2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/multi.c,v $
18 * $Date: 2002-08-30 01:01:18 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
23 * Revision 1.5 2001/10/23 21:53:19 bradleyb
24 * No longer #ifdef'ing out the whole file. RCS header added
85 void multi_reset_player_object(object *objp);
86 void multi_reset_object_texture (object *objp);
87 void multi_add_lifetime_killed ();
88 void multi_add_lifetime_kills ();
89 void multi_send_play_by_play (int num,int spnum,int dpnum);
90 void multi_send_heartbeat ();
91 void multi_send_modem_ping ();
92 void multi_cap_objects ();
93 void multi_adjust_remote_cap (int pnum);
94 void multi_save_game(ubyte slot, uint id, char *desc);
95 void multi_restore_game(ubyte slot, uint id);
96 void multi_set_robot_ai(void);
97 void multi_send_powerup_update ();
98 void bash_to_shield (int i,char *s);
99 void init_hoard_data();
100 void multi_apply_goal_textures();
101 int find_goal_texture (ubyte t);
102 void multi_bad_restore ();
103 void multi_do_capture_bonus(char *buf);
104 void multi_do_orb_bonus(char *buf);
105 void multi_send_drop_flag (int objnum,int seed);
106 void multi_send_ranking ();
107 void multi_do_play_by_play (char *buf);
110 // Local macros and prototypes
115 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
117 void drop_player_eggs(object *player); // from collide.c
118 void GameLoop(int, int); // From game.c
124 extern vms_vector MarkerPoint[];
125 extern char MarkerMessage[16][40];
126 extern char MarkerOwner[16][40];
127 extern int MarkerObject[];
129 int control_invul_time = 0;
130 int who_killed_controlcen = -1; // -1 = noone
132 //do we draw the kill list on the HUD?
133 int Show_kill_list = 1;
134 int Show_reticle_name = 1;
135 fix Show_kill_list_timer = 0;
137 char Multi_is_guided=0;
138 char PKilledFlags[MAX_NUM_NET_PLAYERS];
140 int multi_sending_message = 0;
141 int multi_defining_message = 0;
142 int multi_message_index = 0;
144 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
146 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
147 short local_to_remote[MAX_OBJECTS];
148 byte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
150 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
151 int Net_create_loc = 0; // pointer into previous array
152 int Network_laser_fired = 0; // How many times we shot
153 int Network_laser_gun; // Which gun number we shot
154 int Network_laser_flags; // Special flags for the shot
155 int Network_laser_level; // What level
156 short Network_laser_track; // Who is it tracking?
157 char Network_message[MAX_MESSAGE_LEN];
158 char Network_message_macro[4][MAX_MESSAGE_LEN];
159 int Network_message_reciever=-1;
160 int sorted_kills[MAX_NUM_NET_PLAYERS];
161 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
162 int multi_goto_secret = 0;
164 int multi_in_menu = 0;
165 int multi_leave_menu = 0;
166 int multi_quit_game = 0;
168 netgame_info Netgame;
169 AllNetPlayers_info NetPlayers;
171 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
173 typedef struct netplayer_stats {
175 ubyte Player_num; // Who am i?
176 uint flags; // Powerup flags, see below...
177 fix energy; // Amount of energy remaining.
178 fix shields; // shields remaining (protection)
179 ubyte lives; // Lives remaining, 0 = game over.
180 ubyte laser_level; // Current level of the laser.
181 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
182 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
183 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
184 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
185 int last_score; // Score at beginning of current level.
186 int score; // Current score.
187 fix cloak_time; // Time cloaked
188 fix invulnerable_time; // Time invulnerable
189 fix homing_object_dist; // Distance of nearest homing object.
191 short net_killed_total; // Number of times killed total
192 short net_kills_total; // Number of net kills total
193 short num_kills_level; // Number of kills this level
194 short num_kills_total; // Number of kills total
195 short num_robots_level; // Number of initial robots this level
196 short num_robots_total; // Number of robots total
197 ushort hostages_rescued_total; // Total number of hostages rescued.
198 ushort hostages_total; // Total number of hostages.
199 ubyte hostages_on_board; // Number of hostages on ship.
203 int message_length[MULTI_MAX_TYPE+1] = {
209 97+9, // PLAYER_EXPLODE
210 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
220 2, // CREATE_EXPLOSION
221 16, // CONTROLCEN_FIRE
223 19, // CREATE_POWERUP
227 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
235 27, // ROBOT_POWERUPS
237 2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
238 2+4, //RESTORE_GAME (ubyte slot, uint id)
239 1+1, // MULTI_REQ_PLAYER
240 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
242 12, // MULTI_DROP_WEAPON
244 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
246 26, //MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
248 11, // MULTI_STOLEN_ITEMS
249 6, // MULTI_WALL_STATUS
250 5, // MULTI_HEARTBEAT
251 9, // MULTI_KILLGOALS
254 2, // MULTI_START_TRIGGER
256 2, // MULTI_DROP_BLOB
257 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
258 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
259 4, // MULTI_SOUND_FUNCTION
260 2, // MULTI_CAPTURE_BONUS
262 12, // MULTI_DROP_FLAG
263 142, // MULTI_ROBOT_CONTROLS
264 2, // MULTI_FINISH_GAME
266 1, // MULTI_MODEM_PING
267 1, // MULTI_MODEM_PING_RETURN
268 3, // MULTI_ORB_BONUS
270 12, // MULTI_DROP_ORB
271 4, // MULTI_PLAY_BY_PLAY
274 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
275 void use_netplayer_stats( player * ps, netplayer_stats *pd );
276 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
277 extern fix ThisLevelTime;
280 // Functions that replace what used to be macros
283 int objnum_remote_to_local(int remote_objnum, int owner)
285 // Map a remote object number from owner to a local object number
289 if ((owner >= N_players) || (owner < -1)) {
291 return(remote_objnum);
295 return(remote_objnum);
297 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
300 result = remote_to_local[owner][remote_objnum];
304 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
309 if (object_owner[result] != owner)
311 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
314 // Assert(object_owner[result] == owner);
319 int objnum_local_to_remote(int local_objnum, byte *owner)
321 // Map a local object number to a remote + owner
325 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
330 *owner = object_owner[local_objnum];
333 return(local_objnum);
335 if ((*owner >= N_players) || (*owner < -1)) {
341 result = local_to_remote[local_objnum];
343 // mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
348 Int3(); // See Rob, object has no remote number!
355 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
357 // Add a mapping from a network remote object number to a local one
359 Assert(local_objnum > -1);
360 Assert(remote_objnum > -1);
362 Assert(owner != Player_num);
363 Assert(local_objnum < MAX_OBJECTS);
364 Assert(remote_objnum < MAX_OBJECTS);
366 object_owner[local_objnum] = owner;
368 remote_to_local[owner][remote_objnum] = local_objnum;
369 local_to_remote[local_objnum] = remote_objnum;
375 map_objnum_local_to_local(int local_objnum)
377 // Add a mapping for our locally created objects
379 Assert(local_objnum > -1);
380 Assert(local_objnum < MAX_OBJECTS);
382 object_owner[local_objnum] = Player_num;
383 remote_to_local[Player_num][local_objnum] = local_objnum;
384 local_to_remote[local_objnum] = local_objnum;
390 // Part 1 : functions whose main purpose in life is to divert the flow
391 // of execution to either network or serial specific code based
392 // on the curretn Game_mode value.
396 multi_endlevel_score(void)
401 // Show a score list to end of net players
403 // Save connect state and change to new connect state
405 if (Game_mode & GM_NETWORK)
407 old_connect = Players[Player_num].connected;
408 if (Players[Player_num].connected!=3)
409 Players[Player_num].connected = CONNECT_END_MENU;
410 Network_status = NETSTAT_ENDLEVEL;
415 // Do the actual screen we wish to show
417 Function_mode = FMODE_MENU;
419 kmatrix_view(Game_mode & GM_NETWORK);
421 Function_mode = FMODE_GAME;
423 // Restore connect state
425 if (Game_mode & GM_NETWORK)
427 Players[Player_num].connected = old_connect;
431 if (Game_mode & GM_MULTI_COOP)
434 for (i = 0; i < MaxNumNetPlayers; i++)
436 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
438 for (i = 0; i < MaxNumNetPlayers; i++)
439 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
443 for (i=0;i<MAX_PLAYERS;i++)
444 Players[i].KillGoalCount=0;
446 for (i=0;i<MAX_POWERUP_TYPES;i++)
448 MaxPowerupsAllowed[i]=0;
457 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
460 if (Netgame.team_vector & (1 << pnum))
467 multi_choose_mission(int *anarchy_only)
471 char *m[MAX_MISSIONS];
472 int new_mission_num = 0;
476 n_missions = build_mission_list(1);
478 if (n_missions > 1) {
481 for (i=0;i<n_missions;i++) {
482 m[i] = Mission_list[i].mission_name;
483 if ( !stricmp( m[i], config_last_mission ) )
487 ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
488 new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
490 if (new_mission_num == -1)
493 strcpy(config_last_mission, m[new_mission_num] );
495 if (!load_mission(new_mission_num)) {
496 nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
500 *anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
502 return(new_mission_num);
505 extern void game_disable_cheats();
512 // Reset variables for a new net game
514 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
516 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
519 Players[i].net_killed_total = 0;
520 Players[i].net_kills_total = 0;
521 Players[i].flags = 0;
522 Players[i].KillGoalCount=0;
526 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
528 robot_controlled[i] = -1;
529 robot_agitation[i] = 0;
534 team_kills[0] = team_kills[1] = 0;
535 Endlevel_sequence = 0;
537 multi_leave_menu = 0;
540 game_disable_cheats();
542 Dead_player_camera = 0;
546 multi_make_player_ghost(int playernum)
550 // Assert(playernum != Player_num);
551 // Assert(playernum < MAX_NUM_NET_PLAYERS);
553 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
555 Int3(); // Non-terminal, see Rob
559 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
560 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
562 obj = &Objects[Players[playernum].objnum];
564 obj->type = OBJ_GHOST;
565 obj->render_type = RT_NONE;
566 obj->movement_type = MT_NONE;
567 multi_reset_player_object(obj);
569 if (Game_mode & GM_MULTI_ROBOTS)
570 multi_strip_robots(playernum);
574 multi_make_ghost_player(int playernum)
578 // Assert(playernum != Player_num);
579 // Assert(playernum < MAX_NUM_NET_PLAYERS);
581 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
583 Int3(); // Non-terminal, see rob
587 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
588 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
590 obj = &Objects[Players[playernum].objnum];
592 obj->type = OBJ_PLAYER;
593 obj->movement_type = MT_PHYSICS;
594 multi_reset_player_object(obj);
597 int multi_get_kill_list(int *plist)
599 // Returns the number of active net players and their
600 // sorted order of kills
604 for (i = 0; i < N_players; i++)
605 // if (Players[sorted_kills[i]].connected)
606 plist[n++] = sorted_kills[i];
609 Int3(); // SEE ROB OR MATT
611 // memcpy(plist, sorted_kills, N_players*sizeof(int));
617 multi_sort_kill_list(void)
619 // Sort the kills list each time a new kill is added
621 int kills[MAX_NUM_NET_PLAYERS];
625 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
628 if (Game_mode & GM_MULTI_COOP)
629 kills[i] = Players[i].score;
632 if (Show_kill_list==2)
634 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
635 kills[i]=-1; // always draw the ones without any ratio last
637 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
640 kills[i] = Players[i].net_kills_total;
646 for (i = 0; i < N_players-1; i++)
648 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
650 changed = sorted_kills[i];
651 sorted_kills[i] = sorted_kills[i+1];
652 sorted_kills[i+1] = changed;
657 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
660 extern object *obj_find_first_of_type (int);
661 char Multi_killed_yourself=0;
663 void multi_compute_kill(int killer, int killed)
665 // Figure out the results of a network kills and add it to the
666 // appropriate player's tally.
668 int killed_pnum, killed_type;
669 int killer_pnum, killer_type,killer_id;
671 char killed_name[(CALLSIGN_LEN*2)+4];
672 char killer_name[(CALLSIGN_LEN*2)+4];
674 kmatrix_kills_changed = 1;
675 Multi_killed_yourself=0;
677 // Both object numbers are localized already!
679 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
681 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
683 Int3(); // See Rob, illegal value passed to compute_kill;
687 killed_type = Objects[killed].type;
688 killer_type = Objects[killer].type;
689 killer_id = Objects[killer].id;
691 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
693 Int3(); // compute_kill passed non-player object!
697 killed_pnum = Objects[killed].id;
699 PKilledFlags[killed_pnum]=1;
701 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
703 if (Game_mode & GM_TEAM)
704 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
706 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
708 if (Newdemo_state == ND_STATE_RECORDING)
709 newdemo_record_multi_death(killed_pnum);
711 digi_play_sample( SOUND_HUD_KILL, F3_0 );
713 if (Control_center_destroyed)
714 Players[killed_pnum].connected=3;
716 if (killer_type == OBJ_CNTRLCEN)
718 Players[killed_pnum].net_killed_total++;
719 Players[killed_pnum].net_kills_total--;
721 if (Newdemo_state == ND_STATE_RECORDING)
722 newdemo_record_multi_kill(killed_pnum, -1);
724 if (killed_pnum == Player_num)
726 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
727 multi_add_lifetime_killed ();
730 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
735 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
737 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
739 if (killed_pnum == Player_num)
740 HUD_init_message("You were killed by a mine!");
742 HUD_init_message("%s was killed by a mine!",killed_name);
746 if (killed_pnum == Player_num)
748 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
749 multi_add_lifetime_killed();
752 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
754 Players[killed_pnum].net_killed_total++;
758 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
760 Int3(); // Illegal killer type?
763 if (killer_id==PMINE_ID)
765 if (killed_pnum==Player_num)
766 HUD_init_message("You were killed by a mine!");
768 HUD_init_message("%s was killed by a mine!",killed_name);
770 Players[killed_pnum].net_killed_total++;
776 killer_pnum = Objects[killer].id;
778 if (Game_mode & GM_TEAM)
779 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
781 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
783 // Beyond this point, it was definitely a player-player kill situation
785 if ((killer_pnum < 0) || (killer_pnum >= N_players))
786 Int3(); // See rob, tracking down bug with kill HUD messages
787 if ((killed_pnum < 0) || (killed_pnum >= N_players))
788 Int3(); // See rob, tracking down bug with kill HUD messages
790 if (killer_pnum == killed_pnum)
792 if (!(Game_mode & GM_HOARD))
794 if (Game_mode & GM_TEAM)
795 team_kills[get_team(killed_pnum)] -= 1;
797 Players[killed_pnum].net_killed_total += 1;
798 Players[killed_pnum].net_kills_total -= 1;
800 if (Newdemo_state == ND_STATE_RECORDING)
801 newdemo_record_multi_kill(killed_pnum, -1);
803 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
805 if (killer_pnum == Player_num)
807 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
808 Multi_killed_yourself=1;
809 multi_add_lifetime_killed();
812 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
817 if (!(Game_mode & GM_HOARD))
819 if (Game_mode & GM_TEAM)
821 if (get_team(killed_pnum) == get_team(killer_pnum))
822 team_kills[get_team(killed_pnum)] -= 1;
824 team_kills[get_team(killer_pnum)] += 1;
827 Players[killer_pnum].net_kills_total += 1;
828 Players[killer_pnum].KillGoalCount+=1;
830 if (Newdemo_state == ND_STATE_RECORDING)
831 newdemo_record_multi_kill(killer_pnum, 1);
835 if (Game_mode & GM_TEAM)
837 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
838 Multi_killed_yourself=1;
842 kill_matrix[killer_pnum][killed_pnum] += 1;
843 Players[killed_pnum].net_killed_total += 1;
844 if (killer_pnum == Player_num) {
845 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
846 multi_add_lifetime_kills();
847 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
848 add_points_to_score(-1000);
850 else if (killed_pnum == Player_num)
852 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
853 multi_add_lifetime_killed();
854 if (Game_mode & GM_HOARD)
856 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
857 multi_send_play_by_play (1,killer_pnum,Player_num);
858 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
859 multi_send_play_by_play (0,killer_pnum,Player_num);
863 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
866 TheGoal=Netgame.KillGoal*5;
868 if (Netgame.KillGoal>0)
870 if (Players[killer_pnum].KillGoalCount>=TheGoal)
872 if (killer_pnum==Player_num)
874 HUD_init_message("You reached the kill goal!");
875 Players[Player_num].shields=i2f(200);
878 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
880 HUD_init_message ("The control center has been destroyed!");
881 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
885 multi_sort_kill_list();
886 multi_show_player_list();
887 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
893 static int lasttime=0;
896 if (!(Game_mode & GM_MULTI))
902 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
904 for (i=0;i<N_players;i++)
905 if (Players[i].connected)
909 multi_send_heartbeat();
910 lasttime=f2i(ThisLevelTime);
916 multi_send_message(); // Send any waiting messages
919 multi_leave_menu = 0;
922 if (Game_mode & GM_MULTI_ROBOTS)
924 multi_check_robot_timeout();
928 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
934 network_do_frame(0, 1);
937 if (multi_quit_game && !multi_in_menu)
940 longjmp(LeaveGame, 0);
945 multi_send_data(char *buf, int len, int repeat)
947 Assert(len == message_length[(int)buf[0]]);
948 Assert(buf[0] <= MULTI_MAX_TYPE);
949 // Assert(buf[0] >= 0);
951 if (Game_mode & GM_NETWORK)
954 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
955 com_send_data(buf, len, repeat);
956 else if (Game_mode & GM_NETWORK)
957 network_send_data(buf, len, repeat);
961 multi_leave_game(void)
964 // if (Function_mode != FMODE_GAME)
967 if (!(Game_mode & GM_MULTI))
970 if (Game_mode & GM_NETWORK)
972 mprintf((0, "Sending explosion message.\n"));
977 drop_player_eggs(ConsoleObject);
978 multi_send_position(Players[Player_num].objnum);
979 multi_send_player_explode(MULTI_PLAYER_DROP);
982 mprintf((1, "Sending leave game.\n"));
983 multi_send_quit(MULTI_QUIT);
985 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
987 if (Game_mode & GM_NETWORK)
988 network_leave_game();
990 Game_mode |= GM_GAME_OVER;
992 if (Function_mode!=FMODE_EXIT)
993 Function_mode = FMODE_MENU;
997 // change_playernum_to(0);
998 // Viewer = ConsoleObject = &Objects[0];
1003 multi_show_player_list()
1005 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
1011 Show_kill_list_timer = F1_0*5; // 5 second timer
1016 multi_endlevel(int *secret)
1020 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1021 com_endlevel(secret); // an opportunity to re-sync or whatever
1022 else if (Game_mode & GM_NETWORK)
1023 result = network_endlevel(secret);
1029 // Part 2 : functions that act on network/serial messages and change the
1030 // the state of the game in some way.
1034 //extern PORT *com_port;
1038 multi_menu_poll(void)
1041 int was_fuelcen_alive;
1042 int player_was_dead;
1044 was_fuelcen_alive = Control_center_destroyed;
1046 // Special polling function for in-game menus for multiplayer and serial
1048 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1051 if (multi_leave_menu)
1054 old_shields = Players[Player_num].shields;
1055 player_was_dead = Player_is_dead;
1057 multi_in_menu++; // Track level of menu nesting
1063 // timer_delay(f1_0/10); changed by allender for portability
1064 d_delay(100); // delay 100 milliseconds
1066 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1068 multi_leave_menu = 1;
1071 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1073 multi_leave_menu = 1;
1078 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1080 multi_leave_menu = 1;
1089 multi_define_macro(int key)
1091 if (!(Game_mode & GM_MULTI))
1094 key &= (~KEY_SHIFTED);
1099 multi_defining_message = 1; break;
1101 multi_defining_message = 2; break;
1103 multi_defining_message = 3; break;
1105 multi_defining_message = 4; break;
1110 if (multi_defining_message) {
1111 multi_message_index = 0;
1112 Network_message[multi_message_index] = 0;
1117 char feedback_result[200];
1120 multi_message_feedback(void)
1126 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1128 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1129 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1131 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1134 if (Game_mode & GM_TEAM)
1136 for (i = 0; i < N_players; i++)
1138 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1141 strcat(feedback_result, ", ");
1144 strcat(feedback_result, "\n");
1145 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1149 for (i = 0; i < N_players; i++)
1151 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1154 strcat(feedback_result, ", ");
1157 strcat(feedback_result, "\n");
1158 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1162 strcat(feedback_result, TXT_NOBODY);
1164 strcat(feedback_result, ".");
1166 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1168 Assert(strlen(feedback_result) < 200);
1170 HUD_init_message(feedback_result);
1171 // sprintf (temp,"%s",colon);
1172 // sprintf (Network_message,"%s",temp);
1178 multi_send_macro(int key)
1180 if (! (Game_mode & GM_MULTI) )
1197 if (!Network_message_macro[key][0])
1199 HUD_init_message(TXT_NO_MACRO);
1203 strcpy(Network_message, Network_message_macro[key]);
1204 Network_message_reciever = 100;
1206 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1207 multi_message_feedback();
1212 multi_send_message_start()
1214 if (Game_mode&GM_MULTI) {
1215 multi_sending_message = 1;
1216 multi_message_index = 0;
1217 Network_message[multi_message_index] = 0;
1221 extern fix StartingShields;
1222 fix PingLaunchTime,PingReturnTime;
1224 extern void network_send_ping (ubyte);
1225 extern int network_who_is_master();
1226 extern char NameReturning;
1227 extern int force_cockpit_redraw;
1229 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1231 void multi_send_message_end()
1236 Network_message_reciever = 100;
1238 if (!strnicmp (Network_message,"!Names",6))
1240 NameReturning=1-NameReturning;
1241 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1243 else if (!strnicmp (Network_message,"Handicap:",9))
1245 mytempbuf=&Network_message[9];
1246 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1247 StartingShields=atol (mytempbuf);
1248 if (StartingShields<10)
1250 if (StartingShields>100)
1252 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1253 StartingShields=100;
1256 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1258 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1259 StartingShields=i2f(StartingShields);
1261 else if (!strnicmp (Network_message,"NoBombs",7))
1262 Netgame.DoSmartMine=0;
1263 else if (!strnicmp (Network_message,"Ping:",5))
1265 if (Game_mode & GM_NETWORK)
1268 if (strlen(Network_message) > 5)
1269 while (Network_message[name_index] == ' ')
1272 if (strlen(Network_message)<=name_index)
1274 HUD_init_message ("You must specify a name to ping");
1278 for (i = 0; i < N_players; i++)
1279 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1281 PingLaunchTime=timer_get_fixed_seconds();
1282 network_send_ping (i);
1283 HUD_init_message("Pinging %s...",Players[i].callsign);
1284 multi_message_index = 0;
1285 multi_sending_message = 0;
1289 else // Modem/Serial ping
1291 PingLaunchTime=timer_get_fixed_seconds();
1292 multi_send_modem_ping ();
1293 HUD_init_message("Pinging opponent...");
1294 multi_message_index = 0;
1295 multi_sending_message = 0;
1299 else if (!strnicmp (Network_message,"move:",5))
1301 mprintf ((0,"moving?\n"));
1303 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1306 if (strlen(Network_message) > 5)
1307 while (Network_message[name_index] == ' ')
1310 if (!network_i_am_master())
1312 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1316 if (strlen(Network_message)<=name_index)
1318 HUD_init_message ("You must specify a name to move");
1322 for (i = 0; i < N_players; i++)
1323 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1325 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1327 HUD_init_message ("Can't move player because s/he has a flag!");
1331 if (Netgame.team_vector & (1<<i))
1332 Netgame.team_vector&=(~(1<<i));
1334 Netgame.team_vector|=(1<<i);
1336 for (t=0;t<N_players;t++)
1337 if (Players[t].connected)
1338 multi_reset_object_texture (&Objects[Players[t].objnum]);
1340 network_send_netgame_update ();
1341 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1344 HUD_init_message ("You have changed teams!");
1348 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1354 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1357 if (strlen(Network_message) > 5)
1358 while (Network_message[name_index] == ' ')
1361 if (!network_i_am_master())
1363 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1364 multi_message_index = 0;
1365 multi_sending_message = 0;
1368 if (strlen(Network_message)<=name_index)
1370 HUD_init_message ("You must specify a name to kick");
1371 multi_message_index = 0;
1372 multi_sending_message = 0;
1376 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1377 int players[MAX_NUM_NET_PLAYERS];
1378 int listpos = Network_message[name_index+1] - '0';
1380 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1382 if (Show_kill_list==1 || Show_kill_list==2) {
1383 if (listpos == 0 || listpos >= N_players) {
1384 HUD_init_message ("Invalid player number for kick.");
1385 multi_message_index = 0;
1386 multi_sending_message = 0;
1389 multi_get_kill_list(players);
1390 i = players[listpos];
1391 if ((i != Player_num) && (Players[i].connected))
1394 else HUD_init_message ("You cannot use # kicking with in team display.");
1397 multi_message_index = 0;
1398 multi_sending_message = 0;
1403 for (i = 0; i < N_players; i++)
1404 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1406 if (Network_game_type == IPX_GAME)
1407 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1409 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1411 HUD_init_message("Dumping %s...",Players[i].callsign);
1412 multi_message_index = 0;
1413 multi_sending_message = 0;
1419 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1421 multi_send_message();
1422 multi_message_feedback();
1424 multi_message_index = 0;
1425 multi_sending_message = 0;
1428 void multi_define_macro_end()
1430 Assert( multi_defining_message > 0 );
1432 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1433 write_player_file();
1435 multi_message_index = 0;
1436 multi_defining_message = 0;
1439 void multi_message_input_sub( int key )
1444 multi_sending_message = 0;
1445 multi_defining_message = 0;
1446 game_flush_inputs();
1451 if (multi_message_index > 0)
1452 multi_message_index--;
1453 Network_message[multi_message_index] = 0;
1456 if ( multi_sending_message )
1457 multi_send_message_end();
1458 else if ( multi_defining_message )
1459 multi_define_macro_end();
1460 game_flush_inputs();
1464 int ascii = key_to_ascii(key);
1465 if ((ascii < 255 )) {
1466 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1467 Network_message[multi_message_index++] = ascii;
1468 Network_message[multi_message_index] = 0;
1469 } else if ( multi_sending_message ) {
1471 char * ptext, * pcolon;
1473 Network_message[multi_message_index++] = ascii;
1474 Network_message[multi_message_index] = 0;
1475 for (i=multi_message_index-1; i>=0; i-- ) {
1476 if ( Network_message[i]==32 ) {
1477 ptext = &Network_message[i+1];
1478 Network_message[i] = 0;
1482 multi_send_message_end();
1484 multi_sending_message = 1;
1485 pcolon = strchr( Network_message, ':' );
1487 strcpy( pcolon+1, ptext );
1489 strcpy( Network_message, ptext );
1490 multi_message_index = strlen( Network_message );
1499 multi_send_message_dialog(void)
1504 if (!(Game_mode&GM_MULTI))
1507 Network_message[0] = 0; // Get rid of old contents
1509 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1510 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1512 if ((choice > -1) && (strlen(Network_message) > 0)) {
1513 Network_message_reciever = 100;
1514 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1515 multi_message_feedback();
1522 multi_do_death(int objnum)
1524 // Do any miscellaneous stuff for a new network player after death
1528 if (!(Game_mode & GM_MULTI_COOP))
1530 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1531 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1536 multi_do_fire(char *buf)
1543 // Act out the actual shooting
1547 weapon = (int)buf[2];
1552 Network_laser_track = INTEL_SHORT(*(short *)(buf+6));
1554 Assert (pnum < N_players);
1556 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1557 multi_make_ghost_player(pnum);
1559 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1561 if (weapon == FLARE_ADJUST)
1562 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1563 else if (weapon >= MISSILE_ADJUST) {
1564 int weapon_id,weapon_gun;
1566 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1567 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1568 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1570 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1572 mprintf ((0,"Missile is guided!!!\n"));
1576 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1579 fix save_charge = Fusion_charge;
1581 if (weapon == FUSION_INDEX) {
1582 Fusion_charge = flags << 12;
1583 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1585 if (weapon == LASER_ID) {
1586 if (flags & LASER_QUAD)
1587 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1589 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1592 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1594 if (weapon == FUSION_INDEX)
1595 Fusion_charge = save_charge;
1600 multi_do_message(char *buf)
1603 char *tilde,mesbuf[100];
1608 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1609 { // why'd I put this in? Probably for the
1610 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1611 mprintf ((0,"Tloc=%d\n",tloc));
1614 strncpy (mesbuf,buf+loc,tloc);
1615 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1616 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1617 strcpy (buf+loc,mesbuf);
1620 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1623 mesbuf[1] = BM_XRGB(28, 0, 0);
1624 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1628 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1631 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1632 HUD_init_message("%s %s", mesbuf, buf+2);
1636 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1637 ((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
1640 mesbuf[1] = BM_XRGB(0, 32, 32);
1641 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1645 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1648 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1649 HUD_init_message("%s %s", mesbuf, colon+1);
1655 multi_do_position(char *buf)
1661 // This routine does only player positions, mode game only
1662 // mprintf((0, "Got position packet.\n"));
1664 int pnum = (Player_num+1)%2;
1666 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1668 if (Game_mode & GM_NETWORK)
1670 Int3(); // Get Jason, what the hell are we doing here?
1676 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1678 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1679 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1680 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1683 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1684 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1688 multi_do_reappear(char *buf)
1692 objnum = INTEL_SHORT(*(short *)(buf+1));
1694 Assert(objnum >= 0);
1695 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1697 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1699 multi_make_ghost_player(Objects[objnum].id);
1700 create_player_appearance_effect(&Objects[objnum]);
1701 PKilledFlags[Objects[objnum].id]=0;
1705 multi_do_player_explode(char *buf)
1707 // Only call this for players, not robots. pnum is player number, not
1714 char remote_created;
1719 if ((pnum < 0) || (pnum >= N_players))
1723 Assert(pnum < N_players);
1727 // If we are in the process of sending objects to a new player, reset that process
1728 if (Network_send_objects)
1730 mprintf((0, "Resetting object sync due to player explosion.\n"));
1731 Network_send_objnum = -1;
1735 // Stuff the Players structure to prepare for the explosion
1738 Players[pnum].primary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1739 Players[pnum].secondary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1740 Players[pnum].laser_level = buf[count]; count++;
1741 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1742 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1743 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1744 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1745 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1747 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1748 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1749 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1750 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1751 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1753 Players[pnum].primary_ammo[VULCAN_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1754 Players[pnum].primary_ammo[GAUSS_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1755 Players[pnum].flags = INTEL_INT(*(uint *)(buf+count)); count += 4;
1757 multi_adjust_remote_cap (pnum);
1759 objp = Objects+Players[pnum].objnum;
1761 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1762 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1764 remote_created = buf[count++]; // How many did the other guy create?
1768 drop_player_eggs(objp);
1770 // Create mapping from remote to local numbering system
1772 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1774 // We now handle this situation gracefully, Int3 not required
1775 // if (Net_create_loc != remote_created)
1776 // Int3(); // Probably out of object array space, see Rob
1778 for (i = 0; i < remote_created; i++)
1782 s = INTEL_SHORT(*(short *)(buf+count));
1784 if ((i < Net_create_loc) && (s > 0))
1785 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1786 else if (*(short *)(buf+count) <= 0)
1788 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1792 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1797 for (i = remote_created; i < Net_create_loc; i++) {
1798 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1799 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1802 if (buf[0] == MULTI_PLAYER_EXPLODE)
1804 explode_badass_player(objp);
1806 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1807 multi_make_player_ghost(pnum);
1811 create_player_appearance_effect(objp);
1814 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1815 Players[pnum].cloak_time = 0;
1819 multi_do_kill(char *buf)
1825 pnum = (int)(buf[count]);
1826 if ((pnum < 0) || (pnum >= N_players))
1828 Int3(); // Invalid player number killed
1831 killed = Players[pnum].objnum;
1834 killer = INTEL_SHORT(*(short *)(buf+count));
1836 killer = objnum_remote_to_local(killer, (byte)buf[count+2]);
1839 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1842 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1847 multi_compute_kill(killer, killed);
1852 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1853 // which means not a controlcen object, but contained in another object
1854 void multi_do_controlcen_destroy(char *buf)
1859 objnum = INTEL_SHORT(*(short *)(buf+1));
1862 if (Control_center_destroyed != 1)
1864 if ((who < N_players) && (who != Player_num)) {
1865 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1867 else if (who == Player_num)
1868 HUD_init_message(TXT_YOU_DEST_CONTROL);
1870 HUD_init_message(TXT_CONTROL_DESTROYED);
1873 net_destroy_controlcen(Objects+objnum);
1875 net_destroy_controlcen(NULL);
1880 multi_do_escape(char *buf)
1884 objnum = Players[(int)buf[1]].objnum;
1886 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1887 digi_kill_sound_linked_to_object (objnum);
1891 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1892 if (Game_mode & GM_NETWORK)
1893 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1894 if (!multi_goto_secret)
1895 multi_goto_secret = 2;
1897 else if (buf[2] == 1)
1899 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1900 if (Game_mode & GM_NETWORK)
1901 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1902 if (!multi_goto_secret)
1903 multi_goto_secret = 1;
1905 create_player_appearance_effect(&Objects[objnum]);
1906 multi_make_player_ghost(buf[1]);
1910 multi_do_remobj(char *buf)
1912 short objnum; // which object to remove
1914 byte obj_owner; // which remote list is it entered in
1916 objnum = INTEL_SHORT(*(short *)(buf+1));
1919 Assert(objnum >= 0);
1924 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1926 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1928 if (local_objnum < 0)
1930 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1934 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1936 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1940 if (Network_send_objects && network_objnum_is_past(local_objnum))
1942 mprintf((0, "Resetting object sync due to object removal.\n"));
1943 Network_send_objnum = -1;
1945 if (Objects[local_objnum].type==OBJ_POWERUP)
1946 if (Game_mode & GM_NETWORK)
1948 if (PowerupsInMine[Objects[local_objnum].id]>0)
1949 PowerupsInMine[Objects[local_objnum].id]--;
1951 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1953 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1955 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1956 PowerupsInMine[Objects[local_objnum].id-1]=0;
1958 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1961 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1964 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1969 multi_do_quit(char *buf)
1972 if (Game_mode & GM_NETWORK)
1976 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1978 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1980 network_disconnect_player(buf[1]);
1985 for (i = 0; i < N_players; i++)
1986 if (Players[i].connected) n++;
1989 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1993 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1995 Function_mode = FMODE_MENU;
1996 multi_quit_game = 1;
1997 multi_leave_menu = 1;
1998 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1999 Function_mode = FMODE_GAME;
2000 multi_reset_stuff();
2006 multi_do_cloak(char *buf)
2010 pnum = (int)(buf[1]);
2012 Assert(pnum < N_players);
2014 mprintf((0, "Cloaking player %d\n", pnum));
2016 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2017 Players[pnum].cloak_time = GameTime;
2018 ai_do_cloak_stuff();
2021 if (Game_mode & GM_MULTI_ROBOTS)
2022 multi_strip_robots(pnum);
2025 if (Newdemo_state == ND_STATE_RECORDING)
2026 newdemo_record_multi_cloak(pnum);
2030 multi_do_decloak(char *buf)
2034 pnum = (int)(buf[1]);
2036 if (Newdemo_state == ND_STATE_RECORDING)
2037 newdemo_record_multi_decloak(pnum);
2042 multi_do_door_open(char *buf)
2050 segnum = INTEL_SHORT(*(short *)(buf+1));
2054 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2056 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2062 seg = &Segments[segnum];
2064 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2069 w = &Walls[seg->sides[side].wall_num];
2071 if (w->type == WALL_BLASTABLE)
2073 if (!(w->flags & WALL_BLASTED))
2075 mprintf((0, "Blasting wall by remote command.\n"));
2076 wall_destroy(seg, side);
2080 else if (w->state != WALL_DOOR_OPENING)
2082 wall_open_door(seg, side);
2089 // mprintf((0, "Door already opening!\n"));
2093 multi_do_create_explosion(char *buf)
2098 pnum = buf[count++];
2100 // mprintf((0, "Creating small fireball.\n"));
2101 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2105 multi_do_controlcen_fire(char *buf)
2107 vms_vector to_target;
2112 memcpy(&to_target, buf+count, 12); count += 12;
2113 #ifdef MACINTOSH // swap the vector to_target
2114 to_target.x = (fix)INTEL_INT((int)to_target.x);
2115 to_target.y = (fix)INTEL_INT((int)to_target.y);
2116 to_target.z = (fix)INTEL_INT((int)to_target.z);
2118 gun_num = buf[count]; count += 1;
2119 objnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2121 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2125 multi_do_create_powerup(char *buf)
2135 if (Endlevel_sequence || Control_center_destroyed)
2138 pnum = buf[count++];
2139 powerup_type = buf[count++];
2140 segnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2141 objnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2143 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2148 new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
2150 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2151 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2152 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2156 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2158 if (my_objnum < 0) {
2159 mprintf((0, "Could not create new powerup!\n"));
2163 if (Network_send_objects && network_objnum_is_past(my_objnum))
2165 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2166 Network_send_objnum = -1;
2169 Objects[my_objnum].pos = new_pos;
2171 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2173 obj_relink(my_objnum, segnum);
2175 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2177 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2178 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2180 if (Game_mode & GM_NETWORK)
2181 PowerupsInMine[(int)powerup_type]++;
2185 multi_do_play_sound(char *buf)
2187 int pnum = (int)(buf[1]);
2188 int sound_num = (int)(buf[2]);
2189 fix volume = (int)(buf[3]) << 12;
2191 if (!Players[pnum].connected)
2194 Assert(Players[pnum].objnum >= 0);
2195 Assert(Players[pnum].objnum <= Highest_object_index);
2197 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2201 multi_do_score(char *buf)
2203 int pnum = (int)(buf[1]);
2205 if ((pnum < 0) || (pnum >= N_players))
2207 Int3(); // Non-terminal, see rob
2211 if (Newdemo_state == ND_STATE_RECORDING)
2212 newdemo_record_multi_score(pnum, INTEL_INT(*(int *)(buf+2)) );
2214 Players[pnum].score = INTEL_INT(*(int *)(buf+2));
2216 multi_sort_kill_list();
2220 multi_do_trigger(char *buf)
2222 int pnum = (int)(buf[1]);
2223 int trigger = (int)(buf[2]);
2225 mprintf ((0,"MULTI doing trigger!\n"));
2227 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2229 Int3(); // Got trigger from illegal playernum
2232 if ((trigger < 0) || (trigger >= Num_triggers))
2234 Int3(); // Illegal trigger number in multiplayer
2237 check_trigger_sub(trigger, pnum,0);
2240 void multi_do_drop_marker (char *buf)
2243 int pnum=(int)(buf[1]);
2244 int mesnum=(int)(buf[2]);
2245 vms_vector position;
2247 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2250 position.x=(fix)INTEL_INT(*(int *)(buf+3));
2251 position.y=(fix)INTEL_INT(*(int *)(buf+7));
2252 position.z=(fix)INTEL_INT(*(int *)(buf+11));
2255 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2257 MarkerPoint[(pnum*2)+mesnum]=position;
2259 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2260 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2262 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2263 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2264 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2268 void multi_do_hostage_door_status(char *buf)
2270 // Update hit point status of a door
2276 wallnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2277 hps = (fix)INTEL_INT(*(int *)(buf+count)); count += 4;
2279 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2281 Int3(); // Non-terminal, see Rob
2285 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2287 if (hps < Walls[wallnum].hps)
2288 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2291 void multi_do_save_game(char *buf)
2298 slot = *(ubyte *)(buf+count); count += 1;
2299 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2300 memcpy( desc, &buf[count], 20 ); count += 20;
2302 multi_save_game( slot, id, desc );
2305 void multi_do_restore_game(char *buf)
2311 slot = *(ubyte *)(buf+count); count += 1;
2312 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2314 multi_restore_game( slot, id );
2318 void multi_do_req_player(char *buf)
2322 // Send my netplayer_stats to everyone!
2323 player_n = *(ubyte *)(buf+1);
2324 if ( (player_n == Player_num) || (player_n == 255) ) {
2325 extract_netplayer_stats( &ps, &Players[Player_num] );
2326 ps.Player_num = Player_num;
2327 ps.message_type = MULTI_SEND_PLAYER; // SET
2328 multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 0);
2332 void multi_do_send_player(char *buf)
2334 // Got a player packet from someone!!!
2335 netplayer_stats * p;
2336 p = (netplayer_stats *)buf;
2338 Assert( p->Player_num <= N_players );
2340 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2341 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2343 use_netplayer_stats( &Players[p->Player_num], p );
2347 multi_reset_stuff(void)
2349 // A generic, emergency function to solve problems that crop up
2350 // when a player exits quick-out from the game because of a
2351 // serial connection loss. Fixes several weird bugs!
2355 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2357 Dead_player_camera = 0;
2358 Endlevel_sequence = 0;
2363 multi_reset_player_object(object *objp)
2367 //Init physics for a non-console player
2369 Assert(objp >= Objects);
2370 Assert(objp <= Objects+Highest_object_index);
2371 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2373 vm_vec_zero(&objp->mtype.phys_info.velocity);
2374 vm_vec_zero(&objp->mtype.phys_info.thrust);
2375 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2376 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2377 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2378 objp->mtype.phys_info.mass = Player_ship->mass;
2379 objp->mtype.phys_info.drag = Player_ship->drag;
2380 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2381 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2385 objp->render_type = RT_POLYOBJ;
2386 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2387 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2388 for (i=0;i<MAX_SUBMODELS;i++)
2389 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2391 //reset textures for this, if not player 0
2393 multi_reset_object_texture (objp);
2399 if (objp->type == OBJ_GHOST)
2400 objp->render_type = RT_NONE;
2404 void multi_reset_object_texture (object *objp)
2408 if (Game_mode & GM_TEAM)
2409 id = get_team(objp->id);
2414 objp->rtype.pobj_info.alt_textures=0;
2416 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2418 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2419 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2421 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2422 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2424 objp->rtype.pobj_info.alt_textures = id;
2431 extern int TTRecv[];
2432 extern FILE *RecieveLogFile;
2435 multi_process_bigdata(char *buf, int len)
2437 // Takes a bunch of messages, check them for validity,
2438 // and pass them to multi_process_data.
2440 int type, sub_len, bytes_processed = 0;
2442 while( bytes_processed < len ) {
2443 type = buf[bytes_processed];
2445 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2446 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2449 sub_len = message_length[type];
2451 Assert(sub_len > 0);
2453 if ( (bytes_processed+sub_len) > len ) {
2454 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2459 multi_process_data(&buf[bytes_processed], sub_len);
2460 bytes_processed += sub_len;
2465 // Part 2 : Functions that send communication messages to inform the other
2466 // players of something we did.
2470 multi_send_fire(void)
2472 if (!Network_laser_fired)
2475 multibuf[0] = (char)MULTI_FIRE;
2476 multibuf[1] = (char)Player_num;
2477 multibuf[2] = (char)Network_laser_gun;
2478 multibuf[3] = (char)Network_laser_level;
2479 multibuf[4] = (char)Network_laser_flags;
2480 multibuf[5] = (char)Network_laser_fired;
2482 *(short *)(multibuf+6) = INTEL_SHORT(Network_laser_track);
2484 multi_send_data(multibuf, 8, 0);
2486 Network_laser_fired = 0;
2490 multi_send_destroy_controlcen(int objnum, int player)
2492 if (player == Player_num)
2493 HUD_init_message(TXT_YOU_DEST_CONTROL);
2494 else if ((player > 0) && (player < N_players))
2495 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2497 HUD_init_message(TXT_CONTROL_DESTROYED);
2499 multibuf[0] = (char)MULTI_CONTROLCEN;
2500 *(ushort *)(multibuf+1) = INTEL_SHORT(objnum);
2501 multibuf[3] = player;
2502 multi_send_data(multibuf, 4, 2);
2505 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2509 if (player<N_players)
2511 mprintf ((0,"Sending MARKER drop!\n"));
2512 multibuf[0]=(char)MULTI_MARKER;
2513 multibuf[1]=(char)player;
2514 multibuf[2]=messagenum;
2515 *(fix *)(multibuf+3)=INTEL_INT(position.x);
2516 *(fix *)(multibuf+7)=INTEL_INT(position.y);
2517 *(fix *)(multibuf+11)=INTEL_INT(position.z);
2519 multibuf[15+i]=text[i];
2521 multi_send_data(multibuf, 55, 1);
2525 multi_send_endlevel_start(int secret)
2527 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2528 multibuf[1] = Player_num;
2529 multibuf[2] = (char)secret;
2531 if ((secret) && !multi_goto_secret)
2532 multi_goto_secret = 1;
2533 else if (!multi_goto_secret)
2534 multi_goto_secret = 2;
2536 multi_send_data(multibuf, 3, 1);
2537 if (Game_mode & GM_NETWORK)
2539 Players[Player_num].connected = 5;
2540 network_send_endlevel_packet();
2545 multi_send_player_explode(char type)
2550 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2552 multi_send_position(Players[Player_num].objnum);
2554 if (Network_send_objects)
2556 mprintf((0, "Resetting object sync due to player explosion.\n"));
2557 Network_send_objnum = -1;
2560 multibuf[count++] = type;
2561 multibuf[count++] = Player_num;
2563 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].primary_weapon_flags);
2565 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].secondary_weapon_flags);
2567 multibuf[count++] = (char)Players[Player_num].laser_level;
2569 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2570 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2571 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2572 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2573 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2575 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2576 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2577 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2578 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2579 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2581 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[VULCAN_INDEX] );
2583 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[GAUSS_INDEX] );
2585 *(uint *)(multibuf+count) = INTEL_INT( (uint)Players[Player_num].flags );
2588 multibuf[count++] = Net_create_loc;
2590 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2592 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2594 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2596 for (i = 0; i < Net_create_loc; i++)
2598 if (Net_create_objnums[i] <= 0) {
2599 Int3(); // Illegal value in created egg object numbers
2604 *(short *)(multibuf+count) = INTEL_SHORT( (short)Net_create_objnums[i] ); count += 2;
2606 // We created these objs so our local number = the network number
2607 map_objnum_local_to_local((short)Net_create_objnums[i]);
2612 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2614 if (count > message_length[MULTI_PLAYER_EXPLODE])
2619 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2620 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2621 multi_send_decloak();
2622 if (Game_mode & GM_MULTI_ROBOTS)
2623 multi_strip_robots(Player_num);
2626 extern ubyte Secondary_weapon_to_powerup[];
2627 extern ubyte Primary_weapon_to_powerup[];
2629 // put a lid on how many objects will be spewed by an exploding player
2630 // to prevent rampant powerups in netgames
2632 void multi_cap_objects ()
2637 if (!(Game_mode & GM_NETWORK))
2640 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2642 type=Primary_weapon_to_powerup[index];
2643 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2644 if(Players[Player_num].primary_weapon_flags & (1 << index))
2646 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2647 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2648 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2653 // Don't do the adjustment stuff for Hoard mode
2654 if (!(Game_mode & GM_HOARD))
2655 Players[Player_num].secondary_ammo[2]/=4;
2657 Players[Player_num].secondary_ammo[7]/=4;
2659 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2661 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2664 type=Secondary_weapon_to_powerup[index];
2666 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2668 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2669 Players[Player_num].secondary_ammo[index]=0;
2671 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2673 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2677 if (!(Game_mode & GM_HOARD))
2678 Players[Player_num].secondary_ammo[2]*=4;
2679 Players[Player_num].secondary_ammo[7]*=4;
2681 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2682 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2683 Players[Player_num].laser_level=0;
2685 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2686 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2687 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2689 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2690 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2691 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2693 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2694 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2695 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2697 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2698 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2699 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2701 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2702 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2703 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2705 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2706 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2707 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2709 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2710 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2711 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2713 if (Game_mode & GM_CAPTURE)
2715 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2717 if (get_team(Player_num)==TEAM_RED)
2718 flagtype=POW_FLAG_BLUE;
2720 flagtype=POW_FLAG_RED;
2722 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2723 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2729 // adds players inventory to multi cap
2731 void multi_adjust_cap_for_player (int pnum)
2737 if (!(Game_mode & GM_NETWORK))
2740 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2742 type=Primary_weapon_to_powerup[index];
2743 if (Players[pnum].primary_weapon_flags & (1 << index))
2744 MaxPowerupsAllowed[(int)type]++;
2747 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2749 type=Secondary_weapon_to_powerup[index];
2750 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2753 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2754 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2756 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2757 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2759 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2760 MaxPowerupsAllowed[POW_CLOAK]++;
2762 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2763 MaxPowerupsAllowed[POW_FULL_MAP]++;
2765 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2766 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2768 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2769 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2771 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2772 MaxPowerupsAllowed[POW_CONVERTER]++;
2774 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2775 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2778 void multi_adjust_remote_cap (int pnum)
2784 if (!(Game_mode & GM_NETWORK))
2787 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2789 type=Primary_weapon_to_powerup[index];
2790 if (Players[pnum].primary_weapon_flags & (1 << index))
2791 PowerupsInMine[(int)type]++;
2794 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2796 type=Secondary_weapon_to_powerup[index];
2798 if ((Game_mode & GM_HOARD) && index==2)
2801 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2802 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2804 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2808 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2809 PowerupsInMine[POW_SUPER_LASER]++;
2811 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2812 PowerupsInMine[POW_QUAD_FIRE]++;
2814 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2815 PowerupsInMine[POW_CLOAK]++;
2817 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2818 PowerupsInMine[POW_FULL_MAP]++;
2820 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2821 PowerupsInMine[POW_AFTERBURNER]++;
2823 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2824 PowerupsInMine[POW_AMMO_RACK]++;
2826 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2827 PowerupsInMine[POW_CONVERTER]++;
2829 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2830 PowerupsInMine[POW_HEADLIGHT]++;
2835 multi_send_message(void)
2838 if (Network_message_reciever != -1)
2840 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2841 multibuf[loc] = (char)Player_num; loc += 1;
2842 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2843 multibuf[loc-1] = '\0';
2844 multi_send_data(multibuf, loc, 0);
2845 Network_message_reciever = -1;
2850 multi_send_reappear()
2852 multibuf[0] = (char)MULTI_REAPPEAR;
2853 *(short *)(multibuf+1) = INTEL_SHORT(Players[Player_num].objnum);
2855 multi_send_data(multibuf, 3, 2);
2856 PKilledFlags[Player_num]=0;
2860 multi_send_position(int objnum)
2867 if (Game_mode & GM_NETWORK) {
2871 multibuf[count++] = (char)MULTI_POSITION;
2873 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2874 count += sizeof(shortpos);
2876 create_shortpos(&sp, Objects+objnum, 1);
2877 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2879 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2883 multi_send_data(multibuf, count, 0);
2887 multi_send_kill(int objnum)
2889 // I died, tell the world.
2894 Assert(Objects[objnum].id == Player_num);
2895 killer_objnum = Players[Player_num].killer_objnum;
2897 multi_compute_kill(killer_objnum, objnum);
2899 multibuf[0] = (char)MULTI_KILL; count += 1;
2900 multibuf[1] = Player_num; count += 1;
2901 if (killer_objnum > -1) {
2902 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2904 s = (short)objnum_local_to_remote(killer_objnum, (byte *)&multibuf[count+2]);
2905 *(short *)(multibuf+count) = INTEL_SHORT(s);
2909 *(short *)(multibuf+count) = INTEL_SHORT((short)-1);
2910 multibuf[count+2] = (char)-1;
2913 multi_send_data(multibuf, count, 1);
2916 if (Game_mode & GM_MULTI_ROBOTS)
2917 multi_strip_robots(Player_num);
2922 multi_send_remobj(int objnum)
2924 // Tell the other guy to remove an object from his list
2927 short remote_objnum;
2929 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2931 if (PowerupsInMine[Objects[objnum].id] > 0)
2933 PowerupsInMine[Objects[objnum].id]--;
2934 if (multi_powerup_is_4pack (Objects[objnum].id))
2936 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2938 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2939 PowerupsInMine[Objects[objnum].id-1]=0;
2941 PowerupsInMine[Objects[objnum].id-1]-=4;
2947 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2949 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2951 *(short *)(multibuf+1) = INTEL_SHORT(remote_objnum); // Map to network objnums
2953 multibuf[3] = obj_owner;
2955 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2957 multi_send_data(multibuf, 4, 0);
2959 if (Network_send_objects && network_objnum_is_past(objnum))
2961 mprintf((0, "Resetting object sync due to object removal.\n"));
2962 Network_send_objnum = -1;
2967 multi_send_quit(int why)
2969 // I am quitting the game, tell the other guy the bad news.
2971 Assert (why == MULTI_QUIT);
2973 multibuf[0] = (char)why;
2974 multibuf[1] = Player_num;
2975 multi_send_data(multibuf, 2, 1);
2980 multi_send_cloak(void)
2982 // Broadcast a change in our pflags (made to support cloaking)
2984 multibuf[0] = MULTI_CLOAK;
2985 multibuf[1] = (char)Player_num;
2987 multi_send_data(multibuf, 2, 1);
2990 if (Game_mode & GM_MULTI_ROBOTS)
2991 multi_strip_robots(Player_num);
2996 multi_send_decloak(void)
2998 // Broadcast a change in our pflags (made to support cloaking)
3000 multibuf[0] = MULTI_DECLOAK;
3001 multibuf[1] = (char)Player_num;
3003 multi_send_data(multibuf, 2, 1);
3007 multi_send_door_open(int segnum, int side,ubyte flag)
3009 // When we open a door make sure everyone else opens that door
3011 multibuf[0] = MULTI_DOOR_OPEN;
3012 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3013 multibuf[3] = (byte)side;
3016 multi_send_data(multibuf, 5, 2);
3019 extern void network_send_naked_packet (char *,short,int);
3022 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
3024 // For sending doors only to a specific person (usually when they're joining)
3026 Assert (Game_mode & GM_NETWORK);
3027 // Assert (pnum>-1 && pnum<N_players);
3029 multibuf[0] = MULTI_DOOR_OPEN;
3030 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3031 multibuf[3] = (byte)side;
3034 network_send_naked_packet(multibuf, 5, pnum);
3038 // Part 3 : Functions that change or prepare the game for multiplayer use.
3039 // Not including functions needed to syncronize or start the
3040 // particular type of multiplayer game. Includes preparing the
3041 // mines, player structures, etc.
3044 multi_send_create_explosion(int pnum)
3046 // Send all data needed to create a remote explosion
3050 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3051 multibuf[count] = (byte)pnum; count += 1;
3055 multi_send_data(multibuf, count, 0);
3059 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3062 vms_vector swapped_vec;
3066 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3068 memcpy(multibuf+count, to_goal, 12); count += 12;
3070 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3071 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3072 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3073 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3075 multibuf[count] = (char)best_gun_num; count += 1;
3076 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3079 multi_send_data(multibuf, count, 0);
3083 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3085 // Create a powerup on a remote machine, used for remote
3086 // placement of used powerups like missiles and cloaking
3090 vms_vector swapped_vec;
3094 if (Game_mode & GM_NETWORK)
3095 PowerupsInMine[powerup_type]++;
3097 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3098 multibuf[count] = Player_num; count += 1;
3099 multibuf[count] = powerup_type; count += 1;
3100 *(short *)(multibuf+count) = INTEL_SHORT( (short)segnum ); count += 2;
3101 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3103 *(vms_vector *)(multibuf+count) = *pos; count += sizeof(vms_vector);
3105 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3106 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3107 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3108 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3112 multi_send_data(multibuf, count, 2);
3114 if (Network_send_objects && network_objnum_is_past(objnum))
3116 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3117 Network_send_objnum = -1;
3120 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3121 map_objnum_local_to_local(objnum);
3125 multi_send_play_sound(int sound_num, fix volume)
3128 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3129 multibuf[count] = Player_num; count += 1;
3130 multibuf[count] = (char)sound_num; count += 1;
3131 multibuf[count] = (char)(volume >> 12); count += 1;
3134 multi_send_data(multibuf, count, 0);
3138 multi_send_audio_taunt(int taunt_num)
3140 return; // Taken out, awaiting sounds..
3143 int audio_taunts[4] = {
3144 SOUND_CONTROL_CENTER_WARNING_SIREN,
3145 SOUND_HOSTAGE_RESCUED,
3146 SOUND_REFUEL_STATION_GIVING_FUEL,
3151 Assert(taunt_num >= 0);
3152 Assert(taunt_num < 4);
3154 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3155 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3160 multi_send_score(void)
3162 // Send my current score to all other players so it will remain
3166 if (Game_mode & GM_MULTI_COOP) {
3167 multi_sort_kill_list();
3168 multibuf[count] = MULTI_SCORE; count += 1;
3169 multibuf[count] = Player_num; count += 1;
3170 *(int *)(multibuf+count) = INTEL_INT( Players[Player_num].score ); count += 4;
3171 multi_send_data(multibuf, count, 0);
3177 multi_send_save_game(ubyte slot, uint id, char * desc)
3181 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3182 multibuf[count] = slot; count += 1; // Save slot=0
3183 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3184 memcpy( &multibuf[count], desc, 20 ); count += 20;
3186 multi_send_data(multibuf, count, 2);
3190 multi_send_restore_game(ubyte slot, uint id)
3194 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3195 multibuf[count] = slot; count += 1; // Save slot=0
3196 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3198 multi_send_data(multibuf, count, 2);
3202 multi_send_netplayer_stats_request(ubyte player_num)
3206 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3207 multibuf[count] = player_num; count += 1;
3209 multi_send_data(multibuf, count, 0 );
3213 multi_send_trigger(int triggernum)
3215 // Send an even to trigger something in the mine
3219 multibuf[count] = MULTI_TRIGGER; count += 1;
3220 multibuf[count] = Player_num; count += 1;
3221 multibuf[count] = (ubyte)triggernum; count += 1;
3223 mprintf ((0,"Sending trigger %d\n",triggernum));
3225 multi_send_data(multibuf, count, 1);
3226 // multi_send_data(multibuf, count, 1); // twice?
3230 multi_send_hostage_door_status(int wallnum)
3232 // Tell the other player what the hit point status of a hostage door
3237 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3239 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3240 *(short *)(multibuf+count) = INTEL_SHORT( (short)wallnum ); count += 2;
3241 *(fix *)(multibuf+count) = (fix)INTEL_INT( (int)Walls[wallnum].hps ); count += 4;
3243 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3245 multi_send_data(multibuf, count, 0);
3248 extern int ConsistencyCount;
3249 extern int Drop_afterburner_blob_flag;
3253 void multi_prep_level(void)
3255 // Do any special stuff to the level required for serial games
3256 // before we begin playing in it.
3258 // Player_num MUST be set before calling this procedure.
3260 // This function must be called before checksuming the Object array,
3261 // since the resulting checksum with depend on the value of Player_num
3262 // at the time this is called.
3265 int cloak_count, inv_count;
3267 Assert(Game_mode & GM_MULTI);
3269 Assert(NumNetPlayerPositions > 0);
3273 Drop_afterburner_blob_flag=0;
3276 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3279 for (i = 0; i < NumNetPlayerPositions; i++)
3281 if (i != Player_num)
3282 Objects[Players[i].objnum].control_type = CT_REMOTE;
3283 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3284 multi_reset_player_object(&Objects[Players[i].objnum]);
3285 LastPacketTime[i] = 0;
3289 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3291 robot_controlled[i] = -1;
3292 robot_agitation[i] = 0;
3297 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3299 if (!(Game_mode & GM_MULTI_COOP))
3301 multi_delete_extra_objects(); // Removes monsters from level
3304 if (Game_mode & GM_MULTI_ROBOTS)
3306 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3309 if (Game_mode & GM_NETWORK)
3311 multi_adjust_cap_for_player(Player_num);
3312 multi_send_powerup_update();
3313 ng=1; // ng means network game
3319 for (i=0; i<=Highest_object_index; i++)
3323 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3325 objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
3329 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3330 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3331 Objects[objnum].rtype.vclip_info.framenum = 0;
3332 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3333 Objects[objnum].mtype.phys_info.mass = F1_0;
3334 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3339 if (Objects[i].type == OBJ_POWERUP)
3341 if (Objects[i].id == POW_EXTRA_LIFE)
3343 if (ng && !Netgame.DoInvulnerability)
3345 Objects[i].id = POW_SHIELD_BOOST;
3346 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3347 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3351 Objects[i].id = POW_INVULNERABILITY;
3352 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3353 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3358 if (!(Game_mode & GM_MULTI_COOP))
3359 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3361 Objects[i].id = POW_SHIELD_BOOST;
3362 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3363 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3366 if (Objects[i].id == POW_INVULNERABILITY) {
3367 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3368 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3369 Objects[i].id = POW_SHIELD_BOOST;
3370 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3371 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3376 if (Objects[i].id == POW_CLOAK) {
3377 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3378 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3379 Objects[i].id = POW_SHIELD_BOOST;
3380 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3381 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3386 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3387 bash_to_shield (i,"afterburner");
3388 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3389 bash_to_shield (i,"fusion");
3390 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3391 bash_to_shield (i,"phoenix");
3393 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3394 bash_to_shield (i,"helix");
3396 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3397 bash_to_shield (i,"mega");
3399 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3400 bash_to_shield (i,"smartmissile");
3402 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3403 bash_to_shield (i,"gauss");
3405 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3406 bash_to_shield (i,"vulcan");
3408 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3409 bash_to_shield (i,"plasma");
3411 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3412 bash_to_shield (i,"omega");
3414 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3415 bash_to_shield (i,"superlaser");
3417 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3418 bash_to_shield (i,"proximity");
3420 // Special: Make all proximity bombs into shields if in hoard mode because
3421 // we use the proximity slot in the player struct to signify how many orbs
3424 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3425 bash_to_shield (i,"proximity");
3427 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3428 bash_to_shield(i,"vulcan ammo");
3430 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3431 bash_to_shield (i,"spread");
3432 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3433 bash_to_shield (i,"smartmine");
3434 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3435 bash_to_shield (i,"flash");
3436 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3437 bash_to_shield (i,"flash");
3438 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3439 bash_to_shield (i,"guided");
3440 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3441 bash_to_shield (i,"guided");
3442 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3443 bash_to_shield (i,"earth");
3444 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3445 bash_to_shield (i,"Mercury");
3446 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3447 bash_to_shield (i,"Mercury");
3448 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3449 bash_to_shield (i,"Converter");
3450 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3451 bash_to_shield (i,"Ammo rack");
3452 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3453 bash_to_shield (i,"Headlight");
3454 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3455 bash_to_shield (i,"Laser powerup");
3456 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3457 bash_to_shield (i,"Homing");
3458 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3459 bash_to_shield (i,"Homing");
3460 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3461 bash_to_shield (i,"Quad Lasers");
3462 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3463 bash_to_shield (i,"Blue flag");
3464 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3465 bash_to_shield (i,"Red flag");
3469 if (Game_mode & GM_HOARD)
3472 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3473 multi_apply_goal_textures();
3475 multi_sort_kill_list();
3477 multi_show_player_list();
3479 ConsoleObject->control_type = CT_FLYING;
3481 reset_player_object();
3485 int Goal_blue_segnum,Goal_red_segnum;
3487 void multi_apply_goal_textures()
3493 for (i=0; i <= Highest_segment_index; i++)
3496 seg2 = &Segment2s[i];
3498 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3501 Goal_blue_segnum = i;
3503 if (Game_mode & GM_HOARD)
3504 tex=find_goal_texture (TMI_GOAL_HOARD);
3506 tex=find_goal_texture (TMI_GOAL_BLUE);
3509 for (j = 0; j < 6; j++) {
3511 seg->sides[j].tmap_num=tex;
3513 seg->sides[j].uvls[v].l = i2f(100); //max out
3516 seg2->static_light = i2f(100); //make static light bright
3520 if (seg2->special==SEGMENT_IS_GOAL_RED)
3522 Goal_red_segnum = i;
3524 // Make both textures the same if Hoard mode
3526 if (Game_mode & GM_HOARD)
3527 tex=find_goal_texture (TMI_GOAL_HOARD);
3529 tex=find_goal_texture (TMI_GOAL_RED);
3532 for (j = 0; j < 6; j++) {
3534 seg->sides[j].tmap_num=tex;
3536 seg->sides[j].uvls[v].l = i2f(1000); //max out
3539 seg2->static_light = i2f(100); //make static light bright
3543 int find_goal_texture (ubyte t)
3547 for (i=0;i<NumTextures;i++)
3548 if (TmapInfo[i].flags & t)
3551 Int3(); // Hey, there is no goal texture for this PIG!!!!
3552 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3558 /* DPH: Moved to gameseq.c
3559 void bash_to_shield (int i,char *s)
3561 int type=Objects[i].id;
3563 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3565 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3567 Objects[i].id = POW_SHIELD_BOOST;
3568 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3569 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3573 void multi_set_robot_ai(void)
3575 // Go through the objects array looking for robots and setting
3576 // them to certain supported types of NET AI behavior.
3580 // for (i = 0; i <= Highest_object_index; i++)
3582 // if (Objects[i].type == OBJ_ROBOT) {
3583 // Objects[i].ai_info.REMOTE_OWNER = -1;
3584 // if (Objects[i].ai_info.behavior == AIB_STATION)
3585 // Objects[i].ai_info.behavior = AIB_NORMAL;
3590 int multi_delete_extra_objects()
3596 // Go through the object list and remove any objects not used in
3597 // 'Anarchy!' games.
3599 // This function also prints the total number of available multiplayer
3600 // positions in this level, even though this should always be 8 or more!
3603 for (i=0;i<=Highest_object_index;i++) {
3604 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3606 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3608 else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
3609 // Before deleting object, if it's a robot, drop it's special powerup, if any
3610 if (objp->type == OBJ_ROBOT)
3611 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3612 object_create_egg(objp);
3621 void change_playernum_to( int new_Player_num )
3623 if (Player_num > -1)
3624 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3625 Player_num = new_Player_num;
3628 int multi_all_players_alive()
3631 for (i=0;i<N_players;i++)
3633 if (PKilledFlags[i] && Players[i].connected)
3639 void multi_initiate_save_game()
3646 if ((Endlevel_sequence) || (Control_center_destroyed))
3649 if (!multi_all_players_alive())
3651 HUD_init_message ("Can't save...all players must be alive!");
3655 // multi_send_netplayer_stats_request(255);
3660 slot = state_get_save_file(filename, desc, 1 );
3669 // Make a unique game id
3670 game_id = timer_get_fixed_seconds();
3671 game_id ^= N_players<<4;
3672 for (i=0; i<N_players; i++ )
3673 game_id ^= *(uint *)Players[i].callsign;
3674 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3676 mprintf(( 1, "Game_id = %8x\n", game_id));
3677 multi_send_save_game(slot, game_id, desc );
3679 multi_save_game(slot,game_id, desc );
3682 extern int state_get_game_id(char *);
3684 void multi_initiate_restore_game()
3689 if ((Endlevel_sequence) || (Control_center_destroyed))
3692 if (!multi_all_players_alive())
3694 HUD_init_message ("Can't restore...all players must be alive!");
3699 slot = state_get_restore_file(filename,1);
3704 state_game_id=state_get_game_id (filename);
3710 multi_send_restore_game(slot,state_game_id);
3712 multi_restore_game(slot,state_game_id);
3715 void multi_save_game(ubyte slot, uint id, char *desc)
3719 if ((Endlevel_sequence) || (Control_center_destroyed))
3723 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3725 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3727 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3728 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3731 state_save_all_sub(filename, desc, 0 );
3734 void multi_restore_game(ubyte slot, uint id)
3737 player saved_player;
3741 if ((Endlevel_sequence) || (Control_center_destroyed))
3744 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3745 saved_player = Players[Player_num];
3747 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3749 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3752 for (i=0;i<N_players;i++)
3753 multi_strip_robots(i);
3755 thisid=state_get_game_id (filename);
3758 multi_bad_restore ();
3762 pnum=state_restore_all_sub( filename, 1, 0 );
3764 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3766 /* if (state_game_id != id ) {
3767 // Game doesn't match!!!
3768 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3769 Game_mode |= GM_GAME_OVER;
3770 Function_mode = FMODE_MENU;
3771 longjmp(LeaveGame, 0);
3774 change_playernum_to(pnum-1);
3775 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3776 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3777 Players[Player_num].connected = saved_player.connected;
3778 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3779 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3780 Viewer = ConsoleObject = &Objects[pnum-1]; */
3784 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3788 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3789 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3790 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3791 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3792 ps->laser_level = pd->laser_level; // Current level of the laser.
3793 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3794 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3795 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3796 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3797 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3798 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3800 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3801 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3803 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3804 ps->score=INTEL_INT(pd->score); // Current score.
3805 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3806 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3807 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3808 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3809 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3810 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3811 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3812 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3813 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3814 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3815 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3816 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3817 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3820 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3824 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3825 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3826 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3827 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3828 ps->laser_level = pd->laser_level; // Current level of the laser.
3829 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3830 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3831 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3832 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3833 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3834 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3835 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3836 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3837 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3838 ps->score = INTEL_INT(pd->score); // Current score.
3839 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3840 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3841 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3842 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3843 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3844 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3845 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3846 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3847 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3848 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3849 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3850 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3851 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3854 void multi_send_drop_weapon (int objnum,int seed)
3860 objp = &Objects[objnum];
3862 ammo_count = objp->ctype.powerup_info.count;
3864 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3865 ammo_count = F1_0 - 1; //make fit in short
3867 Assert(ammo_count < F1_0); //make sure fits in short
3869 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3870 multibuf[count++]=(char)objp->id;
3872 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
3873 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
3874 *(short *) (multibuf+count)=INTEL_SHORT(ammo_count); count += 2;
3875 *(int *) (multibuf+count)=INTEL_INT(seed);
3877 map_objnum_local_to_local(objnum);
3879 if (Game_mode & GM_NETWORK)
3880 PowerupsInMine[objp->id]++;
3882 multi_send_data(multibuf, 12, 2);
3885 void multi_do_drop_weapon (char *buf)
3887 int pnum,ammo,objnum,remote_objnum,seed;
3891 powerup_id=(int)(buf[1]);
3892 pnum = INTEL_SHORT(*(short *)(buf+2));
3893 remote_objnum = INTEL_SHORT(*(short *)(buf+4));
3894 ammo = INTEL_SHORT(*(ushort *)(buf+6));
3895 seed = INTEL_INT(*(int *)(buf+8));
3897 objp = &Objects[Players[pnum].objnum];
3899 objnum = spit_powerup(objp, powerup_id, seed);
3901 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3904 Objects[objnum].ctype.powerup_info.count = ammo;
3906 if (Game_mode & GM_NETWORK)
3907 PowerupsInMine[powerup_id]++;
3909 mprintf ((0,"Dropped weapon %d!\n"));
3913 void multi_send_guided_info (object *miss,char done)
3920 mprintf ((0,"Sending guided info!\n"));
3922 multibuf[count++]=(char)MULTI_GUIDED;
3923 multibuf[count++]=(char)Player_num;
3924 multibuf[count++]=done;
3927 create_shortpos((shortpos *)(multibuf+count), miss,0);
3928 count+=sizeof(shortpos);
3930 create_shortpos(&sp, miss, 1);
3931 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3933 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3937 multi_send_data(multibuf, count, 0);
3940 void multi_do_guided (char *buf)
3949 if (Guided_missile[(int)pnum]==NULL)
3953 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3960 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3966 release_guided_missile(pnum);
3971 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3973 Int3(); // Get Jason immediately!
3978 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3980 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3981 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3982 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3985 count+=sizeof (shortpos);
3987 update_object_seg(Guided_missile[(int)pnum]);
3990 void multi_send_stolen_items ()
3993 multibuf[0]=MULTI_STOLEN_ITEMS;
3995 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3997 multibuf[i+1]=Stolen_items[i];
3998 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3999 count++; // So I like to break my stuff into smaller chunks, so what?
4002 multi_send_data(multibuf, count, 1);
4005 void multi_do_stolen_items (char *buf)
4009 mprintf ((0,"Recieved a stolen item packet...\n"));
4011 for (i=0;i<MAX_STOLEN_ITEMS;i++)
4013 Stolen_items[i]=buf[i+1];
4014 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
4019 extern void network_send_important_packet (char *,int);
4021 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
4024 multibuf[count]=MULTI_WALL_STATUS; count++;
4025 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4026 multibuf[count]=type; count++;
4027 multibuf[count]=flags; count++;
4028 multibuf[count]=state; count++;
4030 /* if (Game_mode & GM_NETWORK)
4032 network_send_important_packet (multibuf,count);
4033 network_send_important_packet (multibuf,count);
4037 multi_send_data(multibuf, count, 1); // twice, just to be sure
4038 multi_send_data(multibuf, count, 1);
4041 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4043 // Send wall states a specific rejoining player
4047 Assert (Game_mode & GM_NETWORK);
4048 // Assert (pnum>-1 && pnum<N_players);
4050 multibuf[count]=MULTI_WALL_STATUS; count++;
4051 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4052 multibuf[count]=type; count++;
4053 multibuf[count]=flags; count++;
4054 multibuf[count]=state; count++;
4056 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4057 network_send_naked_packet(multibuf, count,pnum);
4060 void multi_do_wall_status (char *buf)
4063 ubyte flag,type,state;
4065 wallnum=INTEL_SHORT( *(short *)(buf+1) );
4070 Assert (wallnum>=0);
4071 Walls[wallnum].type=type;
4072 Walls[wallnum].flags=flag;
4073 // Assert(state <= 4);
4074 Walls[wallnum].state=state;
4076 if (Walls[wallnum].type==WALL_OPEN)
4078 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4079 // digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4083 // mprintf ((0,"Got a walls packet.\n"));
4086 void multi_send_jason_cheat (int num)
4092 void multi_send_kill_goal_counts()
4095 multibuf[0]=MULTI_KILLGOALS;
4097 for (i=0;i<MAX_PLAYERS;i++)
4099 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4103 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4104 multi_send_data(multibuf, count, 1);
4107 void multi_do_kill_goal_counts(char *buf)
4111 for (i=0;i<MAX_PLAYERS;i++)
4113 Players[i].KillGoalCount=*(char *)(buf+count);
4114 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4120 void multi_send_heartbeat ()
4122 if (!Netgame.PlayTimeAllowed)
4125 multibuf[0]=MULTI_HEARTBEAT;
4126 *(fix *)(multibuf+1)=(fix)INTEL_INT(ThisLevelTime);
4127 multi_send_data(multibuf, 5, 0);
4130 void multi_do_heartbeat (char *buf)
4134 num=(fix)INTEL_INT(*(int *)(buf+1));
4139 void multi_check_for_killgoal_winner ()
4141 int i,best=0,bestnum=0;
4145 if (Control_center_destroyed)
4148 for (i=0;i<N_players;i++)
4150 if (Players[i].KillGoalCount>best)
4152 best=Players[i].KillGoalCount;
4157 if (bestnum==Player_num)
4159 HUD_init_message("You have the best score at %d kills!",best);
4160 // Players[Player_num].shields=i2f(200);
4164 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4166 HUD_init_message ("The control center has been destroyed!");
4168 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4169 net_destroy_controlcen (objp);
4172 void multi_send_seismic (fix start,fix end)
4176 multibuf[0]=MULTI_SEISMIC;
4177 *(fix *)(multibuf+count)=(fix)INTEL_INT(start); count+=(sizeof(fix));
4178 *(fix *)(multibuf+count)=(fix)INTEL_INT(end); count+=(sizeof(fix));
4180 multi_send_data(multibuf, count, 1);
4183 extern fix Seismic_disturbance_start_time;
4184 extern fix Seismic_disturbance_end_time;
4186 void multi_do_seismic (char *buf)
4188 Seismic_disturbance_start_time=(fix)INTEL_INT( *(int *)(buf+1) );
4189 Seismic_disturbance_end_time=(fix)INTEL_INT( *(int *)(buf+5) );
4190 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4193 void multi_send_light (int segnum,ubyte val)
4196 multibuf[0]=MULTI_LIGHT;
4197 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4198 *(char *)(multibuf+count)=val; count++;
4201 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4202 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4204 multi_send_data(multibuf, count, 1);
4206 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4210 Assert (Game_mode & GM_NETWORK);
4211 // Assert (pnum>-1 && pnum<N_players);
4213 multibuf[0]=MULTI_LIGHT;
4214 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4215 *(char *)(multibuf+count)=val; count++;
4219 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4220 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4222 network_send_naked_packet(multibuf, count, pnum);
4225 void multi_do_light (char *buf)
4228 int seg=INTEL_INT(*(int *)(buf+1));
4229 ubyte sides=*(char *)(buf+5);
4233 if ((sides & (1<<i)))
4235 subtract_light (seg,i);
4236 Segments[seg].sides[i].tmap_num2=INTEL_SHORT( *(short *)(buf+(6+(2*i))) );
4237 // mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4242 //@@void multi_send_start_trigger(int triggernum)
4244 //@@ // Send an even to trigger something in the mine
4248 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4249 //@@ multibuf[count] = Player_num; count += 1;
4250 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4252 //@@// mprintf ((0,"Sending start trigger %d\n",triggernum));
4253 //@@ multi_send_data(multibuf, count, 2);
4255 //@@void multi_do_start_trigger(char *buf)
4257 //@@ int pnum = buf[1];
4258 //@@ int trigger = buf[2];
4260 //@@// mprintf ((0,"MULTI doing start trigger!\n"));
4262 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4264 //@@ Int3(); // Got trigger from illegal playernum
4267 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4269 //@@ Int3(); // Illegal trigger number in multiplayer
4273 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4274 //@@ check_trigger_sub(trigger, pnum,0);
4278 void multi_do_flags (char *buf)
4281 uint flags=INTEL_INT( *(uint *)(buf+2) );
4283 if (pnum!=Player_num)
4284 Players[(int)pnum].flags=flags;
4287 void multi_send_flags (char pnum)
4289 multibuf[0]=MULTI_FLAGS;
4291 *(uint *)(multibuf+2)=INTEL_INT(Players[(int)pnum].flags);
4293 multi_send_data(multibuf, 6, 1);
4296 void multi_send_drop_blobs (char pnum)
4298 multibuf[0]=MULTI_DROP_BLOB;
4301 multi_send_data(multibuf, 2, 0);
4304 void multi_do_drop_blob (char *buf)
4307 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4310 void multi_send_powerup_update ()
4315 multibuf[0]=MULTI_POWERUP_UPDATE;
4316 for (i=0;i<MAX_POWERUP_TYPES;i++)
4317 multibuf[i+1]=MaxPowerupsAllowed[i];
4319 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4321 void multi_do_powerup_update (char *buf)
4325 for (i=0;i<MAX_POWERUP_TYPES;i++)
4326 if (buf[i+1]>MaxPowerupsAllowed[i])
4327 MaxPowerupsAllowed[i]=buf[i+1];
4330 extern active_door ActiveDoors[];
4331 extern int Num_open_doors; // Number of open doors
4333 void multi_send_active_door (char i)
4337 multibuf[0]=MULTI_ACTIVE_DOOR;
4339 multibuf[2]=Num_open_doors;
4342 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4343 count += sizeof(active_door);
4345 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4346 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4347 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4348 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4349 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4350 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4352 // multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4353 multi_send_data (multibuf,count,1);
4356 void multi_do_active_door (char *buf)
4360 Num_open_doors=buf[2];
4364 memcpy (&ActiveDoors[(int)i],buf+count,sizeof(struct active_door));
4366 ActiveDoors[i].n_parts = INTEL_INT( *(int *)(buf+count) ); count += 4;
4367 ActiveDoors[i].front_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4368 ActiveDoors[i].front_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4369 ActiveDoors[i].back_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4370 ActiveDoors[i].back_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4371 ActiveDoors[i].time = INTEL_INT( *(int *)(buf+count) ); count += 4;
4375 void multi_send_sound_function (char whichfunc,char sound)
4379 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4380 multibuf[1]=Player_num; count++;
4381 multibuf[2]=whichfunc; count++;
4383 *(uint *)(multibuf+count)=sound; count++;
4385 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4387 multi_send_data (multibuf,4,0);
4390 #define AFTERBURNER_LOOP_START 20098
4391 #define AFTERBURNER_LOOP_END 25776
4393 void multi_do_sound_function (char *buf)
4397 char pnum,whichfunc;
4400 if (Players[Player_num].connected!=1)
4408 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4409 else if (whichfunc==3)
4410 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4413 void multi_send_capture_bonus (char pnum)
4415 Assert (Game_mode & GM_CAPTURE);
4417 multibuf[0]=MULTI_CAPTURE_BONUS;
4420 multi_send_data (multibuf,2,1);
4421 multi_do_capture_bonus (multibuf);
4423 void multi_send_orb_bonus (char pnum)
4425 Assert (Game_mode & GM_HOARD);
4427 multibuf[0]=MULTI_ORB_BONUS;
4429 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4431 multi_send_data (multibuf,3,1);
4432 multi_do_orb_bonus (multibuf);
4434 void multi_do_capture_bonus(char *buf)
4436 // Figure out the results of a network kills and add it to the
4437 // appropriate player's tally.
4442 kmatrix_kills_changed = 1;
4444 if (pnum==Player_num)
4445 HUD_init_message("You have Scored!");
4447 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4449 if (pnum==Player_num)
4450 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4451 else if (get_team(pnum)==TEAM_RED)
4452 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4454 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4456 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4458 team_kills[get_team(pnum)] += 5;
4459 Players[(int)pnum].net_kills_total += 5;
4460 Players[(int)pnum].KillGoalCount+=5;
4462 if (Netgame.KillGoal>0)
4464 TheGoal=Netgame.KillGoal*5;
4466 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4468 if (pnum==Player_num)
4470 HUD_init_message("You reached the kill goal!");
4471 Players[Player_num].shields=i2f(200);
4474 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4476 HUD_init_message ("The control center has been destroyed!");
4477 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4481 multi_sort_kill_list();
4482 multi_show_player_list();
4485 int GetOrbBonus (char num)
4489 bonus=num*(num+1)/2;
4493 void multi_do_orb_bonus(char *buf)
4495 // Figure out the results of a network kills and add it to the
4496 // appropriate player's tally.
4500 int bonus=GetOrbBonus (buf[2]);
4502 kmatrix_kills_changed = 1;
4504 if (pnum==Player_num)
4505 HUD_init_message("You have scored %d points!",bonus);
4507 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4509 if (pnum==Player_num)
4510 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4511 else if (Game_mode & GM_TEAM)
4513 if (get_team(pnum)==TEAM_RED)
4514 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4516 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4519 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4521 if (bonus>PhallicLimit)
4523 if (pnum==Player_num)
4524 HUD_init_message ("You have the record with %d points!",bonus);
4526 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4527 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4532 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4534 team_kills[get_team(pnum)] += bonus;
4535 Players[(int)pnum].net_kills_total += bonus;
4536 Players[(int)pnum].KillGoalCount+=bonus;
4538 team_kills[get_team(pnum)]%=1000;
4539 Players[(int)pnum].net_kills_total%=1000;
4540 Players[(int)pnum].KillGoalCount%=1000;
4542 if (Netgame.KillGoal>0)
4544 TheGoal=Netgame.KillGoal*5;
4546 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4548 if (pnum==Player_num)
4550 HUD_init_message("You reached the kill goal!");
4551 Players[Player_num].shields=i2f(200);
4554 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4556 HUD_init_message ("The control center has been destroyed!");
4557 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4560 multi_sort_kill_list();
4561 multi_show_player_list();
4564 void multi_send_got_flag (char pnum)
4566 multibuf[0]=MULTI_GOT_FLAG;
4569 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4571 multi_send_data (multibuf,2,1);
4572 multi_send_flags (Player_num);
4576 digi_sound ReversedSound;
4578 void multi_send_got_orb (char pnum)
4580 multibuf[0]=MULTI_GOT_ORB;
4583 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4585 multi_send_data (multibuf,2,1);
4586 multi_send_flags (Player_num);
4589 void multi_do_got_flag (char *buf)
4593 if (pnum==Player_num)
4594 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4595 else if (get_team(pnum)==TEAM_RED)
4596 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4598 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4599 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4600 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4602 void multi_do_got_orb (char *buf)
4606 Assert (Game_mode & GM_HOARD);
4608 if (Game_mode & GM_TEAM)
4610 if (get_team(pnum)==get_team(Player_num))
4611 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4613 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4616 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4618 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4619 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4627 if (!(Game_mode & GM_HOARD))
4628 Int3(); // How did we get here? Get Leighton!
4630 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4632 HUD_init_message("No orbs to drop!");
4638 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4643 HUD_init_message("Orb dropped!");
4644 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4646 if ((Game_mode & GM_HOARD) && objnum>-1)
4647 multi_send_drop_flag(objnum,seed);
4649 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4651 // If empty, tell everyone to stop drawing the box around me
4652 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4653 multi_send_flags (Player_num);
4660 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4662 if (Game_mode & GM_HOARD)
4668 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4670 HUD_init_message("No flag to drop!");
4675 HUD_init_message("Flag dropped!");
4676 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4680 if (get_team (Player_num)==TEAM_RED)
4681 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4683 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4688 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4689 multi_send_drop_flag(objnum,seed);
4691 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4695 void multi_send_drop_flag (int objnum,int seed)
4700 objp = &Objects[objnum];
4702 multibuf[count++]=(char)MULTI_DROP_FLAG;
4703 multibuf[count++]=(char)objp->id;
4705 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
4706 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
4707 *(short *) (multibuf+count)=INTEL_SHORT(objp->ctype.powerup_info.count); count += 2;
4708 *(int *) (multibuf+count)=INTEL_INT(seed);
4710 map_objnum_local_to_local(objnum);
4712 if (!(Game_mode & GM_HOARD))
4713 if (Game_mode & GM_NETWORK)
4714 PowerupsInMine[objp->id]++;
4716 multi_send_data(multibuf, 12, 2);
4719 void multi_do_drop_flag (char *buf)
4721 int pnum,ammo,objnum,remote_objnum,seed;
4726 pnum=INTEL_SHORT( *(short *)(buf+2) );
4727 remote_objnum=INTEL_SHORT( *(short *)(buf+4) );
4728 ammo=INTEL_SHORT( *(short *)(buf+6) );
4729 seed=INTEL_INT( *(int *)(buf+8) );
4731 objp = &Objects[Players[pnum].objnum];
4733 objnum = spit_powerup(objp, powerup_id, seed);
4735 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4738 Objects[objnum].ctype.powerup_info.count = ammo;
4740 if (!(Game_mode & GM_HOARD))
4742 if (Game_mode & GM_NETWORK)
4743 PowerupsInMine[powerup_id]++;
4744 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4746 mprintf ((0,"Dropped flag %d!\n"));
4750 void multi_bad_restore ()
4752 Function_mode = FMODE_MENU;
4753 nm_messagebox(NULL, 1, TXT_OK,
4754 "A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue.");
4755 Function_mode = FMODE_GAME;
4756 multi_quit_game = 1;
4757 multi_leave_menu = 1;
4758 multi_reset_stuff();
4761 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4762 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4763 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4764 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4765 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4766 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4767 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4768 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4771 void multi_send_robot_controls (char pnum)
4775 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4777 multibuf[0]=MULTI_ROBOT_CONTROLS;
4779 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4780 count+=(MAX_ROBOTS_CONTROLLED*4);
4781 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4782 count+=(MAX_ROBOTS_CONTROLLED*4);
4783 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4784 count+=(MAX_ROBOTS_CONTROLLED*4);
4785 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4786 count+=(MAX_ROBOTS_CONTROLLED*4);
4787 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4788 count+=(MAX_ROBOTS_CONTROLLED*4);
4789 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4790 count+=(MAX_ROBOTS_CONTROLLED*4);
4791 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4792 count+=(MAX_ROBOTS_CONTROLLED*4);
4794 network_send_naked_packet (multibuf,142,pnum);
4796 void multi_do_robot_controls(char *buf)
4800 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4802 if (buf[1]!=Player_num)
4804 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4808 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4809 count+=(MAX_ROBOTS_CONTROLLED*4);
4810 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4811 count+=(MAX_ROBOTS_CONTROLLED*4);
4812 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4813 count+=(MAX_ROBOTS_CONTROLLED*4);
4814 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4815 count+=(MAX_ROBOTS_CONTROLLED*4);
4816 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4817 count+=(MAX_ROBOTS_CONTROLLED*4);
4818 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4819 count+=(MAX_ROBOTS_CONTROLLED*4);
4820 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4821 count+=(MAX_ROBOTS_CONTROLLED*4);
4824 #define POWERUPADJUSTS 5
4825 int PowerupAdjustMapping[]={11,19,39,41,44};
4827 int multi_powerup_is_4pack (int id)
4831 for (i=0;i<POWERUPADJUSTS;i++)
4832 if (id==PowerupAdjustMapping[i])
4837 int multi_powerup_is_allowed(int id)
4839 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4841 if (id == POW_CLOAK && !Netgame.DoCloak)
4843 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4845 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4847 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4849 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4851 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4853 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4855 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4857 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4859 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4861 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4863 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4865 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4867 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4869 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4871 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4873 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4875 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4877 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4879 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4881 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4883 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4885 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4887 if (id == POW_CONVERTER && !Netgame.DoConverter)
4889 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4891 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4893 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4895 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4897 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4899 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4901 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4903 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4909 void multi_send_finish_game ()
4911 multibuf[0]=MULTI_FINISH_GAME;
4912 multibuf[1]=Player_num;
4914 multi_send_data (multibuf,2,1);
4918 extern void do_final_boss_hacks();
4919 void multi_do_finish_game (char *buf)
4921 if (buf[0]!=MULTI_FINISH_GAME)
4924 if (Current_level_num!=Last_level)
4927 do_final_boss_hacks();
4930 void multi_send_trigger_specific (char pnum,char trig)
4932 multibuf[0] = MULTI_START_TRIGGER;
4935 network_send_naked_packet(multibuf, 2, pnum);
4937 void multi_do_start_trigger (char *buf)
4939 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4942 extern char *RankStrings[];
4944 void multi_add_lifetime_kills ()
4946 // This function adds a kill to lifetime stats of this player, and possibly
4947 // gives a promotion. If so, it will tell everyone else
4951 if (!Game_mode & GM_NETWORK)
4954 oldrank=GetMyNetRanking();
4958 if (oldrank!=GetMyNetRanking())
4960 multi_send_ranking();
4961 if (!FindArg("-norankings"))
4963 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4964 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4965 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4968 write_player_file();
4971 void multi_add_lifetime_killed ()
4973 // This function adds a "killed" to lifetime stats of this player, and possibly
4974 // gives a demotion. If so, it will tell everyone else
4978 if (!Game_mode & GM_NETWORK)
4981 oldrank=GetMyNetRanking();
4985 if (oldrank!=GetMyNetRanking())
4987 multi_send_ranking();
4988 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4990 if (!FindArg("-norankings"))
4991 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4994 write_player_file();
4998 void multi_send_ranking ()
5000 multibuf[0]=(char)MULTI_RANK;
5001 multibuf[1]=(char)Player_num;
5002 multibuf[2]=(char)GetMyNetRanking();
5004 multi_send_data (multibuf,3,1);
5007 void multi_do_ranking (char *buf)
5013 if (NetPlayers.players[(int)pnum].rank<rank)
5014 strcpy (rankstr,"promoted");
5015 else if (NetPlayers.players[(int)pnum].rank>rank)
5016 strcpy (rankstr,"demoted");
5020 NetPlayers.players[(int)pnum].rank=rank;
5022 if (!FindArg("-norankings"))
5023 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
5025 void multi_send_modem_ping ()
5027 multibuf[0]=MULTI_MODEM_PING;
5028 multi_send_data (multibuf,1,1);
5030 void multi_send_modem_ping_return ()
5032 multibuf[0]=MULTI_MODEM_PING_RETURN;
5033 multi_send_data (multibuf,1,1);
5036 void multi_do_modem_ping_return ()
5038 if (PingLaunchTime==0)
5040 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5044 PingReturnTime=timer_get_fixed_seconds();
5046 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5051 void multi_quick_sound_hack (int num)
5054 num = digi_xlat_sound(num);
5055 length=GameSounds[num].length;
5056 ReversedSound.data=(ubyte *)d_malloc (length);
5057 ReversedSound.length=length;
5059 for (i=0;i<length;i++)
5060 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5065 void multi_send_play_by_play (int num,int spnum,int dpnum)
5067 if (!(Game_mode & GM_HOARD))
5071 multibuf[0]=MULTI_PLAY_BY_PLAY;
5072 multibuf[1]=(char)num;
5073 multibuf[2]=(char)spnum;
5074 multibuf[3]=(char)dpnum;
5075 multi_send_data (multibuf,4,1);
5076 multi_do_play_by_play (multibuf);
5078 void multi_do_play_by_play (char *buf)
5080 int whichplay=buf[1];
5084 if (!(Game_mode & GM_HOARD))
5086 Int3(); // Get Leighton, something bad has happened.
5093 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5096 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5104 /// CODE TO LOAD HOARD DATA
5108 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5110 bm->bm_x = bm->bm_y = 0;
5111 bm->bm_w = bm->bm_rowsize = w;
5113 bm->bm_type = BM_LINEAR;
5114 bm->bm_flags = flags;
5120 grs_bitmap Orb_icons[2];
5122 int Hoard_goal_eclip;
5124 void init_hoard_data()
5126 static int first_time=1;
5127 static int orb_vclip;
5128 int n_orb_frames,n_goal_frames;
5131 ubyte palette[256*3];
5134 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5136 ifile = cfopen("hoard.ham","rb");
5138 Error("can't open <hoard.dat>");
5140 n_orb_frames = cfile_read_short(ifile);
5141 orb_w = cfile_read_short(ifile);
5142 orb_h = cfile_read_short(ifile);
5143 save_pos = cftell(ifile);
5144 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5145 n_goal_frames = cfile_read_short(ifile);
5146 cfseek(ifile,save_pos,SEEK_SET);
5150 int bitmap_num=Num_bitmap_files;
5152 //Allocate memory for bitmaps
5153 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5156 orb_vclip = Num_vclips++;
5157 Assert(Num_vclips <= VCLIP_MAXNUM);
5158 Vclip[orb_vclip].play_time = F1_0/2;
5159 Vclip[orb_vclip].num_frames = n_orb_frames;
5160 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5161 Vclip[orb_vclip].flags = 0;
5162 Vclip[orb_vclip].sound_num = -1;
5163 Vclip[orb_vclip].light_value = F1_0;
5164 for (i=0;i<n_orb_frames;i++) {
5165 Vclip[orb_vclip].frames[i].index = bitmap_num;
5166 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5167 bitmap_data += orb_w*orb_h;
5169 Assert(bitmap_num < MAX_BITMAP_FILES);
5172 //Create obj powerup
5173 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5174 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5175 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5176 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5178 //Create orb goal wall effect
5179 Hoard_goal_eclip = Num_effects++;
5180 Assert(Num_effects < MAX_EFFECTS);
5181 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5182 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5183 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5185 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5186 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5187 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5189 Assert(NumTextures < MAX_TEXTURES);
5190 for (i=0;i<n_goal_frames;i++) {
5191 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5192 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5193 bitmap_data += 64*64;
5195 Assert(bitmap_num < MAX_BITMAP_FILES);
5200 //Load and remap bitmap data for orb
5201 cfread(palette,3,256,ifile);
5202 for (i=0;i<n_orb_frames;i++) {
5203 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5204 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5205 gr_remap_bitmap_good( bm, palette, 255, -1 );
5208 //Load and remap bitmap data for goal texture
5209 cfile_read_short(ifile); //skip frame count
5210 cfread(palette,3,256,ifile);
5211 for (i=0;i<n_goal_frames;i++) {
5212 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5213 cfread(bm->bm_data,1,64*64,ifile);
5214 gr_remap_bitmap_good( bm, palette, 255, -1 );
5217 //Load and remap bitmap data for HUD icons
5219 icon_w = cfile_read_short(ifile);
5220 icon_h = cfile_read_short(ifile);
5223 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5224 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5226 cfread(palette,3,256,ifile);
5227 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5228 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5233 //Load sounds for orb game
5238 len = cfile_read_int(ifile); //get 11k len
5240 if (digi_sample_rate == SAMPLE_RATE_22K) {
5241 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5242 len = cfile_read_int(ifile); //get 22k len
5245 GameSounds[Num_sound_files+i].length = len;
5246 GameSounds[Num_sound_files+i].data = d_malloc(len);
5247 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5249 if (digi_sample_rate == SAMPLE_RATE_11K) {
5250 len = cfile_read_int(ifile); //get 22k len
5251 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5254 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5255 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5265 multi_process_data(char *buf, int len)
5267 // Take an entire message (that has already been checked for validity,
5268 // if necessary) and act on it.
5275 if (type > MULTI_MAX_TYPE)
5277 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5285 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5286 fflush (RecieveLogFile);
5291 case MULTI_POSITION:
5292 if (!Endlevel_sequence) multi_do_position(buf); break;
5293 case MULTI_REAPPEAR:
5294 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5296 if (!Endlevel_sequence) multi_do_fire(buf); break;
5298 multi_do_kill(buf); break;
5299 case MULTI_REMOVE_OBJECT:
5300 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5301 case MULTI_PLAYER_DROP:
5302 case MULTI_PLAYER_EXPLODE:
5303 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5305 if (!Endlevel_sequence) multi_do_message(buf); break;
5307 if (!Endlevel_sequence) multi_do_quit(buf); break;
5308 case MULTI_BEGIN_SYNC:
5310 case MULTI_CONTROLCEN:
5311 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5312 case MULTI_POWERUP_UPDATE:
5313 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5314 case MULTI_SOUND_FUNCTION:
5315 multi_do_sound_function(buf); break;
5317 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5318 case MULTI_DROP_WEAPON:
5319 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5320 case MULTI_DROP_FLAG:
5321 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5323 if (!Endlevel_sequence) multi_do_guided (buf); break;
5324 case MULTI_STOLEN_ITEMS:
5325 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5326 case MULTI_WALL_STATUS:
5327 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5328 case MULTI_HEARTBEAT:
5329 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5331 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5333 if (!Endlevel_sequence) multi_do_light (buf); break;
5334 case MULTI_KILLGOALS:
5336 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5337 case MULTI_ENDLEVEL_START:
5338 if (!Endlevel_sequence) multi_do_escape(buf); break;
5339 case MULTI_END_SYNC:
5342 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5344 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5345 case MULTI_DOOR_OPEN:
5346 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5347 case MULTI_CREATE_EXPLOSION:
5348 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5349 case MULTI_CONTROLCEN_FIRE:
5350 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5351 case MULTI_CREATE_POWERUP:
5352 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5353 case MULTI_PLAY_SOUND:
5354 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5355 case MULTI_CAPTURE_BONUS:
5356 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5357 case MULTI_ORB_BONUS:
5358 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5359 case MULTI_GOT_FLAG:
5360 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5362 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5363 case MULTI_PLAY_BY_PLAY:
5364 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5366 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5367 case MULTI_MODEM_PING:
5368 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5369 case MULTI_MODEM_PING_RETURN:
5370 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5372 case MULTI_FINISH_GAME:
5373 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5374 case MULTI_ROBOT_CONTROLS:
5375 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5376 case MULTI_ROBOT_CLAIM:
5377 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5378 case MULTI_ROBOT_POSITION:
5379 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5380 case MULTI_ROBOT_EXPLODE:
5381 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5382 case MULTI_ROBOT_RELEASE:
5383 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5384 case MULTI_ROBOT_FIRE:
5385 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5388 if (!Endlevel_sequence) multi_do_score(buf); break;
5389 case MULTI_CREATE_ROBOT:
5390 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5392 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5393 case MULTI_START_TRIGGER:
5394 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5396 if (!Endlevel_sequence) multi_do_flags(buf); break;
5397 case MULTI_DROP_BLOB:
5398 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5399 case MULTI_ACTIVE_DOOR:
5400 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5401 case MULTI_BOSS_ACTIONS:
5402 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5403 case MULTI_CREATE_ROBOT_POWERUPS:
5404 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5405 case MULTI_HOSTAGE_DOOR:
5406 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5407 case MULTI_SAVE_GAME:
5408 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5409 case MULTI_RESTORE_GAME:
5410 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5411 case MULTI_REQ_PLAYER:
5412 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5413 case MULTI_SEND_PLAYER:
5414 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5417 mprintf((1, "Invalid type in multi_process_input().\n"));