1 /* $Id: multi.c,v 1.19 2006-07-27 10:07:31 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Multiplayer code shared by serial and network play.
77 void multi_reset_player_object(object *objp);
78 void multi_reset_object_texture(object *objp);
79 void multi_add_lifetime_killed();
80 void multi_add_lifetime_kills();
81 void multi_send_play_by_play(int num,int spnum,int dpnum);
82 void multi_send_heartbeat();
83 void multi_send_modem_ping();
84 void multi_cap_objects();
85 void multi_adjust_remote_cap(int pnum);
86 void multi_save_game(ubyte slot, uint id, char *desc);
87 void multi_restore_game(ubyte slot, uint id);
88 void multi_set_robot_ai(void);
89 void multi_send_powerup_update();
90 void bash_to_shield(int i,char *s);
91 void init_hoard_data();
92 void multi_apply_goal_textures();
93 int find_goal_texture(ubyte t);
94 void multi_bad_restore();
95 void multi_do_capture_bonus(char *buf);
96 void multi_do_orb_bonus(char *buf);
97 void multi_send_drop_flag(int objnum,int seed);
98 void multi_send_ranking();
99 void multi_do_play_by_play(char *buf);
102 // Local macros and prototypes
107 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
109 void drop_player_eggs(object *player); // from collide.c
110 void GameLoop(int, int); // From game.c
116 extern vms_vector MarkerPoint[];
117 extern char MarkerMessage[16][40];
118 extern char MarkerOwner[16][40];
119 extern int MarkerObject[];
121 int control_invul_time = 0;
122 int who_killed_controlcen = -1; // -1 = noone
124 //do we draw the kill list on the HUD?
125 int Show_kill_list = 1;
126 int Show_reticle_name = 1;
127 fix Show_kill_list_timer = 0;
129 char Multi_is_guided=0;
130 char PKilledFlags[MAX_NUM_NET_PLAYERS];
132 int multi_sending_message = 0;
133 int multi_defining_message = 0;
134 int multi_message_index = 0;
136 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
138 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
139 short local_to_remote[MAX_OBJECTS];
140 sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
142 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
143 int Net_create_loc = 0; // pointer into previous array
144 int Network_laser_fired = 0; // How many times we shot
145 int Network_laser_gun; // Which gun number we shot
146 int Network_laser_flags; // Special flags for the shot
147 int Network_laser_level; // What level
148 short Network_laser_track; // Who is it tracking?
149 char Network_message[MAX_MESSAGE_LEN];
150 char Network_message_macro[4][MAX_MESSAGE_LEN];
151 int Network_message_reciever=-1;
152 int sorted_kills[MAX_NUM_NET_PLAYERS];
153 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
154 int multi_goto_secret = 0;
156 int multi_in_menu = 0;
157 int multi_leave_menu = 0;
158 int multi_quit_game = 0;
160 netgame_info Netgame;
161 AllNetPlayers_info NetPlayers;
163 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
165 typedef struct netplayer_stats {
167 ubyte Player_num; // Who am i?
168 uint flags; // Powerup flags, see below...
169 fix energy; // Amount of energy remaining.
170 fix shields; // shields remaining (protection)
171 ubyte lives; // Lives remaining, 0 = game over.
172 ubyte laser_level; // Current level of the laser.
173 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
174 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
175 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
176 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
177 int last_score; // Score at beginning of current level.
178 int score; // Current score.
179 fix cloak_time; // Time cloaked
180 fix invulnerable_time; // Time invulnerable
181 fix homing_object_dist; // Distance of nearest homing object.
183 short net_killed_total; // Number of times killed total
184 short net_kills_total; // Number of net kills total
185 short num_kills_level; // Number of kills this level
186 short num_kills_total; // Number of kills total
187 short num_robots_level; // Number of initial robots this level
188 short num_robots_total; // Number of robots total
189 ushort hostages_rescued_total; // Total number of hostages rescued.
190 ushort hostages_total; // Total number of hostages.
191 ubyte hostages_on_board; // Number of hostages on ship.
195 int message_length[MULTI_MAX_TYPE+1] = {
201 97+9, // PLAYER_EXPLODE
202 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
212 2, // CREATE_EXPLOSION
213 16, // CONTROLCEN_FIRE
215 19, // CREATE_POWERUP
219 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
227 27, // ROBOT_POWERUPS
229 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
230 2+4, // RESTORE_GAME (ubyte slot, uint id)
231 1+1, // MULTI_REQ_PLAYER
232 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
234 12, // MULTI_DROP_WEAPON
236 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
238 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
240 11, // MULTI_STOLEN_ITEMS
241 6, // MULTI_WALL_STATUS
242 5, // MULTI_HEARTBEAT
243 9, // MULTI_KILLGOALS
246 2, // MULTI_START_TRIGGER
248 2, // MULTI_DROP_BLOB
249 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
250 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
251 4, // MULTI_SOUND_FUNCTION
252 2, // MULTI_CAPTURE_BONUS
254 12, // MULTI_DROP_FLAG
255 142, // MULTI_ROBOT_CONTROLS
256 2, // MULTI_FINISH_GAME
258 1, // MULTI_MODEM_PING
259 1, // MULTI_MODEM_PING_RETURN
260 3, // MULTI_ORB_BONUS
262 12, // MULTI_DROP_ORB
263 4, // MULTI_PLAY_BY_PLAY
266 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
267 void use_netplayer_stats( player * ps, netplayer_stats *pd );
268 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
269 extern fix ThisLevelTime;
272 // Functions that replace what used to be macros
275 int objnum_remote_to_local(int remote_objnum, int owner)
277 // Map a remote object number from owner to a local object number
281 if ((owner >= N_players) || (owner < -1)) {
283 return(remote_objnum);
287 return(remote_objnum);
289 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
292 result = remote_to_local[owner][remote_objnum];
296 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
301 if (object_owner[result] != owner)
303 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
306 //Assert(object_owner[result] == owner);
311 int objnum_local_to_remote(int local_objnum, sbyte *owner)
313 // Map a local object number to a remote + owner
317 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
322 *owner = object_owner[local_objnum];
325 return(local_objnum);
327 if ((*owner >= N_players) || (*owner < -1)) {
333 result = local_to_remote[local_objnum];
335 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
340 Int3(); // See Rob, object has no remote number!
347 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
349 // Add a mapping from a network remote object number to a local one
351 Assert(local_objnum > -1);
352 Assert(local_objnum < MAX_OBJECTS);
353 Assert(remote_objnum > -1);
354 Assert(remote_objnum < MAX_OBJECTS);
356 Assert(owner != Player_num);
358 object_owner[local_objnum] = owner;
360 remote_to_local[owner][remote_objnum] = local_objnum;
361 local_to_remote[local_objnum] = remote_objnum;
367 map_objnum_local_to_local(int local_objnum)
369 // Add a mapping for our locally created objects
371 Assert(local_objnum > -1);
372 Assert(local_objnum < MAX_OBJECTS);
374 object_owner[local_objnum] = Player_num;
375 remote_to_local[Player_num][local_objnum] = local_objnum;
376 local_to_remote[local_objnum] = local_objnum;
381 void reset_network_objects()
383 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
384 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
385 memset(object_owner, -1, MAX_OBJECTS);
389 // Part 1 : functions whose main purpose in life is to divert the flow
390 // of execution to either network or serial specific code based
391 // on the curretn Game_mode value.
395 multi_endlevel_score(void)
400 // Show a score list to end of net players
402 // Save connect state and change to new connect state
404 if (Game_mode & GM_NETWORK)
406 old_connect = Players[Player_num].connected;
407 if (Players[Player_num].connected!=3)
408 Players[Player_num].connected = CONNECT_END_MENU;
409 Network_status = NETSTAT_ENDLEVEL;
414 // Do the actual screen we wish to show
416 Function_mode = FMODE_MENU;
418 kmatrix_view(Game_mode & GM_NETWORK);
420 Function_mode = FMODE_GAME;
422 // Restore connect state
424 if (Game_mode & GM_NETWORK)
426 Players[Player_num].connected = old_connect;
430 if (Game_mode & GM_MULTI_COOP)
433 for (i = 0; i < MaxNumNetPlayers; i++)
435 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
437 for (i = 0; i < MaxNumNetPlayers; i++)
438 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
442 for (i=0;i<MAX_PLAYERS;i++)
443 Players[i].KillGoalCount=0;
445 for (i=0;i<MAX_POWERUP_TYPES;i++)
447 MaxPowerupsAllowed[i]=0;
456 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
459 if (Netgame.team_vector & (1 << pnum))
465 extern void game_disable_cheats();
472 // Reset variables for a new net game
474 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
476 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
479 Players[i].net_killed_total = 0;
480 Players[i].net_kills_total = 0;
481 Players[i].flags = 0;
482 Players[i].KillGoalCount=0;
486 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
488 robot_controlled[i] = -1;
489 robot_agitation[i] = 0;
494 team_kills[0] = team_kills[1] = 0;
495 Endlevel_sequence = 0;
497 multi_leave_menu = 0;
500 game_disable_cheats();
502 Dead_player_camera = 0;
506 multi_make_player_ghost(int playernum)
510 //Assert(playernum != Player_num);
511 //Assert(playernum < MAX_NUM_NET_PLAYERS);
513 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
515 Int3(); // Non-terminal, see Rob
519 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
520 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
522 obj = &Objects[Players[playernum].objnum];
524 obj->type = OBJ_GHOST;
525 obj->render_type = RT_NONE;
526 obj->movement_type = MT_NONE;
527 multi_reset_player_object(obj);
529 if (Game_mode & GM_MULTI_ROBOTS)
530 multi_strip_robots(playernum);
534 multi_make_ghost_player(int playernum)
538 // Assert(playernum != Player_num);
539 // Assert(playernum < MAX_NUM_NET_PLAYERS);
541 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
543 Int3(); // Non-terminal, see rob
547 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
548 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
550 obj = &Objects[Players[playernum].objnum];
552 obj->type = OBJ_PLAYER;
553 obj->movement_type = MT_PHYSICS;
554 multi_reset_player_object(obj);
557 int multi_get_kill_list(int *plist)
559 // Returns the number of active net players and their
560 // sorted order of kills
564 for (i = 0; i < N_players; i++)
565 //if (Players[sorted_kills[i]].connected)
566 plist[n++] = sorted_kills[i];
569 Int3(); // SEE ROB OR MATT
571 //memcpy(plist, sorted_kills, N_players*sizeof(int));
577 multi_sort_kill_list(void)
579 // Sort the kills list each time a new kill is added
581 int kills[MAX_NUM_NET_PLAYERS];
585 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
588 if (Game_mode & GM_MULTI_COOP)
589 kills[i] = Players[i].score;
592 if (Show_kill_list==2)
594 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
595 kills[i]=-1; // always draw the ones without any ratio last
597 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
600 kills[i] = Players[i].net_kills_total;
606 for (i = 0; i < N_players-1; i++)
608 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
610 changed = sorted_kills[i];
611 sorted_kills[i] = sorted_kills[i+1];
612 sorted_kills[i+1] = changed;
617 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
620 extern object *obj_find_first_of_type (int);
621 char Multi_killed_yourself=0;
623 void multi_compute_kill(int killer, int killed)
625 // Figure out the results of a network kills and add it to the
626 // appropriate player's tally.
628 int killed_pnum, killed_type;
629 int killer_pnum, killer_type,killer_id;
631 char killed_name[(CALLSIGN_LEN*2)+4];
632 char killer_name[(CALLSIGN_LEN*2)+4];
634 kmatrix_kills_changed = 1;
635 Multi_killed_yourself=0;
637 // Both object numbers are localized already!
639 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
641 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
643 Int3(); // See Rob, illegal value passed to compute_kill;
647 killed_type = Objects[killed].type;
648 killer_type = Objects[killer].type;
649 killer_id = Objects[killer].id;
651 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
653 Int3(); // compute_kill passed non-player object!
657 killed_pnum = Objects[killed].id;
659 PKilledFlags[killed_pnum]=1;
661 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
663 if (Game_mode & GM_TEAM)
664 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
666 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
668 if (Newdemo_state == ND_STATE_RECORDING)
669 newdemo_record_multi_death(killed_pnum);
671 digi_play_sample( SOUND_HUD_KILL, F3_0 );
673 if (Control_center_destroyed)
674 Players[killed_pnum].connected=3;
676 if (killer_type == OBJ_CNTRLCEN)
678 Players[killed_pnum].net_killed_total++;
679 Players[killed_pnum].net_kills_total--;
681 if (Newdemo_state == ND_STATE_RECORDING)
682 newdemo_record_multi_kill(killed_pnum, -1);
684 if (killed_pnum == Player_num)
686 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
687 multi_add_lifetime_killed ();
690 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
695 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
697 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
699 if (killed_pnum == Player_num)
700 HUD_init_message("You were killed by a mine!");
702 HUD_init_message("%s was killed by a mine!",killed_name);
706 if (killed_pnum == Player_num)
708 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
709 multi_add_lifetime_killed();
712 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
714 Players[killed_pnum].net_killed_total++;
718 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
720 Int3(); // Illegal killer type?
723 if (killer_id==PMINE_ID)
725 if (killed_pnum==Player_num)
726 HUD_init_message("You were killed by a mine!");
728 HUD_init_message("%s was killed by a mine!",killed_name);
730 Players[killed_pnum].net_killed_total++;
736 killer_pnum = Objects[killer].id;
738 if (Game_mode & GM_TEAM)
739 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
741 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
743 // Beyond this point, it was definitely a player-player kill situation
745 if ((killer_pnum < 0) || (killer_pnum >= N_players))
746 Int3(); // See rob, tracking down bug with kill HUD messages
747 if ((killed_pnum < 0) || (killed_pnum >= N_players))
748 Int3(); // See rob, tracking down bug with kill HUD messages
750 if (killer_pnum == killed_pnum)
752 if (!(Game_mode & GM_HOARD))
754 if (Game_mode & GM_TEAM)
755 team_kills[get_team(killed_pnum)] -= 1;
757 Players[killed_pnum].net_killed_total += 1;
758 Players[killed_pnum].net_kills_total -= 1;
760 if (Newdemo_state == ND_STATE_RECORDING)
761 newdemo_record_multi_kill(killed_pnum, -1);
763 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
765 if (killer_pnum == Player_num)
767 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
768 Multi_killed_yourself=1;
769 multi_add_lifetime_killed();
772 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
777 if (!(Game_mode & GM_HOARD))
779 if (Game_mode & GM_TEAM)
781 if (get_team(killed_pnum) == get_team(killer_pnum))
782 team_kills[get_team(killed_pnum)] -= 1;
784 team_kills[get_team(killer_pnum)] += 1;
787 Players[killer_pnum].net_kills_total += 1;
788 Players[killer_pnum].KillGoalCount+=1;
790 if (Newdemo_state == ND_STATE_RECORDING)
791 newdemo_record_multi_kill(killer_pnum, 1);
795 if (Game_mode & GM_TEAM)
797 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
798 Multi_killed_yourself=1;
802 kill_matrix[killer_pnum][killed_pnum] += 1;
803 Players[killed_pnum].net_killed_total += 1;
804 if (killer_pnum == Player_num) {
805 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
806 multi_add_lifetime_kills();
807 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
808 add_points_to_score(-1000);
810 else if (killed_pnum == Player_num)
812 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
813 multi_add_lifetime_killed();
814 if (Game_mode & GM_HOARD)
816 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
817 multi_send_play_by_play (1,killer_pnum,Player_num);
818 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
819 multi_send_play_by_play (0,killer_pnum,Player_num);
823 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
826 TheGoal=Netgame.KillGoal*5;
828 if (Netgame.KillGoal>0)
830 if (Players[killer_pnum].KillGoalCount>=TheGoal)
832 if (killer_pnum==Player_num)
834 HUD_init_message("You reached the kill goal!");
835 Players[Player_num].shields=i2f(200);
838 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
840 HUD_init_message ("The control center has been destroyed!");
841 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
845 multi_sort_kill_list();
846 multi_show_player_list();
847 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
853 static int lasttime=0;
856 if (!(Game_mode & GM_MULTI))
862 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
864 for (i=0;i<N_players;i++)
865 if (Players[i].connected)
869 multi_send_heartbeat();
870 lasttime=f2i(ThisLevelTime);
876 multi_send_message(); // Send any waiting messages
879 multi_leave_menu = 0;
882 if (Game_mode & GM_MULTI_ROBOTS)
884 multi_check_robot_timeout();
888 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
894 network_do_frame(0, 1);
897 if (multi_quit_game && !multi_in_menu)
900 longjmp(LeaveGame, 0);
905 multi_send_data(char *buf, int len, int repeat)
907 Assert(len == message_length[(int)buf[0]]);
908 Assert(buf[0] <= MULTI_MAX_TYPE);
909 // Assert(buf[0] >= 0);
911 if (Game_mode & GM_NETWORK)
914 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
915 com_send_data(buf, len, repeat);
916 else if (Game_mode & GM_NETWORK)
917 network_send_data((unsigned char *)buf, len, repeat);
921 multi_leave_game(void)
924 // if (Function_mode != FMODE_GAME)
927 if (!(Game_mode & GM_MULTI))
930 if (Game_mode & GM_NETWORK)
932 mprintf((0, "Sending explosion message.\n"));
937 drop_player_eggs(ConsoleObject);
938 multi_send_position(Players[Player_num].objnum);
939 multi_send_player_explode(MULTI_PLAYER_DROP);
942 mprintf((1, "Sending leave game.\n"));
943 multi_send_quit(MULTI_QUIT);
945 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
947 if (Game_mode & GM_NETWORK)
948 network_leave_game();
950 Game_mode |= GM_GAME_OVER;
952 if (Function_mode!=FMODE_EXIT)
953 Function_mode = FMODE_MENU;
957 // change_playernum_to(0);
958 // Viewer = ConsoleObject = &Objects[0];
963 multi_show_player_list()
965 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
971 Show_kill_list_timer = F1_0*5; // 5 second timer
976 multi_endlevel(int *secret)
980 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
981 com_endlevel(secret); // an opportunity to re-sync or whatever
982 else if (Game_mode & GM_NETWORK)
983 result = network_endlevel(secret);
989 // Part 2 : functions that act on network/serial messages and change the
990 // the state of the game in some way.
994 //extern PORT *com_port;
998 multi_menu_poll(void)
1001 int was_fuelcen_alive;
1002 int player_was_dead;
1004 was_fuelcen_alive = Control_center_destroyed;
1006 // Special polling function for in-game menus for multiplayer and serial
1008 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1011 if (multi_leave_menu)
1014 old_shields = Players[Player_num].shields;
1015 player_was_dead = Player_is_dead;
1017 multi_in_menu++; // Track level of menu nesting
1023 timer_delay(f0_1); // delay 100 milliseconds
1025 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1027 multi_leave_menu = 1;
1030 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1032 multi_leave_menu = 1;
1037 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1039 multi_leave_menu = 1;
1048 multi_define_macro(int key)
1050 if (!(Game_mode & GM_MULTI))
1053 key &= (~KEY_SHIFTED);
1058 multi_defining_message = 1; break;
1060 multi_defining_message = 2; break;
1062 multi_defining_message = 3; break;
1064 multi_defining_message = 4; break;
1069 if (multi_defining_message) {
1070 multi_message_index = 0;
1071 Network_message[multi_message_index] = 0;
1076 char feedback_result[200];
1079 multi_message_feedback(void)
1085 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1087 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1088 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1090 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1093 if (Game_mode & GM_TEAM)
1095 for (i = 0; i < N_players; i++)
1097 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1100 strcat(feedback_result, ", ");
1103 strcat(feedback_result, "\n");
1104 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1108 for (i = 0; i < N_players; i++)
1110 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1113 strcat(feedback_result, ", ");
1116 strcat(feedback_result, "\n");
1117 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1121 strcat(feedback_result, TXT_NOBODY);
1123 strcat(feedback_result, ".");
1125 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1127 Assert(strlen(feedback_result) < 200);
1129 HUD_init_message(feedback_result);
1130 //sprintf (temp,"%s",colon);
1131 //sprintf (Network_message,"%s",temp);
1137 multi_send_macro(int key)
1139 if (! (Game_mode & GM_MULTI) )
1156 if (!Network_message_macro[key][0])
1158 HUD_init_message(TXT_NO_MACRO);
1162 strcpy(Network_message, Network_message_macro[key]);
1163 Network_message_reciever = 100;
1165 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1166 multi_message_feedback();
1171 multi_send_message_start()
1173 if (Game_mode&GM_MULTI) {
1174 multi_sending_message = 1;
1175 multi_message_index = 0;
1176 Network_message[multi_message_index] = 0;
1180 extern fix StartingShields;
1181 fix PingLaunchTime,PingReturnTime;
1183 extern void network_send_ping (ubyte);
1184 extern int network_who_is_master();
1185 extern char NameReturning;
1186 extern int force_cockpit_redraw;
1188 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1190 void multi_send_message_end()
1195 Network_message_reciever = 100;
1197 if (!strnicmp (Network_message,"!Names",6))
1199 NameReturning=1-NameReturning;
1200 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1202 else if (!strnicmp (Network_message,"Handicap:",9))
1204 mytempbuf=&Network_message[9];
1205 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1206 StartingShields=atol (mytempbuf);
1207 if (StartingShields<10)
1209 if (StartingShields>100)
1211 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1212 StartingShields=100;
1215 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1217 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1218 StartingShields=i2f(StartingShields);
1220 else if (!strnicmp (Network_message,"NoBombs",7))
1221 Netgame.DoSmartMine=0;
1222 else if (!strnicmp (Network_message,"Ping:",5))
1224 if (Game_mode & GM_NETWORK)
1227 if (strlen(Network_message) > 5)
1228 while (Network_message[name_index] == ' ')
1231 if (strlen(Network_message)<=name_index)
1233 HUD_init_message ("You must specify a name to ping");
1237 for (i = 0; i < N_players; i++)
1238 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1240 PingLaunchTime=timer_get_fixed_seconds();
1241 network_send_ping (i);
1242 HUD_init_message("Pinging %s...",Players[i].callsign);
1243 multi_message_index = 0;
1244 multi_sending_message = 0;
1248 else // Modem/Serial ping
1250 PingLaunchTime=timer_get_fixed_seconds();
1251 multi_send_modem_ping ();
1252 HUD_init_message("Pinging opponent...");
1253 multi_message_index = 0;
1254 multi_sending_message = 0;
1258 else if (!strnicmp (Network_message,"move:",5))
1260 mprintf ((0,"moving?\n"));
1262 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1265 if (strlen(Network_message) > 5)
1266 while (Network_message[name_index] == ' ')
1269 if (!network_i_am_master())
1271 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1275 if (strlen(Network_message)<=name_index)
1277 HUD_init_message ("You must specify a name to move");
1281 for (i = 0; i < N_players; i++)
1282 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1284 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1286 HUD_init_message ("Can't move player because s/he has a flag!");
1290 if (Netgame.team_vector & (1<<i))
1291 Netgame.team_vector&=(~(1<<i));
1293 Netgame.team_vector|=(1<<i);
1295 for (t=0;t<N_players;t++)
1296 if (Players[t].connected)
1297 multi_reset_object_texture (&Objects[Players[t].objnum]);
1299 network_send_netgame_update ();
1300 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1303 HUD_init_message ("You have changed teams!");
1307 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1313 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1316 if (strlen(Network_message) > 5)
1317 while (Network_message[name_index] == ' ')
1320 if (!network_i_am_master())
1322 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1323 multi_message_index = 0;
1324 multi_sending_message = 0;
1327 if (strlen(Network_message)<=name_index)
1329 HUD_init_message ("You must specify a name to kick");
1330 multi_message_index = 0;
1331 multi_sending_message = 0;
1335 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1336 int players[MAX_NUM_NET_PLAYERS];
1337 int listpos = Network_message[name_index+1] - '0';
1339 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1341 if (Show_kill_list==1 || Show_kill_list==2) {
1342 if (listpos == 0 || listpos >= N_players) {
1343 HUD_init_message ("Invalid player number for kick.");
1344 multi_message_index = 0;
1345 multi_sending_message = 0;
1348 multi_get_kill_list(players);
1349 i = players[listpos];
1350 if ((i != Player_num) && (Players[i].connected))
1353 else HUD_init_message ("You cannot use # kicking with in team display.");
1356 multi_message_index = 0;
1357 multi_sending_message = 0;
1362 for (i = 0; i < N_players; i++)
1363 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1365 if (Network_game_type == IPX_GAME)
1366 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1368 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1370 HUD_init_message("Dumping %s...",Players[i].callsign);
1371 multi_message_index = 0;
1372 multi_sending_message = 0;
1378 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1380 multi_send_message();
1381 multi_message_feedback();
1383 multi_message_index = 0;
1384 multi_sending_message = 0;
1387 void multi_define_macro_end()
1389 Assert( multi_defining_message > 0 );
1391 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1392 write_player_file();
1394 multi_message_index = 0;
1395 multi_defining_message = 0;
1398 void multi_message_input_sub( int key )
1403 multi_sending_message = 0;
1404 multi_defining_message = 0;
1405 game_flush_inputs();
1410 if (multi_message_index > 0)
1411 multi_message_index--;
1412 Network_message[multi_message_index] = 0;
1415 if ( multi_sending_message )
1416 multi_send_message_end();
1417 else if ( multi_defining_message )
1418 multi_define_macro_end();
1419 game_flush_inputs();
1423 int ascii = key_to_ascii(key);
1424 if ((ascii < 255 )) {
1425 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1426 Network_message[multi_message_index++] = ascii;
1427 Network_message[multi_message_index] = 0;
1428 } else if ( multi_sending_message ) {
1430 char * ptext, * pcolon;
1432 Network_message[multi_message_index++] = ascii;
1433 Network_message[multi_message_index] = 0;
1434 for (i=multi_message_index-1; i>=0; i-- ) {
1435 if ( Network_message[i]==32 ) {
1436 ptext = &Network_message[i+1];
1437 Network_message[i] = 0;
1441 multi_send_message_end();
1443 multi_sending_message = 1;
1444 pcolon = strchr( Network_message, ':' );
1446 strcpy( pcolon+1, ptext );
1448 strcpy( Network_message, ptext );
1449 multi_message_index = strlen( Network_message );
1458 multi_send_message_dialog(void)
1463 if (!(Game_mode&GM_MULTI))
1466 Network_message[0] = 0; // Get rid of old contents
1468 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1469 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1471 if ((choice > -1) && (strlen(Network_message) > 0)) {
1472 Network_message_reciever = 100;
1473 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1474 multi_message_feedback();
1481 multi_do_death(int objnum)
1483 // Do any miscellaneous stuff for a new network player after death
1487 if (!(Game_mode & GM_MULTI_COOP))
1489 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1490 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1495 multi_do_fire(char *buf)
1502 // Act out the actual shooting
1506 weapon = (int)buf[2];
1511 Network_laser_track = GET_INTEL_SHORT(buf + 6);
1513 Assert (pnum < N_players);
1515 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1516 multi_make_ghost_player(pnum);
1518 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1520 if (weapon == FLARE_ADJUST)
1521 Laser_player_fire( &Objects[Players[(int)pnum].objnum], FLARE_ID, 6, 1, 0 );
1522 else if (weapon >= MISSILE_ADJUST) {
1523 int weapon_id,weapon_gun;
1525 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1526 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1527 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1529 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1531 mprintf ((0,"Missile is guided!!!\n"));
1535 Laser_player_fire( &Objects[Players[(int)pnum].objnum], weapon_id, weapon_gun, 1, 0 );
1538 fix save_charge = Fusion_charge;
1540 if (weapon == FUSION_INDEX) {
1541 Fusion_charge = flags << 12;
1542 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1544 if (weapon == LASER_ID) {
1545 if (flags & LASER_QUAD)
1546 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1548 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1551 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1553 if (weapon == FUSION_INDEX)
1554 Fusion_charge = save_charge;
1559 multi_do_message(char *buf)
1562 char *tilde,mesbuf[100];
1567 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1568 { // why'd I put this in? Probably for the
1569 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1570 mprintf ((0,"Tloc=%d\n",tloc));
1573 strncpy (mesbuf,buf+loc,tloc);
1574 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1575 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1576 strcpy (buf+loc,mesbuf);
1579 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1582 mesbuf[1] = BM_XRGB(28, 0, 0);
1583 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1587 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1590 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1591 HUD_init_message("%s %s", mesbuf, buf+2);
1595 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1596 ((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)))) )
1599 mesbuf[1] = BM_XRGB(0, 32, 32);
1600 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1604 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1607 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1608 HUD_init_message("%s %s", mesbuf, colon+1);
1614 multi_do_position(char *buf)
1616 #ifdef WORDS_BIGENDIAN
1620 // This routine does only player positions, mode game only
1621 // mprintf((0, "Got position packet.\n"));
1623 int pnum = (Player_num+1)%2;
1625 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1627 if (Game_mode & GM_NETWORK)
1629 Int3(); // Get Jason, what the hell are we doing here?
1634 #ifndef WORDS_BIGENDIAN
1635 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1637 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1638 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1639 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1642 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1643 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1647 multi_do_reappear(char *buf)
1651 objnum = GET_INTEL_SHORT(buf + 1);
1653 Assert(objnum >= 0);
1654 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1656 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1658 multi_make_ghost_player(Objects[objnum].id);
1659 create_player_appearance_effect(&Objects[objnum]);
1660 PKilledFlags[Objects[objnum].id]=0;
1664 multi_do_player_explode(char *buf)
1666 // Only call this for players, not robots. pnum is player number, not
1673 char remote_created;
1678 if ((pnum < 0) || (pnum >= N_players))
1682 Assert(pnum < N_players);
1686 // If we are in the process of sending objects to a new player, reset that process
1687 if (Network_send_objects)
1689 mprintf((0, "Resetting object sync due to player explosion.\n"));
1690 Network_send_objnum = -1;
1694 // Stuff the Players structure to prepare for the explosion
1697 Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1698 Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1699 Players[pnum].laser_level = buf[count]; count++;
1700 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1701 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1702 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1703 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1704 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1706 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1707 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1708 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1709 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1710 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1712 Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1713 Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1714 Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
1716 multi_adjust_remote_cap (pnum);
1718 objp = &Objects[Players[pnum].objnum];
1720 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1721 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1723 remote_created = buf[count++]; // How many did the other guy create?
1727 drop_player_eggs(objp);
1729 // Create mapping from remote to local numbering system
1731 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1733 // We now handle this situation gracefully, Int3 not required
1734 // if (Net_create_loc != remote_created)
1735 // Int3(); // Probably out of object array space, see Rob
1737 for (i = 0; i < remote_created; i++)
1741 s = GET_INTEL_SHORT(buf + count);
1743 if ((i < Net_create_loc) && (s > 0))
1744 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1747 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1751 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1756 for (i = remote_created; i < Net_create_loc; i++) {
1757 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1758 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1761 if (buf[0] == MULTI_PLAYER_EXPLODE)
1763 explode_badass_player(objp);
1765 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1766 multi_make_player_ghost(pnum);
1770 create_player_appearance_effect(objp);
1773 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1774 Players[pnum].cloak_time = 0;
1778 multi_do_kill(char *buf)
1784 pnum = (int)(buf[count]);
1785 if ((pnum < 0) || (pnum >= N_players))
1787 Int3(); // Invalid player number killed
1790 killed = Players[pnum].objnum;
1793 killer = GET_INTEL_SHORT(buf + count);
1795 killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
1798 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1801 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1806 multi_compute_kill(killer, killed);
1811 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1812 // which means not a controlcen object, but contained in another object
1813 void multi_do_controlcen_destroy(char *buf)
1818 objnum = GET_INTEL_SHORT(buf + 1);
1821 if (Control_center_destroyed != 1)
1823 if ((who < N_players) && (who != Player_num)) {
1824 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1826 else if (who == Player_num)
1827 HUD_init_message(TXT_YOU_DEST_CONTROL);
1829 HUD_init_message(TXT_CONTROL_DESTROYED);
1832 net_destroy_controlcen(&Objects[objnum]);
1834 net_destroy_controlcen(NULL);
1839 multi_do_escape(char *buf)
1843 objnum = Players[(int)buf[1]].objnum;
1845 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1846 digi_kill_sound_linked_to_object (objnum);
1850 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1851 if (Game_mode & GM_NETWORK)
1852 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1853 if (!multi_goto_secret)
1854 multi_goto_secret = 2;
1856 else if (buf[2] == 1)
1858 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1859 if (Game_mode & GM_NETWORK)
1860 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1861 if (!multi_goto_secret)
1862 multi_goto_secret = 1;
1864 create_player_appearance_effect(&Objects[objnum]);
1865 multi_make_player_ghost(buf[1]);
1869 multi_do_remobj(char *buf)
1871 short objnum; // which object to remove
1873 sbyte obj_owner; // which remote list is it entered in
1875 objnum = GET_INTEL_SHORT(buf + 1);
1878 Assert(objnum >= 0);
1883 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1885 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1887 if (local_objnum < 0)
1889 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1893 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1895 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1899 if (Network_send_objects && network_objnum_is_past(local_objnum))
1901 mprintf((0, "Resetting object sync due to object removal.\n"));
1902 Network_send_objnum = -1;
1904 if (Objects[local_objnum].type==OBJ_POWERUP)
1905 if (Game_mode & GM_NETWORK)
1907 if (PowerupsInMine[Objects[local_objnum].id]>0)
1908 PowerupsInMine[Objects[local_objnum].id]--;
1910 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1912 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1914 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1915 PowerupsInMine[Objects[local_objnum].id-1]=0;
1917 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1920 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1923 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1928 multi_do_quit(char *buf)
1931 if (Game_mode & GM_NETWORK)
1935 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1937 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1939 network_disconnect_player(buf[1]);
1944 for (i = 0; i < N_players; i++)
1945 if (Players[i].connected) n++;
1948 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1952 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1954 Function_mode = FMODE_MENU;
1955 multi_quit_game = 1;
1956 multi_leave_menu = 1;
1957 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1958 Function_mode = FMODE_GAME;
1959 multi_reset_stuff();
1965 multi_do_cloak(char *buf)
1969 pnum = (int)(buf[1]);
1971 Assert(pnum < N_players);
1973 mprintf((0, "Cloaking player %d\n", pnum));
1975 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
1976 Players[pnum].cloak_time = GameTime;
1977 ai_do_cloak_stuff();
1980 if (Game_mode & GM_MULTI_ROBOTS)
1981 multi_strip_robots(pnum);
1984 if (Newdemo_state == ND_STATE_RECORDING)
1985 newdemo_record_multi_cloak(pnum);
1989 multi_do_decloak(char *buf)
1993 pnum = (int)(buf[1]);
1995 if (Newdemo_state == ND_STATE_RECORDING)
1996 newdemo_record_multi_decloak(pnum);
2001 multi_do_door_open(char *buf)
2009 segnum = GET_INTEL_SHORT(buf + 1);
2013 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2015 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2021 seg = &Segments[segnum];
2023 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2028 w = &Walls[seg->sides[side].wall_num];
2030 if (w->type == WALL_BLASTABLE)
2032 if (!(w->flags & WALL_BLASTED))
2034 mprintf((0, "Blasting wall by remote command.\n"));
2035 wall_destroy(seg, side);
2039 else if (w->state != WALL_DOOR_OPENING)
2041 wall_open_door(seg, side);
2048 // mprintf((0, "Door already opening!\n"));
2052 multi_do_create_explosion(char *buf)
2057 pnum = buf[count++];
2059 // mprintf((0, "Creating small fireball.\n"));
2060 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2064 multi_do_controlcen_fire(char *buf)
2066 vms_vector to_target;
2071 memcpy(&to_target, buf+count, 12); count += 12;
2072 #ifdef WORDS_BIGENDIAN // swap the vector to_target
2073 to_target.x = (fix)INTEL_INT((int)to_target.x);
2074 to_target.y = (fix)INTEL_INT((int)to_target.y);
2075 to_target.z = (fix)INTEL_INT((int)to_target.z);
2077 gun_num = buf[count]; count += 1;
2078 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2080 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2084 multi_do_create_powerup(char *buf)
2094 if (Endlevel_sequence || Control_center_destroyed)
2097 pnum = buf[count++];
2098 powerup_type = buf[count++];
2099 segnum = GET_INTEL_SHORT(buf + count); count += 2;
2100 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2102 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2107 memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
2108 #ifdef WORDS_BIGENDIAN
2109 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2110 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2111 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2115 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2117 if (my_objnum < 0) {
2118 mprintf((0, "Could not create new powerup!\n"));
2122 if (Network_send_objects && network_objnum_is_past(my_objnum))
2124 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2125 Network_send_objnum = -1;
2128 Objects[my_objnum].pos = new_pos;
2130 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2132 obj_relink(my_objnum, segnum);
2134 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2136 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2137 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2139 if (Game_mode & GM_NETWORK)
2140 PowerupsInMine[(int)powerup_type]++;
2144 multi_do_play_sound(char *buf)
2146 int pnum = (int)(buf[1]);
2147 int sound_num = (int)(buf[2]);
2148 fix volume = (int)(buf[3]) << 12;
2150 if (!Players[pnum].connected)
2153 Assert(Players[pnum].objnum >= 0);
2154 Assert(Players[pnum].objnum <= Highest_object_index);
2156 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2160 multi_do_score(char *buf)
2162 int pnum = (int)(buf[1]);
2164 if ((pnum < 0) || (pnum >= N_players))
2166 Int3(); // Non-terminal, see rob
2170 if (Newdemo_state == ND_STATE_RECORDING) {
2172 score = GET_INTEL_INT(buf + 2);
2173 newdemo_record_multi_score(pnum, score);
2176 Players[pnum].score = GET_INTEL_INT(buf + 2);
2178 multi_sort_kill_list();
2182 multi_do_trigger(char *buf)
2184 int pnum = (int)(buf[1]);
2185 int trigger = (int)(buf[2]);
2187 mprintf ((0,"MULTI doing trigger!\n"));
2189 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2191 Int3(); // Got trigger from illegal playernum
2194 if ((trigger < 0) || (trigger >= Num_triggers))
2196 Int3(); // Illegal trigger number in multiplayer
2199 check_trigger_sub(trigger, pnum,0);
2202 void multi_do_drop_marker (char *buf)
2205 int pnum=(int)(buf[1]);
2206 int mesnum=(int)(buf[2]);
2207 vms_vector position;
2209 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2212 position.x = GET_INTEL_INT(buf + 3);
2213 position.y = GET_INTEL_INT(buf + 7);
2214 position.z = GET_INTEL_INT(buf + 11);
2217 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2219 MarkerPoint[(pnum*2)+mesnum]=position;
2221 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2222 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2224 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2225 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2226 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2230 void multi_do_hostage_door_status(char *buf)
2232 // Update hit point status of a door
2238 wallnum = GET_INTEL_SHORT(buf + count); count += 2;
2239 hps = GET_INTEL_INT(buf + count); count += 4;
2241 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2243 Int3(); // Non-terminal, see Rob
2247 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2249 if (hps < Walls[wallnum].hps)
2250 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2253 void multi_do_save_game(char *buf)
2260 slot = *(ubyte *)(buf+count); count += 1;
2261 id = GET_INTEL_INT(buf + count); count += 4;
2262 memcpy( desc, &buf[count], 20 ); count += 20;
2264 multi_save_game( slot, id, desc );
2267 void multi_do_restore_game(char *buf)
2273 slot = *(ubyte *)(buf+count); count += 1;
2274 id = GET_INTEL_INT(buf + count); count += 4;
2276 multi_restore_game( slot, id );
2280 void multi_do_req_player(char *buf)
2284 // Send my netplayer_stats to everyone!
2285 player_n = *(ubyte *)(buf+1);
2286 if ( (player_n == Player_num) || (player_n == 255) ) {
2287 extract_netplayer_stats( &ps, &Players[Player_num] );
2288 ps.Player_num = Player_num;
2289 ps.message_type = MULTI_SEND_PLAYER; // SET
2290 multi_send_data((char*)&ps, sizeof(netplayer_stats), 0);
2294 void multi_do_send_player(char *buf)
2296 // Got a player packet from someone!!!
2297 netplayer_stats * p;
2298 p = (netplayer_stats *)buf;
2300 Assert( p->Player_num <= N_players );
2302 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2303 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2305 use_netplayer_stats( &Players[p->Player_num], p );
2309 multi_reset_stuff(void)
2311 // A generic, emergency function to solve problems that crop up
2312 // when a player exits quick-out from the game because of a
2313 // serial connection loss. Fixes several weird bugs!
2317 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2319 Dead_player_camera = 0;
2320 Endlevel_sequence = 0;
2325 multi_reset_player_object(object *objp)
2329 //Init physics for a non-console player
2331 Assert(OBJECT_NUMBER(objp) >= 0);
2332 Assert(OBJECT_NUMBER(objp) <= Highest_object_index);
2333 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2335 vm_vec_zero(&objp->mtype.phys_info.velocity);
2336 vm_vec_zero(&objp->mtype.phys_info.thrust);
2337 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2338 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2339 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2340 objp->mtype.phys_info.mass = Player_ship->mass;
2341 objp->mtype.phys_info.drag = Player_ship->drag;
2342 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2343 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2347 objp->render_type = RT_POLYOBJ;
2348 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2349 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2350 for (i=0;i<MAX_SUBMODELS;i++)
2351 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2353 //reset textures for this, if not player 0
2355 multi_reset_object_texture (objp);
2361 if (objp->type == OBJ_GHOST)
2362 objp->render_type = RT_NONE;
2366 void multi_reset_object_texture (object *objp)
2370 if (Game_mode & GM_TEAM)
2371 id = get_team(objp->id);
2376 objp->rtype.pobj_info.alt_textures=0;
2378 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2380 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2381 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2383 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2384 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2386 objp->rtype.pobj_info.alt_textures = id;
2394 extern int TTRecv[];
2395 extern FILE *RecieveLogFile;
2399 multi_process_bigdata(char *buf, int len)
2401 // Takes a bunch of messages, check them for validity,
2402 // and pass them to multi_process_data.
2404 int type, sub_len, bytes_processed = 0;
2406 while( bytes_processed < len ) {
2407 type = buf[bytes_processed];
2409 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2410 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2413 sub_len = message_length[type];
2415 Assert(sub_len > 0);
2417 if ( (bytes_processed+sub_len) > len ) {
2418 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2423 multi_process_data(&buf[bytes_processed], sub_len);
2424 bytes_processed += sub_len;
2429 // Part 2 : Functions that send communication messages to inform the other
2430 // players of something we did.
2434 multi_send_fire(void)
2436 if (!Network_laser_fired)
2439 multibuf[0] = (char)MULTI_FIRE;
2440 multibuf[1] = (char)Player_num;
2441 multibuf[2] = (char)Network_laser_gun;
2442 multibuf[3] = (char)Network_laser_level;
2443 multibuf[4] = (char)Network_laser_flags;
2444 multibuf[5] = (char)Network_laser_fired;
2446 PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
2448 multi_send_data(multibuf, 8, 0);
2450 Network_laser_fired = 0;
2454 multi_send_destroy_controlcen(int objnum, int player)
2456 if (player == Player_num)
2457 HUD_init_message(TXT_YOU_DEST_CONTROL);
2458 else if ((player > 0) && (player < N_players))
2459 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2461 HUD_init_message(TXT_CONTROL_DESTROYED);
2463 multibuf[0] = (char)MULTI_CONTROLCEN;
2464 PUT_INTEL_SHORT(multibuf+1, objnum);
2465 multibuf[3] = player;
2466 multi_send_data(multibuf, 4, 2);
2469 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2473 if (player<N_players)
2475 mprintf ((0,"Sending MARKER drop!\n"));
2476 multibuf[0]=(char)MULTI_MARKER;
2477 multibuf[1]=(char)player;
2478 multibuf[2]=messagenum;
2479 PUT_INTEL_INT(multibuf+3, position.x);
2480 PUT_INTEL_INT(multibuf+7, position.y);
2481 PUT_INTEL_INT(multibuf+11, position.z);
2483 multibuf[15+i]=text[i];
2485 multi_send_data(multibuf, 55, 1);
2489 multi_send_endlevel_start(int secret)
2491 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2492 multibuf[1] = Player_num;
2493 multibuf[2] = (char)secret;
2495 if ((secret) && !multi_goto_secret)
2496 multi_goto_secret = 1;
2497 else if (!multi_goto_secret)
2498 multi_goto_secret = 2;
2500 multi_send_data(multibuf, 3, 1);
2501 if (Game_mode & GM_NETWORK)
2503 Players[Player_num].connected = 5;
2504 network_send_endlevel_packet();
2509 multi_send_player_explode(char type)
2514 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2516 multi_send_position(Players[Player_num].objnum);
2518 if (Network_send_objects)
2520 mprintf((0, "Resetting object sync due to player explosion.\n"));
2521 Network_send_objnum = -1;
2524 multibuf[count++] = type;
2525 multibuf[count++] = Player_num;
2527 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
2529 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
2531 multibuf[count++] = (char)Players[Player_num].laser_level;
2533 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2534 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2535 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2536 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2537 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2539 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2540 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2541 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2542 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2543 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2545 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
2547 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
2549 PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
2552 multibuf[count++] = Net_create_loc;
2554 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2556 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2558 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2560 for (i = 0; i < Net_create_loc; i++)
2562 if (Net_create_objnums[i] <= 0) {
2563 Int3(); // Illegal value in created egg object numbers
2568 PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
2570 // We created these objs so our local number = the network number
2571 map_objnum_local_to_local((short)Net_create_objnums[i]);
2576 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2578 if (count > message_length[MULTI_PLAYER_EXPLODE])
2583 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2584 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2585 multi_send_decloak();
2586 if (Game_mode & GM_MULTI_ROBOTS)
2587 multi_strip_robots(Player_num);
2590 extern ubyte Secondary_weapon_to_powerup[];
2591 extern ubyte Primary_weapon_to_powerup[];
2593 // put a lid on how many objects will be spewed by an exploding player
2594 // to prevent rampant powerups in netgames
2596 void multi_cap_objects ()
2601 if (!(Game_mode & GM_NETWORK))
2604 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2606 type=Primary_weapon_to_powerup[index];
2607 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2608 if(Players[Player_num].primary_weapon_flags & (1 << index))
2610 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2611 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2612 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2617 // Don't do the adjustment stuff for Hoard mode
2618 if (!(Game_mode & GM_HOARD))
2619 Players[Player_num].secondary_ammo[2]/=4;
2621 Players[Player_num].secondary_ammo[7]/=4;
2623 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2625 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2628 type=Secondary_weapon_to_powerup[index];
2630 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2632 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2633 Players[Player_num].secondary_ammo[index]=0;
2635 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2637 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2641 if (!(Game_mode & GM_HOARD))
2642 Players[Player_num].secondary_ammo[2]*=4;
2643 Players[Player_num].secondary_ammo[7]*=4;
2645 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2646 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2647 Players[Player_num].laser_level=0;
2649 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2650 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2651 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2653 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2654 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2655 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2657 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2658 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2659 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2661 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2662 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2663 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2665 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2666 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2667 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2669 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2670 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2671 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2673 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2674 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2675 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2677 if (Game_mode & GM_CAPTURE)
2679 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2681 if (get_team(Player_num)==TEAM_RED)
2682 flagtype=POW_FLAG_BLUE;
2684 flagtype=POW_FLAG_RED;
2686 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2687 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2693 // adds players inventory to multi cap
2695 void multi_adjust_cap_for_player (int pnum)
2701 if (!(Game_mode & GM_NETWORK))
2704 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2706 type=Primary_weapon_to_powerup[index];
2707 if (Players[pnum].primary_weapon_flags & (1 << index))
2708 MaxPowerupsAllowed[(int)type]++;
2711 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2713 type=Secondary_weapon_to_powerup[index];
2714 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2717 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2718 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2720 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2721 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2723 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2724 MaxPowerupsAllowed[POW_CLOAK]++;
2726 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2727 MaxPowerupsAllowed[POW_FULL_MAP]++;
2729 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2730 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2732 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2733 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2735 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2736 MaxPowerupsAllowed[POW_CONVERTER]++;
2738 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2739 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2742 void multi_adjust_remote_cap (int pnum)
2748 if (!(Game_mode & GM_NETWORK))
2751 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2753 type=Primary_weapon_to_powerup[index];
2754 if (Players[pnum].primary_weapon_flags & (1 << index))
2755 PowerupsInMine[(int)type]++;
2758 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2760 type=Secondary_weapon_to_powerup[index];
2762 if ((Game_mode & GM_HOARD) && index==2)
2765 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2766 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2768 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2772 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2773 PowerupsInMine[POW_SUPER_LASER]++;
2775 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2776 PowerupsInMine[POW_QUAD_FIRE]++;
2778 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2779 PowerupsInMine[POW_CLOAK]++;
2781 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2782 PowerupsInMine[POW_FULL_MAP]++;
2784 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2785 PowerupsInMine[POW_AFTERBURNER]++;
2787 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2788 PowerupsInMine[POW_AMMO_RACK]++;
2790 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2791 PowerupsInMine[POW_CONVERTER]++;
2793 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2794 PowerupsInMine[POW_HEADLIGHT]++;
2799 multi_send_message(void)
2802 if (Network_message_reciever != -1)
2804 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2805 multibuf[loc] = (char)Player_num; loc += 1;
2806 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2807 multibuf[loc-1] = '\0';
2808 multi_send_data(multibuf, loc, 0);
2809 Network_message_reciever = -1;
2814 multi_send_reappear()
2816 multibuf[0] = (char)MULTI_REAPPEAR;
2817 PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
2819 multi_send_data(multibuf, 3, 2);
2820 PKilledFlags[Player_num]=0;
2824 multi_send_position(int objnum)
2826 #ifdef WORDS_BIGENDIAN
2831 if (Game_mode & GM_NETWORK) {
2835 multibuf[count++] = (char)MULTI_POSITION;
2836 #ifndef WORDS_BIGENDIAN
2837 create_shortpos((shortpos *)(multibuf+count), &Objects[objnum], 0);
2838 count += sizeof(shortpos);
2840 create_shortpos(&sp, &Objects[objnum], 1);
2841 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2843 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2847 multi_send_data(multibuf, count, 0);
2851 multi_send_kill(int objnum)
2853 // I died, tell the world.
2858 Assert(Objects[objnum].id == Player_num);
2859 killer_objnum = Players[Player_num].killer_objnum;
2861 multi_compute_kill(killer_objnum, objnum);
2863 multibuf[0] = (char)MULTI_KILL; count += 1;
2864 multibuf[1] = Player_num; count += 1;
2865 if (killer_objnum > -1) {
2866 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2868 s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
2869 PUT_INTEL_SHORT(multibuf+count, s);
2873 PUT_INTEL_SHORT(multibuf+count, -1);
2874 multibuf[count+2] = (char)-1;
2877 multi_send_data(multibuf, count, 1);
2880 if (Game_mode & GM_MULTI_ROBOTS)
2881 multi_strip_robots(Player_num);
2886 multi_send_remobj(int objnum)
2888 // Tell the other guy to remove an object from his list
2891 short remote_objnum;
2893 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2895 if (PowerupsInMine[Objects[objnum].id] > 0)
2897 PowerupsInMine[Objects[objnum].id]--;
2898 if (multi_powerup_is_4pack (Objects[objnum].id))
2900 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2902 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2903 PowerupsInMine[Objects[objnum].id-1]=0;
2905 PowerupsInMine[Objects[objnum].id-1]-=4;
2911 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2913 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2915 PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
2917 multibuf[3] = obj_owner;
2919 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2921 multi_send_data(multibuf, 4, 0);
2923 if (Network_send_objects && network_objnum_is_past(objnum))
2925 mprintf((0, "Resetting object sync due to object removal.\n"));
2926 Network_send_objnum = -1;
2931 multi_send_quit(int why)
2933 // I am quitting the game, tell the other guy the bad news.
2935 Assert (why == MULTI_QUIT);
2937 multibuf[0] = (char)why;
2938 multibuf[1] = Player_num;
2939 multi_send_data(multibuf, 2, 1);
2944 multi_send_cloak(void)
2946 // Broadcast a change in our pflags (made to support cloaking)
2948 multibuf[0] = MULTI_CLOAK;
2949 multibuf[1] = (char)Player_num;
2951 multi_send_data(multibuf, 2, 1);
2954 if (Game_mode & GM_MULTI_ROBOTS)
2955 multi_strip_robots(Player_num);
2960 multi_send_decloak(void)
2962 // Broadcast a change in our pflags (made to support cloaking)
2964 multibuf[0] = MULTI_DECLOAK;
2965 multibuf[1] = (char)Player_num;
2967 multi_send_data(multibuf, 2, 1);
2971 multi_send_door_open(int segnum, int side,ubyte flag)
2973 // When we open a door make sure everyone else opens that door
2975 multibuf[0] = MULTI_DOOR_OPEN;
2976 PUT_INTEL_SHORT(multibuf+1, segnum );
2977 multibuf[3] = (sbyte)side;
2980 multi_send_data(multibuf, 5, 2);
2983 extern void network_send_naked_packet (char *,short,int);
2986 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
2988 // For sending doors only to a specific person (usually when they're joining)
2990 Assert (Game_mode & GM_NETWORK);
2991 // Assert (pnum>-1 && pnum<N_players);
2993 multibuf[0] = MULTI_DOOR_OPEN;
2994 PUT_INTEL_SHORT(multibuf+1, segnum);
2995 multibuf[3] = (sbyte)side;
2998 network_send_naked_packet(multibuf, 5, pnum);
3002 // Part 3 : Functions that change or prepare the game for multiplayer use.
3003 // Not including functions needed to syncronize or start the
3004 // particular type of multiplayer game. Includes preparing the
3005 // mines, player structures, etc.
3008 multi_send_create_explosion(int pnum)
3010 // Send all data needed to create a remote explosion
3014 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3015 multibuf[count] = (sbyte)pnum; count += 1;
3019 multi_send_data(multibuf, count, 0);
3023 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3025 #ifdef WORDS_BIGENDIAN
3026 vms_vector swapped_vec;
3030 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3031 #ifndef WORDS_BIGENDIAN
3032 memcpy(multibuf+count, to_goal, 12); count += 12;
3034 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3035 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3036 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3037 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3039 multibuf[count] = (char)best_gun_num; count += 1;
3040 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3043 multi_send_data(multibuf, count, 0);
3047 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3049 // Create a powerup on a remote machine, used for remote
3050 // placement of used powerups like missiles and cloaking
3053 #ifdef WORDS_BIGENDIAN
3054 vms_vector swapped_vec;
3058 if (Game_mode & GM_NETWORK)
3059 PowerupsInMine[powerup_type]++;
3061 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3062 multibuf[count] = Player_num; count += 1;
3063 multibuf[count] = powerup_type; count += 1;
3064 PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
3065 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3066 #ifndef WORDS_BIGENDIAN
3067 memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
3069 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3070 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3071 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3072 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3076 multi_send_data(multibuf, count, 2);
3078 if (Network_send_objects && network_objnum_is_past(objnum))
3080 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3081 Network_send_objnum = -1;
3084 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3085 map_objnum_local_to_local(objnum);
3089 multi_send_play_sound(int sound_num, fix volume)
3092 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3093 multibuf[count] = Player_num; count += 1;
3094 multibuf[count] = (char)sound_num; count += 1;
3095 multibuf[count] = (char)(volume >> 12); count += 1;
3098 multi_send_data(multibuf, count, 0);
3102 multi_send_audio_taunt(int taunt_num)
3104 return; // Taken out, awaiting sounds..
3107 int audio_taunts[4] = {
3108 SOUND_CONTROL_CENTER_WARNING_SIREN,
3109 SOUND_HOSTAGE_RESCUED,
3110 SOUND_REFUEL_STATION_GIVING_FUEL,
3115 Assert(taunt_num >= 0);
3116 Assert(taunt_num < 4);
3118 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3119 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3124 multi_send_score(void)
3126 // Send my current score to all other players so it will remain
3130 if (Game_mode & GM_MULTI_COOP) {
3131 multi_sort_kill_list();
3132 multibuf[count] = MULTI_SCORE; count += 1;
3133 multibuf[count] = Player_num; count += 1;
3134 PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
3135 multi_send_data(multibuf, count, 0);
3141 multi_send_save_game(ubyte slot, uint id, char * desc)
3145 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3146 multibuf[count] = slot; count += 1; // Save slot=0
3147 PUT_INTEL_INT(multibuf+count, id ); count += 4; // Save id
3148 memcpy( &multibuf[count], desc, 20 ); count += 20;
3150 multi_send_data(multibuf, count, 2);
3154 multi_send_restore_game(ubyte slot, uint id)
3158 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3159 multibuf[count] = slot; count += 1; // Save slot=0
3160 PUT_INTEL_INT(multibuf+count, id); count += 4; // Save id
3162 multi_send_data(multibuf, count, 2);
3166 multi_send_netplayer_stats_request(ubyte player_num)
3170 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3171 multibuf[count] = player_num; count += 1;
3173 multi_send_data(multibuf, count, 0 );
3177 multi_send_trigger(int triggernum)
3179 // Send an even to trigger something in the mine
3183 multibuf[count] = MULTI_TRIGGER; count += 1;
3184 multibuf[count] = Player_num; count += 1;
3185 multibuf[count] = (ubyte)triggernum; count += 1;
3187 mprintf ((0,"Sending trigger %d\n",triggernum));
3189 multi_send_data(multibuf, count, 1);
3190 //multi_send_data(multibuf, count, 1); // twice?
3194 multi_send_hostage_door_status(int wallnum)
3196 // Tell the other player what the hit point status of a hostage door
3201 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3203 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3204 PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
3205 PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
3207 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3209 multi_send_data(multibuf, count, 0);
3212 extern int ConsistencyCount;
3213 extern int Drop_afterburner_blob_flag;
3217 void multi_prep_level(void)
3219 // Do any special stuff to the level required for serial games
3220 // before we begin playing in it.
3222 // Player_num MUST be set before calling this procedure.
3224 // This function must be called before checksuming the Object array,
3225 // since the resulting checksum with depend on the value of Player_num
3226 // at the time this is called.
3229 int cloak_count, inv_count;
3231 Assert(Game_mode & GM_MULTI);
3233 Assert(NumNetPlayerPositions > 0);
3237 Drop_afterburner_blob_flag=0;
3240 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3243 for (i = 0; i < NumNetPlayerPositions; i++)
3245 if (i != Player_num)
3246 Objects[Players[i].objnum].control_type = CT_REMOTE;
3247 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3248 multi_reset_player_object(&Objects[Players[i].objnum]);
3249 LastPacketTime[i] = 0;
3253 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3255 robot_controlled[i] = -1;
3256 robot_agitation[i] = 0;
3261 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3263 if (!(Game_mode & GM_MULTI_COOP))
3265 multi_delete_extra_objects(); // Removes monsters from level
3268 if (Game_mode & GM_MULTI_ROBOTS)
3270 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3273 if (Game_mode & GM_NETWORK)
3275 multi_adjust_cap_for_player(Player_num);
3276 multi_send_powerup_update();
3277 ng=1; // ng means network game
3283 for (i=0; i<=Highest_object_index; i++)
3287 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3289 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);
3293 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3294 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3295 Objects[objnum].rtype.vclip_info.framenum = 0;
3296 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3297 Objects[objnum].mtype.phys_info.mass = F1_0;
3298 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3303 if (Objects[i].type == OBJ_POWERUP)
3305 if (Objects[i].id == POW_EXTRA_LIFE)
3307 if (ng && !Netgame.DoInvulnerability)
3309 Objects[i].id = POW_SHIELD_BOOST;
3310 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3311 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3315 Objects[i].id = POW_INVULNERABILITY;
3316 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3317 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3322 if (!(Game_mode & GM_MULTI_COOP))
3323 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3325 Objects[i].id = POW_SHIELD_BOOST;
3326 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3327 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3330 if (Objects[i].id == POW_INVULNERABILITY) {
3331 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3332 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3333 Objects[i].id = POW_SHIELD_BOOST;
3334 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3335 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3340 if (Objects[i].id == POW_CLOAK) {
3341 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3342 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3343 Objects[i].id = POW_SHIELD_BOOST;
3344 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3345 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3350 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3351 bash_to_shield (i,"afterburner");
3352 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3353 bash_to_shield (i,"fusion");
3354 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3355 bash_to_shield (i,"phoenix");
3357 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3358 bash_to_shield (i,"helix");
3360 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3361 bash_to_shield (i,"mega");
3363 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3364 bash_to_shield (i,"smartmissile");
3366 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3367 bash_to_shield (i,"gauss");
3369 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3370 bash_to_shield (i,"vulcan");
3372 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3373 bash_to_shield (i,"plasma");
3375 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3376 bash_to_shield (i,"omega");
3378 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3379 bash_to_shield (i,"superlaser");
3381 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3382 bash_to_shield (i,"proximity");
3384 // Special: Make all proximity bombs into shields if in
3385 // hoard mode because we use the proximity slot in the
3386 // player struct to signify how many orbs the player has.
3388 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3389 bash_to_shield (i,"proximity");
3391 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3392 bash_to_shield(i,"vulcan ammo");
3394 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3395 bash_to_shield (i,"spread");
3396 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3397 bash_to_shield (i,"smartmine");
3398 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3399 bash_to_shield (i,"flash");
3400 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3401 bash_to_shield (i,"flash");
3402 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3403 bash_to_shield (i,"guided");
3404 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3405 bash_to_shield (i,"guided");
3406 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3407 bash_to_shield (i,"earth");
3408 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3409 bash_to_shield (i,"Mercury");
3410 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3411 bash_to_shield (i,"Mercury");
3412 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3413 bash_to_shield (i,"Converter");
3414 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3415 bash_to_shield (i,"Ammo rack");
3416 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3417 bash_to_shield (i,"Headlight");
3418 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3419 bash_to_shield (i,"Laser powerup");
3420 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3421 bash_to_shield (i,"Homing");
3422 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3423 bash_to_shield (i,"Homing");
3424 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3425 bash_to_shield (i,"Quad Lasers");
3426 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3427 bash_to_shield (i,"Blue flag");
3428 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3429 bash_to_shield (i,"Red flag");
3433 if (Game_mode & GM_HOARD)
3436 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3437 multi_apply_goal_textures();
3439 multi_sort_kill_list();
3441 multi_show_player_list();
3443 ConsoleObject->control_type = CT_FLYING;
3445 reset_player_object();
3449 int Goal_blue_segnum,Goal_red_segnum;
3451 void multi_apply_goal_textures()
3457 for (i=0; i <= Highest_segment_index; i++)
3460 seg2 = &Segment2s[i];
3462 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3465 Goal_blue_segnum = i;
3467 if (Game_mode & GM_HOARD)
3468 tex=find_goal_texture (TMI_GOAL_HOARD);
3470 tex=find_goal_texture (TMI_GOAL_BLUE);
3473 for (j = 0; j < 6; j++) {
3475 seg->sides[j].tmap_num=tex;
3477 seg->sides[j].uvls[v].l = i2f(100); //max out
3480 seg2->static_light = i2f(100); //make static light bright
3484 if (seg2->special==SEGMENT_IS_GOAL_RED)
3486 Goal_red_segnum = i;
3488 // Make both textures the same if Hoard mode
3490 if (Game_mode & GM_HOARD)
3491 tex=find_goal_texture (TMI_GOAL_HOARD);
3493 tex=find_goal_texture (TMI_GOAL_RED);
3496 for (j = 0; j < 6; j++) {
3498 seg->sides[j].tmap_num=tex;
3500 seg->sides[j].uvls[v].l = i2f(1000); //max out
3503 seg2->static_light = i2f(100); //make static light bright
3507 int find_goal_texture (ubyte t)
3511 for (i=0;i<NumTextures;i++)
3512 if (TmapInfo[i].flags & t)
3515 Int3(); // Hey, there is no goal texture for this PIG!!!!
3516 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3522 /* DPH: Moved to gameseq.c
3523 void bash_to_shield (int i,char *s)
3525 int type=Objects[i].id;
3527 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3529 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3531 Objects[i].id = POW_SHIELD_BOOST;
3532 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3533 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3537 void multi_set_robot_ai(void)
3539 // Go through the objects array looking for robots and setting
3540 // them to certain supported types of NET AI behavior.
3544 // for (i = 0; i <= Highest_object_index; i++)
3546 // if (Objects[i].type == OBJ_ROBOT) {
3547 // Objects[i].ai_info.REMOTE_OWNER = -1;
3548 // if (Objects[i].ai_info.behavior == AIB_STATION)
3549 // Objects[i].ai_info.behavior = AIB_NORMAL;
3554 int multi_delete_extra_objects()
3560 // Go through the object list and remove any objects not used in
3561 // 'Anarchy!' games.
3563 // This function also prints the total number of available multiplayer
3564 // positions in this level, even though this should always be 8 or more!
3567 for (i=0;i<=Highest_object_index;i++) {
3568 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3570 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3572 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) ) {
3573 // Before deleting object, if it's a robot, drop it's special powerup, if any
3574 if (objp->type == OBJ_ROBOT)
3575 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3576 object_create_egg(objp);
3585 void change_playernum_to( int new_Player_num )
3587 if (Player_num > -1)
3588 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3589 Player_num = new_Player_num;
3592 int multi_all_players_alive()
3595 for (i=0;i<N_players;i++)
3597 if (PKilledFlags[i] && Players[i].connected)
3603 void multi_initiate_save_game()
3610 if ((Endlevel_sequence) || (Control_center_destroyed))
3613 if (!multi_all_players_alive())
3615 HUD_init_message ("Can't save...all players must be alive!");
3619 //multi_send_netplayer_stats_request(255);
3624 slot = state_get_save_file(filename, desc, 1, 0);
3633 // Make a unique game id
3634 game_id = timer_get_fixed_seconds();
3635 game_id ^= N_players<<4;
3636 for (i=0; i<N_players; i++ )
3637 game_id ^= *(uint *)Players[i].callsign;
3638 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3640 mprintf(( 1, "Game_id = %8x\n", game_id));
3641 multi_send_save_game(slot, game_id, desc );
3643 multi_save_game(slot,game_id, desc );
3646 extern int state_get_game_id(char *);
3648 void multi_initiate_restore_game()
3653 if ((Endlevel_sequence) || (Control_center_destroyed))
3656 if (!multi_all_players_alive())
3658 HUD_init_message ("Can't restore...all players must be alive!");
3663 slot = state_get_restore_file(filename,1);
3668 state_game_id=state_get_game_id (filename);
3674 multi_send_restore_game(slot,state_game_id);
3676 multi_restore_game(slot,state_game_id);
3679 void multi_save_game(ubyte slot, uint id, char *desc)
3683 if ((Endlevel_sequence) || (Control_center_destroyed))
3687 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3689 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3691 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3692 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3695 state_save_all_sub(filename, desc, 0 );
3698 void multi_restore_game(ubyte slot, uint id)
3701 player saved_player;
3705 if ((Endlevel_sequence) || (Control_center_destroyed))
3708 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3709 saved_player = Players[Player_num];
3711 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3713 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3716 for (i=0;i<N_players;i++)
3717 multi_strip_robots(i);
3719 thisid=state_get_game_id (filename);
3722 multi_bad_restore ();
3726 pnum=state_restore_all_sub( filename, 1, 0 );
3728 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3731 if (state_game_id != id ) {
3732 // Game doesn't match!!!
3733 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3734 Game_mode |= GM_GAME_OVER;
3735 Function_mode = FMODE_MENU;
3736 longjmp(LeaveGame, 0);
3739 change_playernum_to(pnum-1);
3740 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3741 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3742 Players[Player_num].connected = saved_player.connected;
3743 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3744 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3745 Viewer = ConsoleObject = &Objects[pnum-1];
3751 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3755 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3756 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3757 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3758 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3759 ps->laser_level = pd->laser_level; // Current level of the laser.
3760 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3761 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3762 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3763 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3764 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3765 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3767 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3768 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3770 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3771 ps->score=INTEL_INT(pd->score); // Current score.
3772 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3773 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3774 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3775 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3776 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3777 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3778 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3779 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3780 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3781 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3782 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3783 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3784 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3787 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3791 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3792 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3793 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3794 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3795 ps->laser_level = pd->laser_level; // Current level of the laser.
3796 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3797 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3798 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3799 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3800 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3801 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3802 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3803 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3804 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3805 ps->score = INTEL_INT(pd->score); // Current score.
3806 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3807 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3808 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3809 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3810 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3811 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3812 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3813 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3814 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3815 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3816 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3817 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3818 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3821 void multi_send_drop_weapon (int objnum,int seed)
3827 objp = &Objects[objnum];
3829 ammo_count = objp->ctype.powerup_info.count;
3831 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3832 ammo_count = F1_0 - 1; //make fit in short
3834 Assert(ammo_count < F1_0); //make sure fits in short
3836 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3837 multibuf[count++]=(char)objp->id;
3839 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
3840 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
3841 PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
3842 PUT_INTEL_INT(multibuf+count, seed);
3844 map_objnum_local_to_local(objnum);
3846 if (Game_mode & GM_NETWORK)
3847 PowerupsInMine[objp->id]++;
3849 multi_send_data(multibuf, 12, 2);
3852 void multi_do_drop_weapon (char *buf)
3854 int pnum,ammo,objnum,remote_objnum,seed;
3858 powerup_id=(int)(buf[1]);
3859 pnum = GET_INTEL_SHORT(buf + 2);
3860 remote_objnum = GET_INTEL_SHORT(buf + 4);
3861 ammo = GET_INTEL_SHORT(buf + 6);
3862 seed = GET_INTEL_INT(buf + 8);
3864 objp = &Objects[Players[pnum].objnum];
3866 objnum = spit_powerup(objp, powerup_id, seed);
3868 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3871 Objects[objnum].ctype.powerup_info.count = ammo;
3873 if (Game_mode & GM_NETWORK)
3874 PowerupsInMine[powerup_id]++;
3876 mprintf ((0,"Dropped weapon %d!\n"));
3880 void multi_send_guided_info (object *miss,char done)
3882 #ifdef WORDS_BIGENDIAN
3887 mprintf ((0,"Sending guided info!\n"));
3889 multibuf[count++]=(char)MULTI_GUIDED;
3890 multibuf[count++]=(char)Player_num;
3891 multibuf[count++]=done;
3893 #ifndef WORDS_BIGENDIAN
3894 create_shortpos((shortpos *)(multibuf+count), miss,0);
3895 count+=sizeof(shortpos);
3897 create_shortpos(&sp, miss, 1);
3898 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3900 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3904 multi_send_data(multibuf, count, 0);
3907 void multi_do_guided (char *buf)
3912 #ifdef WORDS_BIGENDIAN
3916 if (Guided_missile[(int)pnum]==NULL)
3920 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3927 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3933 release_guided_missile(pnum);
3938 if (OBJECT_NUMBER(Guided_missile[(int)pnum]) < 0 || OBJECT_NUMBER(Guided_missile[(int)pnum]) > Highest_object_index)
3940 Int3(); // Get Jason immediately!
3944 #ifndef WORDS_BIGENDIAN
3945 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3947 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3948 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3949 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3952 count+=sizeof (shortpos);
3954 update_object_seg(Guided_missile[(int)pnum]);
3957 void multi_send_stolen_items ()
3960 multibuf[0]=MULTI_STOLEN_ITEMS;
3962 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3964 multibuf[i+1]=Stolen_items[i];
3965 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3966 count++; // So I like to break my stuff into smaller chunks, so what?
3969 multi_send_data(multibuf, count, 1);
3972 void multi_do_stolen_items (char *buf)
3976 mprintf ((0,"Recieved a stolen item packet...\n"));
3978 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3980 Stolen_items[i]=buf[i+1];
3981 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3986 extern void network_send_important_packet (char *,int);
3988 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
3991 multibuf[count]=MULTI_WALL_STATUS; count++;
3992 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
3993 multibuf[count]=type; count++;
3994 multibuf[count]=flags; count++;
3995 multibuf[count]=state; count++;
3998 if (Game_mode & GM_NETWORK)
4000 network_send_important_packet (multibuf,count);
4001 network_send_important_packet (multibuf,count);
4006 multi_send_data(multibuf, count, 1); // twice, just to be sure
4007 multi_send_data(multibuf, count, 1);
4010 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4012 // Send wall states a specific rejoining player
4016 Assert (Game_mode & GM_NETWORK);
4017 //Assert (pnum>-1 && pnum<N_players);
4019 multibuf[count]=MULTI_WALL_STATUS; count++;
4020 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4021 multibuf[count]=type; count++;
4022 multibuf[count]=flags; count++;
4023 multibuf[count]=state; count++;
4025 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4026 network_send_naked_packet(multibuf, count,pnum);
4029 void multi_do_wall_status (char *buf)
4032 ubyte flag,type,state;
4034 wallnum = GET_INTEL_SHORT(buf + 1);
4039 Assert (wallnum>=0);
4040 Walls[wallnum].type=type;
4041 Walls[wallnum].flags=flag;
4042 //Assert(state <= 4);
4043 Walls[wallnum].state=state;
4045 if (Walls[wallnum].type==WALL_OPEN)
4047 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4048 //digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(csegp), cside, SOUND_FORCEFIELD_HUM);
4052 //mprintf ((0,"Got a walls packet.\n"));
4055 void multi_send_jason_cheat (int num)
4061 void multi_send_kill_goal_counts()
4064 multibuf[0]=MULTI_KILLGOALS;
4066 for (i=0;i<MAX_PLAYERS;i++)
4068 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4072 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4073 multi_send_data(multibuf, count, 1);
4076 void multi_do_kill_goal_counts(char *buf)
4080 for (i=0;i<MAX_PLAYERS;i++)
4082 Players[i].KillGoalCount=*(char *)(buf+count);
4083 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4089 void multi_send_heartbeat ()
4091 if (!Netgame.PlayTimeAllowed)
4094 multibuf[0]=MULTI_HEARTBEAT;
4095 PUT_INTEL_INT(multibuf+1, ThisLevelTime);
4096 multi_send_data(multibuf, 5, 0);
4099 void multi_do_heartbeat (char *buf)
4103 num = GET_INTEL_INT(buf + 1);
4108 void multi_check_for_killgoal_winner ()
4110 int i,best=0,bestnum=0;
4113 if (Control_center_destroyed)
4116 for (i=0;i<N_players;i++)
4118 if (Players[i].KillGoalCount>best)
4120 best=Players[i].KillGoalCount;
4125 if (bestnum==Player_num)
4127 HUD_init_message("You have the best score at %d kills!",best);
4128 //Players[Player_num].shields=i2f(200);
4132 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4134 HUD_init_message ("The control center has been destroyed!");
4136 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4137 net_destroy_controlcen (objp);
4140 void multi_send_seismic (fix start,fix end)
4144 multibuf[0]=MULTI_SEISMIC;
4145 PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
4146 PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
4148 multi_send_data(multibuf, count, 1);
4151 extern fix Seismic_disturbance_start_time;
4152 extern fix Seismic_disturbance_end_time;
4154 void multi_do_seismic (char *buf)
4156 Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
4157 Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
4158 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4161 void multi_send_light (int segnum,ubyte val)
4164 multibuf[0]=MULTI_LIGHT;
4165 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4166 *(char *)(multibuf+count)=val; count++;
4169 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4170 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4172 multi_send_data(multibuf, count, 1);
4174 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4178 Assert (Game_mode & GM_NETWORK);
4179 // Assert (pnum>-1 && pnum<N_players);
4181 multibuf[0]=MULTI_LIGHT;
4182 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4183 *(char *)(multibuf+count)=val; count++;
4187 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4188 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4190 network_send_naked_packet(multibuf, count, pnum);
4193 void multi_do_light (char *buf)
4196 ubyte sides=*(char *)(buf+5);
4198 seg = GET_INTEL_INT(buf + 1);
4201 if ((sides & (1<<i)))
4203 subtract_light (seg,i);
4204 Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
4205 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4210 //@@void multi_send_start_trigger(int triggernum)
4212 //@@ // Send an even to trigger something in the mine
4216 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4217 //@@ multibuf[count] = Player_num; count += 1;
4218 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4220 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4221 //@@ multi_send_data(multibuf, count, 2);
4223 //@@void multi_do_start_trigger(char *buf)
4225 //@@ int pnum = buf[1];
4226 //@@ int trigger = buf[2];
4228 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4230 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4232 //@@ Int3(); // Got trigger from illegal playernum
4235 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4237 //@@ Int3(); // Illegal trigger number in multiplayer
4241 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4242 //@@ check_trigger_sub(trigger, pnum,0);
4246 void multi_do_flags (char *buf)
4251 flags = GET_INTEL_INT(buf + 2);
4252 if (pnum!=Player_num)
4253 Players[(int)pnum].flags=flags;
4256 void multi_send_flags (char pnum)
4258 multibuf[0]=MULTI_FLAGS;
4260 PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
4262 multi_send_data(multibuf, 6, 1);
4265 void multi_send_drop_blobs (char pnum)
4267 multibuf[0]=MULTI_DROP_BLOB;
4270 multi_send_data(multibuf, 2, 0);
4273 void multi_do_drop_blob (char *buf)
4276 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4279 void multi_send_powerup_update ()
4284 multibuf[0]=MULTI_POWERUP_UPDATE;
4285 for (i=0;i<MAX_POWERUP_TYPES;i++)
4286 multibuf[i+1]=MaxPowerupsAllowed[i];
4288 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4290 void multi_do_powerup_update (char *buf)
4294 for (i=0;i<MAX_POWERUP_TYPES;i++)
4295 if (buf[i+1]>MaxPowerupsAllowed[i])
4296 MaxPowerupsAllowed[i]=buf[i+1];
4299 extern active_door ActiveDoors[];
4300 extern int Num_open_doors; // Number of open doors
4303 #if 0 // never used...
4304 void multi_send_active_door (int i)
4308 multibuf[0]=MULTI_ACTIVE_DOOR;
4310 multibuf[2]=Num_open_doors;
4312 #ifndef WORDS_BIGENDIAN
4313 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4314 count += sizeof(active_door);
4316 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4317 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4318 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4319 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4320 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4321 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4323 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4324 multi_send_data (multibuf,count,1);
4326 #endif // 0 (never used)
4328 void multi_do_active_door (char *buf)
4330 char i = multibuf[1];
4331 Num_open_doors = buf[2];
4333 memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
4334 #ifdef WORDS_BIGENDIAN
4336 active_door *ad = &ActiveDoors[(int)i];
4337 ad->n_parts = INTEL_INT(ad->n_parts);
4338 ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
4339 ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
4340 ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
4341 ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
4342 ad->time = INTEL_INT(ad->time);
4344 #endif //WORDS_BIGENDIAN
4347 void multi_send_sound_function (char whichfunc, char sound)
4351 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4352 multibuf[1]=Player_num; count++;
4353 multibuf[2]=whichfunc; count++;
4354 #ifndef WORDS_BIGENDIAN
4355 *(uint *)(multibuf+count)=sound; count++;
4357 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4359 multi_send_data (multibuf,4,0);
4362 #define AFTERBURNER_LOOP_START 20098
4363 #define AFTERBURNER_LOOP_END 25776
4365 void multi_do_sound_function (char *buf)
4369 char pnum,whichfunc;
4372 if (Players[Player_num].connected!=1)
4380 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4381 else if (whichfunc==3)
4382 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4385 void multi_send_capture_bonus (char pnum)
4387 Assert (Game_mode & GM_CAPTURE);
4389 multibuf[0]=MULTI_CAPTURE_BONUS;
4392 multi_send_data (multibuf,2,1);
4393 multi_do_capture_bonus (multibuf);
4395 void multi_send_orb_bonus (char pnum)
4397 Assert (Game_mode & GM_HOARD);
4399 multibuf[0]=MULTI_ORB_BONUS;
4401 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4403 multi_send_data (multibuf,3,1);
4404 multi_do_orb_bonus (multibuf);
4406 void multi_do_capture_bonus(char *buf)
4408 // Figure out the results of a network kills and add it to the
4409 // appropriate player's tally.
4414 kmatrix_kills_changed = 1;
4416 if (pnum==Player_num)
4417 HUD_init_message("You have Scored!");
4419 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4421 if (pnum==Player_num)
4422 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4423 else if (get_team(pnum)==TEAM_RED)
4424 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4426 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4428 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4430 team_kills[get_team(pnum)] += 5;
4431 Players[(int)pnum].net_kills_total += 5;
4432 Players[(int)pnum].KillGoalCount+=5;
4434 if (Netgame.KillGoal>0)
4436 TheGoal=Netgame.KillGoal*5;
4438 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4440 if (pnum==Player_num)
4442 HUD_init_message("You reached the kill goal!");
4443 Players[Player_num].shields=i2f(200);
4446 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4448 HUD_init_message ("The control center has been destroyed!");
4449 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4453 multi_sort_kill_list();
4454 multi_show_player_list();
4457 int GetOrbBonus (char num)
4461 bonus=num*(num+1)/2;
4465 void multi_do_orb_bonus(char *buf)
4467 // Figure out the results of a network kills and add it to the
4468 // appropriate player's tally.
4472 int bonus=GetOrbBonus (buf[2]);
4474 kmatrix_kills_changed = 1;
4476 if (pnum==Player_num)
4477 HUD_init_message("You have scored %d points!",bonus);
4479 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4481 if (pnum==Player_num)
4482 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4483 else if (Game_mode & GM_TEAM)
4485 if (get_team(pnum)==TEAM_RED)
4486 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4488 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4491 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4493 if (bonus>PhallicLimit)
4495 if (pnum==Player_num)
4496 HUD_init_message ("You have the record with %d points!",bonus);
4498 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4499 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4504 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4506 team_kills[get_team(pnum)] += bonus;
4507 Players[(int)pnum].net_kills_total += bonus;
4508 Players[(int)pnum].KillGoalCount+=bonus;
4510 team_kills[get_team(pnum)]%=1000;
4511 Players[(int)pnum].net_kills_total%=1000;
4512 Players[(int)pnum].KillGoalCount%=1000;
4514 if (Netgame.KillGoal>0)
4516 TheGoal=Netgame.KillGoal*5;
4518 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4520 if (pnum==Player_num)
4522 HUD_init_message("You reached the kill goal!");
4523 Players[Player_num].shields=i2f(200);
4526 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4528 HUD_init_message ("The control center has been destroyed!");
4529 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4532 multi_sort_kill_list();
4533 multi_show_player_list();
4536 void multi_send_got_flag (char pnum)
4538 multibuf[0]=MULTI_GOT_FLAG;
4541 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4543 multi_send_data (multibuf,2,1);
4544 multi_send_flags (Player_num);
4548 digi_sound ReversedSound;
4550 void multi_send_got_orb (char pnum)
4552 multibuf[0]=MULTI_GOT_ORB;
4555 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4557 multi_send_data (multibuf,2,1);
4558 multi_send_flags (Player_num);
4561 void multi_do_got_flag (char *buf)
4565 if (pnum==Player_num)
4566 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4567 else if (get_team(pnum)==TEAM_RED)
4568 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4570 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4571 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4572 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4574 void multi_do_got_orb (char *buf)
4578 Assert (Game_mode & GM_HOARD);
4580 if (Game_mode & GM_TEAM)
4582 if (get_team(pnum)==get_team(Player_num))
4583 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4585 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4588 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4590 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4591 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4599 if (!(Game_mode & GM_HOARD))
4600 Int3(); // How did we get here? Get Leighton!
4602 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4604 HUD_init_message("No orbs to drop!");
4610 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4615 HUD_init_message("Orb dropped!");
4616 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4618 if ((Game_mode & GM_HOARD) && objnum>-1)
4619 multi_send_drop_flag(objnum,seed);
4621 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4623 // If empty, tell everyone to stop drawing the box around me
4624 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4625 multi_send_flags (Player_num);
4632 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4634 if (Game_mode & GM_HOARD)
4640 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4642 HUD_init_message("No flag to drop!");
4647 HUD_init_message("Flag dropped!");
4648 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4652 if (get_team (Player_num)==TEAM_RED)
4653 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4655 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4660 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4661 multi_send_drop_flag(objnum,seed);
4663 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4667 void multi_send_drop_flag (int objnum,int seed)
4672 objp = &Objects[objnum];
4674 multibuf[count++]=(char)MULTI_DROP_FLAG;
4675 multibuf[count++]=(char)objp->id;
4677 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
4678 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
4679 PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
4680 PUT_INTEL_INT(multibuf+count, seed);
4682 map_objnum_local_to_local(objnum);
4684 if (!(Game_mode & GM_HOARD))
4685 if (Game_mode & GM_NETWORK)
4686 PowerupsInMine[objp->id]++;
4688 multi_send_data(multibuf, 12, 2);
4691 void multi_do_drop_flag (char *buf)
4693 int pnum,ammo,objnum,remote_objnum,seed;
4698 pnum = GET_INTEL_SHORT(buf + 2);
4699 remote_objnum = GET_INTEL_SHORT(buf + 4);
4700 ammo = GET_INTEL_SHORT(buf + 6);
4701 seed = GET_INTEL_INT(buf + 8);
4703 objp = &Objects[Players[pnum].objnum];
4705 objnum = spit_powerup(objp, powerup_id, seed);
4707 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4710 Objects[objnum].ctype.powerup_info.count = ammo;
4712 if (!(Game_mode & GM_HOARD))
4714 if (Game_mode & GM_NETWORK)
4715 PowerupsInMine[powerup_id]++;
4716 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4718 mprintf ((0,"Dropped flag %d!\n"));
4722 void multi_bad_restore ()
4724 Function_mode = FMODE_MENU;
4725 nm_messagebox(NULL, 1, TXT_OK,
4726 "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.");
4727 Function_mode = FMODE_GAME;
4728 multi_quit_game = 1;
4729 multi_leave_menu = 1;
4730 multi_reset_stuff();
4733 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4734 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4735 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4736 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4737 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4738 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4739 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4740 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4743 void multi_send_robot_controls (char pnum)
4747 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4749 multibuf[0]=MULTI_ROBOT_CONTROLS;
4751 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4752 count+=(MAX_ROBOTS_CONTROLLED*4);
4753 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4754 count+=(MAX_ROBOTS_CONTROLLED*4);
4755 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4756 count+=(MAX_ROBOTS_CONTROLLED*4);
4757 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4758 count+=(MAX_ROBOTS_CONTROLLED*4);
4759 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4760 count+=(MAX_ROBOTS_CONTROLLED*4);
4761 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4762 count+=(MAX_ROBOTS_CONTROLLED*4);
4763 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4764 count+=(MAX_ROBOTS_CONTROLLED*4);
4766 network_send_naked_packet (multibuf,142,pnum);
4768 void multi_do_robot_controls(char *buf)
4772 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4774 if (buf[1]!=Player_num)
4776 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4780 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4781 count+=(MAX_ROBOTS_CONTROLLED*4);
4782 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4783 count+=(MAX_ROBOTS_CONTROLLED*4);
4784 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4785 count+=(MAX_ROBOTS_CONTROLLED*4);
4786 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4787 count+=(MAX_ROBOTS_CONTROLLED*4);
4788 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4789 count+=(MAX_ROBOTS_CONTROLLED*4);
4790 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4791 count+=(MAX_ROBOTS_CONTROLLED*4);
4792 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4793 count+=(MAX_ROBOTS_CONTROLLED*4);
4796 #define POWERUPADJUSTS 5
4797 int PowerupAdjustMapping[]={11,19,39,41,44};
4799 int multi_powerup_is_4pack (int id)
4803 for (i=0;i<POWERUPADJUSTS;i++)
4804 if (id==PowerupAdjustMapping[i])
4809 int multi_powerup_is_allowed(int id)
4811 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4813 if (id == POW_CLOAK && !Netgame.DoCloak)
4815 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4817 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4819 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4821 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4823 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4825 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4827 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4829 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4831 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4833 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4835 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4837 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4839 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4841 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4843 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4845 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4847 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4849 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4851 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4853 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4855 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4857 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4859 if (id == POW_CONVERTER && !Netgame.DoConverter)
4861 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4863 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4865 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4867 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4869 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4871 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4873 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4875 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4881 void multi_send_finish_game ()
4883 multibuf[0]=MULTI_FINISH_GAME;
4884 multibuf[1]=Player_num;
4886 multi_send_data (multibuf,2,1);
4890 extern void do_final_boss_hacks();
4891 void multi_do_finish_game (char *buf)
4893 if (buf[0]!=MULTI_FINISH_GAME)
4896 if (Current_level_num!=Last_level)
4899 do_final_boss_hacks();
4902 void multi_send_trigger_specific (char pnum,char trig)
4904 multibuf[0] = MULTI_START_TRIGGER;
4907 network_send_naked_packet(multibuf, 2, pnum);
4909 void multi_do_start_trigger (char *buf)
4911 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4914 extern char *RankStrings[];
4916 void multi_add_lifetime_kills ()
4918 // This function adds a kill to lifetime stats of this player, and possibly
4919 // gives a promotion. If so, it will tell everyone else
4923 if (!Game_mode & GM_NETWORK)
4926 oldrank=GetMyNetRanking();
4930 if (oldrank!=GetMyNetRanking())
4932 multi_send_ranking();
4933 if (!FindArg("-norankings"))
4935 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4936 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4937 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4940 write_player_file();
4943 void multi_add_lifetime_killed ()
4945 // This function adds a "killed" to lifetime stats of this player, and possibly
4946 // gives a demotion. If so, it will tell everyone else
4950 if (!Game_mode & GM_NETWORK)
4953 oldrank=GetMyNetRanking();
4957 if (oldrank!=GetMyNetRanking())
4959 multi_send_ranking();
4960 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4962 if (!FindArg("-norankings"))
4963 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4966 write_player_file();
4970 void multi_send_ranking ()
4972 multibuf[0]=(char)MULTI_RANK;
4973 multibuf[1]=(char)Player_num;
4974 multibuf[2]=(char)GetMyNetRanking();
4976 multi_send_data (multibuf,3,1);
4979 void multi_do_ranking (char *buf)
4985 if (NetPlayers.players[(int)pnum].rank<rank)
4986 strcpy (rankstr,"promoted");
4987 else if (NetPlayers.players[(int)pnum].rank>rank)
4988 strcpy (rankstr,"demoted");
4992 NetPlayers.players[(int)pnum].rank=rank;
4994 if (!FindArg("-norankings"))
4995 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
4997 void multi_send_modem_ping ()
4999 multibuf[0]=MULTI_MODEM_PING;
5000 multi_send_data (multibuf,1,1);
5002 void multi_send_modem_ping_return ()
5004 multibuf[0]=MULTI_MODEM_PING_RETURN;
5005 multi_send_data (multibuf,1,1);
5008 void multi_do_modem_ping_return ()
5010 if (PingLaunchTime==0)
5012 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5016 PingReturnTime=timer_get_fixed_seconds();
5018 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5023 void multi_quick_sound_hack (int num)
5026 num = digi_xlat_sound(num);
5027 length=GameSounds[num].length;
5028 ReversedSound.data=(ubyte *)d_malloc (length);
5029 ReversedSound.length=length;
5031 for (i=0;i<length;i++)
5032 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5037 void multi_send_play_by_play (int num,int spnum,int dpnum)
5039 if (!(Game_mode & GM_HOARD))
5043 multibuf[0]=MULTI_PLAY_BY_PLAY;
5044 multibuf[1]=(char)num;
5045 multibuf[2]=(char)spnum;
5046 multibuf[3]=(char)dpnum;
5047 multi_send_data (multibuf,4,1);
5048 multi_do_play_by_play (multibuf);
5051 void multi_do_play_by_play (char *buf)
5053 int whichplay=buf[1];
5057 if (!(Game_mode & GM_HOARD))
5059 Int3(); // Get Leighton, something bad has happened.
5066 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5069 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5077 /// CODE TO LOAD HOARD DATA
5081 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5083 bm->bm_x = bm->bm_y = 0;
5084 bm->bm_w = bm->bm_rowsize = w;
5086 bm->bm_type = BM_LINEAR;
5087 bm->bm_flags = flags;
5093 grs_bitmap Orb_icons[2];
5095 int Hoard_goal_eclip;
5097 void init_hoard_data()
5099 static int first_time=1;
5100 static int orb_vclip;
5101 int n_orb_frames,n_goal_frames;
5104 ubyte palette[256*3];
5107 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5109 ifile = cfopen("hoard.ham","rb");
5111 Error("can't open <hoard.ham>");
5113 n_orb_frames = cfile_read_short(ifile);
5114 orb_w = cfile_read_short(ifile);
5115 orb_h = cfile_read_short(ifile);
5116 save_pos = cftell(ifile);
5117 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5118 n_goal_frames = cfile_read_short(ifile);
5119 cfseek(ifile,save_pos,SEEK_SET);
5123 int bitmap_num=Num_bitmap_files;
5125 //Allocate memory for bitmaps
5126 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5129 orb_vclip = Num_vclips++;
5130 Assert(Num_vclips <= VCLIP_MAXNUM);
5131 Vclip[orb_vclip].play_time = F1_0/2;
5132 Vclip[orb_vclip].num_frames = n_orb_frames;
5133 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5134 Vclip[orb_vclip].flags = 0;
5135 Vclip[orb_vclip].sound_num = -1;
5136 Vclip[orb_vclip].light_value = F1_0;
5137 for (i=0;i<n_orb_frames;i++) {
5138 Vclip[orb_vclip].frames[i].index = bitmap_num;
5139 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5140 bitmap_data += orb_w*orb_h;
5142 Assert(bitmap_num < MAX_BITMAP_FILES);
5145 //Create obj powerup
5146 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5147 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5148 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5149 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5151 //Create orb goal wall effect
5152 Hoard_goal_eclip = Num_effects++;
5153 Assert(Num_effects < MAX_EFFECTS);
5154 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5155 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5156 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5158 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5159 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5160 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5162 Assert(NumTextures < MAX_TEXTURES);
5163 for (i=0;i<n_goal_frames;i++) {
5164 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5165 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5166 bitmap_data += 64*64;
5168 Assert(bitmap_num < MAX_BITMAP_FILES);
5173 //Load and remap bitmap data for orb
5174 cfread(palette,3,256,ifile);
5175 for (i=0;i<n_orb_frames;i++) {
5176 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5177 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5178 gr_remap_bitmap_good( bm, palette, 255, -1 );
5181 //Load and remap bitmap data for goal texture
5182 cfile_read_short(ifile); //skip frame count
5183 cfread(palette,3,256,ifile);
5184 for (i=0;i<n_goal_frames;i++) {
5185 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5186 cfread(bm->bm_data,1,64*64,ifile);
5187 gr_remap_bitmap_good( bm, palette, 255, -1 );
5190 //Load and remap bitmap data for HUD icons
5192 icon_w = cfile_read_short(ifile);
5193 icon_h = cfile_read_short(ifile);
5196 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5197 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5199 cfread(palette,3,256,ifile);
5200 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5201 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5206 //Load sounds for orb game
5211 len = cfile_read_int(ifile); //get 11k len
5213 if (digi_sample_rate == SAMPLE_RATE_22K) {
5214 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5215 len = cfile_read_int(ifile); //get 22k len
5218 GameSounds[Num_sound_files+i].length = len;
5219 GameSounds[Num_sound_files+i].data = d_malloc(len);
5220 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5222 if (digi_sample_rate == SAMPLE_RATE_11K) {
5223 len = cfile_read_int(ifile); //get 22k len
5224 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5227 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5228 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5238 void save_hoard_data(void)
5240 #define MAX_BITMAPS_PER_BRUSH 30
5241 grs_bitmap * bm[MAX_BITMAPS_PER_BRUSH];
5244 ubyte palette[256*3];
5247 char *sounds[] = {"selforb.raw","selforb.r22", //SOUND_YOU_GOT_ORB
5248 "teamorb.raw","teamorb.r22", //SOUND_FRIEND_GOT_ORB
5249 "enemyorb.raw","enemyorb.r22", //SOUND_OPPONENT_GOT_ORB
5250 "OPSCORE1.raw","OPSCORE1.r22"}; //SOUND_OPPONENT_HAS_SCORED
5252 ofile = PHYSFSX_openWriteBuffered("hoard.ham");
5254 iff_error = iff_read_animbrush("orb.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5255 Assert(iff_error == IFF_NO_ERROR);
5256 PHYSFS_writeULE16(ofile, nframes);
5257 PHYSFS_writeULE16(ofile, bm[0]->bm_w);
5258 PHYSFS_writeULE16(ofile, bm[0]->bm_h);
5259 PHYSFS_write(ofile, palette, 3, 256);
5260 for (i=0;i<nframes;i++)
5261 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5263 iff_error = iff_read_animbrush("orbgoal.abm",bm,MAX_BITMAPS_PER_BRUSH,&nframes,palette);
5264 Assert(iff_error == IFF_NO_ERROR);
5265 Assert(bm[0]->bm_w == 64 && bm[0]->bm_h == 64);
5266 PHYSFS_writeULE16(ofile, nframes);
5267 PHYSFS_write(ofile, palette, 3, 256);
5268 for (i=0;i<nframes;i++)
5269 PHYSFS_write(ofile, bm[i]->bm_data, bm[i]->bm_w*bm[i]->bm_h, 1);
5273 iff_error = iff_read_bitmap(i?"orbb.bbm":"orb.bbm",&icon,BM_LINEAR,palette);
5274 Assert(iff_error == IFF_NO_ERROR);
5275 PHYSFS_writeULE16(ofile, icon.bm_w);
5276 PHYSFS_writeULE16(ofile, icon.bm_h);
5277 PHYSFS_write(ofile, palette, 3, 256);
5278 PHYSFS_write(ofile, icon.bm_data, icon.bm_w*icon.bm_h, 1);
5281 for (i=0;i<sizeof(sounds)/sizeof(*sounds);i++) {
5286 ifile = PHYSFS_openRead(sounds[i]);
5287 Assert(ifile != NULL);
5288 size = PHYSFS_fileLength(ifile);
5289 buf = d_malloc(size);
5290 PHYSFS_read(ifile, buf, size, 1);
5291 PHYSFS_writeULE32(ofile, size);
5292 PHYSFS_write(ofile, buf, size, 1);
5294 PHYSFS_close(ifile);
5297 PHYSFS_close(ofile);
5302 multi_process_data(char *buf, int len)
5304 // Take an entire message (that has already been checked for validity,
5305 // if necessary) and act on it.
5312 if (type > MULTI_MAX_TYPE)
5314 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5322 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5323 fflush (RecieveLogFile);
5328 case MULTI_POSITION:
5329 if (!Endlevel_sequence) multi_do_position(buf); break;
5330 case MULTI_REAPPEAR:
5331 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5333 if (!Endlevel_sequence) multi_do_fire(buf); break;
5335 multi_do_kill(buf); break;
5336 case MULTI_REMOVE_OBJECT:
5337 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5338 case MULTI_PLAYER_DROP:
5339 case MULTI_PLAYER_EXPLODE:
5340 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5342 if (!Endlevel_sequence) multi_do_message(buf); break;
5344 if (!Endlevel_sequence) multi_do_quit(buf); break;
5345 case MULTI_BEGIN_SYNC:
5347 case MULTI_CONTROLCEN:
5348 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5349 case MULTI_POWERUP_UPDATE:
5350 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5351 case MULTI_SOUND_FUNCTION:
5352 multi_do_sound_function(buf); break;
5354 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5355 case MULTI_DROP_WEAPON:
5356 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5357 case MULTI_DROP_FLAG:
5358 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5360 if (!Endlevel_sequence) multi_do_guided (buf); break;
5361 case MULTI_STOLEN_ITEMS:
5362 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5363 case MULTI_WALL_STATUS:
5364 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5365 case MULTI_HEARTBEAT:
5366 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5368 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5370 if (!Endlevel_sequence) multi_do_light (buf); break;
5371 case MULTI_KILLGOALS:
5373 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5374 case MULTI_ENDLEVEL_START:
5375 if (!Endlevel_sequence) multi_do_escape(buf); break;
5376 case MULTI_END_SYNC:
5379 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5381 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5382 case MULTI_DOOR_OPEN:
5383 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5384 case MULTI_CREATE_EXPLOSION:
5385 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5386 case MULTI_CONTROLCEN_FIRE:
5387 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5388 case MULTI_CREATE_POWERUP:
5389 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5390 case MULTI_PLAY_SOUND:
5391 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5392 case MULTI_CAPTURE_BONUS:
5393 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5394 case MULTI_ORB_BONUS:
5395 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5396 case MULTI_GOT_FLAG:
5397 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5399 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5400 case MULTI_PLAY_BY_PLAY:
5401 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5403 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5404 case MULTI_MODEM_PING:
5405 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5406 case MULTI_MODEM_PING_RETURN:
5407 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5409 case MULTI_FINISH_GAME:
5410 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5411 case MULTI_ROBOT_CONTROLS:
5412 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5413 case MULTI_ROBOT_CLAIM:
5414 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5415 case MULTI_ROBOT_POSITION:
5416 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5417 case MULTI_ROBOT_EXPLODE:
5418 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5419 case MULTI_ROBOT_RELEASE:
5420 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5421 case MULTI_ROBOT_FIRE:
5422 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5425 if (!Endlevel_sequence) multi_do_score(buf); break;
5426 case MULTI_CREATE_ROBOT:
5427 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5429 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5430 case MULTI_START_TRIGGER:
5431 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5433 if (!Endlevel_sequence) multi_do_flags(buf); break;
5434 case MULTI_DROP_BLOB:
5435 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5436 case MULTI_ACTIVE_DOOR:
5437 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5438 case MULTI_BOSS_ACTIONS:
5439 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5440 case MULTI_CREATE_ROBOT_POWERUPS:
5441 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5442 case MULTI_HOSTAGE_DOOR:
5443 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5444 case MULTI_SAVE_GAME:
5445 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5446 case MULTI_RESTORE_GAME:
5447 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5448 case MULTI_REQ_PLAYER:
5449 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5450 case MULTI_SEND_PLAYER:
5451 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5454 mprintf((1, "Invalid type in multi_process_input().\n"));