426 // next pushed state
2428 } while(current_depth > 0);
2432 // called by the file xfer subsytem when we start receiving a file
2433 void multi_file_xfer_notify(int handle)
2441 // get the filename of the file we are receiving
2443 filename = multi_xfer_get_filename(handle);
2445 // get the directory the file is forced into
2446 force_dir = multi_xfer_get_force_dir(handle);
2448 // something is messed up
2449 if(filename == NULL){
2453 // convert the filename to all lowercase
2454 len = strlen(filename);
2455 for(idx=0;idx<len;idx++){
2456 filename[idx] = (char)tolower(filename[idx]);
2459 // if this is a mission file
2460 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2462 // determine where its going to go
2464 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2466 cf_type = CF_TYPE_MULTI_CACHE;
2470 // check to see if the file is read-only
2471 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2472 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2474 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2475 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));
2476 multi_quit_game(PROMPT_NONE);
2480 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2482 // we'd better not be xferring a file right now
2483 Assert(Net_player->s_info.xfer_handle == -1);
2485 // force into the multidata directory
2486 multi_xfer_handle_force_dir(handle, cf_type);
2488 // set my xfer handle
2489 Net_player->s_info.xfer_handle = handle;
2491 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2492 send_netplayer_update_packet();
2494 // otherwise always hand it off to the multi_data system
2496 multi_data_handle_incoming(handle);
2500 // return the lag/disconnected status of the game
2501 #define MULTI_LAG_VAL 400
2502 int multi_query_lag_status()
2504 // -1 == not lagged, 0 == lagged, 1 == disconnected
2506 // if I'm the server of the game, I can't be lagged
2507 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2511 // if we've been disconnected for some reason or another
2512 if(multi_client_server_dead()){
2516 // if our ping time to the server is over a certain time
2517 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2525 // process a valid join request
2526 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2528 int net_player_num,player_num;
2531 // create netplayer and player objects for this guy
2532 net_player_num = multi_find_open_netplayer_slot();
2533 player_num = multi_find_open_player_slot();
2534 id_num = multi_get_new_id();
2535 Assert((net_player_num != -1) && (player_num != -1));
2537 // if he is requesting to join as an observer
2538 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2539 // create the (permanently) observer player
2540 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2544 // copy his pilot image filename
2545 if(strlen(jr->image_filename) > 0){
2546 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2548 strcpy(Net_players[net_player_num].player->image_filename, "");
2551 // copy his pilot squad filename
2552 Net_players[net_player_num].player->insignia_texture = -1;
2553 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2555 // clear his multi_data info
2556 multi_data_handle_join(net_player_num);
2558 // set some extra flags for him as appropriate
2559 if(MULTI_IN_MISSION){
2560 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2563 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2564 Net_players[net_player_num].player_id = id_num;
2565 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2568 if(strlen(jr->pxo_squad_name) > 0){
2569 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2571 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2574 // if he's using hacked data
2575 if(jr->flags & JOIN_FLAG_HAXOR){
2576 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2579 // set his reliable connect time
2580 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2582 // send the accept packet here
2583 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2585 // create the player object
2586 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2590 // copy his pilot image filename
2591 if(strlen(jr->image_filename) > 0){
2592 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2594 strcpy(Net_players[net_player_num].player->image_filename, "");
2597 // copy his pilot squad filename
2598 Net_players[net_player_num].player->insignia_texture = -1;
2599 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2601 // clear his multi_data info
2602 multi_data_handle_join(net_player_num);
2604 // mark him as being connected
2605 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2607 // set his tracker id correctly
2608 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2610 // set his player id#
2611 Net_players[net_player_num].player_id = id_num;
2614 if(strlen(jr->pxo_squad_name) > 0){
2615 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2617 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2620 // if he's using hacked data
2621 if(jr->flags & JOIN_FLAG_HAXOR){
2622 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2625 // flag him appropriately if he's doing an ingame join
2626 if(MULTI_IN_MISSION){
2628 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2629 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2632 // set his reliable connect time
2633 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2635 // if he's joining as a host (on the standalone)
2636 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2637 send_accept_packet(net_player_num, ACCEPT_HOST);
2639 Netgame.host = &Net_players[net_player_num];
2641 // set the game and player states appropriately
2642 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2644 // if he's joining ingame
2645 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2646 // if we're in team vs. team mode
2647 if(Netgame.type_flags & NG_TYPE_TEAM){
2648 Assert(ingame_join_team != -1);
2650 Net_players[net_player_num].p_info.team = ingame_join_team;
2653 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2655 // set his last full update time for updating him on ingame join ships
2656 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2658 // if he's joining as an otherwise ordinary client
2660 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2664 // set my ingame joining flag if the new guy is joining ingame
2665 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2667 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2670 // copy in his options
2671 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2673 // if on the standalone, then do any necessary gui updating
2674 if(Game_mode & GM_STANDALONE_SERVER) {
2675 std_add_player(&Net_players[net_player_num]);
2676 std_connect_set_connect_count();
2677 std_connect_set_host_connect_status();
2679 // let the create game screen know someone has joined
2680 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2681 multi_create_handle_join(&Net_players[net_player_num]);
2685 extern int Multi_client_update_times[MAX_PLAYERS];
2686 Multi_client_update_times[net_player_num] = -1;
2689 multi_rate_reset(net_player_num);
2692 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2693 int multi_process_restricted_keys(int k)
2695 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2698 // if the query timestamp is not set, don't do anything
2699 if(Multi_restr_query_timestamp == -1){
2703 // determine what keys to look for based upon the mode we're in
2704 switch(Multi_join_restr_mode){
2705 // normal restricted join, Y or N
2706 case MULTI_JOIN_RESTR_MODE_1:
2711 // team vs team, team 0 only has ships
2712 case MULTI_JOIN_RESTR_MODE_2:
2717 // team vs team, team 1 only has ships
2718 case MULTI_JOIN_RESTR_MODE_3:
2723 // team vs team, both teams have ships
2724 case MULTI_JOIN_RESTR_MODE_4:
2734 // check the keypress
2735 if((k == key1) || (k == key2)){
2736 // unset the timestamp
2737 Multi_restr_query_timestamp = -1;
2739 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2740 // actually gets into the mission
2741 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2743 // determine which team to put him on (if any)
2744 switch(Multi_join_restr_mode){
2745 // normal restricted join, Y or N
2746 case MULTI_JOIN_RESTR_MODE_1:
2747 team_val = (k == key1) ? 0 : -1;
2750 // team vs team, team 0 only has ships
2751 case MULTI_JOIN_RESTR_MODE_2:
2752 team_val = (k == key1) ? 0 : -1;
2755 // team vs team, team 1 only has ships
2756 case MULTI_JOIN_RESTR_MODE_3:
2757 team_val = (k == key1) ? 1 : -1;
2760 // team vs team, both teams have ships
2761 case MULTI_JOIN_RESTR_MODE_4:
2762 team_val = (k == key1) ? 0 : 1;
2767 team_val = -1; // JAS: Get rid of optimized warning
2771 // perform the proper response
2772 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2774 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2777 // otherwise tell the standalone to accept him
2780 send_host_restr_packet("null",1,team_val);
2782 send_host_restr_packet("null",2,-1);
2790 // didn't process any keys
2794 // determine the status of available player ships (use team_0 for non team vs. team situations)
2795 void multi_player_ships_available(int *team_0,int *team_1)
2803 moveup = GET_FIRST(&Ship_obj_list);
2804 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2805 // if this ship is flagged as OF_COULD_BE_PLAYER
2806 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2807 // get the team # for this ship
2808 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2809 if(mp_team_num == 0){
2811 } else if(mp_team_num == 1){
2816 moveup = GET_NEXT(moveup);
2820 // server should update the player's bank/link status with the data in the passed ship
2821 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2823 // don't process when the ship is dying.
2824 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2827 // primary bank status
2828 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2830 // primary link status
2831 pl->s_info.cur_link_status &= ~(1<<0);
2832 if(shipp->flags & SF_PRIMARY_LINKED){
2833 pl->s_info.cur_link_status |= (1<<0);
2836 // secondary bank status
2837 if ( shipp->weapons.current_secondary_bank < 0 ) {
2838 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2839 shipp->weapons.current_secondary_bank = 0;
2841 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2843 // secondary link status
2844 pl->s_info.cur_link_status &= ~(1<<1);
2845 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2846 pl->s_info.cur_link_status |= (1<<1);
2850 pl->s_info.ship_ets = 0x0000;
2852 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2854 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2856 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2858 Assert( pl->s_info.ship_ets != 0 );
2861 // flush the multidata cache directory
2862 void multi_flush_multidata_cache()
2864 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2866 // call the cfile function to flush the directory
2867 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2870 // flush all data from a previous mission before starting the next
2871 void multi_flush_mission_stuff()
2875 for(idx=0;idx<MAX_PLAYERS;idx++){
2876 if(MULTI_CONNECTED(Net_players[idx])){
2877 // unset all unneeded status bits
2878 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2880 // server is always "mission ok"
2881 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2882 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2885 // if this guy is a non-permanent observer, unset the appropriate flags
2886 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2887 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2891 multi_ping_reset(&Net_players[idx].s_info.ping);
2892 Net_players[idx].s_info.num_last_buttons = 0;
2893 Net_players[idx].s_info.wing_index_backup = 0;
2894 Net_players[idx].s_info.wing_index = 0;
2895 Net_players[idx].p_info.ship_class = -1;
2896 Net_players[idx].p_info.ship_index = -1;
2897 Net_players[idx].s_info.xfer_handle = -1;
2900 Net_players[idx].s_info.wing_index_backup = 0;
2903 Players[idx].objnum = -1;
2907 // reset netgame stuff
2908 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2912 // standalone servers should clear their goal trees now
2913 if(Game_mode & GM_STANDALONE_SERVER){
2914 std_multi_setup_goal_tree();
2917 // object signatures
2918 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2919 // We do this to resynchronize the host/server and all clients
2920 Next_ship_signature = SHIP_SIG_MIN;
2921 Next_asteroid_signature = ASTEROID_SIG_MIN;
2922 Next_non_perm_signature = NPERM_SIG_MIN;
2924 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2925 Multi_mission_loaded = 0;
2928 // should we ignore all controls and keypresses because of some multiplayer
2929 int multi_ignore_controls(int key)
2931 // if the multiplayer text messaging system is active, don't return any keys
2932 if((key > 0) && multi_msg_text_process(key)){
2936 // if the host of the game is being prompted to accept or deny a player in a restricted game
2937 if((key > 0) && multi_process_restricted_keys(key)){
2941 // if we're in text messaging mode, ignore controls
2942 if(multi_msg_text_mode()){
2946 // if the pause system wants to eat keys for a while
2947 if(multi_pause_eat_keys()){
2951 // multiplayer didn't eat the key
2955 // if the kill limit has been reached by any given player
2956 int multi_kill_limit_reached()
2960 // is the kill limit <= 0 ?
2961 // if so, consider it as _no_ kill limit
2962 if(Netgame.options.kill_limit <= 0){
2966 // look through all active, non-observer players
2967 for(idx=0;idx<MAX_PLAYERS;idx++){
2968 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)){
2969 // someone reached the limit
2974 // limit has not been reached yet
2978 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2979 void multi_display_chat_msg(char *msg, int player_index, int add_id)
2981 // if i'm a standalone, always add to the gui
2982 if(Game_mode & GM_STANDALONE_SERVER){
2983 std_add_chat_text(msg,player_index,add_id);
2988 if(Game_mode & GM_IN_MISSION){
2989 // if we're paused, send it to the chatbox
2990 if(Multi_pause_status){
2991 chatbox_add_line(msg, player_index, add_id);
2993 // otherwise print to the HUD
2995 multi_msg_display_mission_text(msg, player_index);
2998 // otherwise add it to the chatbox
3000 chatbox_add_line(msg, player_index, add_id);
3004 // fill in Current_file_checksum and Current_file_length
3005 void multi_get_mission_checksum(char *filename)
3009 Multi_current_file_checksum = 0xffff;
3010 Multi_current_file_length = -1;
3013 in = cfopen(filename,"rb");
3015 // get the length of the file
3016 Multi_current_file_length = cfilelength(in);
3019 in = cfopen(filename,"rb");
3021 // get the checksum of the file
3022 cf_chksum_short(in,&Multi_current_file_checksum);
3028 // if the file doesn't exist, setup some special values, so the server recognizes this
3030 Multi_current_file_checksum = 0xffff;
3031 Multi_current_file_length = -1;
3034 // don't transfew builtin missions
3035 if(multi_is_builtin_mission()){
3036 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3039 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3042 char multi_unit_to_char(float unit)
3055 ret = (char)(unit * 127.0f);
3059 float multi_char_to_unit(float val)
3063 ret = (float)val / 127.0f;
3076 // if we should render our ping time to the server in a multiplayer game
3077 int multi_show_ingame_ping()
3079 // always show it for now
3083 int multi_get_connection_speed()
3086 char *connection_speed;
3088 connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
3090 if ( !stricmp(connection_speed, NOX("Slow")) ) {
3091 cspeed = CONNECTION_SPEED_288;
3092 } else if ( !stricmp(connection_speed, NOX("56K")) ) {
3093 cspeed = CONNECTION_SPEED_56K;
3094 } else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
3095 cspeed = CONNECTION_SPEED_SISDN;
3096 } else if ( !stricmp(connection_speed, NOX("Cable")) ) {
3097 cspeed = CONNECTION_SPEED_CABLE;
3098 } else if ( !stricmp(connection_speed, NOX("Fast")) ) {
3099 cspeed = CONNECTION_SPEED_T1;
3101 cspeed = CONNECTION_SPEED_NONE;
3107 // return a MVALID_STATUS_* define based upon the passed string
3108 int multi_string_to_status(char *valid_string)
3110 return MVALID_STATUS_UNKNOWN;
3113 // if we're in tracker mode, do a validation update on all known missions
3114 void multi_update_valid_missions()
3116 char next_filename[MAX_FILENAME_LEN+1];
3117 char next_line[512];
3118 char status_string[50];
3122 int idx, file_index;
3125 // if we're a standalone, show a dialog saying "validating missions"
3126 if(Game_mode & GM_STANDALONE_SERVER){
3127 std_create_gen_dialog("Validating missions");
3128 std_gen_set_text("Querying:",1);
3131 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3132 for(idx=0; idx<Multi_create_mission_count; idx++){
3133 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3136 // attempt to open the valid mission config file
3137 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3139 // read in all listed missions
3142 memset(next_line, 0, 512);
3143 cfgets(next_line, 512, in);
3144 drop_trailing_white_space(next_line);
3145 drop_leading_white_space(next_line);
3147 // read in a filename
3148 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3149 memset(temp, 0, 256);
3150 tok = strtok(next_line, " ");
3155 drop_trailing_white_space(temp);
3156 drop_leading_white_space(temp);
3157 strcpy(next_filename, temp);
3159 // read in the status string
3160 memset(status_string, 0, 50);
3161 memset(temp, 0, 256);
3162 tok = strtok(NULL," \n");
3167 drop_trailing_white_space(temp);
3168 drop_leading_white_space(temp);
3169 strcpy(status_string, temp);
3171 // try and find the file
3172 file_index = multi_create_lookup_mission(next_filename);
3173 if(file_index >= 0){
3174 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3183 // now poll for all unknown missions
3186 // if the operation was cancelled, don't write anything new
3188 // if we're a standalone, kill the validate dialog
3189 if(Game_mode & GM_STANDALONE_SERVER){
3190 std_destroy_gen_dialog();
3196 // now rewrite the outfile with the new mission info
3197 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3199 // if we're a standalone, kill the validate dialog
3200 if(Game_mode & GM_STANDALONE_SERVER){
3201 std_destroy_gen_dialog();
3206 for(idx=0; idx<Multi_create_mission_count; idx++){
3207 switch(Multi_create_mission_list[idx].valid_status){
3208 case MVALID_STATUS_VALID:
3209 cfputs(Multi_create_mission_list[idx].filename, in);
3210 cfputs(NOX(" valid"), in);
3211 cfputs(NOX("\n"), in);
3214 case MVALID_STATUS_INVALID:
3215 cfputs(Multi_create_mission_list[idx].filename, in);
3216 cfputs(NOX(" invalid"), in);
3217 cfputs(NOX("\n"), in);
3222 // close the outfile
3226 // if we're a standalone, kill the validate dialog
3227 if(Game_mode & GM_STANDALONE_SERVER){
3228 std_destroy_gen_dialog();
3232 // get a new id# for a player
3233 short multi_get_new_id()
3235 if(Multi_id_num > 20000){
3239 return Multi_id_num++;
3243 // ------------------------------------
3246 DCF(multi,"changes multiplayer settings")
3249 dc_get_arg(ARG_STRING);
3251 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3254 } else if(strcmp(Dc_arg, "stats")==0) {
3255 // multi_toggle_stats();
3256 } else if(strcmp(Dc_arg, "show_stats")==0) {
3257 // multi_show_basic_stats(0);
3258 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3259 // multi_show_basic_stats(1);
3261 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3263 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3264 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3265 Netgame.respawn = 9999;
3266 Netgame.options.respawn = 9999;
3268 // if i'm the server, send a netgame update
3269 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3270 send_netgame_update_packet();
3273 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3274 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3275 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3276 multi_options_update_netgame();
3278 } else if(strcmp(Dc_arg, "make_players")==0){
3280 multi_make_fake_players(MAX_PLAYERS);
3282 } else if(strcmp(Dc_arg, "givecd")==0){
3283 extern int Multi_has_cd;
3285 } else if(strcmp(Dc_arg, "oo")==0){
3288 dc_get_arg(ARG_INT);
3289 if(Dc_arg_type & ARG_INT){
3290 new_flags = Dc_arg_int;
3293 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3294 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3295 } else if(strcmp(Dc_arg, "oo_sort")==0){
3300 dc_printf("Network object sorting ENABLED\n");
3302 dc_printf("Network object sorting DISABLED\n");
3310 // PXO crc checking stuff
3313 void multi_spew_pxo_checksums(int max_files, char *outfile)
3316 char full_name[MAX_FILENAME_LEN+1];
3317 char wild_card[256];
3322 // allocate filename space
3323 file_names = (char**)malloc(sizeof(char*) * max_files);
3324 if(file_names != NULL){
3325 memset(wild_card, 0, 256);
3326 strcpy(wild_card, NOX("*"));
3327 strcat(wild_card, FS_MISSION_FILE_EXT);
3328 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3331 out = fopen(outfile, "wt");
3336 // do all the checksums
3337 for(idx=0; idx<count; idx++){
3338 memset(full_name, 0, MAX_FILENAME_LEN+1);
3339 strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
3341 if(cf_chksum_long(full_name, &checksum)){
3342 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3351 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3355 dc_get_arg(ARG_INT);
3356 if(Dc_arg_type & ARG_INT){
3357 max_files = Dc_arg_int;
3359 dc_get_arg(ARG_STRING);
3360 if(Dc_arg_type & ARG_STRING){
3361 multi_spew_pxo_checksums(max_files, Dc_arg);
3368 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3370 void multi_make_fake_players(int count)
3374 for(idx=0;idx<count;idx++){
3375 if(!MULTI_CONNECTED(Net_players[idx])){
3376 Net_players[idx].player = &Players[idx];
3377 sprintf(Net_players[idx].player->callsign,"Player %d",idx);
3378 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3384 // ---------------------------------------------------------------------------------------------------------------------
3385 // PACK UNPACK STUFF
3389 #pragma optimize("", off)
3392 typedef struct bitbuffer {
3399 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3402 bitbuf->mask = 0x80;
3403 bitbuf->data = data;
3404 bitbuf->org_data = data;
3407 int bitbuffer_write_flush( bitbuffer *bitbuf )
3409 // Flush to next byte
3410 if ( bitbuf->mask != 0x80 ) {
3411 *bitbuf->data++ = (ubyte)bitbuf->rack;
3413 return bitbuf->data-bitbuf->org_data;
3416 int bitbuffer_read_flush( bitbuffer *bitbuf )
3418 return bitbuf->data-bitbuf->org_data;
3421 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3425 mask = 1L << ( bit_count - 1 );
3426 while ( mask != 0) {
3427 if ( mask & data ) {
3428 bitbuf->rack |= bitbuf->mask;
3431 if ( bitbuf->mask == 0 ) {
3432 *bitbuf->data++=(ubyte)bitbuf->rack;
3434 bitbuf->mask = 0x80;
3440 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3445 mask = 1L << ( bit_count - 1 );
3448 while ( mask != 0) {
3449 if ( bitbuf->mask == 0x80 ) {
3450 bitbuf->rack = *bitbuf->data++;
3452 if ( bitbuf->rack & bitbuf->mask ) {
3453 return_value |= mask;
3457 if ( bitbuf->mask == 0 ) {
3458 bitbuf->mask = 0x80;
3462 return return_value;
3465 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3470 mask = 1L << ( bit_count - 1 );
3473 while ( mask != 0) {
3474 if ( bitbuf->mask == 0x80 ) {
3475 bitbuf->rack = *bitbuf->data++;
3477 if ( bitbuf->rack & bitbuf->mask ) {
3478 return_value |= mask;
3482 if ( bitbuf->mask == 0 ) {
3483 bitbuf->mask = 0x80;
3487 // sign extend return value
3488 return_value <<= (32-bit_count);
3490 return ((int)return_value)>>(32-bit_count);
3495 // Packs/unpacks an object position.
3496 // Returns number of bytes read or written.
3497 // #define OO_POS_RET_SIZE 9
3498 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3502 bitbuffer_init(&buf,data);
3509 a = fl2i(pos->x*105.0f+0.5f);
3510 b = fl2i(pos->y*105.0f+0.5f);
3511 c = fl2i(pos->z*105.0f+0.5f);
3512 CAP(a,-8388608,8388607);
3513 CAP(b,-8388608,8388607);
3514 CAP(c,-8388608,8388607);
3516 bitbuffer_put( &buf, (uint)a, 24 );
3517 bitbuffer_put( &buf, (uint)b, 24 );
3518 bitbuffer_put( &buf, (uint)c, 24 );
3521 return bitbuffer_write_flush(&buf);
3526 a = bitbuffer_get_signed(&buf,24);
3527 b = bitbuffer_get_signed(&buf,24);
3528 c = bitbuffer_get_signed(&buf,24);
3530 pos->x = i2fl(a)/105.0f;
3531 pos->y = i2fl(b)/105.0f;
3532 pos->z = i2fl(c)/105.0f;
3534 return bitbuffer_read_flush(&buf);
3538 int degenerate_count = 0;
3539 int non_degenerate_count = 0;
3542 hack = ((ushort)orient->fvec.x * 32767);
3543 memcpy(&hack, &orient->fvec.x, 4);
3544 bitbuffer_put( &buf, hack, 32 );
3545 memcpy(&hack, &orient->fvec.y, 4);
3546 bitbuffer_put( &buf, hack, 32 );
3547 memcpy(&hack, &orient->fvec.z, 4);
3548 bitbuffer_put( &buf, hack, 32 );
3550 memcpy(&hack, &orient->uvec.x, 4);
3551 bitbuffer_put( &buf, hack, 32 );
3552 memcpy(&hack, &orient->uvec.y, 4);
3553 bitbuffer_put( &buf, hack, 32 );
3554 memcpy(&hack, &orient->uvec.z, 4);
3555 bitbuffer_put( &buf, hack, 32 );
3557 memcpy(&hack, &orient->rvec.x, 4);
3558 bitbuffer_put( &buf, hack, 32 );
3559 memcpy(&hack, &orient->rvec.y, 4);
3560 bitbuffer_put( &buf, hack, 32 );
3561 memcpy(&hack, &orient->rvec.z, 4);
3562 bitbuffer_put( &buf, hack, 32 );*/
3565 hack = bitbuffer_get_unsigned(&buf, 32);
3566 memcpy(&orient->fvec.x, &hack, 4);
3567 hack = bitbuffer_get_unsigned(&buf, 32);
3568 memcpy(&orient->fvec.y, &hack, 4);
3569 hack = bitbuffer_get_unsigned(&buf, 32);
3570 memcpy(&orient->fvec.z, &hack, 4);
3572 hack = bitbuffer_get_unsigned(&buf, 32);
3573 memcpy(&orient->uvec.x, &hack, 4);
3574 hack = bitbuffer_get_unsigned(&buf, 32);
3575 memcpy(&orient->uvec.y, &hack, 4);
3576 hack = bitbuffer_get_unsigned(&buf, 32);
3577 memcpy(&orient->uvec.z, &hack, 4);
3579 hack = bitbuffer_get_unsigned(&buf, 32);
3580 memcpy(&orient->rvec.x, &hack, 4);
3581 hack = bitbuffer_get_unsigned(&buf, 32);
3582 memcpy(&orient->rvec.y, &hack, 4);
3583 hack = bitbuffer_get_unsigned(&buf, 32);
3584 memcpy(&orient->rvec.z, &hack, 4);*/
3586 // Packs/unpacks an orientation matrix.
3587 // Returns number of bytes read or written.
3588 // #define OO_ORIENT_RET_SIZE 6
3589 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3593 bitbuffer_init(&buf, data + 1);
3601 #define D_SCALE 32768.0f
3602 #define D_MAX_RANGE 32767
3603 #define D_MIN_RANGE -32768
3605 #define N_SCALE 2048.0f
3606 #define N_MAX_RANGE 2047
3607 #define N_MIN_RANGE -2048
3610 // degenerate case - send the whole orient matrix
3611 vm_extract_angles_matrix(&ang, orient);
3612 if((ang.h > 3.130) && (ang.h < 3.150)){
3618 a = fl2i(orient->fvec.x * D_SCALE);
3619 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3620 bitbuffer_put( &buf, a, 16 );
3621 a = fl2i(orient->fvec.y * D_SCALE);
3622 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3623 bitbuffer_put( &buf, a, 16 );
3624 a = fl2i(orient->fvec.z * D_SCALE);
3625 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3626 bitbuffer_put( &buf, a, 16 );
3628 a = fl2i(orient->uvec.x * D_SCALE);
3629 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3630 bitbuffer_put( &buf, a, 16 );
3631 a = fl2i(orient->uvec.y * D_SCALE);
3632 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3633 bitbuffer_put( &buf, a, 16 );
3634 a = fl2i(orient->uvec.z * D_SCALE);
3635 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3636 bitbuffer_put( &buf, a, 16 );
3638 a = fl2i(orient->rvec.x * D_SCALE);
3639 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3640 bitbuffer_put( &buf, a, 16 );
3641 a = fl2i(orient->rvec.y * D_SCALE);
3642 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3643 bitbuffer_put( &buf, a, 16 );
3644 a = fl2i(orient->rvec.z * D_SCALE);
3645 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3646 bitbuffer_put( &buf, a, 16 );
3648 non_degenerate_count++;
3650 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3651 // Have theta, which is an angle between 0 and PI.
3652 // Convert it to be between -1.0f and 1.0f
3653 theta = theta*2.0f/PI-1.0f;
3656 a = fl2i(rot_axis.x*N_SCALE);
3657 b = fl2i(rot_axis.y*N_SCALE);
3658 c = fl2i(rot_axis.z*N_SCALE);
3659 d = fl2i(theta*N_SCALE);
3661 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3662 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3663 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3664 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3666 bitbuffer_put( &buf, (uint)a, 12 );
3667 bitbuffer_put( &buf, (uint)b, 12 );
3668 bitbuffer_put( &buf, (uint)c, 12 );
3669 bitbuffer_put( &buf, (uint)d, 12 );
3672 // flag for degenerate case
3675 return bitbuffer_write_flush(&buf) + 1;
3681 a = bitbuffer_get_signed(&buf, 16);
3682 orient->fvec.x = i2fl(a) / D_SCALE;
3683 a = bitbuffer_get_signed(&buf, 16);
3684 orient->fvec.y = i2fl(a) / D_SCALE;
3685 a = bitbuffer_get_signed(&buf, 16);
3686 orient->fvec.z = i2fl(a) / D_SCALE;
3688 a = bitbuffer_get_signed(&buf, 16);
3689 orient->uvec.x = i2fl(a) / D_SCALE;
3690 a = bitbuffer_get_signed(&buf, 16);
3691 orient->uvec.y = i2fl(a) / D_SCALE;
3692 a = bitbuffer_get_signed(&buf, 16);
3693 orient->uvec.z = i2fl(a) / D_SCALE;
3695 a = bitbuffer_get_signed(&buf, 16);
3696 orient->rvec.x = i2fl(a) / D_SCALE;
3697 a = bitbuffer_get_signed(&buf, 16);
3698 orient->rvec.y = i2fl(a) / D_SCALE;
3699 a = bitbuffer_get_signed(&buf, 16);
3700 orient->rvec.z = i2fl(a) / D_SCALE;
3702 a = bitbuffer_get_signed(&buf,12);
3703 b = bitbuffer_get_signed(&buf,12);
3704 c = bitbuffer_get_signed(&buf,12);
3705 d = bitbuffer_get_signed(&buf,12);
3708 rot_axis.x = i2fl(a)/N_SCALE;
3709 rot_axis.y = i2fl(b)/N_SCALE;
3710 rot_axis.z = i2fl(c)/N_SCALE;
3711 theta = i2fl(d)/N_SCALE;
3713 // Convert theta back to range 0-PI
3714 theta = (theta+1.0f)*PI/2.0f;
3716 vm_quaternion_rotate(orient, theta, &rot_axis);
3718 vm_orthogonalize_matrix(orient);
3721 return bitbuffer_read_flush(&buf) + 1;
3726 // Packs/unpacks an orientation matrix.
3727 // Returns number of bytes read or written.
3728 // #define OO_ORIENT_RET_SIZE 6
3730 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3734 bitbuffer_init(&buf,data);
3742 // if our heading is 3.14 radians
3744 //vm_extract_angles_matrix(&a, orient);
3745 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3748 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3749 // Have theta, which is an angle between 0 and PI.
3750 // Convert it to be between -1.0f and 1.0f
3751 theta = theta*2.0f/PI-1.0f;
3753 #define SCALE 2048.0f
3755 #define MAX_RANGE 2047
3756 #define MIN_RANGE -2048
3759 a = fl2i(rot_axis.x*SCALE);
3760 b = fl2i(rot_axis.y*SCALE);
3761 c = fl2i(rot_axis.z*SCALE);
3762 d = fl2i(theta*SCALE);
3764 CAP(a,MIN_RANGE,MAX_RANGE);
3765 CAP(b,MIN_RANGE,MAX_RANGE);
3766 CAP(c,MIN_RANGE,MAX_RANGE);
3767 CAP(d,MIN_RANGE,MAX_RANGE);
3770 bitbuffer_put( &buf, (uint)a, 12 );
3771 bitbuffer_put( &buf, (uint)b, 12 );
3772 bitbuffer_put( &buf, (uint)c, 12 );
3773 bitbuffer_put( &buf, (uint)d, 12 );
3775 return bitbuffer_write_flush(&buf);
3779 a = bitbuffer_get_signed(&buf,12);
3780 b = bitbuffer_get_signed(&buf,12);
3781 c = bitbuffer_get_signed(&buf,12);
3782 d = bitbuffer_get_signed(&buf,12);
3785 rot_axis.x = i2fl(a)/SCALE;
3786 rot_axis.y = i2fl(b)/SCALE;
3787 rot_axis.z = i2fl(c)/SCALE;
3788 theta = i2fl(d)/SCALE;
3790 // Convert theta back to range 0-PI
3791 theta = (theta+1.0f)*PI/2.0f;
3793 vm_quaternion_rotate(orient, theta, &rot_axis);
3795 vm_orthogonalize_matrix(orient);
3797 return bitbuffer_read_flush(&buf);
3802 // Packs/unpacks velocity
3803 // Returns number of bytes read or written.
3804 // #define OO_VEL_RET_SIZE 4
3805 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3809 bitbuffer_init(&buf,data);
3816 r = vm_vec_dot( &orient->rvec, &pi->vel );
3817 u = vm_vec_dot( &orient->uvec, &pi->vel );
3818 f = vm_vec_dot( &orient->fvec, &pi->vel );
3826 bitbuffer_put( &buf, (uint)a, 10 );
3827 bitbuffer_put( &buf, (uint)b, 10 );
3828 bitbuffer_put( &buf, (uint)c, 10 );
3830 return bitbuffer_write_flush(&buf);
3834 a = bitbuffer_get_signed(&buf,10);
3835 b = bitbuffer_get_signed(&buf,10);
3836 c = bitbuffer_get_signed(&buf,10);
3841 // Convert into world coordinates
3842 vm_vec_zero(&pi->vel);
3843 vm_vec_scale_add2( &pi->vel, &orient->rvec, r );
3844 vm_vec_scale_add2( &pi->vel, &orient->uvec, u );
3845 vm_vec_scale_add2( &pi->vel, &orient->fvec, f );
3847 return bitbuffer_read_flush(&buf);
3851 // Packs/unpacks desired_velocity
3852 // Returns number of bytes read or written.
3853 // #define OO_DESIRED_VEL_RET_SIZE 3
3854 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3858 bitbuffer_init(&buf,data);
3865 max_vel.x = max( sip->max_vel.x, sip->afterburner_max_vel.x );
3866 max_vel.y = max( sip->max_vel.y, sip->afterburner_max_vel.y );
3867 max_vel.z = max( sip->max_vel.z, sip->afterburner_max_vel.z );
3870 // Find desired vel in local coordinates
3871 // Velocity can be from -1024 to 1024
3873 // bitfields for each value
3874 if(max_vel.x > 0.0f){
3877 if(max_vel.y > 0.0f){
3880 if(max_vel.z > 0.0f){
3883 // fields = sip - Ship_info;
3884 bitbuffer_put(&buf, (uint)fields, 8);
3886 r = vm_vec_dot( &orient->rvec, &pi->desired_vel );
3887 u = vm_vec_dot( &orient->uvec, &pi->desired_vel );
3888 f = vm_vec_dot( &orient->fvec, &pi->desired_vel );
3890 if ( max_vel.x > 0.0f ) {
3892 a = fl2i( r * 128.0f );
3894 bitbuffer_put( &buf, (uint)a, 8 );
3897 if ( max_vel.y > 0.0f ) {
3899 a = fl2i( u * 128.0f );
3901 bitbuffer_put( &buf, (uint)a, 8 );
3904 if ( max_vel.z > 0.0f ) {
3906 a = fl2i( f * 128.0f );
3908 bitbuffer_put( &buf, (uint)a, 8 );
3911 return bitbuffer_write_flush(&buf);
3914 // Find desired vel in local coordinates
3915 // Velocity can be from -1024 to 1024
3917 // get the fields bitbuffer
3918 fields = bitbuffer_get_signed(&buf, 8);
3920 if ( fields & (1<<0) ) {
3921 a = bitbuffer_get_signed(&buf,8);
3927 if ( fields & (1<<1) ) {
3928 a = bitbuffer_get_signed(&buf,8);
3934 if ( fields & (1<<2) ) {
3935 a = bitbuffer_get_signed(&buf,8);
3941 // Convert into world coordinates
3942 vm_vec_zero(&pi->vel);
3943 vm_vec_scale_add2( &pi->desired_vel, &orient->rvec, r*max_vel.x );
3944 vm_vec_scale_add2( &pi->desired_vel, &orient->uvec, u*max_vel.y );
3945 vm_vec_scale_add2( &pi->desired_vel, &orient->fvec, f*max_vel.z );
3947 return bitbuffer_read_flush(&buf);
3951 // Packs/unpacks rotational velocity
3952 // Returns number of bytes read or written.
3953 // #define OO_ROTVEL_RET_SIZE 4
3954 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3958 bitbuffer_init(&buf,data);
3963 // output rotational velocity
3964 a = fl2i(pi->rotvel.x*32.0f);
3965 b = fl2i(pi->rotvel.y*32.0f);
3966 c = fl2i(pi->rotvel.z*32.0f);
3970 bitbuffer_put( &buf, (uint)a, 10 );
3971 bitbuffer_put( &buf, (uint)b, 10 );
3972 bitbuffer_put( &buf, (uint)c, 10 );
3975 return bitbuffer_write_flush(&buf);
3979 // unpack rotational velocity
3980 a = bitbuffer_get_signed(&buf,10);
3981 b = bitbuffer_get_signed(&buf,10);
3982 c = bitbuffer_get_signed(&buf,10);
3983 pi->rotvel.x = i2fl(a)/32.0f;
3984 pi->rotvel.y = i2fl(b)/32.0f;
3985 pi->rotvel.z = i2fl(c)/32.0f;
3987 return bitbuffer_read_flush(&buf);
3991 // Packs/unpacks desired rotvel
3992 // Returns number of bytes read or written.
3993 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
3994 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3999 bitbuffer_init(&buf,data);
4005 // use ship_info values for max_rotvel instead of taking it from physics info
4007 // bitfields for each value
4008 if(sip->max_rotvel.x > 0.0f){
4011 if(sip->max_rotvel.y > 0.0f){
4014 if(sip->max_rotvel.z > 0.0f){
4018 bitbuffer_put(&buf, (uint)fields, 8);
4020 // output desired rotational velocity as a percent of max
4021 if ( sip->max_rotvel.x > 0.0f ) {
4022 a = fl2i( pi->desired_rotvel.x*128.0f / sip->max_rotvel.x );
4024 bitbuffer_put( &buf, (uint)a, 8 );
4027 if ( sip->max_rotvel.y > 0.0f ) {
4028 a = fl2i( pi->desired_rotvel.y*128.0f / sip->max_rotvel.y );
4030 bitbuffer_put( &buf, (uint)a, 8 );
4033 if ( sip->max_rotvel.z > 0.0f ) {
4034 a = fl2i( pi->desired_rotvel.z*128.0f / sip->max_rotvel.z );
4036 bitbuffer_put( &buf, (uint)a, 8 );
4039 return bitbuffer_write_flush(&buf);
4041 fields = bitbuffer_get_signed(&buf, 8);
4043 // unpack desired rotational velocity
4044 if ( fields & (1<<0) ) {
4045 a = bitbuffer_get_signed(&buf,8);
4050 if ( fields & (1<<1) ) {
4051 a = bitbuffer_get_signed(&buf,8);
4056 if ( fields & (1<<2) ) {
4057 a = bitbuffer_get_signed(&buf,8);
4062 pi->desired_rotvel.x = r*sip->max_rotvel.x;
4063 pi->desired_rotvel.y = u*sip->max_rotvel.y;
4064 pi->desired_rotvel.z = f*sip->max_rotvel.z;
4066 return bitbuffer_read_flush(&buf);
4071 #pragma optimize("", on)